I enjoyed playing a magblade healer many campaigns ago and came to this thread to see what's what these days.
Some deep theory crafting here and it's commendable how much effort some of you put into running the numbers and trying to make magblade effective.
But I have to wonder, why aren't there other extremely long magsorc/magdk/magwarden/magcro theorycrafting threads?
Interestingly, there is a long magplar thread - but recently the thread has died down -- after the magplar buffs....
Also interesting is that I see at least one PC NA ball group guild running more magblades -- so perhaps magblades in group are OP. Which, if true, is kind of a sad fate for a class with origins as a solo assassin.
In any case, thanks for the builds, tips and tricks and good luck fighting the good fight.
But I'll play my warden for now....
@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
There’s only really CPs, minor force (RAT), Khajit and the shadow mundus. My old rogue was a Kerra so made my alt Khajit so I can break 100% crit mod, but it’s not required or probably even optimal.
I’m thinking 5 light and maybe a couple lines of spell crit is all you need for your crit rate. Shadowy Disguise auto crit helps and I’m thinking it’s better for the crits you do get to hit hard then for them to be frequent, but it’s hard to tell.
I also noticed something, the passive for bonus damage from stealth is only to spell damage. I was thinking sets like crafty Alfiq would best because of the magicka bonus passives. I want to try war maiden now to try and take advantage of the spell power bonus from stealth.
brandonv516 wrote: »Well it's patch day. Played 3 Battlegrounds Deathmatches, got first place on my team in all 3, and I don't feel like I need to even change my build one bit.
Two favorite changes:
-Spectral Bow - very reliable now in being effective
-Soul Tether - amazing burst heal when outnumbered and low
I really do wish the cast time was removed from Soul Tether though.
And thank goodness they reverted the range on Shadow Image...
I get to 107% on my Breton, but I play the glassiest of glass cannons. I use Spinner's/Bright Throat's/Slimecraw, all divines w/ Shadow & a sharpened inferno, and it hits pretty darn hard. (I'm torn between Spinner's & Crafty, but Spinner's is winning right now.) I've found that regen is more important than health on my build/playstyle with regard to staying alive — there isn't much of a difference between 17k & 25k health if you're in light divines — so I go with Ghastly Eye Bowl.@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
There’s only really CPs, minor force (RAT), Khajit and the shadow mundus. My old rogue was a Kerra so made my alt Khajit so I can break 100% crit mod, but it’s not required or probably even optimal.
I’m thinking 5 light and maybe a couple lines of spell crit is all you need for your crit rate. Shadowy Disguise auto crit helps and I’m thinking it’s better for the crits you do get to hit hard then for them to be frequent, but it’s hard to tell.
I also noticed something, the passive for bonus damage from stealth is only to spell damage. I was thinking sets like crafty Alfiq would best because of the magicka bonus passives. I want to try war maiden now to try and take advantage of the spell power bonus from stealth.
I think your right about crits hitting hard over frequent, quality over quantity. When I read your post it made me start thinking about that. I think im going to stick at 94% mod and 48% chance, its the best I can get with my setup crit chance is almost a 50/50 toss up. I hate to invest a lot into it crit because im loosing out on so much other stuff.
I feel like crit comes down to investing more into "chance" and depending on how often chance happens, steady damage may win out in the long run.
Anyways I was on the fence about cp but I think I will invest into crit mod. Crit doesn't happen all the time better make it count when it does.
I get to 107% on my Breton, but I play the glassiest of glass cannons. I use Spinner's/Bright Throat's/Slimecraw, all divines w/ Shadow & a sharpened inferno, and it hits pretty darn hard. (I'm torn between Spinner's & Crafty, but Spinner's is winning right now.) I've found that regen is more important than health on my build/playstyle with regard to staying alive — there isn't much of a difference between 17k & 25k health if you're in light divines — so I go with Ghastly Eye Bowl.@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
There’s only really CPs, minor force (RAT), Khajit and the shadow mundus. My old rogue was a Kerra so made my alt Khajit so I can break 100% crit mod, but it’s not required or probably even optimal.
I’m thinking 5 light and maybe a couple lines of spell crit is all you need for your crit rate. Shadowy Disguise auto crit helps and I’m thinking it’s better for the crits you do get to hit hard then for them to be frequent, but it’s hard to tell.
I also noticed something, the passive for bonus damage from stealth is only to spell damage. I was thinking sets like crafty Alfiq would best because of the magicka bonus passives. I want to try war maiden now to try and take advantage of the spell power bonus from stealth.
I think your right about crits hitting hard over frequent, quality over quantity. When I read your post it made me start thinking about that. I think im going to stick at 94% mod and 48% chance, its the best I can get with my setup crit chance is almost a 50/50 toss up. I hate to invest a lot into it crit because im loosing out on so much other stuff.
I feel like crit comes down to investing more into "chance" and depending on how often chance happens, steady damage may win out in the long run.
Anyways I was on the fence about cp but I think I will invest into crit mod. Crit doesn't happen all the time better make it count when it does.
I always open from cloak, and if/when I can CC an opponent I will quickly re-cloak & hit them with another opener, ensuring that I am able to take full advantage of my high crit damage. (I strike from cloak quite often, another reason my insane regen is necessary.) I recently made a Khajiit specifically for this purpose, which would put me at 117% crit damage, but I haven't played him much. So far though, (anecdotally at least) going all penetration seems to hit just as hard.
Unfortunately, there are just some classes/builds that I will never kill, (but they have no issues killing me if they catch me.) I don't know if that is due to skill level or the inherent weakness on Magblades, (after looking at the skills in other classes arsenals I'm inclined to believe it's the latter) or a combination of the two, but either way I've [somewhat] accepted it — for now. I'm just crossing my fingers hoping for a buff, because at this point I don't think there's much more I can do with my build.
PS: @Iskiab, this is the second time I've seen you use the word "lines" in a way with which I am unfamiliar ("a couple lines of spell crit") can you explain what you mean by that please?
I get to 107% on my Breton, but I play the glassiest of glass cannons. I use Spinner's/Bright Throat's/Slimecraw, all divines w/ Shadow & a sharpened inferno, and it hits pretty darn hard. (I'm torn between Spinner's & Crafty, but Spinner's is winning right now.) I've found that regen is more important than health on my build/playstyle with regard to staying alive — there isn't much of a difference between 17k & 25k health if you're in light divines — so I go with Ghastly Eye Bowl.@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
There’s only really CPs, minor force (RAT), Khajit and the shadow mundus. My old rogue was a Kerra so made my alt Khajit so I can break 100% crit mod, but it’s not required or probably even optimal.
I’m thinking 5 light and maybe a couple lines of spell crit is all you need for your crit rate. Shadowy Disguise auto crit helps and I’m thinking it’s better for the crits you do get to hit hard then for them to be frequent, but it’s hard to tell.
I also noticed something, the passive for bonus damage from stealth is only to spell damage. I was thinking sets like crafty Alfiq would best because of the magicka bonus passives. I want to try war maiden now to try and take advantage of the spell power bonus from stealth.
I think your right about crits hitting hard over frequent, quality over quantity. When I read your post it made me start thinking about that. I think im going to stick at 94% mod and 48% chance, its the best I can get with my setup crit chance is almost a 50/50 toss up. I hate to invest a lot into it crit because im loosing out on so much other stuff.
I feel like crit comes down to investing more into "chance" and depending on how often chance happens, steady damage may win out in the long run.
Anyways I was on the fence about cp but I think I will invest into crit mod. Crit doesn't happen all the time better make it count when it does.
I always open from cloak, and if/when I can CC an opponent I will quickly re-cloak & hit them with another opener, ensuring that I am able to take full advantage of my high crit damage. (I strike from cloak quite often, another reason my insane regen is necessary.) I recently made a Khajiit specifically for this purpose, which would put me at 117% crit damage, but I haven't played him much. So far though, (anecdotally at least) going all penetration seems to hit just as hard.
Unfortunately, there are just some classes/builds that I will never kill, (but they have no issues killing me if they catch me.) I don't know if that is due to skill level or the inherent weakness on Magblades, (after looking at the skills in other classes arsenals I'm inclined to believe it's the latter) or a combination of the two, but either way I've [somewhat] accepted it — for now. I'm just crossing my fingers hoping for a buff, because at this point I don't think there's much more I can do with my build.
PS: @Iskiab, this is the second time I've seen you use the word "lines" in a way with which I am unfamiliar ("a couple lines of spell crit") can you explain what you mean by that please?
Oh I just mean the set bonus’. I think I picked it up from someone else using the term, 2-4 piece bonus each being a line in the item set.
About spinners, someone said before that 5 piece bonus’ are supposed to be 2.5 times as powerful as regular set piece bonus’. For example bright throat gives 2k mag and 150 mag regen where a normal 2-4 piece bonus would be 129 regen or 1k mag.
If that’s true how strong 5 piece bonus’ are supposed to be then spinners is under budgeted.
It might be a case where it’s still good because armour gives you more the more you invest into it, I don’t know, but I’ve always been leery about using spinners because of that.
brandonv516 wrote: »Well it's patch day. Played 3 Battlegrounds Deathmatches, got first place on my team in all 3, and I don't feel like I need to even change my build one bit.
Two favorite changes:
-Spectral Bow - very reliable now in being effective
-Soul Tether - amazing burst heal when outnumbered and low
I really do wish the cast time was removed from Soul Tether though.
And thank goodness they reverted the range on Shadow Image...
Glad to hear spectral is reliable, nothing worse than a dodge.
Hope to run into you again sometime, I gotta better setup in the works. Last time you were definitely gonna kill me I was pretty much running on fumes just trying to stay alive, and had to dip out not much I could do but play def lol.
Are you still running ele weapon? I tried that I could not get the hang of that for my life.
I read some people in this thread going glass cannon as a means to secure kills and counter weaknesses in nightblade.
No one likes to be insta-nuked without counterplay - and stealth is seen as an unfair advantage by most players who haven't invested the time to learn how to deal with it.
Isn't the rage, and QQ to ZOS, that gank / no counterplay builds elicit one of the reasons that magblades have been nerfed so hard? Even stamblades have had their skill cap raised because of the general perception that they had things too easy for a long time...
I know that I have a much more enjoyable time in small scale encounters when there is some back-and-forth rather than just running people over, or getting run over.
The real question is what does a class with skills and passives designed for aggressive solo assassination do when aggressive solo assassination is no longer in favour as a playstyle?
I read some people in this thread going glass cannon as a means to secure kills and counter weaknesses in nightblade.
No one likes to be insta-nuked without counterplay - and stealth is seen as an unfair advantage by most players who haven't invested the time to learn how to deal with it.
Isn't the rage, and QQ to ZOS, that gank / no counterplay builds elicit one of the reasons that magblades have been nerfed so hard? Even stamblades have had their skill cap raised because of the general perception that they had things too easy for a long time...
I know that I have a much more enjoyable time in small scale encounters when there is some back-and-forth rather than just running people over, or getting run over.
The real question is what does a class with skills and passives designed for aggressive solo assassination do when aggressive solo assassination is no longer in favour as a playstyle?
I don't go glass cannon out of a desire to "gank" or "insta-nuke" (in my experience, the latter isn't something that's even possible against a competent, decently-equipped player of any other class right now anyway) — I do it just so I can hang with the other classes. If I built my toon to have the same resistances as a Templar, DK, or Warden, it's literally impossible for me to put out the same amount of damage as them. (Compare Swallow Soul to Puncturing Sweep, Cliff Racer, or Molten Whip.) If I don't go glass cannon, I simply can't compete with other classes' skills. It's a huge trade-off too, if you saw my resistances/health, you'd laugh — most people are able to kill me in a matter of seconds (if they can catch me.)
I didn't even touch on the fact that all 3 of those classes also have vastly better healing capabilities — I'm forced to use a Resto staff & Healing Ward, (even further hurting my damage) — I can't even approach what they are able to do healing-wise.
I didn't have the opportunity to play this class when it overperformed, so I can't speak to that. All I know is that right now if I want to be at all competitive, I must compromise my defenses. I don't see any other way around it.
I actually think that sustain is at the heart of the issue.
If you didn’t need 2400 sustain to do well magblades would be able to devote a lot more to damage. If you compare costs of say magblade to templar, their big burst ability costs less than 2k mag. Sweeps you can spam non-stop.
Swallow soul is almost 3k. Heck, even honour the dead is cheap enough to be used as a stamplar because after the cost return it costs around 1600 mag.
You can really pump out damage when sustain isn’t an issue. Swallow soul is a little weaker then other apammables but at least it heals.
Tankiness you can build for, magblades are actually good at that, what you can’t really build for is good damage, tankiness and sustain... which sort of sounds like wanting it all, but can be done on other classes.
"what you can’t really build for is good damage, tankiness and sustain"
My thinking is that magblade is in the position it's in due to a deliberate policy decision by zos - not by accident or oversight.
Which leads to the question "what does a class with skills and passives designed for aggressive solo assassination do when aggressive solo assassination is no longer in favour as a playstyle"?
For me it was to heal my way to GO - and then retire my nightblade,
But I read this thread in the hope that I can find a way to make my nightblade great again...
I get to 107% on my Breton, but I play the glassiest of glass cannons. I use Spinner's/Bright Throat's/Slimecraw, all divines w/ Shadow & a sharpened inferno, and it hits pretty darn hard. (I'm torn between Spinner's & Crafty, but Spinner's is winning right now.) I've found that regen is more important than health on my build/playstyle with regard to staying alive — there isn't much of a difference between 17k & 25k health if you're in light divines — so I go with Ghastly Eye Bowl.@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
There’s only really CPs, minor force (RAT), Khajit and the shadow mundus. My old rogue was a Kerra so made my alt Khajit so I can break 100% crit mod, but it’s not required or probably even optimal.
I’m thinking 5 light and maybe a couple lines of spell crit is all you need for your crit rate. Shadowy Disguise auto crit helps and I’m thinking it’s better for the crits you do get to hit hard then for them to be frequent, but it’s hard to tell.
I also noticed something, the passive for bonus damage from stealth is only to spell damage. I was thinking sets like crafty Alfiq would best because of the magicka bonus passives. I want to try war maiden now to try and take advantage of the spell power bonus from stealth.
I think your right about crits hitting hard over frequent, quality over quantity. When I read your post it made me start thinking about that. I think im going to stick at 94% mod and 48% chance, its the best I can get with my setup crit chance is almost a 50/50 toss up. I hate to invest a lot into it crit because im loosing out on so much other stuff.
I feel like crit comes down to investing more into "chance" and depending on how often chance happens, steady damage may win out in the long run.
Anyways I was on the fence about cp but I think I will invest into crit mod. Crit doesn't happen all the time better make it count when it does.
I always open from cloak, and if/when I can CC an opponent I will quickly re-cloak & hit them with another opener, ensuring that I am able to take full advantage of my high crit damage. (I strike from cloak quite often, another reason my insane regen is necessary.) I recently made a Khajiit specifically for this purpose, which would put me at 117% crit damage, but I haven't played him much. So far though, (anecdotally at least) going all penetration seems to hit just as hard.
Unfortunately, there are just some classes/builds that I will never kill, (but they have no issues killing me if they catch me.) I don't know if that is due to skill level or the inherent weakness on Magblades, (after looking at the skills in other classes arsenals I'm inclined to believe it's the latter) or a combination of the two, but either way I've [somewhat] accepted it — for now. I'm just crossing my fingers hoping for a buff, because at this point I don't think there's much more I can do with my build.
PS: @Iskiab, this is the second time I've seen you use the word "lines" in a way with which I am unfamiliar ("a couple lines of spell crit") can you explain what you mean by that please?
Oh I just mean the set bonus’. I think I picked it up from someone else using the term, 2-4 piece bonus each being a line in the item set.
About spinners, someone said before that 5 piece bonus’ are supposed to be 2.5 times as powerful as regular set piece bonus’. For example bright throat gives 2k mag and 150 mag regen where a normal 2-4 piece bonus would be 129 regen or 1k mag.
If that’s true how strong 5 piece bonus’ are supposed to be then spinners is under budgeted.
It might be a case where it’s still good because armour gives you more the more you invest into it, I don’t know, but I’ve always been leery about using spinners because of that.
Some of the new sets ‘in theory’ should be better because they give 1700 pen in a 2-4 set item bonus, so half the spinners amount.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
Yea... I am just done trying to play magblade in any 'competitive' way and be useful to the group. Compared to other classes it is so much harder to reach the same level of effectiveness. Magdk for example, braindead easy... repeated 5-7k scores in BGs without even trying. Best part is I run a heavy armor build with 555 regen, am insanely tanky and still have 0 problems killing targets and sustaining.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
Yea... I am just done trying to play magblade in any 'competitive' way and be useful to the group. Compared to other classes it is so much harder to reach the same level of effectiveness. Magdk for example, braindead easy... repeated 5-7k scores in BGs without even trying. Best part is I run a heavy armor build with 555 regen, am insanely tanky and still have 0 problems killing targets and sustaining.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
Yea... I am just done trying to play magblade in any 'competitive' way and be useful to the group. Compared to other classes it is so much harder to reach the same level of effectiveness. Magdk for example, braindead easy... repeated 5-7k scores in BGs without even trying. Best part is I run a heavy armor build with 555 regen, am insanely tanky and still have 0 problems killing targets and sustaining.