I can see they made a lot of changes on abilities to scale on stamina but the root issue of stamina builds as far as I understand it, is stamina as a resource pool itself - used for movement, mitigation, avoidance, cc break, leaving little room for offensive use.
So what is the point of having those abilitites based on stamina when you won't have enough resource to use them anyway?
Also, it seems stamina still does very litle for light/heavy attacks so overall there isn't much of point in stamina as "offensive resource".
Am I missing something? Can someone explain please?
yee this is so true
and its not fixed
People need to stop thinking that because stamina is also the resource for defenses that it will always be inferior. This is NOT the case ... especially in 1.6.
Fact of the matter is the top dps by a long shot is stamina nearly across the board with all classes. Defenses attached to the play style is simply that: a different play style. It differentiates play from magicka builds. If they were the same the game would be far more boring.
Stamina attack skills cost less and their defenses cost less than magicka builds. They gear up with additional reduction to costs. Their magicka pool is simply there for utility whereas magicka builds stamina is critical for defenses ... it simply isn't a free pool. The balance of class skills has been improved and often magicka builds lost abilities due to this. Magicka scales damage less than stamina and lost slotted buffs compared to stamina now. The grass is NOT greener anymore on the other side of the fence. Each build has to weight the strengths and weaknesses of their build and there are lots on both sides to consider.
Being a mostly open skill systems always means certain combos will be "fotm" just like some class builds in class heavy games become. Ignoring current bugs and imbalances being tweaked in PTS the game is looking to be far more balanced than ever before (I fully expect mass complaints when crazy crap comes to light as per usual).
I say this to be constructive. I am not targeting those who will bash this game no matter what people say. They can choose to stay away from these threads.
I can see they made a lot of changes on abilities to scale on stamina but the root issue of stamina builds as far as I understand it, is stamina as a resource pool itself - used for movement, mitigation, avoidance, cc break, leaving little room for offensive use.
So what is the point of having those abilitites based on stamina when you won't have enough resource to use them anyway?
Also, it seems stamina still does very litle for light/heavy attacks so overall there isn't much of point in stamina as "offensive resource".
Am I missing something? Can someone explain please?
Both Magicka and Stamina increase spell power/weapon dmg respectively. Now that stat caps are gone this is very noticeable on basic attacks end game.
Stamina builds in general now hit harder than magicka builds. On my nightblade I tested a 2H/Bow stamina build which averaged around 6.5K DPS and had spikes as high as 23K DPS. The Magicka equivalent nightblade with destro/heal staffs averaged around 5K DPS and had spikes as high as 10K DPS.
I tested Sorc and Temp with similar results. Sorc has the lowest burst and sustained DPS of all 4 classes, but not by as much as some claim. What I have found is weapons have large gaps in DPS, specifically 2H runs away with the title just by using wrecking blow and rally. I expect 2H to get toned down before patch releases.
Using stam reduction jewelry and stam champion abilities gives me an almost limitless stamina pool to dodge, block, CC break, and damage with. If there are no significant changes on PTS, I already have my build set.
I will add that the way they implemented stamina based class abilities is horrible. It takes build variety away and in may respects railroads you into specific abilities and morphs to be viable depending on resource being used stam/magic. This is by far the biggest change they need to do on the PTS. Morphs should not change the resource, the skills should change based on which resource is the highest... Some already work that way, not sure why the rest are hard locked to the morph itself. Horribly broken at the moment IMO.
-Atziluth-
- Never underestimate the predictability of stupidity.
Originally posted by atziluth Using stam reduction jewelry and stam champion abilities gives me an almost limitless stamina pool to dodge, block, CC break, and damage with. If there are no significant changes on PTS, I already have my build set.
In current build, if you do that, you heavily sacrify your damage output - ie. no +weapon dmg jewelry.
What particularly in 1.6 build allows to sustain your stamina for utility and yet use it offensively?
1.6 is the start of the Stamina Age...especially if you're a Bosmer with the new +21% Stamina regen passive increased from 9%.
I already liked 2HD over DW or 1HD because of its competitive damage, Brawler's damage shield and Rally's great weapon buff + heal. Now that the damage has beem buffed and Rally's +20% damage affects also the other weapon you have slotted (e.g. Bow) it's a no-brainer as the #1 DPS weapon line.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I tested Sorc and Temp with similar results. Sorc has the lowest burst and sustained DPS of all 4 classes, but not by as much as some claim.
The problem with Sorcs in 1.6 is not their DPS output it's the drastic nerfing of the self-heals off critical damage with the changes to Critical Surge - the DPS is fine.
It's also something most Sorcs won't notice until they get to the high-level content. My advise to any new sorcs is that they definitely need to level the summoning line quickly to get at the damage shield in the 5th slot and always use a Resto staff as one of your weapons.
AOE farming using Impulse + Critical Surge + Inner Light is dead.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Can somebody link how race's passives look now in 1.6?
As far as I know, the Bosmer change is the only one. All the other racial passives are the same as you'll find them @ ESOhead
Wood Elf Y’ffre’s Endurance: The Wood Elf racial skill Exhilaration (formerly Vigor) has been replaced with Y'ffre's Endurance, which grants an increase of 7%/14%/21% to Stamina Regeneration while in combat.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I tested Sorc and Temp with similar results. Sorc has the lowest burst and sustained DPS of all 4 classes, but not by as much as some claim.
The problem with Sorcs in 1.6 is not their DPS output it's the drastic nerfing of the self-heals off critical damage with the changes to Critical Surge - the DPS is fine.
It's also something most Sorcs won't notice until they get to the high-level content. My advise to any new sorcs is that they definitely need to level the summoning line quickly to get at the damage shield in the 5th slot and always use a Resto staff as one of your weapons.
AOE farming using Impulse + Critical Surge + Inner Light is dead.
Not quite true. When 1.6 first released on PTS critical surge was useless for magicka based sorcs. They have since patched the heal back in for the magicka morph of critical surge and reduced the cool down on healing proc. While it is not as good as it is pre-1.6, the AOE farming days are back again to an extent. I agree with the DMG shield though, a must have even before 1.6.
Magicka based DPS for sorcs is still an issue. Pets are now viable, but magicka management compared to stamina is night an day. Even with dodging, blocking, CC breaking I find myself with far less issues managing stamina than magicka. This hits sustained DPS particularly hard.
I have yet to see a magicka based sorc in 1.6 come close to a stam based sorc or any other class for that matter. Same goes for the other classes, nightblade which is my main class is like night and day with the morph changes. I see no viable reason to play nightblade using magicka. Higher armor, health, DPS (sustained/burst), better morphs, and more CC breaks/dodge/blocks using stamina. Stamina nightblade is superior to magicka nightblades in just about every aspect (healing being the only category magicka tops stam for NB).
-Atziluth-
- Never underestimate the predictability of stupidity.
I tested Sorc and Temp with similar results. Sorc has the lowest burst and sustained DPS of all 4 classes, but not by as much as some claim.
The problem with Sorcs in 1.6 is not their DPS output it's the drastic nerfing of the self-heals off critical damage with the changes to Critical Surge - the DPS is fine.
It's also something most Sorcs won't notice until they get to the high-level content. My advise to any new sorcs is that they definitely need to level the summoning line quickly to get at the damage shield in the 5th slot and always use a Resto staff as one of your weapons.
AOE farming using Impulse + Critical Surge + Inner Light is dead.
Not quite true. When 1.6 first released on PTS critical surge was useless for magicka based sorcs. They have since patched the heal back in for the magicka morph of critical surge and reduced the cool down on healing proc. While it is not as good as it is pre-1.6, the AOE farming days are back again to an extent. I agree with the DMG shield though, a must have even before 1.6.
The slight un-nerfing of Crtitical Surge in 1.61 didn't fix anything since it's just a s likely to use a critical proc from a secondary burning effect DOT, for example, as a critical proc from the main damage component, If they felt it needed to be toned down they should have played with the % of damage returned as a heal instead of limiting how many crits it uses.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
1.6 is the start of the Stamina Age...especially if you're a Bosmer with the new +21% Stamina regen passive increased from 9%.
I already liked 2HD over DW or 1HD because of its competitive damage, Brawler's damage shield and Rally's great weapon buff + heal. Now that the damage has beem buffed and Rally's +20% damage affects also the other weapon you have slotted (e.g. Bow) it's a no-brainer as the #1 DPS weapon line.
2H will be nerfed before live I suspect. The damage scaling is currently out of hand and broken to hell. I imagine it is a bug anyway because if Bow passive also doesn't affect your other weapon I suspect 2H wasn't meant to. Either way critically unbalanced dps won't last long. As it stands there is little reason to not go 2H even for mage builds as you gain more weapon damage which affects magicka skills (oddly) and do MORE damage with a melee weapon than a staff. WTF I know. These things WILL change or balance out. Not worrying about it until live anyway. Magicka builds are still very strong (especially pvp) and sorcs are getting even more buffs next patch (more spell power, improved lightning splash and perhaps ZOS wakes the fuck up and realizes crushing shock nerf is bugged worse than they think. Granted I still lol reading sorcs act like that is a class skill).
I also won't jump to conclusions when it comes to number changes. Bosmer increase to stam regen means little to me until all other mathematical adjustments on mechanics is revealed. Most numbers are adjusted simply to git into new calculations and buffs are hard to judge.
I did however remake my Argonian magicka NB to a Dunmer. The stealth racial changes pissed me off (nerf a race because ZOS fucked up potions? Fuck em.) and Dunmer opens up benefits for both stam and magicka which I plan on changing builds when I want. I like playing both magicka and stamina builds ... I just want to stop seeing the raping of one build in order to balance another.
1.6 is the start of the Stamina Age...especially if you're a Bosmer with the new +21% Stamina regen passive increased from 9%.
I already liked 2HD over DW or 1HD because of its competitive damage, Brawler's damage shield and Rally's great weapon buff + heal. Now that the damage has beem buffed and Rally's +20% damage affects also the other weapon you have slotted (e.g. Bow) it's a no-brainer as the #1 DPS weapon line.
2H will be nerfed before live I suspect. The damage scaling is currently out of hand and broken to hell. I imagine it is a bug anyway because if Bow passive also doesn't affect your other weapon I suspect 2H wasn't meant to. Either way critically unbalanced dps won't last long. As it stands there is little reason to not go 2H even for mage builds as you gain more weapon damage which affects magicka skills (oddly) and do MORE damage with a melee weapon than a staff. WTF I know. These things WILL change or balance out. Not worrying about it until live anyway. Magicka builds are still very strong (especially pvp) and sorcs are getting even more buffs next patch (more spell power, improved lightning splash and perhaps ZOS wakes the fuck up and realizes crushing shock nerf is bugged worse than they think. Granted I still lol reading sorcs act like that is a class skill).
I also won't jump to conclusions when it comes to number changes. Bosmer increase to stam regen means little to me until all other mathematical adjustments on mechanics is revealed. Most numbers are adjusted simply to git into new calculations and buffs are hard to judge.
I did however remake my Argonian magicka NB to a Dunmer. The stealth racial changes pissed me off (nerf a race because ZOS fucked up potions? Fuck em.) and Dunmer opens up benefits for both stam and magicka which I plan on changing builds when I want. I like playing both magicka and stamina builds ... I just want to stop seeing the raping of one build in order to balance another.
Yeah it's like Sorcs adopted it or something lol.
And yeah, it's actually hard to gauge whether 2HD needs to be toned down or not because of that known and ridiculous bug in the PTS that results in 2,000,000+ Brawler damage at times. They said they know what it is and will be fixed in the patch next week.
I tested the Bosmer +21% Stamina regen and it's definitely noticeable. I happened t have two alts ~ level 30 I've been experimenting with that got copied to the PTS this week: a 2HD + bow Nord templar using 5/2 medium / heavy and the same weapon build but using a bosmer nightblade. The Bosmer just does not run out of stamina. I tested them using 0 CPs. 70 CPs and 3600 (lol.)
At low levels, I also started a Sorc and only gave it 70 CPs to see how it plays... Volatile Familiar + the light attacks of Overload and you can easily solo a same level dark anchor up to level 18 (as far as leveled it).. no such luck with my VR7 Sorc though
Another thing with my templar... even though one of the morphs of Puncturing Strikes now scales off and uses Stamina, I still prefer the magicka morph because that's the one that heals you... it's a low cost magicka dump. Combine that with the damage shield from Brawler and 2-HD templars are still AOE machines that can plow through groups with no effort.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
is there any news if sorcerers will get the female flame atronachs as a summon? i was let down by the current summons they have so thats the only class im still hesitant to level up mostly for that reason
is there any news if sorcerers will get the female flame atronachs as a summon? i was let down by the current summons they have so thats the only class im still hesitant to level up mostly for that reason
That will come along with many other summons when spell-crafting is released. Hopefully that comes this year some time.
is there any news if sorcerers will get the female flame atronachs as a summon? i was let down by the current summons they have so thats the only class im still hesitant to level up mostly for that reason
That will come along with many other summons when spell-crafting is released. Hopefully that comes this year some time.
I can see they made a lot of changes on abilities to scale on stamina but the root issue of stamina builds as far as I understand it, is stamina as a resource pool itself - used for movement, mitigation, avoidance, cc break, leaving little room for offensive use.
So what is the point of having those abilitites based on stamina when you won't have enough resource to use them anyway?
Also, it seems stamina still does very litle for light/heavy attacks so overall there isn't much of point in stamina as "offensive resource".
Am I missing something? Can someone explain please?
Since they are doing a bit of overhauling they should have moved "defensive" moves to its own pool and just have stamina as a pool fro abilities like magika. Or make every ability use magika and have stamina as just defensive move(s) pool.
What they are doing now is even bigger mess than it was...taking away morhps from magica and just "dumping" them in stamina...wth..there was a reason these used magika in the first place
1.6 is the start of the Stamina Age...especially if you're a Bosmer with the new +21% Stamina regen passive increased from 9%.
I already liked 2HD over DW or 1HD because of its competitive damage, Brawler's damage shield and Rally's great weapon buff + heal. Now that the damage has beem buffed and Rally's +20% damage affects also the other weapon you have slotted (e.g. Bow) it's a no-brainer as the #1 DPS weapon line.
Did they change Redguard Stamina regen passive from 9% to 21% also?
Right now I just hope for race change possibility...
If somebody can link passives changes for armor types in 1.6
1.6 is the start of the Stamina Age...especially if you're a Bosmer with the new +21% Stamina regen passive increased from 9%.
I already liked 2HD over DW or 1HD because of its competitive damage, Brawler's damage shield and Rally's great weapon buff + heal. Now that the damage has beem buffed and Rally's +20% damage affects also the other weapon you have slotted (e.g. Bow) it's a no-brainer as the #1 DPS weapon line.
Did they change Redguard Stamina regen passive from 9% to 21% also?
Right now I just hope for race change possibility...
If somebody can link passives changes for armor types in 1.6
thx
No, Redguard is unchanged
1.6
Armor
Medium
Evasion
Evasion now grants the Major Evasion buff for 17 seconds; the duration increases with each rank of the ability.
Elude (morph): This ability now increases the duration of the Major Evasion buff for each piece of medium armor equipped.
Heavy
Immovable
Immovable now grants the buffs Major Resolve and Major Ward. Each additional rank of this ability increases the duration of the buffs by 0.5 seconds.
Increased the cost of this ability by 13% for all ranks and morphs.
Immovable Brute (morph): This ability no longer increases melee damage. Instead, in reduces the cost of CC break for each piece of heavy armor equipped while this ability is slotted in the activity bar.
Passives
Constitution: This passive now scales off your level rather than our maximum health when restoring magicka and stamina.
Juggernaut: This passive now grants a 0.5% increase in max health per piece of heavy armor worn. All other bonuses on this passive have been removed.
1.61
Armor
Heavy Armor
Immovable: This ability now grants crowd-control immunity for 5 seconds instead of the full duration of the ability. The maximum rank of this ability and its morphs now lasts for 15 seconds.
1.62
Armor
Medium Armor
Dexterity: This passive now grants a higher Critical Strike rating to physical attacks, and was changed to be approximately on par with the Spell Critical Rating gained by the Light Armor passive Prodigy.
Shuffle (Evasion morph): This ability now has effects for its snare immunity and prevents you from being snared or immobilized in addition to granting the Major Evasion buff. The duration of the immunity is 0.5 seconds for each piece of Medium Armor equipped.
There will also be a 1.63 this coming week.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Originally posted by Malabooga Since they are doing a bit of overhauling they should have moved "defensive" moves to its own pool and just have stamina as a pool fro abilities like magika. Or make every ability use magika and have stamina as just defensive move(s) pool.What they are doing now is even bigger mess than it was...taking away morhps from magica and just "dumping" them in stamina...wth..there was a reason these used magika in the first place
I think there are easier ways how to tackle Stamina.
Instead of creating separate resource pool which is would require fairly deep overhaul, the simplest way would be buff to light/heavy attacks to ease stamina management.
Other thing you could do is to provide some scaling of dodge, block and cc break costs based on stamina pool size.
But yeah, current changes seems like very bad band aid, lacking some deeper thought behind.
Since they are doing a bit of overhauling they should have moved "defensive" moves to its own pool and just have stamina as a pool fro abilities like magika. Or make every ability use magika and have stamina as just defensive move(s) pool.
What they are doing now is even bigger mess than it was...taking away morhps from magica and just "dumping" them in stamina...wth..there was a reason these used magika in the first place
I think there are easier ways how to tackle Stamina.
Instead of creating separate resource pool which is would require fairly deep overhaul, the simplest way would be buff to light/heavy attacks to ease stamina management.
Other thing you could do is to provide some scaling of dodge, block and cc break costs based on stamina pool size.
But yeah, current changes seems like very bad band aid, lacking some deeper thought behind.
They've done that. All heavy attacks of all weapons now return stamina just like Resto staves have always returned magicka with heavy attacks... destro staff heavy attacks also returns magicka now.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Originally posted by Iselin They've done that. All heavy attacks of all weapons now return stamina just like Resto staves have always returned magicka with heavy attacks... destro staff heavy attacks also returns magicka now.
That is not what I mean, in fact it does no help the issue at all - your dpsing will still be bound to stamina pool since abilities deal so much more dmg than light/heavy attacks.
On the other hand, if you buff light/heevy attacks, you will move dpsing with melee weapons away from stamina dependency, making stamina more managable because there will be 1 drain less.
They've done that. All heavy attacks of all weapons now return stamina just like Resto staves have always returned magicka with heavy attacks... destro staff heavy attacks also returns magicka now.
That is not what I mean, in fact it does no help the issue at all - your dpsing will still be bound to stamina pool since abilities deal so much more dmg than light/heavy attacks.
On the other hand, if you buff light/heevy attacks, you will move dpsing with melee weapons away from stamina dependency, making stamina more managable because there will be 1 drain less.
Light and heavy attacks in 1.6 are the only practical way to generate ultimate and the weapon attacks have been buffed significantly relative to the abilities. When they multiplied certain things by a factor of 10, they used that as a balance mechanic and multiplied many things by a much smaller factor - weapon damage got the full X10 buff and not manny other things did.
I know that's not what you mean and I'm also one of those who has proposed making everything except the utility skills like dodging, blocking, etc. work off magicka - i.e. just admit that we're all battlemages and be done with it...
But they have other ideas obviously and in all my 1.6 testing all Stamina builds I've tried feel much better than the magicka builds. They will be the FOTM for the foreseeable future.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Originally posted by Iselin Light and heavy attacks in 1.6 are the only practical way to generate ultimate and the weapon attacks have been buffed significantly relative to the abilities. When they multiplied certain things by a factor of 10, they used that as a balance mechanic and multiplied many things by a much smaller factor - weapon damage got the full X10 buff and not manny other things did. I know that's not what you mean and I'm also one of those who has proposed making everything except the utility skills like dodging, blocking, etc. work off magicka - i.e. just admit that we're all battlemages and be done with it... But they have other ideas obviously and in all my 1.6 testing all Stamina builds I've tried feel much better than the magicka builds. They will be the FOTM for the foreseeable future.
Hrm...it's very difficult to get the grasp on the changes without experiencing it first hand, buffs and changes you speak of do not seem to be found in patch notes, at least not as explicitely.
I wasn't clear in my last post, the buff for light/heavy attacks was meant as stamina scaling buff, not a flat buff to weapon damage, that would be pointless.
More I think about, more I find to be the issue on my end - I just seek clear distinction for stamina resource = weapon abilities and weapon damage, and magica resource = class abilities.
Comments
People need to stop thinking that because stamina is also the resource for defenses that it will always be inferior. This is NOT the case ... especially in 1.6.
Fact of the matter is the top dps by a long shot is stamina nearly across the board with all classes. Defenses attached to the play style is simply that: a different play style. It differentiates play from magicka builds. If they were the same the game would be far more boring.
Stamina attack skills cost less and their defenses cost less than magicka builds. They gear up with additional reduction to costs. Their magicka pool is simply there for utility whereas magicka builds stamina is critical for defenses ... it simply isn't a free pool. The balance of class skills has been improved and often magicka builds lost abilities due to this. Magicka scales damage less than stamina and lost slotted buffs compared to stamina now. The grass is NOT greener anymore on the other side of the fence. Each build has to weight the strengths and weaknesses of their build and there are lots on both sides to consider.
Being a mostly open skill systems always means certain combos will be "fotm" just like some class builds in class heavy games become. Ignoring current bugs and imbalances being tweaked in PTS the game is looking to be far more balanced than ever before (I fully expect mass complaints when crazy crap comes to light as per usual).
I say this to be constructive. I am not targeting those who will bash this game no matter what people say. They can choose to stay away from these threads.
You stay sassy!
Both Magicka and Stamina increase spell power/weapon dmg respectively. Now that stat caps are gone this is very noticeable on basic attacks end game.
Stamina builds in general now hit harder than magicka builds. On my nightblade I tested a 2H/Bow stamina build which averaged around 6.5K DPS and had spikes as high as 23K DPS. The Magicka equivalent nightblade with destro/heal staffs averaged around 5K DPS and had spikes as high as 10K DPS.
I tested Sorc and Temp with similar results. Sorc has the lowest burst and sustained DPS of all 4 classes, but not by as much as some claim. What I have found is weapons have large gaps in DPS, specifically 2H runs away with the title just by using wrecking blow and rally. I expect 2H to get toned down before patch releases.
Using stam reduction jewelry and stam champion abilities gives me an almost limitless stamina pool to dodge, block, CC break, and damage with. If there are no significant changes on PTS, I already have my build set.
I will add that the way they implemented stamina based class abilities is horrible. It takes build variety away and in may respects railroads you into specific abilities and morphs to be viable depending on resource being used stam/magic. This is by far the biggest change they need to do on the PTS. Morphs should not change the resource, the skills should change based on which resource is the highest... Some already work that way, not sure why the rest are hard locked to the morph itself. Horribly broken at the moment IMO.
-Atziluth-
- Never underestimate the predictability of stupidity.
In current build, if you do that, you heavily sacrify your damage output - ie. no +weapon dmg jewelry.
What particularly in 1.6 build allows to sustain your stamina for utility and yet use it offensively?
1.6 is the start of the Stamina Age...especially if you're a Bosmer with the new +21% Stamina regen passive increased from 9%.
I already liked 2HD over DW or 1HD because of its competitive damage, Brawler's damage shield and Rally's great weapon buff + heal. Now that the damage has beem buffed and Rally's +20% damage affects also the other weapon you have slotted (e.g. Bow) it's a no-brainer as the #1 DPS weapon line.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
The problem with Sorcs in 1.6 is not their DPS output it's the drastic nerfing of the self-heals off critical damage with the changes to Critical Surge - the DPS is fine.
It's also something most Sorcs won't notice until they get to the high-level content. My advise to any new sorcs is that they definitely need to level the summoning line quickly to get at the damage shield in the 5th slot and always use a Resto staff as one of your weapons.
AOE farming using Impulse + Critical Surge + Inner Light is dead.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Can somebody link how race's passives look now in 1.6?
As far as I know, the Bosmer change is the only one. All the other racial passives are the same as you'll find them @ ESOhead
Wood Elf
Y’ffre’s Endurance: The Wood Elf racial skill Exhilaration (formerly Vigor) has been replaced with Y'ffre's Endurance, which grants an increase of 7%/14%/21% to Stamina Regeneration while in combat.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Not quite true. When 1.6 first released on PTS critical surge was useless for magicka based sorcs. They have since patched the heal back in for the magicka morph of critical surge and reduced the cool down on healing proc. While it is not as good as it is pre-1.6, the AOE farming days are back again to an extent. I agree with the DMG shield though, a must have even before 1.6.
Magicka based DPS for sorcs is still an issue. Pets are now viable, but magicka management compared to stamina is night an day. Even with dodging, blocking, CC breaking I find myself with far less issues managing stamina than magicka. This hits sustained DPS particularly hard.
I have yet to see a magicka based sorc in 1.6 come close to a stam based sorc or any other class for that matter. Same goes for the other classes, nightblade which is my main class is like night and day with the morph changes. I see no viable reason to play nightblade using magicka. Higher armor, health, DPS (sustained/burst), better morphs, and more CC breaks/dodge/blocks using stamina. Stamina nightblade is superior to magicka nightblades in just about every aspect (healing being the only category magicka tops stam for NB).
-Atziluth-
- Never underestimate the predictability of stupidity.
The slight un-nerfing of Crtitical Surge in 1.61 didn't fix anything since it's just a s likely to use a critical proc from a secondary burning effect DOT, for example, as a critical proc from the main damage component, If they felt it needed to be toned down they should have played with the % of damage returned as a heal instead of limiting how many crits it uses.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
2H will be nerfed before live I suspect. The damage scaling is currently out of hand and broken to hell. I imagine it is a bug anyway because if Bow passive also doesn't affect your other weapon I suspect 2H wasn't meant to. Either way critically unbalanced dps won't last long. As it stands there is little reason to not go 2H even for mage builds as you gain more weapon damage which affects magicka skills (oddly) and do MORE damage with a melee weapon than a staff. WTF I know. These things WILL change or balance out. Not worrying about it until live anyway. Magicka builds are still very strong (especially pvp) and sorcs are getting even more buffs next patch (more spell power, improved lightning splash and perhaps ZOS wakes the fuck up and realizes crushing shock nerf is bugged worse than they think. Granted I still lol reading sorcs act like that is a class skill).
I also won't jump to conclusions when it comes to number changes. Bosmer increase to stam regen means little to me until all other mathematical adjustments on mechanics is revealed. Most numbers are adjusted simply to git into new calculations and buffs are hard to judge.
I did however remake my Argonian magicka NB to a Dunmer. The stealth racial changes pissed me off (nerf a race because ZOS fucked up potions? Fuck em.) and Dunmer opens up benefits for both stam and magicka which I plan on changing builds when I want. I like playing both magicka and stamina builds ... I just want to stop seeing the raping of one build in order to balance another.
You stay sassy!
Yeah it's like Sorcs adopted it or something lol.
And yeah, it's actually hard to gauge whether 2HD needs to be toned down or not because of that known and ridiculous bug in the PTS that results in 2,000,000+ Brawler damage at times. They said they know what it is and will be fixed in the patch next week.
I tested the Bosmer +21% Stamina regen and it's definitely noticeable. I happened t have two alts ~ level 30 I've been experimenting with that got copied to the PTS this week: a 2HD + bow Nord templar using 5/2 medium / heavy and the same weapon build but using a bosmer nightblade. The Bosmer just does not run out of stamina. I tested them using 0 CPs. 70 CPs and 3600 (lol.)
At low levels, I also started a Sorc and only gave it 70 CPs to see how it plays... Volatile Familiar + the light attacks of Overload and you can easily solo a same level dark anchor up to level 18 (as far as leveled it).. no such luck with my VR7 Sorc though
Another thing with my templar... even though one of the morphs of Puncturing Strikes now scales off and uses Stamina, I still prefer the magicka morph because that's the one that heals you... it's a low cost magicka dump. Combine that with the damage shield from Brawler and 2-HD templars are still AOE machines that can plow through groups with no effort.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
is there any news if sorcerers will get the female flame atronachs as a summon? i was let down by the current summons they have so thats the only class im still hesitant to level up mostly for that reason
That will come along with many other summons when spell-crafting is released. Hopefully that comes this year some time.
thanks, looking forward to that.
Any news about Cyrodiil and AvA?
Are there any changes that will affect scoring, faction balance, objectives, etc?
Since they are doing a bit of overhauling they should have moved "defensive" moves to its own pool and just have stamina as a pool fro abilities like magika. Or make every ability use magika and have stamina as just defensive move(s) pool.
What they are doing now is even bigger mess than it was...taking away morhps from magica and just "dumping" them in stamina...wth..there was a reason these used magika in the first place
The changes and additions better be good.
Now that they went B2P, it will be a long, looong time before they release anything this size or bigger, as history shows.
Did they change Redguard Stamina regen passive from 9% to 21% also?
Right now I just hope for race change possibility...
If somebody can link passives changes for armor types in 1.6
thx
No, Redguard is unchanged
1.6
Armor
Medium
Evasion
Heavy
Immovable
Passives
Armor
Heavy Armor
Armor
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I think there are easier ways how to tackle Stamina.
Instead of creating separate resource pool which is would require fairly deep overhaul, the simplest way would be buff to light/heavy attacks to ease stamina management.
Other thing you could do is to provide some scaling of dodge, block and cc break costs based on stamina pool size.
But yeah, current changes seems like very bad band aid, lacking some deeper thought behind.
They've done that. All heavy attacks of all weapons now return stamina just like Resto staves have always returned magicka with heavy attacks... destro staff heavy attacks also returns magicka now.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
That is not what I mean, in fact it does no help the issue at all - your dpsing will still be bound to stamina pool since abilities deal so much more dmg than light/heavy attacks.
On the other hand, if you buff light/heevy attacks, you will move dpsing with melee weapons away from stamina dependency, making stamina more managable because there will be 1 drain less.
Light and heavy attacks in 1.6 are the only practical way to generate ultimate and the weapon attacks have been buffed significantly relative to the abilities. When they multiplied certain things by a factor of 10, they used that as a balance mechanic and multiplied many things by a much smaller factor - weapon damage got the full X10 buff and not manny other things did.
I know that's not what you mean and I'm also one of those who has proposed making everything except the utility skills like dodging, blocking, etc. work off magicka - i.e. just admit that we're all battlemages and be done with it...
But they have other ideas obviously and in all my 1.6 testing all Stamina builds I've tried feel much better than the magicka builds. They will be the FOTM for the foreseeable future.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Hrm...it's very difficult to get the grasp on the changes without experiencing it first hand, buffs and changes you speak of do not seem to be found in patch notes, at least not as explicitely.
I wasn't clear in my last post, the buff for light/heavy attacks was meant as stamina scaling buff, not a flat buff to weapon damage, that would be pointless.
More I think about, more I find to be the issue on my end - I just seek clear distinction for stamina resource = weapon abilities and weapon damage, and magica resource = class abilities.