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Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
I can't find the Last Save button now, but I'll remember that if there's a next time. Cheers mate, you are a good admin. -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
Well, I just spent two hours writing a bunch of PvP epicness that I hadn't realized before...but then I hit backspace while I wasn't in the type box and I lost what I wrote.. Maybe I'll rewrite it out later. DISSSAPPOINTEDDD!!! -
Do These guilds transfer over to Elder Scrolls Online to all systems
Musclemagic replied to WmPZoom's topic in Guilds
On this note though... I'd really like someone to start a PS4 guild this far in advanced for hardcore players. -
What will be the player base of each faction?
Musclemagic replied to KenanJabr's topic in Elder Scrolls Online Discussion
lollll yes, and it's about friggin time!!! -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
Pure Tank Spec: I'd use this one for group PvE and PvP if being hard to kill is your thing. Not a solo build though, because your self heals aren't enough. Race: Argonian for this build! Class: This was a tough choice!! Draconic Power DK came out on top though, and you'll see why. Using a 1h melee weapon, a shield, and heavy armor, as you probably figured. Passives: Racial-- 7% increased healing received is just plane huge, and if you stand in water during a fight you become insanely hard to kill with this build. Magic Resistance would be better if a class had magic resistance and "takes 7% less magic damage" or something. Even if this build does stack health regen pretty well..that'd be more for soloing, and you'd still need potions probably.. but this isn't a good solo build anyway!! (Alchemists/potion makers will probably all want to be a Siphoning Nightblade for the +20% potion perk though anyway!) Having a healer with you more often than not means that 7% increased healing received..jizz balls.. 1h/shield-- Block 15% additional damage from projectiles and ranged attacks, increase armor by 50, and Defensive Posture when slotted increases armor and spell resistances by 80. Draconic Power-- 80 spell resistance, increase health regen by 5% per dragon ability on hotbar, increase healing received by 12% while affected by dragon ability, block an additional 10% damage. Heavy armor-- Reduce all damage 4%, increase health regeneration by 15%, increase healing received by 5%, reduce cost of bracing by 15%. Actives: Defensive Posture-- 80 armor and 80 magic resistance when toggled. Way awesomesauce. Reflective Scale-- reflect all projectiles for 4s, if most single-target spells are considered projectiles...this is absolutely amazing for PvE and especially amazing for PvP (if you see an archer charging up Snipe on you, or ANY cast time spell because they're usually good spells that are worth reflecting back onto them!) If you aren't good at timing this in time of need then use Spiked Armor for 30% damage resistance for 17 seconds instead. It's a lot more lenient. Dragon Blood-- Heal for 25% of missing health and increase health regeneration by 28% for 20s. Keeping this on at all times will increase healing received by 12%. Low Slash-- Snares target by 60% and reduces target's damage by 20% for 10s. Fucking SWEET! #Ultimate Dragon Leap-- deals 34 physical damage to target (huge damage for when you see a target low enough to finish off.. Sweet azz!) This is going to be such a badass looking move, you should just take it for the style. Style aside, mobility is godly as a tank. You need to be able to protect your people by controling the mobs of badness for them. Not only does this bring you to your enemy(ies) but it also knocks back nearby enemies to your target, clearing the area if they are on one of your buddies. This is nice for PvP and PvE. You'll notice that there's only 5 active abilities here! Well, for PvE you'll need a Taunt to be a real tank, allowing your partners to wreck shit for you. Puncture reduces target's armor by 100 for 12s and taunts the target for 5s. But, for PvP a taunt won't matter.. Shield Charge-- charge to the target and attack, stuns target for 2 seconds! Being able to charge to your oponent, disable them for 2 seconds time which then allows you to get off a Low Slash to slow his ass down and reduce his damage... You just saved the day, mate! Goodnight for now! *Weiner sucking face* -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
PS--- The beauty of a Staff user is that Staff skills use Magicka, while weapon/shield skills all use Stamina. Since Class skills all use Magicka as well, you can go 100% into Magicka and avoid Stamina. This keeps your distribution a lot more localized, and while you might say that this could be a bad thing.. think about it: Your "regen" is based on a percent of your total, not a fixed number! So this means the more you have, the more you get back faster. I know what you're thinking now (I'm so psychic!) You're thinking that 5% of 400 and 5% of 100 (300 stats in magicka) is the same as 5% of 250 and 5% of 250 (300 stats distributed evenly between magicka and stamina) put together! Well you're right. But unless you distribute your points on the EXACT ratio that you're going to use them in End-Game, then you're going to have a lot of wasted points out there, aren't you? Points that could be dedicated to health. Okay, so it's only better if ________... but whatever, I gave you something to think about!!! ^.^ Here's some more to think on! Attack range being so fleeting in PvP.... You get one hit in at a time no matter what melee you are in PvP. The one hit you get in from a 2H will be a lot more damage than from a 1H, if it wasn't then PVE would be extremely screwed in favor of S//B and DW. So for PvP melee you'll want a 2h (better pvp skillset than DW anyway) and for pve you'll probably want DW--those auto-attacks will add up to more than the 2H, because otherwise PVP would be too leaned to the 2H.. This is just how every game mmorpg I've played has worked, so I have to guess this is how it will be in ESO. There's not much way around it. -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
Max Damage: Dark Elf, Ardent Flame DK with a Fire Destruction Staff in light armor-- Passives: Race-- +3% Mag and Stam, 7% increase in fire damage, 40 fire resistance. Armor-- +5% spell damage, + 10% crit chance, +20% mag regen, -15% mag spell cost, 50 spell resistance. Fire Destro Staff-- -80 enemy spell resistance, -50 enemy spell resistance, 10% faster heavy attacks, 15% increase chance to burn target, restore magicka when you kill an enemy. Class-- Increases damage from burning effect by 200%, fire damage snares enemy 40% for 3s, increase duration of burning effects and several Ardent Flame abilities by 2 seconds, increase damage of fire AOE by 12%. Actives: Weakness to Elements-- target takes 20% extra fire damage for 15s. Searing Strike-- burn target for 25 fire damage over 8s. (Dot) Impulse-- deals 5 magic damage and 100% chance to apply burning effect. (Dot) Fiery Breath-- Deals 4 fire damage in a cone in front of you and ignites enemies for 9 fire damage over 6 seconds. (Main AOE) Lave Whip-- Deals 14 damage and causes off balance to immobile or stunned enemies. (Nuke) ULT-Dragon Knight Standard-- Enemies take 6 fire damage per second and enemies receive 50% less healing for 12 seconds. I'd only use this in PVE, where someone with taunt abilities can get aggro off of you successfuly. You don't have much survivability; if you get locked down you're pretty much uckfayed. Start with Weakness to Elements and Searing Strike, use these two whenever possible unless you can one hit your target with Lava Whip. This damage is huge as it is, but if you bring everything together look at the damage output just from Searing Strike: 25/8 (+2 seconds) = 31/10. Double this because it's a burning effect. 61/10. Add 7% for racial, 5% for armor, and you get 68 damage over 10 seconds on a target with -130 fire resistance that's moving at 40% speed. They are also taking 20% additional fire damage. Not including critical chances, it went from 3 dps to 8 dps for a whopping 82 total damage from one ability. Now ULT if you can, because if you think the number 82 is a big number.. try 114 over 14 seconds. That's another 8dps ticking. Now Impulse to add yet another DOT from Burning..then Lava Whip and Fire-Staff attack until you need to refresh your dots. I know Ult won't be up whenever you need it, but even without it -- if you compare these numbers to ANY other build in the game it is CRAZY high. Even if the 200% burning effect doesn't apply to Searing Strike even though it says "burns target", it's still ridiculously high. There is NO other build in the game that has synergy like this one that all applies to direct damage output. More posts to come. -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
I think it's 5 + Ult. I think that you need to choose between the three talent branches, so you can only have Siphoning Strike from Siphoning or Blur from Assassination. With Siphoning Strike and Defensive posture on you're really limiting your damage output, so I'd put a different talent on than either of those while soloing..or it'd just be too slow! I'm going to try to come up with an exact list of active skills for Solo and Group PvP and PvE. Will post it when I'm finished! I know it's all going to change a lot before launch but I'm having fun! =D -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
As much as I'd like a Resto Staff/Mace dual wielding Daedric Summoner with medium armor spec to work out, the synergy's just not there. =( I'd like to hear what build(s) everyone else is thinking about playing though as well! PS- I'm looking for a Husband (aka ring partner) on PS4. Not sure what alliance or spec I'll be until close to end of beta..but if anyone's going to be on PS4 then hit me up and we'll play sometime even if we're different factions! -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
I hadn't seen it, although one of my buddies texted it to me earlier I didn't look at it. Interesting.. I like what I see, looks like the races will matter greatly (as I expected from Elder Scrolls). Muy bueno! I can't wait to see the rest and find some dope combo. -
Min/Max Combos (Very Early Theorycrafting)
Musclemagic replied to Musclemagic's topic in Theorycrafting
Why the fuck did I post this in Skyrim forums when this is clearly ESO? Can you move it or should I double-post like a dickwad? Edit: Fixed, thanks whoever did it. <3 -
For anyone just starting to read this, new information was being released as I was posting through the next few pages, so the newer posts have better predictions for solid builds and I'd start with those if I were you! Here is my guess to the speculative top tiered classes, based on what I've seen. (Most of the betas I've played, I've been correct on my predictive endgame theorycrafting.) I really wish I could see some examples of Racial skills, but I'm just writing this for fun. ARCHERY: Wood Elf>Redguard>Argonian -- Nightblade Assassin with Bow and Medium Armor. Wood Elf/Redguard/Argonian will be the "sneak" type race for their alliances. Pair this with a Bow for Snipe out of the sneak, and Medium armor for maximum mobility (less expensive rolls, and bow gives you giant speed boost out of rolls). Nightblade Assassin for Marked Target and "finishing" ultimate. Guessing this will be a very fun setup if you like 'ranger' type characters. MAGIC: EDIT: for fire dps, looks like Dark Elf racials are the biznz. High Elf>Dark Elf>Breton -- Ardent Flame DK with a Fire type Destruction staff and light armor. Those being the magic focused races of their alliances. Pair them with a Destruction staff doing Fire damage and Ardent Flame DK's +Fire damage passives for maximum magic DPS. I speculate this will be the highest DPS setup in the game. Typical fire mage, not as much utility (blink and lightning shield) as going lightning destruction staff and lightning mage..and they will probably have higher burst potential as long as their Ultimate is active. Breton would probably be best for a utility lightning mage. 2H MELEE: Orc or Nord. Aedric Spear Templar for the +Power and the charge. Will synergize nicely with the increase in weapon power on a 2H build (scaling with Momentum, too). The +% damage on abilities scales well with the high damage per hit, on any ability with cooldowns like everything we've seen so far. Having two charges is the buttsex. And, using Heavy Armor will work better as the berserker class. 25% reduction to snare effects in light armor isn't worth it, and nothing else looks that promising either. 1H//SHIELD: Khajiit, Orc, or Nord. Draconic Power DK, heavy armor, sword/board. Look at all that life regen... Maybe even an Argonian would work well for this. Look at all your passive defense/resistances... +12% +3%x5 armor items in heals taken... I've thought about this one more than any other one because I plan on tanking. I think that as far as an actual group goes, this will be the best tanks. As far as soloing as a tank..it depends on how low our damage is. We can always take off the slotted ability that sacrifices 8% damage for resistance/armor and finagle things around a bit, so I think it'll be fine for soloing as well. When I've min/max calculated all the numbers that are on the boards so far, this came out with the highest positive scores of any other class. But, I mean..if they can chug potions, or get their resitances to a closer ratio to these, that number would close rapidly because our damage is a bit shitty... DUAL WIELD: Khajiit, Orc, or Redguard. Use a dagger for 5% crit and a mace in offhand for armor piercing, other players should have higher armor ratings than avg npc's because of potions/etc, so it should add bonuses more often than 1/2 the time. 1/2 the time would makeit = swords, but it will almost definitely be more than 1/2..and if it's on lower armored players, chances are that your melee weapon will already be hitting like a fuckton hammer anyway. Okay, well anyways, use a dagger in mainhand and a mace in offhand (since you can't use another dagger in offhand.) Moving on, you will probably want to be a Shadow Nightblade for this class because they're the best at chasing (50% move speed for 10 seconds IIRC while chasing someone..as well as a slow.) Since DW doesn't give much chase options, this is almost required.. or a Dark Mage to stun and chase..but anyway, I don't plan on playing Dual Wield EVER so I'll let you figure this out on your own. I'd go Heavy Armor, even though the obvious answer is Medium armor for this class. (I JUST said you'd need to be good at chasing, right?? Well, you need to be even better at melee distance fighting, which heavy armor looks to excell at.) Healing: Edit: to boost early game, Argonian get +15% XP in resto spells and heals affect them more! Bottaboom! This one feels pretty obvious, as a Restoring Light Templar for the dispels and AOE protections, rolling with a restoration staff and a shield with light armor.... But, I'm thinking that a Siphoning Nightblade using a restoration staff could be pretty awesome. They wouldn't get as magicka drained. DOT: I'm thinking a Frost Destruction staff on a Siphoning Nightblade will be the very best overall class in the game. Huge utility, passive damage, and self-heals while never running out of mana. I'd plop this shit on a Khajiit and call it a good day to everyone else in cyrodiil, cause you raping everyone in sight. Okay, but seriously, I think this is what I'll end up playing if this works out AT ALL later in Beta. Right now I'm having too much fun playing a tank, because that's what I always play. I know there's a twenty thousand more options or whatever, and I didn't go into what exact 5 skills I'd couple with my ultimates and why for each "class"..if you can even call them classes...but whatever, I'm horny. Time to go cry and eat myself to sleep.
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How much are you willing to pay for ESO?
Musclemagic replied to David's topic in Elder Scrolls Online Discussion
My opinion: Buy to play + pay for vanities = the most fun.