"The school of Destruction is one of the six schools of magic. It is concerned with dealing damage to all forms of matter, both living and non-living, and with making matter more vulnerable to such damage."
ALCHEMY: The study of the magical virtues of different forms of matter, their effects, combinations, and recombinations. To include the concoction of potions, elixirs, and magical draughts.
ALTERATION: The distortion of local reality through direct imposition of the mage's will. To include spells of paralysis, water breathing, water walking, lock opening, and personal elemental shields such as flame cloaks.
CONJURATION: The summoning and binding of spirits from Oblivion or Aetherius. To include soul-trapping, spells that conjure Daedra or other creatures, spells to banish same, summoning of bound weapons and armor, as well as (for classification purposes) the forbidden necromantic arts of reanimation, conjuration, and manipulation of the undead.
DESTRUCTION: The splintering of material bonds by the direct application of force, typically elemental in nature. To include damaging spells of flame, frost, shock, and disintegration, as well as magic that drains essence or personal attributes.
ILLUSION: Altering perception in oneself or others. To include spells of light, invisibility, fear, frenzy, and silence, as well as magic that affects morale and obedience.
MYSTICISM: The class of spells used to alter the nature of magic itself. To include effects that dispel or absorb both spells and the magicka that feeds them, as well as telekinesis (which fits here as well as anywhere).
RESTORATION: The opposite of destruction, magic that resists damage or restores wholeness by reknitting the damaged material. To include wards, healing, curing of disease and poison, physical fortification, and the turning of undead (a forced purification effect).
THAUMATURGY: Magic that affects the will and personal state of mind. To include spells that calm or charm others, reflection of or resistance to magic, as well as levitation, which involves the personal rejection of gravity.
phantasmalD wrote: »I'm with you, tanking should definitely get decoupled from frost and moved to a whole new staff.
ZoS tried to do a 'two birds with one stone' by creating a magic tank weapon and give frost a better identity (and without significant resource investment), but I think it just ended up making the destro staff line a mess.
Creating a magic tank weapon was a good idea, but it should not have come at the expense of frost damage builds.
Schools of Magic do exist, as a relatively recent practice within the Mages Guild, although it's supposedly been utilized by private universities, like Shad Astula, for a lot longer.
https://en.uesp.net/wiki/Lore:Proposal:_Schools_of_MagicALCHEMY: The study of the magical virtues of different forms of matter, their effects, combinations, and recombinations. To include the concoction of potions, elixirs, and magical draughts.
ALTERATION: The distortion of local reality through direct imposition of the mage's will. To include spells of paralysis, water breathing, water walking, lock opening, and personal elemental shields such as flame cloaks.
CONJURATION: The summoning and binding of spirits from Oblivion or Aetherius. To include soul-trapping, spells that conjure Daedra or other creatures, spells to banish same, summoning of bound weapons and armor, as well as (for classification purposes) the forbidden necromantic arts of reanimation, conjuration, and manipulation of the undead.
DESTRUCTION: The splintering of material bonds by the direct application of force, typically elemental in nature. To include damaging spells of flame, frost, shock, and disintegration, as well as magic that drains essence or personal attributes.
ILLUSION: Altering perception in oneself or others. To include spells of light, invisibility, fear, frenzy, and silence, as well as magic that affects morale and obedience.
MYSTICISM: The class of spells used to alter the nature of magic itself. To include effects that dispel or absorb both spells and the magicka that feeds them, as well as telekinesis (which fits here as well as anywhere).
RESTORATION: The opposite of destruction, magic that resists damage or restores wholeness by reknitting the damaged material. To include wards, healing, curing of disease and poison, physical fortification, and the turning of undead (a forced purification effect).
THAUMATURGY: Magic that affects the will and personal state of mind. To include spells that calm or charm others, reflection of or resistance to magic, as well as levitation, which involves the personal rejection of gravity.
Based on this it seems a Mysticism staff would be the best for tanking?!
Tbh splitting staves into individually craftable elements was a bad idea imo, it lead to loot and collection bloat.
A better system would have been having a single staff craftable (potentially usable as a blunt weapon), that can imbued with magical energy at an enchanting table. But alas, the ship has long sailed.
endgamesmug wrote: »An execute on destro line maybe?
Necrotech_Master wrote: »endgamesmug wrote: »An execute on destro line maybe?
there is a slight execute on destro, with fire staff on impulse, could it be better? or on other skills? sure, since it is not that great and impulse does not fit in every build
techprince wrote: »Fire Clench should be reworked to become an execute.
Shock Clench should have its stun back.
techprince wrote: »Fire Clench should be reworked to become an execute.
Shock Clench should have its stun back.
techprince wrote: »Fire Clench should be reworked to become an execute..
endgamesmug wrote: »An execute on destro line maybe?
thesarahandcompany wrote: »endgamesmug wrote: »An execute on destro line maybe?
I would like them to take the morph of ring that is ranged and turn it into a scaling execute like whirling blades. And add unique modifiers based on the staff type.
EX:
Flame Ring: No longer grants afterburn on burning targets. Instead, Deals X [similar to spin to win] damage to targets in its radius (28m range, 8m radius), and up to 100% more damage on targets below 50% health.
thesarahandcompany wrote: »1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
Also wanted to add one additional note on destro staff. We are aware that many of the Passives for weapon lines aren’t as finely tuned as they could be to ensure each weapon stands up in their proper environments numerically. We’ll be investigating those more in the long term to bring them in line to ensure they are able to hold their own in the right play scenarios.
Also wanted to add one additional note on destro staff. We are aware that many of the Passives for weapon lines aren’t as finely tuned as they could be to ensure each weapon stands up in their proper environments numerically. We’ll be investigating those more in the long term to bring them in line to ensure they are able to hold their own in the right play scenarios.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.