You didn't have to specify that you don't play a tank because it is painfully obvious you have zero idea what you're talking about. Physical/spell resists being useless against crits in PvP? Extra ult gen "useless" on a tank? Losing your s*it over health regen on a magplar healer? Wtf?I wonder how many of you play Nords currently......
I play a nord, no she is not a tank (a mistake when I first started and never really worried about it). For anything but a tank the build is worthless. And honestly I think it got the biggest nerf of all of the racial changes on top of it being a terrible class to begin with to do much of anything.
To begin with there are better tanking classes to begin and lets look at the changes by the numbers.
- Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
- You get a terrible flat rate of 1500 stamina instead of 6%, for many not the worst thing in the world and will even out, but for those that stack Stamina this could be a real hit.
- Losing health recovery is a HORRIBLE idea. If nords are resilient shouldn't they get health recovery by LORE?
- And for a tank how is this a good thing? I thought tanks would WANT to have better health recovery?
- Overall this is a huge nerf and for those who don't play a stamina tank, like me, this makes this passive practically worthless.
- And let's talk about that 5 Ultimate every 10 seconds. Will it be nice to have a small bit of extra ultimate, yes, will it matter in much, no. It is so small, it would need to be every 5 seconds or less to make it worth anything. Light attacking is nearly as good. And most use sets and others that give better ultimate regen. All classes have some sort of passive that does better regen than this skill.........So not sure why people think this is really nice especially compared to other bonuses that other races are getting.
- Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
- The loss of 9% max health for 1000 health added. A complete joke.
- Even if you are at low health 15000 you would have gotten 1350 health and most end game players need to have around 20k health to do end game content and in PvP you need that just to play pre-buff to not die super fast in a dungeon.
- And if you stack health as most tanks will, let's say you have 25000 max health without gear as a low health tank that means you lose 1250 health benefit, and if you truly stack on a 45000 health tank you lose a whopping 3050 health.
- You get more cold resistance. Really???? The least used attacking element in the game? And it is not even that much addition as well a grand 231 extra resistance to an element barely used for attacking, and honestly how often do you get chilled?
- Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
- I understand that the 6% damage is mitigatable in many cases especially for min/maxers but still better than the combo of Physical and Spell Resistance added.
- I assume not many of you go into PvP because that really won't help anything and easily added to in other ways in the game. So much so it makes me laugh that you guys think that this is is plus. Since most players stack crit in PvP..........
- If they added in Crit Resistance I would look at this as a plus, but as is this is just a meh.
- Also the damage resistance might not be that big, but it hits all stuff coming in so stacked damage does have a significant change, just saying.
This is a huge question on how this makes any play style "better" overall for nord players. The entire point of my build was to be able to survive even though my regen stunk, and my ability to put out comparable ANYTHING was lacking. I liked being able to go up to a boss and stand in red while taking huge amounts of damage and rez the players I was with, it was the only way I got through a lot of end game content.
But now I will have to change the character completely, she will be nearly unplayable in endgame content. The ability to compensate is gone. The mostly high health mitigated many problems and having "better" resistances might be nice, but I was already playing with those so it is a meh and resisting is only so nice if you do have the bonus health regen to stay alive and regain, you know, HEALTH.
They made this race unplayable as anything but a average tank, other races like Imperial and Orc and superiour now and even Khajiit overall have better pluses as a tank than the new Nord. The race went from bottom 3 to last in usefulness and ability to do really anything. In my opinion.
I likely will go Breton. (Yes I am a magicka templar healer character, and no I did not understand when I first started what to do, and she is my favorite and I did not want to change, but now I don't think I have much of a choice.)
MartiniDaniels wrote: »Nord got a massive boost no matter how you spin it. They were never meant to be high damage race but now they are one of the best (if not the absolute best) defensive race for PvP and even PvE.
Ultigen is a nice small addition that will play a lot bigger role in PvP though. Why? A nord tank will get an extra warhorn every 8 minutes of the fight. Considering not a lot of fights last that long and overall tendency to make fights shorter (and a passive like that is really only relevant to the 1% groups with perfect horn uptimes) it is not gamebreaking. In PvP, where cheaper ultimates are more common and considering fairly bursty nature of the passive (there is a huge difference berween 0.5/1s
and 5/10s) it will provide nords with quicker access to their burst combos or defensive resets. A fight in PvP rarely lasts over 20 seconds and getting 10 ulti on your opponent during that time is very strong.
I personally find that resistance passive really strong and nice. It might be a bit weaker in PvP now but it is a great boost to PvE tanks and even DDs who perfer to be a bit sturdier. Even though tanks can hit resistance fairly easily it allows you to be closer to both caps (at least saves you on respecs a bit) and saves 20-30 CP which is not the worst thing since those can go into Bastion or Quick Mending.
But the biggest of them all and the reason why nords will become the new meta for PvP is immunity to chilled. Not being maimed is really nice but there is another thing here that people seem to ignore. You. Will. Not. Be. Rooted. By. Ice. WoE. Ever. Nords will be the perfect counter to the most cancerous "annoyden" build. No more of those caught in one place and can't move, out of stam and eaten alive by all those shalks.
I think it's slightly wrong on horn. Why 8 minutes?
With your standard utligain you have 3 per second + 0.5 from heroic slash (i dont believe in 100% uptime) + let's say 0.3 from DK passive. So it takes 250/3.8 = 65.7 seconds to second horn, with nord passive it's 250/4.3 = 58.13 seconds. So it's already 7 seconds benefit on the second horn and it will be more and more the longer the fight. In practice there is waiting when boss teleports or jumps etc, so let's say it 5 seconds benefit per horn, not bad imo.
Also you don't need lord warden anymore, so with bloodspawn it will be approximately extra 14 ulti in 17 seconds, 0.8. In summary it's 250/5.1 = 49 seconds and it is already huge difference, and all of it in alkosh+ebon and at resistance cap. Of course bloodspawn is extremely random but in long distance it will be something like that.
- Disapprove
I wonder how many of you play Nords currently......
I play a nord, no she is not a tank (a mistake when I first started and never really worried about it). For anything but a tank the build is worthless. And honestly I think it got the biggest nerf of all of the racial changes on top of it being a terrible class to begin with to do much of anything.
To begin with there are better tanking classes to begin and lets look at the changes by the numbers.
- Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
- You get a terrible flat rate of 1500 stamina instead of 6%, for many not the worst thing in the world and will even out, but for those that stack Stamina this could be a real hit.
- Losing health recovery is a HORRIBLE idea. If nords are resilient shouldn't they get health recovery by LORE?
- And for a tank how is this a good thing? I thought tanks would WANT to have better health recovery?
- Overall this is a huge nerf and for those who don't play a stamina tank, like me, this makes this passive practically worthless.
- And let's talk about that 5 Ultimate every 10 seconds. Will it be nice to have a small bit of extra ultimate, yes, will it matter in much, no. It is so small, it would need to be every 5 seconds or less to make it worth anything. Light attacking is nearly as good. And most use sets and others that give better ultimate regen. All classes have some sort of passive that does better regen than this skill.........So not sure why people think this is really nice especially compared to other bonuses that other races are getting.
- Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
- The loss of 9% max health for 1000 health added. A complete joke.
- Even if you are at low health 15000 you would have gotten 1350 health and most end game players need to have around 20k health to do end game content and in PvP you need that just to play pre-buff to not die super fast in a dungeon.
- And if you stack health as most tanks will, let's say you have 25000 max health without gear as a low health tank that means you lose 1250 health benefit, and if you truly stack on a 45000 health tank you lose a whopping 3050 health.
- You get more cold resistance. Really???? The least used attacking element in the game? And it is not even that much addition as well a grand 231 extra resistance to an element barely used for attacking, and honestly how often do you get chilled?
- Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
- I understand that the 6% damage is mitigatable in many cases especially for min/maxers but still better than the combo of Physical and Spell Resistance added.
- I assume not many of you go into PvP because that really won't help anything and easily added to in other ways in the game. So much so it makes me laugh that you guys think that this is is plus. Since most players stack crit in PvP..........
- If they added in Crit Resistance I would look at this as a plus, but as is this is just a meh.
- Also the damage resistance might not be that big, but it hits all stuff coming in so stacked damage does have a significant change, just saying.
This is a huge question on how this makes any play style "better" overall for nord players. The entire point of my build was to be able to survive even though my regen stunk, and my ability to put out comparable ANYTHING was lacking. I liked being able to go up to a boss and stand in red while taking huge amounts of damage and rez the players I was with, it was the only way I got through a lot of end game content.
But now I will have to change the character completely, she will be nearly unplayable in endgame content. The ability to compensate is gone. The mostly high health mitigated many problems and having "better" resistances might be nice, but I was already playing with those so it is a meh and resisting is only so nice if you do have the bonus health regen to stay alive and regain, you know, HEALTH.
They made this race unplayable as anything but a average tank, other races like Imperial and Orc and superiour now and even Khajiit overall have better pluses as a tank than the new Nord. The race went from bottom 3 to last in usefulness and ability to do really anything. In my opinion.
I likely will go Breton. (Yes I am a magicka templar healer character, and no I did not understand when I first started what to do, and she is my favorite and I did not want to change, but now I don't think I have much of a choice.)
IronWooshu wrote: »IronWooshu wrote: »As for losing health, every race lost health for tanks. We will still get the health % thru heavy armor when tanking and the 6% from the Undaunted skill line.
Khajiit kept their health recovery stat but it was reduced to 10%. They did not lose it.
I mean health recovery to me is the last stat I care about, maybe it's because I have lots of healing as a Warden? It is just something that I have never went out of my way to get so I can't vote no for that reason. If they give us health recovery than sure I will take it as long as we don't loose anything else but personally its not a make or break reason to think Nord is trash.
For me that Nord health regen was one of my primary reasons why I main Nord Warden even now on live servers.
I am running with 1014 HP regen currently and that did help a lot with other Hots, when I had to overheal bleeds, Sloads and any other possible dot on me. That 1 K HP Nords gets means nothing if bleeds among with other dots are eating my HP bar.
The removal of HP regen passive just means that I have to dodge the change by building around it and perhaps start using Steed mundus, but overall removal of passive HP regen is a part which I dislike a lot in these coming Nord changes.
That ult gen passive however is fascinating, I'm curious to see what kind of impact it will have in PvP combat.
According to my math with this setup nords get lesser racial bonuses than imperial but he's definetly an option ##2-4 for a tank.
Facefister wrote: »You don't reach hard cap by just wearing heavy.
@Facefister You're right. My fault for leaving out the major ward and major resolve buffs. That still doesn't mean you MUST wear protective jewelry which was the point he was trying to make.
@PathwayM Then you're wrong as well.
The cap for armor and spell resist is 32k, with Major Ward and Major resolve taken away from that number you are left with 26720 to account for in heavy armor. A 5-1-1 setup full gold will yield only 16210 Spell Resist, and 15847 Physical Resist with ALL armor passives (Including the light and medium armor passives for the 1 pieces). This means you still have over 10k armor and spell resist to account for from other sources.
Major Ward and Major Resolve still won't get you there. This is why even heavy armor builds in Cyrodiil will enjoy Nord as it's passives are hyper efficient stat-wise.
Next time please do the math before you claim I'm wrong.
You are wrong though. You aren't taking into account CP either although you only need 25 points combined (Not maxed out at 200). You can look at my character sheet and find that I reach the hard cap without utilizing protective jewelry and just wearing heavy armor. I actually exceed it by 3k only because I have 1hs on one bar.
Thanks. Next!
MartiniDaniels wrote: »EvilAutoTech wrote: »I have 6 Nords on my main account. 5 of them are tanks that are already at resistance cap without MC, protective jewelry or the lady mundus.
My main battle tank (Nord Templar) wears 5 pieces of heavy fortified brass (golded) and is actually over the caps on my 1hs bar. This set will be worthless to me now. I guess it's time to get back to farming Akaviri Dragonguard.
The changes will be good for my one Nord who isn't a tank, I think.
Please don't tell anybody in trial you use fortified brass, people will be seriously nervous and concerned after that, since even selfish plague doctor seems better since he significantly widens room for error, but fortified brass is completely useless for tank.
IronWooshu wrote: »IronWooshu wrote: »IronWooshu wrote: »As for losing health, every race lost health for tanks. We will still get the health % thru heavy armor when tanking and the 6% from the Undaunted skill line.
Khajiit kept their health recovery stat but it was reduced to 10%. They did not lose it.
I mean health recovery to me is the last stat I care about, maybe it's because I have lots of healing as a Warden? It is just something that I have never went out of my way to get so I can't vote no for that reason. If they give us health recovery than sure I will take it as long as we don't loose anything else but personally its not a make or break reason to think Nord is trash.
For me that Nord health regen was one of my primary reasons why I main Nord Warden even now on live servers.
I am running with 1014 HP regen currently and that did help a lot with other Hots, when I had to overheal bleeds, Sloads and any other possible dot on me. That 1 K HP Nords gets means nothing if bleeds among with other dots are eating my HP bar.
The removal of HP regen passive just means that I have to dodge the change by building around it and perhaps start using Steed mundus, but overall removal of passive HP regen is a part which I dislike a lot in these coming Nord changes.
That ult gen passive however is fascinating, I'm curious to see what kind of impact it will have in PvP combat.
Bleeds are going to be nerfed next week or this year sometime, ZOS knows bleed builds are way too strong and have mentioned it. If bleeds get mitigated by resists Nord is going to be incredibly strong.
I thought the whole point of these "balances" was to make each race not pigeonholed into a single role with a limited number of classes and play styles?
Wouldn't that mean you want opinions of those that do SOMETHING other than tanking?
If that is not the case, so be it, but that is not how they are marketing it. They are marketing that these changes allow you do be more open. In some cases I see it, others I don't. This is one of the I don't see it, it silos the race into a single role and not even being the best at that one role.
And lets be fair these changes could change. I am interested to see what you all do during the PTS.
I never said that extra Ultimate was not good, it is just too slow and too low to be a "great" option for a race when other classes got more overall benefits and ones I think is better for tanking. For a tank I don't see why you all would not think that Imperial is superior? I would take health regen and reduce cost of block and bash with direct attacks (imperial) over Ultimate regen. Or higher health received and stamina and health regen with (Orc), or tri-stat regen increase and tri-stat base bonuses (Khajiit).
I don't play my character as optimal and had been thinking for a while to change, but then I heard the rumors about the race changes and thought, maybe they would do something to not case me to need to change, but it was not to be. When I heard the rumors about the change why would I change just to have to change again?
Peekachu99 wrote: »Facefister wrote: »You don't reach hard cap by just wearing heavy.
@Facefister You're right. My fault for leaving out the major ward and major resolve buffs. That still doesn't mean you MUST wear protective jewelry which was the point he was trying to make.
@PathwayM Then you're wrong as well.
The cap for armor and spell resist is 32k, with Major Ward and Major resolve taken away from that number you are left with 26720 to account for in heavy armor. A 5-1-1 setup full gold will yield only 16210 Spell Resist, and 15847 Physical Resist with ALL armor passives (Including the light and medium armor passives for the 1 pieces). This means you still have over 10k armor and spell resist to account for from other sources.
Major Ward and Major Resolve still won't get you there. This is why even heavy armor builds in Cyrodiil will enjoy Nord as it's passives are hyper efficient stat-wise.
Next time please do the math before you claim I'm wrong.
You are wrong though. You aren't taking into account CP either although you only need 25 points combined (Not maxed out at 200). You can look at my character sheet and find that I reach the hard cap without utilizing protective jewelry and just wearing heavy armor. I actually exceed it by 3k only because I have 1hs on one bar.
Thanks. Next!
Yikes. The fact that you’ve allocated CP into spell/physical resist shows that you have no idea how to budget your stats or how they’re weighted for importance. You really shouldn’t be continuing this dialog without doing some research first.
Peekachu99 wrote: »Facefister wrote: »You don't reach hard cap by just wearing heavy.
@Facefister You're right. My fault for leaving out the major ward and major resolve buffs. That still doesn't mean you MUST wear protective jewelry which was the point he was trying to make.
@PathwayM Then you're wrong as well.
The cap for armor and spell resist is 32k, with Major Ward and Major resolve taken away from that number you are left with 26720 to account for in heavy armor. A 5-1-1 setup full gold will yield only 16210 Spell Resist, and 15847 Physical Resist with ALL armor passives (Including the light and medium armor passives for the 1 pieces). This means you still have over 10k armor and spell resist to account for from other sources.
Major Ward and Major Resolve still won't get you there. This is why even heavy armor builds in Cyrodiil will enjoy Nord as it's passives are hyper efficient stat-wise.
Next time please do the math before you claim I'm wrong.
You are wrong though. You aren't taking into account CP either although you only need 25 points combined (Not maxed out at 200). You can look at my character sheet and find that I reach the hard cap without utilizing protective jewelry and just wearing heavy armor. I actually exceed it by 3k only because I have 1hs on one bar.
Thanks. Next!
Yikes. The fact that you’ve allocated CP into spell/physical resist shows that you have no idea how to budget your stats or how they’re weighted for importance. You really shouldn’t be continuing this dialog without doing some research first.
No one allocated CP into spell resistance. Can you read? You really shouldn't be continuing this dialogue without first reading what it's actually about.