The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Refreshing path is indeed good! Unfortunately I don't have any room for the skill in my back bar, since I'm not really built to stand my ground. RAT, cloak, siphoning strikes, healing ward, and shade are more essential than refreshing path. I still want to make a dot based tanky magblade build though and I think refreshing path would be essential on that.
Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
You maintain ~3.9s of major expedition after leaving the path. Nobody is making you jump straight off the thing. you can activate it, and run the length of the path, then still have 3.9s of major expedition when you leave it at the end. Oh, and then seeing as the path has a 12 second duration, you can even go back to it, and get major expedition refreshed again for no extra cost. It's easily one of the best sources of major expedition there is.
My point is if you're using it as an escape tool, you can cast it, run in a straight line down the thing (at least a couple of seconds even when sprinting), and then even after you leave the path you've still got that full 3.9s to run as far as you can. You're talking at least 6 seconds sprinting with major expedition, have you seen how far that will take you?
But then that's not even the beauty of the skill. Fight on the path. that 3.9s when you step off the path allows you to literally run circles around your opponent while refreshing the buff every time you step back onto the path, for the full 12 second duration.
And it's healing has now been buffed to semi respectable levels.
Even before this patch I never understood the amount of hate this skill gets.
Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
GhostofDatthaw wrote: »Meanwhile Templars get a massive aoe dot, hot, purge, snare, purge synnergy...
GhostofDatthaw wrote: »Meanwhile Templars get a massive aoe dot, hot, purge, snare, purge synnergy...
GhostofDatthaw wrote: »Meanwhile Templars get a massive aoe dot, hot, purge, snare, purge synnergy...
Exactly this. ZOS doesn’t stick to any rules they make and this inconsistency is driving me nuts. Path was a good skill when it had damage AND healing, they just completely scrapped the damage part, upped the healing part but still the healing uptime is *** compared to ritual - without the strongest purge in the game. Talking about overloaded skills smh.
Same with swallow soul btw, no one called to remove vitality ffs
The heal from path is actually lower than last patch, because they removed the additional ticks, which were granting up to 40% more healing, while the heal per tick got only buffed by ~ 30%.
The heal from path is actually lower than last patch, because they removed the additional ticks, which were granting up to 40% more healing, while the heal per tick got only buffed by ~ 30%.
I missed that bit, can you clarify? So you mean missing ticks if you leave the path right away? I took the patch notes at face value where it said the per tick was buffed ~80%. I noticed it’s around 1k per tick now but didn’t pay attention to details.
Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
brandonv516 wrote: »Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
I like the skill but I can't justify giving up two skill slots in lieu of RaT on my damage NB.
I know Refresh Path heals also but I have that on lockdown with Rapid Regen.
On my healer NB I do run it with Phantasm Escape though, as bar space isn't as limited.
Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
I’ll test it again. There have been a lot of times where I tested and noted how an ability works and then was wrong on the forums because they stealth changed it without a patch note. It would be nice if it was true, that would increase the efficiency to 4.5 seconds of expedition per cast (if you recast it right before it drops) so it’s 750 magicka per second. Things like that seem small, but the devil’s in the details and they add up.
Sure it doesn't fit on every build. On some RAT definately is better. Builds that use cloak for example. But for any builds trying to brawl or move with the group and try to be useful, I'd always use path + phantasmal.brandonv516 wrote: »Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
I like the skill but I can't justify giving up two skill slots in lieu of RaT on my damage NB.
I know Refresh Path heals also but I have that on lockdown with Rapid Regen.
On my healer NB I do run it with Phantasm Escape though, as bar space isn't as limited.
Sure it doesn't fit on every build. On some RAT definately is better. Builds that use cloak for example. But for any builds trying to brawl or move with the group and try to be useful, I'd always use path + phantasmal.brandonv516 wrote: »Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
I like the skill but I can't justify giving up two skill slots in lieu of RaT on my damage NB.
I know Refresh Path heals also but I have that on lockdown with Rapid Regen.
On my healer NB I do run it with Phantasm Escape though, as bar space isn't as limited.
I never liked cloakblade myself because healing always sucked and in the situation where someone negates your stealth you are screwed. I'd rather die to a zerg, knowing I was heavily outnumbered, than to 2 baddies who use detect pots/mark, etc. on you countering most of your defence. I haven't tried it this patch yet though with rapid regen. Maybe it is not that bad now.
Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
I’ll test it again. There have been a lot of times where I tested and noted how an ability works and then was wrong on the forums because they stealth changed it without a patch note. It would be nice if it was true, that would increase the efficiency to 4.5 seconds of expedition per cast (if you recast it right before it drops) so it’s 750 magicka per second. Things like that seem small, but the devil’s in the details and they add up.
Why do you keep throwing out these false numbers? Use the skill as per it's design and you can have 16 seconds of major expedition for a single cast.
Test it for yourself... Its 5 seconds without sprinting. I literally tested it 10+ times today to be sure. And I don't know about anyone else, but for me refreshing path has always been my favourite nb ability. I never said it was bad.Thats just plain wrong though. If you follow the path without sprinting and then leave it at the end you will have almost exactly 5 seconds of major expedition. And since you also get shadow passives buff you dont need to cast additional skills to keep buffed which will drain a lot more resources. Especially in light armor this is a big positive.Read his post again. He only needs to cast it every 4 seconds. 2x 1500 = 3000. His path costs 3.200 so he only loses 200 magicka. Like really I don't get why you think it is hard to sustain. 3.2k is really not much and on light armor its even better.The problem of using path + phantasmal escape for mobility is the cost - in every regard. The actual resource cost (7k+ for both combined compard to less than 3k for rat), the "gcd cost" which is especially crucial under heavy pressure - when the mobility is needed the most, and the bar space, because path is one of the worst heal skills for solo play, so it doesn't really work as replacement for other - better - heal skills.
And that's not even taking into consideration that casting path breaks cloak and gives the enemies a big red glowing sign where there running nb just went - gl escaping from a hungry zerg with this.
I mean how you play, where you play and how you build is obviously very important in skill selection... it goes without saying.
You mentioned solo play and zergs (ergo Cyro). In that context I'd probably pick RAT too. I play BGs 99% of the time and wear 5-heavy Pariah. I don't really play the cloaky style, which isn't really suited anyway in very AoE heavy fights in confined spaces. So Phantasmal Escape is a must and Refreshing is both good ground heals and mobility for the whole group. I would argue they are superior to RAT for Cyro group play too.
I don't have a problem sustaining them in no-CP with 5 heavy and no sustain set, although I am a Breton. The cost isn't a consideration for me.
In Cyro larger groups I still use refreshing, but in BGs I don’t think it’s worth it.
While you ‘can’ sustain Refreshing Path check your magicka next time you’re in a BG. Say you have just won an engagement and are on the move and using refreshing path, it costs about 1k magicka a second to maintain major expedition, which means you’ll need 2k recovery to maintain it.
What I don’t like isn’t that I can’t afford it, it’s that if I use it to get around I’ve spent all the magicka I could have recovered and go into the next engagement down resources. Keep track of your magicka pool next BG and you’ll see what I mean. If you use the BRP resto or shields it ends up being a seminal loss of resources, the same cost as two harness magickas or healing wards.
I disagree and I'm acutely aware of my magicka, as any magblade is in BGs. I have a 1.5k base (without pots) mag regen in heavy, in no-CP. And Path costs 3.2k. So even if I had to keep up maj exp, the magicka loss is ~200 every 4 secs. Which is quite frankly nothing.
But I don't need to maintain maj exp for more than 6-8" anyway. The speed is merely a re-positioning tool. It's the ground heal that I do keep up in static fights because along with Regeneration, I can offer a lot of of support for the team while doing dmg.
Magicka/health/stamina ticks every 2 seconds, not every second. So with 1500 mag regen you’re getting 750 magicka a second.
Also what you all forget is that refreshing path + phantasmal escape brings more than just mobility and heals. It also brings group utility, major evasion AND shadow passives which you need to get from another skill if you dont use path, which will end up costing you more magicka.
You don’t get 4 seconds of major expedition from refreshing path, you get just under 4 seconds. If you want to maintain major expedition you need to cast it every 3 seconds.
The example I was using was every 3 seconds, so 1k a second to maintain the expedition. Either way the point I was making is right, to maintain expedition and use refreshing to get around you’re sacrificing all your recovery and going into your next engagement lower magicka.
The healing has been improved, but the cost has been at the expense of using the ability for getting around with major expedition.
That’s not true unless they changed it again. The buff doesn’t refresh whenever you leave the path. The buff refreshes once every second, and if you leave the path before the one second’s up it doesn’t refresh. Plus if you run in a straight line and cast the ability you will run off the end of the path before the ability refreshes, so it’s still 3.9 seconds.
I think you guys are just arguing for the sake of it. When I used refreshing path before when it was cheaper and the hot lingered as long as the expedition buff people were adamant it was bad. Now the cost went up 50% and the heal is almost double what it was, but the hot doesn’t linger and people say it’s a great source of expedition...
I’ll test it again. There have been a lot of times where I tested and noted how an ability works and then was wrong on the forums because they stealth changed it without a patch note. It would be nice if it was true, that would increase the efficiency to 4.5 seconds of expedition per cast (if you recast it right before it drops) so it’s 750 magicka per second. Things like that seem small, but the devil’s in the details and they add up.
Why do you keep throwing out these false numbers? Use the skill as per it's design and you can have 16 seconds of major expedition for a single cast.
It still does. Not since cloak made it all crit has healing been really good on magblade, IMO.I never liked cloakblade myself because healing always sucked
It is tough, or specifically detect potions are tough. I use Dampen and Healing Ward in those situations. It is not a great defense in my build, but if you were stacking magicka, things might be different. NB gets the same mag-stacking passives as warden. My magden (50K to 58K mag in CP) has always felt eminently viable with just shields. I use Dampen, Regen and Living Trellis on that character. Trellis is an awfully good skill, but Dampen + Healing Ward + Regen (the 10 sec morph) + vMA or BRP resto should come close.and in the situation where someone negates your stealth you are screwed.
Fair enough, but that doesn't happen all that often and it's from a fairly privileged position a cloaking nightblade feels that way. We like to be in control of the fight. No other class even has that luxury, other than perhaps a streaking sorc. If you run into two equally skilled players, they should kill you, if you face them head on. I get what you're saying. If you're very tanky you might stand your ground and, if you just play for defense (Mist Form, LoS, etc.), you might do so as well. However, my point is that a magblade isn't completely screwed when cloak fails. Depending on your build, you have shields, speed, the shade, dodge rolls (me), Temporal Guard and so on. LoS is perhaps the strongest of all counters and is available to everyone.I'd rather die to a zerg, knowing I was heavily outnumbered, than to 2 baddies who use detect pots/mark, etc. on you countering most of your defence.