phoenixkungfu wrote: »During pvp today my goal was to kill players or be a dps. during gameplay I was doing dps but the issue was I just couldn't kill some builds. I'm wearing damage sets. I notice a theme as a dps i will do way more damage to mostly melee builds. To have them tank my damage, heal and then burst me for my full health. I typically would do a 100k damage to them and then get bursted for 28k health. So is the end game pvp goal to kill a players to be a tank, dps and healer or to specialize in a area of dps, healer or tank. I think the answer to this question is the main reason I feel so confuse during pvp during this patch. I'm honestly confuse on the direction.
You must be new to the forums, take a look around at all the threads OP has posted, then maybe you’ll understand my (and a majority of other forum users’) frustration.
Bradyfjord wrote: »The way I approach pvp in mmo's is to consider the following priorities:
- Burst Damage to kill quickly (before opponent counters)
- Survival (Mitigation/Self heals/Mobility)
- Defense vs. CC
- CC for setting up combos/escapes
Since I know I can't have it all, I build for as many of these priorities as possible. And as others have mentioned, to pvp well you must also know when to pick a fight and when to retreat.
Nemesis7884 wrote: »i still think this weird combo they are doing is not really working
either you have a class identity and then automatically you will have classes better or worse at things otherweise everyone is the same and you dont have class identity
OR and this is probably what they should have done in the first place to be honest, having no classes at all and just a lot of different skill lines all over the world you can mix and match...what would probably also be more interesting travelling all over the world learning secret skill ilnes (like necromancy etc.)...
But now we are where we are and im wondering where they will take it from here... i am also wondering if the decision to use classes at the beginning of the game (and yes i know there were classes in past TES games but those were mere sugestions or templates with regards of skill prioritization - TES games where always about skills) was influenced by monetary factors (You probably can sell more cash shop items if you have classes because people will have more characters).
So yeah, concerned and excited to see where they will take class identity next year...
Bradyfjord wrote: »The way I approach pvp in mmo's is to consider the following priorities:
- Burst Damage to kill quickly (before opponent counters)
- Survival (Mitigation/Self heals/Mobility)
- Defense vs. CC
- CC for setting up combos/escapes
Since I know I can't have it all, I build for as many of these priorities as possible. And as others have mentioned, to pvp well you must also know when to pick a fight and when to retreat.
Seraphayel wrote: »Bradyfjord wrote: »The way I approach pvp in mmo's is to consider the following priorities:
- Burst Damage to kill quickly (before opponent counters)
- Survival (Mitigation/Self heals/Mobility)
- Defense vs. CC
- CC for setting up combos/escapes
Since I know I can't have it all, I build for as many of these priorities as possible. And as others have mentioned, to pvp well you must also know when to pick a fight and when to retreat.
Problem is, some builds / classes can have it all. Mostly Stamina builds though. That’s why the favor of Stamina builds in PvP is such a huge problem and hasn’t changed over the last 2 years.
Class identity (in ZOS’s world at least) is about power fantasy and gameplay, not about skills and damage
It’s about DK’s being fire wielding powerhouses, or Nighblades being stealthy assassins, or Necros being manipulators of the dead. It’s what makes each class different and makes one class ‘feel’ right for you or a particular character.
The powers each class has will be similar/identical but reflect the class identity. They each need a spammable (all of which will do similar damage for a similar cost), an AoE DoT, a burst heal, a HoT etc. Each of these will cater to the power fantasy and gameplay for each class (so DK’s spammable is Lava Whip, while Necros is Scythe), but they’ll have a similar effect and cost. That should ensure that each class feels different, while also being fundamentally equal.
PvP is the crucible in which these concepts are tested. Players are continually struggling to create the best possible build(s), while ZOS are trying to ensure that there never is one (if only because they want as much diversity in characters as possible). The ideal of balance is in the logo, build 1 beats build 2 beats build 3 which beats build 1, so no build is automatically best.
In PvP you need to be tanky and healy and do damage. You might be able to trade a bit of tankiness for stealth and distance if your damage is catastrophic or your escape speed is superfast (which makes the sniping, bombing and ganking builds effective), but you’ll need to be sure you won’t get into close range because you won’t survive.
phoenixkungfu wrote: »
You want build advice. Ok, try the following:
Race: Breton
Mundus: Atronach/Apprentice/Lover
Food: Bewitched Sugar Skulls
Gear: (5L/1M/1H, Undaunted Mettle)
2x Bloodspawn/Troll King (Defensive Set/Healing Set)
5x Transmutation (Backbar Resto, Necklace, two body)
5x New Moon Acolyte/Spinners (front bar inferno, 3 body)
2x Willpower/Potentates (rings)
Tri glyph big pieces, Max mag small pieces, neck triune with Mag Recovery enchant, Rings infused spell damage, Resto Defending/Powered with berserker glyph, inferno infused with shock glyph.
Front bar:
-Curse
-Spammable
-Frag
-Endless Fury
-Matriarch
Ult- Shooting Star/Greater Storm Atro
Back Bar:
-Dark Conversion/Degeneration
-Rapid Regen
-Hardened Ward
-Boundless
-Matriarch
Ult: Temporal Guard
Try something like that. You could even try 2x Chudan to free up a skill slot.