This is going to be a conversation spurred by the release of the Necromancer class. Unlike all the other classes in ESO, Necro is the first in which the active and passive class skills are more beneficial to Stamina than Magicka builds (Warden has a good amount of Stamina morphs, but still had a few good ones reserved for Magicka). This could be an interesting design direction, to help make Stam builds in general feel more unique between classes, but the problem is that supplementary skill lines (guilds, alliance, and weapons) already heavily favor Stamina. As a result, Stamina Necro gets access to all of the best skills and is currently one of the highest DPS builds. Magicka Necro has little to separate itself from Stamina Necro, and much less access to good non-class skills, and is currently one of the worst (if not absolute lowest) DPS builds.
Without spending too much more time on Necromancer-specific details, I want to go into some comparisons of non-class skills. This will include some ideas on how to make Magicka and Stamina more balanced outside of class skills, to allow balance of the current Necromancer builds and allow for future expansion of other class Stamina morphs. I will be focusing on this from an end-game PvE perspective, since that is what I am most familiar with, but I believe much of this comparison is applicable to other parts of the game as well.
ST DoT
Destructive Clench/Reach vs Poison Injection
Adding up the direct and DoT damage and accounting for the execute scaling of Injection, it is clear that this Bow skill does approximately double the damage per cast of the Destruction skill. This is why virtually all Stamina DPS slot it, and almost no Magicka DPS builds currently do. You could make the argument that Clench/Reach also provide some benefits from CC (knockback, immobilize or stun), but these are largely undesirable in group PVE (interferes with tank positioning adds) and most enemies in trials are immune to these effects.
Secondary ST DoT’s
Most stamina builds use another ST DoT in addition to Poison Injection, most often Rending Slashes. The closest non-class skill we can use for comparison on Magicka would be Soul Trap. This is another example where the stamina version deals approximately double the damage of the Magicka version (and also ignores armor). Soul trap could use a significant damage increase. To be clear here, I’m aware that Magicka builds often have class ST DoTs that stam does not have (swarm, curse, vamp bane, etc.), I’m saying that equalizing the non-class ones is a necessary step for balancing classes that already have equivalent stam DoTs (Necro, and to a lesser extent DK) and would open up the possibility of getting stam morphs of more class abilities in the future.
Direct Damage AoE
Impulse vs Whirling Blades
Whirling deals slightly higher base damage even against enemies at full health. Add to that the execute built into the skill (scaling up to double damage against low health enemies) and the dual wield passive execute and there’s no comparison between the effectiveness of these skills. Impulse could use a damage increase of around 30% and/or a more useful debuff than the unreliable (due to immunities) Mangle on the Pulsar morph.
AoE DoT
Various Class Skills vs Caltrops
These seem fairly balanced. Razor Caltrops deals damage in a large area, and is comparable in DPS to skills such as Liquid Lightning, Blazing Spear, and Winter’s Revenge. The additional utility from the class skills balances out the larger radius on Caltrops. I have no balance issues with these as they exist currently, but want to point out that the existence of Caltrops is why class ground based AoE’s do not need stamina morphs.
Ground Based Trap
Rearming Trap vs Scalding Rune
Probably the biggest discrepancy between Stam and Mag skills. Trap deals approximately double the damage per cast of Rune (plus an additional 20% more to Undead and Daedra), so clearly Rune needs a significant damage increase. Trap also provide Minor Force for 10% increased Crit Damage. I would be in favor of adding this same buff to Scalding Rune, since Magicka builds are currently too dependent on Channeled Acceleration.
Execute
Class Skills vs Poison Injection + Whirling Blades or Executioner
Half the classes have a built-in execute, so this is not an issue for Sorcs, Nightblades, or Templar’s. However, Magicka Dragonknight, Warden, and Necro have no options here. My recommendation would be to apply the execute scaling from Whirling Blades onto Force Pulse. This would give some incentive for certain builds to use FP over Elemental weapon, or even slot both. To be clear, FP would do current level of damage from 100% to 50%, then start scaling up linearly (20% more damage at 40% health, 50% at 25% health, 80% at 10% health, and final blow 100% damage bonus). This would be fitting IMO since it would mirror the morph choices on Poison Injection (interrupt with Crushing Shock or scale up for execute damage). Force Pulse would not perform as well in execute as Radiant or Impale, but might still be worth using on some Nightblade or Templar builds to save a bar slot.
Heal
Class Skills vs Vigor
This one is a little tough to compare, given the variety of class heals. I think it’s fair to say that they are generally on-par, and this is why most class heals do not have or need a stamina morph. The presence of class heals is also why Vigor does not need a Magicka morph.
Damage Shield
Harness/Dampen vs Bone Shield
Surprisingly, following all the nerfs to Magicka damage shields, Stamina damage shields seem to be about equally strong. The initial shield is smaller (30% of health vs 40-50%), but Medium armor offers more reduction of damage the shield takes . The additional shield granted by an ally activating the synergy makes Bone Shield offer much more protection in a coordinated group. The synergy is also helpful to keep Lokkestiiz and Alkosh uptime high, and is more valuable in groups for that reason. And the morph choice either allows the user to deal damage to attackers or grants Major Vitality. Dampen has no additional effects, and Harness simply offers a small resource return (which is helpful because it’s base cost is over 20% higher than Bone Shield).
Passive Buffs
Fighters Guild vs Mage’s Guild/Support
I would say that the basic passives for slotting skills are similar between stam and mag, 3% weapon damage vs 2% Max Magicka and 2% Magicka Regen seems balanced. The main difference that stands out is the benefit from giving up an ultimate slot for a passive. The 8% weapon damage from Dawnbreaker far exceeds the standard passives for slotting Meteor or the 10% Magicka Regen from slotting Barrier. Maybe this is intended to be balanced by the 7% Magicka granted for slotting Inner Light, but IL is noticeably weaker. I think it’s actually easier to fit a “passive” Ultimate then to give up a main bar slot (since most builds only use one ultimate anyway, but all 10 skill slots are valuable). Not sure if much needs to be done here, maybe a minor increase to the benefit of Inner Light from 7% to 10% Max Mag would be enough (this would be a buff of about 1% DPS to pretty much all Mag builds except pet Sorc, since they don’t have the bar space to slot it, and is one step toward allowing no-pets Sorcs to be competitive again).
Damage Dealing Synergy
Shadow Silk vs Mystic Orbs
While difficult to quantify exactly how much damage each of these Undaunted skills provides, I think it’s pretty well established how powerful the spiders can be. On the other side, when was the last time anyone used blue “damage” orbs on a DPS build. There is no comparison between these skills, and IMO Mystic Orbs needs a redesign rather than a magnitude adjustment.
Single Target Channeled Ultimate
Soul Assault vs Ballista
The damage output of these two abilities is very similar, but the difference is that Soul Assault prevents use of other skills for the duration. Ballista allows a full rotation while it deals damage. Alternatively, there is the Toxic Barrage morph that is more similar to Soul Assault, but it is given approximately 50% more damage.
Area Damage Ultimate
Magicka DPS have both Meteor and the Destruction Staff ultimate, as well as class ultimates such as Nova, Northern Storm, and Veil of Blades. This is an area where Stam falls behind. The two handed and bow ultimates are single target, and the dual wield ultimate is a very small area. Dawnbreaker is the only physical damage option and it is fairly small as well. I would recommend increasing the area of both Dawnbreaker and Lacerate. Otherwise, I believe it would be fair to give some class AoE ultimates a morph that deals one of the physical damage types.
Anyway, those are my thoughts on build imbalances outside Class Skill lines. And bringing these more in line would help Magicka Necro and Warden compete with their Stamina counterparts. It would also open a door to future expansion of Stamina morphs for Class Skills on the original 4 classes.
Edited by WrathOfInnos on June 17, 2019 3:06PM