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Destruction Staff Rework

ESO_Nightingale
ESO_Nightingale
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Hey everyone, as mentioned by a now closed thread, there are some issues with the current designs of the destruction staff. I wanted to share some ideas to update and rejuvinate the line! most of the effort is towards decoupling the tank identity specifically from the ice staff and putting it moreso into a choice you can make within the line regardless of your staff type.
Passives:
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Skill 1: Destructive Touch (Spammable 1 and Hard CC)
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Skill 2: Wall of Elements (Ground AoE DoT)
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Skill 3: Force Shock (Spammable 2 and Taunt)
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Skill 4: Weakness to Elements (Major Brutality/Sorcery buff and enemy debuff)
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Skill 5: Impulse (AoE Spammable)
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Ultimate: Elemental Storm
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i'm certain some of these ideas are pretty unbalanced, but i had fun making them :)
Edited by ESO_Nightingale on 8 March 2026 14:23
PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
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  • Zodiarkslayer
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    Balancing aside, the most important change is to separate tanking utility from the weapon sill line. There should be a dedicated tanking staff skill line, like we have discussed on several occasions.

    The passives are the next crucial steps to make Destro great again.
    Penetrating Magic has to be a flat offensive pen value. The limitation to only destro skills was stupid from the beginning. I think you are spot on on this.
    Edited by Zodiarkslayer on 8 March 2026 16:37
    No Effort, No Reward?
    No Reward, No Effort!
  • Elendildur
    Elendildur
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    Tri Focus: Not sure about the new version for Ice Staves, this feels very similar to the Lightning Staff version. Then again, there's no clear option for Ice Staves there. I'd also completely remove the "block with magicka" part, since that makes most tanks avoid that passive like the plague

    Penetrating Magic: Perfect change. It's really annoying being over pen for some of your attacks, but below for others. On live, you either need to build for full pen without it, or have anything not a staff attack be below pen

    Destructive Clench: I'd quite like dd skills to not have any CC, cause it interferes with tanks if you cant move certain enemies cause your dds attacked them. Maybe all versions of Clench could work like Shock Clench does on live, but its a guarenteed status proc against all enemies hit, not just the first

    Crushing Shock: Not sure about adding a taunt to this. For builds using status effects, this is a really good skill to spam, since its easier to sustain than Force Pulse, with the lower cost. I think removing the taunt from Destruction Staff might be the better play, especially if they add a new staff type specifically for tanks, such as the Alteration staff that's been floated around

    Weakness to Elements: Seems like an odd choice to give Drain the multiple status effects, when Suscepibility is almost there anyway, just add Overcharged onto it. Adding Major Brutality and Sorcery is a really good idea

    Impulse: I feel like Frost Impulse needs increased damage based on something other than CC, since that can be difficult to have at the right moment

    Maybe the theme for Ice Staves could be Critical Chance, like you have on Ancient Knowledge. Tri Focus could put a debuff on enemies that gives you additional Crit Chance when damaging them for 20 seconds, Frost Impulse could have increased Crit Chance compared to Flame and Shock Impulse, maybe with a lower base damage

    These changes are really cool ideas, though. Frost DPS is always in an awkward spot, cause their obvious options are stolen by tanks
  • YandereGirlfriend
    YandereGirlfriend
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    Perhaps Crit Damage on Ice Staves to fit in mechanically with Brittle.

    Crit Chance is such a dangerous stat because anything that has it automatically becomes the hard meta option.
    Elendildur wrote: »
    Tri Focus: Not sure about the new version for Ice Staves, this feels very similar to the Lightning Staff version. Then again, there's no clear option for Ice Staves there. I'd also completely remove the "block with magicka" part, since that makes most tanks avoid that passive like the plague

    Penetrating Magic: Perfect change. It's really annoying being over pen for some of your attacks, but below for others. On live, you either need to build for full pen without it, or have anything not a staff attack be below pen

    Destructive Clench: I'd quite like dd skills to not have any CC, cause it interferes with tanks if you cant move certain enemies cause your dds attacked them. Maybe all versions of Clench could work like Shock Clench does on live, but its a guarenteed status proc against all enemies hit, not just the first

    Crushing Shock: Not sure about adding a taunt to this. For builds using status effects, this is a really good skill to spam, since its easier to sustain than Force Pulse, with the lower cost. I think removing the taunt from Destruction Staff might be the better play, especially if they add a new staff type specifically for tanks, such as the Alteration staff that's been floated around

    Weakness to Elements: Seems like an odd choice to give Drain the multiple status effects, when Suscepibility is almost there anyway, just add Overcharged onto it. Adding Major Brutality and Sorcery is a really good idea

    Impulse: I feel like Frost Impulse needs increased damage based on something other than CC, since that can be difficult to have at the right moment

    Maybe the theme for Ice Staves could be Critical Chance, like you have on Ancient Knowledge. Tri Focus could put a debuff on enemies that gives you additional Crit Chance when damaging them for 20 seconds, Frost Impulse could have increased Crit Chance compared to Flame and Shock Impulse, maybe with a lower base damage

    These changes are really cool ideas, though. Frost DPS is always in an awkward spot, cause their obvious options are stolen by tanks
  • Elendildur
    Elendildur
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    Perhaps Crit Damage on Ice Staves to fit in mechanically with Brittle.

    Crit Chance is such a dangerous stat because anything that has it automatically becomes the hard meta option.

    What about Penetration instead? It's also really important, but you can get it in a lot of other places
  • ESO_Nightingale
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    Elendildur wrote: »
    Perhaps Crit Damage on Ice Staves to fit in mechanically with Brittle.

    Crit Chance is such a dangerous stat because anything that has it automatically becomes the hard meta option.

    What about Penetration instead? It's also really important, but you can get it in a lot of other places

    Makes the weapon completely redundant for group play.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
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  • Elendildur
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    Makes the weapon completely redundant for group play.

    Not necessarily. Because Arcanists get so much pen from the Herald of the Tome passive, pen sets have fallen off, so anyone not using Herald needs that pen from somewhere else. Most of the time, you get it from light sets, but this could give another way of getting it. You could also give another benefit, like how Ancient Knowledge gives 2 buffs per staff type
  • ESO_Nightingale
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    Elendildur wrote: »

    Makes the weapon completely redundant for group play.

    Not necessarily. Because Arcanists get so much pen from the Herald of the Tome passive, pen sets have fallen off, so anyone not using Herald needs that pen from somewhere else. Most of the time, you get it from light sets, but this could give another way of getting it. You could also give another benefit, like how Ancient Knowledge gives 2 buffs per staff type

    while you do make a good point, i am not at all a fan of giving the ice staff a capped stat because you never ever see axes and maces used in builds outside of pvp. i fear it would end up being the exact same with the ice staff being relegated to being never used. i liked when axes used to have a chance to inflict bleeds because back then they felt like they had a purpose.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
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  • Elendildur
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    while you do make a good point, i am not at all a fan of giving the ice staff a capped stat because you never ever see axes and maces used in builds outside of pvp. i fear it would end up being the exact same with the ice staff being relegated to being never used. i liked when axes used to have a chance to inflict bleeds because back then they felt like they had a purpose.

    Fair enough. I'll defer to your wisdom on this since I don't really play any of my characters as Frost DPS. My main point was just that I feel like Ice Staves need some sort of strong thematic identity, to set them apart from Flame and Shock Staves
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