Stam DK PVP thoughts

HalvarIronfist
HalvarIronfist
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This thread is more about the sets I've been using, the numbers I'm seeing, and my thoughts. I'd be glad to hear feedback/other opinions about the numbers and which setup may be the greatest.

Disclaimer. I prefer NO CP Pvp. Battlegrounds/NoCP Cyro.

I run a Nord Stamdk, 64 into stamina.

I like to play a survivability/Damage character. So these heavy armor sets have worked well for me, and still do.

So, I was previously running 7th + Fury + Bloodspawn,

4340 Self-buffed weapon damage (With weapon dmg enchant procced) before proccing fury. With fury, it's a little over 5k

Crit is about 24.3%

Penetration from noxious breath would be 5280. My current 7th 1h is also sharpened (Lack of transmutes) so that number is about the same as having NMA on as well for my frontbar.

The kicker for me on this set is the nearly 700 health recovery I get. Mostly from the set, then + a tri stat potion.


NOW, I've also been testing New Moon Acolyte since I'm a 9 trait crafter.

NMA + Fury + Bloodspawn = 4500 weapon dmg(Without fury procs) with 24.3% crit (Self Buff + Weapon dmg enchant)

5235 with NMA + Fury + Bloodspawn (Fury Procs)



Notably, the damage output is better, but I lose that nearly 700 HP Recov. (With a pot, it's more like 600-ish)

Now, the only other problem I see with this is that 7th needs to be continually procced. In theory, thats' not an issue. I should be keeping major resolve up during the fight anyway. However, it's buffs are on a timer there. The 350 HP/Weapon damage is every 10 seconds and has to be constantly renewed. Where as NMA is up constantly, minus the HP recovery.

5% extra cost isn't too bad of a hit while using a stamina cost glyph with infused. jewel on it

going to run a few tests in battlegrounds. I took it to cyro, but didn't feel too different other than slightly less tanky.

What are your thoughts between the two sets?
Edited by HalvarIronfist on November 24, 2019 11:29PM
  • Valykc
    Valykc
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    I see a lot of people using NMA, but I would use it front bar only and put your more expensive skills on backbar. Then you could run a two piece back bar set such as potentates or BRP dual wield for more defense. I think what will be the general consensus is that NMA is great only when you can sustain it. That being said NMA+Fury+BS seems to be the developing stamina meta this patch. Test both out and see what you prefer.
  • HalvarIronfist
    HalvarIronfist
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    Valykc wrote: »
    I see a lot of people using NMA, but I would use it front bar only and put your more expensive skills on backbar. Then you could run a two piece back bar set such as potentates or BRP dual wield for more defense. I think what will be the general consensus is that NMA is great only when you can sustain it. That being said NMA+Fury+BS seems to be the developing stamina meta this patch. Test both out and see what you prefer.

    I'm looking at the cost increases and they're very minimal from what I've noted so far.

    The real test in this for me is "Is the extra penetration and 200 (roughly) extra weapon damage worth losing 700 HP recovery, (and is it easier to roll with NMA than keep my buff up every 10s)
  • Valykc
    Valykc
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    Valykc wrote: »
    I see a lot of people using NMA, but I would use it front bar only and put your more expensive skills on backbar. Then you could run a two piece back bar set such as potentates or BRP dual wield for more defense. I think what will be the general consensus is that NMA is great only when you can sustain it. That being said NMA+Fury+BS seems to be the developing stamina meta this patch. Test both out and see what you prefer.

    I'm looking at the cost increases and they're very minimal from what I've noted so far.

    The real test in this for me is "Is the extra penetration and 200 (roughly) extra weapon damage worth losing 700 HP recovery, (and is it easier to roll with NMA than keep my buff up every 10s)

    Also look at the cost of refreshing your defensive buff early (volatile I am assuming) versus the 5% on new moon. Penetration is important, you could always run lingering health pots which give a HoT as well.
  • Ragnarock41
    Ragnarock41
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    I would not recommend NMA as a Dk. The sustain will be horrible in no-CP.

    %5 is actually quite a lot. It increases your ult cost, dodge cost, block cost,sprint cost , heck it even increases magicka costs.
    Edited by Ragnarock41 on November 24, 2019 10:22PM
  • HalvarIronfist
    HalvarIronfist
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    I would not recommend NMA as a Dk. The sustain will be horrible in no-CP.

    %5 is actually quite a lot. It increases your ult cost, dodge cost, block cost,sprint cost , heck it even increases magicka costs.

    That's something I've been looking at. I don't find issue keeping my magicka skills in check. (Give, I use a total of.. 4, and I'm debating removing fossilize because it feels clunky and terrible in an actual fight.)

    Ult cost - I'm a nord in bloodspawn. Ultgen is the least of my woes. (Especially in PVP, which with passive increases that even further.)

    Dodge is situational for me as I'm not squishy. (38k spell resists, 33k physical.) Block cost, fair point.

    Sustaining the stamina however doesn't seem to be too bad at all.

    Penetration and the HoT as mentioned in the post above the quoted one are also important. I think slotting a HoT pot would remedy the woe of losing the recovery.
  • Valykc
    Valykc
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    Another benefit with NMA is that you could potentially run 5 medium for increased weapon damage and recovery, which would also help your healing. I mean it’s all situational and player preference. If your at 38k resists i believe you are already at resistance cap since I believe it is 32k, which means you could drop BS for Troll king if you really want that extra health recovery. You could even go Balorgh and get a huge boost in damage after leap and even more so if you use corrosive. Just some more food for thought haha
    Edited by Valykc on November 24, 2019 11:06PM
  • JumpmanLane
    JumpmanLane
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    I would not recommend NMA as a Dk. The sustain will be horrible in no-CP.

    %5 is actually quite a lot. It increases your ult cost, dodge cost, block cost,sprint cost , heck it even increases magicka costs.

    Anything that increases your ulti is trash. (I’m a MagDk) but if you can manage your ulti on StamDK COOL.
  • HalvarIronfist
    HalvarIronfist
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    Valykc wrote: »
    Another benefit with NMA is that you could potentially run 5 medium for increased weapon damage and recovery, which would also help your healing. I mean it’s all situational and player preference. If your at 38k resists i believe you are already at resistance cap since I believe it is 32k, which means you could drop BS for Troll king if you really want that extra health recovery. You could even go Balorgh and get a huge boost in damage after leap and even more so if you use corrosive. Just some more food for thought haha

    That cap (as I recall) doesn't matter in PVP, as people will debuff you. (For Example, noxious breath reducing physical resists by 5280)

    Running medium armor would benefit the weapon damage and recovery too, but for my DK, I just feel too squishy that way.

    It's more of a brawler class that (for the most part) Is able to take any 1v1's I've had thrown at me, and even 1vx depending on the players in the x

    But that being said, I'm looking to min/max these values, and these are the sets ive been working with.
  • Ragnarock41
    Ragnarock41
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    I would not recommend NMA as a Dk. The sustain will be horrible in no-CP.

    %5 is actually quite a lot. It increases your ult cost, dodge cost, block cost,sprint cost , heck it even increases magicka costs.

    Anything that increases your ulti is trash. (I’m a MagDk) but if you can manage your ulti on StamDK COOL.

    I go for the opposite route. I use acrobat for reduced ultimate cost. As you said anything increasing your ultimate or magicka costs is a big no no.
  • HalvarIronfist
    HalvarIronfist
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    I would not recommend NMA as a Dk. The sustain will be horrible in no-CP.

    %5 is actually quite a lot. It increases your ult cost, dodge cost, block cost,sprint cost , heck it even increases magicka costs.

    Anything that increases your ulti is trash. (I’m a MagDk) but if you can manage your ulti on StamDK COOL.

    Generally, I agree with "increase ult cost is bad" But in my experience, as a nord DK, using bloodspawn, ultgen is quite literally a joke. Even moreso if you frequently get kills in PVP for the assault line passive.

    So that's my reasoning behind not caring about the ult increased cost.


    EDIT: I was given a brilliant reminder. Increased ult cost isn't a bad thing for a DK either, given the battle roar passive and that (For example) leap is pretty cheap for what it does. While it may take a second or two more to use my ult, it'll also let me recover more.
    Edited by HalvarIronfist on November 24, 2019 11:56PM
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