SpiderCultist wrote: »sap essence? why?
thankyourat wrote: »I like the updated build. I found it pretty dangerous to play without healing ward even with all the hots. The only thing I find annoying is I gave up vampire now without mist form I have no way to deal with root spam. Why don't you like shadowy disguise Or dark Cloak? Our bars are pretty much the same except I have dark Cloak in place of sap. I May switch back to shadowy disguise though.
exeeter702 wrote: »5 Necro, 5 Warmaidens, 1 domi, 1 shadow rend (if you want bigger shields willpower resto)
Mundus - atronach
2 spell damage (infused rings) 1 recovery glyph (arcane neck)
Use forward momentum or mist.
Don't use cloak period, mist + one of the above options + dampen is more than enough to survive.
Drop entropy for sap.
Just my 2 cents.
Damage has ramped up significantly in summerset. I would not suggest light amor in cp environments atm.
Pretty sure this build is about to become meta on all magicka classes except sorc. For better or worse, blobs just posted a mDK video with this setup.
Major defile is just super savage right now.
Yeah, I’ve been running this setup(with resto and stealth) but caluurion in place of sload and it’s broken AF. I think the Caluu proc is superior but I like the sload 2-4 pc so much more and the higher uptime on the 5pc pushed me to it
imo the best available procc is overwhelming.
TheDoomsdayMonster wrote: »exeeter702 wrote: »5 Necro, 5 Warmaidens, 1 domi, 1 shadow rend (if you want bigger shields willpower resto)
Mundus - atronach
2 spell damage (infused rings) 1 recovery glyph (arcane neck)
Use forward momentum or mist.
Don't use cloak period, mist + one of the above options + dampen is more than enough to survive.
Drop entropy for sap.
Just my 2 cents.
Damage has ramped up significantly in summerset. I would not suggest light amor in cp environments atm.
Completely disagree with you on 5 Light...
Light is still very strong in CP environments, you just gotta address your Defense if you are gonna run it...
Edit: nm...Lexx beat me to it.
TheDoomsdayMonster wrote: »exeeter702 wrote: »5 Necro, 5 Warmaidens, 1 domi, 1 shadow rend (if you want bigger shields willpower resto)
Mundus - atronach
2 spell damage (infused rings) 1 recovery glyph (arcane neck)
Use forward momentum or mist.
Don't use cloak period, mist + one of the above options + dampen is more than enough to survive.
Drop entropy for sap.
Just my 2 cents.
Damage has ramped up significantly in summerset. I would not suggest light amor in cp environments atm.
Completely disagree with you on 5 Light...
Light is still very strong in CP environments, you just gotta address your Defense if you are gonna run it...
Edit: nm...Lexx beat me to it.
The issue this patch is that most classes no longer more efficiently reach an adequate level of survivability in light than you can recoup lost killing power in heavy. This is in part because damage is higher, Sload ignoring mitigation and only being “countered” by a higher health pool, more Health Regen, and more healing. Since heavy offers all of those things it’s more efficient to run heavy and then recoup your damage rather than build those things into a light armor spec.
flacidstone wrote: »Is this new updated build optimized for cp or no cp?
TheDoomsdayMonster wrote: »TheDoomsdayMonster wrote: »exeeter702 wrote: »5 Necro, 5 Warmaidens, 1 domi, 1 shadow rend (if you want bigger shields willpower resto)
Mundus - atronach
2 spell damage (infused rings) 1 recovery glyph (arcane neck)
Use forward momentum or mist.
Don't use cloak period, mist + one of the above options + dampen is more than enough to survive.
Drop entropy for sap.
Just my 2 cents.
Damage has ramped up significantly in summerset. I would not suggest light amor in cp environments atm.
Completely disagree with you on 5 Light...
Light is still very strong in CP environments, you just gotta address your Defense if you are gonna run it...
Edit: nm...Lexx beat me to it.
The issue this patch is that most classes no longer more efficiently reach an adequate level of survivability in light than you can recoup lost killing power in heavy. This is in part because damage is higher, Sload ignoring mitigation and only being “countered” by a higher health pool, more Health Regen, and more healing. Since heavy offers all of those things it’s more efficient to run heavy and then recoup your damage rather than build those things into a light armor spec.
You know, for most classes, I can definitely agree with you as most classes have no effective way to purge negative effects...
For Magplars though, I think we are best equipped to go with 5 Light and be able to deal with the Meta as we can effectively deal with negative effects (especially if you slot Extended Ritual and Mutagen) and still maintain decent burst for killing...
I know I am currently all in on Defense and its working wonders for countering Sloads and Defile...
flacidstone wrote: »Is this new updated build optimized for cp or no cp?
CP.
It’s also BiS for no-CP but I’d run a regen glyph on one of the infused jewels instead of on the triune. Losing CP only costs this spec ~100 mag regen and 400 Health Regen, all the other sustain is mechanics based. Or you could go Triune+recovery Infused+recovery Infused+damage and run tri-stat food to have excellent stam sustain in no-CPTheDoomsdayMonster wrote: »TheDoomsdayMonster wrote: »exeeter702 wrote: »5 Necro, 5 Warmaidens, 1 domi, 1 shadow rend (if you want bigger shields willpower resto)
Mundus - atronach
2 spell damage (infused rings) 1 recovery glyph (arcane neck)
Use forward momentum or mist.
Don't use cloak period, mist + one of the above options + dampen is more than enough to survive.
Drop entropy for sap.
Just my 2 cents.
Damage has ramped up significantly in summerset. I would not suggest light amor in cp environments atm.
Completely disagree with you on 5 Light...
Light is still very strong in CP environments, you just gotta address your Defense if you are gonna run it...
Edit: nm...Lexx beat me to it.
The issue this patch is that most classes no longer more efficiently reach an adequate level of survivability in light than you can recoup lost killing power in heavy. This is in part because damage is higher, Sload ignoring mitigation and only being “countered” by a higher health pool, more Health Regen, and more healing. Since heavy offers all of those things it’s more efficient to run heavy and then recoup your damage rather than build those things into a light armor spec.
You know, for most classes, I can definitely agree with you as most classes have no effective way to purge negative effects...
For Magplars though, I think we are best equipped to go with 5 Light and be able to deal with the Meta as we can effectively deal with negative effects (especially if you slot Extended Ritual and Mutagen) and still maintain decent burst for killing...
I know I am currently all in on Defense and its working wonders for countering Sloads and Defile...
IMO, magplar is far, far better off in heavy since the resists and added healing extend your offensive window. It also offers stam sustain which is crucial to a class whose primary defense is block casting heals.
Extended Ritual is obviously strong, but it plays up the weakness of magplar, which is getting off the defense and on to offense because while you can clear status effects you get no immunity so it’s useless against Duroks, for example, because it will apply defile on the next tick of entropy.
I’m running Sload+Shackle+Zaan on my magplar in 5 heavy with tri-glyphs and Clockwork Citrus. It’s a far more offensive setup than your typical light armor magplar build and it also has better stam sustain and survival.
TheDoomsdayMonster wrote: »flacidstone wrote: »Is this new updated build optimized for cp or no cp?
CP.
It’s also BiS for no-CP but I’d run a regen glyph on one of the infused jewels instead of on the triune. Losing CP only costs this spec ~100 mag regen and 400 Health Regen, all the other sustain is mechanics based. Or you could go Triune+recovery Infused+recovery Infused+damage and run tri-stat food to have excellent stam sustain in no-CPTheDoomsdayMonster wrote: »TheDoomsdayMonster wrote: »exeeter702 wrote: »5 Necro, 5 Warmaidens, 1 domi, 1 shadow rend (if you want bigger shields willpower resto)
Mundus - atronach
2 spell damage (infused rings) 1 recovery glyph (arcane neck)
Use forward momentum or mist.
Don't use cloak period, mist + one of the above options + dampen is more than enough to survive.
Drop entropy for sap.
Just my 2 cents.
Damage has ramped up significantly in summerset. I would not suggest light amor in cp environments atm.
Completely disagree with you on 5 Light...
Light is still very strong in CP environments, you just gotta address your Defense if you are gonna run it...
Edit: nm...Lexx beat me to it.
The issue this patch is that most classes no longer more efficiently reach an adequate level of survivability in light than you can recoup lost killing power in heavy. This is in part because damage is higher, Sload ignoring mitigation and only being “countered” by a higher health pool, more Health Regen, and more healing. Since heavy offers all of those things it’s more efficient to run heavy and then recoup your damage rather than build those things into a light armor spec.
You know, for most classes, I can definitely agree with you as most classes have no effective way to purge negative effects...
For Magplars though, I think we are best equipped to go with 5 Light and be able to deal with the Meta as we can effectively deal with negative effects (especially if you slot Extended Ritual and Mutagen) and still maintain decent burst for killing...
I know I am currently all in on Defense and its working wonders for countering Sloads and Defile...
IMO, magplar is far, far better off in heavy since the resists and added healing extend your offensive window. It also offers stam sustain which is crucial to a class whose primary defense is block casting heals.
Extended Ritual is obviously strong, but it plays up the weakness of magplar, which is getting off the defense and on to offense because while you can clear status effects you get no immunity so it’s useless against Duroks, for example, because it will apply defile on the next tick of entropy.
I’m running Sload+Shackle+Zaan on my magplar in 5 heavy with tri-glyphs and Clockwork Citrus. It’s a far more offensive setup than your typical light armor magplar build and it also has better stam sustain and survival.
You know as a side note (and I know I am definitely in the minority on this, but am gonna comment on this since you brought it up) , I don't run 1h/shield and I definitely don't block cast; all of my stamina is reserved for breaking free/dodge rolling (I am heavily invested in reducing the cost of Dodge Roll)...
In short I firmly do not believe that a Magplar has to run 1h/shield and block cast to survive; I have been able to survive very well without having to resort to that tactic...
Afterall, if you are limiting your opponents ability to hit you (and the effectiveness of an opponents attacks if they do hit you) then you have done a lot as pertains limiting the effectiveness of an opponents Proc Sets against you...
I am currently running Spectre's Eye/Combat Physician/Mighty Chudan; this results in:
1) High base resists (29k Spell; 23k Physical in constant effect when in full on Defensive mode)...
2) 40-50% uptime on Major Evasion...
3) a zero power cost damage shield consistently procing on me due to stacking HoT's...
4) 2 Max Health Bonus's which, as you pointed out, is needed against Sloads unresistable damage...
Dodge Rolling directly into Elusive Mist (which will proc Major Evasion, so I can potentially dodge attacks and simultaneously Mist away) whenever I need to relieve pressure is extremely effective...
Especially when you consider that Elusive Mists duration covers the entire cost increase window of a Dodge Roll (which means you can dodge roll again immediately after coming out of Mist Form if need be, and of course you'll get 2 ticks of Stamina Regen while Misting)...
When you add all of that up, I flat out don't get hit a lot (especially 1v1), and when I do get hit, and I am able to recover from the damage very rapidly (I love that if you passively Dodge with shields up, your shield doesn't get touched)...
In short, once again, I don't believe at all that block casting is necessary on a Magplar; you can absolutely survive (and thrive) without it...
flacidstone wrote: »So are all your jewelry glyphs spell
Damage for cp? Does infused out perform arcane in cp?
IZZEFlameLash wrote: »This build really do make me feel glad that I decided not to play this game 2 days after the release of Summerset. The moment I saw Sload's tick on me during those 2 days I foresaw it will be used en masse with defile with Zaan. Man. This is the definition of cancer build.
Takes-No-Prisoner wrote: »In messing around with this build yesterday(despite my other posts!) this build has really good synergy going with Time Freeze.
I wanted to point out something about Time Freeze that I think is unique, not just to this build but to other builds/classes.
So the idea behind the skill is to stop enemies in place. But there are two interesting factors to this skill I want to zoom in on;
1. When cast, the count down 4 seconds applies a very handy snare - this snare in theory works similar to a Control Deck in Magic the Gathering. You manipulate the enemies thinking/placement by creating a situation they have to judge properly(also called a Mix-up or 50/50 situation). Thus, limiting their options and giving you more. This part of the ability makes it really fascinating when you start discussing situations like Resource Towers, choke points and even rocks/trees/things to LoS(I have gotten stunned from this ability through trees and rocks). And is making me re-think putting this on different classes to see what other synergies are out there.
2. If the enemy does not respect the snare the count down ends and they get stunned, opening up combos and shifting momentum to favor the caster of the ability if the opponent does CC break.
leepalmer95 wrote: »@Lexxypwns
So i haven't played this game for months, came back yesterday.
Judging by the state of this forum i'm taking it that it isn't a good patch?
Another proc meta? Really... There has been two of these are the dev just that incompetent that they are incapable of introducing new sets that arent proc dmg sets?
100% agree with this paragraph.The thing with Sload is that it can’t be mitigated and it’s ever present pressure that can be dangerous, particularly when combined with a Defile or Bleeds. Thogard was the first person I saw suggesting that higher health and increased healing were the way to “mitigate” Sloads. Basically you just want to increase the time you have to deal with an opponent while not compromising your ability to burn him down. Kiting and fight control are more important than ever and damage is trough the roof. The margins for surviving with a 20-22k health build are too thin for my liking since 2 sload procs means 45% of your health in 6 seconds with no other incoming damage. The other popular “counter” is Troll King, which effectively increases your passive health sustain by enough to ignore a sload prox, if you can get enough health and off-stat to support running Clockwork Citrus or Artaeum Broth that extra health regen is really excellent this patch.
thankyourat wrote: »