Staff survival in the VR levels is astoundingly easy. It's all about the CC.(VR4 med/DW/NB) << I need advice. My question to you other NB guys who go full light armor, for the DPS/magicka, how are you surviving in VR PvE? Even if I go 7/7 medium, I get killed by VR mobs almost instantly. I usually keep 2-3 pieces of Heavy around that I have to use in order to not die. I can't even imagine how you guys don't get 1-shotted in 7/7 light armor. Tips on this please!
On the resto staff you get the blessing buff that soft caps armor and spell resist.
On the destro side, you morph for more CC on the single target which for fire gives you another knock back. You put Volcanic rune on your bar and things are in the air/ not attacking you for 4 seconds.
Add in a light sprinkling of class skills of choice and you're almost un-hurtable (shadow disguise also soft caps armor and spell resistance)
Evergreen wrote: »
It is the PTS server. They have Sorcerers and Dragon Knights who test and give awesome theorycraft/semantics about Nightblades so that the devs think they did something useful for the NB. Take shades for example which was nerfed not being able to distract an enemy and given a very minor damage increase as compensation. This was advice from a Sorc on the PTS server which the devs highly respect unfortunately. Then there are the apologists. ESO class balancing is making me even appreciate SWTOR now.
The only solution I can think of at this point is just make this a classless game where all skills are open for everyone to choose. All the Dragon Knights, Sorc, and (pretend Nightblades/apologists) will argue this kills variety of course since everyone will choose the superior abilities DKs and Sorc possess.
Evergreen wrote: »
Yeah he mains a sorc and is a really nice guy and has made some great posts around the forums but clearly does not know much about Nightblades.
NordJitsu wrote: »
The Nightblade skills are fixed in 1.1, which is live on the PTS.
I've tested it. I built a nasty Nightblade.
Nothing really needs to be buffed or changed dramatically for them to be viable. Just get things working like they're supposed to and you'll notice a marked power increase.
NordJitsu wrote: »
@Evergreen
What does my main class have to do with bug testing?
I've also put in a ridiculous number of hours into this game in every class and feel comfortable with all of them, so I think I can give feedback in many areas.
Evergreen wrote: »
We need Nightblades on the PTS server giving feedback about Nightblades, not a well intentioned sorc.
Also look at this video all the way back in beta where Dragon Knights were shown to be insanely overpowered with all the usual culprits (DK Destro build with Burning Talons, Green Dragon Blood, Standard of Might etc). Don't buy into Dragon Knights from beta who will say the class was nerfed back then (minor token nerfs that had no impact as we can obviously see now). Nightblades were actually severely nerfed in beta for some odd reason just before release which I have not been able to figure out the rationale for yet.http://youtu.be/9hJ9sUxB_Ss
I guess a bright side to all of this is that the PTS server and forums will be open to all subscribing members soon so hopefully there will be more rational feedback to the devs. Perhaps I am putting too much blame on the old beta and testing community though and not enough on Zenimax making the right choices. Lets just hope some meaningful feedback and resulting changes occur finally once the PTS server/forums opens up to us.
NordJitsu wrote: »
It was a bad change.
Thank god it didn't mean a 50% increase on each cast.
Doesn't really matter though because the ability has already been rendered useless. All you whiney bads got your way.
Congratulations on destroying an ability.
It now halves your magicka regen for 4 secs AND increases the cost if cast again within 4 secs.
@ZOS_JessicaFolsom and @ZOS_GinaBruno
Really glad ZOS is keeping their promise about no cool downs. /sarcasm
So, I’m on PTS right now, first thing I did was check Siphoning Strikes and its morphs.
The regen is now 3% (instead of 4%) on hit with normal attacks. We keep the 10% chance to get 15% magicka/stamina back.
This apart, Siphoning Attacks still works in the same way. The tooltip for Leeching Strikes now says 2% health.
ferzalrwb17_ESO wrote: »Some interesting suggestions for NB there but does seem to have more in it for the mage or healer types. So how about some mundane weapon Assassin build changes:
Make Mark Target and it's morphs undetectable until combat, it seriously throws up a 'Hey you better start blocking because I'm coming for you' warning for the target. =/
glitchmaster999 wrote: »Are you a dev? If not would you like to be?
Please?
arobertson.eeb14a_ESO wrote: »
That would hurt, a lot, the only resource for soloing group dungeons we have. It is already not as effective as it was since they reduced rates for generating ultimate with crits.
Please don't mess up this skill, I'm begging you lol
It was mostly an example and maybe the magicka cost is a little high, but I'm sure it's not the intent for any class to be able to solo even level dungeons. Soloing masses is always fun, but I'm more than willing to concede this potential provided no other class is some undisputed dungeon soloer as well.
The idea was to provide a more interesting candidate for Nightblade healer/off-healer/ small group builds besides the usual Grand Healing/Regeneration/Strife/Blessing of Protection/Siphoning Attacks skills without making a coordinated duo/trio of Nightblades all but unbeatable. It could have some interesting synergy with a large Refreshing path and its increased movement speed for a triage type of healer that rewards finesse over constant AoE healing.I wished that were the official patch notes, your ideas sound really good, and in line with the class.
I would like to see an overall change for weapon builds as well, where you could switch your class ability's to use stamina and run /dodge with magica.
I know some people feel using magicka is out of place with the character concept in mind, but swapping resource pools is probably just avoiding the current issues at hand. Maybe, an option to swap or split secondary stamina based mechanics like sprint/dodge/block among magicka as a magicka enchanced feat to free up more useful resources for stamina focused DPS builds is a possibility for the future.LHJMHalmansb16_ESO wrote: »arobertson Nice compilation and I agree with most of it except for the idea you have to replace blur!
Greetz styxxey
Yeah, I am not married to the suggestion I offered. It's not exactly anything new (though the silence/magicka cost de-buff still sounds a little interesting), but felt I should offer something in its place. Admittedly, a single target ability or buff would be more in line with the rest of the Assassination skill line.
I don't mean to pick on werewolves since they are probably in worse shape than Nightblades as a skill set with respect to vampires, but maybe a poison based ability as suggested by Kraven. In fact having most of the Assassination abilities do poison damage would be the same sort of detriment to choosing to remain a werewolf that Dragon Knights are towards vampires. So when the wolves finally get their moment to shine we'll be ready for them.
On a side note, ran into a DK spamming block and rolling in a circle for 2 whole mins. Literally 2 mins. Took like 10 of us to kill him and I was blown away by how long he was rolling around for lol.
arobertson.eeb14a_ESO wrote: »
The idea was to provide a more interesting candidate for Nightblade healer/off-healer/ small group builds besides the usual Grand Healing/Regeneration/Strife/Blessing of Protection/Siphoning Attacks skills without making a coordinated duo/trio of Nightblades all but unbeatable. It could have some interesting synergy with a large Refreshing path and its increased movement speed for a triage type of healer that rewards finesse over constant AoE healing.
arobertson.eeb14a_ESO wrote: »
Yeah, I understand what you are saying. But lets think about it...
First, I know, people are not supposed to run group dungeons solo. The fact is, most of classes can and do (I don't know about templars). A lot of us are solo players. And NB can only do it because of this skill.
You can increase group healing by buffing anything else, you can buff funnel health or other skill for those heal-oriented. However, if you change this skill like you propose, you will damage (greatly) a resource to keep NBs alive. Even in regular pve vr content, when you face 4 or more enemies, this skill combined with volcanic rune is your best option (it works fine even for 3 enemies).
In addition, it is a great group utility already. If it can keep you alive against a large pack solo, it is even better for groups. All your group have to do is keep their distance, heal you now and then, and take targets one by one. The rest of the guys wouldn't be taking much damage anyway, it is not like they need this extra heal. But you do, as you tanking all that.
It would only hurt solo players and tank ability.
Cheers o/
Fair enough. While I'm sure you could make it work based on armor type or something overcomplicated like that, it's true not everything needs to change. I was probably just getting tired of the current healing play-style.
EatUrNumNumz wrote: »I've put in a couple tickets about it, and I'm sure it's not just me that has noticed the problem, but I don't see a mention of it in the future patches. The Concealed Weapon morph, (I don't remember the original skill name) has a passive stealth movement speed increase that I've failed to notice at all. I've asked around and some people have said they don't notice a difference either, while other players say they see nothing wrong and to try and take it off my ability bar and back on testing it. I've done so many times to no avail. When I see my character moving in stealth with or without the skill equipped, see no difference in how fast I am moving and it's disheartening to see. I feel like I've wasted a skill point on a possibly broken skill. Anything I should do, know, expect? Any feedback would be great. Thanks.
ZOS_JessicaFolsom wrote: »Siphoning Attacks: This ability’s tooltip will no longer says that it restores health. It never restored health, nor was it intended to. This is a tooltip bug. We have a fix for this, and it will go out with a future patch.
Tooltips are the least of our worries
matprzewlokaeb17_ESO wrote: »My suggestions, complaints and whining about Nightblade:
Assassination
Haste - on paper its great skill ... on paper. For me, its waste of slot because light and heavy attacks are just weak.
Blur - its good skill for tank build. Why its in assassination three? i dont know but its not place for that skill.
Master Assassin - weapon damage dont boost any assassination skill. Adding spell power to that passive to addition to weapon power dont fix it. Its working only when "USING" assasination skill, so why even keep weapon power bonus?
Hemorrhage - its should be 10% for each assassination ability sloted
Shadow
Path of Darkness - useless now and useless after you patch it. Its very bad designed skill and should be totally reworked. My plan for that here:
Path of Darkness - Enemies around player take x magic damage every second for 10 sec. Increases movment speed by 30% for player and allies. Radius 5 meters.
Twisting Path - change movment speed bonus to: on use immobilizes emenies for 1 sec, then slow them by 30% when nearby player.
Refreashing Path - reduce damage to enemies but add mederate heal to all allies in range of skill.
Aspect of Terror - just fear them all, right know its only way to kill DK when he blocking and spam standard + talons.
Summon Shade - in my opinion its waste of slot even for tank. My plan for that here:
Summon Shade - summon shade to fight for you for x sec. Shade have x% of player health and weapon damage. Player transfer x% of damage recieved to shade.
Dark Shades - summon up to 5 shades(IV rank skill) to player. Shades dont do damage. When player is hit by weapon skill, light or heavy attack or spell projectile there is x% chance to destroy one of shades and avoid all taht damage.
Shadow Image - same as Summon Shade but 100 % of player health and weapon damage.
Surprise Attack - fix armor reduction debuff, both time and amount fo armor reduced.
Siphoning
Agony - none of my guild mates using it nor i. In my opinion it should be replaced by something that buffs allies and player, just one thing that NB will be helpfull for others. My plan:
Agony - all enemies in 10 meters radius recieve x% more damage and deal x% less damage to player and allies. Reduce max magica by 10%. Toggle to activate.
Prolonged Suffering - more damage debuff both deal and recieved for enemies.
Malefic Wreath - same as Agony + returns x% damage when enemies attack player or allies.
Siphoning Strikes - lower spell/weapon power debuff will be ok and fix leeching strikes hp gain.
I will be very happy when you fix/rework stamina wepon builds. Now light armor just rocks not only for NB but for other classes too. Weapon Damage is reduced when entering Cyrodill while Spell Power is not. There are more armor sets that favor magica builds. There is no stamina x% reduction bonuses for heavy nor medium armor or sets bonuses. Also you use stamina for dodge, cc break, sprint and after that there is no stamina for dps. Right now there is magic war and many NB just change there class name to Nightstaff, just to be a little more competitive to other classes. Regards
Incoming Fixes & Improvements
We have ongoing efforts to improve the Nightblade class, and fix some of the outstanding issues. Below is an early look at some of the incoming fixes and improvements you will see in content patch 1.2.X.
•Incapacitate will increase heavy attack damage.
•Incapacitating Strike will now be capable of critical strikes.
•Master Assassin will increase spell power in addition to weapon power.
•Path of Darkness damage will be increased. The ability will also be visible to all players.
•Refreshing Path will heal allies. The healing will also be slightly increased.
•Refreshing Shadows will always be active, and will no longer require you to use an ability.
Also worth noting, there were three Nightblade class abilities impacted by this general combat note from the 1.1.2 patch notes: Fixed an issue where a number of abilities were not properly able to cause critical strikes.
The abilities impacted by this fix were:
•Impale (Assassin’s Blade morph)
•Killer's Blade (Assassin’s Blade morph)
•Sap Essence (Drain Power morph)
Outstanding Known Issues
Patch 1.1.2 fixed many outstanding Nightblade issues, but below are some that we are either actively investigating, working on fixes for now, or have recently fixed and will push in a future patch. Please note this list does not reflect every reported Nightblade issue we are currently investigating.
General: Currently, a Nightblade’s own residual outgoing damage-over-time ticks break his or her invisibility. This is not intended, and will be fixed in a future patch.
Dark Cloak (Shadow Cloak morph): Dark Cloak is not currently removing damage-over-time (DoT) debuffs as it should be. We’re currently investigating this issue to determine which DoTs are not being removed by Dark Cloak.
Haste: Haste is not currently applying the 30% attack speed increase to ranged weapons as it should be. We are working on a fix for this issue.
Mark Target: Mark Target currently allows you to see and attack targets that are sneaking, but not ones that are invisible. We are working on a fix for this issue.
Path of Darkness: The PFX for Path of Darkness and its morphs will sometimes appear under terrain. We are currently investigating this issue.
Pressure Points: This passive ability is working as intended, but there is a bug with the character sheet not correctly displaying the critical strike rating bonus. We have a fix for this, and it will go out with a future patch.
Siphoning Attacks: This ability’s tooltip will no longer says that it restores health. It never restored health, nor was it intended to. This is a tooltip bug. We have a fix for this, and it will go out with a future patch.
full link here http://www.tesoelite.com/forums/threads/nightblade-changes-inc.5739/#post-46044
Yeh third month payment coming due . NBs are like do I really want to pay for another month of this .......After spending 3 consecutive evenings of PvP having my NB skills fail in multiple infuriating ways, about 2/3rds of the time, I've unsubbed.
There's a lot to like about this game... when it works. It just isn't working consistently enough to justify paying $15/month for.
The saddest thing about it is, I can see the game ESO has the potential to be... but I now seriously doubt ZOS can pull it off. Adequate fixes are coming far too slowly at such a crucial time.
I'll check on the forums, from time to time, to gauge it's status... and maybe resub. Idk, we'll see.
dafraorb16_ESO wrote: »Why the classes are imbalance? just read that.
from this topic forums.elderscrollsonline.com/discussion/106477/path-of-darkness-sad-face/p1Evergreen wrote: »
It is the PTS server. They have Sorcerers and Dragon Knights who test and give awesome theorycraft/semantics about Nightblades so that the devs think they did something useful for the NB. Take shades for example which was nerfed not being able to distract an enemy and given a very minor damage increase as compensation. This was advice from a Sorc on the PTS server which the devs highly respect unfortunately. Then there are the apologists. ESO class balancing is making me even appreciate SWTOR now.
The only solution I can think of at this point is just make this a classless game where all skills are open for everyone to choose. All the Dragon Knights, Sorc, and (pretend Nightblades/apologists) will argue this kills variety of course since everyone will choose the superior abilities DKs and Sorc possess.Evergreen wrote: »
Yeah he mains a sorc and is a really nice guy and has made some great posts around the forums but clearly does not know much about Nightblades.NordJitsu wrote: »
The Nightblade skills are fixed in 1.1, which is live on the PTS.
I've tested it. I built a nasty Nightblade.
Nothing really needs to be buffed or changed dramatically for them to be viable. Just get things working like they're supposed to and you'll notice a marked power increase.NordJitsu wrote: »
@Evergreen
What does my main class have to do with bug testing?
I've also put in a ridiculous number of hours into this game in every class and feel comfortable with all of them, so I think I can give feedback in many areas.Evergreen wrote: »
We need Nightblades on the PTS server giving feedback about Nightblades, not a well intentioned sorc.
Also look at this video all the way back in beta where Dragon Knights were shown to be insanely overpowered with all the usual culprits (DK Destro build with Burning Talons, Green Dragon Blood, Standard of Might etc). Don't buy into Dragon Knights from beta who will say the class was nerfed back then (minor token nerfs that had no impact as we can obviously see now). Nightblades were actually severely nerfed in beta for some odd reason just before release which I have not been able to figure out the rationale for yet.http://youtu.be/9hJ9sUxB_Ss
I guess a bright side to all of this is that the PTS server and forums will be open to all subscribing members soon so hopefully there will be more rational feedback to the devs. Perhaps I am putting too much blame on the old beta and testing community though and not enough on Zenimax making the right choices. Lets just hope some meaningful feedback and resulting changes occur finally once the PTS server/forums opens up to us.
a NordJitsu topic in Public Test Server where he crying about a bolt escape nerf
http://forums.elderscrollsonline.com/discussion/107748/bolt-escape-is-useless-and-sorc-survivability
another bolt escape crying from forums.elderscrollsonline.com/discussion/107596/bolt-escape-streakNordJitsu wrote: »
It was a bad change.
Thank god it didn't mean a 50% increase on each cast.
Doesn't really matter though because the ability has already been rendered useless. All you whiney bads got your way.
Congratulations on destroying an ability.
It now halves your magicka regen for 4 secs AND increases the cost if cast again within 4 secs.
@ZOS_JessicaFolsom and @ZOS_GinaBruno
Really glad ZOS is keeping their promise about no cool downs. /sarcasm
Sorry for the wall of text guys
This ^^twistedmonk wrote: »and yes, fixing medium armor and stamina based builds would go a long way to making a rogue class viable.
less destro staff magicka based builds. I'm pretty sick of it and I don't like playing a rogue class with a non-stealth magic based staff wielding character.
And this info is what theroycrafters 'forget' to mention, we have 5 skills on each bar, even swaping bars are a problem, so every char has 5 skills + 5 delayed skills (swaping bars = deplay = losing seconds = a problem), it is NOT like having 10 skills. And in these 5 skills you need to pick skills that work in most situations, and make a build that works.
I'm as much of a NB supporter as the next guy, but I don't think this is a very good measuring stick. All of those good DK/Sorc grinding specs you see are LA/Staff, which NB can be successful with on the public dungeon scale as well.About the "theorycarfters" and how you don't need to theorize at all.
Enter a public group dungeon. Wait. Count the DK or Sorc that enter that dungeon and start to solo it.
Then count the number of NB that do the same.
Theorize...
Don't you need AOE skills to successfully solo in public dungeons?Maverick827 wrote: »All of those good DK/Sorc grinding specs you see are LA/Staff, which NB can be successful with on the public dungeon scale as well.
Don't you need AOE skills to successfully solo in public dungeons?Maverick827 wrote: »All of those good DK/Sorc grinding specs you see are LA/Staff, which NB can be successful with on the public dungeon scale as well.