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Musclemagic

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Posts posted by Musclemagic

  1. There does need to be a balance, I guess my perspective of an 'emperor' is not as some tribal war chief that leads purely because of his own fearsome combat prowess.  I guess the historical stigma of the title would lead me to expect something akin to early Roman politics that could be both bloody and diplomatic.

     

    Being the one with the highest kill score gives a decidedly "There can only be one" Highlander feel to ruling.  If my own faction crowns some supreme asshole as Emperor I'd love the option to rebel against his imbecilic rule, defect, or stab him in the back.

     

    I agree with your points.  Let's hope that we see a reasonably complex system of rule, as opposed to who can build the biggest throne of skulls!

     

    I don't think being emperor is that big of a deal, it makes you worth about 3 people working together which isn't that huge.

     

    Campaigns last different lengths depending on the campaign you join, they said there will be short - weekend-ish ones, as well as long - monthish ones (but they could be theoretically infinite).

     

    I don't know how it will work at all, but I see your point too--I too hope that it's not going to be whoever got the most kills. Mostly though, because that wouldn't be fair to healers or control types.

     

    No matter what system they decide to implement, I will try to abuse it as hard as possible in order to become emperor early on. I really want the passive benefits applied as early as possible, even if they are minor after-effects. Haha

  2. I wonder if there are light, medium and heavy variants?

     

    I really hope there is some stability in world PvP and we don't have a new emperor every day/week.  I don't mind a constant struggle to dethrone them but I want to avoid the ping pong we saw in GW2.

     

    I also don't want to get smack talked and WTFPWNED by the Emperor!  I'm hoping that the ruling faction can have their allies 'gift' their prowess/performance score to their leader in order to put forward the best candidate.

     

    At least that way it wouldn't be purely about PvP skills and more of a popularity/leadership contest.

     

    I would hate it if it was a popularity contest and not purely skill-based. The leader, and then the top-ranked members, of the biggest guild that's currently in the campaign would be crowned every time..making a skilled group of 25-30 obsolete even if they make up the truly skilled.

     

    How would you draw the line though? Whoever's the most popular live streamer/most well-known player in that particular campaign would get Emperor many times more often than the best players? This would make me very sad.

     

    If it does turn out to be something like this, I'm naming my character, "VoteForMe" or something. : lol

  3. I don't think that anyone will be able to spam attacks that's also something Zenimax said.Skills will cost from 200 up to 400+ with a ressource pool of 1600 or less and a base reg of just 3% in combat it simply isn't possible to "spam" abilities.Plus they have soft caps on reg and on ressource pools to prevent it.

     

    By spammable I mean things that don't have lasting effects.

     

    Using 2 Lava Whips, 2 Defensive Posture, or 2 Rushed Ceremony in a row would be spamming in this game--due to the high cost nature of spells (especially the spammable ones where you get the full effect of the spell all at once.)

  4. You should probably differ Keep attacking and Keep defending.

     

    By keep battles I really just mean tight-knight large-group PVP, no matter the field.

     

     

    FML. I'm stressing right now. Here's my final build of the day, and I'm logging out.

     

    I think this build is what I'm going to play as, it seems to be the best all-round for self interest of becoming emperor.

     

    I hate leaving the healing/control to others, but to achieve my goals I think this is what I should be:

     

    Altmer Sorc – Full Light – Destro (Elemental-Frost Enchant)/Resto (Lifesteal Enchant). 32 HP/16 MP. A few armor rating enchants, but mostly power.

    Fire Destro- (Frost) DPS/Control

    Dark Exchange –

    Surge –

    Weakness to Elements –

    Encase – Add snare (Mage's Fury for endgame PVE)

    Lightning Splash –

    *Overload –

    Resto- (Lifesteal) Survive/Support

    Dark Exchange –

    Steadfast Ward –

    Bolt Escape – Streak

    Bound Armor – Bound Aegis

    Magelight –

    *Negate Magic – Suppression Field

     

    While leveling: 1:1 MP+HP until cLvl 32, then all HP. Full light armor. MP regen enchants until Dark Exchange, then power.

    Destro- Any Elemental Enchant

    Unstable Familiar

    Mage's Fury (Dark Exchange when able)

    Encase

    Winged Twilight

    Lightning Splash

    *Negate Magic (Overload when Mage's Fury is Dark Exchange)

    Resto- Lifesteal

    Same as Destro, unless I can come up with a different build that uses 2 from each class-tree for Resto that's just as early in the trees and just as good.

     

    Solo // ring partner (DPS NB) until endgame build is available (Once Bolt Escape is unlocked , then I'll switch ring-partners to a tank) and use the final build for group dungeons until I'm PVP-ready (get all my gear and enchants, then I'll max out my professions if there are either passives, gear, or attachments/enchants that are better from your-own professions... On the other hand, if there's nothing that boosts combat from any of the professions, I will just farm for gold/items and sell mats/items for gold and then buy whatever I need from there.

     

     

    ....See you guys tomorrow with a different final build. lol XD

     

    PS- irons, please post your current ideas on your 2nd toon (resto-sorc.)

  5.  

    My view:survibility1. heavy2. light3. mediumdmg1. medium2. light3. heavyA rogue type char will lose 1 vs 1 against a Tank/Bruzer.

     

    I think medium and light will be very similar damage due to the resistance reduction passive on light. 42% reduction of targets magic resistances is huge.

     

    There was a great post before, I forget the guys name who did it since he hasn't posted in a while but he said something along the lines of, "Medium > Light, Heavy > Medium, Light > Heavy." and I thought he was spot on. But now...seeing how high resistances are on heavy armor... I don't know anymore.

     

    Maybe it'll work out something like this:

     

    DPS:

    1) Light = Medium

    2) Heavy

     

    Mitigation:

    1) Heavy

    2) Light(worse against physical) = Medium(worse against magical)

     

    Perhaps medium armor isn't much lower than heavy in terms of armor, but it has much less magic resistances--and then Light isn't much lower in terms of magic resistances, but much less armor rating.

     

    That would make the most sense to me.. this game's pissing me off today though. I wish it was out already so I could just test everything... Bah..

     

     

    I need to go write a philosophy paper, I'm just stressing.

     

     

    Now I'm also double posting all over the place. XD

  6. Its simple - armor should provide for dps uptime. So even if u cant outburst lighter armor u can stand longer in fire .-). DPS uptime + resource balance should be significant element in overall dps output. If your math regarding armor protection ratio ( in previous threads somewhere ) was right then simply health pool is not large enough to make possible enough dps uptime and i will not even mention dps resource availability. I am not saying u are not right i am saying that if u are right straightforward melee ( that is not related to NB ) is deprived. Times of knights and Cinderella are long behind us ..... its thiefs time. What a role model .-)

    Armor only provides more DPS uptime if you're soloing. In a dungeon, where there's a healer and a tank, the DPS doesn't need to worry about it as much. In PVP where the low-mitigation people are in the back and the people in front are high-mitigation and high control it will be a similar effect.

    So, yeah, definitely while soloing and in 1v1 situations there's a give-take relationship within yourself, but when in groups the give-take relationship is group wide. For melees, you're right, this isn't necessarily the case because they'll be forced to be on the front line (which won't be good for medium--and they should grab a bow and get in back and be happy about it, haha) so heavy will be good for front-line melee, for sure. Unless they're NB, yeah, need to ninja in and out of places to survive in that medium.. hopefully they'll be able to, or I feel like they'll be even worse than just being good for solo targets on the front line--they'll flat out be dead meat wasting out healers res-shards. XD

    I agree, resource management is probably the #1 thing to depict who does well and who does bad in every aspect. For example: people who have 2 spammables with the same outcome are gimping themselves because the non-spammable skills are generally more efficient to begin with..and yeah, just wasted space.. but luckily the game makes most things different enough to not have to worry about people doing this too often.

    I wonder how bubbles will stack though. The bubble from the enchantment, obsidian shield or conjured ward, and steadfast ward... as well as things like Brawler morph on 2H's Cleave... Think they'll all stack at all? If they do, will they all be reduced at the same time or will they be selective? Will it be cumulative? If it doesn't stack, how will it work--biggest damage bubble, longest time, or what?

    If they do stack..does that mean that spamming it would also stack them??

    So many unanswerable questions right now it's ridiculously aggravating.

    My view:

    survibility

    1. heavy

    2. light

    3. medium

    dmg

    1. medium

    2. light

    3. heavy

    A rogue type char will lose 1 vs 1 against a Tank/Bruzer.

    I think medium and light will be very similar damage due to the resistance reduction passive on light. 42% reduction of targets magic resistances is huge.

    There was a great post before, I forget the guys name who did it since he hasn't posted in a while but he said something along the lines of, "Medium > Light, Heavy > Medium, Light > Heavy." and I thought he was spot on. But now...seeing how high resistances are on heavy armor... I don't know anymore.

  7. I wasn't talking about classes at all Muscle, I was talking about roles (question 6). Sorry for not addressing the rest of the post, but it's super late for me, had a long day and I'm just off to bed, probably for the better too, I agree this discussion doesn't belong here ;).

     

    I think that if people want to play a specific class that they'll try to make it work for their role-goal but it won't work out very well..so class is more important in my eyes (because of how few differences there are in weapons, but the classes are vastly different, like I said early) but fair enough. It's too early to tell either way.. Heck, the numbers on weapon abilities could change a lot (changing everything) and the skills in general could change quite a bit too.

  8. They have lots of softcaps in ESO and I hope that those are at least visible.Otherwise most players will gimp themselfs.

     

    I doubt they will be visible, considering how low-profile and emmersive everything's supposed to be.. but I really hope that the information gets posted somewhere (here preferably) ASAP. XD

  9. idk where else to post this:

     

    I think these are the best builds for Keep PVP, at least for my tastes. I will end up playing something very similar to just one of the following:

     

    Breton Templar – 7 light – Resto/Destro

    Resto- (Bubble Enchant) Heal/Survive/Groups

    -Focused Charge –

    -Rushed Ceremony – 3 targets

    -Rune Focus –

    -Siege Shield –

    -Purge –

    *Barrier –

    Fire Destro- (Frost Enchant) Single target burst

    -Magelight –

    -Backlash – Health node

    -Sun Fire –

    -Piercing Javelin –

    -Silver Bolts –

    *Soul Strike –

     

    Altmer Sorc – 7 Light – Destro/Resto

    Fire Destro- (Frost) DPS/Control

    Dark Exchange –

    Weakness to Elements –

    Encase – Add snare

    Lightning Splash –

    Bolt Escape – Redirect projectiles

    *Storm Atronarch – AOE

    Resto- (Lifesteal) Survive/Support

    Dark Exchange –

    Regeneration – Heal at start

    Steadfast Ward –

    Lightning Form – Duration boost

    Bound Armor – Armor boost

    *Negate Magic – Resistance boost

     

    Khajiit NB – 7 Medium – DW/Bow

    DW- (Bubble) AOE/Close

    Drain Power –

    Blur –

    Evasion –

    Teleport Strike – Lotus Fan

    Whirlwind –

    *Death Stroke – Soul Harvest

    Bow- (Frost) Single target/Distance

    Shadow Cloak – Shadowy Disguise

    Haste –

    Poison Arrow –

    Scatter Shot –

    Snipe –

    *Consuming Darkness –

     

    A SIMILAR, more ranged focused NB OPTION:

     

    Redguard NB – 7 Medium – DW/Bow

    DW- (Fire) Single Target/Close

    Haste –

    Blur –

    Evasion –

    Teleport Strike – Ambush

    Flurry – Rapid Strikes OR Sparks – depending on if you want more survival or more DPS in 1v1.

    *Death Stroke – Incapacitating Strike

    Bow- (Frost) Distance

    Shadow Cloak – Shadowy Disguise

    Haste –

    Siphoning Strikes –

    Volley –

    Snipe –

    *Consuming Darkness –

     

    Orc DK – 7 Heavy – S&S/2H

    S&S- (Bubble-1h and Incrs mitigation-shield) Tank

    Fiery Grip – Extended Chains

    Dragon Blood –

    Shield Charge –

    Low Slash –

    Immovable –

    *Magma Armor –

    2H- (Weapon power) Single target burst/Support

    Critical Charge –

    Reverse Slash –

    Momentum –

    Molten Weapons –

    Obsidian Shield –

    *Dragon Leap – 

     
     
    Now, there are a lot of small variations that could be made.. but I think these make the most of the most amount of situations.
     
    I personally am trying to decide, because I like everything, what to play:
     
    Option 1) Support&Survive // Single Target Burst from ranged
    Option 2) Ranged DPS(AOE Emphasis)&Control // Survive&Support
    Option 3) AOE Close // Single Target Distance
    Option 4) Single Target Close&Survival // Group DPS from ranged
    Option 5) Tank // Single Target Burst&Support
     
    I like all of these playstyles...
     
    I also like drain NB, heavy armor Templar, and summoner Sorc..
     
    I'll include the NB drain build I like:

    NB, Breton, Light, Destro/Destro

    Fire Destro - Strong open, quick finish.

    Invis Cloak

    Veiled Strike

    Tele Strike

    Assn's Blade

    Rapid Mnvr (Possibly Cripple instead)

    *Death Stroke

    Destro - Kite melee/drain

    Entropy

    Strife

    Cripple

    Terror

    Magelight (Possibly Shade instead)

    *Barrier

     

    Option 6) Quick killer // Kite - Both single target (which is why I wouldn't play this.)

     

    Based on all this, I have 3 NB builds, 2 Sorce builds, 2 Temp build and 1 DK build that interest me. However, I like either healing or tanking the most in games with single-target burst when necessary.. I think the Temp build will die too quickly to medium armor NB builds which will be very common--but it's too hard to say at this point.

     

    It looks like I'm going to play 4 different characters until PS4's out though, and then make 1 main on there... I feel like I'm taking the easy way out though doing that. XD

     

    I won't be happy until I figure out the one build with the least amount of weaknesses and the most amount of emperor potential... Okay, saying that, it should obviously be the Sorc build I posted--perfect AOE control/DPS, good survival, great solo-leveling capabilities, easy resources..

     

    Maybe take Surge instead of Bolt Escape and put Bolt Escape on bar2 instead of Lightning Form..Magelight instead of Regeneration for more self-survival and then just use the DPS build for groups. Maybe maybe maybe, gah..this game frustrates me and it's not even out yet.

  10. actually heavy armor ( 7 pcs ) is 7 % not 3.5 %.

    What i am saying is that crit and haste may be beneficial to DW and power to 2H. Math like that u had in WOW for example. 

     

    I hear you, but I don't think it's enough to outperform medium armor in DPS.

     

    Also, I think that weapon power would be more beneficial to DW because if it's a flat # then each hit would do more damage, the faster the attack speed the better.

     

    If it's % of weapon damage, or standardized to a specific multiplier for each weapon type (like WoW is now) then it wouldn't matter though...and I reckon it probably is, so it's a nice thought but probably not likely to work out.

     

    As much as I wish there were little things like that to give math-folks some additional advantage, I also hope that they don't have it to keep the skill curve at least down a little bit..it's already looking to be huge.

  11. We should make a thread were we post our 'if i were the emperor build's' lol!

     

    Although I think we'll probably only get the passives (which are nice) some cool abilities would be stuff like:

     

    1) Big ranged AOE DPS that also slows the targets by 75%.

    2) Reduces damage taken by 50% and increases your health by 50% passive.

    3) Move 100% faster while stealthed, stealth-moving costs no stamina, and you stay invisible for 5 seconds after coming out of stealth.

    4) Huge single-target melee-ranged nuke.

    5) 30m radius AOE nuke-heal (that heals yourself for 2x the regular heal).

    Ult) Medium cost ult that instantly kills the 2 closest targets to you.

     

    Or, simply

     

    1-6) Spirit Emperor- Whoever you look at dies, friend or foe, and you are invulnerable to everything except for single-target melee-ranged DPS...your health regen is +1000%. Good luck bitches! Haha

  12. Yeah, what irons said. When it comes to physical DPS there's no way that heavy can outperform medium for any period of time.

     

    Perhaps if you're a khajiit NB with capped crit, the attack speed will make less of a difference for the initial burst--a heavy user would have to just straight up spam something like uppercuts followed by reverse slashes for it to be similar to the medium armor spamming the same thing... but even then, only for a very very short period.

  13. As far as I know Immoveable protects you against effects like, knockback, stuns, off balance, disoriented but doesn't help you against roots or slows.

     

    Yeah, you're right. Fear/Blind don't make sense (to me) to be negated, but they probably will be.

     

    Edit: Just stumbled on this- "disabled target (stunned/immobilized/disoriented/silenced)"

     

    wtf's up with my font? Haha, oh well

     

    It looks like it applies to those + KB. So maybe blind/fear will still affect? Maybe not, because they may fall under disorients..but then again, some tooltips clearly state "disorient" so it's probably different--Blind is for sure, I think Blind just increases miss chance by 50%..which is actually pretty badass, especially on a single-target nb bar with DW/Medium for Sparks+Blur+Evasion = rarely get hit.

  14. Do you guys think that we'll be able to gain MP while under Cloak if we're using Siphoning Strikes? (Obviously not "regenerate" it passively, but "restore" it through weapon hits??)

     

    I mean, if the St is still being restored, it makes sense that MP would still get restored. Right? :S

  15. It's really funny that you completely miss understand my build.

     

    So I will try do explain you that build:

     

    First it isn't a Dps build your target is in no way to dish out huge amounts of dmg.

    Your target is to annoy people to keep them for doing what they are supposed to do.

    That means if you are able to force someone to attack you, you win.

     

    I mentioned it in my build but you seem to ingnore it.

    The "main" attack of my build will be my "normal" attacks.

    That's why it isn't a problem for me to you have lot's of magicka skills on my S&S bar because I will just use them very thoughtful.

     

     

     

    A few other things:

     

    What you don't seem to understand is that you use DK Standard not for the dmg but for the healing reduction.

    Jumping over walls with DragonLeap sounds great but when you don't have a whole group with you will just die.

    It's a nice skill but absolutely useless for my sort of build.

     

    Kiting? You really think that anyone would be able to just kite my with this build? This build is not kiteable. You have Immoveable which ignores most CC's and you have Fiery Grip which helps you against the rest of CC. And keep in mind if someone would just play hit and run with me I ignore it because I'm tanky as hell and my target is to be attacked.

     

    Spell Resistance? You really think that Defensive Posture would change anything? Pls think about and you will quickly realize that it won't.

    And like I explained twice the DK has quite a lot of Spell Resistance.

    If you don't believe me just watch

    at 1:00 you see that the DK in heavy armor has more Spell Resistance than Armor.

     

    I know DK standard's better for your build, but it wasn't the better choice with the changes I made.

     

    You have lower resources and you think that you won't be kiteable because you have the most expensive gap-closer in the game on your bar? Good luck. Immovable will help in a lot of situations, but in some I don't think it will. "KB and disabling effects" -- what does that exactly entail? Will it help against all roots, snares, incapacitates, stuns, blinds, and fears? I don't think it will help against roots, snares, blinds, or fears, (just stuns and incapacitates) but we'll have to wait and see on that.

     

    That's really interesting about him having more Res than AR, for some reason I felt that Heavy wouldn't have Res on it. This changes a lot about my thoughts on heavy armor, thanks for showing me that. Before, I ignored it when you said that if you can force someone to attack you, you win, because I found it ridiculous because I thought that if a mage attacked you, you'd die considering you're enchanted for DPS. Now, I'm unsure of what I think of your build because while I still feel like it's unfocused I think it might work out pretty well. I do think that balancing resources on your S&S bar will help it more than hurt it, but it's still okay.

     

    Being able to reflect spells would definitely increase your magic mitigation, but it doesn't matter anymore.... I need to go rethink a lot of things about my own builds now. Heavy Armor just started looking much much better again, like it did initially for me.

     

    Gah, man, this changes everything...seriously, see you in like a week when I get done evaluating all of the builds I've ever made.

  16. I'm sorry Muscle, but you make so many assumptions there I don't even know where to start. Why do you insist on putting arbitrary labels on classes, when there is a clear breakdown on what roles people actually want to play? Melee nightblades might be a burden (no less so than most melee DKs or Templars), but archer nightblades are anything but, and since people have two weapon sets... yeah.In the end, I don't think TF is the best oracle of how the game is going to look like. There is more to MMO players than people that register on forums, and a lot of the people that pick up the game might not be as lore aware as an average person on TF is, thus will make different decisions.

     

    You were the one who put labels on the classes first by saying that AD would have the most control, range dps, and heals. I was trying to figure out where you were putting those labels... because if you put those 3 labels on the 3 classes that make the most sense for them, you'd be completely wrong and I wanted to point that out.

     

    There are 18 different abilities for each class, 5 from each weapon, 1 from an armor--and the ability to put 2 or 3 at a time from armors if you take multiple armor types. Considering how predictable all the armor skills are, and how similar all the weapons are except for Resto, it's easy to predict how each class will be different from the other classes.

     

    NB with a bow is no different. They're very good single-target killers, but NB doesn't have enough multi-unit control, escape, defense, or ranged aoe to be considered good in large group PVP. Sure, they can sit back and snipe, but it's low DPS--especially if you're back so far you don't have white hits. And, if they get close they will simply die faster than anyone else when there's big AOE damage going on.

     

    Maybe I should clarify, by large group PVP I mean tight knit groups of 20-30 who know what they're doing. If there's closer to 15 people, and they're spread out all over a keep, I think NB is going to be amazeballs.

     

    If you look at the class skill trees it's clear what their roles will usually be... I don't see how this is making any assumptions, or how it's arbitrary. We have the information, and it's clear as day.

     

    With a sample size that small, TF #'s don't matter that much, true. There's nothing else to go off of though when starting our initial characters. Look at WoW, even different realms (even really populated ones) have hugely different class %'s...so yeah, TF probably doesn't matter...so instead of using TF #'s, let's use racial abilities only (since that's the only difference between the alliances.)

     

    If we're going off racials, then DC still has the most well rounded team...and that right there, being well-rounded, is probably the most important factor in AVA where there are more than two sides.

     

    Hmm... either that, or whoever is best at killing NBs wins..since NB is definitely going to be the most popular class (welllll, probably at least at the start). It would give an edge to the team who can kill them easiest.

     

    idk mate, it's too early to say until we see the size of everything. How it is in my head right now, NB isn't good because I picture bigger squads in tight groups being the big influence of the battle...which might not be the case at all, so you're right--I guess I am making at least one really big assumption. XD :P

     

     

    Edit: This convo should be moved to the Cyrodill PVP Thread

  17. This is not really a dps build though. Though you are right alot of these actives require stamina,he will just have to use his mana abilities more or mix and match med and heavy.Still a very viable build though.

     

    "This is not really a dps build though." = Exactly what I'm saying, so why is the 2H DPS bar the main bar? It won't take much more damage than a medium armor build would, so I don't understand the draw to this.

     

    "...alot of these actives require stamina,..." = Opposite of what I'm saying. What I said is that he uses too much MP in S&S bar. His 2H bar is perfect because Obsidian Shield is spammable while your group's taking damage and it's just amazing so it's the perfect MP use in 2H bar. The S&S bar's just too MP heavy for his resource layout to be useable--and it doesn't increase his magic resistance at all, which is what should really be the focus of that bar to begin with IMO since he's heavy armor.

     

    Mixing and matching medium and heavy would help his DPS a bit more, yeah. If I was making a physical DPS DK I'd either go 7 med or 5 med & 2 main-piece heavy and then use bow instead of S&S.

     

    I think it's a really really good build for fighting physical DPS builds in 1v1 -- Assuming they're also melee users. If they're using a bow it will just turn into a chase/kite match where there probably would never be a victor -- and I can't picture it shining while trying to do anything else in particular with it...

  18. Not really the DK has a passive which grants you Spell Resistance, this spell resistance gets increased by Immoveable and than gets increased by the heavy armor passive. So you will have quite a high Spell Resistance plus you have Obsidian Shield and of course a very high HP reg.

     

    And based on the goal of this build you win when you are able to force an caster to attack you.

     

     

    Dragon Leap is a really bad ulitmate for this build.

    First you don't need another charge.

    2. you don't want to knockback people you wanna keep them close.

    3. Dragonknight Standard is one of the best PvP ultimates.

     

    The thing with immoveable is that it needs to be at your main bar because of the short cooldown.

     

    Ash Cloud is one of my favourite abilities for example if you cast it around a healer than 30% of his heals won't get through.

    However to get the best out of it you need to have an immobilize otherwise your opponent just walks out of the field yeah he is slowed but still.

     

    Defensive Posture is in my opinion not needed for this build. Just think about it you allready have lot's of passives which improves blocking or reduces the costs of it. It's a bit of an overkill.

     

    Templar has the same passive for spell resistance, temp also can use Immovable and Rune Focus, and the same heavy armor passive applies. Even that's not enough on it's own to counter magic damage. I'd definitely take a few magic resistance enchants at least... but that would hurt your DPS, since you for some odd reason want to be a DPS in heavy armor. On top of all that, I'm taking Defensive Posture for the spell-reflection (not for the reduction); the reduction in cost and the increase in block is very minor, but having this type of stamina-based spell protection is huge for survival.

     

    Your armor rating will be plenty in heavy, especially with a shield, for physical mitigation. But your magic resistance is much lower than your armor--meaning you need to boost it somehow or you'll be just about as vulnerable to magic attacks as someone in light armor--more in your case, because you don't have any mitigation on your S&S bar.

     

    I don't believe that miss chance will affect beneficial spells..but maybe.

     

    DK Standard's really really good, but it's either that or Magma Armor on MY AOE bar (I said it was only different because it was different than your original bar).. DK Standard has no place in a single-target bar. Dragon Leap's not another charge, and it's perfect for a secondary bar--it can go on top of walls, knocking people off of walls--probably the best PVP ultimate in the game IMO, especially for the 2H(2ndary in my build) bar which is single-target (and it knocks back the other targets, which is awesome for the singling out someone.)

     

    You simply won't have enough MP to do what you're thinking with Ash/Talons at the same time as Gripping back the people who escape. I guess you could get rid of Inhale and it would be good though--that's probably a better choice.

     

    Now that I think I understand more where you're coming from (I didn't realize you wanted to main 2H--which I think is unreasonable with all Heavy armor because you'll just get raped by mages even harder while trying to enchant for DPS instead of survival enchants..might as well wear medium and actually do good damage [with just about the same amount of magic resistance as how you had your S&S bar.])

     

    Although I disagree with wearing heavy and trying to focus on DPS over survival, I think your 2H bar is perfect. I do however think your S&S bar is majorly flawed in two ways; 1) No ranged magic mitigation. 2) Terribly MP dependent.

    Here's what I'd do to change it:

    2H- I think this bar's as good as it can get for your desires.

    Critical Charge

    Reverse Slash

    Obsidian Shield

    Momentum

    Immovable

     

    *Magma Armor

    S&S- Hopefully you see where I'm coming from, and see how this setup achieves the goal of this bar a lot better.

    Ash Cloud

    Fiery Grip - Between Ash and Grip you won't have extra MP to do much else, you'll have to be okay with keeping people close by chaining Grips into your slow.

    Defensive Posture

    Immovable

    Molten Weapons - Keeping this up won't be MP intensive. If this wasn't your 2ndary bar I'd put this on 2H bar instead of Immovable(since it's a 2ndary that focuses on DPS rather than survival) and I'd put Puncture here to help you eventually take down your targets with this bar... but since this isn't your main bar, and you're not building your character around survival, molten weapons has no room on the 2H bar (as you were aware already).

    *DK Standard

     

    Of course, you'll probably disagree and say that since your S&S bar is secondary it doesn't need to be balanced as long as you can achieve the short-term goal that you want to achieve before switching back to 2H. But then it seems like a waste to go Heavy to begin with, since you really will take about the same amount of damage from magic (due to enchants and everything else)--yet you'll have less health than a medium user because you're putting so many points in St in order to try to DPS better... While you gain 14% health regen, you lose 14% st regen and the lower damage you do makes you forced to use even more St for damage and use more enchants for power and St regen to counter....it's just..not worth it to go Heavy if you want to DPS. Sure, you'll beat other melees fairly easy--but is it worth it considering that most the damage in the game is spell damage?? I sincerely hope you have thought long and hard about this choice before dedicating yourself to getting lvl 50 with that high of St and using all your time on Heavy Armor..

  19. It's pretty much the 2 bars I was going for on my Templar build with 7 Heavy. It's hard to overcome magic damage in Heavy.

     

    My temp build's using either puncture/low slash, but I think instead of LS or Puncture that Defensive Posture's better--just for survival against the magic damage and then taking Inhale instead of Molten Weapons on S&S bar, but I'd put Molten on bar#1 instead of Immovable.

     

    Hmmm..S&S bar's too MP based, too.

     

    So, I'd personally change it a tad to this, but it's pretty much the same concepts still:

    S&S- AOE Survival/Control

    Fiery Grip

    Defensive Posture

    Dark Talons

    Ash Cloud

    Immovable

    *Magma Armor

    2H- Single DPS/Support

    Critical Charge

    Reverse Slash

    Obsidian Shield

    Momentum

    Molten Weapons

    *Dragon Leap - Fits better with the single-target concept that my changes were going for. Extra mobility's always awesome to have around as well.

     

    It's nice that Obsidian Shield and Reverse Slash are spammable so you can either shit on people quickly or support the group pretty well while you guys are just trying to run through an entrance that's being AOE'd.

     

    Like I said though, it's almost the same. I think all your changes with the ability changes were good choices.

  20. *pokes head in*

     

    I'm not sure if this is the place for questions, but shoot, I'll do it anyway.

     

    I'm going to have a sorcerer alt, and I'm going to want to be a really mobile and sneaky healer for PvP because I'll be following around a group of sneaky hard-hitting DPS rogues as their pocket healer. This means, however, that I'll probably want to wear leather for the most part, which is beneficial to stealth, speed and stamina- but I don't know how wise it is to do this when as a healer I'll probably need to rely on magicka. Haaalp.

     

    I already know that I want it to be a Breton. But I'm stuck as to where I should start off for my sneaky/fast healer concept (think restoration druid, if you've played WoW). Is it even viable?

     

    Very viable. :) On a sorce you can do this and it's just as good as MP--either way you're going to be using Dark Exchange as a healer, so it doesn't matter whether you're using high amounts of MP regen or ST regen, it amounts to the same...but St regen actually heals you as well with Dark Exchange, and MP regen saves you a bit more time because you won't have to cast DE quite as often (~20% less or w/e).

     

    Breton's a good choice.

     

    Something like:

    Breton - 7/7 medium (it also increases the damage and atk speed of your resto staff because it's melee weapon) - Resto/Bow

    Resto-

    DE

    Lightning Form

    Regen

    BOP

    Ward

    *Negate

    Bow-

    Familiar

    Twilight

    Surge

    Poison Arrow

    Volley

    *Atronarch

     

    You'll take a lot of magic damage, and you don't have much for control, but I think it will still work out nicely.

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