What does the Destruction Staff have that the Restoration Staff doesn't?
Options. Flexibility. Customization. Flavor.
Destruction Staff has THREE different types of magic associated with it.
Lightning,
Ice and
Fire. You can use these three elements in combination with the 4 classes to come up with some pretty unique sub-classes:
Lightning and Dark Magic wielding Wizard. (Sorcerer)
Ice and Shadow wielding Warlock. (Nightblade)
Fire and Light wielding Purifier. (Templar)
So why force healers using Restoration Staves, who our groups depend on, into one (honestly unappealing) type of magic? My answer: Don't. It's not going to work for the game long-term to have one "type" of healing magic, and that's where my suggestion comes in.
Restoration Staff Types:Light - (Gold / "Holy") Chance to return X magicka used to party.
Blood - (Red / "Daedric") Chance to apply a HoT to party.
Nature - (Green / "Earthy") Chance to remove poison / disease OR apply a damage shield to party.
Now what kinds of sub-classes do we get from these staves?
Pure Light wielding Priest. (Templar)
Blood and Shadow wielding Heretic. (Nightblade)
Nature and Storm wielding Druid. (Sorcerer)
Bonus Staff Types: (Less necessary, IMO.)
Destruction/Arcane - (Blue / "Magicka") Chance to reduce cost/cast time of next spell.
Restoration/Water - (Blue / "Rain") Chance to increase magicka regen of party.
Arcane and Storm wielding Mage. (Sorcerer)
Water and Earth wielding Shaman. (Dragon Knight)
Edited by ForestGuard on December 7, 2014 12:41PM