+6% damage done, while a winter's embrace ability is active, get a bonus +6% Frost Damage Bonus
WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
This. Except for tying a weapon to a class passive. It is not warden's job to make ice staff good. The ice staff shouldn't just be the worst damage option. Fix the weapon, don't fix the class around the weapon.
WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
This. Except for tying a weapon to a class passive. It is not warden's job to make ice staff good. The ice staff shouldn't just be the worst damage option. Fix the weapon, don't fix the class around the weapon.
MashmalloMan wrote: »WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
Disagree on the class passive for weapon bonus, it's just as bad if not worse than the Winter's Revenge bonus you don't like for all the same reasons.
Easy fix for Deep Fissure is to swap the damage values. Make the upfront 3s burst stronger than the second 9s tick. The second tick has no visual queue so there is no counterplay to it, so why does it hit harder? They even aknowledged that they wanted to keep the same rhythm Wardens are used to, but they made the first hit 25% weaker than what it was before.
The reward for casting it more frequently should be stronger burst (that the enemy can see coming), the longer 9s burst is purely for free dps/preasure and debuff management at the cost of being weaker.
Wow.. whats funny is that is exactly what they did and some Wardens are excited about it. Sad if you don't keep up with all the changes, it can appear as if you're receiving a buff, when really you're receiving a restriction.WrathOfInnos wrote: »I will be seriously annoyed if they delete the Energized passive and make Lightning Flood deal 30% less damage unless you hold a lightning staff.WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
This. Except for tying a weapon to a class passive. It is not warden's job to make ice staff good. The ice staff shouldn't just be the worst damage option. Fix the weapon, don't fix the class around the weapon.
MashmalloMan wrote: »Wow.. whats funny is that is exactly what they did and some Wardens are excited about it. Sad if you don't keep up with all the changes, it can appear as if you're receiving a buff, when really you're receiving a restriction.WrathOfInnos wrote: »I will be seriously annoyed if they delete the Energized passive and make Lightning Flood deal 30% less damage unless you hold a lightning staff.WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
This. Except for tying a weapon to a class passive. It is not warden's job to make ice staff good. The ice staff shouldn't just be the worst damage option. Fix the weapon, don't fix the class around the weapon.
ZOS.. do not lay your hands on Energized. Feel free to give us a Sundered/Concussed passive bonus, that is what actually promotes class themes and identity. I am still salty they removed our old school Implosion passive for Amplitude, a generic, reverse execute damage done bonus.
Don't get me wrong, it's a good passive, but Implosion was really fun and interesting to build for. Like DK and Warden's, it rewarded Sorc's for stacking as much damage ticks as they could from Physical/Shock damage. Yeah it was a bit cheasy to nuke people under 15%, but they could of reworked it into something better.
In typical ZOS fashion, slap a generic bonus on it and call it a day (CP 2.0/Piercing Cold).
MashmalloMan wrote: »Wow.. whats funny is that is exactly what they did and some Wardens are excited about it. Sad if you don't keep up with all the changes, it can appear as if you're receiving a buff, when really you're receiving a restriction.WrathOfInnos wrote: »I will be seriously annoyed if they delete the Energized passive and make Lightning Flood deal 30% less damage unless you hold a lightning staff.WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
This. Except for tying a weapon to a class passive. It is not warden's job to make ice staff good. The ice staff shouldn't just be the worst damage option. Fix the weapon, don't fix the class around the weapon.
ZOS.. do not lay your hands on Energized. Feel free to give us a Sundered/Concussed passive bonus, that is what actually promotes class themes and identity. I am still salty they removed our old school Implosion passive for Amplitude, a generic, reverse execute damage done bonus.
Don't get me wrong, it's a good passive, but Implosion was really fun and interesting to build for. Like DK and Warden's, it rewarded Sorc's for stacking as much damage ticks as they could from Physical/Shock damage. Yeah it was a bit cheasy to nuke people under 15%, but they could of reworked it into something better.
In typical ZOS fashion, slap a generic bonus on it and call it a day (CP 2.0/Piercing Cold).
Really Weapons have no place being attached to skills or passives, It's not a buff to Nerf a skill to nothing then tell us to get it back to hold a stick. I am already going to hold the stick because that's what I use, being told I will be punished if I don't hold the stick is very annoying.
Zos needs to rethink both Winter's Revenge, Piercing Cold and this whole line of thinking
MashmalloMan wrote: »MashmalloMan wrote: »Wow.. whats funny is that is exactly what they did and some Wardens are excited about it. Sad if you don't keep up with all the changes, it can appear as if you're receiving a buff, when really you're receiving a restriction.WrathOfInnos wrote: »I will be seriously annoyed if they delete the Energized passive and make Lightning Flood deal 30% less damage unless you hold a lightning staff.WrathOfInnos wrote: »The direction of Warden this year has been confusing and misguided. The stated goals don't align with the changes at all, and it seems like issues go unaddressed or get a small bandaid fix.
I get that frost warden should be viable, but the old passives made a lot more sense than things like requiring a staff to make Winter's Revenge viable. Restricting skills based on weapon type is very limiting, while a class passive making a weapon type viable is great.
The 10% increased frost damage was great for this. I could see it increased to 15% or maybe even 20%. This passive helped to fix the weak points of Ice Staff (light attacks, wall damage, spammable). This would (and did) give Wardens the option of Ice without making their class skills require it.
I'm fine with removing the 10% magic damage passive, as long as something else is buffed to make up for the power loss.
Advanced Species is a terrible change. Even with the change to Glacial Presence, Wardens have too much crit damage. As long as the stat is hard capped (which IMO it should not be), Wardens will struggle in organized groups if one of their primary damage passives gets cut off. % damage done was a much better choice, as it was slightly diminished by full group buffs (Major Slayer, Berserk, etc.) but still valuable for all builds.
I also really dislike the 9s timing on Deep Fissure. Please allow us to use the 3s rhythm without severely reducing our damage. And fix the ability of Shalks to hit Tideborn Taleria.
This. Except for tying a weapon to a class passive. It is not warden's job to make ice staff good. The ice staff shouldn't just be the worst damage option. Fix the weapon, don't fix the class around the weapon.
ZOS.. do not lay your hands on Energized. Feel free to give us a Sundered/Concussed passive bonus, that is what actually promotes class themes and identity. I am still salty they removed our old school Implosion passive for Amplitude, a generic, reverse execute damage done bonus.
Don't get me wrong, it's a good passive, but Implosion was really fun and interesting to build for. Like DK and Warden's, it rewarded Sorc's for stacking as much damage ticks as they could from Physical/Shock damage. Yeah it was a bit cheasy to nuke people under 15%, but they could of reworked it into something better.
In typical ZOS fashion, slap a generic bonus on it and call it a day (CP 2.0/Piercing Cold).
Really Weapons have no place being attached to skills or passives, It's not a buff to Nerf a skill to nothing then tell us to get it back to hold a stick. I am already going to hold the stick because that's what I use, being told I will be punished if I don't hold the stick is very annoying.
Zos needs to rethink both Winter's Revenge, Piercing Cold and this whole line of thinking
At this rate, I really fear for U37 and Sorcs.. it's a recipe for disaster in the making. Especially since they appear to be doubling down by increasing the value. I said during U36 WR would open a can of worms, here we are.
Now there are a few Sorc's asking for Energized to be changed. No, please no.
I'm all for Frost Wardens and Shock Sorcs, but this isn't the way. Glacial Presence, Combustion, World in Ruin and to a much lesser extent Energized are excellent examples of how to handle class identity and synergy with elements without restricting them.
The worst part is.. it feels like they're confused. Why did they unlock every skill by giving us hybridization, only to lock them again behind a specific Weapon. So we went from 1/2 options to get value from a skill, to 1/6. How does that make any sense? How does that highlight the play as you want mantra?
Warden DPS will be OP with all that extra crit dmg.
Warden DPS will be OP with all that extra crit dmg.
Eh I mean in Organized endgame groups you'd already have capped crit damage. So you'd just build different. The real benefit is the bonus damage on chilled procs which if you run Winter's Revenge, you'll get constantly. A really nice bonus if you are running a frost setup as well, a lot of people see it as a meme build but it's starting to catch up slowly.
Still the issue is the Piercing Cold passive, really pushing people towards frost staff is not a good direction.
Just some thoughts to consider
FrancisCrawford wrote: »Warden DPS will be OP with all that extra crit dmg.
Eh I mean in Organized endgame groups you'd already have capped crit damage. So you'd just build different. The real benefit is the bonus damage on chilled procs which if you run Winter's Revenge, you'll get constantly. A really nice bonus if you are running a frost setup as well, a lot of people see it as a meme build but it's starting to catch up slowly.
Still the issue is the Piercing Cold passive, really pushing people towards frost staff is not a good direction.
Just some thoughts to consider
What's the Chilled proc rate on Winter's Revenge? The tool tip on the passive doesn't sound like it would be as high as it seems to be in real life, since the base rate before all the buffs should be just 1%.
ESO_Nightingale wrote: »FrancisCrawford wrote: »Warden DPS will be OP with all that extra crit dmg.
Eh I mean in Organized endgame groups you'd already have capped crit damage. So you'd just build different. The real benefit is the bonus damage on chilled procs which if you run Winter's Revenge, you'll get constantly. A really nice bonus if you are running a frost setup as well, a lot of people see it as a meme build but it's starting to catch up slowly.
Still the issue is the Piercing Cold passive, really pushing people towards frost staff is not a good direction.
Just some thoughts to consider
What's the Chilled proc rate on Winter's Revenge? The tool tip on the passive doesn't sound like it would be as high as it seems to be in real life, since the base rate before all the buffs should be just 1%.
i think it's like 5% base before glacial, cp, destro and charged.
FrancisCrawford wrote: »ESO_Nightingale wrote: »FrancisCrawford wrote: »Warden DPS will be OP with all that extra crit dmg.
Eh I mean in Organized endgame groups you'd already have capped crit damage. So you'd just build different. The real benefit is the bonus damage on chilled procs which if you run Winter's Revenge, you'll get constantly. A really nice bonus if you are running a frost setup as well, a lot of people see it as a meme build but it's starting to catch up slowly.
Still the issue is the Piercing Cold passive, really pushing people towards frost staff is not a good direction.
Just some thoughts to consider
What's the Chilled proc rate on Winter's Revenge? The tool tip on the passive doesn't sound like it would be as high as it seems to be in real life, since the base rate before all the buffs should be just 1%.
i think it's like 5% base before glacial, cp, destro and charged.
5% vs. the presumed 1%. Yeah, that could account for observed behavior.
FrancisCrawford wrote: »ESO_Nightingale wrote: »FrancisCrawford wrote: »Warden DPS will be OP with all that extra crit dmg.
Eh I mean in Organized endgame groups you'd already have capped crit damage. So you'd just build different. The real benefit is the bonus damage on chilled procs which if you run Winter's Revenge, you'll get constantly. A really nice bonus if you are running a frost setup as well, a lot of people see it as a meme build but it's starting to catch up slowly.
Still the issue is the Piercing Cold passive, really pushing people towards frost staff is not a good direction.
Just some thoughts to consider
What's the Chilled proc rate on Winter's Revenge? The tool tip on the passive doesn't sound like it would be as high as it seems to be in real life, since the base rate before all the buffs should be just 1%.
i think it's like 5% base before glacial, cp, destro and charged.
5% vs. the presumed 1%. Yeah, that could account for observed behavior.
So in the case of Barbed Trap, you only need +100% status effect chance for the first hit to always Hemorphage, for the dot, you only need +233%. Fairly easy to achieve.
- Barbed Trap (morph): This morph now decuples (x10) the chance of applying the Hemorrhaging status effect, rather than increasing the duration. This means the initial hit will have a 50% chance of applying it, rather than a 5%, and the Damage over Time will have a 30% chance per tick instead of 3%.
FrancisCrawford wrote: »If Winter's Revenge pretty reliably applies Chilled, then it would seem that Force Pulse could do a lot of cleave damage.
Also, if your staff is Charged, then Force Pulse could also apply a lot of Burning and Concussed.
And if your spammable is applying a lot of Concussed, then the debuff appeal of Fetcherflies would presumably reduced, in an era when the damage from single-target DoTs is fairly underwhelming.
Or am I missing something?
FrancisCrawford wrote: »If Winter's Revenge pretty reliably applies Chilled, then it would seem that Force Pulse could do a lot of cleave damage.
Also, if your staff is Charged, then Force Pulse could also apply a lot of Burning and Concussed.
And if your spammable is applying a lot of Concussed, then the debuff appeal of Fetcherflies would presumably reduced, in an era when the damage from single-target DoTs is fairly underwhelming.
Or am I missing something?
Force Pulse AoE would be guaranteed with new Elemental Susceptibility wouldn't it?
Isn't that Chilled scaling going to be extremely oppressive on Magden in PVP when using Destructive Clench with Master's Ice Staff (or maybe even w/o Master's Ice Staff)? The Master Destruction staffs and Destructive Clench were reworked to not be used as spammables, but having Chilled as a guaranteed proc on hit would essentially make this ability a spammable that also: roots the target, applies Major Maim, applies Minor Maim, and gives the caster 600 SD w/ Master's Ice on top of the 12% damage boost from the Warden passive. That sounds extremely oppressive and overloaded, considering it's already fairly broken on Live in terms of value/utility.
Maybe I'm overestimating the damage, so I'll check the actual numbers when the PTS build editor is updated, but this is definitely a concern of mine.
Isn't that Chilled scaling going to be extremely oppressive on Magden in PVP when using Destructive Clench with Master's Ice Staff (or maybe even w/o Master's Ice Staff)? The Master Destruction staffs and Destructive Clench were reworked to not be used as spammables, but having Chilled as a guaranteed proc on hit would essentially make this ability a spammable that also: roots the target, applies Major Maim, applies Minor Maim, and gives the caster 600 SD w/ Master's Ice on top of the 12% damage boost from the Warden passive. That sounds extremely oppressive and overloaded, considering it's already fairly broken on Live in terms of value/utility.
Maybe I'm overestimating the damage, so I'll check the actual numbers when the PTS build editor is updated, but this is definitely a concern of mine.
Lughlongarm wrote: »Isn't that Chilled scaling going to be extremely oppressive on Magden in PVP when using Destructive Clench with Master's Ice Staff (or maybe even w/o Master's Ice Staff)? The Master Destruction staffs and Destructive Clench were reworked to not be used as spammables, but having Chilled as a guaranteed proc on hit would essentially make this ability a spammable that also: roots the target, applies Major Maim, applies Minor Maim, and gives the caster 600 SD w/ Master's Ice on top of the 12% damage boost from the Warden passive. That sounds extremely oppressive and overloaded, considering it's already fairly broken on Live in terms of value/utility.
Maybe I'm overestimating the damage, so I'll check the actual numbers when the PTS build editor is updated, but this is definitely a concern of mine.
Hi, you give the damage from Chilled scaling way too much credit. We are talking about up to ~2k damage proc on high damage builds. Even with this damage, Destructive Clench damage is way too low to be a functional spammable. On the other hand, the other morph just crossed the barrier of becoming a very competitive spammable to force pulse/ vamp spammable. One of the reasons players never liked this skill as a spammable was due to the animation and low velocity of the projectile. This aspect of the skill is still an issue for some players. You have to remember that magden biggest problem was always the lack of an execute skill and therefor the ability to really land the killing blow. Offensive Magdens can't afford to sacrifice damage for defense/utility. Master ice staff builds could be effective for BGs, but I don't see this trend overshadowing Stamdens in cyrodiil. DB+SA+Spin2Win, just way stronger(Can kill a group of players in one combo).