OnGodiDoDis wrote: »We all know which passives are better. Let us discuss why this is not good for PvP combat.
Destruction staves offer plenty of buffs, but they lock their wielders in specific playstyles. For example, someone using an Inferno Staff will predominantly want to slot single-target skills, and AoE skills while using a Lightning Staff. I can only think of one class that could reap the full benefits of the single-target bonus damage from an Inferno staff: Nightblade. Every other class has some mix of AoEs and Single-target skills. Using any type of destruction staff will result in the loss of burst potential in all other classes. This is why 2-handed and dual-wield are more popular amongst all magicka and stamina builds. Their passives apply to all skills, single-target and AoE. They provide more penetration, crit damage/chance, spell/weapon damage, and they have a higher base spell/weapon damage. So all the bonus passives are active all the time without having to use specific skills, except for dual wield's stun bonuses.
For this reason, I use 2-handed on my magicka warden build. It buffs all of my skills, and since it has a higher base spell/weapon damage it buffs my healing as well. Destruction staves don't do any of that. Most of the passives are tied to destruction skills, which are not the best. This is a good thing, I believe that class skills should outperform Weapon and Guilds skills. The problem is that since Class skills are slowly becoming more competitive than the latter, we need the destruction passives to change in order to favor Class skills as well. The tree is outdated and needs a rework.
Perhaps make Penetrating Magic apply to all skills. Get rid of the AoE and single-target bonuses from destruction staves and make a passive that grants 8% bonus damage when using a destruction staff so that we can use any skills we want, including a Frost staff which currently has no damage bonus.
Proposition for Lightning Staff:
Using this staff now grants bonus damage to off-balance targets.
Proposition to Inferno Staff:
Using this staff now grants bonus damage to Burning targets.
Proposition to Frost Staff:
Using this staff now grants bonus damage to Crowd-controled targets, since Frost is the CC element.
This can all be implemented while adding the new passives that will grant 8% bonus damage and penetration while using any destruction staff.
I doubt many players avoid using an AoE skill because they are using an inferno staff.
In fact, one AoE does more damage already to burning targets with an inferno staff equipped. It may be to OP if it were getting a double bonus to its damage because the target had the burning debuff.
The changes to Elemental Susceptibility seem to be a good step in the right direction. 30 second burning, concussed, and chilled? Added to some of the warden changes, and that’s kind of interesting. How do you all feel about that?
it would be drastically unbalanced to give an 8% damage increase to all types of damage just for slotting a destro staff. The reason why it is broken up the way it is so you can choose what your main damage focus will be. If most of your rotation is direct damage, inferno. If most of your rotation is setting up a big AOE burst, lightning.
You can say it isn't too strong until someone blows up an entire group with a lightning heavy attack. Right now it only does 100% of the heavy damage to others. Add another 8% to every target and pair it with the right CP and right heavy attack set and AOE, like Mail and Azureblight.
WrathOfInnos wrote: »You can say it isn't too strong until someone blows up an entire group with a lightning heavy attack. Right now it only does 100% of the heavy damage to others. Add another 8% to every target and pair it with the right CP and right heavy attack set and AOE, like Mail and Azureblight.
I don't see heavy attack builds as a threat, there are better ways to use GCD's than holding LMB, especially after Empower was removed. Even in this scenario, the splash damage would not double dip, it would get the 8% boost exactly once, just as it should now (to every target except the main). I certainly wouldn't call this example justification for the state of destruction staves.
WrathOfInnos wrote: »You can say it isn't too strong until someone blows up an entire group with a lightning heavy attack. Right now it only does 100% of the heavy damage to others. Add another 8% to every target and pair it with the right CP and right heavy attack set and AOE, like Mail and Azureblight.
I don't see heavy attack builds as a threat, there are better ways to use GCD's than holding LMB, especially after Empower was removed. Even in this scenario, the splash damage would not double dip, it would get the 8% boost exactly once, just as it should now (to every target except the main). I certainly wouldn't call this example justification for the state of destruction staves.
So you would eliminate all damage buffs to individual staves, essentially nerfing both inferno and lightning, for a flat 8% damage buff. I doubt that would be very popular. You would also take away frost staff being useful for tanks.
WrathOfInnos wrote: »However, I would prefer destruction staves get buffed in a way that keeps them distinct. Merging inferno and lightning seems boring, especially when there are so many passives that could use a buff.
WrathOfInnos wrote: »WrathOfInnos wrote: »You can say it isn't too strong until someone blows up an entire group with a lightning heavy attack. Right now it only does 100% of the heavy damage to others. Add another 8% to every target and pair it with the right CP and right heavy attack set and AOE, like Mail and Azureblight.
I don't see heavy attack builds as a threat, there are better ways to use GCD's than holding LMB, especially after Empower was removed. Even in this scenario, the splash damage would not double dip, it would get the 8% boost exactly once, just as it should now (to every target except the main). I certainly wouldn't call this example justification for the state of destruction staves.
So you would eliminate all damage buffs to individual staves, essentially nerfing both inferno and lightning, for a flat 8% damage buff. I doubt that would be very popular. You would also take away frost staff being useful for tanks.
Nope, that is not what I would do at all. That is why I said this:WrathOfInnos wrote: »However, I would prefer destruction staves get buffed in a way that keeps them distinct. Merging inferno and lightning seems boring, especially when there are so many passives that could use a buff.
They should be buffed at least as much as the flat 8% idea would bring, but keep each staff unique with Ancient Knowledge buffing a certain damage type by 10%. Instead I think damage should be improved through updating Tri-Focus and Penetrating Magic. Both are incredibly situational and weak.
I believe the 10% penetration only matters for staff abilities. So...if ur not using staff abilities then it's useless.
PS I hate staves in this game. So poorly implemented...like lightning being AoE and fire being single target? Terrible
the1andonlyskwex wrote: »
Fire staff amplifying single target abilities by 10% doesn't make any sense.
And same goes for shock staff with 10% buff of AOE abilities. (My sorc is also backing me up on this one, she is really confused why she cannot run a shock staff (her class weapon of choice) and do no damage with it).
imo staff passives should be more in line with 2h weapons, something like this:
Fire staff could give penetration bonus same as the maul does.
Shock staff could have crit damage bonus same as the battle axe.
And Frost staff could have flat WD damage same as the long sword.
Also the base Weapon Damage should be the same as 2H weapons. Currently it doesn't make any sense why cripple all the skills only because you've equipped a staff.