cpuScientist wrote: »Oh you are talking PvE? Like trials and such. You build for damage no mit and sustain only coming from food but mostly from your group mates. You want a minimum of 16k health. Because the tank will be running ebony giving you 1k health. But yeah you build for damage in PvE. If you are talking trials and dungeons. This game no matter the dungeon or trial is a DPS race. If you start building for mit on a dps you will face more and more mechanics.
Take the twins in vMoL if you try to build tanky eventually you will be over run by adds and die. But if you build for DPS you can kill the bosses before it gets to out of hand.
This is the same in every game/mmo.
If PvP see previous comments.
If solo pve I mean unless you are like <100 cp I guess still build for damage or whatever because it's very easy.
If you are building for VMA then it's still building for damage because again the quicker it dies the less likely it will kill you. but If you are mag you can wear a set like iceheart for the shield mit. And use witch mothers. Stam would neeeeeed VO and to have about 17k health after that it's whatever. Well not need but recommend if just starting.
Now never be under 16k health unless pro lol.
As a follow up - I did a similar build as an experiment: Dreugh King Slayer and Hundings on a stamblade.
The result didn't work for me. Had just shy of 4k weapon damage (3920 or something from memory), and just over 1k regen.
I brought him into Cyro to test. My hits did do more damage, and I was able to hit some characters quite hard.
Against the majority of super tanky players I see more commonly over the last year or so, the damage was not great.
In some cases I was seeing the exact same problem as before - hardly any impact at all.
The most notable thing was the lack of regen. I have usually aimed for about 2500 or even higher.
I suppose many players might think this is too high.
Usually it allows me to fire off 3 or 4 skills, dodgeroll, block, fire off some more skills, etc. and keep fighting.
With 1k regen, 3 to 5 shots and he's be drained. It would take around 10 seconds to come back to full (way too long).
Occasional heavy attacks and trash pots would help, but quite often I'd be left standing at the edge of a battle waiting for my stamina to recover, unable to do any skills, sprint, dodgeroll or block.
So for me the mystery still remains.
How to break the 4k weapon/spell damage ceiling, and how to achieve it without gimping everything else.
On a side note, I still see exceptionally tanky hard-to-damage players fighting, that seem to be able to fight continuously non-stop, and are able to take multiple characters down with 2 or 3 shots. Sometimes I see them get hit multiple times by players and their health bar does not move much, so I can only assume they have massive health too.
I will keep experimenting, but at this stage I'm thinking of abandoning the quest for super high damage, because I like combining different sets and trying different effects. The quest for high damage seems to narrow the choice of builds and it has such an impact on other attributes that it affects gameplay. Still willing to listen to ideas though.
Lightspeedflashb14_ESO wrote: »@Minno major defile is 30% healing decrease and minor is 15%. With the befoul passive at 55%, that brings major defile up to 47%, and minor defile to 23%. So together they are up to 70% healing decrease.
I had changed one weapon damage enchantment on a jewelry from damage to sustain last night to give me some sustain.
Today I logged in and noticed this experimental build was sitting at only 2747 weapon damage outside of Cyrodiil...far far short of 4500.
I must have misread it previously, or maybe was getting some Cyrodiil keep bonuses or something.
This only adds to the mystery of how to reach higher than 4k!
I did notice that this character had decent protection, with 23k physical and spell resist (medium Mighty Chudan set).
He also had a nice 64% crit chance.
But he is 1753 less weapon damage than kylewwefan's stamplar, using pretty much the same equipment. How?
There you go, i fixed it. Seems to be in line with the meta nowNightbladeMechanics wrote: »You need to practice and improve your reflexes and instincts as a player more than your build and rotations in order to feel progress in PvP. If you’re feeling stuck or plateaued in PvP performance, be careful not to fall into the trap of seeking build changes to get unstuck. put on a few procs and feel the powahhh!
@NightbladeMechanics
That has been my thinking as well.
And sustain has been the trait I value more than anything else.
The reason I started the thread was to learn more about what other people are doing.
Especially in regards to damage.
I have come across some stupidly tanky enemies.
Nothing more frustrating than fighting group of characters that no one can damage.
I hear people boast about their high weapon/spell damage. Some sound ridiculous. 8k??
But I have seen characters come in and practically one-shot pvp npc guards,
and plenty of times I've seen characters of all classes one-shot multiple players over and over.
I have been aiming for a minimum of 2000 weapon or spell damage (with some exceptions).
But once I start trying for more than that, other aspects start to suffer. Badly.
Just for an experiment, I tried replicating a build that kylewwefan shared,
but I didn't even get close to her 4500 weapon damage, which I found confusing.
I'm guessing that this number is her buffed/proc'd weapon damage estimation or something.
The experiment showed to me clearly though how much sustain matters to me. A lot.
The other answers about buffs/debuffs got me looking even closer at these mechanics...
as alternative ways to achieve higher damage, and keep my sustain.
I have been trying lots of builds on my characters. All classes, all roles.
I've been using a wide variety of sets (both dropped and crafted), plus monster sets.
I mainly do pvp, but the basic questions I want to ask could apply to pve too.
Making a balanced build, but with decent damage
Apart from tank characters, I usually go for a balance between damage, sustain and mitigation.
On builds where I have tried for very high damage, it quickly shows that they will suffer badly with the other two aspects.
To have enough to keep fighting in most situations, I find that the highest I can get is 2-3k weapon or spell damage
before I am badly feeling the lack of sustain and protection. I realize that weaving and skills can help, but I'm just talking in general here.
So apart from a gank build or a tank build, what is a good benchmark to aim for for weapon/spell damage? Is 2-3k reasonable?
I hear people boast about their 4k damage...and often much, much more (6k and even 8k!). I assume that is the buffed and proc'ed state.
I can't work out how you could achieve that (even with all my build experiments).
I've tried pure damage sets (and/or proc-damage sets), gold weapons, damage enchants, damage jewelry, nirnhoned, potions.
And even if I could raise my weapon/spell damage to great heights, wouldn't that just leave me with pitiful sustain and protection?
Thanks.
@NightbladeMechanics Awesome post, thank you.
I've noticed that there are a lot of heavy armor proc sets to choose from.
I haven't been a big fan of heavy armor (because of the sustain and passives),
but they are doing nothing but taking space in my bank.
Might be time to dust them off.
@TheDoomsdayMonster Great insights.
Nice to see that your main is on 2.2k spell damage, unbuffed.
1200 regen would be frustrating for me I think, but easier to do heavy attacks with a staff.
11k penetration is decent. Do you use sharpened?
Pretty tanky too. How is your resistance so high while in mainly light?