MaleAmazon wrote: »4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.
I´d say it´s pretty great. I´m not sure but AFAIK mitigation is multiplicative, so assuming the spearjabbing targeting is better (haven´t had the time to try it yet), you have a boosted puncturing strikes that also constantly makes you take 8% less damage, which is basically the defensive equivalent of minor berserk...
MaleAmazon wrote: »I've only played on my healer thus far though. I suppose it's possible other Templar abilities that my healer doesn't use have been buffed. But from the way people were talking, I was expecting a dramatic improvement. One poster even said they were giving Templar access to the major protection buff.
It´s minor protection from the aedric spear wall passive... The changes look good on paper, especially for stamina templars, but nothing major... just IMO templars have gotten several nice boosts lately with their major resolve + ward being better, now magicka templars get the damage morph to radial sweep...
I guess either I read it wrong or the poster was mistaken then. Because I was expecting access to Major Protection, which would have been a very nice buff. 4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.
Templars actually did get major protection, on their aedric spear ultimate. IIRC 6 seconds plus one extra second for each enemy hit.
True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.
MaleAmazon wrote: »4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.
I´d say it´s pretty great. I´m not sure but AFAIK mitigation is multiplicative, so assuming the spearjabbing targeting is better (haven´t had the time to try it yet), you have a boosted puncturing strikes that also constantly makes you take 8% less damage, which is basically the defensive equivalent of minor berserk...
MaleAmazon wrote: »I've only played on my healer thus far though. I suppose it's possible other Templar abilities that my healer doesn't use have been buffed. But from the way people were talking, I was expecting a dramatic improvement. One poster even said they were giving Templar access to the major protection buff.
It´s minor protection from the aedric spear wall passive... The changes look good on paper, especially for stamina templars, but nothing major... just IMO templars have gotten several nice boosts lately with their major resolve + ward being better, now magicka templars get the damage morph to radial sweep...
I guess either I read it wrong or the poster was mistaken then. Because I was expecting access to Major Protection, which would have been a very nice buff. 4 seconds of minor protection after using a Aedric Spear ability is underwhelming. But I guess it's better than nothing.
Templars actually did get major protection, on their aedric spear ultimate. IIRC 6 seconds plus one extra second for each enemy hit.
True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.
Well. Said ultimate has a cost of 72. Hitting six enemies gives a 12 second buff. That's as close to 'reliably keep active' as you can get (at least i am not aware of a way to keep major protection up more reliably than that, besides staying in meditiate)
True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.
Might be alright for melee Templars. But for healers, I doubt it helps me much, especially with the changes to how Breath of Life targets. Meleeing is a pain for Templar Healers because it often leaves targets behind you so you can't heal them
It's multiplicative, and applied after your base armor mitigation. So, if your armor is mitigating 50% (~32k resist, and the cap for that), then minor protection will take another 4% off the initial damage. If you block, that's another -50%, so -25% unmitigated, and your minor protection gets dragged down to 2% less than if you didn't have it.
This gets worse if you're, you know, on a Templar, and using a sword and board, because that increases your blocking mitigation further.
MaleAmazon wrote: »True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.
Major protection is an awesome buff, of course you shouldn´t be able to reliably keep it active.Might be alright for melee Templars. But for healers, I doubt it helps me much, especially with the changes to how Breath of Life targets. Meleeing is a pain for Templar Healers because it often leaves targets behind you so you can't heal them
Well, I really can´t see how templars make poor healers, though. But there wasn´t a big boost to healing specifically, no.It's multiplicative, and applied after your base armor mitigation. So, if your armor is mitigating 50% (~32k resist, and the cap for that), then minor protection will take another 4% off the initial damage. If you block, that's another -50%, so -25% unmitigated, and your minor protection gets dragged down to 2% less than if you didn't have it.
This gets worse if you're, you know, on a Templar, and using a sword and board, because that increases your blocking mitigation further.
Well, unless I´m missing something (I´ve only read the discussions, never did extensive testing myself since it seems a bit of a waste of time with the constant changes), the consensus has been that "minor protection is bad if you have massive mitigation to begin with". Ok, I just don´t use it that way. Again AFAIK whatever net damage you take, you get minor protection and you take 8% less. Putting in a massive DK tank in the equation, who is already basically untouchable, is a bit of a straw man imo. Maybe things would be different if I played a lot in Vivec zergball heavy armor meta, but that lagfest doesn´t appeal to me
By the same logic, minor berserk is useless since it´s 8% more damage but ppl might mitigate 75% of it, so it´s really only 2% more damage and therefore a useless buff.
I just disagree.
MaleAmazon wrote: »True. But that's tied to an ultimate like you said. I was hoping they were going to expand on that and make it a buff you could reliably keep active.
Major protection is an awesome buff, of course you shouldn´t be able to reliably keep it active.Might be alright for melee Templars. But for healers, I doubt it helps me much, especially with the changes to how Breath of Life targets. Meleeing is a pain for Templar Healers because it often leaves targets behind you so you can't heal them
Well, I really can´t see how templars make poor healers, though. But there wasn´t a big boost to healing specifically, no.It's multiplicative, and applied after your base armor mitigation. So, if your armor is mitigating 50% (~32k resist, and the cap for that), then minor protection will take another 4% off the initial damage. If you block, that's another -50%, so -25% unmitigated, and your minor protection gets dragged down to 2% less than if you didn't have it.
This gets worse if you're, you know, on a Templar, and using a sword and board, because that increases your blocking mitigation further.
Well, unless I´m missing something (I´ve only read the discussions, never did extensive testing myself since it seems a bit of a waste of time with the constant changes), the consensus has been that "minor protection is bad if you have massive mitigation to begin with". Ok, I just don´t use it that way. Again AFAIK whatever net damage you take, you get minor protection and you take 8% less. Putting in a massive DK tank in the equation, who is already basically untouchable, is a bit of a straw man imo. Maybe things would be different if I played a lot in Vivec zergball heavy armor meta, but that lagfest doesn´t appeal to me
By the same logic, minor berserk is useless since it´s 8% more damage but ppl might mitigate 75% of it, so it´s really only 2% more damage and therefore a useless buff.
I just disagree.
MaleAmazon wrote: »Funny cause I just got my first flawless on vMA this morning, post-patch.
No, it´s not bragging, it´s just... play something else for a while then. Werewolves are really fun now. The game isn´t wrecked. At most, the exact way you wanted to play the game got changed. Happens.
As for shields they didn´t even get straight up nerfed, they got altered. You need more resistances and some more hp now. So respec and get that.
ZOS stated it clearly that they didn´t want people to just pour everything into one stat and have that stat boost attack, defense, mobility (streak), everything basically. And IMO that makes sense. There is just a giant resistance among some people, it seems, to wearing some heavy armor. And note that you can still run around in your bathrobes, it´s just now you pay some price for it. They even obliged and removed the cast time change.
As someone who got slightly tired of playing PvP and actually *having* a *real* glass cannon build, and facing sorcs with 17k hp who would suddenly turn invulnerable when you got them down to 20% hp, I´m not gonna cry blood for you.
https://m.youtube.com/watch?v=ruF_xdXjBWMWhy not combine those 2 things
Flawless vmsa & werewolf
*here I did it on console with Savage Strength not working
Morgha_Kul wrote: »This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?
Sorcerers aren't expected to be flimsy any more than any other class in TESO. People were just playing them that way because it was the most efficient way, thanks to overpowered shields.
Change your build. Increase your other defenses, shields benefit from your resistances now.
Morgha_Kul wrote: »Each of my pets was immediately oneshotted, despite the Hardened Ward, and then I also was oneshotted. Not a chance at all to do anything.
Welcome to what's it is like for everyone else
MaleAmazon wrote: »Why not combine those 2 things
Flawless vmsa & werewolf
*here I did it on console with Savage Strength not working
Lolbuilds
I did vMA flawless on my werewolf... had 20 k hp for my highscore but I would die once or twice to some instamechanic + attack while mid-air jumping... got my blood moon + mechanical acuity now... less dps and stamina regen, but much more reliable with 15 k magicka for selfheals
It is still the only char I have that smashes Voriak Solkyn to 70% hp before the crematorial guard... werewolves are just so satisfying at the momentEvery time I morph back into normal form it´s like a car that suddenly runs out of gas and starts coughing
MaleAmazon wrote: »My only problem with werewolves in PvP is maintaining the transformation. I used salvation set there but it is probably better to use sets that work well when out of werewolf form, and transform at the right moment.
Funniest thing was the other day though when an AD player went after me in IC when I wasn´t transformed. I managed to survive, get around a corner, transform, turn around and then tore him to pieces in 5 seconds.
I die a lot too, but it is still awesomeness. Awesomeness with sugar on top is when you manage to ambush people using an invisibility potion in werewolf form. The furry menace from nowhere
Morgha_Kul wrote: »So, I saw all the hue and cry over the upcoming patch, but I thought them overblown as usual. I wanted to see what actually happened.
So, I started with my Sorceror, Morgha Kul. In the past, he's been able to take on world bosses on his own. So, I took him to face the Golden Saint in Stonefalls. Each of my pets was immediately oneshotted, despite the Hardened Ward, and then I also was oneshotted. Not a chance at all to do anything.
So, I took him into a delve and turned on my damage numbers, so I could see what was happening. In essence, the shield of Hardened Ward, which was just about his ONLY defense, has been reduced to little more than a sneezeguard. He now has next to nothing to protect himself with.
So, I logged onto Stephen of Canada. Now, this is a special character, with a special premise. So far, he's gone 43 levels without a defeat. I've been able to take on dolmens on my own, and fought off large numbers of foes. He's a Templar set up kind of uniquely, but generally for healing and tanking. When fighting with a 2 handed weapon, I've always relied on the shield from Brawler for defense, because without that, he's GOT to use his healing, more or less continuously... which quickly goes away when he runs out of magicka. Brawler's shield has always been quite sufficient for this task.
So, off I went to take on a foe. Now, granted, I was taking on a world boss, the gargoyle in Rivenspire. I hit it with Brawler, and was immediately oneshotted. 43 levels of careful play ruined by a newly broken game mechanic. The shield was entirely worthless. I'm a bit crushed by this turn of events, it's kind of derailed the character's "story."
Now, this is probably in part because I have no points in Health. Most of my points are in Stamina, with some in Magicka (I was advised to do this). I'm told the new system for shields bases them on your max health... so with no points in Health, the shields are going to be very weak.
This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?
Now, it might be better once I respec and fix my points. I'll have to go to the test server and see if there's actually any benefit, or if shields are now useless. Either way, there's no way I can afford to respec all my characters.
So, I'm also putting out there the need for a blanket free respec of skills AND attributes, since this is a crippling change that will affect MOST characters in the game.
That golden saint world boss in Stone Falls is one of the hardest hitting world bosses in the game. That fire whip move is nasty, and he likes to combine it with a stun. So I'm not surprised he was one-shotting you.
I have to wear Earth Gore on that guy to solo him with my healer, who is built quite defensively. My tank can handle him, but then again he's a tank.
So far I'm not that crazy about this patch either though. Templars were suppose to be getting buffed. Or so I was told. But all I have noticed thus far is my spell critical going down and something seems weird with my Radiant Destruction. I'm not sure if it was nerfed exactly, but it seems shorter now and I have to use it more times to kill enemies.
starkerealm wrote: »Morgha_Kul wrote: »Yep I get it.
A fundamental point I was making though, is that with these changes having such a fundamental impact on so many characters, a free respec is warranted.
Also, a point I was making is that using Brawler (and Hardened Ward), I hadn't had any trouble until today. That tells me something has changed in how the shields work, since they do next to nothing now.
I'd happily change everything about all my characters to compensate, but I simply can't afford it.
I'm not sure what you've been doing with Brawler. But, taking that up against the Gargoyle in Rivenspire would have smeared you 24 hours ago, just like it did today. He's got a vicious one shot attack. I forget the exact damage, but it became a brutal fight when One Tamriel dropped. You want to survive that hit? Dodge roll. Shielding through the hit on a DPS with anything less than Barrier is not going to end well.
Morgha_Kul wrote: »So, I saw all the hue and cry over the upcoming patch, but I thought them overblown as usual. I wanted to see what actually happened.
So, I started with my Sorceror, Morgha Kul. In the past, he's been able to take on world bosses on his own. So, I took him to face the Golden Saint in Stonefalls. Each of my pets was immediately oneshotted, despite the Hardened Ward, and then I also was oneshotted. Not a chance at all to do anything.
So, I took him into a delve and turned on my damage numbers, so I could see what was happening. In essence, the shield of Hardened Ward, which was just about his ONLY defense, has been reduced to little more than a sneezeguard. He now has next to nothing to protect himself with.
So, I logged onto Stephen of Canada. Now, this is a special character, with a special premise. So far, he's gone 43 levels without a defeat. I've been able to take on dolmens on my own, and fought off large numbers of foes. He's a Templar set up kind of uniquely, but generally for healing and tanking. When fighting with a 2 handed weapon, I've always relied on the shield from Brawler for defense, because without that, he's GOT to use his healing, more or less continuously... which quickly goes away when he runs out of magicka. Brawler's shield has always been quite sufficient for this task.
So, off I went to take on a foe. Now, granted, I was taking on a world boss, the gargoyle in Rivenspire. I hit it with Brawler, and was immediately oneshotted. 43 levels of careful play ruined by a newly broken game mechanic. The shield was entirely worthless. I'm a bit crushed by this turn of events, it's kind of derailed the character's "story."
Now, this is probably in part because I have no points in Health. Most of my points are in Stamina, with some in Magicka (I was advised to do this). I'm told the new system for shields bases them on your max health... so with no points in Health, the shields are going to be very weak.
This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?
Now, it might be better once I respec and fix my points. I'll have to go to the test server and see if there's actually any benefit, or if shields are now useless. Either way, there's no way I can afford to respec all my characters.
So, I'm also putting out there the need for a blanket free respec of skills AND attributes, since this is a crippling change that will affect MOST characters in the game.
Morgha_Kul wrote: »This raises a question in my mind. Sorcerors in particular are expected to be somewhat flimsy, as they're relied upon for damage. That means they HAVE to have some kind of reasonable defense, and their shields were that defense. How are they expected to defend themselves now? How is ANYONE expected to defend themselves now, if our defenses are thus crippled?
You do know characters like my StamBlade and StamSorc don't rely on shields whatsoever, yeah? Seriously, getting weaker shields, a broken game it does not make. You're just gonna have to spend CP into your Resistances now, get them up a bit higher, and change your reliance from shields over to a reliance on self heals.
I'm just very indifferent about this. My only Mag character is my Healer and even she doesn't use a shield, so this change doesn't concern me whatsoever. In fact PvP should be better for me because of it. No more shield stacking players.
Morgha_Kul wrote: »So, off I went to take on a foe. Now, granted, I was taking on a world boss, the gargoyle in Rivenspire. I hit it with Brawler, and was immediately oneshotted. 43 levels of careful play ruined by a newly broken game mechanic. The shield was entirely worthless. I'm a bit crushed by this turn of events, it's kind of derailed the character's "story."