Had actually gone back over my cp after making this and swapped it around to get more mit.Move points out of ele defender and hardy and put them into ironclad and dotdmgreduction. Those offer general protection against magica + stamina while also scaling better (25% on direct + dot reduction vs 15% on physical + magical).
Edit: Imo getting more absolute dmg reduction far outweights the benefits of accessing unchained.
It does give 5% More mit but unchained is nice if you run shuffle
Since that mitigates more than 5%
Have you found your dmg to be sufficient so far?
I´m personally running 5 bloodthorn 5 lich + monster set (one cost reduction enchant) and even with kena 2p i struggle to kill the average shieldstacking zergsorc.
The dmg reduction this patch seems unreal and i don´t like it- people just don´t die.
frostbreeze wrote: »Had actually gone back over my cp after making this and swapped it around to get more mit.Move points out of ele defender and hardy and put them into ironclad and dotdmgreduction. Those offer general protection against magica + stamina while also scaling better (25% on direct + dot reduction vs 15% on physical + magical).
Edit: Imo getting more absolute dmg reduction far outweights the benefits of accessing unchained.
It does give 5% More mit but unchained is nice if you run shuffle
Since that mitigates more than 5%
Have you found your dmg to be sufficient so far?
I´m personally running 5 bloodthorn 5 lich + monster set (one cost reduction enchant) and even with kena 2p i struggle to kill the average shieldstacking zergsorc.
The dmg reduction this patch seems unreal and i don´t like it- people just don´t die.
use cost increase poison and i assure u they wont spam shields unless theyre in high regen build like mine :P
frostbreeze wrote: »Had actually gone back over my cp after making this and swapped it around to get more mit.Move points out of ele defender and hardy and put them into ironclad and dotdmgreduction. Those offer general protection against magica + stamina while also scaling better (25% on direct + dot reduction vs 15% on physical + magical).
Edit: Imo getting more absolute dmg reduction far outweights the benefits of accessing unchained.
It does give 5% More mit but unchained is nice if you run shuffle
Since that mitigates more than 5%
Have you found your dmg to be sufficient so far?
I´m personally running 5 bloodthorn 5 lich + monster set (one cost reduction enchant) and even with kena 2p i struggle to kill the average shieldstacking zergsorc.
The dmg reduction this patch seems unreal and i don´t like it- people just don´t die.
use cost increase poison and i assure u they wont spam shields unless theyre in high regen build like mine :P
I don´t enjoy running the things i rant about on forums : P which is why i build without harness/poisons.
frostbreeze wrote: »frostbreeze wrote: »Had actually gone back over my cp after making this and swapped it around to get more mit.Move points out of ele defender and hardy and put them into ironclad and dotdmgreduction. Those offer general protection against magica + stamina while also scaling better (25% on direct + dot reduction vs 15% on physical + magical).
Edit: Imo getting more absolute dmg reduction far outweights the benefits of accessing unchained.
It does give 5% More mit but unchained is nice if you run shuffle
Since that mitigates more than 5%
Have you found your dmg to be sufficient so far?
I´m personally running 5 bloodthorn 5 lich + monster set (one cost reduction enchant) and even with kena 2p i struggle to kill the average shieldstacking zergsorc.
The dmg reduction this patch seems unreal and i don´t like it- people just don´t die.
use cost increase poison and i assure u they wont spam shields unless theyre in high regen build like mine :P
I don´t enjoy running the things i rant about on forums : P which is why i build without harness/poisons.
JOIN THE DARKSIDE DERRA
Sorry for the long response.frostbreeze wrote: »Im using same gear since the release . If u wanna use this on bg i suggest getting atro mundus instead and dont use dark deal at all in there. For open world no cp i totally agree remove harness for dark deal. For cp i use different build which i find quite a bit stronger which is 5shackle-5alteration mastery 1 maelstorm . The reason its stronger with cp is u get 16% less costs in ur dodge and break free so u dont really need more than 1k stam reg. Nonetheless shackle+witchmother+ 3 prismatic will be sorc meta this patch.
Also use streak and destroy every stamina build outhere instead of useless bol
mind sharing few more details on shackle + alt ? such as jewel glyphs, mundus etc ?
also, how would you adapt shackle + alt for no cp bg ?
Thanks
I think alteration mastery is BiS for no-CP. it reduces everything.
The math says that amber plasm is much more efficient than shackle, since you get more overall set bonuses worth of stats with amber you can recover the stamina into your build easier by dropping witchmothers
Whole point of shacklebreaker is it allows the use witchmothers lol
e: @Irylia Only problem I have with the way you setup the build (I'm running the same) is the full SD enchants on the jewellery. 3.2k streak cost, 2.3k force pulse cost are just disgusting. You think 1 reduce cost may be more beneficial or is the SD making that much of a difference?
Had actually gone back over my cp after making this and swapped it around to get more mit.Move points out of ele defender and hardy and put them into ironclad and dotdmgreduction. Those offer general protection against magica + stamina while also scaling better (25% on direct + dot reduction vs 15% on physical + magical).
Edit: Imo getting more absolute dmg reduction far outweights the benefits of accessing unchained.
It does give 5% More mit but unchained is nice if you run shuffle
Since that mitigates more than 5%
Have you found your dmg to be sufficient so far?
I´m personally running 5 bloodthorn 5 lich + monster set (one cost reduction enchant) and even with kena 2p i struggle to kill the average shieldstacking zergsorc.
The dmg reduction this patch seems unreal and i don´t like it- people just don´t die.
Can you switch out bloodthorn for something with more damage? You see, ZOS wants you to heavy attack for resources, rather than having infinite.
A low damage high regen build just isn't viable except in no-CP land (where they're arguably OP). I tried a Lich-Seducer build with similar results.
I´m using it with 2p kena active @3.6k spelldmg 40300 magica. I can still oneshot potatoes no questions asked.
But i can´t break shieldstackers anymore when they have the correct CP setup.
For me personally a setup relying on dark deal or/and without a monster set is not desireable.
Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
Time your burst on a msorc. Every sorc has a unique pattern and ward re up effectiveness. Bait them to be more aggressive and use a db ini combo when they are unaware. I've never had an issue with sorcS. Those are my most enjoyable duels.
Sustain and damage are perfect. No cp I'm running serpent and drop inner light for degen. Boundless dark deal back. Still one shot people.
Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
Thief mundus and inner light are both really strong for no cp if you have enough sustain. I personally think 1800 mag regen and 1k stamp regen is easily enough for no cp/battlegeounds. I am running with less currently in aura (xbox one) and I still have no issues for real. I don't even use dark conversion. Now in morrowind I know this is gonna be much different because some passives changing in light armor skills. I'll still be running spell damage glyphs for sure though.
Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
Malamar1229 wrote: »NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
Which is basically what I said, right? So take a seducers and alteration mastery set up with a 3k average spell cost assuming 1 cast per second.
14% * 3000 * 1 * 2 = 840 comparable magicka regen
Malamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
Had actually gone back over my cp after making this and swapped it around to get more mit.Move points out of ele defender and hardy and put them into ironclad and dotdmgreduction. Those offer general protection against magica + stamina while also scaling better (25% on direct + dot reduction vs 15% on physical + magical).
Edit: Imo getting more absolute dmg reduction far outweights the benefits of accessing unchained.
It does give 5% More mit but unchained is nice if you run shuffle
Since that mitigates more than 5%
Have you found your dmg to be sufficient so far?
I´m personally running 5 bloodthorn 5 lich + monster set (one cost reduction enchant) and even with kena 2p i struggle to kill the average shieldstacking zergsorc.
The dmg reduction this patch seems unreal and i don´t like it- people just don´t die.
Can you switch out bloodthorn for something with more damage? You see, ZOS wants you to heavy attack for resources, rather than having infinite.
A low damage high regen build just isn't viable except in no-CP land (where they're arguably OP). I tried a Lich-Seducer build with similar results.
cschwingeb14_ESO wrote: »After running Amberplasm willpower vMA-staff last patch in no CP, this setup is an upgrade on paper. I've built this setup with 5x well fitted 2x impen, and am down to about 2.5k stam cost for dodge rolls (5-1-1). Having 1.8k mag regen and 1.3k stam regen 30k magicka, and 2.4k SD (3x SD glyphs) unbuffed is pretty awesome.
I'm not sure I should go 7x well fitted, but it's moot until I do some more farming for Amberplasm small pieces. Not that it's hard.
If you don't have a vMA staff, it's easy to run shackle breaker staves and 1x monster of your choice. The only grindy part is Amber plasm jewelry
Now I just need prime-time BGs to actually work
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
Malamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
I have to use hardened on my main bar. Playing on console there is a slight lag between bar switching. Therefore I can't run inner light. My main bar is frag, structured entropy, haunting curse, hardened ward, mage fury, dawn breaker (ps I dual wield). My back bar is harness mag, healing ward, mines, boundless storm, streak, resto ultimate. I think I can try to run thief with @Irylia 's setup and be okay. I've run with less sustain for real. I've though about dripping harness magicka for something. I'd what though lol
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
I have to use hardened on my main bar. Playing on console there is a slight lag between bar switching. Therefore I can't run inner light. My main bar is frag, structured entropy, haunting curse, hardened ward, mage fury, dawn breaker (ps I dual wield). My back bar is harness mag, healing ward, mines, boundless storm, streak, resto ultimate. I think I can try to run thief with @Irylia 's setup and be okay. I've run with less sustain for real. I've though about dripping harness magicka for something. I'd what though lol
You can safely back bar curse and put mage light on for the bigger hardened ward.
When I meet a new friend out in Cyro I'm usually going to be on the defending resto bar anyways. Open up with a heavy attack (e.g. some nasty poison), curse, then switch bars and light them up.
I'm pretty sure curse can't empower, so you don't need to degen/entropy first, and with the delay you can always swap/degen/frag/wrath with ani cancelling so the burst always lands together.
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
I have to use hardened on my main bar. Playing on console there is a slight lag between bar switching. Therefore I can't run inner light. My main bar is frag, structured entropy, haunting curse, hardened ward, mage fury, dawn breaker (ps I dual wield). My back bar is harness mag, healing ward, mines, boundless storm, streak, resto ultimate. I think I can try to run thief with @Irylia 's setup and be okay. I've run with less sustain for real. I've though about dripping harness magicka for something. I'd what though lol
You can safely back bar curse and put mage light on for the bigger hardened ward.
When I meet a new friend out in Cyro I'm usually going to be on the defending resto bar anyways. Open up with a heavy attack (e.g. some nasty poison), curse, then switch bars and light them up.
I'm pretty sure curse can't empower, so you don't need to degen/entropy first, and with the delay you can always swap/degen/frag/wrath with ani cancelling so the burst always lands together.
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
I have to use hardened on my main bar. Playing on console there is a slight lag between bar switching. Therefore I can't run inner light. My main bar is frag, structured entropy, haunting curse, hardened ward, mage fury, dawn breaker (ps I dual wield). My back bar is harness mag, healing ward, mines, boundless storm, streak, resto ultimate. I think I can try to run thief with @Irylia 's setup and be okay. I've run with less sustain for real. I've though about dripping harness magicka for something. I'd what though lol
You can safely back bar curse and put mage light on for the bigger hardened ward.
When I meet a new friend out in Cyro I'm usually going to be on the defending resto bar anyways. Open up with a heavy attack (e.g. some nasty poison), curse, then switch bars and light them up.
I'm pretty sure curse can't empower, so you don't need to degen/entropy first, and with the delay you can always swap/degen/frag/wrath with ani cancelling so the burst always lands together.
Very helpful. If I dropped harness I could for sure use curse on back bar. Inner light on front bar would be nice for the empowered frag/ mage fury/ dawn breaker combo. Honestly I love playing dual wield. It forces you to focus on burst rather than just just spam crushing shock.
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
I have to use hardened on my main bar. Playing on console there is a slight lag between bar switching. Therefore I can't run inner light. My main bar is frag, structured entropy, haunting curse, hardened ward, mage fury, dawn breaker (ps I dual wield). My back bar is harness mag, healing ward, mines, boundless storm, streak, resto ultimate. I think I can try to run thief with @Irylia 's setup and be okay. I've run with less sustain for real. I've though about dripping harness magicka for something. I'd what though lol
You can safely back bar curse and put mage light on for the bigger hardened ward.
When I meet a new friend out in Cyro I'm usually going to be on the defending resto bar anyways. Open up with a heavy attack (e.g. some nasty poison), curse, then switch bars and light them up.
I'm pretty sure curse can't empower, so you don't need to degen/entropy first, and with the delay you can always swap/degen/frag/wrath with ani cancelling so the burst always lands together.
I do the same thing but as Templar with unstable core. Defensive til I can go offensive, then burst it.
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
I have to use hardened on my main bar. Playing on console there is a slight lag between bar switching. Therefore I can't run inner light. My main bar is frag, structured entropy, haunting curse, hardened ward, mage fury, dawn breaker (ps I dual wield). My back bar is harness mag, healing ward, mines, boundless storm, streak, resto ultimate. I think I can try to run thief with @Irylia 's setup and be okay. I've run with less sustain for real. I've though about dripping harness magicka for something. I'd what though lol
NightbladeMechanics wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
My formula:
Percent cost reduction * average cost of abilities * average number of abilities cast per global cooldown * 2 = equivalent effective regen
Or flat cost reduction * average number of abilities cast per global cooldown * 2
I'd say 3k is an easily acceptable median. I know it will vary by builds, but with no other cost reducMalamar1229 wrote: »Malamar1229 wrote: »does anyone have a generic formula how you can compare cost reduction percentage against regen? For instance, when you look at set bonuses how to determine at what point a cost reduction % becomes better than regen.
Look at alteration mastery Vs Amberplasm: 6% cost redux Versus 300 MR/SR
If you then pull your base cost of say Crushing Shock (which I THINK is 2400ish) the 6% means a savings of 144 magicka or 288 Magicka regen (if you are spamming 1 per second). Is this wrong?
I don't think that's exactly right, but its the general way the math works. Alteration mastery doesn't just decrease mag costs though, also decreases ulti, block, bash, and sprint.
@Irylia I've got two questions for you concerning no CP builds
I'm curious, in your opinon, doesn't running no CP, and therefore not having the ability to artificially increase your regen, increase the value of cost reduction?
And also, the way you're dropping so much crit for no CP goes against what most theorycrafters I have spoken to feel is the best way to build for no CP. For example, @NightbladeMechanics suggests running both thief and major prophecy for no CP. I'm aware that you have less native crit without CP, but why do you choose to ignore it rather than incorporating a strong burst option into your build?
I know you directed that at Irylia but I have been running two reduction sets using thief and major prophecy in my build...based on that same premise. Just pugging BGs for now, the build has been fantastic in performance. I have gone probably 90% of my games with zero deaths and leading the scoreboard with kills.
It comes down to I wanted more space on my bars for boundless and to do this I dropped inner light. Because my crit chance then drops 20% I remove shadow for serpent so I can have my constant up time of damage where as most will run out. With boundless defending resto I have 20k resistances and solid crit resist. I think that mitigation is important In no cp because of how small one 7k ward is. And I understand that's because I drop harness for dark deal but it means my sustainability never ends especially with serpent added.
How I see it is I could have 20% crit but I'd lose 5k resistances and my serpent mundus and that lessens my ability to survive by rolling. Taking hits. Converting for mag.
I play aggressively in bg's and tend to be in the thrall without my teammates most of the time. Unless ofc it's premade. Then we rotate as we see fit to help one another. But since I'll be between 3 of each team I prefer the suevivability since my damage is already solid with 3.3k spell and closely timed burst
This makes perfect sense, thanks for taking the time to answer. Basically its a playstyle thing, if you're yolo'ing into enemies then the mitigation from boundless is nice when the single shield inevitably goes down. Would you recommend more "traditional" ranged style sorc gameplay to utilize inner light+thief(shadow?) or do you think the extra mobility + mitigation is still of value when you're just there for ranged burst and negate on a pre-made group?cschwingeb14_ESO wrote: »I'm in noCP all the time. The HA meta has a lot of people running with some extremely low crit rates. I run 2 shields and occasionally mutagen or a 3rd shield, depending on who I'm with. Low impen is a risk, but a lot less than in CP where crit chance is a lot higher
Well fitted doesn't give much benefit unless you have enough stam regen and stam pool, but once you do, it pairs very well with damage shields. 25% lower dodge roll cost is saving about 800 every roll. With immovable or tri-pots, even double rolls can be used.
Its people like this guy that make me shudder to think of dropping all that crit...
I have to use hardened on my main bar. Playing on console there is a slight lag between bar switching. Therefore I can't run inner light. My main bar is frag, structured entropy, haunting curse, hardened ward, mage fury, dawn breaker (ps I dual wield). My back bar is harness mag, healing ward, mines, boundless storm, streak, resto ultimate. I think I can try to run thief with @Irylia 's setup and be okay. I've run with less sustain for real. I've though about dripping harness magicka for something. I'd what though lol
You can safely back bar curse and put mage light on for the bigger hardened ward.
When I meet a new friend out in Cyro I'm usually going to be on the defending resto bar anyways. Open up with a heavy attack (e.g. some nasty poison), curse, then switch bars and light them up.
I'm pretty sure curse can't empower, so you don't need to degen/entropy first, and with the delay you can always swap/degen/frag/wrath with ani cancelling so the burst always lands together.
Very helpful. If I dropped harness I could for sure use curse on back bar. Inner light on front bar would be nice for the empowered frag/ mage fury/ dawn breaker combo. Honestly I love playing dual wield. It forces you to focus on burst rather than just just spam crushing shock.