Heavy-attack builds on non-lighting weapons - An idea
With the release of High Isle and Firesong the Oakensoul Ring made an old niché playstyle widespread: Heavy-Attack builds focussed on Lightning Staves were seen a lot. This playstyle was mostly possible because of a few things: Oakensoul Ring made it possible to keep up Empower 100% and Empower was reworked from +40% to Light Attacks/Heavy Attacks to +80% to Heavy Attacks. Also Lightning Attacks had the benefit of hitting multiple enemies while also dealing channeled damage while also dealing area of effect damage through the Tri-Focus skill line.
I don’t want to talk about the nerf versus non-nerf thematics: That has been talked about a lot already and it is not really in my intention to go further down on it. What I want to talk about is diversity in Heavy Attack builds. Currently there are only Lightning Attack builds viable because of the way Lightning Attacks work. Other weapons deal their damage upon completing a fully charged heavy attack while Lightning Atttacks deal less damage upon completion but also damage over time. That way the heavy-attack bonuses are added more often and deal more effect.
I want to propose a few changes to existing passives and effects to perhaps make other weapons worth considering using on a Heavy Attack set-up as well.
Destruction Staves
Since the main DPS of the Lightning Staves came from the trifocus passive, I think we should emphasize on that passive as well for the other staves.
Lightning already deals cleave-damage to all adjacent units while channeling the attack. That makes is a great weapon for trash fights. Frost staves are being used by tanks to get shields which are already quite powerful as well. The only thing missing? Inferno Staves.
I was thinking that the Trifocus passive could speed-up heavy attacks on Inferno Staves slightly and adding a stackable burning damage over time effect on the target. Each stack could deal X damage over the next 5 seconds or until reset. Much like an Inferno Relequen effect. That way the Inferno staff could really help against boss fights.
Restoration Staves
Upon completing a fully-charged Heavy Attack on restoration staves you already get Major Mending, heal allies around the target and get a lot of Magicka resources back. Since that is healer-based, I don’t think we should give that one more bonuses.
One-handed & Shield
Right now the only real reason to Heavy Attack on a tank build is to get resources back. Heavy-attacking on a tank is even more dangerous than on a DD because you cannot block while doing so and you might even get one-shotted by some mechanics. The reward for doing so should be greater.
My proposal would be to add a bonus to the passive “Fortress”: Hitting an enemy with a Fully-charged Heavy Attack causes it to be more susceptible to all kinds of negative status effects for 5 seconds. That way you help your group apply their weapon enchantments and poisons and even the likelihood of applying Hemorrhaging through Beast Trap can be improved. It is still a nice support-role instead of dealing damage as a tank.
Dual-wielded Weapons
When looking at the animation dealt with dual-wielded weapons you are already dealing a huge swirl in front of you before hitting. My idea would be to add a small conal area that could hit enemies inmelee range in a 60° cone in front of you. Also the weapon bonus of each weapon-type would be doubled when heavy-attacking. So when attacking with dual-wielded axe and dagger you would get a higher critical chance and damage.
Two-handed Weapons
Similar to dual-wielded weapons almost all heavy-attacks on Two-handed weapons are lifting the weapon way above the head and then crushing them down at full force. So on this weapon type I’d propose single-targeted focus. That is also why I’d remove the small splash effect from the “Forceful” passive and give it a +50%/+100% damage bonus to the target. Also similar to Dual-wielded weapons the passives of the weapon types greatsword, great axes and great maces should be doubled as well during heavy-attacking.
Bows
Most bows are light attacking to fill up the stacks on the passive “Hawk-Eye” because it is much faster compared to a heavy-attack and the amount of stacks are the same. I’d propose a change that would instantly fill the Hawk-Eye meter to 5 when completing a fully-charged heavy attack. Also the target should then be more susceptible to your attacks for 10s. I’d even add one more passive to the “Hasty Retreat” passive that speeds up Heavy-Attack time by 50% after a successful roll-dodge for 3 seconds.
What do you think of these ideas?