ScruffyWhiskers wrote: »How do you get such a high wep damage then? Is stam really that better than magicka? I knew it was different and stam got more but that is just silly. I struggle to get 2400 spell damage with 2 infused spell damage enchants on jewelry. This game is whack sometimes.It’s without balorg.
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I’d love to be able to fit lotus fan on this build, the ability’s a lot of fun. Any ideas how?
ScruffyWhiskers wrote: »[
I’d love to be able to fit lotus fan on this build, the ability’s a lot of fun. Any ideas how?
I look at the front bar and it's very close to mine in spirit: lotus, concealed, inner light, cripple, shadowy, soul harvest. And I have roughly the same concealed tool tip unbuffed (no maj sorc or CA.) Could you comfortably switch out the elemental for lotus? I tend to think of my front bar as strictly melee. You could do just as much damage weaving concealed and light attack as elemental and you get the resistance bonus from the passive.
Also, curious why iceheart. I would guess to chase down nb's and just get a small shield buffer up in a brawl?
And one last thing if you don't mind. Isn't 1700 magicka recovery on the low side without something like siphoning attacks? I know that 15 seconds of aggressive fighting would leave me tapped if I was that low.
stamdammered wrote: »Just a quick vent... I’ve been up and down this thread a ton and used a lot of your ideas as well my own and “meta” builds in the last two patches but as a casual player solo MagNB is just too far behind to be worth playing anymore imo. Switched over to StamNB and it’s just flat out better... higher burst and better survivability, which means more kills and the fast, fun gameplay that this class was designed for. The crazy part is it’s not over performing... just if you play well it performs well. Literally just by switching from mag to stam. Hope they figure it out as I love the dynamic rotations of the Magblade, but it’s going on the shelf for a while. Best of luck and respect to those of you sticking it out, hope to be back! For what it’s worth because it’s a theory crafting guide and I don’t want put a completely irrelevant post, I had the best luck with Spinners/Necro/BS/BRP backbar and crafty/necro/bs.
GhostofDatthaw wrote: »stamdammered wrote: »Just a quick vent... I’ve been up and down this thread a ton and used a lot of your ideas as well my own and “meta” builds in the last two patches but as a casual player solo MagNB is just too far behind to be worth playing anymore imo. Switched over to StamNB and it’s just flat out better... higher burst and better survivability, which means more kills and the fast, fun gameplay that this class was designed for. The crazy part is it’s not over performing... just if you play well it performs well. Literally just by switching from mag to stam. Hope they figure it out as I love the dynamic rotations of the Magblade, but it’s going on the shelf for a while. Best of luck and respect to those of you sticking it out, hope to be back! For what it’s worth because it’s a theory crafting guide and I don’t want put a completely irrelevant post, I had the best luck with Spinners/Necro/BS/BRP backbar and crafty/necro/bs.
Yeah magnb is not so much a fad but a lifestyle. Yeah we get buffed sometimes and will be somewhat fotm but when it gets down and dirty people scuttle off (no offense at all) it's not an easy spec and one you need to enjoy
ScruffyWhiskers wrote: »Yeah, Templars are holy terrors right now. I sorta don't mind because it was maybe their turn on the wheel. I would much rather see this team put some effort into improving Cyrodiil performance and adding some new content via DLC to the open world pvp in the game than continuing their standardization and normalization goals for the combat systems. First do no harm. Stuff like the cast times to the combat ultimates has really negatively impacted my enjoyment of the game. I know it's not an easy job, but I am truly worried on what the next steps in their design vision are going to bring.
ScruffyWhiskers wrote: »Yeah, Templars are holy terrors right now. I sorta don't mind because it was maybe their turn on the wheel. I would much rather see this team put some effort into improving Cyrodiil performance and adding some new content via DLC to the open world pvp in the game than continuing their standardization and normalization goals for the combat systems. First do no harm. Stuff like the cast times to the combat ultimates has really negatively impacted my enjoyment of the game. I know it's not an easy job, but I am truly worried on what the next steps in their design vision are going to bring.
ScruffyWhiskers wrote: »Yeah, I've got a background in cs and game development so I understand your argument, and agree with your premise. The claim seems to have always been that it was the expanded complexity of the systems like the spammed skills (healing springs) or the assets (the deer) or the proc sets that have been the culprits behind the increasing latency issues. Not sure if the lighting engine change really is a factor tbh. The game has no doubt seen the introduction of many more and varied items, skills and abilities plus the CP system. I would rather they lock down their design and then work on the internals, architecture and netcode. Although if the DDOS service issue with their current choice is true, then that might not matter. I haven't really looked into that very much. And I have been out of the industry for a while so take my opinion for what it is worth.
Edit: Plus I really think a lot of the problems with open world prime time Cyrodiil are due to how they have laid the map out an channeled players to certain keeps. They need to rethink the geography and keep the 3 way dynamic while still spreading out the player density. Things like the hammer are a good start but even that often concentrates players instead of opening up the map. It could really use some tuning.
GhostofDatthaw wrote: »ScruffyWhiskers wrote: »Yeah, I've got a background in cs and game development so I understand your argument, and agree with your premise. The claim seems to have always been that it was the expanded complexity of the systems like the spammed skills (healing springs) or the assets (the deer) or the proc sets that have been the culprits behind the increasing latency issues. Not sure if the lighting engine change really is a factor tbh. The game has no doubt seen the introduction of many more and varied items, skills and abilities plus the CP system. I would rather they lock down their design and then work on the internals, architecture and netcode. Although if the DDOS service issue with their current choice is true, then that might not matter. I haven't really looked into that very much. And I have been out of the industry for a while so take my opinion for what it is worth.
Edit: Plus I really think a lot of the problems with open world prime time Cyrodiil are due to how they have laid the map out an channeled players to certain keeps. They need to rethink the geography and keep the 3 way dynamic while still spreading out the player density. Things like the hammer are a good start but even that often concentrates players instead of opening up the map. It could really use some tuning.
I'm a knuckle dragger when it comes to coding, but it terms on cyro pop and objectives, it's the way people play now that can be a problem. When I started and people actually cared about the map and campaign. There were alot of guilds running 10-20 man groups. They worked together pushing different objectives and in turn split the defense across the map out of necessity. Now it's just "faction stack zergling" and "pompous small man". Guilds died and cyro with it
GhostofDatthaw wrote: »ScruffyWhiskers wrote: »Yeah, I've got a background in cs and game development so I understand your argument, and agree with your premise. The claim seems to have always been that it was the expanded complexity of the systems like the spammed skills (healing springs) or the assets (the deer) or the proc sets that have been the culprits behind the increasing latency issues. Not sure if the lighting engine change really is a factor tbh. The game has no doubt seen the introduction of many more and varied items, skills and abilities plus the CP system. I would rather they lock down their design and then work on the internals, architecture and netcode. Although if the DDOS service issue with their current choice is true, then that might not matter. I haven't really looked into that very much. And I have been out of the industry for a while so take my opinion for what it is worth.
Edit: Plus I really think a lot of the problems with open world prime time Cyrodiil are due to how they have laid the map out an channeled players to certain keeps. They need to rethink the geography and keep the 3 way dynamic while still spreading out the player density. Things like the hammer are a good start but even that often concentrates players instead of opening up the map. It could really use some tuning.
I'm a knuckle dragger when it comes to coding, but it terms on cyro pop and objectives, it's the way people play now that can be a problem. When I started and people actually cared about the map and campaign. There were alot of guilds running 10-20 man groups. They worked together pushing different objectives and in turn split the defense across the map out of necessity. Now it's just "faction stack zergling" and "pompous small man". Guilds died and cyro with it
I don’t agree with the faction stack zergling thing.
It’s a matter of perspective. It’s the most common complaint about my guild (Homicide) but it’s mainly because we’re effective so we’re winning.
We did very well in the non-CP campaign so guilds stopped coming, and so we dabbled in the CP campaign because there was no one left to fight. We’ve only been in there once but our strategy is just as effective there so it was business as usual.
Mostly complaints stem from losing and people not adapting to the game. People play with their friends and naturally become elitist over time, then with normal attrition they get stuck in smaller and smaller groups until they’re irrelevant. All we basicly do is give new players a chance to get better and play with them, so naturally get stronger.
Most complaints are from people having their ego put in check which is wrapped up in their performance. It comes down to ‘I lost’ and making excuses (they had more, lag, game changes, class, etc..). Plus accepting new players means less food for the small scale players who prey on new players which can’t make them happy.
I thought I was going to shelf the magblade this patch but, I just cant play anything else lol.
Tryed necro/curse eater/ troll king. Eh its not so hot, but sometimes its ok. I have alot of trouble vs a couple people using dots or one person only using a dot build. Curse has that 8 sec cool down so a bunch of dots is still gonna add up.
Sustain is rough this patch I have 2k recovery and 46k mag and still run out alot.
Combos are clunky, hard to get a solid burst going. Been alot of times I wish I had impale slotted.
Right now my bars are : degen, shade, mass, swallow, merciless, soul harvest
regen, path, harness, rat, shadowy, soul tether
Eh idk I might go to crafty drop necro get rid of shade (im not very good with shade and mostly dont use the teleport) and use impale or ele drain.
I dont know just playing it tonight in the sewers. Kinda hard to tell alot of new players and zergs.
I've messed around with a heavy armor magblade today that is pretty dot intensive and uses skoria for additional pressure. One niche skill that I absolutly love now is vampire drain, the damage is actually pretty high and procs skoria, and the base CC + ult regen is insane.
However I was hoping to get away with brp healing ward + path/dark cloak + the additional healing from degen/swallow/drain/merciless.
However I feel once I get bursted or pressured I simply cannot recover with healing ward, its just too tiny and almost instantly vanishes.. How do you guys handle high pressure? In sustained fights I have no problem, but its hard to recover from bursts.
Rapid regen seems nice but even that takes too long to ramp up. Harness is *** by now too...
I still like harness magicka. I mean it’s not as good as it was when you could use it indefinitely but the shield’s useful if you hot stack.
With mitigation being down for NBs hot stacking isn’t as effective as it was, but harness helps mitigate burst to let your hots tick if you use it reactively.
Main difference this patch is one opponent is okay, two and you’re toast without LoS or cloak. Burst is up and mitigation down making being tanky a lot harder.
I still like harness magicka. I mean it’s not as good as it was when you could use it indefinitely but the shield’s useful if you hot stack.
With mitigation being down for NBs hot stacking isn’t as effective as it was, but harness helps mitigate burst to let your hots tick if you use it reactively.
Main difference this patch is one opponent is okay, two and you’re toast without LoS or cloak. Burst is up and mitigation down making being tanky a lot harder.
tbh I didnt face any opponent today that could really outpressure me in 1v1, besides a funky magplar. I'm talking 1vX with 3+ people chasing you, there's no way to get back up once pressured. I've played this class for 5 years now and I really don't see any options but run shadowy and play like a coward
I still like harness magicka. I mean it’s not as good as it was when you could use it indefinitely but the shield’s useful if you hot stack.
With mitigation being down for NBs hot stacking isn’t as effective as it was, but harness helps mitigate burst to let your hots tick if you use it reactively.
Main difference this patch is one opponent is okay, two and you’re toast without LoS or cloak. Burst is up and mitigation down making being tanky a lot harder.
tbh I didnt face any opponent today that could really outpressure me in 1v1, besides a funky magplar. I'm talking 1vX with 3+ people chasing you, there's no way to get back up once pressured. I've played this class for 5 years now and I really don't see any options but run shadowy and play like a coward