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Asylum destro needs rework

Tannus15
Tannus15
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with the change to destructive reach the asylum destro staff is now a joke, it's completely laughable.

Destructive Touch:
This ability and its morphs now guarantee their respective element type’s status effect on hit.

with a master staff:
Reduces the cost of Destructive Touch by 10% and increases your Spell Damage by 600 for 4 seconds after activating it.

so every hit you get the status effect AND 600 spell damage AND your spammable is reduced by 10%


compared to:
Every second cast of Force Shock will always apply the Burning, Concussion, and Chilled status effects. The Force Shock casts must be made within 2 seconds of each other for this effect to occur
every second sequential cast you get 3 status effect, but if you're going for pure dps only burning matters, and if you're going for brittle only chilled matters. So who cares, the master staff basically the same effect with all the extra benefits.

The only reason to run an asylum staff is to get the status effects which you also get 1/3 of with master staff build without the 2 hit requirement.
  • SimonThesis
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    I think it certainly could be buffed. There are a lot of utility builds that use the tristatus effect with specialized sets, but outside of those the asylum destro isn't commonly used.
  • Ratzkifal
    Ratzkifal
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    I honestly don't know how they could fix this weapon anymore. It was good when burning was bugged and dealt more damage than it should. Now we have higher chances to apply status effects through CP as well so even if it guaranteed status effect application on every cast, I doubt it would be worth it.

    Also quick reminder that Asylum Sanctorium isn't consistent with the rules on perfected gear with the other trials. You get blue nonperfect on normal (so far so good), purple nonperfected on vet (should be purple perfected) and only on veteran hardmode +2 do you get purple perfected (should be gold perfected).
    This Bosmer was tortured to death. There is nothing left to be done.
  • code65536
    code65536
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    At the very least, they should revert the time requirement to what it was originally. Originally, the two hits needed to be something like 10s apart, so it was possible to reapply DoTs and not worry about losing a proc. No idea why this was changed in the first place: it was a nerf to an item that was already underperforming.
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  • trackdemon5512
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    Except Asylum Destro was very recently adjusted, and in a way to actually balance it. The perfected version was world’s better than the imperfect, so much so that it was out of line with the small benefits afforded to every other perfected set in the game. Blackrose Resto was similar in terms of inequality.

    Also Asylum Destro is basically designed for either single PVE play or PVP play. It’s always been a waste in group PVE play as someone else from the group was likely to proc the same conditions on an enemy, esp on trial bosses.
  • Tannus15
    Tannus15
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    Ratzkifal wrote: »
    I honestly don't know how they could fix this weapon anymore. It was good when burning was bugged and dealt more damage than it should. Now we have higher chances to apply status effects through CP as well so even if it guaranteed status effect application on every cast, I doubt it would be worth it.

    Also quick reminder that Asylum Sanctorium isn't consistent with the rules on perfected gear with the other trials. You get blue nonperfect on normal (so far so good), purple nonperfected on vet (should be purple perfected) and only on veteran hardmode +2 do you get purple perfected (should be gold perfected).

    it's pretty simple to fix in my opinion, just change the effect from status to literally anything else. It could be a set of unique debuffs or dots or raw damage or buffs.

    literally anything would be better than it's current state.
  • SimonThesis
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    Taking away the status effects would hurt utility builds that use the status effects for set procs. I think they should greatly increase the damage and/or add debuffs as well.
  • Nostrabar
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    It provides guaranteed brittle *and* minor vulnerability, which makes it useful for, e.g. orb killing in vCR and perhaps vAS interrupter (but haven't tried it/spoken to folks about that).

    If they are going to buff it, it would be nice if it applied status effects on the first cast, but I would not rework the set, because it does have some niche uses.
  • Tannus15
    Tannus15
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    Nostrabar wrote: »
    It provides guaranteed brittle *and* minor vulnerability, which makes it useful for, e.g. orb killing in vCR and perhaps vAS interrupter (but haven't tried it/spoken to folks about that).

    If they are going to buff it, it would be nice if it applied status effects on the first cast, but I would not rework the set, because it does have some niche uses.

    anyone who is using it for either of those roles would be far better off using anything else. because you don't get the status effect until after the 2nd FP, it's just too late to be of benefit. if you're thinking minor vuln is going to help with orb slaying to buff the 3rd FP on the same target... it's just terrible.

    interrupter on vAS is also better off running a pure dps setup like frontbar medusa.

    you only get brittle if you're running an ice staff, and brittle builds are far better off running frost reach for guaranteed chilled on cast. especially if you're on a magden with fetchers providing minor vuln.
    Taking away the status effects would hurt utility builds that use the status effects for set procs. I think they should greatly increase the damage and/or add debuffs as well.

    which utility builds? there is almost no setup i can think of where you can't get the same status effects better by running a master staff / reach setup instead.
  • Jamdarius
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    Tannus15 wrote: »
    with the change to destructive reach the asylum destro staff is now a joke, it's completely laughable.

    Destructive Touch:
    This ability and its morphs now guarantee their respective element type’s status effect on hit.

    with a master staff:
    Reduces the cost of Destructive Touch by 10% and increases your Spell Damage by 600 for 4 seconds after activating it.

    so every hit you get the status effect AND 600 spell damage AND your spammable is reduced by 10%


    compared to:
    Every second cast of Force Shock will always apply the Burning, Concussion, and Chilled status effects. The Force Shock casts must be made within 2 seconds of each other for this effect to occur
    every second sequential cast you get 3 status effect, but if you're going for pure dps only burning matters, and if you're going for brittle only chilled matters. So who cares, the master staff basically the same effect with all the extra benefits.

    The only reason to run an asylum staff is to get the status effects which you also get 1/3 of with master staff build without the 2 hit requirement.

    It was always a joke considering how easy it was to cause these status effects, if they would boost the effects to major effects for example or return magicka on status effect being applied or seriously whatever else it would be a bit less laughable.
  • EF321
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    But but... you can have guaranteed tick of Baron Zaudrus every second cast with it...
  • Ippokrates
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    Imho they should keep it as it is now and add a bonus similar to Master bow, a similar "interrupt skill" - lets say +100 dmg to targets for every magic status effect on them. It would work solo, perfectly work during trials and it would not break the game, cause 300 dmg is nothing to compare to other staffs that can provide even up to 1600 pure dps -_-
  • Tannus15
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    EF321 wrote: »
    But but... you can have guaranteed tick of Baron Zaudrus every second cast with it...

    yeah, i tried that build. it's so bad. SO bad. :joy::cry:
  • amgame308_ESO
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    Ratzkifal wrote: »
    and only on veteran hardmode +2 do you get purple perfected (should be gold perfected).

    Wat?

    You only get perfected on hard mode? I should get out more.

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