Quantcast
Channel: Recent Discussions — Elder Scrolls Online
Viewing all 539985 articles
Browse latest View live

Class Skills and Major Brutality/Sorcery

$
0
0
Straight away I'll admit that this is hardly the biggest balance issue around, and in fairness this is more a convenience thing, but I've always found it weird how the classes have been balanced when it comes to these highly desirable buffs. Let's face it: DPS-wise this is one of the most sought-after buffs, and ALMOST all the classes have access to it (when taking into account guild and weapon skills, everyone does eventually). So what am I going to talk about? Simple:

Why do some class skills provide one or the other of these buffs, and not both?

Whilst I can't speak for the developers, I have long thought that the best part of skill morphing is the fact that it allows the player to choose between two equally compelling choices, meaning that there are less cookie-cutter builds and more variety in the game. The fact that buffs such as Surge, Drain Power and Molten Weapons only give one or the other (pre-morph) out of Major Brutality and Major Sorcery means that one morph is the definitive stamina choice, and the other the definitive magicka choice. How boring! Even though morphs are increasingly going this way (and that's a discussion for another day) it seems silly to make people choose when these skills could just provide BOTH buffs to the player, as only one is going to be useful anyway! This means the developers could change the morphs to be a little more interesting, and actually create a choice for players.

Here are some ideas I had off the top of my head:

Surge: Now provides both buffs as per standard! Heals player on crits.
Critical Surge: Heal is slightly larger (20% or so) and heals any pets as well.
Power Surge: Now provides the Minor Expedition buff for the duration. Provides extra mobility instead of bigger heals/pet survivability.

Molten Weapons: Now provides the player (and only the player!) both Major Brutality and Major Sorcery.
Igneous Weapons: Now increases the damage of fully-charged heavy attacks by 40%. (Same as current, but also giving Major Brutality!)
Molten Armaments: Buffs all allies in range. Also provides the Minor Resolve and Minor Ward buffs for the duration to the caster. (Survivability/Group Utility over DPS, helpful for tanks perhaps! Buff your entire group and give you more armour/spell resistance.)

Drain power: Now provides both buffs to the player on cast, so long as it hits at least one opponent. Magic damage.
Power Extraction: Uses stamina. Disease damage. Does 20% more damage over unmorphed version. Snares all targets hit by 30%. (Clearly the stamina morph; the skill is good as it is IMO but needs a small damage boost to compete with other stamina AOEs, and the small snare helps.)
Sap Essence: Same as on live, except the heal only applies to the caster and one ally. Make the heal closer in value to the Dragonknight Inhale, whilst also providing buffs instead of interrupting spellcasting/returning magicka and a second much more powerful hit.

Now Templars are a special case, because they don't actually have a way to get either Major Brutality or Major Sorcery outside of weapon/guild skills, but they DO have easy access to both Major Savagery and Major Prophecy (Biting Jabs and Sunfire respectively) so I think it's fair.

Do you agree with the teleport strike nerf?

$
0
0
Crit Rush outperforms this move by far in terms of damage, and cost. Yet, it was nerfed anyways. Do you agree with this?

Refined 860 Rubedire Ore and reaped 1 Tempering Alloy

$
0
0
Um... ZOS... Address this? RNG is good and all, but I don't enjoy wasting my time... Make it so we net a base value of 1 Tempering Alloy per stack of 200 refined ore... Please and thank you.

Why NB's are OP in 1 picture

$
0
0
NvOxZk9.png


Because everyone said major/minor buffs were not enough, here's the class passives at a glance as well-

s0i6zV7.png

Shouldn't Uncle Sheo compose Hireling Mails?

$
0
0
HELLLLLLLOOOOOOOOOO, mortals, your dearly beloved and reviled Mad God is sad today. I received confirmation that me application to ZOS was rejected, regarding taking up the mantle of composing the Hireling Mails when their current authors decide to endlessly repeat themselves. ENDLESSLY!! Repeat Themselves! And some things don't merit being repeated. Especially themselves. But I repeat myself.

Never had to fill out an application before. Me status and qualifications always preceded meself, you know? But NOOO. Everyone in your twisted existence has to be vetted or some such. Whatever.

Thought I might share me resume that I only resumed yesterday. Assuming you're not busy? Great. Funny how you can get folks to read when their ears are held open and their feet are tied to a Daedroth. Perhaps you can be insightful as to why me foray into authoritarian authorship has hit a snag?

"OFFICIAL ZOS JOB APPLICATION:

Name: Lord Sheogorath
Address: Shivering Isles, but not always.
Phone Number: What? Non-applicable. Ask butterflies for semi-reasonablly quick contact. Depends on who I am, and what they're doing, doesn't it?
SSN: Sheogorath's Secret Number? NYOB. And, furthermore, MYOB. THAT"S PERSONAL!!

Qualifications: DAEDRIC LORD.

Work History: See previous, or if you really must know, I have creatively driven 437,956,427,138 souls to Mania and Dementia, many times both. This may seem like I'm just a Taxi driver, but it doesn't quite work like that. Want a vacation? Butterflies depart in 17 minutes.

Education: Home schooled by me great-great-great-greatest Aunt Profezzorazeth in Daedric Realm Fundamentals, but I'm mostly self-taught. I'm a learn-by-doing sort.

Why do you want this job? Mostly because I've been receiving me shipment of Buttered Scamp Knuckles with the same note atttached, "Enjoy your culinary components," since before the Merethic Era was hatched. You wonder why I'm LOSING it!?!? Whacko!?! Three Jazbays short of a Crostata!!?!? How could the Mad God get MADDER, you might ask? Well, I did. Ask. Just to meself yesterday. Politely, of course. When I wasn't quite as mad about things. But I was rather mad before and after that, F-Y-I!!!

And I truly believe I can bring the magnificent randomness of rudderless thought to the Hireling Mails with the same chance of repeating meself as there currently is of finding a decent article of loot in a confounded chest!!

When can you start? Last Mundas is fine. Me First Era is all gigged up, sorry."


So, mortals, me question is, could I have perhaps modified me tone a bit, or been more explicit in me work history? Haskill does most of, well maybe all, the work anyway. BUT I LEAD!! I'm the brain muscle of this operation!!

Mostly sincerely,
Uncle Sheo




dumb crafting question

$
0
0
Hi,

I'm lv26 now and have a quick dumb question - now that I'm 26 should I be able to craft medium armour in leather? I've just gone to a clothing station, tried to make a Jack and only have raw hide and hide as options?

Calling all people who eschew Maxing and just Play

$
0
0
There have to be other players out there who do not try to get the best gear, best setup, max stats, and simply attempt to play, have fun, and find their own entertainment.

For example: I recently made a TBS set in all Akiviri med armor for my V16 Orc stam NB. Had to make the Soul-shriven 2H sword to match (since it's really the only samurai looking sword). And even though it certainly doesn't have the damage ability of my Hunding setup, I find that I'm getting much more enjoyment out of it. I use mostly 2H abilities since they feel more like swordplay, and I stopped animation canceling because it feels more realistic since I can see the actions. Sometimes I like to hunt squirrels and rabbits and pick flowers, cause my Orc is the strong silent type, but he is also pragmatic and sensitive. Basically I'm playing up the Samurai persona, and yes I know that's not the lore but who cares.

Does anyone else follow a similar (yet your own) path? Nothing against people who want the baddest setup and skills, but it started to become a drag.

So what do you do to entertain yourself besides questing and PvP? Fishing expeditions? Talk with everyone in town? Steal ingredients to make stacks of food to sell? I want to hear ideas, because I want to try them out. Especially the bizarre ones.

Do tell...

OP Poisons = The Death of Small Scale PVP in Cyrodiil with DB

$
0
0
@ZOS_JessicaFolsom @ZOS_GinaBruno @Wrobel

As it stands right now in PVP, myself and im sure there are others that run in small groups. Zerg surfing is fine and dandy, but that gets old after awhile. I consider a small group anywhere between 3-9 people. 3-9 people is not an uncommon group size.

The majority of my time in PVP, my small group of people are stuck fighting 12-18+ people on regular basis. As it stands right now it is "extremely difficult" for a 4 man group to beat 12-14 right now as it is.

These larger groups all have:
  • more people
  • more healing
  • more DPS
  • more skills
  • more siege
  • more Ultimate
  • more Purging(removes snares, DOTS, etc)

Thats OK, because right now on live i still "have a chance to win" i may not win all the time or even on a reg basis, diving into zergs, thats what happens, but im ok with that because i know sometimes I have a chance...(Have wiped a few large groups recently with 2-3 people)

I think the DB will be an exciting update, until i see this:

https://forums.elderscrollsonline.com/en/discussion/266069/pts-patch-notes-v2-4-3#latest
  • Drain Magicka Poisons and Damage Magicka Poisons now increase the resource cost of Magicka abilities by 60%, up from 30%.
  • Drain Stamina Poisons and Damage Stamina Poisons now increase the resource cost of Stamina abilities by 60%, up from 30%.

This is a typo right? This has to be. This will kill small scale combat in Cyrodiil altogether. Its bad enough were stuck fighting outnumbered with 3-4 Bombard spammers at the back of a raid making you unable to move while its 2-3 people vs 12 or more, but now your going to give them a poison that makes my stuff cost 60% more to further tip the scales in their favor to the point of there being "Zero chance" what so ever to win?

Zergs are already empowered well beyond what they should be, they don't need any more advantages. The server has trouble dealing with large zergs now as it is, this will just force what little small scale fighters are left into these zergs making performance worse, or all the small scalers just exiting the game altogether. How long you think guys like Sypher is going to stick around when he realizes solo or small scale roaming is no longer possible because 1 guy in that zerg hits you with a poison and your done...you won't be able to get away, won't be able to kite, won't be able to do anything...what am i supposed to do as a Magicka DK? im a tank, its not like i can run away...survival is hard enough now.

I am hoping slotting Purge will be an option, BUT with the increased cost to Purge and the fact it appears there won't be a cool down on how often you can be poisoned(If player A poisons me and i purge it player B can just poison me again, do a cost analysis of 2 casts of Purge vs that and I lose every time from a resource cost by an astronomical amount)

These poisons will ruin open world Cyrodiil for anyone who doesn't run in 24 man raids on a regular basis.

Introducing these poisons like this is going tip the balance far too much against outnumbered small groups. Right now on live you really have to seriously outplay your opposition to win say a 2 v 12....like you have to play out of your mind to win that fight even half the time....these poisons will make that impossible and its going to kill some of the spirit that makes Cyrodiil so great......

These poisons are going to remove "luck" from the equation, and i think thats a bad thing. If these go live as is, this will be the final boot on the neck of small group outnumbered PVP in Cyrodiil. On live we have a "small chance" to win, these poisons will leave us no chance. I sincerely hope you will reconsider, these need dialed back considerably or just left out of Cyrodiil altogether and just be PVE only.Every bombard spammer will be spamming an AOE root and snare that has a chance to poison someone for these OP numbers, its stacking the deck far too much in a direction that already has more advantages then they should have to begin with.

I sincerely hope you will reconsider this. thank you for your time.

New Laptop: ESO 32 crashes at Login; 64 Application error (0xc000007b)

$
0
0
Hey all:

Brand New Laptop:
Intel HD 530/NVIDIA GTX 970m
i7-6700HQ
16GB RAM
SSD
DirectX 12
edit: Windows 10

32 bit client crashes at the login screen. Everything boots up > enter username > enter password > "enter" > and the client crashes > ESO crash reporter. I've never made it to character select.
I've tried a few things:
1) Set eso.exe to run with "High performance NVIDIA processor" instead of the default "auto select"
2) All drivers should be up to date (it's brand new)
3 Set full screen resolution to match my laptops 1920/1080p in the User settings file
4) Running as Administrator, even tho this is the Admin account already
5)eso.exe still crashes in Windows 8 compatibility mode

64 bit client is not even being opened by windows properly. Double click > "The application was unable to start correctly (0xc000007b)"
Quick google search reveals this usually happens trying to run 32 bit programs on 64 bit machines? I don't get it at all.

Are these two issues connected? Are they separate? ESO supposedly uses DirectX 11, is my brand new DirectX12 machine causing problems? Any help appreciated!

Only 2 Attacks for Sorcs? Am I missing something?

$
0
0
So I keep thinking I gotta be missing something. A hidden gem ZOS knows about that I don't....

Because....

After DB, the only moves that are not time based, attacks are: Mage's Wrath/Fury and Inner Fire/Rage.

.... Im not the biggest fan of destro staff... and I really don't wanna be pigeonholed...

But wtf? I gotta be missing something right? All weapon based trees have instant abilities, all classes (except sorc) have spammable stam moves...

Fighters guild has many attacks based on stam (all), Undaunted has many stam attacks too

Mage's guild is a joke of a tree for offense. Soul tree is... it really is a joke right?

So after DB, the two istant moves I have access to, at most, will be dealing 2.5k dmg?

I'm missing something right? Oh please let me be missing something

(Sypher) Stamina Nightblade Gameplay

Official Feedback Thread for Item Traits

$
0
0
This is the official feedback thread for the changes for Item Traits. Specific feedback that the team is looking for includes the following:
  • After reviewing the changes we’ve made to item traits, are there any traits that you still don’t find appealing?
  • Were there any traits in particular that you were excited about?
  • Do you have any other general feedback?

Suggestions: for improved immersion

$
0
0
> force player to choose only one guild > improves family-feeling and affiliation feeling
> make it impossible to join cross-faction-guilds

> make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...

i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)

> Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further

Is there any one in the IC

$
0
0
So, i cannot find anyone in the IC and when i do its not these big groups like when it launched just a fell lost souls wandering arroud, am I in the wrong campaing for IC ?

Time for Radiant Destruction to be nerfed

$
0
0
If moves like teleport strike and death stroke are going to be nerfed, then radiant destruction is more than overdue.

Suggestions for fixing the balance of Surge

$
0
0
The problems with Surge are complicated because Wrobel has stated that he does want Surge to work with DoTs. That seems to be the main driving factor behind this change, esp. since for DW stamsorc builds, the main DPS spammable is a channel (which the game classifies as a DoT). But if Surge were to work for DoTs, then it'll need a cooldown. But if it needs a cooldown, then it needs to be a predetermined value, otherwise, you run into the problem of a small bundle of damage "stealing" the Surge from a larger bundle--e.g., a small tick from Lightning Form might get the Surge for that 1s cooldown period instead of a frag that lands a fraction of a second later.

Essentially, if ZOS wants Surge to work with DoTs, then a flat-value cooldown system is what they have to go with. And that's what we have. And it is inadequate.

Problem 1: Getting the most out of Surge now requires consistent crit uptime, but magicka sorcs have a limited DoT toolkit.

Getting a crit every 1s cooldown is only reasonable under controlled environments, like group PvE where you have a tank holding a boss steady and the player can concentrate on dealing damage. In solo or in PvP, there will be periods when no damage is being done because you are buffing, re-warding, positioning, etc. This used to not be a problem because the burst heals from Surge made up for the periods of low uptime, but those burst heals are now gone.

This can be mitigated somewhat by keeping a DoT ticking, but magicka sorcs have no fast-ticking stick-on-target DoTs at their disposal. Of the class abilities, Liquid Lightning and Lighting Form are both position-sensitive DoTs. The only reasonably useful stick-on-target DoT is Destructive Touch, but the sorc's limited bar space means that using this still will require sacrificing other important skills. In contrast, magblades have Cripple, maplars have Sun Fire, and mDKs have Searing Strike and Fiery Breath. Magicka sorcs are the only class without any stick-on-target class DoTs, yet this change to Surge strongly favors the use of DoTs.

At least with stamina builds, there are multiple options for non-class DoTs. But for magicka builds, their DoTs are of limited usefulness outside of group PvE where a tank can help with positioning. But Surge is primarily a tool for solo survivability--in groups, sorcs usually just rely on the healer.

Problem 2: The healing from Surge no longer scales up in AoE encounters, even though incoming damage scales up in AoE encounters.

A Templar's Sweeps will heal the more targets that they're hitting. A DK's cast of Inhale heals for more if more targets are hit. A nightblade's cast of Sap heals for more if more targets are hit. And on Live, a sorc casting Impulse or Steel Tornado will get more chances at healing the more enemies that are hit.

This scaling of heals is important because the amount of incoming damage also scales up in AoE fights.

Problem 3: The lack of burst healing penalizes unfairly strategies that forgo a steady stream of damage in favor of setting up for a burst.

One of the things that I like doing in vMA is laying down a minefield and then luring a group of enemies (or one large enemy) through it. The time I spend laying the field and positioning is usually time where I'm not doing much damage. But this time spent setting up usually nets me a pretty good payoff in terms of the damage that I ultimately do, and the heals that I get from it--making up for the healing that I wasn't getting during that setup.

This will now be a much riskier strategy, as a boss that runs through the minefield will get me just a single 2K heal instead of multiple large heals.

Problem 4: In general, the healing from the new Surge is substantially less than the healing from the old Surge.

This is a result of a combination of all the problems listed above. You can't go run content using the old Surge, see an average HPS of 2-3K, and say that a 2-3K flat heal per second is sufficient.

Under the old Surge, you had bursts that could make up for periods of no uptime. The poor DoT toolkit and the basic realities of actual combat means that you can't realistically get full uptime of a crit per second.

Problem 5: The new Surge LIMITS CHOICE.

Ultimately, this is the biggest overarching problem of the new Surge.

First, the inadequacy of Surge means that you'll need other heals in addition to it. Whereas destro/destro, destro/DW, destro/1HS, and destro/resto were all valid options for a magicka sorc in vMA, the changes to Surge mean that we must now use destro/resto. Sorcs also suffer from limited bar space due to the Bound Armor toggle. We now have to devote an extra bar spot--when we are already so short on them--for healing. This limits freedom and choice in playstyle.

Second, if we want to get the most out of Surge, we now must use a particular play style where we are doing a consistent stream of damage. This is simply unrealistic in places like vMA and it also penalizes strategies that favor bursts of damage (and heals) instead of a steady stream of them. This limits freedom and choice in playstyle.

How not to fix Surge:

The easiest fix would be to simply tweak the flat value of Surge. You can bump up the flat value and/or make it scale with player stats such that, on average, it provides a similar average HPS as the old Surge.

But this solution is fraught with problems. For example, increasing the flat value high enough such that it still heals the same as before in an AoE encounter would require a flat value that's too high for a single-target encounter. A flat value that keeps the same average healing as the old Surge in a lull-then-a-burst scenario would require a flat value that's too high in a steady-damage scenario.

The really nice thing about the old Surge was that, in a way, it was self-balancing and self-scaling. A flat value heal loses the kind of self-scaling that we used to have, and you simply can't reach a good balance for one type of scenario without unbalancing another type.

How Surge should be fixed:

Surge has two morphs. Please take advantage of this.
  1. Have one morph be the new behavior, where it works on any kind of damage, including DoTs, and it returns a flat value with a cooldown.
  2. Have another morph be the old behavior, where it returns a variable amount on direct damage, can burst, and has no cooldown.
  3. Give both morphs Major Brutality and Major Sorcery, so players choose the morph based on their desired combat strategy, not based on whether they are magicka or stamina.
  4. Add a limit to the maximum heal from the "old" morph. For example, "40% of the damage done, up to 35% of your maximum health." This will address edge cases where the old Surge could get ridiculous, such as when a sorc pops overload and essentially becomes unkillable, and making the limit health-based is also a nice boost to the usefulness of the health stat.

(Also, I would strongly urge that the flat value for the flat value morph not be hard-coded as it is now, but scalable with a player's stats; all other heals function this way, and it makes the flat value morph more resilient to future changes in player power levels.)

@Wrobel Please consider these suggestions. I know Surge is a difficult balancing act, and there is merit in your wanting to make Surge work with DoTs (and Rapid Strike in particular) and also reining in the edge cases like Surge during Overload. But the current approach is just too penalizing with respect the efficacy of the heals and too rigid with respect to the options available to the player. A more surgical approach, where you offer both flavors of Surge and address edge case issues separately is preferable to taking a sledgehammer approach that creates as many problems than it solves.

Official Feedback Thread for Templars

$
0
0
This is the official feedback thread for the Templar for the Dark Brotherhood update. Please let us know how you feel about the changes we made to this class, if you ran into any bugs, and any other feedback you'd like to give.

Grouping, Hybrid Builds, and Theorycraft

$
0
0
Hi all,

Been playing the game on and off for a little over a year now and think I am finally starting to understand some of the combat mechanics (though, to be honest, a lot of the information i'm finding online is 2 years old, so I don't know how accurate it is.)

my MMO background comes mostly from City of Heroes, which handled teaming conventions very different than any other MMO I've seen, but I think that ESO may have the potential, if not to the same extent.

Rather than focusing on Healer-DPS-Tank holy trinity, COH teams were most effective by stacking buffs and debuffs, making a team of all support-class way stronger than a "balanced" team.

Now onto the thinking/questions.

I know that "Hybrid builds" are far from meta, you sacrifice damage for safety, and safety for damage, etc, but how about when this is combined over several individuals? example:

Currently I'm running a Breton magic NB with 5 heavy/2 light armor. I have no problem with AOE damage, though my ST is a bit lacking. I also don't really have the defense to be a full on tank.
However, if I modified my build, and had a team that had flexible builds as well, including things like Circle of Protection, and Blood Alter, along with 2nd bar Resto staffs with 1 or 2 AoE heals, individual class buffs/debuffs for damage mitigation and extra damage, and rather than taunting enemies, rely on roughly the same damage output per player to cause aggro to naturally shift (with the occasional taunt thrown in to save a struggling ally) can this work?

Naturally this is a total break of everything the playerbase as a whole works with, and is not the kind of thing that would ever be widespread, but could you, hypothetically, run end-game content this way? What else would you throw in the mix?


TL;DR: Is the holy trinity (Tank/Healer/DPS) really the end-all-be-all?

Please any full guide of vMA?

$
0
0
i tried to search but without luck
i need at least short describe of every stage with mechanics
i never ever been in VMA myself, and i wont waste my time for useless attempts without knowledge of mechanics first

thanks in advance

cheers, your ИВАН_ВОДКА

P.S - my setup
V16 Dark Elf, Magicka NB ~300 CP, All Legendary armor and weapons, TBS or Julianos, Arcane or Healthy Willpower jewelry, can equip 1xKena + torug's for best spell power option, or 2x Nerieneth for extra health

Why I'm ditching divines in the Dark Brotherhood update (PvE Templar healer)

$
0
0
I, like many others, have been using 7/7 divines for a long time. It is generally regarded as a trait you'll want plenty of as a healer or DPS, especially coupled with the thief stone (crit chance) or Ritual if you want pure healing. With the upcoming patch, other traits are looking more appealing. Specifically, I moved from divines to nirnhoned / reinforced in anticipation. I'm losing 5.77% critical chance to make this change (as I've been using thief), and gaining somewhere in the neighborhood of 2.4k physical and spell resistance, or roughly 3.6% damage mitigation.

Damage mitigation may seem like a weird choice as a healer, so I'll explain my logic. The first thing to understand is that a dead healer is useful to nobody. If I go down, the group stands a pretty solid chance of going down with me. To prevent deaths from silly mistakes or high, unavoidable damage hits, I always tried to shoot for somewhere between 20k and 21k health. This range kept me alive well enough with, I believe, around 9.5k physical resistance, leaving me with around 70% critical chance for spells.

In general, as a healer, I find reliability to far outweigh the "glass cannon" approach. Although huge critical heals are cool, I think consistently solid heals are a better choice. When you focus on critical healing and invest champion points into something like elfborn to make those crits more potent, you widen the gap between the values of standard and critical heals. I would much prefer to increase the base healing value than the critical healing value, as it directly correlates anyway. I know that may sound confusing, so I made some visual explanations for an example.

Let's assume your base heal is 2000, represented by the darker of the two greens. With the base 1.5 multiplier for crits, that makes the crit 3000.

jhdDfT0.png

So say you invested in 100 points of elfborn for a 25% bonus to critical healing. That increases the critical heal multiplier to 1.75 and results in 2000/3500. This leaves a larger gap between base and crit.

hbif2GG.png

Now assume you instead invested those 100 points into blessed for a 25% boost to base healing. You retain a 1.5 crit multiplier, but your end result is 2500/3750. That's a higher base AND higher crit than the previous two situations.

2Xd2TIz.png

Now you of course have to consider that elfborn benefits damage as well. I'm not saying to abandon it, but it is simply isn't as beneficial to healing as pure heal value is. Basically, I'm saying you should invest more into pure healing than critical healing. As such, the role of a crit is reduced in the build, and the benefit of 5.77% crit chance is reduced along with it.

So this is where that damage mitigation starts to make a bit more sense. Because of my increased mitigation, I was able to reduce my target health pool. This meant more attribute points to spend. After passives, I am getting (very) roughly 150 health and 150 magicka per point. So pretty much every point removed from health adds relatively equal amounts of magicka. I lowered my health pool but my ability to survive is still better than before and my heals are more potent because of the increased magicka.

So I gave up about 6% critical chance in exchange for being a bit tankier and having more potent heals through increased magicka and redistributed champion points. I no longer have the exact figures, but my overall healing over the course of 100 casts is within half a percent of what it used to be.

So after abandoning divines for mitigation, I can take more abuse and my heals are more consistently high, just with a few less crits. I think the end result is a more reliable healer. It also doesn't hurt that I'll be able to handle solo endeavors like VMA easier.

EDIT:

Something that didn't occur to me until I got around to really putting this to the test is that a smaller health pool with higher mitigation results in effectively making heals more powerful. The healing value is the same no matter how much health you have, so a smaller, tougher health pool means you'll be harder to kill.
Viewing all 539985 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>