Why can't we put savagery and prophecy on any scribe skill. Why limit to 3?

i_azazei_i
i_azazei_i
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For "build freedom" this is really limiting. Wanted to finally unlimited hunter on my necro and now I find I'm still stuck with it unless I go stam. What were you thinking?
  • Quethrosar
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    why can't anything go on anything for true freedom.
  • Necrotech_Master
    Necrotech_Master
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    Quethrosar wrote: »
    why can't anything go on anything for true freedom.

    some of the signature scripts at least wouldnt work on every skill, as some of them are very specific

    i think the same goes for a few of the focus and affix too, though i think affix is the one that has the most which could go on anything

    like buffs/debuffs should be applicable to every skill

    a lot of the signature ones are more limited though, like theres no sense in putting the one for making enemies susceptible to the ruffian passive (dual wield) on any of the other weapon line scribe skills
    plays PC/NA
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  • xylena_lazarow
    xylena_lazarow
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    i_azazei_i wrote: »
    For "build freedom" this is really limiting. Wanted to finally unlimited hunter on my necro and now I find I'm still stuck with it unless I go stam. What were you thinking?
    Agreed, was really looking forward to getting rid of the dead slot in PvP, but the available options for Major Sav really don't fit very many builds. Knife is okay but expensive for something that demands a target, while Vault and Trample are extremely niche (if not useless). I'm unclear why this isn't on either of the Soul skills.
    PC/NA || CP/Cyro || RIP soft caps
  • itsfatbass
    itsfatbass
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    Overall, the scribing system was subpar at best. The only thing that MIGHT be worthwhile is the shield for tanks... they didn't give us a fun shiny object this chapter unfortunately :neutral:
    ~PC/NA~ Magblade, Tankanist, Healplar, Stamcro, Oakensorc, Healden, Tanknight ~PLUR~
  • StarOfElyon
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    itsfatbass wrote: »
    Overall, the scribing system was subpar at best. The only thing that MIGHT be worthwhile is the shield for tanks... they didn't give us a fun shiny object this chapter unfortunately :neutral:

    I'm glad for that. The questline was good enough for me to feel it was worth it. The skills not being completely broken out the gate is GOOD! There are still options forward for character creation and more skills are coming, so I think that's going to keep me mostly satisfied with it.
  • Turtle_Bot
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    i_azazei_i wrote: »
    For "build freedom" this is really limiting. Wanted to finally unlimited hunter on my necro and now I find I'm still stuck with it unless I go stam. What were you thinking?

    Same thing for the damage types on the focus scripts.

    If I want to throw an electrified bolt (dagger) or smash my enemies with a frozen maul to better fit the theme of my build, let me do that.

    I get that some of the damage types wouldn't (and shouldn't) work with some of the affixes (I'm not asking for ruffian to be changed to buff a shock/frost damage version of DW skill), but there are plenty of affixes to choose from that would still work well for the less synergistic damage types that the damage focus scripts didn't need their limitations.
  • ESO_Nightingale
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    itsfatbass wrote: »
    Overall, the scribing system was subpar at best. The only thing that MIGHT be worthwhile is the shield for tanks... they didn't give us a fun shiny object this chapter unfortunately :neutral:

    I'm glad for that. The questline was good enough for me to feel it was worth it. The skills not being completely broken out the gate is GOOD! There are still options forward for character creation and more skills are coming, so I think that's going to keep me mostly satisfied with it.

    Sure however i think they were too scared to let these skills do big things. Like elemental explosion's damage options are legitimately worthless. Sure, if you picked knockback or something it's probably solid in pvp zerging. But in pve, a measly 16k tooltip means nothing when the skill takes 2 seconds to cast. I've heard the argument that it's because they offer utility. That's great and all, but with a 16k tooltip and something like major slayer which would be highly coveted, it still wouldn't be worth taking due to the abysmal damage to cast time ratio. The damage portions of these skills should be revisited asap.

    Also, the damage options for elemental skills don't really matter much when status proc rates are low. flame damage is always best in slot due to engulfing flames which should be reworked or removed as a buff that benefits the group.
    Edited by ESO_Nightingale on 24 June 2024 05:36
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  • OtarTheMad
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    I ask the same question but about Heal Absorption. It would be so useful for Necros, giving them more debuffs but it’s on two abilities that, at least in my opinion, have much better options
  • LittlePinkDot
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    I was looking for the same thing for the same reason. But luckily I discovered another option that was even better than replacing camo hunter.

    Just look at what other skills you could replace with scribed alternatives.
    It's like I got 2 skills on 1 bar slot and still get to keep the minor berserk of camo hunter and can reveal hidden nightblades without having to slot a potion.
  • Yamenstein
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    OtarTheMad wrote: »
    I ask the same question but about Heal Absorption. It would be so useful for Necros, giving them more debuffs but it’s on two abilities that, at least in my opinion, have much better options

    As the debuff class the necro has enough debuffs jeez
    Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
    Necro for them RP feels.
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