master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
My blood craze has a 25k tooltip. Both are overtuned. Idk what you're trying to accomplish by posting made up tooltips.
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
I like the part where dw passives are completely ignored while mages guild are not.
Bloodcraze heal scales 10% stronger than structured entropy.
Both have similar dmg scaling (albeit with entropy lasting 2 second longer resulting in similar dps but higher total dmg).
Bloodcraze has 20% dmg bonus in execute range and 15% dmg bonus against cced or otherwise impaired targets.
Then you still have the option to equip master DW - which DOES put bloodcraze way beyond entropys dmg potential (8000 to 11000 tooltip dmg increase).
If you want to make an argument about skills being subpar without their ability altering weapon look at healing ward/ward ally. That skill is absolutely useless without brp resto.
Bloodcraze is not. It´s still a decent skill.
Is entropy overall better? A bit - but i wouldn´t label that problematic when you look at how much better for example PI is than destro reach. There are inequalities both ways.
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Post such build
https://m.youtube.com/watch?v=7UBMmDMfJDE
Now your turn for magicka one, I'm waiting.
That's a standard stamblade build with three damage sets.
Spriggan+Truth+MasterBow+Bloodspawn. You can replace Truth with any other damage set for similar stats. Also those stats shown are at maximum buff, of which more than 1k buffed weapon damage is coming from Master Bow+infused Berserker. It is essentially a glass canon build with zero resists at base, and will get destroyed in seconds against organized enemies.
Spinner+Spell Strategist+infused BRP resto+Bloodspawn is the closest mirror version available and is actually pretty good on Magblade.
Also that build will only work on Stamblade and no other stamina class due to its glass canon nature. No other stamina class can get away with 11k resists and usually have far lesser regen.
Essentially all Stamblade builds over the last few years are variants on the same build - Spriggan+Master Bow+Bloodspawn+X
Replace X with whatever - Shacklebreaker, Hunding, 7th legion, Bone Pirate, Shadow Walker, etc.
Few points on your response.
1. Magicka has no replacement for master bow, not even close.
2. Spell strategist gives you buff vs one enmy and this buff isn't affected by minor/major sorcery, it doesn't increase your healing. It's not comparable with raw spell damage added to character sheet.
3. Did you tried to play magicka with 3 damage sets and none sustain? Try it, all magicka skills are more expensive some of them way above standard 15%. Not to mention stamina issues for cc breaking (these are more or less irrelevant in CP but noCP... Oh dude...)
4. Just show us the stats, posting random 3 sets proves nothing.
master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
Magic word. Gapcloser. It used to be a "musthave" back in the days when real PvPers were in the game, now everyone follows the meta to stack up as much stats as possible and wonders why someone doesn't stand still waiting to get killed. Look for best players there, every single one of them uses gapclosers because it negates totally advantage of range. Strict L2P issue.
master_vanargand wrote: »master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
Magic word. Gapcloser. It used to be a "musthave" back in the days when real PvPers were in the game, now everyone follows the meta to stack up as much stats as possible and wonders why someone doesn't stand still waiting to get killed. Look for best players there, every single one of them uses gapclosers because it negates totally advantage of range. Strict L2P issue.
Gap closers? lololololol
There are many skills with longer range than gap closers.
Did you forget that Battle Spirit increase the 28m's skill range?
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Post such build
https://m.youtube.com/watch?v=7UBMmDMfJDE
Now your turn for magicka one, I'm waiting.
That's a standard stamblade build with three damage sets.
Spriggan+Truth+MasterBow+Bloodspawn. You can replace Truth with any other damage set for similar stats. Also those stats shown are at maximum buff, of which more than 1k buffed weapon damage is coming from Master Bow+infused Berserker. It is essentially a glass canon build with zero resists at base, and will get destroyed in seconds against organized enemies.
Spinner+Spell Strategist+infused BRP resto+Bloodspawn is the closest mirror version available and is actually pretty good on Magblade.
Also that build will only work on Stamblade and no other stamina class due to its glass canon nature. No other stamina class can get away with 11k resists and usually have far lesser regen.
Essentially all Stamblade builds over the last few years are variants on the same build - Spriggan+Master Bow+Bloodspawn+X
Replace X with whatever - Shacklebreaker, Hunding, 7th legion, Bone Pirate, Shadow Walker, etc.
Few points on your response.
1. Magicka has no replacement for master bow, not even close.
2. Spell strategist gives you buff vs one enmy and this buff isn't affected by minor/major sorcery, it doesn't increase your healing. It's not comparable with raw spell damage added to character sheet.
3. Did you tried to play magicka with 3 damage sets and none sustain? Try it, all magicka skills are more expensive some of them way above standard 15%. Not to mention stamina issues for cc breaking (these are more or less irrelevant in CP but noCP... Oh dude...)
4. Just show us the stats, posting random 3 sets proves nothing.
1) That's true. But you can use vBRP resto which has a 1 pc bonus as well as being the best defensive set.
2) Spell Strategist is affected by Major/Minor buffs. It is single target sure and so is Master Bow(as well as this build) and has more raw damage than any other set. Speaking of character sheet, if you look at his character sheet in the vid, you will notice he is just slightly above 4k weapon damage buffed, not 6k. He uses Build Editor to show 6k effective weapon damage, which adds in hidden damage boosts like Master Bow(Spell Strategist falls in the same category).
3) This build is using Bosmer+Infused Stamina recovery+Blue Stamina recovery food for 3.3k stamina regen. Using Breton+Infused Magicka recovery+Blue Magicka recovery drink, you will get 3k Magicka recovery+8% less cost. Combine that with Magicka steal and it is overkill sustain. No other class apart from stamblade invests that deeply in sustain. Also funny that you mention it, this build won't even work much in no-CP as it uses CP tactician to proc Truth.
4) Let me put the build in editor. I just mentioned a basic mirror.
master_vanargand wrote: »master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
Magic word. Gapcloser. It used to be a "musthave" back in the days when real PvPers were in the game, now everyone follows the meta to stack up as much stats as possible and wonders why someone doesn't stand still waiting to get killed. Look for best players there, every single one of them uses gapclosers because it negates totally advantage of range. Strict L2P issue.
Gap closers? lololololol
There are many skills with longer range than gap closers.
Did you forget that Battle Spirit increase the 28m's skill range?
If you’re going to take DW passives into account then you also need to take destro passives into account lol. They still help boost damage by a significant amount even if they don’t buff entropy specifically.
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Post such build
https://m.youtube.com/watch?v=7UBMmDMfJDE
Now your turn for magicka one, I'm waiting.
master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
That build you posted is a stamblade build and they have been notoriously OP for a while or were. A normal stamina build will have 3.5-4.2k wpn damage and 2k or less stam regen. On my Stamplar I have 3.9k wpn damage and 1700 regen and that’s medium armor using hulking and NMGs because I neeed the major fracture. For comparison my buddies magplar can get away with 1k mag regen and has about the same spell damage.
xylena_lazarow wrote: »master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
This.
There shouldn't even be an argument here. The melee ability should be stronger, hands down.
Their ability audit apparently did not include risk/reward.
xylena_lazarow wrote: »master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
This.
There shouldn't even be an argument here. The melee ability should be stronger, hands down.
Their ability audit apparently did not include risk/reward.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP)
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
Btw entropy is dodgeable on live.. Every tick
Stop posting this. Nobody is wasting 3.6k stam to dodge entropy.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
My blood craze has a 25k tooltip. Both are overtuned. Idk what you're trying to accomplish by posting made up tooltips.
What class/build is that? On a playable build for open world I max out at around 18k in my Stamplar.Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
That build you posted is a stamblade build and they have been notoriously OP for a while or were. A normal stamina build will have 3.5-4.2k wpn damage and 2k or less stam regen. On my Stamplar I have 3.9k wpn damage and 1700 regen and that’s medium armor using hulking and NMGs because I neeed the major fracture. For comparison my buddies magplar can get away with 1k mag regen and has about the same spell damage.I like the part where dw passives are completely ignored while mages guild are not.
Bloodcraze heal scales 10% stronger than structured entropy.
Both have similar dmg scaling (albeit with entropy lasting 2 second longer resulting in similar dps but higher total dmg).
Bloodcraze has 20% dmg bonus in execute range and 15% dmg bonus against cced or otherwise impaired targets.
Then you still have the option to equip master DW - which DOES put bloodcraze way beyond entropys dmg potential (8000 to 11000 tooltip dmg increase).
If you want to make an argument about skills being subpar without their ability altering weapon look at healing ward/ward ally. That skill is absolutely useless without brp resto.
Bloodcraze is not. It´s still a decent skill.
Is entropy overall better? A bit - but i wouldn´t label that problematic when you look at how much better for example PI is than destro reach. There are inequalities both ways.
If you’re going to take DW passives into account then you also need to take destro passives into account lol. They still help boost damage by a significant amount even if they don’t buff entropy specifically.
xylena_lazarow wrote: »master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
This.
There shouldn't even be an argument here. The melee ability should be stronger, hands down.
Their ability audit apparently did not include risk/reward.
xylena_lazarow wrote: »master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
This.
There shouldn't even be an argument here. The melee ability should be stronger, hands down.
Their ability audit apparently did not include risk/reward.
Emma_Overload wrote: »xylena_lazarow wrote: »master_vanargand wrote: »Melee skills is trash in PvP.
Melee build dies before approaching.
This.
There shouldn't even be an argument here. The melee ability should be stronger, hands down.
Their ability audit apparently did not include risk/reward.
You're kidding, right? There is no such thing as ranged combat in this game unless you are a perma-cloaked bowtard.
If a melee build decides they want to fight you, your only options are to fight in melee range or to run/cloak/streak away. Every single mechanic in the game is biased in favor of melee builds. Snares, roots, stuns and gap closers are cheap and plentiful, while escape methods are expensive and failure prone.
Call me when gap closers have a 15 meter range and an exponentially increasing cost like Streak, and then we can talk about "risk and reward"!