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Do you want Ice Staff Taunt reworked?

  • runagate
    runagate
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    Add Illusion staff skill line. Instant tanking and/or support class fun.
  • DanteYoda
    DanteYoda
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    Yes i'm all for the first three or so posts, please ditch ice staff tanking and overhaul it, make it better.
    wahoozie wrote: »
    I'd like to see it just removed. I've done plenty of content with new players, as a tank and not as a tank and wondered why the boss kept running around. After a while someone would ask if anyone is using a frost staff, and sure enough, new player picked up a staff they like and is using it. Lo and behold, its a frost staff. It is plain counter intuitive.

    This very much so.. New players have very little idea about taunting concepts and a staff is not what customers would consider a tank setup.. they pick up an ice staff and fill out their passives.. honestly in a dungeon at breakneck speed adding passive without reading is very possible for a newer customer with no clue..

    And even if they do read it they may not understand the whole tanking and taunting mechanics.. Very poorly implemented.
    Edited by DanteYoda on September 2, 2018 11:36PM
  • DuskMarine
    DuskMarine
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    ive seen one argonian wreck while tanking with a ice staff. but you need to put alot into the build in order for it to work correctly and it just takes a bit to much if there was a class built mostly for this itd make it probly more fun like a ice mage purely.
  • LadyNalcarya
    LadyNalcarya
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    Well... There are things in this game that simply dont make sense. Such as restoring resources with heavy attacks or destro staff tanking. I mean, it's a decent offbar weapon, but using it as a main source of taunt is bound to fail. I've seen a pure ice tank the other day (random guy from /z), he didnt seem to have inner fire and just used heavies. It wasnt very convenient for the group because it took him a while to taunt dangerous mobs this way and at the end boss oneshotted one of the dds because our tank couldnt retaunt him quick enough. Ice staff heavies are just too slow and when there's more than one hard-hitting mob, it becomes tricky.
    runagate wrote: »
    Add Illusion staff skill line. Instant tanking and/or support class fun.

    I like this idea. They could add taunt, armor debuff and a cc option (for classes that lack it) and maybe some healing ability. Maybe even aoe taunt as a part of an ulti (I know its kinda useless for endgame players and I personally wouldnt waste my ult on taunt, but I often see people requesting aoe taunt).
    And ice mages could become more viable at last, they could add a dps-related passive to ice staff.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • TheShadowScout
    TheShadowScout
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    Do you want Ice Staff Taunt reworked?
    Yes.
    Wish they would redo the three elemental flavors back to having them as DPS options, and add something new as "tanky staff"... perhaps an -earth- staff?
    Keeping fire as single-target DPC, lightning as group-target DPS, and Ice as speed debuff-DPS instead?

    And then... because more options are always good... add more. Yellow-green Acid staff! Cyan-white Coldfire staff! Purple-black "Dark Magic" staff! Whatever!
  • AbysmalGhul
    AbysmalGhul
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    I love ice staff taunting. I heard it's all the rage now * jumps on bandwagon and taunts meta babies with an ice staff*
  • Silver_Strider
    Silver_Strider
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    No.
    I know this is a necro post but damn it I have to ask how could Ice Staff Taunting be reworked so that it isn't just another Inner Fire? Other than making the animation faster, there's really no ways that it could be reworked without being exactly like Inner Fire, not to mention the potential harm it could cause since all the newcomers would see how fast Ice HA are in comparison to Fire or Lightning that you get all these poor players killed in group content as they constantly HA and pull aggro.

    Honestly, ZOS needs to just divide up Destro staff into 3 separate skill lines already with distinct skills/passives so that people would stop bringing up these topics about Ice Staff already.
    Argonian forever
  • Acrolas
    Acrolas
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    They could maybe take inspiration from the current Monster of the Month and have it work like Kena's Overkill. Two consecutive light attacks would trigger a taunt. Maybe also keep the heavy attack trigger there too so you have some flexibility between damage and magicka return.
    signing off
  • madeeh91rwb17_ESO
    madeeh91rwb17_ESO
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    Icetanks Are Fun
  • radiostar
    radiostar
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    Just make a separate 1 point passive for taunt useable with any destro staff.
    "Billions upon Billions of Stars"
  • Itzmichi
    Itzmichi
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    Well maybe optimize the tanking a bit but all together it's not bad.
    Here, have a chill pill 💊!
  • idk
    idk
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    The issue with OPs suggestion is weapon lines all have the same number of passives and he wants to give the destruction staff one more passive. While I understand the reasoning it does not fit into the design of the game.

    I really do not understand why people keep insisting on reworking a retrofit weapon that is not intended to do something it was never intended to do. It was a lazy way for Zos to make a magicka tanking weapon that has never been close to the S&B nor was it really needed. Trying to "fix" it will just make it worse.

    Zos needs to either design an actual magicka tanking weapon or scrap the idea that was never really needed since tanks are hybrid builds anyhow.
    Really, idk
  • Azuramoonstar
    Azuramoonstar
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    Vaoh wrote: »
    I'd remove Ice Staff Tanking as a concept. Tanking with a Destruction Staff is just...... *sigh*

    If they want to add in a Magicka-based tanking for no one to use then implement that datamined "One Hand and Rune" skill line for it.

    i find it fluid, the "run up and hit a button" is clunky in this game. being able to taunt at range with out slotting a skill is nice.
    Long time mmo player: 2004-[current year]
    Long time Elder scrolls player: Xbox launch morrowind.
    Follower of the dawn and dusk, keeper of the moon and star.
  • LukosCreyden
    LukosCreyden
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    If they really, really want Ice Staff tanking to work, they need to disassociate Ice Staves from the Destruction Staff skill line and make it an entirely new one for it.
    Hello. If you're reading this; you're a beautiful person.

    Magicka Necromancer main (for now). I enjoy soloing stuff.

    Guild Master of "Story Hunters" - A Guild for those who only wish to experience the stories of DLC dungeons.
    PS4/EU - Feel free to message me if you're interested in joining!
  • Thannazzar
    Thannazzar
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    Ice staff tanking was never meant to be a thing. Only got introduced because weapon and rune wasn't ready. Its about time that was fixed and we had a melee Magicka tank/dps weapon line.
  • xeNNNNN
    xeNNNNN
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    I want the staff taunt to be removed so ice staves can be used for DPS, most good DPSs will need to heavy attack at some point and that just doesnt work right now if you're going too steal aggro from your tank.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • trowlk
    trowlk
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    Check out my Ice Staff Tanking Proposal
    trowlk wrote: »
    kVODFZX.png

    Problem #3
    : The current Ice Staff is entirely heavy attack dependant. A Heavy attack taunts the enemy, creates a damage shield on the user and restores magycka, while the light attack does nothing.

    Solution:
    1- The light attack could be an icicle which taunts the targeted enemy.
    2- The heavy attack could be a channeled blast of cold that deals conal damage over time within a 10 meter distance. The last heavy attack tick, will restore you magicka resources and form a frosty damage shield, rewarding the time spent on the attack.
  • Sylosi
    Sylosi
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    Only thing wrong with the Ice staff is the heavy attack taunt is too slow, other than that it is fine and much better than it previously was where everyone still used fire or lighting, because the reality is a third DPS option on destro is always going to be subpar and surplus to requirements.

    It doesn't have to be as good as s+b for tanking, the notion that you will have balance is laughable, there will always be something that is optimum and those who want to tryhard at PvE leaderboards will always go with whatever that is, just take a look at how DPS classes get switched wholesale as balance changes over time.

    This game already has more than enough DPS focused weapons, it doesn't need yet another at the expense of the only other tanking option. Ice staff is a nice option to backbar for the "hardest" content on certain classes, whilst it is perfectly fine for the rest of the content as main tanking weapon (slow taunt aside).

    Furthermore part of the reason it was introduced was for PvP to give magicka builds a block option, and is it used quite a lot by things like magwarden in PvP, far more than was in the period preceding the change where it was basically superfluous.

    Snowflakes that want to roleplay as a damage dealing "Ice Mage" isn't a reason to homogenise the game.





    Edited by Sylosi on September 3, 2018 3:02PM
  • Artim_X
    Artim_X
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    I can't recall a time where ice staves were the meta choice for damage dealing, but as a utility damage dealing weapon that allows you to tank content it can be a lot of fun. Of course, I would not mind if ZOS improved ice staves in some way. However, I would be peeved if ice staff tanking was completely removed.
    (AD) Artim X |PC/NA| Primary Guild: Storm Guides NA Casual staff wielding vampire sorcerer.

    My Easygoing Builds
    Electric-Stun
    https://media.giphy.com/media/hokMyu1PAKfJK/giphy.gif
    Proc free DPS build for when a tank isn't holding bosses in place and for times where one is not getting buffed by a healer.
    Gear: 5 Netch's Touch (All apparel Divines with Max Mag Enchants), 2 Slimecraw (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Shock Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Storms, and Thunderous Rage.

    Electric-Burn
    [url="https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif[/url]
    DPS build for more organized groups.
    Gear: 5 Burning Spellweave (All apparel Divines with Max Mag Enchants), 2 Grothdarr (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Inferno Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Flame Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Fire, and Fiery Rage.

    Electric-Cool
    [url="https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif[/url]
    Utility focused DPS build that is capable of tanking normal dungeons and vet non dlc dungeons, but it does not provide enough tank based buffs/debuffs to warrant it's use in trials/vet dlc dungeons and due to the limits of damage shields it would be too much of a liability due to the sheer number of potential one-shot mechanics that a pure tank would have an easier time dealing with.
    Gear: 5 Icy Conjuror (All apparel Divines with Max Mag Enchants), 2 Iceheart (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Ice Staff (infused/ice enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath (Elemental Drain in vet content if healer isn't using it), Hardened Ward, Lightning Flood, and Power Overload (Replenishing Barrier when healer isn't keeping others alive).
    Ability-Bar 2: Dark Deal, Streak (Inner Rage when dealing with multiple bosses), Frost Reach (Restraining Prison when I want to lock enemies down), Dampen Magic, Unstable Wall of Frost, and Icy Rage (Aggressive Horn when DPS is decent).

    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    My healer build that I for the most part only use in normal dungeons/trials or in Vet premades, since playing with randoms tend to result in me being in a group that lacks DPS, has a fake tank, or both.
    Gear: 5 Spell Power Cure (All apparel Divines with Max Mag Enchants), 2 spell critical monster set pieces when I don't feel like using spell crit pots, Grothdarr when I want to do more damage, Bogdan when I want more HoTs, Symphony of Blades to provide more emergency resources, or Earthgore when I feel like it would make a significant difference (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (infused with weapon damage enchant).
    Ability-Bar 1: Critical Surge (Power Surge for more heals), Boundless Storm, Combat Prayer, Ward Ally (Twilight Matriarch for another burst heal and damage), Energy Orb, and Replenishing Barrier.
    Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Hardened Ward (Twilight Matriarch for another burst heal and damage), Unstable Wall of Storms, and Aggressive Horn.

    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    Tanky utility focused PvP healer that can take down very inexperienced players, but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    Gear: 5 Torug's Pact (3 heavy body pieces, light waist, and medium hands. All Impenetrable. Max Mag Enchants), 2 heavy Mighty Chudan (All Impenetrable. Max Mag Enchants), and Knight Slayer jewelry (arcane with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant. Same enchant as lightning in order to maintain consistent pressure regardless of which staff you're heavy attacking with). [When more focused on damage will change Chudan pieces to medium and light. Also all my Torug body pieces to light except the chest that stays heavy].
    Ability-Bar 1: Structured Entropy, Consuming Trap, Haunting Curse, Ward Ally, Rapid Regeneration, and Life Giver (or Soul Assault).
    Ability-Bar 2: Dark Deal, Elusive Mist, Rune Cage, Hardened Ward, Efficient Purge, and Shooting Star.

    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    Damage shield tank designed to help my guildmates clear vet dungeons when a typical tank isn't available.
    Gear: 5 Brands of the Imperium (All Divines with Max Mag Enchants), 2 Mother Ciannait (All Divines. 1 med/1 light. Max Mag Enchants). Combat Physician jewelry (arcane with spell damage enchant)/Ice Staff (infused/crusher). Blackrose Restoration Staff (doesn't have to be the perfect version. infused/hardening enchant).
    Ability-Bar 1: Critical Surge, Bound Aegis, Inner Rage, Boundless Storm, Ward Ally, and Replenishing Barrier.
    Ability-Bar 2: Deep Thoughts, Bound Aegis, Restraining Prison (Elemental Drain in vet content if healer isn't using it), Unstable Wall of Frost, Hardened Ward, and Temporal Guard.

    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap. Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).

    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.

    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    PvP: The Atronach.
    PvE: I will almost always use the Atronach in this content as well (especially if I'm healing in PvE or playing it safe while solo). However, in a strong group other Mundus Stones can be effective (Thief is what I would use in a serious group as a healer. As DPS I would use Shadow or Lover depending on group), since a heavy attack rotation will ensure that you're always restoring magicka at a decent rate. When using electric-ward in vet content I will always use the Lady to reach 25k+ physical/spell resistances.

    Current Champion Points
    [url="https://media.giphy.com/media/y2RgvEEy1R5rW/giphy.gif[/url]
    Mag Sorc: More focused on damage, since changing CP isn't free. Mage: Elfborn (56), Spell Erosion (22), Elemental Expert (64), Staff Expert (44), Master-at-Arms (9), and Thaumaturge (75). Warrior: Ironclad (34), Resistant (8), Light Armor Focus (12), Hardy (32), Elemental Defender (32), Thick Skinned (31), Expert Defender (33), Bastion (56), and Quick Recovery (32). Thief: Warlord (31), Sprinter (6), Bashing Focus (6), Arcanist (75), Tenacity (75), Shade (25), Tumbling (26), and Shadow Ward (26).

    Rotations
    [url="https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif[/url]
    Mag Sorc: (In your gameplay settings turn on quick cast ground abilities) Buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, drop Rage if it's active (only drop it on significant bosses or in situations with lots of enemies where you know you'll have the ult filled up by the next boss), Reach, Unstable, quickly weapon swap, Liquid Flood, two heavy attacks, activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, and repeat. If you have an excessive amount of ult and you're dealing with trash mobs activate overload before performing the rotation, but don't heavy attack for too long. If you have enough ult for Rage while you're fighting a serious boss and you're in the middle of the rotation just focus on activating the ultimate, afterwards either continue the rotation or start from scratch. During the execute phase (around 20% health) replace the second heavy attack with about 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold heavy attack while spamming Wrath). When using Twilight Tormentor only use the active ability before a fight and at times where you aren't actively engaging the boss.

    When frost staff tanking a single boss buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff, drop Rage if it's active, Reach/Restraining (at times can be replaced with an additional lightning staff heavy for sustain), Unstable, quickly weapon swap, Lightning Flood, one heavy attack (two if Reach isn't used), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, one heavy attack, and repeat. If frost staff tanking multiple bosses buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff each enemy, drop Rage if it's active, Unstable, quickly weapon swap, Lightning Flood, heavy attack priority boss in order to proc IA (pink smoke), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, heavy attack all the bosses, and repeat. Can also slot in Inner Rage and forego heavy attacking with the ice staff. If using inner rage after getting aggro perform the DPS oriented rotation and retake aggro after 1 rotation. Most challenging bosses to keep aggroed will be the Pact in the Blessed Crucible and the knights in the White-Gold Tower, since you need to keep 3 enemies taunted, but they can also be locked down with Restraining. During the execute phase on a single target (around 20% health) replace the second heavy attack with a partial heavy attack in order to proc IA and around 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold block while spamming Wrath).

    When healing in PvE just keep all support skills and Unstable up. Heavy attack primarily with a restoration staff whenever you can. Be reactive with your heals (when someone is scratched use ward ally and top them off with some Prayers). When taking a lot of continuous damage make sure to have all buffs/debuffs up while keeping Energy Orb active in the group. At the boss use the horn ult, but only when the group has decent survivability and damage. If too many players lack survivability then use the barrier ult to make life easier (longer fight, but less risk of death). Can use barrier when dealing with trash mobs (gives back ult).

    In PvP you'll rarely be in a scenario where you can perform a PvE esque rotation with AOE unless you're performing a single target burst. For the most part just stun peeps whenever possible, apply dots, and heavy attack them a few times. Rinse and repeat till they die and use ults as needed, but make sure to keep your health and shields up whenever you take significant damage (might have to keep one's distance if a dk is using a skill like draw essence). When in a high pressure situation stay on the lightning staff bar and keep hardened ward up while stunning and heavy attacking hostiles make sure to keep primary buffs up, heal up, purge, and shield stack as needed. When dealing with a large amount of enemy players alongside your faction keep your distance from friendlies (avoid bombs). If you get debuffs on you be careful not to overuse efficient purge, which is still quite costly. If not grouped up do not bother using purge on a debuffed friendly, since it will not affect them at all.

    In PvE and PvP make sure to utilize tab target to keep track of priority enemies. Use streak in PvE for mag based movement that also allows you to stun a group of enemies. Use elusive mist for mag based movement, snare removal, and damage mitigation in PvP (can also be used in stealth, but will pop you out of a hidden state for a brief moment).

    In PvP when solo taking a resource ride your mount towards the tower, aggro the two guards at the front of the entrance, then head on inside the tower, buff up, purge, head up the stairs, kill everyone that follows especially the mage guard, kill everyone on the flag, and flip.

    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    Gold Food for PvE:
    (DPS) Corrupting Bloody Mara (increases Max Magicka by 4620, Max Health by 5051, and Health Recovery by 505 for 2 hours). If a vampire use font of loss furnishing to decrease vampirism to stage 1 to benefit from health recovery.

    Gold Food for PvP and PvE:
    (PvP healer/PvE serious tank) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours).

    Trash Potions when feeling cheap:
    Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.

    Crafted Potions:
    Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking).
  • Azuramoonstar
    Azuramoonstar
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    Sylosi wrote: »
    Only thing wrong with the Ice staff is the heavy attack taunt is too slow, other than that it is fine and much better than it previously was where everyone still used fire or lighting, because the reality is a third DPS option on destro is always going to be subpar and surplus to requirements.

    It doesn't have to be as good as s+b for tanking, the notion that you will have balance is laughable, there will always be something that is optimum and those who want to tryhard at PvE leaderboards will always go with whatever that is, just take a look at how DPS classes get switched wholesale as balance changes over time.

    This game already has more than enough DPS focused weapons, it doesn't need yet another at the expense of the only other tanking option. Ice staff is a nice option to backbar for the "hardest" content on certain classes, whilst it is perfectly fine for the rest of the content as main tanking weapon (slow taunt aside).

    Furthermore part of the reason it was introduced was for PvP to give magicka builds a block option, and is it used quite a lot by things like magwarden in PvP, far more than was in the period preceding the change where it was basically superfluous.

    Snowflakes that want to roleplay as a damage dealing "Ice Mage" isn't a reason to homogenise the game.





    it isn't slow at all, i hold my heavy attack button and weave in my slotted skills it pans out well. this keep my attack up on 2 fronts, as i feel tapping the button or light attack button is not so fluid.
    Long time mmo player: 2004-[current year]
    Long time Elder scrolls player: Xbox launch morrowind.
    Follower of the dawn and dusk, keeper of the moon and star.
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