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Class Passives - balance issues
Here's a list of class passives from
TES Online Wiki
I only took into account the passives with the following criteria:
- Affects all abilities and not a specific tree. For example, DK's Searing Heat (Increases the damage of Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 3% and the duration by 2 seconds.) doesn't count.
- Affects only the player's own abilities. No group buffs.
- No requirement / Requires only having a skill of a specific tree on the active bar / or Requires activating an ability that remains active for a very long duration.
Colors:
yellow = ultimateblue = magicka / spell power / healinggreen = stamina / weapon powerteal = mix of blue and greenred = health / resistanceSorcerers
Increases Magicka Recovery by 10%.
Reduces ability Magicka and Stamina costs by 5%.
Increases player's Health Recovery by 20% with a Daedric Summoning ability slotted.
Reduces the cost of Ultimate abilities by 15%.
Templars
Reduces Magicka, Stamina and Ultimate ability costs by 4%.
While Gaining Ultimate: Grants you 2 additional Ultimate
Increases the damage bonus for your Critical Strikes by (10)% and your damage against blocking targets by (10)%
Increases Block amount vs melee attacks by 15%
Increases Weapon Damage by 6% and Spell Resistance by (2000)
Increases resurrection speed by 20%
Affected allies resurrect with 100% more Health
50% chance to gain a soul gem upon successful resurrect
Nightblades
Increases Critical Strike rating by 2519 for each Assassination ability slotted.
Increases bonus Critical Strike damage by 10%.
A successful critical hit gives nearby Minor Savagery, increasing Weapon Critical Strike rating by 629 for 20 seconds.
Increases Stamina Regeneration by 30%.
Increases Max Health by 3% for each Shadow ability slotted.
After drinking a potion you gain 12 Ultimate.
Increases Max Magicka by 8% while a Siphoning ability is slotted.
Increases the effectiveness of your healing done by 3% for each Siphoning ability slotted.
Dragonknights
Increases the damage of flame abilities' burning effect by 66%.
Increases the damage of flame-based area of effect abilities by 6%.
Block an additional 10% damage
Increases Spell Resistance by (2500)
Increases healing received by 12% while a Draconic ability is activated. [dragon blood lasts 20 seconds]
Increases Health Recovery by 4% for each Draconic Power ability slotted.
When activating an Ultimate ability: Restores Health, Magicka and Stamina Restore amount increased by 70% of the Ultimate's cost
Thoughts on each class:
- Sorcerers passives only work well with magicka builds. They provide good magicka sustain but are practically useless for tank and stamina DPS roles. The health recovery as only defensive passive is particularly bad.
- Templars have access to a large variety of passives. The 8% bonus to weapon damage makes them particularly good in stamina DPS roles, in addition to the great healing capabilities of the class from the Restoring Light tree.
- Nightblades seem to have the best passives among all classes. Their defensive abilities aren't the best but the 30% stamina recovery is extremely strong in stamina DPS and tanking roles. The 8% increase to max magicka is also very effective.
- Dragonknight passives are very good for 2 roles: tanking and AOE damage with fire. They feel a bit weak otherwise.
I think that sorcerers and DKs could use a buff to their class passives.
Edited by Gyudan on February 16, 2015 1:19PM