Welcome to my Ice Mage Tanking Proposal. This is my own idea of how the Frost Staff should work. I will analyze any feedback or idea you have for this thread, so feel free to let me know if anything bothers you or if you agree with my proposal. Point at any grammatical mistake aswell and I will correct them. English is not my main language!
In my own opinion, it was a good initiative to transform the Ice Staff into a tanking weapon, sadly the idea was poorly developed. To raise frost walls, to conjure armors made of ice, just like the wardens do, to freeze the enemies until they cannot move at all, to make this possible we need to be creative, not just add some stats into a weapon and call it tanking staff.
I have some ideas to make the frost tank inmersive and helpful for magicka guardians, and I will add them by considering the current problems and then offer solutions to said issues.
Problem #1: By making the Ice Staff a defensive weapon, you have made a breach between this staff and its cousins, the Lightning and Fire Staff
Solution: Separate the Ice Staff from the Destruction Staff skill line. Doing so will allow you to opperate this defensive weapon without affecting or causing trouble to the two damage oriented staffs.
Problem #2: You are creating magickal tank which has a very similar approach to its counterpart, the physical tank.
Solution: The frost tanks must distinguish themselves from physical tanks by having an ample amount of magicka resouces and a high proficiency in magicka wards and barriers, not physical prowess and toughness. Force the Ice mage to rely on damage shields, healing and magicka to absorb and nitigate damage.
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 with a 10 meter distance. The last heavy attack tick, you will restore magicka resources and form a frosty damage shield, rewarding the time spent on the attack.
Problem #4: The Ice Mage is using his staff's pole to bash and physically mitigate damage. Also, with the new heavy attack mechanic, the ice staff needs a new channeling animation.
Solution: Make an special blocking animation for the Ice Staff, one that looks like they are casting a ward with their off hand. When bashing, the caster can push his ward foward.
Also, create a channeling animation for the frost blast heavy attack, similar to those of the restoration and lightning staff.
Problem #5: The Ice Staff abilties and aren't based on a tanking perspective, making them obsolete for both damage builds and tank builds.
Solution: The Abilities should deal Frost Damage, also they could boost the caster and allies with damage shields and reduce enemies defenses.
Here are some ideas for possible Abilities:
1- Frost Wall: Creates a Frost Wall in front of the caster with [X] Health that mitigates frontal physical attacks and projectiles to both caster and allies for a 10 seconds duration. Enemies close to the Frost Wall will recieve [X] Frost damage every second until the barrier is broken. Only one wall can be active at the same time.
Morphs:
1- (PvP) Increase the Frost Wall's lenght by 3 meters and the wall moves along the caster.
2- (PvE) Increase the Frost Wall health points by [X]%.
2- Freezing touch: Induce Frostbite on an enemy, dealing [X] Frost damage every second for 15 seconds and applying Major Breach.
Morphs:
1- (PvE) Also applies Major Fracture to the enemy.
2- (PvE) Applies Minor Magickasteal to the enemy.
3- Avalanche: Channel 1.5 seconds to conjure a deadly avalanche that will deal [X] Frost Damage to enemies that surrounds you. You also gain a damage shield of [X] health by every enemy affected by the Avalanche damage. The damage shield stacks with following avalanches up to [X] points.
Morphs:
1- (PvP) Knocks back enemies and set them off balance
2- (Pve) Removes the casting time.
4- Hibernate: When you activate this ability, you sacrifice a moderate portion of magicka over 20 seconds, granting you minor aegis and your damage shields recieve 8% less damage. You can activate this spell again to pop out your gathered magicka and an additional more if it completed its duration. If you ran out of magicka the spell cancels itself, returning the channeled magicka.
Morphs:
1- (PvP) Adds 5% damage reduction against players. The pop will heal the caster by 25% of the total hibernated amount.
2- (PvE) Makes the magicka cost less demanding while the magicka recovered remains unchanged if it completed its duration.
5- Hail: The Ice Mage cast a hailstorm at a pointed location with a duration of 15 seconds, the hail deals [X] Frost damage to enemies every second and applies a damage shield of [X] health points on the caster and allies every 3 seconds, the damage shields last for 6 seconds.
Morphs:
1- (PvE) Applies Minor Fracture and Minor Breach on enemies inside the hail.
2- (PvE) Allies will stack Hail's damage shields up to [X] points. Caster is not affected by this morph.
Ultimate- Atmoran Blizzard: Forms a blizzard at a pointed location after 2 seconds that last for 10 seconds. The blizzard deals [X] Frost Damage every second to enemies and reduce their speed by 50%. An ally can activate the sinergy Atmoran Blizzard to drag all the enemies to the epicenter, dealing [X] Frost Damage, and staggering them every 2 seconds while they remain inside.
Morphs:
1- (PvP) Unstopable Blizzard: If the sinergy is activated, allies inside the blizzard will recieve Minor Expedition and granting them inmunity to slows and inmovilizations.
2- (Pve) Rampaging Blizzard: The sinergy no longer drags the enemies to the epicenter, but refreshes the total duration of the blizzard and applies Major Slayer to the allies inside of it.
Problem #6: Because Frost Staff was forced to share the destruction staff passives, its perks were limited in terms of tanking.
Solution: The Passives could increase the damage sheild potency and return magicka resources when they get damaged. Also they should slow enemies affected by the Ice Staff Abilties and steal resources when an enemy is slain.
Here are some ideas for possible Passives.
1- Intolerable Cold: While wielding an Ice Staff, your light attacks taunt your target and your heavy attacks create a damage shield.
2- Cryopreservation: While wielding an Ice Staff, when any damage shield applied by you is attacked or destroyed, 20% of the total absorbed damage is restored to your magicka pool. Doesn't apply to Frost Wall.
3- Iceberg's Fortitude: While wielding an Ice Staff, your blocking cost is reduced by 30% and the amount of damage your damage shields and blocking can mitigate is increased by 20%
4- Hypothermia: Increase the chance to apply chilled status effect by 100% and when you deal damage with an Ice Staff spell, you reduce the enemies speed by 30% for 5 seconds.
5- Kleptothermia: When an enemy is killed and you assisted in his downfall, you steal his corpse life and magickal essences, recovering said atributes over 5 seconds.
Problem #7: With the removal of Ice Staff from the destruction staff skill line, weapons such as Maelstrom, Master and Assylum became obsolete.
Solution: The Ability Altering Weapons could boost either the abilties damage or their caster or group utility.
Here are some ideas for possible Ability Altering Weapons:
1- Frost Wall:
- (Damage) Enemies affected by Frost Wall damaging area will recieve extra damage from light and heavy attacks dealt by you and your allies.
- (Support) Your Frost Wall health points will increase by a flat amount and when it gets damaged, it will be affected by your Cryopreservation passive.
2- Avalanche:
- (Damage) Increases the direct damage from Avalanche and applies chilling status effect on its victims.
- (Support) The stackable damage shield that is applied to you will affect allies that are inside the avalanche.
3- Hail:
- (Damage) Increases the damage of hail by an X amount every time it ticks.
- (Support) The hail reinforce your gear and provides to you and your allies Minor Ward and Minor Resolve.
Changelog:
16/01/2018: Removed the explanations of Abilties, Passives and Ability Altering Weapons.
17/01/2018: Added spoilers to hide the Abilties, Passives and Ability Altering Weapons ideas.