Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
If it helps, I’m pretty sure @Elsterchen is speaking from a pvp perspective and @Lightspeedflashb14_ESO is speaking from a pve perspective. Both of you have valid arguments on the use of resource pools from your respective contexts. That said, I think the Psijic skill line is appropriate as is, particularly since the next chapter cycle would reasonably be in DC territory. If it’s in redguard or orc lands, there’d be a good chance any skill tree it comes with would be stamina-oriented. I think Psijic does offer a good bit to stam users in both pve and pvp, but if you disagree, maybe hold off on Summerset and wait for the next chapter for new toys to play with. I can’t say for certain, but odds are you could get quite a few with it.
Amdar_Godkiller wrote: »Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
That would be bad for stam builds. Stamina builds want buffs that cost magicka with damage skills that cost stamina. Magicka builds want only magicka costs because they already utilize their minimal stamina pool for breaking free, blocking, roll dodging out of immobilizations, etc.
Elsterchen wrote: »Amdar_Godkiller wrote: »Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
That would be bad for stam builds. Stamina builds want buffs that cost magicka with damage skills that cost stamina. Magicka builds want only magicka costs because they already utilize their minimal stamina pool for breaking free, blocking, roll dodging out of immobilizations, etc.
@Amdar_Godkiller :
I main a stamina char and I can assure you i hate buffs that come with a magica cost and guess what: he usually blocks, dodges and sprints using stamina! (Awesome, i know!)
But on a serious side:
First, stamina skills cost 15% less (generally) to account for the cost of blocking, dodging and sprinting. This is true for stamina chars using stam skills as well as magica chars using stam skills. In effect this means that its just as costly for a stamina user to pay the (generally) higher magica price for a buff skill, then it is for a magica user to pay the (blockcost-is -already-accounted-for) stamina cost of a buff skill.
Secondly, you may have noticed that the base stamina pool is exactly the same as the base magica pool and the same is true for unbuffed recovery rates of both ressources. In effect this means no-one has any ressource to "spare".
Lastly: Everyone wants buffs... and everyone likes to choose which skills to use. Its ok if its only one skill you may want to use, if its bound with an unpreferable ressource cost. But 7 out of 8 possible skills is way too much!
Amdar_Godkiller wrote: »Elsterchen wrote: »Amdar_Godkiller wrote: »Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
That would be bad for stam builds. Stamina builds want buffs that cost magicka with damage skills that cost stamina. Magicka builds want only magicka costs because they already utilize their minimal stamina pool for breaking free, blocking, roll dodging out of immobilizations, etc.
@Amdar_Godkiller :
I main a stamina char and I can assure you i hate buffs that come with a magica cost and guess what: he usually blocks, dodges and sprints using stamina! (Awesome, i know!)
But on a serious side:
First, stamina skills cost 15% less (generally) to account for the cost of blocking, dodging and sprinting. This is true for stamina chars using stam skills as well as magica chars using stam skills. In effect this means that its just as costly for a stamina user to pay the (generally) higher magica price for a buff skill, then it is for a magica user to pay the (blockcost-is -already-accounted-for) stamina cost of a buff skill.
Secondly, you may have noticed that the base stamina pool is exactly the same as the base magica pool and the same is true for unbuffed recovery rates of both ressources. In effect this means no-one has any ressource to "spare".
Lastly: Everyone wants buffs... and everyone likes to choose which skills to use. Its ok if its only one skill you may want to use, if its bound with an unpreferable ressource cost. But 7 out of 8 possible skills is way too much!
I have 4 max level stam characters. Every class but Templar. DKs depend on magicka cost skills because using them gives them stamina and buffs their weapon damage.
Wardens have magicka-costing heals that scale with stamina and return stamina when used. Also the falcon increases their running speed, however, if it cost stamina instead of magicka it would be a *** skill because you wouldn't be able to run nearly as far.
Stamina Nightblades cloak, fear, and get major evasion from magicka-costing skills. I challenge you to find a competitive PVP Stamblade build that doesn't use at least two of those skills.
Stam Sorcs trade magicka for health and stamina with dark deal. They have the pet heal as well that costs magicka. It's why they have the best sustain in the game. BECAUSE OF SKILLS THAT COST MAGICKA.
After playing little with Imbue(d) weapons - the stamina morph I just cant understand one thing. Why it has heal. I dont need it, nobody really needs it.
I think having a heal component was a good way to make it worth a slot against other "loaded" abilities for PvP and solo PvE, without adding more damage and thus making it insta BiS spamable for endgame trial PvE across the board ...
Personally i really like how it looks.
Could someone please confirm if the bonus damage is "melted" into the light attack tick, and thus can be further buffed by things like empower, or if it has its own separated damage tick ?
It's seperate.
Elsterchen wrote: »Amdar_Godkiller wrote: »Elsterchen wrote: »Amdar_Godkiller wrote: »Elsterchen wrote: »Carbonised wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
This would not change the role-dependency of the skills.
Just maybe you might feel its kind of a waste to invest in a skill you won#t utilize for full potential (primarily due to its scaling of your minor ressource pool)
A buff doesn't care whether it cost magicka or stamina to cast. I think you failed to realise that.
Also, the 1 skill (and the 1 passive) that does do damage have both a stam and a mag morph, so your point missed the mark by like miles.
Fine, then what exactly is the problem with making half of the skills use stamina in the first place?
That would be bad for stam builds. Stamina builds want buffs that cost magicka with damage skills that cost stamina. Magicka builds want only magicka costs because they already utilize their minimal stamina pool for breaking free, blocking, roll dodging out of immobilizations, etc.
@Amdar_Godkiller :
I main a stamina char and I can assure you i hate buffs that come with a magica cost and guess what: he usually blocks, dodges and sprints using stamina! (Awesome, i know!)
But on a serious side:
First, stamina skills cost 15% less (generally) to account for the cost of blocking, dodging and sprinting. This is true for stamina chars using stam skills as well as magica chars using stam skills. In effect this means that its just as costly for a stamina user to pay the (generally) higher magica price for a buff skill, then it is for a magica user to pay the (blockcost-is -already-accounted-for) stamina cost of a buff skill.
Secondly, you may have noticed that the base stamina pool is exactly the same as the base magica pool and the same is true for unbuffed recovery rates of both ressources. In effect this means no-one has any ressource to "spare".
Lastly: Everyone wants buffs... and everyone likes to choose which skills to use. Its ok if its only one skill you may want to use, if its bound with an unpreferable ressource cost. But 7 out of 8 possible skills is way too much!
I have 4 max level stam characters. Every class but Templar. DKs depend on magicka cost skills because using them gives them stamina and buffs their weapon damage.
Wardens have magicka-costing heals that scale with stamina and return stamina when used. Also the falcon increases their running speed, however, if it cost stamina instead of magicka it would be a *** skill because you wouldn't be able to run nearly as far.
Stamina Nightblades cloak, fear, and get major evasion from magicka-costing skills. I challenge you to find a competitive PVP Stamblade build that doesn't use at least two of those skills.
Stam Sorcs trade magicka for health and stamina with dark deal. They have the pet heal as well that costs magicka. It's why they have the best sustain in the game. BECAUSE OF SKILLS THAT COST MAGICKA.
1. How many buffs do you use on your stamina chars that cost magica and have to be sustained within a 10 second rotation?
Remember to utilize the passive ability one needs to fit 5 active skills of this skill line in 10 s -> the only stam skill has a duration of 2 seconds. This means a stam user will at minimum need to cast 4 times the stam skill (duration 8 s, if timed perfectly) and recast another (instant) skill at minimum once every 10 s to gain the passive buff.
It would probably be easier to make use of more then just 2 skills to get the buff, however with the prospect of having to sustain 2 or more skills costing magica of about 4k, this is quite difficult. Even more so if you already rely on class based magica skills that need to be sustained during combat.
So do you think these stamina chars of yours can sustain the cost of minimum 1 or even 2 more buffs that cost magica from current skill line?
Can you understand, why I would like more of these skills to be stamina based ?
edit: Adding to: there is no reason for not making 4 out of the 8 skills stamina based, because neither resource use nor basic combat mechanics justify a preference for magica. ofc.
Elsterchen wrote: »
1. How many buffs do you use on your stamina chars that cost magica and have to be sustained within a 10 second rotation?
Remember to utilize the passive ability one needs to fit 5 active skills of this skill line in 10 s -> the only stam skill has a duration of 2 seconds. This means a stam user will at minimum need to cast 4 times the stam skill (duration 8 s, if timed perfectly) and recast another (instant) skill at minimum once every 10 s to gain the passive buff.
It would probably be easier to make use of more then just 2 skills to get the buff, however with the prospect of having to sustain 2 or more skills costing magica of about 4k, this is quite difficult. Even more so if you already rely on class based magica skills that need to be sustained during combat.
Elsterchen wrote: »
1. How many buffs do you use on your stamina chars that cost magica and have to be sustained within a 10 second rotation?
Remember to utilize the passive ability one needs to fit 5 active skills of this skill line in 10 s -> the only stam skill has a duration of 2 seconds. This means a stam user will at minimum need to cast 4 times the stam skill (duration 8 s, if timed perfectly) and recast another (instant) skill at minimum once every 10 s to gain the passive buff.
It would probably be easier to make use of more then just 2 skills to get the buff, however with the prospect of having to sustain 2 or more skills costing magica of about 4k, this is quite difficult. Even more so if you already rely on class based magica skills that need to be sustained during combat.
Read the Spell Orb passive again ... "Within 10 seconds of each other"
You only need to use one skill every 10 seconds.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Psijic Order Skill Line. Specific feedback that the team is looking for includes the following:
- Did you try out all of the abilities?
- Which abilities would you incorporate into your build?
- Were you able to easily acquire and advance the skill line?
- What was your favorite ability and why?
- Were you able to find the Psijic Portals?
- If so, did you understand what types of loot you get from them?
- Did they feel rewarding for the difficulty in finding them?
- Do you have any other general feedback?
Seraphayel wrote: »I don't see a use for imbue weapons. It only buffs your next light attack by a bit. I would be loosing so much dps and a skill slot by using this. Using a spammable ability followed by a normal light attack deals more damage than using imbue weapons. Imbue weapons has no place in any rotation I'm afraid.
I´m sorry but this is flatout wrong in every aspect.
On lvl1 elemental weapon deals 9529 tooltip dmg for me with 1890 cost.
Force pulse lvl4 in comparison has 9864 tooltip dmg for 2295 cost.
This is on a highelf so force pulse benefits from additional 4% elemental dmg aswell.
Furthermore you can add 5124 magic dmg every 5 casts from the spell orb passive of the psijic skillline.
Overall the skill is cheaper, guarantees high uptime of statuseffects (unless asylum is used) and deals more damage than force pulse in a rotation where it´s used frequently.
But is it fun to use or put it in any rotation? It lasts for 2s and just one light attack. It needs to be permanently active to be useful so you need to spam it. To use it once every 9.9s for the Orbs doesn't make sense and to use it just every now and then it seems like a wasted slot.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Psijic Order Skill Line. Specific feedback that the team is looking for includes the following:
- Did you try out all of the abilities?
- Which abilities would you incorporate into your build?
- Were you able to easily acquire and advance the skill line?
- What was your favorite ability and why?
- Were you able to find the Psijic Portals?
- If so, did you understand what types of loot you get from them?
- Did they feel rewarding for the difficulty in finding them?
- Do you have any other general feedback?
Mystrius_Archaion wrote: »Seraphayel wrote: »I don't see a use for imbue weapons. It only buffs your next light attack by a bit. I would be loosing so much dps and a skill slot by using this. Using a spammable ability followed by a normal light attack deals more damage than using imbue weapons. Imbue weapons has no place in any rotation I'm afraid.
I´m sorry but this is flatout wrong in every aspect.
On lvl1 elemental weapon deals 9529 tooltip dmg for me with 1890 cost.
Force pulse lvl4 in comparison has 9864 tooltip dmg for 2295 cost.
This is on a highelf so force pulse benefits from additional 4% elemental dmg aswell.
Furthermore you can add 5124 magic dmg every 5 casts from the spell orb passive of the psijic skillline.
Overall the skill is cheaper, guarantees high uptime of statuseffects (unless asylum is used) and deals more damage than force pulse in a rotation where it´s used frequently.
But is it fun to use or put it in any rotation? It lasts for 2s and just one light attack. It needs to be permanently active to be useful so you need to spam it. To use it once every 9.9s for the Orbs doesn't make sense and to use it just every now and then it seems like a wasted slot.
Why would you want to only cause an orb stack once every 9.9 seconds? The 10 second limit is when they fall off and you start over. You really want to use psijic skills more to trigger orbs faster. Imbue Weapons is perfect for that if you just cast it before every light attack. IW, LA, IW, LA, IW, LA....etc
profundidob16_ESO wrote: »I'm confused about this. I completed the main quest line up to the point where I received the quest, the map, retrieved the skull and now closed my first 2 time breaches succesfully BUT the skill line still does not unlock for me. Perhaps I need to close my first 9 before I finally receive the skillline ?
I just read that template's don't have the psijic skilline. I thought that was meant as in: "at character creation" but perhaps they meant: "even after doing the whole quest line" ??
Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Not actually got that far yet, but the way the skill line is levelled seems like a bit of an obscure way to do it to me. A more logical situation would be for there to be considerably more rifts around Tamriel, and have them all available at all times, but you would still only need 9 (or less) to actually gain a rank. Then you could just find them as you're exploring, like the MG books, or you could use the maps to target a specific group if you wanted to.
Seraphayel wrote: »Another important questions about Mend Wounds: do you actually need to target your ally you want to heal (which would basically kill this entire ability) or is it a smart heal?
You use the ability, then target and light or heavy attack an ally. Can't use light/heavy attacks on enemies until that's done.
It will then consume magicka for each heal, whether light or heavy attacks, so the cost is considerable. Heavy attacks can be channeled for a long time, maybe indefinitely. It's all ranged, independent from weapon type/Overload.
Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
Mystrius_Archaion wrote: »Seraphayel wrote: »I don't see a use for imbue weapons. It only buffs your next light attack by a bit. I would be loosing so much dps and a skill slot by using this. Using a spammable ability followed by a normal light attack deals more damage than using imbue weapons. Imbue weapons has no place in any rotation I'm afraid.
I´m sorry but this is flatout wrong in every aspect.
On lvl1 elemental weapon deals 9529 tooltip dmg for me with 1890 cost.
Force pulse lvl4 in comparison has 9864 tooltip dmg for 2295 cost.
This is on a highelf so force pulse benefits from additional 4% elemental dmg aswell.
Furthermore you can add 5124 magic dmg every 5 casts from the spell orb passive of the psijic skillline.
Overall the skill is cheaper, guarantees high uptime of statuseffects (unless asylum is used) and deals more damage than force pulse in a rotation where it´s used frequently.
But is it fun to use or put it in any rotation? It lasts for 2s and just one light attack. It needs to be permanently active to be useful so you need to spam it. To use it once every 9.9s for the Orbs doesn't make sense and to use it just every now and then it seems like a wasted slot.
Why would you want to only cause an orb stack once every 9.9 seconds? The 10 second limit is when they fall off and you start over. You really want to use psijic skills more to trigger orbs faster. Imbue Weapons is perfect for that if you just cast it before every light attack. IW, LA, IW, LA, IW, LA....etc
Mystrius_Archaion wrote: »Edit:
How long before we get a set that equalizes our max magicka and max stamina stats to the highest one like Pelinal's does for spell and weapon damage, or one that equalizes health with either max magicka or max stamina?
I can definitely see that happening and would really like it.
Also, I wonder if they should just get rid of spell and weapon damage and just make everyone focus on the max magicka and max stamina because weapon damage and spell damage now is superfluous with the new scaling for weapon attacks.
Joy_Division wrote: »Imbue Weapons 2 second duration is short and there will be absolutely times when people cast the skill and are unable to use it and waste their resources. Stuns, PvE mechanics, cast-times, necessitated move or dodge, etc. Making it 3 would keep the same intent of a quick buff but be more forgiving.
Mystrius_Archaion wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Lightspeedflashb14_ESO wrote: »Elsterchen wrote: »Seems odd that there are *any* stamina morphs in a magician's guild skill line. Bug?
Seems odd that there are 7 out of 8 magica abilities (morphs) to choose from in the first place. With the new damage scaling there is absolutely no reason to not make all skills 50% mag and 50% stamina ... and I am not talking about that cheap: here you have the base skill but it costs stamina now way of adjusting.
What new damage scaling? The only thing changing is the way light and heavy attacks are being calculated, the scaling for skills is not changing, so it is perfectly fine.
Its perfectly fine that out of 2 groups havin equal base mechanics one group gets to choose from 7 out of 8 skills to use and the other gets 1 or nothing? Really I don#t get it, why mag users have this much varity to CHOOSE from while stam users get 1 skill so they won't QQ about having to pay for a completely useless skillline.
This is far from fine: 4 skills stam based and 4 skills mag based would be perfectly fine. Even more so if each skill had a mag and stam morph.
Well nothing is stopping you as a stam build from using acceleration, it is just a buff, one that you can get from trap, yes, but if you use the magic version, you save stam.
As far as I see it, there are 2 tank skills, one healer skill(which can be used on a stam healer) and 2 dps skills and the dps skills are agnostic or offer specific advantages to each morph, I might use race against time on my stamblade instead of trap just cause I have no mag skills on it, it will save stam while using a pool that was just sitting there for a buff that is quite important.
So to reiterate, it is not a mag/stam division, it is clearly a role division and I think they did great, classes that dont have crowd control in pve get some and also get some great sustain buffs, looking at templar tanks especially but nb tanks as well. Classes that dont have a "spammable" will get one, looks at stam sorcs, mag sorcs and stam dks.
Only the healer one looks meh to me, really wish they one of the morphs did something to return resources to the player healed, the major resists are easy to come by and the other morph is just more heal for the healer. Not useful and probably not going on any of my healers bars.
Obviously any stamina based skill may be used by mag users as well ... it'll hit like a wet noodle (at least the damage part), but hey who cares (right?). So everything you say would stay true if half of the skills where stamina based. -> Well, equallity for all. If stamina users are expected to use magica skills and its all fine and good, magica users can be expected to use stamina skills just as well! After all its their "not-so-much-used"-ressource, they might get some use for!
Except, magicka characters still use stamina fro blocking and bashing and break free and roll dodge and still need to do those things the same amount as a stamina character, even if they run out a hell of a lot faster than stamina characters.
Also, this actually supports all the hybrid sets they have been doing since at least Vvardenfell launched. They probably want us to be spreading our stats more between health/magicka/stamina and using the prismatic glyphs and new triune jewelry trait.
Edit:
How long before we get a set that equalizes our max magicka and max stamina stats to the highest one like Pelinal's does for spell and weapon damage, or one that equalizes health with either max magicka or max stamina?
I can definitely see that happening and would really like it.
Also, I wonder if they should just get rid of spell and weapon damage and just make everyone focus on the max magicka and max stamina because weapon damage and spell damage now is superfluous with the new scaling for weapon attacks.
Joy_Division wrote: »Imbue Weapons 2 second duration is short and there will be absolutely times when people cast the skill and are unable to use it and waste their resources. Stuns, PvE mechanics, cast-times, necessitated move or dodge, etc. Making it 3 would keep the same intent of a quick buff but be more forgiving.
I´m highly against increasing the time as this would mean creating the possibility of 100% unwanted combinations like:
Imbue (1s gcd) snipe (1.2s cast) lightattack PI => poof
Imbue (1s gcd) darkflare (1.1s cast) lightattack javelin => poof
Imbue (1s gcd) runecage (1s gcd) overload =>poof
The 2s time window is chosen very carefully to not allow for ultra high burst combinations with casttime abilities.
Also it definetly needs to be fixed to not work on overload lightattacks. That´s broken either way but a longer timer would allow it to be used in combination with runecage which would also make it a guaranteed hit. Not. Good.
@Joy_Division
Seraphayel wrote: »Joy_Division wrote: »Imbue Weapons 2 second duration is short and there will be absolutely times when people cast the skill and are unable to use it and waste their resources. Stuns, PvE mechanics, cast-times, necessitated move or dodge, etc. Making it 3 would keep the same intent of a quick buff but be more forgiving.
I´m highly against increasing the time as this would mean creating the possibility of 100% unwanted combinations like:
Imbue (1s gcd) snipe (1.2s cast) lightattack PI => poof
Imbue (1s gcd) darkflare (1.1s cast) lightattack javelin => poof
Imbue (1s gcd) runecage (1s gcd) overload =>poof
The 2s time window is chosen very carefully to not allow for ultra high burst combinations with casttime abilities.
Also it definetly needs to be fixed to not work on overload lightattacks. That´s broken either way but a longer timer would allow it to be used in combination with runecage which would also make it a guaranteed hit. Not. Good.
@Joy_Division
Then just split the damage in half and make it usable on the next two light attacks within 6-10 seconds.
In its recent version the skill sounds nice but in reality is too clunky because of the server and lag/delay issues. A skill like that works in a game that's technically on point. ESO isn't.