Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Exactly.
Some people think CoE is going to result in some PvP breaking amount of healing, but when compared to what's out there it really isn't.
My subclassed NB toon that's really a joke character consistently runs 4.5k HPS, in PvP, and without any Vitality buffs or running Monomyth, that's just base HPS ticks. That's the same value that others have gotten in PTS testing without CoE's contribution.
If we factor in the heal component that's available through numerous skills we can subclass like, Lash or Jabs, then the total HPS amounts realized via subclassed builds is on par or greater than pure-sors with CoE.
Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Exactly.
Some people think CoE is going to result in some PvP breaking amount of healing, but when compared to what's out there it really isn't.
My subclassed NB toon that's really a joke character consistently runs 4.5k HPS, in PvP, and without any Vitality buffs or running Monomyth, that's just base HPS ticks. That's the same value that others have gotten in PTS testing without CoE's contribution.
If we factor in the heal component that's available through numerous skills we can subclass like, Lash or Jabs, then the total HPS amounts realized via subclassed builds is on par or greater than pure-sors with CoE.
And now go calculate how many realistically geared targets you have to hit with jabs, on a PvP appropriate build, every single second to get the same value CoE provides on a completely unrestricted rotation (maybe not accounting for blocking, shields and movement). Or better yet, test it.
Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Exactly.
Some people think CoE is going to result in some PvP breaking amount of healing, but when compared to what's out there it really isn't.
My subclassed NB toon that's really a joke character consistently runs 4.5k HPS, in PvP, and without any Vitality buffs or running Monomyth, that's just base HPS ticks. That's the same value that others have gotten in PTS testing without CoE's contribution.
If we factor in the heal component that's available through numerous skills we can subclass like, Lash or Jabs, then the total HPS amounts realized via subclassed builds is on par or greater than pure-sors with CoE.
And now go calculate how many realistically geared targets you have to hit with jabs, on a PvP appropriate build, every single second to get the same value CoE provides on a completely unrestricted rotation (maybe not accounting for blocking, shields and movement). Or better yet, test it.
That's easy. Assuming a W/S of around 6.5k and only 50% crit rate .. at 3 strikes per target and up to 6 targets, per cast, with an assumed 40% total damage mitigation and accounting for BS then: 21,533 base output per player (assumes 2 crits) > 10,767 cut by Battle Spirit > 6,460 net damage to target after 40% mitigation.
6,4060 * .25 = 1,615 heal per player x2 = 3,293
Since aggressive testing showed a roughly 2.6k HPS (with crits) from Blood Magic with CoE then I would need to hit only 2 players to see a heal of 3,293 per cast.
Given the skill has a 0.8 channel time, even though the skill yields a somewhat higher heal value than Blood Magic buffed with CoE, the channel time slows Sweep down.
Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Exactly.
Some people think CoE is going to result in some PvP breaking amount of healing, but when compared to what's out there it really isn't.
My subclassed NB toon that's really a joke character consistently runs 4.5k HPS, in PvP, and without any Vitality buffs or running Monomyth, that's just base HPS ticks. That's the same value that others have gotten in PTS testing without CoE's contribution.
If we factor in the heal component that's available through numerous skills we can subclass like, Lash or Jabs, then the total HPS amounts realized via subclassed builds is on par or greater than pure-sors with CoE.
And now go calculate how many realistically geared targets you have to hit with jabs, on a PvP appropriate build, every single second to get the same value CoE provides on a completely unrestricted rotation (maybe not accounting for blocking, shields and movement). Or better yet, test it.
That's easy. Assuming a W/S of around 6.5k and only 50% crit rate .. at 3 strikes per target and up to 6 targets, per cast, with an assumed 40% total damage mitigation and accounting for BS then: 21,533 base output per player (assumes 2 crits) > 10,767 cut by Battle Spirit > 6,460 net damage to target after 40% mitigation.
6,4060 * .25 = 1,615 heal per player x2 = 3,293
Since aggressive testing showed a roughly 2.6k HPS (with crits) from Blood Magic with CoE then I would need to hit only 2 players to see a heal of 3,293 per cast.
Given the skill has a 0.8 channel time, even though the skill yields a somewhat higher heal value than Blood Magic buffed with CoE, the channel time slows Sweep down.
Good. Graciously assuming that would somehow be feasible, you can now tell me how much time that leaves you for a proper rotation with kill potential.
Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Not exactly but it speaks to crit being the source of the higher potential for the passive, not the fact that one is a Sorc. Those are two very different things, and as I've said before, a pure-Sorc isn't a crit based class.
First, you're leaning on gear to get those crit numbers, the Sorc class isn't delivering them. The reason that matters is because it would be wrong to say or assume that Sorcs, as a rule, have 50%+ crit chance, that's not a cornerstone of Sorcs. The reason most can get it is because the game is loaded with sets but that doesn't mean everyone is going to run them.
And to answer your question, yes, subclassed builds can hit upwards of 80% crit chance. The Assassination skill tree by itself can deliver 35% chance, consistently.
What do you mean? Literally ANY class can combine Healing Soul, Vigor, Healing Contingency, etc to stack heals, and they do, and that's before any subclass healing opportunities.








Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Funny because I am also using armor pots and have MORE than capped resists with 7.9k WD etc. Like I said, the more you guys argue the more I actually think you aren't on PTS and testing. You guys can't just sit here and make wild claims without actually backing it up. I can show a million screenshots or videos of evidence and they would never satisfy you because you aren't actually playing PTS Sorc, and are using the live version as anchor for your arguments.
Aces-High-82 wrote: »Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Funny because I am also using armor pots and have MORE than capped resists with 7.9k WD etc. Like I said, the more you guys argue the more I actually think you aren't on PTS and testing. You guys can't just sit here and make wild claims without actually backing it up. I can show a million screenshots or videos of evidence and they would never satisfy you because you aren't actually playing PTS Sorc, and are using the live version as anchor for your arguments.
I am sitting at 38k resis each on frontbar without armor pots already.
Maybe you should test SPS pure Warden on the PTS and then tell ppl what they really should be concerned about when U50 hits live.
Aces-High-82 wrote: »Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Funny because I am also using armor pots and have MORE than capped resists with 7.9k WD etc. Like I said, the more you guys argue the more I actually think you aren't on PTS and testing. You guys can't just sit here and make wild claims without actually backing it up. I can show a million screenshots or videos of evidence and they would never satisfy you because you aren't actually playing PTS Sorc, and are using the live version as anchor for your arguments.
I am sitting at 38k resis each on frontbar without armor pots already.
Maybe you should test SPS pure Warden on the PTS and then tell ppl what they really should be concerned about when U50 hits live.
Yes, Sorc has less crit chance than NB, but it is still the second highest crit chance class with Major + Minor Prophecy. That still makes it a crit chance class loo... Also, Sorc has more weapon damage passives while NB doesn't. Why don't you talk about that as well?
Everyone leans on gears to get something. That's why they exist. If you refuse to run them, then you can't really blame the class for lacking damage or survivability. For example, DK is insanely strong, but the strongest current builds are either Vicious Death/Rally for bombing, Oakfather/Rally for general PvP, Pyrebrand/Mara's Balm for 1vXing, or Pyrebrand/Relequen for dueling. All of these setups have been tested by the top 1% of players and made public for everyone to use, so someone doesn't use any of those combinations and die to another class, they can't really say DK is still weaker post rework.
Buffing Sorc to have that much crit chance without nerfing something else would literally break this class, as seen on PTS. I am getting insane stat values and competing vs reworked classes while my own class is still half a year away from its turn. I'm not trying to sound elitist here, but if someone else cannot replicate the same results, it's either they are using unoptimized sets or are simply not as good at the class as I am, or both. It's that simple.
I didn't ask you for 1 stat. I asked you for multiple stats. Can subclassed builds reach 7.9k WD, 33k+ stam/mag, 50%+ crit chance, 150%+ crit damage, and 30k+ resists? Please provide a screenshot of that build
Other than DK and WW, Sorc is the only remaining class that can run a full damage build without Vigor and STILL survive up to 7k DPS. Your subclassed builds will never achieve this, sorry.
Went to Imperial City on PTS to test max stat values, so Battle Spirit is already accounted for. I'm in basic Order's Wrath/Rally/Monomyth/Kena, 2h/Ice staff:
That's:
- 7726 WD
- 33.4k stam
- 16.9k mag
- 50.9% crit chance
- 146% crit damage
- 7587 pen before Onslaught
- 31.6k HP
- 34.7k resists
- 3.5k crit resist.
Here's a meta Animal/Asssassination/Storm build with Order's Wrath/Rally/Mono/Balorgh, DW/SnB. Stats are maxed with 500 Balorgh ult:
That's:
- 6458 WD with 500 Balorgh
- 24.8k stam
- 16.3k mag
- 49.7% crit chance
- 135% crit damage
- 26673 pen with 500 Balorgh
- 28.5k HP
- 28.6k resists
- 3.8k crit resist (back bar only)
This meta subclassed build has:
- 1268 less WD at full Balorgh stacks
- 8.6k less stam
- 600 less mag
- 1.2% less crit chance
- 11% less crit damage
- More base pen before Balorgh, but capped at 26.6k, while Onslaught gives full pen regardless of armor values
- 3.1k less HP
- 6k less resists
The only thing this subclassed build has more is crit resist and stam/mag recoveries. Guess what? Sorc DOES NOT need to build into recovery at all on PTS, thereby allowing it to push for extreme stat values. No subclassed build in the game other than Ardent Flame can do this, and even then, you will still not be able to reach these values.
Onslaught is carrying pen hard here, so if I did the same thing for this meta subclassed build, I'd lose ~300 WD and gained ~6% crit chance + full pen. That is still significantly less than PTS Sorc.
So, please show me a subclassed build that can reach these values.
Went to Imperial City on PTS to test max stat values, so Battle Spirit is already accounted for. I'm in basic Order's Wrath/Rally/Monomyth/Kena, 2h/Ice staff:
That's:
- 7726 WD
- 33.4k stam
- 16.9k mag
- 50.9% crit chance
- 146% crit damage
- 7587 pen before Onslaught
- 31.6k HP
- 34.7k resists
- 3.5k crit resist.
Here's a meta Animal/Asssassination/Storm build with Order's Wrath/Rally/Mono/Balorgh, DW/SnB. Stats are maxed with 500 Balorgh ult:
That's:
- 6458 WD with 500 Balorgh
- 24.8k stam
- 16.3k mag
- 49.7% crit chance
- 135% crit damage
- 26673 pen with 500 Balorgh
- 28.5k HP
- 28.6k resists
- 3.8k crit resist (back bar only)
This meta subclassed build has:
- 1268 less WD at full Balorgh stacks
- 8.6k less stam
- 600 less mag
- 1.2% less crit chance
- 11% less crit damage
- More base pen before Balorgh, but capped at 26.6k, while Onslaught gives full pen regardless of armor values
- 3.1k less HP
- 6k less resists
The only thing this subclassed build has more is crit resist and stam/mag recoveries. Guess what? Sorc DOES NOT need to build into recovery at all on PTS, thereby allowing it to push for extreme stat values. No subclassed build in the game other than Ardent Flame can do this, and even then, you will still not be able to reach these values.
Onslaught is carrying pen hard here, so if I did the same thing for this meta subclassed build, I'd lose ~300 WD and gained ~6% crit chance + full pen. That is still significantly less than PTS Sorc.
So, please show me a subclassed build that can reach these values.
Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Exactly.
Some people think CoE is going to result in some PvP breaking amount of healing, but when compared to what's out there it really isn't.
My subclassed NB toon that's really a joke character consistently runs 4.5k HPS, in PvP, and without any Vitality buffs or running Monomyth, that's just base HPS ticks. That's the same value that others have gotten in PTS testing without CoE's contribution.
If we factor in the heal component that's available through numerous skills we can subclass like, Lash or Jabs, then the total HPS amounts realized via subclassed builds is on par or greater than pure-sors with CoE.
And now go calculate how many realistically geared targets you have to hit with jabs, on a PvP appropriate build, every single second to get the same value CoE provides on a completely unrestricted rotation (maybe not accounting for blocking, shields and movement). Or better yet, test it.
That's easy. Assuming a W/S of around 6.5k and only 50% crit rate .. at 3 strikes per target and up to 6 targets, per cast, with an assumed 40% total damage mitigation and accounting for BS then: 21,533 base output per player (assumes 2 crits) > 10,767 cut by Battle Spirit > 6,460 net damage to target after 40% mitigation.
6,4060 * .25 = 1,615 heal per player x2 = 3,293
Since aggressive testing showed a roughly 2.6k HPS (with crits) from Blood Magic with CoE then I would need to hit only 2 players to see a heal of 3,293 per cast.
Given the skill has a 0.8 channel time, even though the skill yields a somewhat higher heal value than Blood Magic buffed with CoE, the channel time slows Sweep down.
Good. Graciously assuming that would somehow be feasible, you can now tell me how much time that leaves you for a proper rotation with kill potential.
What do you mean? that's just casting the skill. Subclassed builds can hit high crit chance without having to actively proc that through rotation. Like I mentioned before, the Assassination skill line all by itself will give you 35% or more crit chance without having to activate anything.
Puncturing Sweep is just an example of passive healing while dealing damage, there's also Burning Embers and Flame Lash, both of which are popular amongst the subclassed builds. Blood Craze can deliver a crit HoT tick in PvP of around 1.6k and a player can apply that to as many targets as they want, there's no cap on the heal.
It's basically the reason why so many people have been complaining about the crit meta in PvP, subclassing made that a problem.
If crit modifiers had a hard cap in PvP rather than the soft cap then none of this would really be an issue and CoE in it's current state would be broken. But when we're saying that pure-class, non-crit focused class builds are supposed to have a competitive chance against subclassed builds that are delivering numbers that are sky high, then the passives needed need to be as strong
Went to Imperial City on PTS to test max stat values, so Battle Spirit is already accounted for. I'm in basic Order's Wrath/Rally/Monomyth/Kena, 2h/Ice staff:
That's:
- 7726 WD
- 33.4k stam
- 16.9k mag
- 50.9% crit chance
- 146% crit damage
- 7587 pen before Onslaught
- 31.6k HP
- 34.7k resists
- 3.5k crit resist.
Here's a meta Animal/Asssassination/Storm build with Order's Wrath/Rally/Mono/Balorgh, DW/SnB. Stats are maxed with 500 Balorgh ult:
That's:
- 6458 WD with 500 Balorgh
- 24.8k stam
- 16.3k mag
- 49.7% crit chance
- 135% crit damage
- 26673 pen with 500 Balorgh
- 28.5k HP
- 28.6k resists
- 3.8k crit resist (back bar only)
This meta subclassed build has:
- 1268 less WD at full Balorgh stacks
- 8.6k less stam
- 600 less mag
- 1.2% less crit chance
- 11% less crit damage
- More base pen before Balorgh, but capped at 26.6k, while Onslaught gives full pen regardless of armor values
- 3.1k less HP
- 6k less resists
The only thing this subclassed build has more is crit resist and stam/mag recoveries. Guess what? Sorc DOES NOT need to build into recovery at all on PTS, thereby allowing it to push for extreme stat values. No subclassed build in the game other than Ardent Flame can do this, and even then, you will still not be able to reach these values.
Onslaught is carrying pen hard here, so if I did the same thing for this meta subclassed build, I'd lose ~300 WD and gained ~6% crit chance + full pen. That is still significantly less than PTS Sorc.
So, please show me a subclassed build that can reach these values.
Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Exactly.
Some people think CoE is going to result in some PvP breaking amount of healing, but when compared to what's out there it really isn't.
My subclassed NB toon that's really a joke character consistently runs 4.5k HPS, in PvP, and without any Vitality buffs or running Monomyth, that's just base HPS ticks. That's the same value that others have gotten in PTS testing without CoE's contribution.
If we factor in the heal component that's available through numerous skills we can subclass like, Lash or Jabs, then the total HPS amounts realized via subclassed builds is on par or greater than pure-sors with CoE.
And now go calculate how many realistically geared targets you have to hit with jabs, on a PvP appropriate build, every single second to get the same value CoE provides on a completely unrestricted rotation (maybe not accounting for blocking, shields and movement). Or better yet, test it.
That's easy. Assuming a W/S of around 6.5k and only 50% crit rate .. at 3 strikes per target and up to 6 targets, per cast, with an assumed 40% total damage mitigation and accounting for BS then: 21,533 base output per player (assumes 2 crits) > 10,767 cut by Battle Spirit > 6,460 net damage to target after 40% mitigation.
6,4060 * .25 = 1,615 heal per player x2 = 3,293
Since aggressive testing showed a roughly 2.6k HPS (with crits) from Blood Magic with CoE then I would need to hit only 2 players to see a heal of 3,293 per cast.
Given the skill has a 0.8 channel time, even though the skill yields a somewhat higher heal value than Blood Magic buffed with CoE, the channel time slows Sweep down.
Good. Graciously assuming that would somehow be feasible, you can now tell me how much time that leaves you for a proper rotation with kill potential.
What do you mean? that's just casting the skill. Subclassed builds can hit high crit chance without having to actively proc that through rotation. Like I mentioned before, the Assassination skill line all by itself will give you 35% or more crit chance without having to activate anything.
Puncturing Sweep is just an example of passive healing while dealing damage, there's also Burning Embers and Flame Lash, both of which are popular amongst the subclassed builds. Blood Craze can deliver a crit HoT tick in PvP of around 1.6k and a player can apply that to as many targets as they want, there's no cap on the heal.
It's basically the reason why so many people have been complaining about the crit meta in PvP, subclassing made that a problem.
If crit modifiers had a hard cap in PvP rather than the soft cap then none of this would really be an issue and CoE in it's current state would be broken. But when we're saying that pure-class, non-crit focused class builds are supposed to have a competitive chance against subclassed builds that are delivering numbers that are sky high, then the passives needed need to be as strong
The point is how easily a certain value of healing can be generated. Getting to pump out Jabs every second on 1-2 targets that take unmitigated damage is a factual impossibility to begin with, not to mention that it won't really achieve much. Giving the equivalent healing value to an entirely passive guaranteed proc that can be triggered off any action is just outclassing other passive and many active heals by orders of magnitude.
You listed Jabs as one of several tools of HPS pure Sorc can't utilize. But if you think about it that way, Sorc will get rewarded every GCD for every menial action with the same passive value, for a which a Templar would have to be jabbing 2 guys non-stop. So one class has to lock themselves into their signature passive heal move without achieving anything, while the other practically receives better value nearly without drawback.
I have the impression that you are either dramatically undervaluing the convenience of the proc condition of CoE, the numeric values of CoE BM, the fully passive nature of the ability, and the minimal opportunity cost. It isn't a question of whether two instances of Blood Craze could reach a similar value, as the opportunity cost for both effects is completely different. You'd need two targets without purges, spend 2 GCDs with associated Stam cost within melee range, dedicate 1 bar slot, commit to a weapon type for it, and make room for a slow ticking DoT (which is not a guaranteed fit on all setups). Not to mention that Sorc has the ability to utilize both sources (applies to many other heal sources). It is a layer of passive HPS that no other class can emulate with the same effectiveness. Yes, some classes can proc passive heals, but the frequency and magnitude are in a different league.
If something is trivially easy to use, guaranteed, and requires no commitment, it can't be better than tools that require much more commitment and user effort.
Aces-High-82 wrote: »Agreed, but as @Dracane said and I also agree with, the high numbers are based on crit modifiers.
And is that a problem?Pure-Sorcs aren’t inherently a crit class. Sure, Sorcs can increase crit modifiers but they’re not going to do so as effectively as subclassed builds do.
In realistic terms, a 30k health pure-Sorc in PvP with an, in the ballpark, 35% crit chance is going to (consistently) pull BM healing, during the course of PvP combat, that’s no stronger than what subclassed builds can already achieve now; and that’s who these passives are supposed to enable Sorcs to compete with.
I am currently sitting at 50.9% crit chance front bar and 43.7% crit chance back bar. I also have 33.4k max stam, 7.9k weapon damage, 158% crit damage, and 10k base pen. Can you achieve these stats with subclassed builds?Subclassed builds can also stack heals just like a Sorc can in this case, so when we boil it down, yeah, it’s a strong heal but not a PvP broken heal.
Let's just stop it there mate. I don't think you have been on PTS at all if this is your stance. I honestly cannot be bothered arguing with you at all.
Like this is literally impossible. It's hard to have an objective discussion about balance when everything you've said does not make sense from what I've been testing on PTS. Just show up on PTS and see it with your own eyes. I'm done discussing here.
I have better resitances ~33% at 6.6k weapon damage while my other values are roughly the same. Thanks to HoF I have infinite sustain and busted mobilty due to stormcalling and 50% projectile reduction from wings. HoF getting buffed will provide a comparable hot compared to CoE. It ll be easy to run Armor pots and then surpass your given damage value by allocating different mundus and/or Armor weights.
So plz stop spreading missinformation pure Sorc will now magically will be better than a subclass build.
Exactly.
Some people think CoE is going to result in some PvP breaking amount of healing, but when compared to what's out there it really isn't.
My subclassed NB toon that's really a joke character consistently runs 4.5k HPS, in PvP, and without any Vitality buffs or running Monomyth, that's just base HPS ticks. That's the same value that others have gotten in PTS testing without CoE's contribution.
If we factor in the heal component that's available through numerous skills we can subclass like, Lash or Jabs, then the total HPS amounts realized via subclassed builds is on par or greater than pure-sors with CoE.
And now go calculate how many realistically geared targets you have to hit with jabs, on a PvP appropriate build, every single second to get the same value CoE provides on a completely unrestricted rotation (maybe not accounting for blocking, shields and movement). Or better yet, test it.
That's easy. Assuming a W/S of around 6.5k and only 50% crit rate .. at 3 strikes per target and up to 6 targets, per cast, with an assumed 40% total damage mitigation and accounting for BS then: 21,533 base output per player (assumes 2 crits) > 10,767 cut by Battle Spirit > 6,460 net damage to target after 40% mitigation.
6,4060 * .25 = 1,615 heal per player x2 = 3,293
Since aggressive testing showed a roughly 2.6k HPS (with crits) from Blood Magic with CoE then I would need to hit only 2 players to see a heal of 3,293 per cast.
Given the skill has a 0.8 channel time, even though the skill yields a somewhat higher heal value than Blood Magic buffed with CoE, the channel time slows Sweep down.
Good. Graciously assuming that would somehow be feasible, you can now tell me how much time that leaves you for a proper rotation with kill potential.
What do you mean? that's just casting the skill. Subclassed builds can hit high crit chance without having to actively proc that through rotation. Like I mentioned before, the Assassination skill line all by itself will give you 35% or more crit chance without having to activate anything.
Puncturing Sweep is just an example of passive healing while dealing damage, there's also Burning Embers and Flame Lash, both of which are popular amongst the subclassed builds. Blood Craze can deliver a crit HoT tick in PvP of around 1.6k and a player can apply that to as many targets as they want, there's no cap on the heal.
It's basically the reason why so many people have been complaining about the crit meta in PvP, subclassing made that a problem.
If crit modifiers had a hard cap in PvP rather than the soft cap then none of this would really be an issue and CoE in it's current state would be broken. But when we're saying that pure-class, non-crit focused class builds are supposed to have a competitive chance against subclassed builds that are delivering numbers that are sky high, then the passives needed need to be as strong
The point is how easily a certain value of healing can be generated. Getting to pump out Jabs every second on 1-2 targets that take unmitigated damage is a factual impossibility to begin with, not to mention that it won't really achieve much. Giving the equivalent healing value to an entirely passive guaranteed proc that can be triggered off any action is just outclassing other passive and many active heals by orders of magnitude.
You listed Jabs as one of several tools of HPS pure Sorc can't utilize. But if you think about it that way, Sorc will get rewarded every GCD for every menial action with the same passive value, for a which a Templar would have to be jabbing 2 guys non-stop. So one class has to lock themselves into their signature passive heal move without achieving anything, while the other practically receives better value nearly without drawback.
I have the impression that you are either dramatically undervaluing the convenience of the proc condition of CoE, the numeric values of CoE BM, the fully passive nature of the ability, and the minimal opportunity cost. It isn't a question of whether two instances of Blood Craze could reach a similar value, as the opportunity cost for both effects is completely different. You'd need two targets without purges, spend 2 GCDs with associated Stam cost within melee range, dedicate 1 bar slot, commit to a weapon type for it, and make room for a slow ticking DoT (which is not a guaranteed fit on all setups). Not to mention that Sorc has the ability to utilize both sources (applies to many other heal sources). It is a layer of passive HPS that no other class can emulate with the same effectiveness. Yes, some classes can proc passive heals, but the frequency and magnitude are in a different league.
If something is trivially easy to use, guaranteed, and requires no commitment, it can't be better than tools that require much more commitment and user effort.
The point was that other classes, but more importantly subclasses builds, could readily synergize solid healing and damage output, something Sorc traditionally couldn’t do with any meaningful values within the class. These passives enable that.
The ease of the passive alone doesn’t constitute a break. There are a lot of skills or actions in ESO that are relatively easy and powerful.
You’re right, it would absolutely take more work on the part of a Temp to proc persistent healing out of Puncturing Strikes and it’s not realistic to think it’s going to occur with every cast. But if we’re going to be realistic then even with the ease of CoE it’s not scaling to excessive values in a PvP scenario where average 7k to 9k dps bursts and high bursts of 12k to 15k are commonplace.
If the realistic values out of CoE, non crit, are going to scale around 2k HPS at least a majority of the time, that’s still not going to single handedly mitigate the amounts of damage coming in. A Sorc is still going to have to utilize a dedicated head.
CoE will allow for a Sorc to replace a skill or gear set with another opportunity given that it is a strong passive heal and that’s really a big part of the selling point.
Stam Sorcs might feel that their skills are fine, despite 50% of their skills on average coming from weapon & world skills but Mag Sorcs can’t say the same. A Mag Sorc in PvP isn’t going to synergize with Bound Armaments even though they’ll compelled to slot it; same goes for Dark Exchange or the better morph of Crystal Weapon.
So if having to slot skills that aren’t going to align well means the tradeoff of not having to slot additional mitigation skills or sets that’s a reasonable tradeoff.
That's:
- 7726 WD
- 33.4k stam
- 16.9k mag
- 50.9% crit chance
- 146% crit damage
- 7587 pen before Onslaught
- 31.6k HP
- 34.7k resists
- 3.5k crit resist. [/spoiler]

Went to Imperial City on PTS to test max stat values, so Battle Spirit is already accounted for. I'm in basic Order's Wrath/Rally/Monomyth/Kena, 2h/Ice staff:
That's:
- 7726 WD
- 33.4k stam
- 16.9k mag
- 50.9% crit chance
- 146% crit damage
- 7587 pen before Onslaught
- 31.6k HP
- 34.7k resists
- 3.5k crit resist.
Here's a meta Animal/Asssassination/Storm build with Order's Wrath/Rally/Mono/Balorgh, DW/SnB. Stats are maxed with 500 Balorgh ult:
That's:
- 6458 WD with 500 Balorgh
- 24.8k stam
- 16.3k mag
- 49.7% crit chance
- 135% crit damage
- 26673 pen with 500 Balorgh
- 28.5k HP
- 28.6k resists
- 3.8k crit resist (back bar only)
This meta subclassed build has:
- 1268 less WD at full Balorgh stacks
- 8.6k less stam
- 600 less mag
- 1.2% less crit chance
- 11% less crit damage
- More base pen before Balorgh, but capped at 26.6k, while Onslaught gives full pen regardless of armor values
- 3.1k less HP
- 6k less resists
The only thing this subclassed build has more is crit resist and stam/mag recoveries. Guess what? Sorc DOES NOT need to build into recovery at all on PTS, thereby allowing it to push for extreme stat values. No subclassed build in the game other than Ardent Flame can do this, and even then, you will still not be able to reach these values.
Onslaught is carrying pen hard here, so if I did the same thing for this meta subclassed build, I'd lose ~300 WD and gained ~6% crit chance + full pen. That is still significantly less than PTS Sorc.
So, please show me a subclassed build that can reach these values.
Looking at the tests I know why some of the subclassed values are showing under your pure class values:
W/S delta: Your choice in Ult on the Subclassed build carries a lower cost than your Ulti on your pure build which is why you're seeing the difference. Soul Harvest is only 70 Ulti base whereas Onslaught & temporal both are 150; that's more than double which is going to greatly impact Balorgh. You got Pen but not the W/S.
On your pure-class run we can see Major Brutality was active and applying to your stats but for the subclassed run it doesn't seem to be there, maybe you didn't proc the Netch? That's going to affect the subclassed damage values too.
The delta in the resists between your pure build and your subclassed build are affected by pots. You used resist pots on your pure build but chose not to on your subclass test.
The other thing I notice too is the duration of each test. The pure class run was 21 seconds of combat while the subclass run was 44 seconds, more than twice as long. Not that either are a bad time but when we're talking about measures over time (what per second measures are), then, generally, the longer the duration the lower the values progress until the settle out at a true average. Both tests should run an equal time frame for real per second comparison, especially when using a set like Balorgh that's very front heavy.
If I look at the subclass data Incap is just under half way down on the list of damage outputs which tells me it was cast early in the test, when Balorgh would have ramped up the values and then progressively declined.
If you had you proc'd Balorgh with a higher cost Ult like Thrive In Chaos (which is a common skill), hit the resistance pots, & applied Major Brutality, and run both tests for a similar amount of time then the numbers out of the subclassed build would be a lot different.
It's not that the tests are bad but if they had been equivalent tests that held up under someone actually reading them then there would be no question but when data doesn't line up it sizzles out.
And those points make sense because nobody here is going to pretend that subclassed isn't the meta, that would just be ridiculous. We all know it is. There's varying degrees of subclass-meta and some different ways to approach it but, overall, it's the same thing; a subclassed crit focused build.
And yes, there are some niche builds out there that deliver strong on power, I have one that does. But that doesn't mean that it's meta-equivalent or is near-unkillable. Yeah I can run leaderboards and have plenty of receipts but I've also admitted multiple times that I'm not near what top end meta potential is so despite many builds being powerful, that's not to say that they are or should be the barometer for what we're setting passives for everyone at.
I am currently trying to replicate how you reach those stats. I seem to be slightly below them in every regard.
Some assumptions I had to make about your setup and have 5 medium, 1 light, 1 heavy. Molag Kena, Order's Wrath, Rallying Cry. My assumptions: Battle Axe Sharpened (in hindsight I assume it's Precise even), Backbar Defending berserking enchant, something like 30 health 34 stamina, all stamina enchants with Impen and Reinforced and Triune jewelry with weapon damage enchants. Champion Points should be plain as well. Sorc passives are triggered and Conservation and Font of Power active.
proc Kena, rallying cry, berserking, surge etc. and these are my stats:
It's just overall less in every stat, most notably crit damage, crit chance and especially weapon damage. (I just notice on the screenshot that I suddenly have 20% more crit damage than I previously thought. So that's actually 142% crit damage, which checks out)
I would appreciate further details, because I can see in your CMX that you truly have those stats at the ideal times at least.
But goodness, a quick first test shows how dramatic the base damage drops. 26.4k Curse fully buffed on my native setup vs. 18.2k on this setup. I imagine the crits will merely reach the crits I have on my 0 crit native setup. More testing is needed.
I am currently trying to replicate how you reach those stats. I seem to be slightly below them in every regard.
Some assumptions I had to make about your setup and have 5 medium, 1 light, 1 heavy. Molag Kena, Order's Wrath, Rallying Cry. My assumptions: Battle Axe Sharpened (in hindsight I assume it's Precise even), Backbar Defending berserking enchant, something like 30 health 34 stamina, all stamina enchants with Impen and Reinforced and Triune jewelry with weapon damage enchants. Champion Points should be plain as well. Sorc passives are triggered and Conservation and Font of Power active.
- 3 heavy, 3 medium, 1 light
- Molag Kena, Order's Wrath, Rallying Cry, Monomyth
- 7x Impen body
- 3x Infused jewelries
- Precise Battleaxe (or Nirnhoned) & Shock glyph
- Defending Icestaff & Berserker enchant
- 64 pts into stam
- Bi-stat food (5.3k HP, 4.9k stam)
- Boundless Vitality & Fortified red CPproc Kena, rallying cry, berserking, surge etc. and these are my stats:
It's just overall less in every stat, most notably crit damage, crit chance and especially weapon damage. (I just notice on the screenshot that I suddenly have 20% more crit damage than I previously thought. So that's actually 142% crit damage, which checks out)
I would appreciate further details, because I can see in your CMX that you truly have those stats at the ideal times at least.
But goodness, a quick first test shows how dramatic the base damage drops. 26.4k Curse fully buffed on my native setup vs. 18.2k on this setup. I imagine the crits will merely reach the crits I have on my 0 crit native setup. More testing is needed.
I'll be listing out the offensive stat procs and their uptime:
- Rallying Cry => 100%
- Order's Wrath front bar => 60-90% (depending on how often you go on offense)
- Berserker enchant => 50% uptime (lasts 5s, 10s cooldown)
- Elesus => 80%+ uptime (I reapply it before my burst combo)
- Molag Kena => 40-45% uptime (I always proc it before my burst combo, but usually don't proc it when I'm parsing)
Most of these procs can be lined up before your burst combo, so it's actually not that hard to achieve a maxed offensive stat values. Also, keep in mind that I have significantly more crit chance than your build, so my damage and healing crits will occur more frequently. This leads to having better survivability than a standard max WD build. Trust me on this, I've already tested that.
But then again, I have also achieved 8.5-9k WD on this exact build by going squishier (which is very doable because we have borderline 100% crit healing and 50% crit chance).

@hoangdz I believe I match the pivotal areas now. Weapon damage, crit rate, crit resist and crit damage look quite accurate, yet do I have more stam and less health and magicka, which still implies to me there should be some Tri Stat going on in your build. Maybe you forgot? But I think I can move onward with this lineup.
@hoangdz I believe I match the pivotal areas now. Weapon damage, crit rate, crit resist and crit damage look quite accurate, yet do I have more stam and less health and magicka, which still implies to me there should be some Tri Stat going on in your build. Maybe you forgot? But I think I can move onward with this lineup.
You want about 35.2k stam as it is where the 20% font threshold sits at (which is weird considering a conversion rate of 1% WD per 1750 max stam would land you at exactly 35000 stam for 20%). Then dump everything into max health. You also want to use health/spell resist/physical resist potions as well since sustain is basically free.
The interaction between Conservation and Blood for Blood is Sheogorath level insane. This has gotta violate some sort of principle of game design right?

VinnyGambini wrote: »Hello,
I have a feeling that basically nobody really tried to summarize how strong class masteries are, and how big the differences between classes are (I was shocked when I finished calculations). So I decided to calculate it myself. Please note that this is PvP perspective for every class chosing strongest possible class masteries, and summary shows how big the bonuses are when it comes to damage and survivability.
Sure there may be some miscalculations (I'm not an expert for every class) but it shows idea which class got bigger buff, and which got smaller buff, also it shows how big the differences are.
Conclussions, from weakest buffs to strongest ones:
1. NB masteries are a joke. Not worth to play pure NB, subclassing will be way stronger.
2. Arcanist looks second weakest, but I have no idea about this class, so I can't tell more. Probably should be buffed.
3. DK Passives seems ok when the fight is long enough, other than that the are not so strong. However it is not an issue, as DK is already reworked class. No point buffing it, no point subclassing.
4. Templar survivability increase is about 30%, which is very nice. However dmg increase is trash (10%). Templar only beats Arcanist and NB.
Note here, if judgment brand increase dmg by 2000 as original design, dmg increase in PvP would be 900. This is about 15% increase for hard hitting class abilities, and about 60% increase in jabs (2400/1500 = 1,6). Considering this skills dmg increase (no increase for LA or status effects), dps increase in original state would be about 25-30% (which would actually be perfect state).
5. Necro passives are super strong especially in terms of survivability. But personally I don't think they need nerf, as necro was the worst class, so the biggest buff is explainatory. Semms like very good state.
6. Warden passives are super strong, both survivability and damage. Personally I feel like they should be little nerfed, maybe reduce stacks from 5 status effects to 4 or even 3. So no disdain is needed for full bonus, but full bonus is lowered.
7. ELEPHANT IN THE ROOM, Sorcerer. Serioulsly 27% spell dmg (30k mag, you can go higher) is like 25% more damage and healing. This one passive ALONE is stronger than templar 2 passives (not to mention arcanist and NB). But gues what? Second passive is even stronger, much stronger. It gives you 1k stamina every second, even when you are blocking (remember DK's spamming cinder storm while blocking forever? THIS IS EXACTLY THIS PASSIVE, BUT WORKS WITH EVERY SKILL). But this is not the end, you also have 700 magicka recovery every second, so you can streak whenever you please. ALSO it gives you 3k HOT. ONE PASSIVE = 3K HOT, 2K stamina regen, 1,5k magicka regen. Lets compare it to templar - 2k HOT, no regen. Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
@ZOS_JessicaFolsom Please read my calculations, and act IMMEDIATLY. Sorcerer passives are 10x stronger than NB passives, and 2 times stronger than average class passives. This is absolute madness and can be easily fixed without touching PVE.