Maintenance for the week of December 30:
• PC/Mac: No maintenance – December 30

Fighter Guild VS Mage Guild... PVP (moved over from General Discussion)

Sagetim
Sagetim
✭✭✭
Fighter Guild and Mage Guild skills comparisons

FG SKILL: Dawnbreaker – Range 0; 10 Meter Radius and cone damage; Cast time .04
Flawless: Physical damage and additional damage overtime; Weapon Damage increased by 300 for 20sec
Smiting: Physical damage and additional damage overtime; stunning for 2 sec
MG SKILL: Meteor: Range 28 meters; 5 meter radius; Cast time…. Misleading instant
Ice Comet: for 2sec; reduce movment 50%; target area takes frost damage 11 sec
Shooting Star: stunning for 2sec; flame damage 11sec; 12 ultimate
Dawnbreaker has a 10meter radius to MG meteor 5 meter radius is ridiculous... Dawnbreaker hits players behind the caster is just stupid. WE all know when a meteor is coming and everyone blocks, there's no warning when Dawnbreaker is coming and is clearly the better of the two skills OVER POWDERED

FG SKILL: Silver Bolts –
Shards: Physical damage split and fires at additional targets
Leash: Physical damage, pulls enemy to you, reducing movement speed by 30% for 4sec
MG SKILL: Entropy
Degeneration: Magic damage overtime 10sec; Major Sorcery
Entropy: Magic damage overtime 10sec; Healing
What is with the Overtime crap on Entropy.. most fighting you're try to burst someone down so you don't get run up on. I would say FG is better

FG SKILL: Circle of Protection –
Turn Evil – Minor Protection for 20sec at location; Stamina Recovery by 15% ; Fear everyone in area
Ring of Preservation - Minor Protection for 20sec at location; Stamina Recover by 15% and healing in circle
MG SKILL: Equilibrium:
Spell symmetry: Health for Magic reduced MG Ability 33% for 5sec… Reduces healing done and damage shield strength by 50% for 4sec
Balance: Health for Magic; Magor Resolve for 25sec; Reduces healing done and damage shield strength by 50% for 4sec
SO you have to use health to get protection? How is this even close to Circle of protection? Turn Evil gets to Fear everyone in the area... WTF... why
IT is clear Circle of Protections is better then Equilibrium

FG SKILL: Expert Hunter
Evil Hunter: detecting for 5sec; While active increases stamina damage of FG abilities; Major Savagery (critical rating)
Camouflaged Hunter: detection for 5sec; Major Savagery (critical ration); Minor Berserk 5sec for 5% after critical damage enemies flank
MG SKILL: Magelight :
Inner: detecting for 5sec; magicka instead by 5%; Major Prophecy (critical rating)
Radiant: detecting for 5sec; Major Prophecy; Prevent stun for stealth
Not a bad split but looks like FG skills are better

FG SKILL: Trap Beast – 1.5 set time last 1min
Barbed Trap: Physical Damage and additional damage overtime; Minor Force (increasing critical Damage by10%) stun for 2 sec
Lightweight: (ranged) Barbed Trap: Physical Damage and additional damage overtime; Minor Force (increasing critical Damage by10%) stun for 2 sec
MG SKILL: Fire Rune
Volcanic Rune: 2sec to arm 30sec knock down and stun 3sec; flame damage
Scalding Rune: 2sec to arm 30sec knock down; flame damage and additional damage
I would call this a Split with Trap Beast



Fighter Guild and Mage Guild Passive skills comparisons

FG PS: Intimidating Presence: Allows you to Intmidat NPC. Reduces the stamina cost of your Fighters Guild abilities by 15%
Same as MG two passive skills

FG PS: Slayer: Increases your Weapon Damage by 3% for each Fighters Guild ability slotted.
Nice skill

FG PS: Banish the Wicked: You generate 3 Ultimate whenever you kill an enemy
Nice skill

FG PS: Skilled Tracker: Your Fighters Guild abilities deal an additional 20% damage to Undead, Daedra and Werewolves
Incredible skill

FG PS: Bounty Hunter: Allows you to accept bounty quest from the Fighters guild in Cyrodiil.
Straight garbage

MG PS: Persuasive Will: Persuade NPC
MG PS: Mage Adept: Reduces Magicka/Health cost MG abilities by 15%
Two MG PS for One FG PS…. ok

MG PS: Everlasting Magic: Increases the duration of MG abilities by 20%
20% longer on what … damage over time ticks… 3% weapon damage for every FG slotted is a lot better than this

MG PS: Magicka Controller: Incresases Magicka/Recover by 2% for MG ability Slotted
Nice skill

MG PS: Might of Guild: Casting a MG ability grants Empower, increasing damgain of light and heavey attacks by 40% for 3sec
IF this is the counterpart to skilled tracker you got to be out your mind. 20% more damage to let’s just say ½ of all PVP players is a lot…
why not Magic Guild get 20% more damage to anyone with more stamina than magic. Before it was updated it was useful Passive skill, now its just garbage and has no comparisons


Clearly FG PS are better then MG PS
Fighter Guild clearly out matches Mage Guild and once again the game is more one sided to stamia over magic... IN MY OPINION OF COURSE

Have a Nice day, let the fun begin :wink:
  • Jameson18
    Jameson18
    ✭✭✭✭✭
    What? Did I miss something? Since when does dawny hit behind you?

    Meteor can be cast at a range.


    Otherwise, i've no opinion. I like mage's guild stuff for mag toons. I like fighter's guild stuff for stam toons.
  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're comparing Mag builds to Stam builds here, and it's these skill lines that create that divide. For what the Mage's Guild skill line is it's very good at what it does, and trying to fit it into a Stamina player's way of thinking won't work.

    The biggest split is with how FG boosts weapon damage and MG boosts max magicka. While Spell Damage is the better DPS stat at the end of the day a mage heavily building into max magicka boosting is going to be able to spam their abilities a lot better than a stamina player going for weapon damage boosting. This is great for Mages since our abilities cost more resources, healers have to build into recovery and magicka (especially with the proc set changes), and the MG ultimate makes for an amazing burst combo when timed with a stun like Mesmerize, Streak, or Fossilize.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Sagetim
    Sagetim
    ✭✭✭
    Vevvev wrote: »
    You're comparing Mag builds to Stam builds here, and it's these skill lines that create that divide. For what the Mage's Guild skill line is it's very good at what it does, and trying to fit it into a Stamina player's way of thinking won't work.

    The biggest split is with how FG boosts weapon damage and MG boosts max magicka. While Spell Damage is the better DPS stat at the end of the day a mage heavily building into max magicka boosting is going to be able to spam their abilities a lot better than a stamina player going for weapon damage boosting. This is great for Mages since our abilities cost more resources, healers have to build into recovery and magicka (especially with the proc set changes), and the MG ultimate makes for an amazing burst combo when timed with a stun like Mesmerize, Streak, or Fossilize.

    It was a side by side comparison, not fitting it into a stam build. Just showing that the FG Skills are better then MG Skills.

    Not sure how you say spell damage is a better dps when spell damage can't get as high as weapon damage can. Magic builds are always at a disadvantage just because they have to hold a reserve of stamina to break free, sprint, roll doge. Stamina builds don't have to use any magic at all.. they can heal from stamina ability's so that alone has magic builds at a disadvantage. There is no magic ability on the base game play across all classes to uses magic to break free.
  • ealdwin
    ealdwin
    ✭✭✭✭✭
    Vevvev wrote: »
    ...at the end of the day a mage heavily building into max magicka boosting is going to be able to spam their abilities a lot better than a stamina player going for weapon damage boosting...

    I've had the occasional thought that perhaps the "Mages stack Magicka easier" and "Warriors stack Weapon Damage easier" mechanic should be capitalized on more. It's more reminiscent of how the mainline TES games operate, where, for instance in Skyrim, a "Fortify Destruction" enchant reduced the cost of Destruction spells, but a "Fortify One Handed" enchant increased the damage dealt by one handed weapons. It meant that a pure "Mage" focused on sustain and cost reduction while a pure "Warrior" focused on increasing potency. If a similar method were employed in ESO, it could (in theory at least) help differentiate the mage/warrior play-styles rather than being a "blue energy/green energy" choice.
    Edited by ealdwin on June 1, 2021 9:22PM
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    IMO both skill lines have some clear missed opportunities.

    An easy one is simply boosting them both to contain 5 active abilities like regular class skill lines.

    Then you have the basically "Useless but for the passives" abilities in Stealth Hunter for Fighters Guild and Magelight for Mages Guild. It would be amazing to overhaul these skills with better activated use rather than just sitting forever unused on bars.

    For the FIGHTERS Guild especially there is a glaring lack of actual damaging abilities when, if we're being honest as the guild's purpose in TES lore, it should probably be almost exclusively damaging abilities.
Sign In or Register to comment.