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Class mod in scribing

  • MudcrabAttack
    MudcrabAttack
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    The nightblade script adds 10% crit for two seconds below 50% enemy health. You basically have to keep spamming whatever skill it is to keep up the crit buff, which won’t be happening if you want to spam impale or killers blade for the lower half of the 50% health . I truly think it’s pointless to slot it. So many other signature scripts seems way better for dealing more damage
  • Nerouyn
    Nerouyn
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    I was hesitant about these class mods but actually like the warden one.

    Nice.

    Maybe *fingers crossed* it will have a nice viney effect?
  • robpr
    robpr
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    Please remove damage mitigation from DK script, its not really needed especially with new sets that come with the chapter. If this go live, and probably will, I see DKs armor reduced to paper next chapter and I don't want that. DKs are tanky enough with their healing from ult and magma shells, no need for another 12%.
  • Firstmep
    Firstmep
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    If its 33k armor lightweaver, than that's quite strong imho. And 50% snare sounds bad, but most templars already run sea serpent for pvp anyway.
  • Bashev
    Bashev
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    Templar mod, 33k resists, there is no way that this will go live. This will be extremely OP in PvP. On top of that it could be used offensively on a Bash build.

    Mark my words there is no way that this will go live. If it does, it will be clear that devs do not PvP.
    Edited by Bashev on 16 April 2024 13:36
    Because I can!
  • alexj4596b14_ESO
    alexj4596b14_ESO
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    Faulgor wrote: »
    Lystrad wrote: »
    Assuming none of these change dramatically I feel like templar and dragon knight should be switched. Given part of dragon knight's class kit is rocks. getting a ton of armor but making yourself less mobile would actually kind of make sense for them, while templars theming is very crusader/paladin which should feel confidant wading into hordes of enemies like the current DK one would do.

    Templar already has two skills that increase in potency depending on the number of enemies around (Everlasting Sweep and Sun Shield). It's baffling they would give this to DKs, which only use this mechanic for the Magicka return on the Draw Essence morph.

    That said, everything except Arcanist is hopelessly overdesigned. Which is a result of the other classes not having proper mechanics. I was hoping they would bring them up to par with Arcanist this patch, but alas ...

    This is a problem with all the older classes. They all need to look at the way Arcanist is designed from a synergistic point of view. Every ability in arcanist skill line somehow synergizes with its other skills or passive. Not saying all classes should be like arcanist at all each class should be unique but like, the reason the other classes have these issue is because the synergistic effects just aren't there. Not really. Don't even get me started on sorc.
  • MashmalloMan
    MashmalloMan
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    Telos_Tim wrote: »
    ToRelax wrote: »
    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.

    Looks like every Templar next patch is going to be running 3 Swift and Celerity next patch. lol

    They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...

    Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?

    god like shut up..

    Really? Lol.
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  • JerBearESO
    JerBearESO
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    Bashev wrote: »
    Templar mod, 33k resists, there is no way that this will go live. This will be extremely OP in PvP. On top of that it could be used offensively on a Bash build.

    Mark my words there is no way that this will go live. If it does, it will be clear that devs do not PvP.

    Holy crap bash build gonna look goooood. It's OP so it WILL go live :D
  • Neoauspex
    Neoauspex
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    JerBearESO wrote: »
    Bashev wrote: »
    Templar mod, 33k resists, there is no way that this will go live. This will be extremely OP in PvP. On top of that it could be used offensively on a Bash build.

    Mark my words there is no way that this will go live. If it does, it will be clear that devs do not PvP.

    Holy crap bash build gonna look goooood. It's OP so it WILL go live :D

    Bash build is useless if you're snared, you gotta do everything you can to stick to somebody if you wanna burst anybody down
  • Lystrad
    Lystrad
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    This is a problem with all the older classes. They all need to look at the way Arcanist is designed from a synergistic point of view. Every ability in arcanist skill line somehow synergizes with its other skills or passive. Not saying all classes should be like arcanist at all each class should be unique but like, the reason the other classes have these issue is because the synergistic effects just aren't there. Not really. Don't even get me started on sorc.

    I disagree to a degree. The interclass synergies with arcanist are fine because it's kind of it's own one off thing, and you could argue the same would be true if necromancer were to get the same treatment. if every class were to get that treatment though then you would have to figure out what to do about non class abilities. Either they're rendered almost entirely obsolete, because the benefit you get from class abilities pushes you towards using them almost exclusively, or you buff them enough that they can compete with the redesigned class abilities, which creates another problem in that because the class abilities are made to piggyback off of each other they aren't as strong in a vacuum like the weapon/guild skills are so you're either using all class abilities or no class abilities with very little in-between.

    That's not to say I dislike the idea of interactions between class abilities, minor ones would be neat for people who want to use class abilities, but nothing on the level of crux that would essentially force the older classes into using class abilities. I like that I don't have to play my sorcerer in a specific way just because I'm a sorcerer and changing it to push a certain set of abilities would deeply effect my enjoyment of the class and game. I don't mind it when I play arcanist because that's what I signed up for as arcanist, but it's not when I pick any of the other classes.
    Edited by Lystrad on 21 April 2024 14:25
  • Nerouyn
    Nerouyn
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    @Lystrad

    I love arcanists but not for the reason alex says and I think you're right about about maybe overdoing that a bit.

    Not to the point where it detracts from my enjoyment of the class but I'm thinking about scribing - where the arcanist class mod is crux - and all of the non-class abilities and wondering, how will compare?

    Personally my only major beef with sorc currently is the crystal fragments proc. I don't want to feel like a slot machine and be always watching for it to go off so I hit that button straight away!

    When I go back to playing my sorcs I'll either unslot or use the unmorphed / unprocced version. I also don't care for stamina morphs. Like magic uses magicka. Duh!
  • Nerouyn
    Nerouyn
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    Followup thought after playing a bit with just arcanist or arcanist and non abilities, I think the balance is actually ok.

    Yes the gorgeous green laser beams get a good power up from both crux and their weapon buff but unbuffed laser plus other abilities also works fine.
  • ESO_Nightingale
    ESO_Nightingale
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    Warden is probably the most overtuned here. DK is a close second. NB stinks, Sorc is pet dependent, Templar is jabs on skooma, Necro relies on broken corpse mechanics and Arcanist does literally nothing most Arc skills don't already do.

    All told, this is a mixed bag, but Warden and DK have it the best by far.

    wardens is only good in pvp where it looks like it'll be insanely annoying to play against, outside of that it makes literally 0 sense and has next to nothing to do with class fantasy, i really wish they'd revisit this.
    Edited by ESO_Nightingale on 22 April 2024 04:17
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  • James-Wayne
    James-Wayne
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    I just think its funny that Templar is the only class to get a negative effect to the scripts... like what happen in the board room when they came up with these options like what really happened?!?

    Ive been a Templar for 10 years but over the last few years I just havent had as much fun as I use to with Templar.
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  • Jierdanit
    Jierdanit
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    I just think its funny that Templar is the only class to get a negative effect to the scripts... like what happen in the board room when they came up with these options like what really happened?!?

    Ive been a Templar for 10 years but over the last few years I just havent had as much fun as I use to with Templar.

    And still the Templar script is by far the strongest one.

    Even with the snare that number of resistance is at least 25k higher than what it should be to be balanced at all.
    PC/EU, StamSorc Main
  • Diundriel
    Diundriel
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    Jierdanit wrote: »
    I just think its funny that Templar is the only class to get a negative effect to the scripts... like what happen in the board room when they came up with these options like what really happened?!?

    Ive been a Templar for 10 years but over the last few years I just havent had as much fun as I use to with Templar.

    And still the Templar script is by far the strongest one.

    Even with the snare that number of resistance is at least 25k higher than what it should be to be balanced at all.

    anyone tried the new templar script already?
    Think it will just be useful for Battlegrounds or 3-5 man groups in cyrodil if you wanna play healbot - tho you can avoid the snare a bit via using mistform
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