mpower + Imbue + light attack seems like too great a combo for ganking
Too easy to exploit, too hard to take advantage of in light attack weaving.
mpower + Imbue + light attack seems like too great a combo for ganking
Someone already confirmed the imbue added damage was a separate tick and thus was not increased by empower.Too easy to exploit, too hard to take advantage of in light attack weaving.
I don't see why it would be harder to weave than any other skill, it's just sometimes your target will be dead before your next light attack but thats not really a problem and it is taken into account in the balance of the skill
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.
. Magica users currently may choose 7 out of 8 skills with no thought about spending anything "extra" in stamina.
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.
That does not work when looking at it from the perspective of being an alternative to pulse/funnel/whip/concealed etc.
It needs to be castable every gcd to fill that role.
I feel the skill is in a good spot given proper execution of lightattacks - it could be made smoother to weave but that´s about it.
@Aznox - the skill is currently on par with funnel health in terms of clunky weaving animation. It takes getting used to.
However i´m playing from EU and I´ve managed to get it down to 95% reliable weaves within playing for an hour with it and getting accustomed to the animation in a 200 to 350 ping scenario. It´s definetly manageable.
I feel the skill is in a good spot given proper execution of lightattacks - it could be made smoother to weave but that´s about it.
@Aznox - the skill is currently on par with funnel health in terms of clunky weaving animation. It takes getting used to.
However i´m playing from EU and I´ve managed to get it down to 95% reliable weaves within playing for an hour with it and getting accustomed to the animation in a 200 to 350 ping scenario. It´s definetly manageable.
Lightspeedflashb14_ESO wrote: »And the mods removing my other comments stating this is very frustrating. This guy is wrong. Like so wrong it hurts me to read his comments. He is adding nothing to the "discussion". Why don't you remove his comments because his comments have nothing to do with the way the skill line actually works.
Carbonised wrote: »It doesn't necessarily need to be that. You could alternate between Imbue and another spamable, so Imbue + light attack + another spamable + light attack = repeat
Carbonised wrote: »It doesn't necessarily need to be that. You could alternate between Imbue and another spamable, so Imbue + light attack + another spamable + light attack = repeat
I don´t think that would be a vaible solution to make the skill desireable.
It fits the role of an anytimer and has it´s dmg based accordingly - if you were to use it every other gcd it would have to deal more dmg/cast than your anytime - because otherwise why would you give up barspace when you can just spam the anytimer you have slotted either way.
With increased dmg however it would still be in a state where it might be undesireable from a ganking perspective (perhaps even moreso than currently - because it´s hard to pull off good combos with precasting it at the moment).
Furthermore it would create problems with the magic orb passive charges as the skill would get used significantly less often and thus greatly reducing this passives uptime.
Edit: it´s the second skill unlocked which means you have to work through 4 maps to get access. On a template char with preparing the character i´d say 1.5 to 2 hours.
If you wait until EU copy it will take max 1 hour with wayshrines accessible @Aznox
Edit2: I also think it´s pretty clever that the skill works on lightattacks already fired BECAUSE this actually reduces backloaded burst possibilities due to different projectile traveltimes - if you wish i could clarify that for a sorc burst rotation @Carbonised
Carbonised wrote: »It doesn't necessarily need to be that. You could alternate between Imbue and another spamable, so Imbue + light attack + another spamable + light attack = repeat
I don´t think that would be a vaible solution to make the skill desireable.
It fits the role of an anytimer and has it´s dmg based accordingly - if you were to use it every other gcd it would have to deal more dmg/cast than your anytime - because otherwise why would you give up barspace when you can just spam the anytimer you have slotted either way.
With increased dmg however it would still be in a state where it might be undesireable from a ganking perspective (perhaps even moreso than currently - because it´s hard to pull off good combos with precasting it at the moment).
Furthermore it would create problems with the magic orb passive charges as the skill would get used significantly less often and thus greatly reducing this passives uptime.
Edit: it´s the second skill unlocked which means you have to work through 4 maps to get access. On a template char with preparing the character i´d say 1.5 to 2 hours.
If you wait until EU copy it will take max 1 hour with wayshrines accessible @Aznox
Edit2: I also think it´s pretty clever that the skill works on lightattacks already fired BECAUSE this actually reduces backloaded burst possibilities due to different projectile traveltimes - if you wish i could clarify that for a sorc burst rotation @Carbonised
Lightspeedflashb14_ESO wrote: ». Magica users currently may choose 7 out of 8 skills with no thought about spending anything "extra" in stamina.
No matter how many times you state this, you are looking at this wrong. The skills are separated by role. Full stop. You are wrong looking at them any other way.
And the mods removing my other comments stating this is very frustrating. This guy is wrong. Like so wrong it hurts me to read his comments. He is adding nothing to the "discussion". Why don't you remove his comments because his comments have nothing to do with the way the skill line actually works.
Elsterchen wrote: »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".
.so why should abilities supporting the tank role be only magica based?
. Stamina users cannot make full use of the offered abilities
Carbonised wrote: »
A light bow attack from stealth with sneak bonus damage, empowered and imbued, and possibly also proc'ing a poison or disease enchant and a proc set or 2 on top of that, is too much damage from pressing 1 mouse button. Also non-reflectable and with huge range. Add to that a 1-2 combo of this paired with snipes and/or poison injections and we get into a scenario that I'm really not comfortable with.
Again, like I have been saying several times over now, I'm not saying this IS a problem, I'm saying someone should definitely try this out to SEE if it is going to be a large problem.
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: »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".
Except, your main attacks and break free and block and roll dodge and everything d not use magicka so it really is a free resource for you.
Magicka characters have no "free unused resource" because they still NEED stamina. Plenty of stamina characters can forget they even have a magicka bar.
That's a flaw in this game design that is why they have trouble with their apparent goal of hybrid sets and builds, but they're not likely to correct that anytime soon as it would require a rework of how resources are generated also(heavy attacks giving magicka and stamina both back from all weapons, for example).
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.
Why ? Why would you like to dumb down the game to two attributes ?
Elsterchen wrote: »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.
Hi there,
your exeption doesn't hold valid as stamcost is reduced by generally 15% to just account for the amount of stamina everyone uses to dodge, block etc. No matter how often this claim gets reiterated, the staminacosts of these abilities are already accounted for in the games design and are therefore no argument for a preference of magica morphs of skills only.
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.
Carbonised wrote: »The main conern would be particularly bow gankers of the nightblade variety, and perhaps also melee ganking, again mostly nightblades.
A light bow attack from stealth with sneak bonus damage
Elsterchen wrote: »And, just so we don't dance in circles here: As stated before, the 15% cost reduction of stamina skills already accounts for stamina costs of blocking, dodging etc. The trade offs and troubles to use and sustain abilities that make use of your minor ressource pool is equally bad for both: magica and stamina users alike. By design.
Does Mend Wounds cost Ultimate when used on the Sorc´s Overload bar?
@Mystrius_Archaion
No. There was a universal bonus damage attached to attacking from Sneak. ZOS scrapped that a few patches ago. Now it’s only a guaranteed crit for NBs and a free stun for everyone.
Carbonised wrote: »It doesn't necessarily need to be that. You could alternate between Imbue and another spamable, so Imbue + light attack + another spamable + light attack = repeat
I don´t think that would be a vaible solution to make the skill desireable.
It fits the role of an anytimer and has it´s dmg based accordingly - if you were to use it every other gcd it would have to deal more dmg/cast than your anytime - because otherwise why would you give up barspace when you can just spam the anytimer you have slotted either way.
With increased dmg however it would still be in a state where it might be undesireable from a ganking perspective (perhaps even moreso than currently - because it´s hard to pull off good combos with precasting it at the moment).
Furthermore it would create problems with the magic orb passive charges as the skill would get used significantly less often and thus greatly reducing this passives uptime.
Edit: it´s the second skill unlocked which means you have to work through 4 maps to get access. On a template char with preparing the character i´d say 1.5 to 2 hours.
If you wait until EU copy it will take max 1 hour with wayshrines accessible @Aznox
Edit2: I also think it´s pretty clever that the skill works on lightattacks already fired BECAUSE this actually reduces backloaded burst possibilities due to different projectile traveltimes - if you wish i could clarify that for a sorc burst rotation @Carbonised
I wish you could clarify that for a sorc rotation