Lightspeedflashb14_ESO wrote: »mr_wazzabi wrote: »Lightspeedflashb14_ESO wrote: »mr_wazzabi wrote: »Lightspeedflashb14_ESO wrote: »mr_wazzabi wrote: »Deathlord92 wrote: »Major brutality is useless on relentless every stamina build out there will be using rally or forward momentum. I completely agree with major sorcery on merciless tho I have been asking for this since first lot changes.
Not for pve. Everybody uses dw/bow. They're forced to use wd potions when raiding.
What about bow/bow builds or dw/bow in pvp? Or snb/bow if that's a thing?
Lol "forced" you need to use them for sustain as well, it is a major DPS loss to run a skill for your major buffs, even Major prophecy, the reason mag builds use inner light is the 7% max magic, not the major buff.
Spectral bow buddy. Enough of a reason. This will make magblades a cheaper class to play since they already use inner light. Allows flexibility for other potions.
Lol, buddy, I was giving another example of a skill players put on their bar, not for the major buff, but for the other part of the skill, like the spectral bow you so righteously point out. Having the major damage buffs on these skills will not make pve players use other pots, what else would they use? Pve players already take pots off cooldown because they need the sustain, the ~7.5k mag/Stam and the major regen buffs. This is a PvP reason to change the skill, there is where you use other pots. Doesn't matter to me anyways, I will probably be taking this skill of my bar for the new dark shade, with the new scaling, it actually does more dps for me then the bow proc and is much easier to manage.
Also, I am one of those few who actually run sap/power extraction in pve, they are great skills, again, the only real reason you want to change grim focus to have the major buff is for PvP. Don't try to sell it as anything else.
Tripots. Free boss drop pots. I prefer the option to use those in trials. I flawlessed vma on 4 toons with free trash pots
Congratulations? I also cleared vMA using nothing but trash pots, it is all my toons use. Whoop-dee-doo. You can clear any of the content in the game without any major buffs. Point is if you want the best run, you use spell power pots. Best sustain, best uptime on all the major buffs. Tripots are not needed.
WrathOfInnos wrote: »Tanks will benefit most from this because they can easily maintain 5 stacks for the duration of combat (where DPS will only have about 2-3 average) and from a single cast. Tanks also have the most incoming damage, which makes mitigation more important to them. And there is no diminishing return on this multiplicative damage reduction buff. Regardless of any other defensive buffs you have, the incoming damage with this buff is going to be 15% lower than incoming damage without this buff.
What an oversimplified and inaccurate way of looking at the value of this skill’s mitigation
PvE tanks benefit the least from slotting on this ability.
Consider a 50k hit. Going in order of highest values because that will always be - key priority order for what stays on vs what goes from a build.
- 50k initial hit
*consistent, no build up*
- 33k resists - 50% damage reduction
- 25k mitigated, total mitigation 25k/50k (50%)
- - new hit 25k, 50% mitigation added
**no buildup, blocks normal CC, cost stamina constantly**
- Blocking - 50% damage reduction
- 12.5k mitigated, total mitigation 37.5k/50k (75%)
- - new hit 12.5k, 25% mitigation added
**consistent, no build up**
- 81 Ironclad - 24% damage reduction
- 3k mitigated, total mitigation 40.5k/50k (81%)
- - new hit 9.5k, 6% mitigation added
**inconsistent, 5 GCD build up, has initial cost**
- 5 stacks of held Focus - 15% damage reduction
- 1,425 mitigated
- total mitigation 41,925/50k (83.85%)
- new hit 8,075, 2.85% mitigation added
**consistent, no build up**
- 56 Hardy/Ele Def - 13% damage reduction
- 1,050 mitigated, total mitigation 42,975/50k (85.95%)
- - new hit 7,025, 2.1% mitigation added
You could slot this over Temporal Guard, or dump all your Hardy/Ele Def CP in Quick Recovery, but really why go to that trouble for a measly 3% increase when there are other abilities that have much more utility. Why not run another shadow ability for the extra health at that point? It will have more effective value than stacking another mitigation source.