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Herald of the Tome - Remove Fatecarver

Operativ
Operativ
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Yes, I am serious. In my opinion this skill is one of the lowest effort high-damage dealing abilities in ESO, and it's clearly the most used skill. Instead of Fatecarver, give Herald of the Tome something else (something that's not a channeled beam, for once).

This would resolve a lot of headache regarding how to balance both Arcanist & subclassing, as well as how other classes would have to be adjusted to match Fatecarver's huge amount of DPS in pretty much every major scenario. Keeping one skill is not worth the effort & company resources of having to re-do the rest of the game/class balance.
Edited by Operativ on 31 July 2025 08:03
  • Yudo
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    IDK about removing it but my main issue with this skill is it replaces other spammables too well.
    An AOE skill that outperforming ST skills in most pve scenarios, low effort with little weaving.
    Despite the feedback, this skill ended up with a significant buff...so yeah.
  • Nag1saKaw0ru
    Nag1saKaw0ru
    Soul Shriven
    You know what? I agree. If people are happy to throw all other classes under the bus for mitigating Fatecarver being OP, I'll happily throw Fatecarver under the bus instead.
  • La_Croft
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    It being being easy is not the problem with the skill, it's WAY too much utility combined with outdpsing a lot of other spamables. If they can bring in line with it like 5 more skills so you at least have 6 variations of dps, then i don't see it being a problem, even if the others were harder to play.
  • Ezhh
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    The problem is how effectively it removes other playstyles if you don't want to be left feeling like you're trolling your group.

    Pre-subclassing I could still keep up and even pass meta arcanist builds on a magplar running azureblight in mid to high level groups (things like HM prog for SE/LC). Now, with a direct buff to beam damage, the way subclassing buffs beam damage even more AND the nerf to azureblight I'm struggling to feel like I contribute enough on my plar (even after subclassing in assassination) with the result that I've considered leaving these groups.

    Yes I could switch to beam myself - I'm fully aware I could. And yes, there will always be a meta and one thing will always be better. But the issue here isn't even just about meta (there are plenty of situations where non-beam builds can pull ahead - though many of those are still arc builds). The issue is that beam is just such a well rounded spammable in every single sense imaginable (good dps, cleave, extra effects, ease of use, range, in a skill line with good passives). Other good spammables often have a big limitation. They are melee only or single target only for example.

    I wouldn't remove the skill because it is and should be a legitimate playstyle. But it shouldn't leave other playstyles largely avoided for anything other than absolute optimisation at the top of end game or beneath the level where dps matters at all.
  • tsaescishoeshiner
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    Instead, I think they should buff Tentacular Dread to compete with it. Fatecarver is fun and satisfying, but Arcanist could use some variety.
    PC-NA
    in-game: @tsaescishoeshiner
  • robpr
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    I think the old jabs treatment would fit here - reduced damage for each target beyond the first, but in the end probably would fix nothing, the beam would still be the best cleave in the game due to its range.
  • preevious
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    Removing it is overkill, as it can be rather amusing to use.
    It must simply be brought in line with others AOE skills.

    Fatecarver is an anomaly, being a multitarget skill that's as powerfull as the best ST skills around.

    Either by way of cutting the damage on secondary targets (like, by a lot .. 50% comes to mind) or reducind damage as a whole.

    Both would be fine.
  • Soarora
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    preevious wrote: »
    Removing it is overkill, as it can be rather amusing to use.
    It must simply be brought in line with others AOE skills.

    Fatecarver is an anomaly, being a multitarget skill that's as powerfull as the best ST skills around.

    Either by way of cutting the damage on secondary targets (like, by a lot .. 50% comes to mind) or reducind damage as a whole.

    Both would be fine.

    Agreeing with this. The ease of use of the class is fine, but other classes need the AoE of arcanist (good class spammable doing AoE damage) or arcanist needs reduced AoE to the level of other classes (balance it like jabs).
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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  • MashmalloMan
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    I think 1 thing that seems to fly under the radar for Herald of the Tome is the passives. It's the only DPS line with 4/4 dedicated to damage dealing. Every other line uses at least 1/4 for some type of utility or sustain.

    Sorcerer - Storm Calling (Capacitor): +141 mag/stam/hp recovery.
    Nightblade - Assassination (Executioner): 1k mag/stam on kill.
    Templar - Aedric Spear (Spear Wall): Minor Berserk + Minor Berserk for 6s.
    Necro - Grave Lord (Reusable Parts): -66% cost for every other summon.

    DK's Ardent Flame only just recently got damage on all 4 passives from Warmth's 6% dot damage for 3s, but it's pretty negligible, I see it as more of an extension to Searing Heat, something it should of done from the get go.

    Warden's Animal Companion's is a hybrid line with great utlity, delayed burst, and sustain, but only 1/4 is for damage dealing as a capped stat. Probably why it's not very popular in PVE, but super popular in PVP. Warden unfortunately splits its damage passives with Winter's Embrace.

    What's more interesting is typically the lines are tuned into 2-3 types of damage stats, usually in the direction of some type of build identity, while Arcanist gives very open ended, works for everything damage bonuses. Pen, Crit Damage, W/S Damage, and Status Effect Damage. No class has the 1st 3 in 1 place, nevermind the 4th too.

    If you ask me, even a nerf to the cleave on Beam won't entirely fix the line because it's just so loaded with necessary PVE damage passives in 1 place. I have no idea why they made 4 passives equally as strong as the last for damage dealing, when they clearly had some type of guideline for designing the other 6 classes with the 3/4 split.

    And yeah buff Tentacular Dread, it should cost -50% at full crux and deal like +120-140% more damage instead of +99%. Then it would be on par with skills like Scorch, Curse, Backlash, but most directly; Blastbones as 1 big, cheap hit every 3-4 seconds, which also debuffs.
    Edited by MashmalloMan on 31 July 2025 20:45
    PC Beta - 2200+ CP

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  • La_Croft
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    Instead, I think they should buff Tentacular Dread to compete with it. Fatecarver is fun and satisfying, but Arcanist could use some variety.

    Ironically they made Tentacular Dread LESS competitive with the banner class script nerf.
  • GloatingSwine
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    preevious wrote: »
    Either by way of cutting the damage on secondary targets (like, by a lot .. 50% comes to mind) or reducind damage as a whole.

    I have said repeatedly that the way to bring it into line is to only apply the crux bonus damage to the primary target or a small secondary AoE centred on it.
  • M1SHAAN
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    Removing Fatecarver is a terrible idea that would be disastrous for PVE at all levels. It needs to be rebalanced, absolutely, but obliterating the most popular dps playstyle would drive people away from the game in droves.

    If there's a gentle rebalancing, people beaming wouldn't need to immediately switch to a different build, and the hardcore beam fans could make it work even if it wasn't the meta. Folks would gravitate towards other things over time as they desired greater firepower.

    Removing the skill from the game, on the other hand, is like pulling the rug out from under the entire PVE dps community. Everyone would be scrambling to change their builds, and many would quit rather than having to deal with losing their playstyle and needing to immediately find something different. Even if it would put the game balance into a healthier state, it would be such a blow to player morale that the game itself would certainly be worse off.

    Please, no sledgehammer nerfs. It'd be like Update 35 all over again.
  • preevious
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    preevious wrote: »
    Either by way of cutting the damage on secondary targets (like, by a lot .. 50% comes to mind) or reducind damage as a whole.

    I have said repeatedly that the way to bring it into line is to only apply the crux bonus damage to the primary target or a small secondary AoE centred on it.

    Indeed, that would effectively cut the damage in half on the secondary targets. I would not keep a small AOE, though. Mobs are chained quite skillfully in most trials, and it would defeat the purpose.
  • Radiate77
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    Or… they could reduce the range to about 4 or 5 meters and give the skill an opportunity cost.
  • YandereGirlfriend
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    In conjunction with a Fatecarver tweak I think that single-target abilities need a fairly hefty power budget increase.

    And that goes double for single-target melee, which has always been the most difficult style to play.

    More risk = more reward = balance.
  • NoSoup
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    I'm actually really glad the Dev's don't actually listen to the majority of feedback on the forums because the majority of the feedback is so short sighted and myopic. The issue with fatecarver isn't actually "fatecarver" but subclassing as a whole. You know what will happen if fatecarver is removed? Everyone will respec to templar and 90% of DPS will be running jabs. Then we'll have to remove Jabs from the game. Within a week 90% of DPS will be running DK and spamming breath, then we'll have to remove breath from the game....

    And the cycle will continue until there are only 3 skill lines left in the game....
    Formally SirDopey, lost forum account during the great reset.....
  • La_Croft
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    NoSoup wrote: »
    I'm actually really glad the Dev's don't actually listen to the majority of feedback on the forums because the majority of the feedback is so short sighted and myopic. The issue with fatecarver isn't actually "fatecarver" but subclassing as a whole. You know what will happen if fatecarver is removed? Everyone will respec to templar and 90% of DPS will be running jabs. Then we'll have to remove Jabs from the game. Within a week 90% of DPS will be running DK and spamming breath, then we'll have to remove breath from the game....

    And the cycle will continue until there are only 3 skill lines left in the game....

    Except before Necrom not everyone was running Templars, while after Necrom but before subclassing, Arcanist still made up more than 50% of Trial comps. But sure, nothing wrong with fatecarver.
  • MJallday
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    i wish people would stop calling to nerf the one skill that makes it FUN to play this game.

    right now, ESO is struggling with player retention and keeping people interested.

    nerf this, and people will walk. People will walk and your game is gone IMO

    so be careful what you wish for.


  • preevious
    preevious
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    MJallday wrote: »
    i wish people would stop calling to nerf the one skill that makes it FUN to play this game.

    right now, ESO is struggling with player retention and keeping people interested.

    nerf this, and people will walk. People will walk and your game is gone IMO

    so be careful what you wish for.


    Problem is, what makes the game fun for you is making it unfun for many others that are annoyed to see everyone and their dogs beaming all the time in every content.

    What do we do, then? Is your fun better than their?

    If it's not power that is the issue, how about we buff everything except fatecarver? Fatecarver would then be weaker than everything else, but it will still be as "fun to use", right?

    Also, even if fatecarver was nerfed (to, I might add, simply put it on par with other skills, not to make it weak) . Wouldn't it still retains its fun gameplay?

    If you stop using it because it is not overpowered anymore despite its gameplay being the same, then fun was not what you were seeking.
    Edited by preevious on 1 August 2025 07:48
  • Daoin
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    just stop trying to ruin the game for new players and players that think the arcanist is great as-is. eso creators already listened too much to old players and since last update game is half dead again, it had nothing to do with arcanist. even better though just talk about something else between each other in your elite groups of organized raid compositions and stop threats to fatecarver. before the game risks becoming even more dead from half dead
    Edited by Daoin on 1 August 2025 18:13
  • drip_fromtheinkwell
    Daoin wrote: »
    just stop trying to ruin the game for new players and players that think the arcanist is great as-is. eso creators already listened too much to old players and since last update game is half dead again, it had nothing to do with arcanist. even better though just talk about something else between each other in your elite groups of organized raid compositions and stop threats to fatecarver. before the game risks becoming even more dead from half dead

    Except that there is literally no skill like fatecarver in the game. There is NO skill with the same cleave, the same power, or the same (extremely, EXTREMELY low) skill level. I don't think anyone is seriously saying to delete it entirely; but out of all the skills in the game, the one that's consistently balanced to is fatecarver. It is the problem. And it's making the game worse for anyone who doesn't want to sit there and do nothing but beam.
  • CP5
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    So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.

    Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.

    AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.

    Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.

    I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.

    I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.

    Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.
  • randconfig
    randconfig
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    Daoin wrote: »
    just stop trying to ruin the game for new players and players that think the arcanist is great as-is. eso creators already listened too much to old players and since last update game is half dead again, it had nothing to do with arcanist. even better though just talk about something else between each other in your elite groups of organized raid compositions and stop threats to fatecarver. before the game risks becoming even more dead from half dead

    Except that there is literally no skill like fatecarver in the game. There is NO skill with the same cleave, the same power, or the same (extremely, EXTREMELY low) skill level. I don't think anyone is seriously saying to delete it entirely; but out of all the skills in the game, the one that's consistently balanced to is fatecarver. It is the problem. And it's making the game worse for anyone who doesn't want to sit there and do nothing but beam.

    Have to agree. Combat team is balancing the entire Arcanist class around the beam, ruining the experience for Arcanists that wanna play anything other than the beam. And somehow we have time to keep modifying Arcanist to balance around the beam, but not enough time to fix pure Necromancer being unable to summon their summons.
  • CP5
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    I'm thinking it could be an idea to make Fatecarver a cheap ultimate, like Death Stroke or Dawnbreaker, and then having the current ultimate be made a base skill instead, like the Lep Seclusa final boss, where the watcher spawns above his head before shooting at enemies. Could be an interesting take on a class ground aoe, make it a standard ground aoe but with the one morph being able to be freely moved like the ultimate. Could be a fun way to keep the same tools in the kit, but make it less weighted on the class having to beam so frequently.
  • randconfig
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    CP5 wrote: »
    I'm thinking it could be an idea to make Fatecarver a cheap ultimate, like Death Stroke or Dawnbreaker, and then having the current ultimate be made a base skill instead, like the Lep Seclusa final boss, where the watcher spawns above his head before shooting at enemies. Could be an interesting take on a class ground aoe, make it a standard ground aoe but with the one morph being able to be freely moved like the ultimate. Could be a fun way to keep the same tools in the kit, but make it less weighted on the class having to beam so frequently.

    I always felt this way about Fatecarver. It's always felt like an ultimate ability. I would love if they reworked the skill line to make it the ultimate instead.
  • LittlePinkDot
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    How about making it an instant cast burst skill instead of a channeled skill.
  • NoSoup
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    CP5 wrote: »
    So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.

    Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.

    AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.

    Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.

    I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.

    I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.

    Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.

    Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.
    Formally SirDopey, lost forum account during the great reset.....
  • YandereGirlfriend
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    NoSoup wrote: »
    CP5 wrote: »
    So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.

    Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.

    AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.

    Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.

    I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.

    I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.

    Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.

    Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.

    It's still super gross damage and far above any other options.

    And that framing creates like an implicit penalty to anyone who isn't at the level of 100% weaving efficiency, which describes like 99.9% of ESO players.
    Edited by YandereGirlfriend on 4 August 2025 01:21
  • Zyaneth_Bal
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    In reality the most used skill in pve for dds is banner💀 (actual numbers from logs)

    It’s meant to be a support skill. Make it only affect allies and not the caster themselves or something. Maybe raise the target cap because the skill is boring and no one likes to use it.

    For vLC HM pragmatic fatecarver is the 5th most popular skill, having appeared in logs 93 times. But positions 2 to 5 all range from 98 to 93 appearances, easy to guess that scholarship and flail fall there too, and relentless focus ofc. Banner appears 176 times though…
    Correction, banner number appears to be inflated due to being slotted on both bars. Doesn’t change the fact that it’s not fun to use and is still one of the most popular skills.
    Edited by Zyaneth_Bal on 4 August 2025 10:56
  • Zyaneth_Bal
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    NoSoup wrote: »
    CP5 wrote: »
    So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.

    Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.

    AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.

    Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.

    I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.

    I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.

    Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.

    Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.
    Remove la damage cap, it makes no sense🙏
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