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Weapon Glyph for PvP?

Ridire de na Iomproidh Oráiste
Rainingblood
Ridire de na Iomproidh Oráiste
  • ESO: @Rainingblood
Posted On: 06/01/2015 at 10:15 AM
  • Twitch
  • Extra-Life

Okay so since 1.6 hit, I've been using Hardened on both my weapons, but I'm wondering now if it's the best choice because I'm getting a nirnhoned weapon and will be upgrading it to gold. I like the damage shield it provides, but now I think I'm pretty good for defensive stats.  So I'm looking for some feedback and opinions on the best options for the glyph now.

Basics character breakdown:

V14 Templar with 5 seducer (with staff equipped), 5 spectre's eye (with S&B equipped). 62 points in mag and  buffed I have about 26k mag and 25k HP

Sword & Board main- Toppling Charge/Puncturing Sweep/Radiant Glory/Blazing Shield/Proximity Det

Flame staff for secondary weapon- Structured Ent./Reflective Light/Channeled Focus/Purifying Ritual/BoL

 

Thanks for any feedback. :)

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Response:

Seaimpin de na Iomproidh Corcra
DeaconGrim
Seaimpin de na Iomproidh Corcra
  • ESO: @Rudyard
Replied On: 06/03/2015 at 04:29 PM PDT

You've really got a range of options, and there seems to be a variety being used out there in Cyrodiil. A lot of people still use foulness (disease) glyphs. Really any of the following would be good:

  • foulness/disease
  • flame
  • frost
  • poison
  • decrease health
  • absorb health/magicka/stamina

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Seaimpin de na Ulchabhan
Dirkdaring
Seaimpin de na Ulchabhan
  • GW2: Runeslinger.9482
  • ESO: @DirkDaring065
Replied On: 07/07/2015 at 07:47 PM PDT
  • Twitch
  • Extra-Life

 A lot over look Lighting glyp  however its not bad, it bypasses block/ reflected with dk scales, adds a disortient,  with concussion. 

 

 heres a breakldown from staff perspective.  

 

 

I've seen a lot of mentions of "everyone just uses fire.... the other types are useless!" and other comments along those lines :). Here's what most people probably don't know.

Frost staves...

-Snare, even on partial heavy weaves,
-The skills do roots, Destructive Reach is a shorter root, while Destructive Clench is a much lengthier one,
-Provide longer snares.

Shock staves...
-Channel, bypassing reflects/block and providing more hits to proc Elemental Drain,
-Apply Concuss, a 12% outgoing damage debuff at a high chance to apply,
-The skills disorient (mez) for Destructive Reach, and add splash damage for Destructive Clench, along with doing the concuss.

Inferno staves...
-Have a longer heavy charge timer and deal 15% more damage on heavy attacks,
-Apply a small DoT effect,
-The skills apply the Dot, with Destructive Reach doing a knockback and for Clench adding a stun.

All of the staves' elemental effects carry, of course, to the morphs of Wall of Elements, and Impulse. Elemental Ring's dot isn't very high on damage, but has a high chance of proccing these effects on each tick. Pulsar eschews the dot for a 10% max HP debuff.

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