^mike.gaziotisb16_ESO wrote: »It should be like this....
Light: Spell Cost Reduction, Spell Crit %, Spell Res
Medium: Stamina Cost Reduction, Weapon Crit %, Dodge Chance
mike.gaziotisb16_ESO wrote: »It should be like this....
Light: Spell Cost Reduction, Spell Crit %, Spell Res
Medium: Stamina Cost Reduction, Weapon Crit %, Dodge Chance
A small dodge chance to single target damage (probably 7-8%) would add to damage mitigation something similar to the Spell Res soft-cap light armour gives you.
That would bring the armors in line, but then the focus must be weapons. Reducing the cost is one thing, but unless they do comparable dmg to spells they're still not gonna be used.
For example think of the hardest hitting attack from 2h line, Uppercut. It does the same dmg as Lava Whip for DK. One is instant cast and can be used with animation cancelling of light attack to do way more damage, while the other takes 1 sec. If you compare it to the sorc's 1 sec cast ability, crystal shards, it has 50% less damage and lacks the range. Not to mention that with a 1sec cast in melee range, you're just asking to get bashed and stunned.
It's both the weapons and the armour that are inferior and they both need looking at.
Hypertionb14_ESO wrote: »The weapon Crit you get from the first Trait? dont remove that...
Replace Windwalker with a Stam cost reduction!
I think they need to change the agility passive or buff it, it is useless. We already have cost reduction for stamina abilities in the weapon trees. If they do add stamina cost reduction to medium armour it shouldn't be near as much as light armour. Maybe 5 to 10 percent.