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Nord Racial Change - Focused Discussion & Poll

  • ccmedaddy
    ccmedaddy
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    Approve

    linlilia wrote: »
    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.
    1. 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.
      1. 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.
      2. Losing health recovery is a HORRIBLE idea. If nords are resilient shouldn't they get health recovery by LORE?
      3. And for a tank how is this a good thing? I thought tanks would WANT to have better health recovery?
      4. Overall this is a huge nerf and for those who don't play a stamina tank, like me, this makes this passive practically worthless.
      5. 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.
    2. 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.
      1. The loss of 9% max health for 1000 health added. A complete joke.
      2. 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.
      3. 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.
      4. 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?
    3. Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
      1. 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.
      2. 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..........
      3. If they added in Crit Resistance I would look at this as a plus, but as is this is just a meh.
      4. 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.)
    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?

    Besides, you were already playing a suboptimal race for your healer before these changes so what about these changes suddenly make your magplar "nearly unplayable" in endgame content? Wait, they don't.

    Seriously, don't write an essay on combat balance if you're this misinformed.
  • ElliottXO
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    @linlilia health recovery is useless, especially for PVE tanks as you have a healer that ditches out 20k 'health recovery' per second. Then there are a bunch of skills that even a tank can slot that give more health than you would ever be able to stack via health recovery.

    In terms of overall health and stamina every race is getting a hit. You need to compare the values amongst the new race bonus and not the old ones.

    The new racials are also a measure to dampen power creep I guess, but they want to be moderate as people tend to outrage when they cannot ladder kite 10 opponents for 5 minutes straight in cyro anymore.
  • Royaji
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    Royaji 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.

    Getting a horn 5 seconds faster is a thing but unless the fight is 8 minutes long a nord tank will still do the same amount of horns as other races (considering all other ultigen conditions to be the same). I'm not saying that it is worthless but this will only matter for the very 1% groups. And in those groups fights are very, very short. Most of them end before the tank has time for his 3rd or 4th horn. The benefit you get is pretty minimal.

    Your argument about Blood Spawn is a bit weird to me. Numerically both Blood Spawn and Lord Warden are very close to each other. 6% proc chance is of course small but on a tank it does proc pretty reliably. Main difference between them is choosing between ultigen and resistances for the group. Considering ever increasing ambient damage that goes to DDs and the fact that for score runs you want as many stamina as you can cramp into the group, Lord Warden provides a very distinct benefit. A dead DD is a bigger DPS loss than a horn that happened 10 seconds later. What nords do get as a benefit is ability to run Earthgore with less of a resistances loss though.

    Another point to make is that most experienced tanks really do not need max resistances. Cases of tanking in Alkosh/PA are not that rare at the level where nord ultigen can make a differnce.
  • linlilia
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    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?
  • Aluneth
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    linlilia wrote: »
    • 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.
    1. 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.
      1. 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.
      2. Losing health recovery is a HORRIBLE idea. If nords are resilient shouldn't they get health recovery by LORE?
      3. And for a tank how is this a good thing? I thought tanks would WANT to have better health recovery?
      4. Overall this is a huge nerf and for those who don't play a stamina tank, like me, this makes this passive practically worthless.
      5. 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.
    2. 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.
      1. The loss of 9% max health for 1000 health added. A complete joke.
      2. 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.
      3. 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.
      4. 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?
    3. Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
      1. 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.
      2. 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..........
      3. If they added in Crit Resistance I would look at this as a plus, but as is this is just a meh.
      4. 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.)

    1. Health recovery is useless in PvE, outside of playing solo. As a tank you have a healer, and you don't need health recovery.

    2. Nord is better at tanking than Imperial.

    3. I am race changing my Imperial to Nord.
    Edited by Aluneth on January 19, 2019 8:45PM
  • Tigerseye
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    Instead of worrying about individual race changes, I'm more concerned about overall balance.

    Maybe I am missing something (because I haven't tested anything), but just from looking at it all (and from what other people are saying), I can't really see how what they're doing looks like actual balancing?

    Assuming we're keeping racials (which I would argue we probably shouldn't) - I, ideally, want all races to be equally viable for all classes/roles/builds and failing that, to at least have equal pros and cons.

    One race having a damage boost and another not having either a damage boost, or a damage mitigation, seems to be the opposite of balancing, to me.

    For example, Bosmer is currently (relatively) sub-par for PVE.

    I know that, as you (obviously) rarely get the chance to benefit from extra damage from stealth, for any length of time, in any group content.

    So, no great loss to lose it, in PVE.

    However, how does removing that and replacing it with absolutely nothing, while leaving other race's (already far superior) damage boosts intact equate to balance?

    If anything, it's even more imbalanced, surely?
    Edited by Tigerseye on January 19, 2019 9:27PM
  • IronWooshu
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    Fiktius wrote: »
    IronWooshu wrote: »
    TheValkyn 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.
  • IronWooshu
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    Alex_Lex wrote: »

    More health and 500 more stamina doesn't make Imperial a better tank or tank #1, other than 1000 more health what else do you bring thats more beneficial to a group over Nord? As an Imperial you still have to wear sets like Lord Warden as a Nord we can wear other sets that could bring more to the group with more uptime on Warhorn.
  • Tigerseye
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    You know what, there is really no point in asking these types of questions on forums, because:

    a) You, invariably, have one group of people referring only to PVP and another one referring only to PVE and many don't even bother to mention which it is they're, primarily, thinking of.

    b) Some people will inevitably answer, who do not even play the race in question and who will just be happy if other races will be weakened, while theirs remains strong. They will pretend they think the changes will be positive for the race they don't play, even if they don't; as it suits their purposes to do so.

    This is a general comment about the pitfalls of asking these types of questions on forums, by the way - not pointing the finger at anyone in particular, here.
  • Peekachu99
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    TheValkyn wrote: »
    PathwayM wrote: »
    TheValkyn 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.
  • EvilAutoTech
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    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.

    I have off-tanked nCR and nAS in Fortified Brass. For more difficult or longer trials I switch to ebon.

    I call that character my main battle tank because she can complete any type of content. Not because she is often the main tank in a trial. If guildies are asking me to tank, she's my first choice.

    She has five times as many pvp kills as the rest of the characters on that account have combined. She gets kills by outlasting the enemy players.

    FB is the "questionable" choice I made to get to the cap. You have to make at least one. Seems like now my questionable choice to get to the cap is just being a Nord.

    As for whether or not FB is completely useless for a tank, only a dead tank is completely useless.
  • Fiktius
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    Disapprove
    IronWooshu wrote: »
    Fiktius wrote: »
    IronWooshu wrote: »
    TheValkyn 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.

    That's the keyword "IF". I truly hope that developers are reworking bleeds for the same patch where these racial changes are going live. Otherwise removing HP regen passives now is a giant mistake in my eyes.
  • Ohhgrizyyy
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    The 6% damage reduction isnt even noticable. The spell/physical resistance will be far better.
    Playing on PS4 NA server and current characters are CP 750

    Lvl 50 EP High Elf Magsorc PvP (outdated)
    Lvl 50 EP Wood Elf Nightblade (Currently my crafter)
    Lvl 50 EP High Elf Magplar PvP (outdated healbot)
    Lvl 50 EP Redguard Stam DK PvE (updating)
    Lvl 50 EP Dark Elf Mag DK PvP

    All my builds are outdated...I quit for a year lmao

    PSN ID: SDL_Griz
  • ElliottXO
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    linlilia wrote: »
    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?

    Because the block racial right now is simply way too low. By passives, traits and CP you already stack block cost reduction at probably more than 100%, so 5% on top is really nothing.

    While Ultima generation is far more limited to a few skills that don't stack and a few set bonus. So the impact of the Ultima generation racial is much higher.

    I think imperials block/bash cost reduction should be 10% and the nord resistance bonus should be 1k lower. Then it would be more of a tough choice.
  • TheValkyn
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    Disapprove
    Peekachu99 wrote: »
    TheValkyn wrote: »
    PathwayM wrote: »
    TheValkyn 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.
  • Ohhgrizyyy
    Ohhgrizyyy
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    TheValkyn wrote: »
    Peekachu99 wrote: »
    TheValkyn wrote: »
    PathwayM wrote: »
    TheValkyn 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.

    Actually they do/did.
    Playing on PS4 NA server and current characters are CP 750

    Lvl 50 EP High Elf Magsorc PvP (outdated)
    Lvl 50 EP Wood Elf Nightblade (Currently my crafter)
    Lvl 50 EP High Elf Magplar PvP (outdated healbot)
    Lvl 50 EP Redguard Stam DK PvE (updating)
    Lvl 50 EP Dark Elf Mag DK PvP

    All my builds are outdated...I quit for a year lmao

    PSN ID: SDL_Griz
  • notyuu
    notyuu
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    Only real problem I have with the changes is that the nords don't get a +melee attack damage passive or something along those lines, I mean come on, they are meant to be hardy warriors, not immutable rocks.
  • Strider__Roshin
    Strider__Roshin
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    The Nords are looking solid this upcoming update. I like the uniqueness of the ult gen, but it's slightly on the weak side. In order to get one additional Warhorn than a non-Nord the fight will have to be longer than 8 minutes and 20 seconds. Making it so that you gain 5 ult every 8 seconds instead will give an additional Warhorn after 6 minutes and 40 seconds. Now this will actually make this passive impactful.

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