Mainly a PvPer, so all my old builds were geared towards that. I have every class except the new one, I would say I mained a Stamblade and both DKs. Had builds for ball groups but also solo on my mains.
Thank you, very much.
Sounds like crit damage and pen would be the stats to shoot for (NB) so it seems.
That Monomyth item is ridiculous.
@MincMincMinc is Spriggans still good?
@MincMincMinc
One more question…
As far as damage/healing goes, I see people running both stam/mag abilities with success. When I last played you were stam or mag, I realized that changed, but how so?
For instance, how would vigor be a go to heal for a mag build, or why would a magdk use claw over embers?
Sorry if this is annoying. I’ve tried reading into it all but the write ups make it sound complicated.
MincMincMinc wrote: »@MincMincMinc
One more question…
As far as damage/healing goes, I see people running both stam/mag abilities with success. When I last played you were stam or mag, I realized that changed, but how so?
For instance, how would vigor be a go to heal for a mag build, or why would a magdk use claw over embers?
Sorry if this is annoying. I’ve tried reading into it all but the write ups make it sound complicated.
Originally the game was designed to be hybrid, but at some point there was the divide i think because of vigor early on that people who ran weapon skills started to heavily lean into needing stam.
Somewhat more recently zos had converted most skills to simply scale with whatever was highest of your mag/stam or WD/SD.....meaning you could choose any morph you wanted again.
Strangely enough they didnt finish doing this hybridization so we are still stuck with WD/SD or Weapon and Spell crit instead of just having damage and crit as stats. Same goes for resists.....for some reason they half made a new stat called "armor" but then on your stat sheet it still lists phys and spell resists. There are very niche buffs or effects that do affect singular stats, but most are never used or could have been fixed easily.
So now it is up to you to find the balance you want. Maybe you run a stam race and want to use the more efficient regen mundus stones so you lean way more into stam. Generally every PvP build will have Vigor and Healing soul(major Vitality) on it though
MincMincMinc wrote: »@MincMincMinc
One more question…
As far as damage/healing goes, I see people running both stam/mag abilities with success. When I last played you were stam or mag, I realized that changed, but how so?
For instance, how would vigor be a go to heal for a mag build, or why would a magdk use claw over embers?
Sorry if this is annoying. I’ve tried reading into it all but the write ups make it sound complicated.
Originally the game was designed to be hybrid, but at some point there was the divide i think because of vigor early on that people who ran weapon skills started to heavily lean into needing stam.
Somewhat more recently zos had converted most skills to simply scale with whatever was highest of your mag/stam or WD/SD.....meaning you could choose any morph you wanted again.
Strangely enough they didnt finish doing this hybridization so we are still stuck with WD/SD or Weapon and Spell crit instead of just having damage and crit as stats. Same goes for resists.....for some reason they half made a new stat called "armor" but then on your stat sheet it still lists phys and spell resists. There are very niche buffs or effects that do affect singular stats, but most are never used or could have been fixed easily.
So now it is up to you to find the balance you want. Maybe you run a stam race and want to use the more efficient regen mundus stones so you lean way more into stam. Generally every PvP build will have Vigor and Healing soul(major Vitality) on it though
Yep, Healing Soul or Healing Contingency. I see HC quite a lot in PvP. It provides a bigger burst heal and offers the 8% damage reduction script that Soul doesn’t.
One of the tricks I’m seeing more of now as well is damage reduction stacking. When adding a bunch of damage reduction attributes the mitigation formula with apply diminishing returns, but, once attackers apply breach, the nature of the math sees the players base resistance reduced and additionally impacts the diminishing returns factor, relaxing the math. Basically, by stacking more individual damage reduction modifiers they can essentially negate breaches.