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MagBlade Theorycrafting Changes Thread

  • Iskiab
    Iskiab
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    ✭✭✭
    srnm wrote: »
    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....

    Magblade healers work in large scale, so do magblade dps. They’re actually pretty strong; mainly because the best larger group pvp heals aren’t class skills, and Magblade dps does bring a couple things that other classes don’t have (bolstering and sap) and it’s mostly VD plus prox det anyways.

    I still play my magblade healer in large scale but mostly from laziness, I’m still trying to decide between sorc, templar and Warden because they have better sustain.
    Edited by Iskiab on November 4, 2019 1:38AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • WacArnold
    WacArnold
    ✭✭✭
    @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?

    Xbox One - North American - Ebonheart Pact
    Anti-Pop Lv 50 Magicka Nightblade Dark Elf
    WacArnold Lv 50 Magicka Templar Argonian
  • brandonv516
    brandonv516
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    ✭✭✭
    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...
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    WacArnold wrote: »
    @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.
    Edited by Iskiab on November 6, 2019 4:03AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • WacArnold
    WacArnold
    ✭✭✭
    Iskiab wrote: »
    WacArnold wrote: »
    @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.

    Xbox One - North American - Ebonheart Pact
    Anti-Pop Lv 50 Magicka Nightblade Dark Elf
    WacArnold Lv 50 Magicka Templar Argonian
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    @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.
    Edited by Iskiab on November 6, 2019 11:22AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • WacArnold
    WacArnold
    ✭✭✭
    Iskiab wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    @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.

    Xbox One - North American - Ebonheart Pact
    Anti-Pop Lv 50 Magicka Nightblade Dark Elf
    WacArnold Lv 50 Magicka Templar Argonian
  • Iskiab
    Iskiab
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    Fo Sho, in pve crit matters more because it’s about sustained damage rather then burst. Not critting sucks when it happens on say a bow proc or ultimate, but you have some control with cloak.

    20k hits of onslaught’s petty cool too, there are always people in pvp who’re trying to cheat crit resists to take advantage of.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • WacArnold
    WacArnold
    ✭✭✭
    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.



    Xbox One - North American - Ebonheart Pact
    Anti-Pop Lv 50 Magicka Nightblade Dark Elf
    WacArnold Lv 50 Magicka Templar Argonian
  • Langeston
    Langeston
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    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    @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.

    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 of 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?
    Edited by Langeston on November 6, 2019 11:01PM
  • Iskiab
    Iskiab
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    ✭✭✭
    Langeston wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    @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.

    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.
    Edited by Iskiab on November 6, 2019 10:38PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Langeston
    Langeston
    ✭✭✭✭✭
    Iskiab wrote: »
    Langeston wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    @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.

    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.

    I agree with that logic in most cases, the only issue is that if I want crit damage the only place I can get it is the Shadow stone — which means I need to get penetration from somewhere. Even with CP a sharpened staff won't cut it, and obviously it's even more difficult to achieve in no CP. Now if I were using the Lover, I might go with Crafty instead of Spinner's (that hits like a truck too) but even with the Lover, Spinner's is still comparable. (Maybe even preferable actually, what with every other class running around with 25k+ resists.) As I said before, the two setups feel comparable, but I don't know which one is better by the math.
  • WacArnold
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    @Langeston

    Thats the build I use for bgs some differences being impen and food and crit since I use in bgs. I agree damage is nice on that and yeah there are some classes that can tank up enough to handle that damage while pushing enough damage to kill you, happens to me as well I know how you feel.

    Im trying something a bit more tanky for cp I just cant handle that in cp my finesse is just not up to it, I am way to clumsy to not get caught lol. Only reason I can pull of in bgs is because of my team mates taking the heat lol. Thats the only way I am able to contribute to the team is to provide strong pressure from range.




    Xbox One - North American - Ebonheart Pact
    Anti-Pop Lv 50 Magicka Nightblade Dark Elf
    WacArnold Lv 50 Magicka Templar Argonian
  • srnm
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    Some people are glass cannons as a means to secure kills and perhaps see that approach as a "counter" to nightblade weaknesses.

    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...

    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?

    Edited by srnm on November 7, 2019 1:40AM
  • brandonv516
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    WacArnold 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.



    Hey there! I rotate between the spammable skills we have access to but since the patch I've only touched Swallow Soul.
  • Langeston
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    srnm wrote: »
    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.
    Edited by Langeston on November 7, 2019 2:15AM
  • brandonv516
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    Langeston wrote: »
    srnm wrote: »
    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.

    Spot on.
  • Iskiab
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    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.
    Edited by Iskiab on November 7, 2019 2:45AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Akinos
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    Iskiab wrote: »
    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.

    You can't really compare sweeps and swallow soul..one is ranged, heals, provides 8% magicka boost passively and does damage. While the other is melee, is channeled, snares with a passive chance to proc stuff and has a generally unreliable heal unless your fighting more then one target. Also last i checked sweeps cost like 2200-2400 magicka.

    I agree tho about magblades, you need way to much regen to have truly effective damage. I feel like when i play magblade that the constant need to spam costly shields is why magblades need so much regen. I feel like i sustain better in heavy on magblade then I do in light, simply becasue I don't have to shield spam to stay alive.
    Edited by Akinos on November 7, 2019 3:19AM
    PC NA | @AkinosPvP 1vX/Small Scaler, Raid Leader, Youtuber and Twitch.tv Streamer.MAGICKA MELEE IS LIFE!Magplar, MagDK, Magden, Magblade, Magsorc & Magcro PvP/Build videos & moretwitch.tv/akinospvp
  • srnm
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    "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...
    Edited by srnm on November 7, 2019 3:29AM
  • GhostofDatthaw
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    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.
  • Iskiab
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    srnm wrote: »
    "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...

    Healing still works. You can do PvE dungeons and pvp, it’s just not as good as other classes at it. I recently switched my magblade gear over to templar and Templar is better, that’s not to say NB is bad though, just average amongst the classes. It’s better then DKs but worse then the other classes at it. It’s probably better at pure healing then Sorcs, but sorcs are better at mixing in damage and healing.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • fred4
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    I agree with the general tenor here. I don't spend my magicka on the light armor shield anymore, but when I did it had to be Dampen. Harness was just too small. Using speed and cloak (and just Healing Ward) for defense is possibly even harder on sustain than shielding. I'm really only happy as a Breton with all cost reduction glyphs, 2K unbuffed magicka recovery and SA. I also go fully into Swift and the Steed mundus. My damage (and healing) is really bad, were it not for the procs, but I feel this is what it takes to make Cloak work and what makes the build fun to play.

    I am now relying on Swallow Soul, SA and an Infused Restore Health enchant to stay on the attack a little longer. I can only recommend the latter. Forget Sharpened or Oblivion damage. Good players will still overpower you or force you to cloak, but there is nothing nicer than facing off directly with a mediocre templar for a few seconds and having them believe you're actually a threat, thus backing off, even when Caluu / Zaan is not proccing.

    Took my sorc out today. This is super rare and she is a magsorc now. I completely don't know what I'm doing. Died to a templar who killed everyone else on a resource. Came back, face tanked him with shields and Overload and just overpowered him. I will, however, keep playing my melee magblade. There is an immediacy and fun to it that I just don't feel with ranged classes.
  • ExistingRug61
    ExistingRug61
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    Iskiab wrote: »
    Langeston wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    Iskiab wrote: »
    WacArnold wrote: »
    @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.

    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.

    5 piece set bonuses are generally equal to ~2.32x a normal set bonus. This is true for all the "simple" sets that just give you an unconditional bonus, ie:
    Julianos (300=~2.32*129)
    Crafty Alfiq (2560=~2.33*1096)
    Mothers Sorrow (1924=~2.31*833)
    Fortified Brass (3460=~2.33*1487)
    Spinners (3450=~2.32*1487) ( **standard set bonus for pen is 1487, not 1700, as far as I am aware)

    So Spinners is on par with other standard sets (although strangely it is 10 less than Fortified brass, whereas I would have expected them to be the same).

    Other sets give more, ie BTB is worth around 3x or Necro 2.85x, but this is above the standard because there is a condition that makes it a tradeoff (in BTB's case its having to use drinks over food, or needing a pet for Necro). ALternatively some sets are above because they give off-stat, ie: Shacklebreaker, Amberplasm.

    Most of the basic sources of stats are also standardised. For example Mundus and Weapon Traits are generally worth 1.85x a standard set bonus, whereas Jewellery Trait is equivalent to 0.8x a standard set bonus. While this generally means you can mix and match things to get what you want from other places, the biggest problem is some stats are only available from very few sources, such as Crit damage, speed and to a lesser extent penetration.

    [edit miscalculated BTB]
    Edited by ExistingRug61 on November 7, 2019 4:48AM
  • fred4
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  • Koensol
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    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?

    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.
    Edited by Koensol on November 7, 2019 7:38AM
  • Langeston
    Langeston
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    Koensol 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?

    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 depressing. Well, at least I know it isn't just me.
  • GhostofDatthaw
    GhostofDatthaw
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    Koensol 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?

    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.

    I'm just done playing. I moved on to destiny 2 and now playing some red dead 2. This patch killed my loved for eso after 5 years.
  • GhostofDatthaw
    GhostofDatthaw
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    Koensol 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?

    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.

    I'm just done playing. I moved on to destiny 2 and now playing some red dead 2. This patch killed my loved for eso after 5 years.

    Edit, yeah I know what you mean about other classes, my 2nd main is templar, my good ole crafter. He runs with 1.3 Regen and has 0 problems at all.
  • Iskiab
    Iskiab
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    Yea, sustain is the culprit I think. Abilities like elemental drain require you to keep attacking to sustain them.

    For example on a templar using their sustain ability and elemental drain you get the equivalent of 1k mag regen.

    Imagine how differently magblade would play if Siphoning Strikes was guaranteed to go off every second, and merciless built every second whether you light attacked or not.
    Edited by Iskiab on November 7, 2019 1:54PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
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