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What Does Magblade Need?
In a recent live stream I was talking to a few different players. Both really good and mediocre ones who play magbalde and we all came to agree on a certain statement I made:
"Magbalde does not need mitigation or more damage. What it needs to fix it's issues are sustain and healing."
Here are some solutions and suggestions. Anything in italics is the name of an ability or an effect. Bolded statements are thing I wish you take away from this. Each paragraph covers a different skill or effect.
There are many ways to fix these issues. One way is to move the proposed effect on Incap called: Reave, to the soul harvest skill. Soul Harvest has been "bad" for about 2 years ever since it was made dodgable. That is the only thing the skill had going for it as the ult gen event in PvP is very useless at times (it can even be useless in PvE becuase in trials you might be missing killing blows which is how you gain the ult). With Reave it would encourage diversity in skill choice but also give magblades a reason to use Soul Harvest over incap. To be honest I'm under the opinion that all magicka skills are a little too expensive and I feel as if a 5% or 10% global cost reduction is in order (Stamina skills are 20% cheaper so I don't think it'd be a huge issue) but that's a different issue. Reave would also help magblade's ability to sustain it's stamina which is very important in all forms on PvP and even in some PvE content.
The merciless change to where it has more mitigation is nice I suppose but it's largely unnecessary. Many people agree on this. In no-cp this change will be noticeable and make nightblades harder to kill than they need to be and in CP PvP it won't do a whole lot. The fact that it heals if you are within 7 meters is cool but if you are within 7 meters you are doing something very wrong or making a very specific combo. I propose the heal condition range be increased to 10-12 meters so that you'll have to be close but you won't be putting yourself in blatant danger. Also the heal from merciless double dips when it comes to battle spirit so when you do the math a merciless heal in Cyrodiil might be around 6k, it will in fact be around 3k (Thanks to TheeDarkShady for helping me test and come up with this conclusion). Instead of mitigation you could simply have The magicka morph of Grim Focus give Minor intellect and the stamina morph give Minor Endurance (like it does on live for stam)
As it is magblade doesn't really have anything to use to bring people out of cloak. The best skill we have is Sap Essence. Now Sap does very little damage and the damage buff it's getting next patch may not really be enough so I'd like to suggest a bit more damage be put onto it but that part isn't 100% necessary if it had it's healing done increased. The skill works interestingly and is a very unique skill. As one of the class's more unique skills I'd like to see it made more useful in PvP. The skill works by having a base heal amount that is increased but up to 20% for every enemy hit for the ability. So you can hit no one with the skill and it will heal you however it won't be a very good heal unless you hit someone. Even after you hit 1 enemy the heal isn't very high. I think if the heal was made bigger this could serve as a pseudo burst heal to replace pre-Murkmire Healing Ward. It also has Major Sorcery attached to it which I find not 100% necessary (though for bombers with immovability pots it is needed. However I feel that'd be a legit trade off to think about when making your build). I'm not going to propose how big to make the heal as that should be up to ZOS but I'd say maybe 20% (akin to the damage increase) would be nice? Maybe less or maybe more I don't know.
Swallow Soul healing increased to 40% of damage would be nice just saying. Maybe make the healing crit? Nightblade literally has a tree called Siphoning and yet for some reason a DK has better self healing despite them being all fire focused. Doesn't make a ton of sense. I'm not complaining about DK per-say but I am merely using them to make a point.
My idea for Malevolent Offering is very simple. Make it castable on yourself. Magblade lasts a burst heal for itself and this is a great way to fix it whilst adding some flavor to the class because of how this skill works with it's cost. And maybe make it a little bit cheaper? I'd also say adding healing absorption on yourself of 500 ever 8 seconds after casting it would be a more user friendly way if making the skill but that's just a idea.
Shadow Image needs some sort of damage absorption (Like how Sorc's Ball of Lightning ability works) to it because as funny as it is I'm tired of porting 20 meters away from a melee person but somehow still dying 20 meters away from them at the hands of a melee spammable. This is not as essential of an issue but I'll list it so it's out there.
Now this particular change probably won't come this patch as this where ZOS is focusing on abilities. But the Dark Vigor passive in the Shadow skill line is kinda annoying. If you have 1 shadow ability on 1 bar and 2 on another you will have an uneven amount of health on both bars which means you can barswap into a sorc execute. If ZOS wants to keep the requirement that a ability be slotted then just make it 5% health increase similar how Entropy works. Or they could make the passive like how the Necro's passive and make it give you a flat 1250 health no matter what you have slotted.
Flawless Conqueror ~ Grand Overlord
She/Her ~ PC/NA | I record things for fun and for info