Stack damage as magplar. Zero *** to sustain or defense...learn to play it that way, be a beast and not crutch on weak ass *** like pirate skelly XD.
leepalmer95 wrote: »Just throw pirate skeleton and you're basically immortal on a magplar.
I actually just started using this lol. Still messing with my 2 5 piece sets. Was playing with a light set of Fort brass and Bright-throat but the damage feels pretty sub par, but spinners/ bright-throat was a little too squishy in Cyro.
@Trancestor
Common now. Just because I make a decision to stop playing the tanky meta doesn't make me a zergling. Its definitely a different playstyle. It's not one I can handle six players at a time. It's not a magplar meta dueling build that's going to win me comps in dueling.
It's a kitey build I've been playing that is extremely rewarding to play. Its punishing to my own mistakes, but punishes mistakes of others even harder.
I dont hang out inside of zergs or large groups, but I do play on the outskirts of large battles and try to pull some enemies off and handle them, I also partake in resource farming and tower humping. And occasionally I'll group with another player if I find the reactions of my targets to be too overwhelming. Non of these equates to zerging
You should try the setup. See if you can handle the heat
My opinion and advice as a solo player in no-cp:
Okay, so, I recently branched out and ended up focusing on magplar for more team play. My main is a magblade that is very get in and get out. High spell penetration, high Max Magicka and I only play no-cp. I can kill a single player in under 2 seconds when things align due to fear. So here are a few things to keep in mind that I learned recently when giving magplar a try in this patch coming from magblade for no-cp expecting lots of karma. You probably know all these things.
Assume everyone thinks you’re a healer and their going make sure you need to die.
Radiant light is a must on the front bar cause good night blades hit too hard due to these high penetration builds. They won’t quit and popping that pretty much ends them at the cost of 2k magicka. Normally.
25k HP or more. This gives a lot of cushion for those random 10k spectral bows and double dragon leaps 20 meters away while being sniped inside a wardens blizzard for twenty years— all while kiting 2 melee cause your team died, and you just want to make it back to your graveyard but the sorcerer steaks through you to show you he’s actually a bunny. You’ll survive all of this somehow.
15k stamina cause you have to be able to block stupid hard hitting attacks, soul assault, shalks, frags, etc.
1.5k mag recovery a least.
So after testing numerous sets I found this worked for me due to my bar set up for melee magplar....
I run high mitigation on my back bar with 30k+ resistances with sword and board back bar and always death wind. Lightning staff front bar and I run crafty on the body and wizard riposte on my front bar. I prefer mix matching monster sets for their stats with defending traits on my weapons. I try to stay on my front bar as much as possible to keep pressure out and get wizard riposte rolling. Sometimes I change things around and put wizard riposte on both bars. Had better results with deaths wind.
Overall in no-cp it’s very strong against certain classes and mobile; however any ranged just decimate me if they can focus me long enough. It’s hard to play magicka melee due how majority of ranged damage dealers are running spinners and Max Magicka... and with our limited blocking and roll dodging. Yeah.
So... I think ranged magplar is better for no-cp at the moment after frustratingly trying to melee outside of a 1v1 or 1v2 which is SUPER fun as melee magplar, just not against better and well aged cheese builds. Pirate smelly will be shredded so idk what next patch will look like for most magplars that leaned on it. Their ultimate needs major protection returned in exchange I think.
BTB/crafty/spinners Max Magicka high spell penetration is one fit all any magicka class and destroys build diversity due to how powerful those stats are.
Brawling is becoming a dying art as long as people can achieve 18k+ spell pen in no-cp, and I will keeping ganking until it is nerfed. Then I will play my favourite class again.
Good luck!
Mrsinister2 wrote: »
For gear though I run spinner, spell strategist and bloodspawn or slimecraw. I run 4800 spell damage (before spell strat on single target) and 36k max mag. I'm only running 740 unbuffed regen but am using deep thoughts (use it when you are low and stamina and ur magick will be fine)
I'm testing the limits of magic regen at lowest amounts possible. I wanted to see what kind of pressure is possible on magplar when built for glass and melee oriented, it's not bad at all. An occasional heavy attack and elemental drain ensure offensive regen is good