Understanding build theory - damage/sustain/resistance

Voltranox
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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.
  • Minno
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    For PvP, here's what I consider minimums. But keep in mind, you might not be able to complete all content:

    Mag:
    35k mag, 11k stamina, 2.8-3k SD. Stamina can go up further but 11k is fine if you play mist form proactively or have access to shade/cloak. Most players squeeze DMG out, and do that with max mag since it's easier for mag builds to do that.

    Stam:
    30k Stam, 10k mag, 3.5k-4k WD. Stamina has it easier in that once your mag pool is down, it won't stop you from breaking free of cc or Dodge rolling. But it's still vital to use certain spells. WD is easier to stack than max Stam, but you can hit 33k stamina easily while still having good Weapon DMG.

    Recovery:
    It varies per class. For example magplars can get channeled focus for 240 extra effective Regen (Regen every 2 ticks) and use ele drain to get another 600 (300 each second). This means you can be at 1400 mag recovery but it will feel like you are at 2240 Effective Regen. Ele drain helps you remove some Regen and add DMG, which is how you are about to get great DMG and sustain in mag builds.

    Stam builds are different, some classes don't have thing like channeled focus or ele drain, so they have to rely on heavy attack Regen and higher effective Regen. 2k Regen is the minimum you need on a Stam build, which you can drop if you have a resorce return mechanic (like siphoning strikes, DK Ultimate Regen, warden heals, etc). But honestly it's recommended to get 2k Regen for most stamina builds.

    And in PvP, penetration is still recommended to gather, but maybe not as heavily as when sharpened was the meta. Mag builds can get penetration easier than stamina, but you probably want to hit 9-12k from all your sources (including maces).

    What's all I have. You can definitely drop one in favor for another if you have friends that you play with. But experiment!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • kylewwefan
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    They seem to balance between damage and sustain, not so much mitigation. Unless you consider damage shields mitigation. But those seem to scale more from max resource that would also work for damage.

    To be balanced as you put it, you’re gonna lose damage. Possibly a lot of damage.

    These glass cannon builds can be quite unforgiving to play though so....I have a “Balanced” Stamplar. She loses a good bit of damage, compared to others, but is very solid sturdy build.

    Using Dreugh King Slayer/ Hundings/ Mighty Chudan Dubious Camoran Throne drink and double bar repentance.

    The stats are beastly. Looking at 4500 WD, 22k resistances 30k Stam 20k Health. Hits 25k DPS all day. But that’s really not quite enough Stam and a bit more health than Trials players use.

    And people put war machine on Stamplar s for group play. Accuity will probably still be good for them. And stormfist or Veledreth.

    That would probably put you around 4K WD, 11k resistances, 38k Stam, 16k Health. And all of a sudden you hit 46k DPS.
  • AAbrigo
    AAbrigo
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    ,
    Edited by AAbrigo on May 30, 2018 9:38PM
  • cpuScientist
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    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.
  • hakan
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    i was thinking the same thing today. i have 4k wd , 31k stam 13k health without any buffs on stamblade. stam recovery is 792 tho.

    with buffs it becomes 38 k stam, 19k health and 6k ish wd. using veli,spriggans,hundings btw
  • Minno
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    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.

    He mentions PvP specifically and wanted some pve insight as well.

    I'd assume OP wants to quickly regear as minimally as possible between everything and wants quick stats to hit to judge a build quickly.
    Minno - DC - Forum-plar Extraordinaire
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  • Voltranox
    Voltranox
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    @Minno
    Really helpful answers, thank you!
    The penetration numbers you mentioned are surprisingly high to me.
    Would this be mainly from weapon trait and CP's?

    @kylewwefan
    2 out of my 14 characters are stamplars.
    Wow, 4500 weapon damage? Nice. What is her stamina regen though?
    I have all the sets you mentioned. I'd like to see if I can build to match those stats. Never been up to 4k WD or above.
    If you could give me a little more detail, I can try it for myself.

    @cpuScientist
    Thank you for the trials insights. I do them from time to time, and this helped me understand the importance of damage for survival in them. It's logical, but I hadn't thought of it that way before.
    Edited by Voltranox on May 31, 2018 12:00AM
  • kylewwefan
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    DKS is a heavy set. So I’m using the jewelry, chest and legs. All Weapon Damage enchants.

    Dubious Throne drink and repentance on both bars and being redguard gets me right under 1500 regen buffed with a trash pot.

    Hundings Rage all medium w/Daggers front Nirnhoned, back Infused with berserker.

    Medium Chudan Head n shoulder. Can replace with Veledreth or selenes or stormfist for more damage, but you lose about 7k resistance and 1k health.

    I think of this setup as balanced because it has way more resistance than a typical DPS has. Really good recovery for a PvE DPS. Oddly, with this much weapon damage it still doesn’t have that super high DPS, which I mostly think is from not having enough Stam. But it’s Stam isn’t really that much below typical setups.

    High Stam recovery really doesn’t seem to help DPS much in PvE in my experiences. But it makes doing stuff better. Running around, dodge rolling, kiting.


    I have used Chudan Head and skeleton pirate or Lord Warden shoulder on my StamBlade for extra resistance. Chudan on warden. Stam Sorc really doesn’t need it and DK is quite robust without resistance sets.

    Magic toons use damage shields that get stronger with max magic.

    Basically the only thing you’re really missing on stats for PvE DPS builds are mitigation. Most sustain is figured out through heavy attacks.

    DPS parses where the guy is completely drained at the end....

    The other thing I think you might be getting at is hybrids. Uhm...they aren’t very good in my experiences. Admittedly I only dabbled for a short time. Max everything resources don’t work well. Not sure why. It just doesn’t. Stam or Magic is the way to go.
  • Minno
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    @Voltranox

    Light armor can get almost 5k penetration, then add on 3-4k from CP and you are at 8-9k easy. Add on major breach, you are at a disgusting level of 13280 (20% DMG increase lol 13280/662)

    Stamina builds get the lowest, but they can get 3-4k easy from CP. Then dual maces is equal to the sharpened trait. Most builds are 18-21k resists; if you take the lowest subtract your base 3k penetration then multiply by 20% for dual maces, you'll get 3k pen coming from the maces. That means you'll be doing 6k penetration on stamina; which you can raise higher via CP if you already maxed at your main DMG stars (things like master of arms/thamaturge can be at 19-20%, if Templar/nightblade you only need 10% crit DMG, and 12-13% into mighty are all easy benchmarks to hit). Then rest dumps into penetration or to boost light attack/crit DMG if you need more power.

    I'd say between 7-10k penetration is good in generally. If you can get major breach then you'll be able to wreck resist stack builds hard. Even percentage based mitigation requires resists to help maintain their mitigation levels.
    Minno - DC - Forum-plar Extraordinaire
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  • Voltranox
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    @kylewwefan

    Thanks for sharing your build.
    I'm going to see if I can do a version of it and reach the 4500 weapon damage mark as an experiment.
    That regen looks really low to me. I've found heavy attacks not always easy to do in PvP with everyone moving around a lot. Even NPC's will block.

    The only 'hybrid' character I have is my true tank, and even he is stamina-heavy.

    @Minno

    That is more than I usually allow for penetration in my CP's. I've been a bit doubtful about penetration - thinking that to do it effectively I need to 'spend' too much. But like you said, the light armor is a passive, and some kind of breach can be applied.
  • Voltranox
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    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.
  • Voltranox
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    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?
  • Minno
    Minno
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    Voltranox wrote: »
    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.

    Remember some things are offensive that don't translate directly into weapon DMG:
    - major defile
    - bleeds
    - minor beserk
    - minor vulnerability
    - and penetration.

    Each of these serve a purpose and they are vital to break that celling you speak about:
    - Defile wrecks healing heavily; a 25% reduction in healing means everyone's weapon DMG is less effective at keeping them alive via healing.
    - bleeds ignore resist and help pressure shields
    - minor beserk is 8% DMG done. Boosts proc set DMG which can't be boosted by CP. 8% DMG done equates to about 400 WD I think and comes from an easy 2pc set.
    - minor vulnerability is 8% DMG done to targets. Similar concept to both beserk/defile, exceot only available via specific procs or sets. But you can have a charged weapon, add a shock enchant to your main hand, and proc concussed on your target.
    - penetration hard counters high resist builds and dual maces gives you around 10% extra DMG because you'll be penetrating 10% of that armor from 18-21k resist (the dominate restart level in cyro).
    Minno - DC - Forum-plar Extraordinaire
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    - Filthy Casual
  • Voltranox
    Voltranox
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    Great insights @Minno thank you.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    @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.
    Edited by Lightspeedflashb14_ESO on June 2, 2018 10:28AM
  • Minno
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    @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.

    Yes correct!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • kylewwefan
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    Thanks for giving it a shot. My build is primarily a “balanced” PvE build. Not many would say it even good, but it works for me. Nightblade is a different beast straight up.

    In Cyrodil, I view bone pirate as the must have for pretty much any stam build. You probably already know that though. Landing a heavy attack isn’t nearly reliable enough for sustain there.

    I’d probably skip Hundings and go with eternal hunt or something else for PvP.

    Defile isn’t gonna help you at all in PvE. But for Dueling it’s nasty. You don’t need that much weapon damage if your hitting a bunch of strong bleeds/dots and wrecking your opponents healing.


  • pieratsos
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    Voltranox wrote: »
    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?

    Use some sort of combination of truth, fury, 7th, alchemist, ravager and sets like that with massive weapon dmg procs. You will have high hp, resistances and healing. Your regen on the stat sheet will look trash but it doesn't matter. You mainly heavy attack to sustain and Use a monster set of ur choice. Something like troll king or bloodspawn for more tankyness or selene for dmg.

    When your sets proc, ur wpn dmg will skyrocket. 4k wpn dmg is nothing compared to what you will have when u are fully buffed. Add the bleeds from axes and massive heal debuff from reverb and ur dmg will be insane. That's why you see people just tanking taking no dmg and then all of a sudden they 2 shot people.

    Or you can always embrace the proc meta and sload people to death. No need for high dmg and stuff like that. Just let oblivion dmg do the dmg for you and brace urself for incoming hate msgs.
    Edited by pieratsos on June 4, 2018 9:11PM
  • Voltranox
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    @kylewwefan
    Yeah I tried it on my stamblade only because I was reworking him anyway. I do see tanky NB's around.

    So what does your character sheet list your weapon damage as for that build - unproc'ed and unbuffed?
    When you said 4500, was that 'raw'?
  • NightbladeMechanics
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    Do not shoot for minimum damage thresholds when creating builds for pvp. Ever.

    Shoot for the minimum amount of magicka and stamina sustain at which you can comfortably fight indefinitely, then acquire the minimum amount of max health where you are comfortably outside of one shot range for your play style and skill level. Then if you’re a magicka build, shoot for the minimum amount of max stamina where you can block, break free, and roll dodge comfortably.

    Only then do you dump the rest of your stats into damage.

    If you build damage first and end up lacking any of the other stats, you’ll find yourself dying from one shots or running out of resources helplessly.

    Builds are not nearly as important in PvP as improving at mechanics though. 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.
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  • Voltranox
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    @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.
  • Voltranox
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    @pieratsos

    I might go against my usual build diversity and try full cheese.

    I have a full set of Ravagers, and can craft Sloads.

    (Currently my experimental stamplar is in Beekeeper and Cowards - nice health regen, and I like running fast!)
    Edited by Voltranox on June 5, 2018 4:42AM
  • pieratsos
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    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!
    There you go, i fixed it. Seems to be in line with the meta now :trollface:
  • NightbladeMechanics
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    Voltranox wrote: »
    @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.

    You won't enjoy PvP if you don't build comfortable sustain first. You'll end up in situations where you run out of resources and die -- helplessly -- which just sucks.

    Ditto on the stupidly tanky builds. Regarding the tanky dudes who deal no damage but try their hardest to kill you nonetheless, those are players who got frustrated with dying in PvP -- who felt outplayed and inferior -- and who reacted by seeking survival via changes to their builds instead of via improving their mechanical skill. The problem is, as you know by now, that as you pile more health and mitigation into your build, you must give up damage and/or sustain in return. Those players fell into that trap and will never become actually good at the game unless they reverse all the way back to the beginning, start running around in normal builds, and relearn survival from the start.

    8k sounds a bit high. Werewolves can get higher, but I don't know about the base classes. Infused jewelry glyphs, infused weapon glyph, nirn weapon, Alchemist, Fury, and 2pc Kena maybe? It would make for a fun test, though. :joy:

    4500 weapon damage is reasonable for stamina these days. That would be with procs such as Seventh Legion and the weapon glyph active, as well as Major and perhaps Minor Brutality.

    Good luck with your testing. Follow my order of operations, learn your comfort levels for sustain and health, and you'll find a build that you like in no time. Just remember that in PvP, the small margins of damage between different sets matter little, and you'll improve faster if you push your stats lower (to push your limits and demand more from you as a player), not higher (which makes your build forgiving and hand-holding).
    Edited by NightbladeMechanics on June 6, 2018 2:26AM
    Kena
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  • TheDoomsdayMonster
    TheDoomsdayMonster
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    Voltranox wrote: »
    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.

    I see that you play all classes and all roles, so what I am about to put forth applies for a Magplar (which I Main)...

    As an open world Magplar who heavily solo's in PvP, my best approach has been to be as stealthy as possible, with as much escape capability as possible (and this is challenging, but doable, on a Magplar), while attempting to shoe horn in as much sustain, defense and offense as you can get away with...

    The end result is a character that I consider to be my most balanced creation yet, and here is what I am achieving in PvP without casting any buffs on my self whatsoever (other than Witchmothers of course):

    5 light, 1 medium, 1 heavy:

    2.2k Spell Damage...
    1200 Magicka Regen (I back bar Resto Staff for heavy attacks to help with sustain as needed)...
    52% Spell Crit...
    26.5k Health...
    34.7k Magicka...
    12.7k Stamina...
    26k+ Spell Resist...
    20k+ Physical Resist...
    11k+ Spell Penetration...

    IMHO, this is a good balance of offense and defense, with just enough sustain to be viable...
    Edited by TheDoomsdayMonster on June 6, 2018 3:36PM
    Unyeilding Bias
    PSN TheLordofMurder
    PS4 NA
    Magicka Templar
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    The Combat Physician: https://www.youtube.com/watch?v=ZKaqUVm_8JE&t=142s
  • Voltranox
    Voltranox
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    @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?
  • TheDoomsdayMonster
    TheDoomsdayMonster
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    Voltranox wrote: »
    @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?

    Thanx...

    Yes, I use Sharpened Dual Wield Swords; that combined with Light Armor passives and some CP's gets you there pretty easily...

    As for the Defense, I wear Mighty Chudan x2...

    Having 100% uptime on 8255 Physical/Spell Resist rocks (it makes your Mist Form difficult to kill unless you got a coordinated group chasing you)...

    In addition you open up a slot for a different ability...

    Chudan rocks for open world play IMHO as it's very convient to always have your defenses up...


    Edit: I buff that tankiness by wearing Spectre's Eye...

    Now while it doesn't negate as much damage over time as Riposte's or Transmutation, it does allow you to avoid being Poisoned and CC'd from time to time, and that goes a long way (passively dodging Incap feels so good)...

    Spectre's Eye also makes Mist Form even more difficult to kill...

    Passively dodging while in Mist Form is awesome...

    ;)

    Edited by TheDoomsdayMonster on June 6, 2018 5:26AM
    Unyeilding Bias
    PSN TheLordofMurder
    PS4 NA
    Magicka Templar
    DC
    The Combat Physician: https://www.youtube.com/watch?v=ZKaqUVm_8JE&t=142s
  • kylewwefan
    kylewwefan
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    Dreugh King Slayer is a buff set for major brutality. So is Chudan for major resistances. Jabs gives you major Savagery. So it’s kind of buffed up by itself. Only food is added. Maybe a trash pot for the major recovery.

    This is my PvE build again. It just works for me. Sometimes I swap out Chudan for Veledreth but that instantly makes me lose about 8k resistances.
  • Voltranox
    Voltranox
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    @kylewwefan Thanks.
    So when you open your character screen, does it list weapon damage as 4500?
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    I go the complete opposite way. I’ve always heavy attacked a lot from range so even with absolute garbage sustain on my Magplar (my regens are roughly 750M, 150H, 500S) I’ve never really had any sustain issues and I solo PVP a lot, both totally by myself and inside a Zerg when it rolls by.

    I have 52k magic and, when easily buffed in combat, 3k spell power. That extra 20k magic works to my benefit on a daily basis.

    Currently I’m running 2 Willpower, 3 Grace of the Ancients, 5 Julianos, and surprisingly Illambris - which is significantly better at PVP then people say it is.

    At the end of the day almost anything can work, but like @NightbladeMechanics said, learn to live with what you don’t need first. I definitely didn’t start out with this build but over years I stripped away stuff that everyone else said I needed and just focused on what worked for me.
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