Maintenance for the week of September 29:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – September 29, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
· PlayStation®: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)

Skills that need the "COST DETERMINED BY THE HIGHEST MAX RESOURCE" treatment

StarOfElyon
StarOfElyon
✭✭✭✭✭
✭✭
("COST DETERMINED BY THE HIGHEST MAX RESOURCE") Now that this mechanic is in the game, I'd like to see these class skills get the same treatment (as silly as I think stamina "magic" is):

TEMPLAR
Puncturing Strikes
Piercing Javelin
Focused Charge
Backlash

DRAGONKNIGHT
Lava Whip
Searing Strike
Fiery Breath
Fiery Grip
Dragon Blood

SORCERER
Bound Armaments
Dark Exchange
Lightning Form
Crystal Shard

NIGHTBLADE
Assassin's Blade
Teleport Strike
Veiled Strike

WARDEN
Sorch
Dive
Swarm
Falcon Swiftness
Betty Netch

NECROMANCER
Death Scythe
Flame Skull
Blastbones
Skeletal Mage




  • Hotdog_23
    Hotdog_23
    ✭✭✭✭✭
    ✭✭
    Really hope they expand this idea to all the classes as you suggested.

    Stay safe :)
  • Uvi_AUT
    Uvi_AUT
    ✭✭✭✭✭
    I like it. I also like to see more skills with "if you have it slotted on either bar the passive effect will apply" imagine Magelight on one Bar affecting both Bars.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • DrNukenstein
    DrNukenstein
    ✭✭✭✭✭
    Yes to passives applying to both bars.

    No to cost determined by highest resource. That would be another huge blow to spec diversity. In fact, that's the feature I think they got wrong with the arcanist.
  • PrinceShroob
    PrinceShroob
    ✭✭✭✭✭
    I don't think a lot of these make sense to cost your highest maximum resource. Arcanist uses your primary resource cost on spammable abilities that you cast a lot (like Fatecarver) or healing skills (such as Runemeld) and your lowest resource cost on long-duration skills (like The Imperfect Ring) to alleviate the sustain drain on your highest resource.

    The intended balancing decision here seems to be twofold: it helps classes remain distinct by letting Magicka and Stamina permutations of the class use the same skills (would Arcanist truly be Arcanist if you weren't constantly firing your laser?), and healing costs your highest resource probably due to PvP balancing concerns (Magicka needs to use Stamina to dodge, sprint, and break free, but Magicka isn't used for anything by a Stamina build unless it slots skills that cost Magicka, so don't let Stamina builds get a bunch of "free" healing--that is, spend an unused resource pool on healing and shielding skills--that'll be just as strong due to hybridization while Magicka builds have to spend their offensive resource on support).

    Plus, a lot of these already have magicka and stamina morphs. They'd need to be reworked heavily to be usable if they scaled based off your maximum resource, since you'd probably just end up with a dead morph if you just swapped the resource cost.

    Not sure if you're aware, but with endgame builds, at least, you try to offload onto your off resource to improve the sustain of your main resource. Hence, it's critically important that skills cost a specific resource. Skills costing specific resources is also important to tanks, since you want your Stamina to be higher than your Magicka (so that Healing Combustion restores Stamina) but need skills to cost Magicka, ideally, since you use Stamina to block, you need to block to live, and if you don't live the rest of your group doesn't, either.

    TEMPLAR
    Puncturing Strikes -- This skill already has a Magicka and a Stamina morph.
    Piercing Javelin -- This skill is a crowd control skill and doesn't fit the normal criteria for skills with cost determined by maximum resource.
    Focused Charge -- This skill is a crowd control skill and doesn't fit the normal criteria for skills with cost determined by maximum resource.
    Backlash -- This skill already has a Magicka and a Stamina morph.

    DRAGONKNIGHT
    Lava Whip -- Acceptable; ending the split resource cost might go a long way to altering Dragonknight's preeminence in PvE, since it would make it harder for them to sustain and they are, after all, a class that's supposed to be hard-up for sustain.
    Searing Strike -- This skill already has a Magicka and a Stamina morph.
    Fiery Breath -- This skill already has a Magicka and a Stamina morph.
    Fiery Grip -- How do I put this? God, no. Dragonknight tanks are built specifically to be Magicka cost-heavy. You can get a Stamina-costing gap closer in several skills and a Stamina-costing chain in Silver Leash.
    Dragon Blood -- This skill already has a Magicka and a Stamina morph.

    SORCERER
    Bound Armaments -- Magicka Sorcerers are already struggling to sustain because of limited bar space due to pets; please do not remove one of their few options for Stamina-costing skills.
    Dark Exchange -- This one would make no sense; the thematic flavor of the skill is paying a resource to restore its opposite. It works out that if the resource costs are exactly the same, just opposite, you instantly restore slightly more than it cost to cast, which does not strike me as a direction the developers would take. So it's either going to be an abusable infinite resource restore, or a useless "I'll gladly pay you tomorrow for a hamburger today" skill where you pay a big upfront resource cost for regeneration of that resource.
    Lightning Form -- This skill already has a Magicka and a Stamina morph.
    Crystal Shard -- This skill already has a Magicka and a Stamina morph. I could see Crystal Weapon costing your highest resource, but Crystal Fragments is not a true spammable, so unless you're truly blessed with procs, you should easily be able to sustain using it from your Magicka pool even if you're primarily Stamina.

    NIGHTBLADE
    Assassin's Blade -- This skill already has a Magicka and a Stamina morph.
    Teleport Strike -- This skill already has a Magicka and a Stamina morph.
    Veiled Strike -- This skill already has a Magicka and a Stamina morph.

    WARDEN
    Sorch -- Possible; I could see the cost being determined by highest resource if only to remove Deep Fissure--and its accompanying Major and Minor Breach--from Stamina Warden's off resource in PvP.
    Dive -- As someone who used to main Warden DPS, don't you dare try to make Magicka Warden's sustain any harder.
    Swarm -- This skill already has a Magicka and a Stamina morph.
    Falcon Swiftness -- This skill is a movement skill and doesn't fit the normal criteria for skills with cost determined by maximum resource.
    Betty Netch -- There's literally no point to this because it has no resource cost and one morph restores Magicka while the other restores Stamina, and they otherwise provide the same buffs and function the same.

    NECROMANCER
    Death Scythe -- This skill already has a Magicka and a Stamina morph.
    Flame Skull -- This skill already has a Magicka and a Stamina morph.
    Blastbones -- This skill already has a Magicka and a Stamina morph.
    Skeletal Mage -- This skill already has a Magicka and a Stamina morph.
    Edited by PrinceShroob on 7 July 2023 20:32
  • WrathOfInnos
    WrathOfInnos
    ✭✭✭✭✭
    ✭✭✭✭✭
    I could see spammables changing to that system. However I would disagree with several skills on that list.

    For example, Mag Warden sustain is already pretty bad, but would be near unplayable if Sub Assault was changed to magicka cost. Having a stamina skill every 6s is essential. Bound Armaments can be used in a similar way if Mag Sorc is struggling with sustain, and Hurricane is always helpful to relieve magicka drain.

    The reverse is true for Stamina Necromancer. If all the skills cost stamina then their magicka pool would be useless and sustain would be difficult. Casting magicka blastbones every 3s vastly improves stamina sustain. Same story for Templar and both morphs of backlash, which can be chosen to fine tune sustain.
  • BasP
    BasP
    ✭✭✭✭✭
    I think I'd like it if it were applied to all class spammables (mostly because my solo Stamplar could then use Sweeps instead of Jabs for the healing, and my Stamblade could use Concealed Weapon as a spammable).

    But if it were applied to all the skills you mentioned, I could definitely see some of my characters run into sustain issues. Of course some longer lasting skills could instead cost your lowest resource, but by that point I'd prefer just having a Stam and Mag morph of every skill so that I'm being able to choose which resource I'd like it to cost instead.
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    I agree with these suggestions.
    Power Wealth And Influence.
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    I don't think a lot of these make sense to cost your highest maximum resource. Arcanist uses your primary resource cost on spammable abilities that you cast a lot (like Fatecarver) or healing skills (such as Runemeld) and your lowest resource cost on long-duration skills (like The Imperfect Ring) to alleviate the sustain drain on your highest resource.

    The intended balancing decision here seems to be twofold: it helps classes remain distinct by letting Magicka and Stamina permutations of the class use the same skills (would Arcanist truly be Arcanist if you weren't constantly firing your laser?), and healing costs your highest resource probably due to PvP balancing concerns (Magicka needs to use Stamina to dodge, sprint, and break free, but Magicka isn't used for anything by a Stamina build unless it slots skills that cost Magicka, so don't let Stamina builds get a bunch of "free" healing--that is, spend an unused resource pool on healing and shielding skills--that'll be just as strong due to hybridization while Magicka builds have to spend their offensive resource on support).

    Plus, a lot of these already have magicka and stamina morphs. They'd need to be reworked heavily to be usable if they scaled based off your maximum resource, since you'd probably just end up with a dead morph if you just swapped the resource cost.

    Not sure if you're aware, but with endgame builds, at least, you try to offload onto your off resource to improve the sustain of your main resource. Hence, it's critically important that skills cost a specific resource. Skills costing specific resources is also important to tanks, since you want your Stamina to be higher than your Magicka (so that Healing Combustion restores Stamina) but need skills to cost Magicka, ideally, since you use Stamina to block, you need to block to live, and if you don't live the rest of your group doesn't, either.

    TEMPLAR
    Puncturing Strikes -- This skill already has a Magicka and a Stamina morph.
    Piercing Javelin -- This skill is a crowd control skill and doesn't fit the normal criteria for skills with cost determined by maximum resource.
    Focused Charge -- This skill is a crowd control skill and doesn't fit the normal criteria for skills with cost determined by maximum resource.
    Backlash -- This skill already has a Magicka and a Stamina morph.

    DRAGONKNIGHT
    Lava Whip -- Acceptable; ending the split resource cost might go a long way to altering Dragonknight's preeminence in PvE, since it would make it harder for them to sustain and they are, after all, a class that's supposed to be hard-up for sustain.
    Searing Strike -- This skill already has a Magicka and a Stamina morph.
    Fiery Breath -- This skill already has a Magicka and a Stamina morph.
    Fiery Grip -- How do I put this? God, no. Dragonknight tanks are built specifically to be Magicka cost-heavy. You can get a Stamina-costing gap closer in several skills and a Stamina-costing chain in Silver Leash.
    Dragon Blood -- This skill already has a Magicka and a Stamina morph.

    SORCERER
    Bound Armaments -- Magicka Sorcerers are already struggling to sustain because of limited bar space due to pets; please do not remove one of their few options for Stamina-costing skills.
    Dark Exchange -- This one would make no sense; the thematic flavor of the skill is paying a resource to restore its opposite. It works out that if the resource costs are exactly the same, just opposite, you instantly restore slightly more than it cost to cast, which does not strike me as a direction the developers would take. So it's either going to be an abusable infinite resource restore, or a useless "I'll gladly pay you tomorrow for a hamburger today" skill where you pay a big upfront resource cost for regeneration of that resource.
    Lightning Form -- This skill already has a Magicka and a Stamina morph.
    Crystal Shard -- This skill already has a Magicka and a Stamina morph. I could see Crystal Weapon costing your highest resource, but Crystal Fragments is not a true spammable, so unless you're truly blessed with procs, you should easily be able to sustain using it from your Magicka pool even if you're primarily Stamina.

    NIGHTBLADE
    Assassin's Blade -- This skill already has a Magicka and a Stamina morph.
    Teleport Strike -- This skill already has a Magicka and a Stamina morph.
    Veiled Strike -- This skill already has a Magicka and a Stamina morph.

    WARDEN
    Sorch -- Possible; I could see the cost being determined by highest resource if only to remove Deep Fissure--and its accompanying Major and Minor Breach--from Stamina Warden's off resource in PvP.
    Dive -- As someone who used to main Warden DPS, don't you dare try to make Magicka Warden's sustain any harder.
    Swarm -- This skill already has a Magicka and a Stamina morph.
    Falcon Swiftness -- This skill is a movement skill and doesn't fit the normal criteria for skills with cost determined by maximum resource.
    Betty Netch -- There's literally no point to this because it has no resource cost and one morph restores Magicka while the other restores Stamina, and they otherwise provide the same buffs and function the same.

    NECROMANCER
    Death Scythe -- This skill already has a Magicka and a Stamina morph.
    Flame Skull -- This skill already has a Magicka and a Stamina morph.
    Blastbones -- This skill already has a Magicka and a Stamina morph.
    Skeletal Mage -- This skill already has a Magicka and a Stamina morph.

    The reason dynamic resource scaling is great is because it allows players to full choose the skills they want to use,

    For example even though puncturing strike and it’s morphs have a stam and mag morph I as a stamina templar shouldn’t be forced into using biting jabs if I prefer to use the puncturing sweeps morph

    Like wise this would allow magical templars to use biting jabs
    Power Wealth And Influence.
Sign In or Register to comment.