Piercing Cold: This passive now increases your damage done by 1/2% which increases to 5/10% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
Energized:
Increases your Physical and Shock Damage by 5%.
Increases your damage done by X/Y% which increases to Z/Q% while wielding a Storm Staff.
Ok, I was quick to rejoice. But after whole this time staff users have been ignored, I can't blame myself for that. Just a single piece of changes in which staff users were remembered blew my mind.
Whats wrong? Stamina will get value from this passive, magica will finally get viable Frost mage.Is it an excellent rework? xD Seems like I’m missing something, unless this is a “Woosh” moment xD
Instead of leaving old pre u35 warden how it was, now again entire spec is practically dead. You ice mage lovers better be happy now.
Piercing Cold: This passive now increases your damage done by 1/2% which increases to 5/10% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
Sorcerer need same for Energized please!
Energized:
Increases your Physical and Shock Damage by 5%.
Increases your damage done by 1/2% which increases to 5/10% while wielding a Storm Staff.
MashmalloMan wrote: »This change is NOT good.. people don't realize how restrictive this is.
First. The damage bonus for Frost staff applies to all damage dealt, not just direct, not just aoe. So instead of creating a scenario where it's equal or slightly better than Shock/Flame staves. Frost staff already includes the minor brittle so this 10% to everything AND minor brittle makes Frost staff the only option a Warden should ever use. Hold a frost staff, slot non frost skills. OOoooo look at that Ice mage. /s
Secondly. The 3% crit damage just put any stamina warden out of business. The class already has 10% crit damage via chilled, what if you're a Khajiit Warden? The way the game is built right now, you can only have an additional 10-20% crit damage before you hit cap in a raid. Medium covers 10%, Kahjiit covers 12%. That means you now get no bonus from Advanced Species, you're already removing crit damage CP stars, no Shadow mundus (not like anyone really uses it)...
Third. Adding restrictions to an entire class that say "You get X when holding a Frost staff" are limiting to the class identity. Whether you think you need to hold it or not, you're now being told you're weaker, using less of the Warden's potential without using a frost staff. This goes for the new passive and Winter's Revenge.
Fourth: 2% damage done is a joke. Bare minimum it should of been 4% when you compare similar situations with other classes that get bonus damage, damage done, crit damage, dot damage, etc.
MashmalloMan wrote: »This change is NOT good.. people don't realize how restrictive this is.
First. The damage bonus for Frost staff applies to all damage dealt, not just direct, not just aoe. So instead of creating a scenario where it's equal or slightly better than Shock/Flame staves. Frost staff already includes the minor brittle so this 10% to everything AND minor brittle makes Frost staff the only option a Warden should ever use. Hold a frost staff, slot non frost skills. OOoooo look at that Ice mage. /s
Secondly. The 3% crit damage just put any stamina warden out of business. The class already has 10% crit damage via chilled which is not exclusive to mag warden, it can be procced by anyone in a raid, stam wardens have an easy time proccing it with a frost enchant or just using WR and Arctic, what if you're a Khajiit Warden? The way the game is built right now, you can only have an additional 10-20% crit damage before you hit cap in a raid. Medium covers 10%, Kahjiit covers 12%. That means you now get no bonus from Advanced Species, you're already removing crit damage CP stars, no Shadow mundus (not like anyone really uses it)...
Third. Adding restrictions to an entire class that say "You get X when holding a Frost staff" are limiting to the class identity. Whether you think you need to hold it or not, you're now being told you're weaker, using less of the Warden's potential without using a frost staff. This goes for the new passive and Winter's Revenge.
Fourth: 2% damage done is a joke. Bare minimum it should of been 4% when you compare similar situations with other classes that get bonus damage, damage done, crit damage, dot damage, etc.
Piercing Cold: This passive now increases your damage done by 1/2% which increases to 5/10% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
Sorcerer need same for Energized please!
Energized:
Increases your Physical and Shock Damage by 5%.
Increases your damage done by X/Y% which increases to 5/10% while wielding a Storm Staff.
Ok, I was quick to rejoice. But after whole this time staff users have been ignored, I can't blame myself for that. Just a single piece of changes in which staff users were remembered blew my mind.ESO_Nightingale wrote: »this change is absolutely catestrophic. it doesn't fix what they want it to fix and it creates so many more problems. i don't know how this even got through. NO-ONE wanted this.
I would suggest to add 10% for any destruction staff, since any destruction stuff is a DESTRUCTION stuff, not tank/support/trashpack stuff.emilyhyoyeon wrote: »The source of destruction element imbalance comes from 1: ancient knowledge passive in destruction staff and 2: sets like encratis and skills like engulfing not having ice or shock counterparts and 3: fire staff morphs in destruction staff getting damage passives while ice and shock do not.
I don't know why they won't rework Ancient Knowledge and destruction staff elements in general instead of make all these weird unhelpful changes.
And what about people who have wanted to use staves for last years? Daggers/2H meta go brrr further?dinokstrunz wrote: »Terrible idea, nobody wants this. What about people who don't use staves, do they just shafted?
MashmalloMan wrote: »This change is NOT good.. people don't realize how restrictive this is.
First. The damage bonus for Frost staff applies to all damage dealt, not just direct, not just aoe. So instead of creating a scenario where it's equal or slightly better than Shock/Flame staves. Frost staff already includes the minor brittle so this 10% to everything AND minor brittle makes Frost staff the only option a Warden should ever use. Hold a frost staff, slot non frost skills. OOoooo look at that Ice mage. /s
Secondly. The 3% crit damage just put any stamina warden out of business. The class already has 10% crit damage via chilled which is not exclusive to mag warden, it can be procced by anyone in a raid, stam wardens have an easy time proccing it with a frost enchant or just using WR and Arctic, what if you're a Khajiit Warden? The way the game is built right now, you can only have an additional 10-20% crit damage before you hit cap in a raid. Medium covers 10%, Kahjiit covers 12%. That means you now get no bonus from Advanced Species, you're already removing crit damage CP stars, no Shadow mundus (not like anyone really uses it)...
Third. Adding restrictions to an entire class that say "You get X when holding a Frost staff" are limiting to the class identity. Whether you think you need to hold it or not, you're now being told you're weaker, using less of the Warden's potential without using a frost staff. This goes for the new passive and Winter's Revenge. The previous bonus to frost damage was less restictive and interesting to build for, now the idea is hold 1/6 weapons, deal more damage with everything else. It makes no sense.
Fourth: 2% damage done is a joke. Bare minimum it should of been 4% when you compare similar situations with other classes that get bonus damage, damage done, crit damage, dot damage, etc.
Ok, I was quick to rejoice. But after whole this time staff users have been ignored, I can't blame myself for that. Just a single piece of changes in which staff users were remembered blew my mind.ESO_Nightingale wrote: »this change is absolutely catestrophic. it doesn't fix what they want it to fix and it creates so many more problems. i don't know how this even got through. NO-ONE wanted this.I would suggest to add 10% for any destruction staff, since any destruction stuff is a DESTRUCTION stuff, not tank/support/trashpack stuff.emilyhyoyeon wrote: »The source of destruction element imbalance comes from 1: ancient knowledge passive in destruction staff and 2: sets like encratis and skills like engulfing not having ice or shock counterparts and 3: fire staff morphs in destruction staff getting damage passives while ice and shock do not.
I don't know why they won't rework Ancient Knowledge and destruction staff elements in general instead of make all these weird unhelpful changes.And what about people who have wanted to use staves for last years? Daggers/2H meta go brrr further?dinokstrunz wrote: »Terrible idea, nobody wants this. What about people who don't use staves, do they just shafted?
dinokstrunz wrote: »Ok, I was quick to rejoice. But after whole this time staff users have been ignored, I can't blame myself for that. Just a single piece of changes in which staff users were remembered blew my mind.ESO_Nightingale wrote: »this change is absolutely catestrophic. it doesn't fix what they want it to fix and it creates so many more problems. i don't know how this even got through. NO-ONE wanted this.I would suggest to add 10% for any destruction staff, since any destruction stuff is a DESTRUCTION stuff, not tank/support/trashpack stuff.emilyhyoyeon wrote: »The source of destruction element imbalance comes from 1: ancient knowledge passive in destruction staff and 2: sets like encratis and skills like engulfing not having ice or shock counterparts and 3: fire staff morphs in destruction staff getting damage passives while ice and shock do not.
I don't know why they won't rework Ancient Knowledge and destruction staff elements in general instead of make all these weird unhelpful changes.And what about people who have wanted to use staves for last years? Daggers/2H meta go brrr further?dinokstrunz wrote: »Terrible idea, nobody wants this. What about people who don't use staves, do they just shafted?
Nobody forces you to play dagger/2H. The difference is not that huge you know right?
Nobody force you to play Ice Staves next patch. 8% is not that huge you know right?dinokstrunz wrote: »Nobody forces you to play dagger/2H. The difference is not that huge you know right?
Nobody force you to play Ice Staves next patch. 8% is not that huge you know right?dinokstrunz wrote: »Nobody forces you to play dagger/2H. The difference is not that huge you know right?
Jokes aside, but wardens, necros and dks cannot deal significant damage with staves, since their damage is heavily split between single and aoe.
But you probably didn't even think about it before this moment, did you?
Plars, nbs and sorcs can play with inferno only, by maximizing singe-target damage, but other staves have been just a trash dd weapon for years. And staff option would be still worse than a melee meta. Also, with mele you still can maximize cleave damage, what really matter at (e.g.) vRH HMs.
No, it is not. Daggers at necro or dk are not an option, but must have. Looks like you didnt read.MashmalloMan wrote: »The difference between melee or ranged is a legit choice. You're giving up range to put yourself in further dranger for a minor boost to dps of like 5% max, while losing the range that helps you fight when your target isn't always available within 5m of you. I'd say the difference is fairly balanced.
How does this relate to my theses?MashmalloMan wrote: »Locking frost staves as the best possible front bar option on warden isn't a choice. It's also not very interesting because it doesn't incetivise the player to actually use Frost skills, just to hold the weapon. It's entirely backwards.
But flame was still better anyway. Because of Encratis, Engulfing, etc.MashmalloMan wrote: »The previous frost passive effectively did the same thing, it boosted the light/heavy's for frost, it increased damage of frost skills that usually underperform. This does nothing but lock non frost staff users out.
Honestly man, I was little excited at first too, before I saw the numbers. I do really like the idea of a frost mage. But, 2 things; I think the numbers should be different. The base increase should help put Wardens on an even footing with other classes, making it something like +6% or +8%. Then, have the unique damage with Frost Staff be another 6% or 8%. That would still let Frost mages get a nice solid buff, but would help wardens in general be more competitive. Maybe even make the base number higher, idk.Whats wrong? Stamina will get value from this passive, magica will finally get viable Frost mage.Is it an excellent rework? xD Seems like I’m missing something, unless this is a “Woosh” moment xD
Several abilities such as Eternal Guardian will require some tweaking, but that's nothing compared to the fact that people can now play as cryomancers without crutches.