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Destro staff in U33: last wish of the suffering mage

  • divnyi
    divnyi
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    Am I the only one who don't understand why swap passive effects from one skill to another maintaining exactly the same effects? Could you not do less changes, instead of doing changes just for the sake of it?

    Protection Expert is lol what, why it doesn't do anything for 2/3 of staves?

    Also, all this changes doesn't take PvP into account. AoE fire staff heavy would gank kill the whole group in DK.

    Also +10% damage bonus is more than DW/2h damage bonuses. Everyone would use staffs and drop out those melee weapons completely in PvP.
  • Faulgor
    Faulgor
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    Tannus15 wrote: »
    yeah, inferno is just straight up better.

    look at wall of elements.

    not only is burning one of the strongest status effects in the game because every player can proc it and increase their damage, but from memory wall of elements damage is buffed by a crazy 20% when the target is burning. so even if they have the same tool tip damage, wall of lightning is doing significantly less damage when burning procs. this is ignoring any benefits from other buffs like engulfing or encratis.

    additionally the lightning status debuff is group wide, minor vulnerability or off balance which means the more people are using it the less benefit you're getting from it. it doesn't stack like burning does.

    finally on top of all that, if you run lightning on the back and inferno on the front, the staff aoe damage increase only applies when you're on the back bar.
    basically if you're running a lighting staff on the back bar, you're doing it wrong.

    that's not an opinion, that's just maths.

    nah you're supposed to like that fire is overwhelmingly better than the other 2 :P

    though i suppose it doesn't matter much. stampede is our new overlord next patch.

    Not playing ESO for a while is so wild.
    You go from "wouldn't it be nice if we could run 2h backbar?" to "Stampede has to be nerfed" in what feels like the blink of an eye.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • ESO_Nightingale
    ESO_Nightingale
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    Faulgor wrote: »
    Tannus15 wrote: »
    yeah, inferno is just straight up better.

    look at wall of elements.

    not only is burning one of the strongest status effects in the game because every player can proc it and increase their damage, but from memory wall of elements damage is buffed by a crazy 20% when the target is burning. so even if they have the same tool tip damage, wall of lightning is doing significantly less damage when burning procs. this is ignoring any benefits from other buffs like engulfing or encratis.

    additionally the lightning status debuff is group wide, minor vulnerability or off balance which means the more people are using it the less benefit you're getting from it. it doesn't stack like burning does.

    finally on top of all that, if you run lightning on the back and inferno on the front, the staff aoe damage increase only applies when you're on the back bar.
    basically if you're running a lighting staff on the back bar, you're doing it wrong.

    that's not an opinion, that's just maths.

    nah you're supposed to like that fire is overwhelmingly better than the other 2 :P

    though i suppose it doesn't matter much. stampede is our new overlord next patch.

    Not playing ESO for a while is so wild.
    You go from "wouldn't it be nice if we could run 2h backbar?" to "Stampede has to be nerfed" in what feels like the blink of an eye.

    check it out on pts. it's wild. tts are so high and it's aoe burst always crits.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • Tannus15
    Tannus15
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    it's also that carve stacking does crazy damage.
  • ESO_Nightingale
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    Tannus15 wrote: »
    it's also that carve stacking does crazy damage.

    yeah, i'm pretty sure they're going to nerf carve and stampede.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • lQrukl
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    Also +10% damage bonus is more than DW/2h damage bonuses. Everyone would use staffs and drop out those melee weapons completely in PvP.
    No, it isn't. Yes, crit chance from daggers increase the damage for about 6%, not 10% BUT if it would so as you talk, sorcerers would use fire staff instead of daggers. But they won't.

    Daggers allows you proc both burning and poison, and poison does ~3k(4k if dk) additional danage for solo target. It also proc your CP passive that provides you +100 additional spd/wpd. It boosts your heal unlike poor damage increase.
    So it would pretty well balanced with that numbers.
    Also, all this changes doesn't take PvP into account. AoE fire staff heavy would gank kill the whole group in DK.
    It's easy to balace. Battle spirit, aoe range decreasing, aoe is not counts as sneak attack, etc. It is not a problem if it is just a few numbers.
    Protection Expert is lol what, why it doesn't do anything for 2/3 of staves?
    It's already work so lol. I just suggested to put in a separate passive. So we could disable it, and defencife benefits would be inextricably connected with magica block cost.
    Am I the only one who don't understand why swap passive effects from one skill to another maintaining exactly the same effects? Could you not do less changes, instead of doing changes just for the sake of it?
    Because it is pointless to offer complex changes at the time when all zos able to do as chapter feature is a card game. This is not a condemnation, everyone understands everything.
    I am only trying to be realistic and offer simple and reliable solutions.
    Edited by lQrukl on 7 February 2022 11:08
  • divnyi
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    lQrukl wrote: »
    Also +10% damage bonus is more than DW/2h damage bonuses. Everyone would use staffs and drop out those melee weapons completely in PvP.
    No, it isn't. Yes, crit chance from daggers increase the damage for about 6%, not 10% BUT if it would so as you talk, sorcerers would use fire staff instead of daggers. But they won't.

    Lmao what, who uses x2 daggers on sorc in PvP?
    Ok, I'll rephrase my question.
    Who uses x2 daggers in PvP?
    lQrukl wrote: »
    It's easy to balace. Battle spirit, aoe range decreasing, aoe is not counts as sneak attack, etc. It is not a problem if it is just a few numbers.

    Battle spirit what? Change what skills do with battle spirit? Honestly you ppl cling on battle spirit way too much.
    Sneak attacks don't boost damage in PvP even now. But players still able to do 35k fire staff heavies in one hit.
    It's already work so lol.

    What works like so? All the passives are meaningful to every stave type now.
  • lQrukl
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    Who uses x2 daggers in PvP?
    2H is also free-to-use, btw. Or other types of mele weapon.
    I am using x2 swords on my magica templar, for example, and I'm completely fine, it boosts my damage as well as healing on frontbar where i dont have mitigation from 1H+Shield.
    Outside of gank builds, the balance between defense and offense is much more important. Investing only in damage is a direct path to defeat.
    Battle spirit what? Change what skills do with battle spirit? Honestly you ppl cling on battle spirit way too much.
    Sneak attacks don't boost damage in PvP even now. But players still able to do 35k fire staff heavies in one hit.
    Disable aoe damage from HA to players. Decrease AoE radius in PvP. A huge number of options if that would be a problem.
    What works like so? All the passives are meaningful to every stave type now.
    And that's one of the reason why any staff rathier inferno is useless for free use in PvE now.
    There are specific builds for the frost warden, yes, but they are inferior to their counterparts with inferno, not to mention daggers. 2/3 of staves are already overboard because of fire staff passive that only matters in the main field of their application.
    I don't see a problem with 1 passive ability being of little use to dps if all the other passives allow dds to be more free to choose staff type and playstyle. Templar has a lot of useless passives. DK has passive that sustain em while using ult and it would be completely useless next patch in PvE, according to DK test parses (full stamina anytime without passive and great magica sustain because of stamina skills usage):
    m64aq623xu3b.png

    But it's still useful for tanks, or in pvp, and it doesn't make the class weaker
    Edited by lQrukl on 7 February 2022 13:03
  • ajkb78
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    If you're aiming to improve diversity of what's used then it's a noble goal but I think you've gone about it wrong, as while it won't matter as much which staff you use, the choice will also have less impact. I think the better, and simpler, approach is to alter the passives to improve synergies with class identity.

    Currently you have flame staffs buffing single target damage, shock staffs buffing aoe damage, and ice staffs buffing self and group protection.

    This should change. First of all, split off the self protection buffs (I'll come back to those). Then, change the Ancient Knowledge passive so that it now gives a buff of 10% to magic damage plus the same type of elemental damage as the staff you're holding (so inferno staff buffs all flame damage whether ST or AOE, shock staff buffs all shock damage etc.) This really ties in to a load of class passives and gives different classes different "clear winner" staffs, so sorc would definitely want shock staff, DK would definitely want flame staffs etc. Some classes do a lot of magic damage or all 3 elemental types, so the choice would be less clear cut there and different choices would be similarly viable.

    The wall of elements passive effect changes so that instead of only the flame staff having an actual DPS increasing effect, each type of staff buffs damage to its own applied status effect. So wall of flames stays as is, wall of shock damage is buffed to concussed enemies, wall of frost damage is buffed to chilled enemies. I know it's lore that inferno staffs are related to ST damage, shock is related to aoe damage, but I think that is sufficiently captured by the tri-focus passive effects from heavy attacking - the current implementation of ancient knowledge is too unbalanced to provide diversity of builds in an MMO. Tri focus gives a bit of flavour but heavy attacking isn't something you do all the time so in terms of balance it doesn't really matter.

    Change the Bulwark CP passive so that it applies when you have a shield or destro staff equipped, rather than shield or frost staff. No DD will take this CP anyway so it isn't unduly buffing the resistances of damage dealers, but it gives tanks more choice in what staff to use. This CP also inherits the block cost reduction and increased damage blocked that was previously specific to ice staves in the ancient knowledge passive, but it now applies to any destro staff. (Sword n board gets its own passive boosting block so the CP doesn't need to apply to them too.)

    This would give a broadly balanced set of staves with each synergising best with different classes, and tanks and healers having more choice over what staff they prefer. There would still be a few oddball buffs like Encratis,
    engulfing flames, but perhaps these could be tweaked further down the line to be more element-agnostic, or complemented by other buffs.
  • lQrukl
    lQrukl
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    If you're aiming to improve diversity of what's used then it's a noble goal but I think you've gone about it wrong, as while it won't matter as much which staff you use, the choice will also have less impact. I think the better, and simpler, approach is to alter the passives to improve synergies with class identity.

    Currently you have flame staffs buffing single target damage, shock staffs buffing aoe damage, and ice staffs buffing self and group protection.

    This should change. First of all, split off the self protection buffs (I'll come back to those). Then, change the Ancient Knowledge passive so that it now gives a buff of 10% to magic damage plus the same type of elemental damage as the staff you're holding (so inferno staff buffs all flame damage whether ST or AOE, shock staff buffs all shock damage etc.) This really ties in to a load of class passives and gives different classes different "clear winner" staffs, so sorc would definitely want shock staff, DK would definitely want flame staffs etc. Some classes do a lot of magic damage or all 3 elemental types, so the choice would be less clear cut there and different choices would be similarly viable.

    The wall of elements passive effect changes so that instead of only the flame staff having an actual DPS increasing effect, each type of staff buffs damage to its own applied status effect. So wall of flames stays as is, wall of shock damage is buffed to concussed enemies, wall of frost damage is buffed to chilled enemies. I know it's lore that inferno staffs are related to ST damage, shock is related to aoe damage, but I think that is sufficiently captured by the tri-focus passive effects from heavy attacking - the current implementation of ancient knowledge is too unbalanced to provide diversity of builds in an MMO. Tri focus gives a bit of flavour but heavy attacking isn't something you do all the time so in terms of balance it doesn't really matter.

    Change the Bulwark CP passive so that it applies when you have a shield or destro staff equipped, rather than shield or frost staff. No DD will take this CP anyway so it isn't unduly buffing the resistances of damage dealers, but it gives tanks more choice in what staff to use. This CP also inherits the block cost reduction and increased damage blocked that was previously specific to ice staves in the ancient knowledge passive, but it now applies to any destro staff. (Sword n board gets its own passive boosting block so the CP doesn't need to apply to them too.)

    This would give a broadly balanced set of staves with each synergising best with different classes, and tanks and healers having more choice over what staff they prefer. There would still be a few oddball buffs like Encratis,
    engulfing flames, but perhaps these could be tweaked further down the line to be more element-agnostic, or complemented by other buffs.

    I completely agree with most of this except:
    Some classes do a lot of magic damage or all 3 elemental types, so the choice would be less clear cut there and different choices would be similarly viable.
    You wont find 8-9 ice dots and 1 spam for necromancer. Your suggestion tie them to fire staff at best, and most likely to daggers again. And you only hurt people who watched Arrival Cinematic and wanna play "lore-friendly" necromancer with ice staff.
    fhrcpdxkc1ps.jpg

    This will also tightly bind classes to a specific staff.

    My suggestion is to make this preference softer.
    1) DK has synergy with burning and dot damage. Let em deal a bit more burning damage with fire staff.
    2) Sorc has sustain issues. Let em Major Debuff that restore magica while concussion ememies.
    3) Warden has +10% crit damage against chilled enemies, leave em oppotunity to have +10% by Minor Brittle more with frost staff, with group or not, so people can build up more universal around it, especially considering the critical damage cap.

    All of that would work in any content. And with burning, making 3-4k flat dps increase with any class (and 6-8k on DK with charged trait) we will get close damage of any status type. But leaving dk the opportunity to get 1-2k additional damage with fire staff.
    Edited by lQrukl on 7 February 2022 17:11
  • emilyhyoyeon
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    One of my OCs is best represented in ESO by being a nightblade using an ice staff. Quite honestly, I DO want the destruction staves to be mostly cosmetic. I completely agree classes like DK/warden/sorc should be a bit more effective using fire/ice/shock staves respectively, but I don't want the ''non elemental classes'' to be defaulted to a fire staff, at least the way nightblade is AFAIK.
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
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