omfgitsbatman wrote: »Also, the fact that melee magicka is so much better than ranged magicka is making ranged dps disappear altogether. There are almost no fights in PVE where having ranged is necessary. Every single trial can be done with 0 ranged dps. You might have to adjust tactics a bit, but every fight can be done.
I thought the answer to this would be pretty simple looking at the destro staff passives where the sword has none of these. Yes you'll have more spell power but destro staff has spell penetration. In other words. Same thing. and elemental effects and faster heavy attacks. which means more damage. -shrug- All of this is more damage. why would you put spell power above all? Its all checks and balances. Ignoring 10% of my spell resistance on my character is 1,000 spell resistance. Yeah there are percents and all that jazz to think about but tbh without going into the math destro will outdo the sword.
This is only if you are using a destro staff ability. Both Magicka templars and magicka nightblades use primarily class abilities. Therefore, you get none of these benefits from a staff. You actually benefit right now from twin blade and blunt in the dual wield tree more than you benefit from staff passives.I thought the answer to this would be pretty simple looking at the destro staff passives where the sword has none of these. Yes you'll have more spell power but destro staff has spell penetration. In other words. Same thing. and elemental effects and faster heavy attacks. which means more damage. -shrug- All of this is more damage. why would you put spell power above all? Its all checks and balances. Ignoring 10% of my spell resistance on my character is 1,000 spell resistance. Yeah there are percents and all that jazz to think about but tbh without going into the math destro will outdo the sword.
omfgitsbatman wrote: »Also, the fact that melee magicka is so much better than ranged magicka is making ranged dps disappear altogether. There are almost no fights in PVE where having ranged is necessary. Every single trial can be done with 0 ranged dps. You might have to adjust tactics a bit, but every fight can be done.
Ranged will ALWAYS have something over melee. Time to target location. Yes there are ability to bridge gaps but that takes up a slot. This has been true since the beginning of time. More pronouced when a target is snared. If you dont believe the concept. Use a PVE boss. you can kite a melee boss. you cant kite a ranged one. Thus ranged one does more damage. Works for Players too.
omfgitsbatman wrote: »Make a melee magicka 1 handed weapon such as a wand with it's own skill tree
omfgitsbatman wrote: »This is only if you are using a destro staff ability. Both Magicka templars and magicka nightblades use primarily class abilities. Therefore, you get none of these benefits from a staff. You actually benefit right now from twin blade and blunt in the dual wield tree more than you benefit from staff passives.I thought the answer to this would be pretty simple looking at the destro staff passives where the sword has none of these. Yes you'll have more spell power but destro staff has spell penetration. In other words. Same thing. and elemental effects and faster heavy attacks. which means more damage. -shrug- All of this is more damage. why would you put spell power above all? Its all checks and balances. Ignoring 10% of my spell resistance on my character is 1,000 spell resistance. Yeah there are percents and all that jazz to think about but tbh without going into the math destro will outdo the sword.omfgitsbatman wrote: »Also, the fact that melee magicka is so much better than ranged magicka is making ranged dps disappear altogether. There are almost no fights in PVE where having ranged is necessary. Every single trial can be done with 0 ranged dps. You might have to adjust tactics a bit, but every fight can be done.
Ranged will ALWAYS have something over melee. Time to target location. Yes there are ability to bridge gaps but that takes up a slot. This has been true since the beginning of time. More pronouced when a target is snared. If you dont believe the concept. Use a PVE boss. you can kite a melee boss. you cant kite a ranged one. Thus ranged one does more damage. Works for Players too.
The only trial where time to target matters is VDSA.
VDSA Might be the only trial where it matters but its also about damage per second. A ranged character can begin their DPS charts earlier then melee thus doing more damage. There has been a whole slew of balacing acts to make melee and ranged stay on par with each other AKA introducing charges/teleports etc. Which does close the gap on the dps charts but 9 times out of 10 it takes up an ability slot/ etc. they normally add damage or utility to these movement abilities or just up their damage overall by a small amount but it never works the way its suppose to and ive yet to run into a game that did it perfectly. Ranged has somehow always out done melee in this regard and its always better. Ive never liked this but the concept has come a lonnnnng way to correcting itself.
Yes, I forgot to mention the extra set piece. Good Call.Emma_Eunjung wrote: »I think it's really unfair and ridiculous that Destro Staff users have lower spell damage than Dual Wielders, who already have the advantage of an extra set bonus.
omfgitsbatman wrote: »...
"But you don't get the destro staff abilities/passives."
Yup... no real reason to use any of the destro staff abilities or passives... For AoE, every class has a class specific AoE that can compete with or beat elemental ring. The only class that uses a destro staff ability as their spammable is Sorcs, so there is one example of where a staff is better. But it is still beneficial for them to use swords on their aoe/execute bar...
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your class bias is showing...
being a nightblade, yes you can stay at range and not have to get in the middle of a fight while using dual wield because you have a good ranged skill, not so for a DK magicka build, if they want to use dual wield they have to get in the thick of things or use a staff
more or less the same for a Templar magicka dps.. while they have dark flare, the LONG travel time/cast time of the skill makes its dps lackluster to say the least comparable to going dual wield and getting in melee range
on another note, being in melee range as a magicka build you are much more affected by movement than a ranged, running away from the boss etc while the ranged can sit in relative safety and keep dpsing while you have to reposition, yes I know theres mechanics that make the ranged move/dodge etc, but its much easier to get back on target
bottom line, it opens up more build options... which is a good thing IMO
omfgitsbatman wrote: »...
"But you don't get the destro staff abilities/passives."
Yup... no real reason to use any of the destro staff abilities or passives... For AoE, every class has a class specific AoE that can compete with or beat elemental ring. The only class that uses a destro staff ability as their spammable is Sorcs, so there is one example of where a staff is better. But it is still beneficial for them to use swords on their aoe/execute bar...
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Just out of curiosity, what class AOE does a NB have that can compete with Elemental Ring? It can't be sap as it does way less damage.
omfgitsbatman wrote: »your class bias is showing...
being a nightblade, yes you can stay at range and not have to get in the middle of a fight while using dual wield because you have a good ranged skill, not so for a DK magicka build, if they want to use dual wield they have to get in the thick of things or use a staff
more or less the same for a Templar magicka dps.. while they have dark flare, the LONG travel time/cast time of the skill makes its dps lackluster to say the least comparable to going dual wield and getting in melee range
on another note, being in melee range as a magicka build you are much more affected by movement than a ranged, running away from the boss etc while the ranged can sit in relative safety and keep dpsing while you have to reposition, yes I know theres mechanics that make the ranged move/dodge etc, but its much easier to get back on target
bottom line, it opens up more build options... which is a good thing IMO
Magicka DK's are best in melee range right now anyway. There are absolutely no trial bosses where you get punished as a melee and can't ignore it: Rakotu's whirlwind- If you kill it fast enough, he doesn't whirlwind. Mage's Chain lightning- stack in groups of 2 far enough away from other groups.
Also, I'm not saying melee magicka should not be viable. I am not saying that at all. I am saying ranged magicka should be viable.
omfgitsbatman wrote: »your class bias is showing...
being a nightblade, yes you can stay at range and not have to get in the middle of a fight while using dual wield because you have a good ranged skill, not so for a DK magicka build, if they want to use dual wield they have to get in the thick of things or use a staff
more or less the same for a Templar magicka dps.. while they have dark flare, the LONG travel time/cast time of the skill makes its dps lackluster to say the least comparable to going dual wield and getting in melee range
on another note, being in melee range as a magicka build you are much more affected by movement than a ranged, running away from the boss etc while the ranged can sit in relative safety and keep dpsing while you have to reposition, yes I know theres mechanics that make the ranged move/dodge etc, but its much easier to get back on target
bottom line, it opens up more build options... which is a good thing IMO
Magicka DK's are best in melee range right now anyway. There are absolutely no trial bosses where you get punished as a melee and can't ignore it: Rakotu's whirlwind- If you kill it fast enough, he doesn't whirlwind. Mage's Chain lightning- stack in groups of 2 far enough away from other groups.
Also, I'm not saying melee magicka should not be viable. I am not saying that at all. I am saying ranged magicka should be viable.
not sure its official skill name, but the "popcorn" on mantikora for starters, dodge roll back to avoid the first hit... your out of range... 2 steps back to avoid second hit.. still out of range... roll forward and back in... loss = 3 seconds of dps.... casters lose less because while they do have to stop casting for the roll itself, they can start casting as soon as they dodge the first one
hel ra, last boss <sorry I'm horrible with names> burn phase, dodging the cleave (the actual cleave not the skill everyone seems to call cleave for some reason)
AA- mage the black circles that spawn on the ground that expand, can push you out of position depending on location, actually had her drop them right under herself before forcing all the melee away from her, not to mention the fact that if your all melee someone has to break off the mage to kill the mini-mage adds.. not a long downtime but downtime on dps none the less... same for 3rd boss in AA for that matter.....
omfgitsbatman wrote: »omfgitsbatman wrote: »your class bias is showing...
being a nightblade, yes you can stay at range and not have to get in the middle of a fight while using dual wield because you have a good ranged skill, not so for a DK magicka build, if they want to use dual wield they have to get in the thick of things or use a staff
more or less the same for a Templar magicka dps.. while they have dark flare, the LONG travel time/cast time of the skill makes its dps lackluster to say the least comparable to going dual wield and getting in melee range
on another note, being in melee range as a magicka build you are much more affected by movement than a ranged, running away from the boss etc while the ranged can sit in relative safety and keep dpsing while you have to reposition, yes I know theres mechanics that make the ranged move/dodge etc, but its much easier to get back on target
bottom line, it opens up more build options... which is a good thing IMO
Magicka DK's are best in melee range right now anyway. There are absolutely no trial bosses where you get punished as a melee and can't ignore it: Rakotu's whirlwind- If you kill it fast enough, he doesn't whirlwind. Mage's Chain lightning- stack in groups of 2 far enough away from other groups.
Also, I'm not saying melee magicka should not be viable. I am not saying that at all. I am saying ranged magicka should be viable.
not sure its official skill name, but the "popcorn" on mantikora for starters, dodge roll back to avoid the first hit... your out of range... 2 steps back to avoid second hit.. still out of range... roll forward and back in... loss = 3 seconds of dps.... casters lose less because while they do have to stop casting for the roll itself, they can start casting as soon as they dodge the first one
hel ra, last boss <sorry I'm horrible with names> burn phase, dodging the cleave (the actual cleave not the skill everyone seems to call cleave for some reason)
AA- mage the black circles that spawn on the ground that expand, can push you out of position depending on location, actually had her drop them right under herself before forcing all the melee away from her, not to mention the fact that if your all melee someone has to break off the mage to kill the mini-mage adds.. not a long downtime but downtime on dps none the less... same for 3rd boss in AA for that matter.....
1. Mantikora punishes ranged way more than melee. Both get hit by popcorn. Yes on popcorn, ranged can get back to dps quicker. But during spear phase, he throws his spears at the ranged group. They have to dodge spears all the while while melee can stand in 1 spot the entire time without moving the entire phase.
omfgitsbatman wrote: »Make a melee magicka 1 handed weapon such as a wand with it's own skill tree
This.
QuebraRegra wrote: »omfgitsbatman wrote: »Make a melee magicka 1 handed weapon such as a wand with it's own skill tree
This.
Wands have always been ranged in general lore. I'd rather see some bound type weapons which would be consistent with ES lore. Maybe make a spell that summons a bound weapon that does spell damage. The spell could be a toggle or timer, allowing you to change from say staff to bound "spirit swords" with a cast without switching bars.
Maybe make "BOUND WEAPON" an entirely new weapon line with associated skills/passives. Maybe make crafting BOUND weapons part of the "enchanting" skill line.
on another note, I'm looking at this from an average player/group point of view, not elite end game guilds, where players have to focus more on mechanics and fights take longer but I do see what your getting at
however I still feel melee runs more of a risk being in the middle of things over ranged, so they need the little extra damage.. maybe not as much as they have atm, but still more
QuebraRegra wrote: »omfgitsbatman wrote: »Make a melee magicka 1 handed weapon such as a wand with it's own skill tree
This.
Wands have always been ranged in general lore. I'd rather see some bound type weapons which would be consistent with ES lore. Maybe make a spell that summons a bound weapon that does spell damage. The spell could be a toggle or timer, allowing you to change from say staff to bound "spirit swords" with a cast without switching bars.
Maybe make "BOUND WEAPON" an entirely new weapon line with associated skills/passives. Maybe make crafting BOUND weapons part of the "enchanting" skill line.
omfgitsbatman wrote: »VDSA Might be the only trial where it matters but its also about damage per second. A ranged character can begin their DPS charts earlier then melee thus doing more damage. There has been a whole slew of balacing acts to make melee and ranged stay on par with each other AKA introducing charges/teleports etc. Which does close the gap on the dps charts but 9 times out of 10 it takes up an ability slot/ etc. they normally add damage or utility to these movement abilities or just up their damage overall by a small amount but it never works the way its suppose to and ive yet to run into a game that did it perfectly. Ranged has somehow always out done melee in this regard and its always better. Ive never liked this but the concept has come a lonnnnng way to correcting itself.
With the way the game is now, ranged cannot begin their dps any earlier than melee in any trial fight. If they start before the tank gets there, there is a good chance that they will get smacked in the face even if the tank taunts. so, melee run in with the tank and start at the same time the ranged do. With this and the fact that there are very few punishing mechanics on melee in trials that they can't ignore, and the fact that melee dps do waaaaaay more dps than ranged. Ranged dps is going away. If you don't believe me, start going for the top scores on leaderboards and notice how many ranged dps you have. In any of the elite groups that I have been in, I am typically the only ranged dps. If there are more, it's never more than 1 or 2. These groups will never have a majority of ranged dps. This is because there are more mechanics that punish ranged dps than those that stand in melee right now. There are some mechanics that try to punish melee, but stack healing negates pretty much all of them.
omfgitsbatman wrote: »VDSA Might be the only trial where it matters but its also about damage per second. A ranged character can begin their DPS charts earlier then melee thus doing more damage. There has been a whole slew of balacing acts to make melee and ranged stay on par with each other AKA introducing charges/teleports etc. Which does close the gap on the dps charts but 9 times out of 10 it takes up an ability slot/ etc. they normally add damage or utility to these movement abilities or just up their damage overall by a small amount but it never works the way its suppose to and ive yet to run into a game that did it perfectly. Ranged has somehow always out done melee in this regard and its always better. Ive never liked this but the concept has come a lonnnnng way to correcting itself.
With the way the game is now, ranged cannot begin their dps any earlier than melee in any trial fight. If they start before the tank gets there, there is a good chance that they will get smacked in the face even if the tank taunts. so, melee run in with the tank and start at the same time the ranged do. With this and the fact that there are very few punishing mechanics on melee in trials that they can't ignore, and the fact that melee dps do waaaaaay more dps than ranged. Ranged dps is going away. If you don't believe me, start going for the top scores on leaderboards and notice how many ranged dps you have. In any of the elite groups that I have been in, I am typically the only ranged dps. If there are more, it's never more than 1 or 2. These groups will never have a majority of ranged dps. This is because there are more mechanics that punish ranged dps than those that stand in melee right now. There are some mechanics that try to punish melee, but stack healing negates pretty much all of them.
I Agree with the fact stacking aoe heals negates the punishing part to melee. Like i said its been a crazy balancing act that ive honestly never seen done correctly 100%. they change something and ranged is on top. they change something else and melee is on top. That said this is mostly based off adds then the actual boss fight start. adds pop up. Ranged is on it like white on rice. Melee takes time to get to it. Honestly the biggest advantage to me as a ranged player ( healer) is i can see the entire battle field vs a melee so i dont envy them about that. I can see how the entire fight is going down. not so much for melee with a bosses butt in their face. Most PC mmos dont use target aoe healing though. Mostly target healing so stacking aoe heals wasnt much of an issue. Not like here where u can just stack to just *** amounts of healing. while ranged gets nothing. Anyways i think were getting off topic haha. Swords - taps chin- it is a little silly even for healing i only use resto staff simply for mana regen. Nothing else really as templar. If i had mana regen ability like sorc or something u would see me with a sword and shield lol
Risk and reward
omfgitsbatman wrote: »Risk and reward
If you are saying this in response to swords vs staves, there is no risk involved in going with swords over staves.
If you are saying this in response to melee vs ranged, I have already explained why there is very little risk and almost no negative for going melee vs going ranged.
Also, I completely support melee being able do more dps when they can stand still and do nothing. I am simply saying that they can do this in almost every single fight, so they will always be doing more damage than ranged. Ranged should have a few fights where they can do more damage because the melee get interrupted. This is absolutely not the case right now.