Brutusmax1mus wrote: »Assuming 5 pc in the tree.
Light armor-
20% Regen
10%Cost reduction
Spell resistance
Crit- 2.1k with 5 pc
Penetration
Great damage perks vs anything without a shield, worthless against. They also do not effect healing.
Medium-
Crit- 1.6k so slightly less
20% Regen
10% cost reduction
20% Sneak cost reduction-ok it's bad
15% detectable radius reduction- ok its bad
12%weapon damage
15% faster while sprinting
20% roll dodge cost reduction- base is 3.6k cost
Mediums damage passives effect shields and healing, however do not provide as much raw damage vs a target. Good trade off imo. They need the healing. The main issue with medium imo is zos making everything undodgable.
New Heavy-
1.8k physical and spell resistance
20%heath recovery- useless on most builds
540 Stamina and magicka given when hit every 4 seconds. Essentially 135 stam and mag regen conditionally. Great for off pool regen, awful for main pool.
10%max health
8% healing recieved
25%more resource return on heavy attacks.
Yes they make you able to take more damage. But 1.8k resistance, average 2.5k hp if they're building for damage, and 8% extra healing(hard countered by defile), hardly make anyone unkillable. BLOCKING does.
FIX BLOCKING FORMULA SO IT EFFECTS AND FIXES PERMABLOCKING AND DOESNT IMPACT EVERY OTHER BUILD BUT THE ONE YOU ARE TRYING TO IMPACT!!!!
Stop making everything undodgable. It's a whole armor types defense.
I still love medium armor.
The difference between HA and MA/LA is not 1800 resist. It is more. You are only comparing Passives, and forgetting to account for the natural resistance of each armor type.
Light has been better than heavy, passive wise, since the sharpened nerf.
There's simply no efficient way to recoup the penetration that light armor provides back into a build without sacrificing too many other things. If you're a magika build and you've been running heavy you've been seriously gimping your damage just for some tankiness you can pick up elsewhere.
Medium still has at least 1 really bad combat passive(sneak speed) and 1 that's less desirable (dodge roll cost reduction) because of several nerfs to the defensive mechanic it promotes.
Well, in a certain way that's true - but keep in mind that penetration is useless vs dmg shields, where as heavy armor Wrath passive (and any further damage you could pick up by not having to use a defensive set) still work against them.
That said, with Wrath passive gone there's no real alternative to light armor anymore, it'll just deal better damage in every scenario.
keep in mind that if you're having trouble killing builds whose primary defense is damage shields that light armor will actually do more than heavy to help you. This is simply because the burst available in light is such that you can routinely melt people within the window of a single, well-timed, CC. Whereas, in heavy, you have to allow wrath to charge and still need another big damage set to approach the damage light armor has.
If you're trying to brute force damage shields down in 2017 that's a YOU issue not a question of whether light is stronger than heavy. For reference, wrath adds ~2% damage and concentration adds ~8% and that's not even counting the crit passives. A typical damage set is going to give you about 5-7% damage. Light was already superior in every scenario because nobody keeps a 100% uptime on shields and as soon as you hit that health pool light armor adds like 13% more damage than heavy. The key to killing someone who is relying on damage shield for their defense is a well timed CC+burst combo as their shield drops either from pressure or from timing.
Well, I've always done better with heavy armor on my magplar than with light - granted I haven't played my magplar much recently.
There aren't much good, reliable CC options for a magplar (nor a lot of burst damage for a sweeps focused build) which might have a lot to do with it - it's always been important to be able to pressure down those shields efficiently with sweeps & DoTs on magplar.
I can see how light armor should typically be better for other classes (& Dark Flare magplar builds) though.
Not that it matters after next patch, light will just be better for all builds
Destructive reach is the best CC option for magplar btw and imo its the best CC in the game that doesn't break block.
Yeah, it's good - but requires using destro staff.
I don't think destro staff synergizes well with templar because the damage is such a mix between AoE (Sweeps) & single target (Unstable Core, Purifying Light, Destructive Reach/Clench, Vampire's Bane), meaning you can't feasibly get the full benefit from Ancient Knowledge passive.
I just feel DW/S&B is the way to go for the classic Sweeps magplar (rev bash can act as a decent CC)- I'd definitely use destro on a Flare build tho.
Brutusmax1mus wrote: »Assuming 5 pc in the tree.
Light armor-
20% Regen
10%Cost reduction
Spell resistance
Crit- 2.1k with 5 pc
Penetration
Great damage perks vs anything without a shield, worthless against. They also do not effect healing.
Medium-
Crit- 1.6k so slightly less
20% Regen
10% cost reduction
20% Sneak cost reduction-ok it's bad
15% detectable radius reduction- ok its bad
12%weapon damage
15% faster while sprinting
20% roll dodge cost reduction- base is 3.6k cost
Mediums damage passives effect shields and healing, however do not provide as much raw damage vs a target. Good trade off imo. They need the healing. The main issue with medium imo is zos making everything undodgable.
New Heavy-
1.8k physical and spell resistance
20%heath recovery- useless on most builds
540 Stamina and magicka given when hit every 4 seconds. Essentially 135 stam and mag regen conditionally. Great for off pool regen, awful for main pool.
10%max health
8% healing recieved
25%more resource return on heavy attacks.
Yes they make you able to take more damage. But 1.8k resistance, average 2.5k hp if they're building for damage, and 8% extra healing(hard countered by defile), hardly make anyone unkillable. BLOCKING does.
FIX BLOCKING FORMULA SO IT EFFECTS AND FIXES PERMABLOCKING AND DOESNT IMPACT EVERY OTHER BUILD BUT THE ONE YOU ARE TRYING TO IMPACT!!!!
Stop making everything undodgable. It's a whole armor types defense.
I still love medium armor.
The difference between HA and MA/LA is not 1800 resist. It is more. You are only comparing Passives, and forgetting to account for the natural resistance of each armor type.
Exactly, gold heavy can get over 20 k, gold medium can get to MAX 12 without putting tons of points into medium armor cp point ( which no one does really )
Waffennacht wrote: »Is there such a thing as a medium build with good brawler capabilities? Something less run and gun and more stand and fight?
Waffennacht wrote: »Is there such a thing as a medium build with good brawler capabilities? Something less run and gun and more stand and fight?
Waffennacht wrote: »Is there such a thing as a medium build with good brawler capabilities? Something less run and gun and more stand and fight?
Waffennacht wrote: »Is there such a thing as a medium build with good brawler capabilities? Something less run and gun and more stand and fight?
I've been running medium on my stamplar with restoring focus and bloodspawn, and actually trying to use empowering sweep as kind of a test.
Takes-No-Prisoner wrote: »Waffennacht wrote: »Is there such a thing as a medium build with good brawler capabilities? Something less run and gun and more stand and fight?
I've been running medium on my stamplar with restoring focus and bloodspawn, and actually trying to use empowering sweep as kind of a test.
I've run Restoring and Empowering myself too, I'm not a fan either. With the purify cost increase it's going to be more attractive to go Channeled anyway. Empowering is still kinda meh, and yeah I would prefer if it also just gave us Major Protection when we put it out. As is, it's just a weaker ult compared to DB.
How does bloodspawn feel on stamplar?
I run troll king on mine, and it's a fun when it procs from purify and the guy is trying to execute me and nothing happens.
Waffennacht wrote: »"this changes nothing" crowd = Stam heavy user
"Why should I pick anything other than Light?" = Magicka crowd
Waffennacht wrote: »Is there such a thing as a medium build with good brawler capabilities? Something less run and gun and more stand and fight?
Waffennacht wrote: »"this changes nothing" crowd = Stam heavy user
"Why should I pick anything other than Light?" = Magicka crowd
Except DK must run heavy. Temps are more flexible in that area
Light has been better than heavy, passive wise, since the sharpened nerf.
There's simply no efficient way to recoup the penetration that light armor provides back into a build without sacrificing too many other things. If you're a magika build and you've been running heavy you've been seriously gimping your damage just for some tankiness you can pick up elsewhere.
Medium still has at least 1 really bad combat passive(sneak speed) and 1 that's less desirable (dodge roll cost reduction) because of several nerfs to the defensive mechanic it promotes.
Well, in a certain way that's true - but keep in mind that penetration is useless vs dmg shields, where as heavy armor Wrath passive (and any further damage you could pick up by not having to use a defensive set) still work against them.
That said, with Wrath passive gone there's no real alternative to light armor anymore, it'll just deal better damage in every scenario.
keep in mind that if you're having trouble killing builds whose primary defense is damage shields that light armor will actually do more than heavy to help you. This is simply because the burst available in light is such that you can routinely melt people within the window of a single, well-timed, CC. Whereas, in heavy, you have to allow wrath to charge and still need another big damage set to approach the damage light armor has.
If you're trying to brute force damage shields down in 2017 that's a YOU issue not a question of whether light is stronger than heavy. For reference, wrath adds ~2% damage and concentration adds ~8% and that's not even counting the crit passives. A typical damage set is going to give you about 5-7% damage. Light was already superior in every scenario because nobody keeps a 100% uptime on shields and as soon as you hit that health pool light armor adds like 13% more damage than heavy. The key to killing someone who is relying on damage shield for their defense is a well timed CC+burst combo as their shield drops either from pressure or from timing.
Well, I've always done better with heavy armor on my magplar than with light - granted I haven't played my magplar much recently.
There aren't much good, reliable CC options for a magplar (nor a lot of burst damage for a sweeps focused build) which might have a lot to do with it - it's always been important to be able to pressure down those shields efficiently with sweeps & DoTs on magplar.
I can see how light armor should typically be better for other classes (& Dark Flare magplar builds) though.
Not that it matters after next patch, light will just be better for all builds
Destructive reach is the best CC option for magplar btw and imo its the best CC in the game that doesn't break block.
Yeah, it's good - but requires using destro staff.
I don't think destro staff synergizes well with templar because the damage is such a mix between AoE (Sweeps) & single target (Unstable Core, Purifying Light, Destructive Reach/Clench, Vampire's Bane), meaning you can't feasibly get the full benefit from Ancient Knowledge passive.
I just feel DW/S&B is the way to go for the classic Sweeps magplar (rev bash can act as a decent CC)- I'd definitely use destro on a Flare build tho.
Waffennacht wrote: »"this changes nothing" crowd = Stam heavy user
"Why should I pick anything other than Light?" = Magicka crowd
Except DK must run heavy. Temps are more flexible in that area
Waffennacht wrote: »"this changes nothing" crowd = Stam heavy user
"Why should I pick anything other than Light?" = Magicka crowd
Except DK must run heavy. Temps are more flexible in that area
Heavy helps when you want to be tankier, most definitely not a must though.
Light armor is better when you want to end people faster. I normally run light armor atm, and heavy when the situation calls for it, like when I'm in my guild group and we're extremely outnumbered. If i get bursted down by a smaller group, like 3-5 people while in light, i'll sometimes come back and fight them again in my heavy set, especially if I have the damage to kill them, which I generally do.
Light and heavy are both situational, neither are gonna be good for everything. Anybody that doesn't carry a heavy and light set on them at all times should reconsider how they play.
Waffennacht wrote: »"this changes nothing" crowd = Stam heavy user
"Why should I pick anything other than Light?" = Magicka crowd
Except DK must run heavy. Temps are more flexible in that area
Heavy helps when you want to be tankier, most definitely not a must though.
Light armor is better when you want to end people faster. I normally run light armor atm, and heavy when the situation calls for it, like when I'm in my guild group and we're extremely outnumbered. If i get bursted down by a smaller group, like 3-5 people while in light, i'll sometimes come back and fight them again in my heavy set, especially if I have the damage to kill them, which I generally do.
Light and heavy are both situational, neither are gonna be good for everything. Anybody that doesn't carry a heavy and light set on them at all times should reconsider how they play.
"Everyone stop fighting, I need to take out my backup heavy armor set"
Light has been better than heavy, passive wise, since the sharpened nerf.
There's simply no efficient way to recoup the penetration that light armor provides back into a build without sacrificing too many other things. If you're a magika build and you've been running heavy you've been seriously gimping your damage just for some tankiness you can pick up elsewhere.
Medium still has at least 1 really bad combat passive(sneak speed) and 1 that's less desirable (dodge roll cost reduction) because of several nerfs to the defensive mechanic it promotes.
Well, in a certain way that's true - but keep in mind that penetration is useless vs dmg shields, where as heavy armor Wrath passive (and any further damage you could pick up by not having to use a defensive set) still work against them.
That said, with Wrath passive gone there's no real alternative to light armor anymore, it'll just deal better damage in every scenario.
keep in mind that if you're having trouble killing builds whose primary defense is damage shields that light armor will actually do more than heavy to help you. This is simply because the burst available in light is such that you can routinely melt people within the window of a single, well-timed, CC. Whereas, in heavy, you have to allow wrath to charge and still need another big damage set to approach the damage light armor has.
If you're trying to brute force damage shields down in 2017 that's a YOU issue not a question of whether light is stronger than heavy. For reference, wrath adds ~2% damage and concentration adds ~8% and that's not even counting the crit passives. A typical damage set is going to give you about 5-7% damage. Light was already superior in every scenario because nobody keeps a 100% uptime on shields and as soon as you hit that health pool light armor adds like 13% more damage than heavy. The key to killing someone who is relying on damage shield for their defense is a well timed CC+burst combo as their shield drops either from pressure or from timing.
Well, I've always done better with heavy armor on my magplar than with light - granted I haven't played my magplar much recently.
There aren't much good, reliable CC options for a magplar (nor a lot of burst damage for a sweeps focused build) which might have a lot to do with it - it's always been important to be able to pressure down those shields efficiently with sweeps & DoTs on magplar.
I can see how light armor should typically be better for other classes (& Dark Flare magplar builds) though.
Not that it matters after next patch, light will just be better for all builds
Destructive reach is the best CC option for magplar btw and imo its the best CC in the game that doesn't break block.
Yeah, it's good - but requires using destro staff.
I don't think destro staff synergizes well with templar because the damage is such a mix between AoE (Sweeps) & single target (Unstable Core, Purifying Light, Destructive Reach/Clench, Vampire's Bane), meaning you can't feasibly get the full benefit from Ancient Knowledge passive.
I just feel DW/S&B is the way to go for the classic Sweeps magplar (rev bash can act as a decent CC)- I'd definitely use destro on a Flare build tho.
I mean, any destro, including weaves is better damage than DW by a mile and my personal experience with magplar I rarely cast more than a couple sweeps in a row. Your DoTs have low duration and so does PL, you just don't have time to spam your spammable a whole lot and you really do lose a lot of pressure from weaving. DW or not you'll never kill good players without PL explosions and the best way to fill them up is on a destro build.
That's not even mentioning you can run ele drain and use the good morph of rune that gives minor protection+vitality instead of the regen one. And also increases your damage to levels a DW build can't dream of
SnB back bar a must though imo
Brutusmax1mus wrote: »Assuming 5 pc in the tree.
Light armor-
20% Regen
10%Cost reduction
Spell resistance
Crit- 2.1k with 5 pc
Penetration
Great damage perks vs anything without a shield, worthless against. They also do not effect healing.
Medium-
Crit- 1.6k so slightly less
20% Regen
10% cost reduction
20% Sneak cost reduction-ok it's bad
15% detectable radius reduction- ok its bad
12%weapon damage
15% faster while sprinting
20% roll dodge cost reduction- base is 3.6k cost
Mediums damage passives effect shields and healing, however do not provide as much raw damage vs a target. Good trade off imo. They need the healing. The main issue with medium imo is zos making everything undodgable.
New Heavy-
1.8k physical and spell resistance
20%heath recovery- useless on most builds
540 Stamina and magicka given when hit every 4 seconds. Essentially 135 stam and mag regen conditionally. Great for off pool regen, awful for main pool.
10%max health
8% healing recieved
25%more resource return on heavy attacks.
Yes they make you able to take more damage. But 1.8k resistance, average 2.5k hp if they're building for damage, and 8% extra healing(hard countered by defile), hardly make anyone unkillable. BLOCKING does.
FIX BLOCKING FORMULA SO IT EFFECTS AND FIXES PERMABLOCKING AND DOESNT IMPACT EVERY OTHER BUILD BUT THE ONE YOU ARE TRYING TO IMPACT!!!!
Stop making everything undodgable. It's a whole armor types defense.
I still love medium armor.
Waffennacht wrote: »Is there such a thing as a medium build with good brawler capabilities? Something less run and gun and more stand and fight?
I think you should ask @Xsorus , he has some weird medium armor S&B build :P
Toc de Malsvi wrote: »Brutusmax1mus wrote: »Assuming 5 pc in the tree.
Light armor-
20% Regen
10%Cost reduction
Spell resistance
Crit- 2.1k with 5 pc
Penetration
Great damage perks vs anything without a shield, worthless against. They also do not effect healing.
Medium-
Crit- 1.6k so slightly less
20% Regen
10% cost reduction
20% Sneak cost reduction-ok it's bad
15% detectable radius reduction- ok its bad
12%weapon damage
15% faster while sprinting
20% roll dodge cost reduction- base is 3.6k cost
Mediums damage passives effect shields and healing, however do not provide as much raw damage vs a target. Good trade off imo. They need the healing. The main issue with medium imo is zos making everything undodgable.
New Heavy-
1.8k physical and spell resistance
20%heath recovery- useless on most builds
540 Stamina and magicka given when hit every 4 seconds. Essentially 135 stam and mag regen conditionally. Great for off pool regen, awful for main pool.
10%max health
8% healing recieved
25%more resource return on heavy attacks.
Yes they make you able to take more damage. But 1.8k resistance, average 2.5k hp if they're building for damage, and 8% extra healing(hard countered by defile), hardly make anyone unkillable. BLOCKING does.
FIX BLOCKING FORMULA SO IT EFFECTS AND FIXES PERMABLOCKING AND DOESNT IMPACT EVERY OTHER BUILD BUT THE ONE YOU ARE TRYING TO IMPACT!!!!
Stop making everything undodgable. It's a whole armor types defense.
I still love medium armor.
The blocking changes are why virtually every build now has SnB on one bar if not both bars.
Light has been better than heavy, passive wise, since the sharpened nerf.
There's simply no efficient way to recoup the penetration that light armor provides back into a build without sacrificing too many other things. If you're a magika build and you've been running heavy you've been seriously gimping your damage just for some tankiness you can pick up elsewhere.
Medium still has at least 1 really bad combat passive(sneak speed) and 1 that's less desirable (dodge roll cost reduction) because of several nerfs to the defensive mechanic it promotes.
Well, in a certain way that's true - but keep in mind that penetration is useless vs dmg shields, where as heavy armor Wrath passive (and any further damage you could pick up by not having to use a defensive set) still work against them.
That said, with Wrath passive gone there's no real alternative to light armor anymore, it'll just deal better damage in every scenario.
keep in mind that if you're having trouble killing builds whose primary defense is damage shields that light armor will actually do more than heavy to help you. This is simply because the burst available in light is such that you can routinely melt people within the window of a single, well-timed, CC. Whereas, in heavy, you have to allow wrath to charge and still need another big damage set to approach the damage light armor has.
If you're trying to brute force damage shields down in 2017 that's a YOU issue not a question of whether light is stronger than heavy. For reference, wrath adds ~2% damage and concentration adds ~8% and that's not even counting the crit passives. A typical damage set is going to give you about 5-7% damage. Light was already superior in every scenario because nobody keeps a 100% uptime on shields and as soon as you hit that health pool light armor adds like 13% more damage than heavy. The key to killing someone who is relying on damage shield for their defense is a well timed CC+burst combo as their shield drops either from pressure or from timing.
Well, I've always done better with heavy armor on my magplar than with light - granted I haven't played my magplar much recently.
There aren't much good, reliable CC options for a magplar (nor a lot of burst damage for a sweeps focused build) which might have a lot to do with it - it's always been important to be able to pressure down those shields efficiently with sweeps & DoTs on magplar.
I can see how light armor should typically be better for other classes (& Dark Flare magplar builds) though.
Not that it matters after next patch, light will just be better for all builds