Energized
Increases your Physical and Shock Damage by 5%.
Sorcerer should get a buff to Energized to be equal to Warden's Piercing Cold.Piercing Cold
Increases your Magic and Frost Damage by 10%.
(the same should be applied to Dragonknight's bonus to flame and poison damage but that's for another post).Energized
Increases your Physical and Shock Damage by 10%.
My proposed change would have it read:Destructive Reach
Target: Enemy
Range: 28m
Cost: 2700
Skill description
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 2315 Magic Damage over 10 seconds. The initial hit always applies the element's status effect.
This way, with the first DOT tick, you're dealing the same amount of damage as you would with any other instant cast spammable. Currently the ability deals too little damage and the DOT doesn't matter because it is reapplied early when used as a spammable, so you aren't getting much use out of it.Destructive Reach
Target: Enemy
Range: 28m
Cost: 2700
Skill description
Devastate an enemy with an enhanced charge from your staff, dealing 1767 Magic Damage and an additional 2315 Magic Damage over 10 seconds. The initial hit always applies the element's status effect.
I would change this to:Ancient Knowledge
Equipping an Inferno Staff increases your damage done with single target abilities by 10%. Equipping a Lightning Staff increases your damage done with area of effect abilities by 10%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.
Mimicking the bonuses granted for each weapon type in the other weapon skill lines such as Two Handed's Heavy Weapons passive and Dual Wield's Twin Blade and Blunt passive. The block bonuses currently granted to Ice Staff would get moved to the Tri-Focus passive. Inferno staff outclasses the other options and needs to be better balanced with the other staff types.Ancient Knowledge
Equipping an Inferno Staff increases your Weapon and Spell Damage by 284. Equipping a Lightning Staff increases your Critical Damage by 12%. Equipping an Ice Staff increases your Offensive Penetration by 3300.
BroughBreaux wrote: »Lightning damage already underperforms in the content where damage actually matters, that being Dungeons, Arenas, Trials, and PvP.
This is for multiple reasons, notably the Ancient Knowledge Destuction Staff passive, there not being a lightning damage spammable (in either Sorcerer's abilities or Destruction Staff abilities), and Sorcerer's Energized passive being unusually low compared to other classes' buffs to certain damage types.
Sorcerer is supposed to be the lightning damage class, yet its bonus to lightning damage is half as much as other classes buffs, such as Warden's Piercing Cold passive.Energized
Increases your Physical and Shock Damage by 5%.Sorcerer should get a buff to Energized to be equal to Warden's Piercing Cold.Piercing Cold
Increases your Magic and Frost Damage by 10%.
Such that it reads:(the same should be applied to Dragonknight's bonus to flame and poison damage but that's for another post).Energized
Increases your Physical and Shock Damage by 10%.
Additionally, there is not a lightning damage spammable ability. Light attacks with Elemental Weapon from the Psijic Order skill line are the closest we can get to an electromancer.
I would change Force Shock in the Destruction Staff skill line to use the element of your equipped staff type, rather than all three elements at once, with a new visual effect to accompany that change.
This ability currently reads:My proposed change would have it read:Force Shock
Target: Enemy
Range: 28m
Cost: 2700
Skill description
Focus all the elemental energies with your staff and blast an enemy for 695 Flame Damage 695 Frost Damage, and 695 Shock Damage.Where the Magic Damage changes to Flame, Frost, or Shock when placed on your bar just like Destructive Touch does.Force Shock
Target: Enemy
Range: 28m
Cost: 2700
Skill description
Focus the elemental energy of your staff and blast an enemy for 2085 Magic Damage.
This may also necessitate a change to the Concentrated Force weapon set from Asylum Sanctorium, as well as its perfected version.
Where it currently reads:I would change this to:Concentrated Force
(2 items) Every second cast of Force Shock will always apply the Burning, Concussion, and Chilled status effects. The Force Shock casts must be made within 5 seconds of each other for this effect to occur.This would overall be a nerf to the set but removes the "every second cast" to compensate for that. Though this set isn't exactly meta so leaving it as-is would probably be fine and no one would care.Concentrated Force
(2 items) When you deal damage with Force Shock, you apply the Burning, Concussed, or Chilled status effect depending on your Staff's Elemental type.
Additionally, the staff bonuses in Destruction Staff's Ancient Knowledge passive put both Lightning and Frost at a clear disadvantage compared to Inferno. I would change the ancient Knowledge passive to open up better build utility for all content.
The current passive reads:I would change this to:Ancient Knowledge
Equipping an Inferno Staff increases your damage done with single target abilities by 10%. Equipping a Lightning Staff increases your damage done with area of effect abilities by 10%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.Mimicking the bonuses granted for each weapon type in the other weapon skill lines such as Two Handed's Heavy Weapons passive and Dual Wield's Twin Blade and Blunt passive. The block bonuses currently granted to Ice Staff would get moved to the Tri-Focus passive. Inferno staff outclasses the other options and needs to be better balanced with the other staff types.Ancient Knowledge
Equipping an Inferno Staff increases your Weapon and Spell Damage by 284. Equipping a Lightning Staff increases your Critical Damage by 12%. Equipping an Ice Staff increases your Offensive Penetration by 3300.
This would make lightning damage much better than it is now, and a viable option for all content. As a side bonus it would make Frost damage better as well, but this post was indented for Lightning specifically, since it is currently the weakest element to damage-deal with, given the many sets and bonuses given to Frost lately in an attempt to bring it up a little.
I think lightning getting crit damage and frost getting pen works out better for both PvE and PvP. Ice staff grans a damage shield and gets minor brittle, penetration on top would make magwardens very good in PvP. Extra penetration is always good in PvE as well, especially in unoptimized groups. In optimized groups, it just means you don't have to worry as much about sourcing group pen for support itemization, or you can run a medium armor body like kinras's wrath and not have to worry about having abysmal penetration. Lightning staff gets the critical damage, which would open up the option for lightning sorc ganks, and crit damage is very necessary to source and not already sourced by lightning sorcs where it is already sourced for ice wardens.ESO_Nightingale wrote: »Nah give crit dmg/chance to ice staff if you're gonna do that.
BroughBreaux wrote: »I think lightning getting crit damage and frost getting pen works out better for both PvE and PvP. Ice staff grans a damage shield and gets minor brittle, penetration on top would make magwardens very good in PvP. Extra penetration is always good in PvE as well, especially in unoptimized groups. In optimized groups, it just means you don't have to worry as much about sourcing group pen for support itemization, or you can run a medium armor body like kinras's wrath and not have to worry about having abysmal penetration. Lightning staff gets the critical damage, which would open up the option for lightning sorc ganks, and crit damage is very necessary to source and not already sourced by lightning sorcs where it is already sourced for ice wardens.ESO_Nightingale wrote: »Nah give crit dmg/chance to ice staff if you're gonna do that.
If I recall correctly, they buffed Piercing Cold due to Magden being so far behind in damage. It used to be 5%.
This was probably due to Lighting getting bonus AoE damage and Fire getting bonus single target damage, so it was fine at the time.
Now that Brittle is in the picture though, I'd say that frost should be refocused to increasing Crit Chance/Damage to further increase it's viability.
Also I would 100% be ok with Sorcs Energized passive getting bumped up.
emilyhyoyeon wrote: »Really not sure why ancient knowledge wouldn't be reworked to increase your X damage when wielding X staff by Y%
BroughBreaux wrote: »
BroughBreaux wrote: »
U wrote this: "The block bonuses currently granted to Ice Staff would get moved to the Tri-Focus passive."
Which means that both, blocking with magicka and blocking cost reduction is in this same passive. So Tanks who use Ice staff on both bars will be forced to block with magicka and not everyone wants to do that. [snip]
BroughBreaux wrote: »BroughBreaux wrote: »
U wrote this: "The block bonuses currently granted to Ice Staff would get moved to the Tri-Focus passive."
Which means that both, blocking with magicka and blocking cost reduction is in this same passive. So Tanks who use Ice staff on both bars will be forced to block with magicka and not everyone wants to do that. [snip]
Boo hoo the DESTRUCTION staff tanks have to use magicka to block so they just build for magicka like ice staff tanks are supposed to.
Ice Staff should never have been designed for tanking. Ice was never tanky in the single player games, it was a DAMAGE type. If people want to tank they have a whole skill line specifically for it called One Handed and Shield they can use, which was tanky in the single player games because you BLOCK damage. Mages aren't supposed to be tanky.
2. Ice staff was ALWAYS deisgined for tanks in THIS game. Just because ZOS showed some love to Ice DDs doesnt mean they cant just take everything at the cost of the tanks.
My proposed change would have it read:Destructive Reach
Target: Enemy
Range: 28m
Cost: 2700
Skill description
Devastate an enemy with an enhanced charge from your staff, dealing 1161 Magic Damage and an additional 2315 Magic Damage over 10 seconds. The initial hit always applies the element's status effect.
This way, with the first DOT tick, you're dealing the same amount of damage as you would with any other instant cast spammable. Currently the ability deals too little damage and the DOT doesn't matter because it is reapplied early when used as a spammable, so you aren't getting much use out of it.Destructive Reach
Target: Enemy
Range: 28m
Cost: 2700
Skill description
Devastate an enemy with an enhanced charge from your staff, dealing 1767 Magic Damage and an additional 2315 Magic Damage over 10 seconds. The initial hit always applies the element's status effect.
Good. I'm still going to address it all. I wanted to wait until I got home so I could type out a reply easier.Thats will be my last post.
This is an Elder Scrolls game. The rest of the 30 year old franchise does indeed matter.1. Other games doesnt matter.
Like Mr. Stach said, it was not always this way. Ice staff is a destruction staff that exists both in the game and in the lore to deal damage. It, by nature, has a crowd control element, but it exists primarily as a damage source. Ice has never been used for taking in the entire rest of the series and it shouldn't be used primarily for tanking in ESO.2. Ice staff was ALWAYS deisgined for tanks in THIS game. Just because ZOS showed some love to Ice DDs doesnt mean they cant just take everything at the cost of the tanks.
They do it the same way 1H&S does it. Don't throw your hands up and act like there's just no other way. Don't insult my intelligence.3. Ice/Ice tank build most likely have more magicka skills so blocking with magicka isnt good for them. And building for magicka doesnt matter as magicka regen is off when tanks block.
How does this negate Ice Staff's use as a damage weapon? Nonsensical point. "I can only proc backbar enchants if my weapon is designed for tanking" doesn't make any sense. But yes, I don't tank, and tanking isn't usually necessary for most content. It's a support role, which, indicated by the name support, the primary role in a group setting is Damage Dealing. Supports support the damage dealers. But further to the point, a damage type like Ice magic should be for damage dealers.4. I see that u dont have any idea how tanking works in this game. Tanks need backbar weapon that can proc enchants that help the group. Thats the point of magicka tanking weapon. S&B doesnt have that option.
This post isn't even about ice, just to remind you and everyone else. But yes, that is, unironically, what I'm saying. Tanks have a whole skill line and then some dedicated completely to tanking. Taking a damage type and castrating it so that tanks can use it is not okay.5. U are basically saying "I don care about tanks because i want Ice as damage type just like in diffrent games".
You're destroying the fun of building an elemental damage dealer because you want to steal our damage skills. All we have left for magic is inferno staff. You have ice staff and sword and shield. And for the record I never said to get rid of Ice Staff tanking, you just got totally hung up on magic blocking, which every ice tank does anyway, [snip]. Ice staff and Lightning staff both deserve to be viable and good damage weapons, just as shock and frost magic in every prior elder scrolls game was viable and good for damage dealing.6. We have what we have. Even if its not ideal there is no reason to destroy other ppl fun because u want more.
[snip]7. "Boo hoo DDs cant use TANKS weapon to deal damage. Remove tanks from the game because i want more".
This also goes back to the fact of DKs with Fire Staff will also do more Damage because Fire Staff increases single target damage my 10% but then DKs get increased Fire damage by 5% then +50% damage to the guaranteed Burning Status.
Warden also has that +10% to Frost Damage.
It would be much simpler to just make each type to do increased damage of that type.
Also maybe bump up the Energized Passive to match Piercing Cold.
This way you still get the separated out tank passives and the ice staff can still actually deal damage. The Ice portion of this doesn't really seem too stacked imo because a DPS won't really get much use out of the block bonuses.Ancient Knowledge
Equipping an Inferno Staff increases your Flame Damage done by 15%. Equipping a Lightning Staff increases your Shock Damage done by 15%. Equipping an Ice Staff increases your Frost Damage done by 15%, reduces the cost of blocking by 36%, and increases the amount of damage you block by 20%
Penetrating Magic
While a Destruction Staff is equipped, you gain 1800 Offensive Penetration.
I found out that Destructive Clench has increased damage for Lightning Staves, but it's still not up to par with a standard spammable, and is not competitive with other options like Elemental Weapon or Force Shock. Frost Warden still outperforms lightning Sorcerer in a comparable setup.BroughBreaux wrote: »Thanks, ZOS, really appreciate only buffing one version of the skill in favor of one of the staves but not the other two. Frost is no longer the redheaded stepchild, Lightning now takes the cake for worst staff.
As a side note, the lightning version is higher because I'm a sorc and I get a 5% bonus to lightning damage.
BroughBreaux wrote: »[
Also, in regards to this,I found out that Destructive Clench has increased damage for Lightning Staves, but it's still not up to par with a standard spammable, and is not competitive with other options like Elemental Weapon or Force Shock. Frost Warden still outperforms lightning Sorcerer in a comparable setup.BroughBreaux wrote: »Thanks, ZOS, really appreciate only buffing one version of the skill in favor of one of the staves but not the other two. Frost is no longer the redheaded stepchild, Lightning now takes the cake for worst staff.
As a side note, the lightning version is higher because I'm a sorc and I get a 5% bonus to lightning damage.
Nightblades give minor savagery. Templar and DK are the only two, that I can remember, that give a minor buff that increases spell or weapon damage. Sorc gives minor phophecy.Also it's weird that NB doesn't have a +x% damage buff, even Templar have a +x% Spell Damage buff to lean on
Oddly Enough, Necro doesn't have a Minor Group Buff..... But they do have Major Vuln so I'll let it pass.
BroughBreaux wrote: »[
Also, in regards to this,I found out that Destructive Clench has increased damage for Lightning Staves, but it's still not up to par with a standard spammable, and is not competitive with other options like Elemental Weapon or Force Shock. Frost Warden still outperforms lightning Sorcerer in a comparable setup.BroughBreaux wrote: »Thanks, ZOS, really appreciate only buffing one version of the skill in favor of one of the staves but not the other two. Frost is no longer the redheaded stepchild, Lightning now takes the cake for worst staff.
As a side note, the lightning version is higher because I'm a sorc and I get a 5% bonus to lightning damage.
In regards to the damage, I would really suggest trying out the Master Ice/Lightning Staff. It really bumps up the Viability of Destructive Clench/Reach (Also a note that since Clench is Frost Staffs Taunt, we're required to take reach which is still pretty nice as the Dot is good). But still Warden with the +10% Frost will beat out the +5% Lightning.
If Zos were to standardize the Damage Bonus Passives, with 10% that would be an Interesting Change. Or if they were to revert the Piercing Cold back to 5%, they would be forced to implement some choices to make up for the lost damage.
Also it's weird that NB doesn't have a +x% damage buff, even Templar have a +x% Spell Damage buff to lean on
Supreme_Atromancer wrote: »I agree.
I think that the problem is the over-importance of damage. Everything in the game serves damage. The solution is always more dps, which results in very narrow design space.
I'd love it if elemental damage resistances and vulnerabilities were meaningful.
Or that the conceptual design space for "control" would be broader (they were moving in the right way with ice, mechanically, though conceptually some of it is too contrived).
Or that other factors or attributes mattered to the strategy of a fight. Just off the top of my head, for example, lightning in the older games would also drain magicka. If that mattered in ESO, then lightning would become significant.