Turtle_Bot wrote: »I cannot make this up by switching to lightning staff since all of my abilities are either instant cast or cast time and direct damage so don't get anything from the rework to lightning staff
Increasing DoT damage I feel is... questionable. DoTs typically aren't at the top of your damage sources, so in most cases this will simply shift the meta from fire to lightning.
I'm honestly even wondering if Fire, Lightning and Frost need different passives. It doesn't matter as much with melee weapons since we can just change their appearance anyway, but I'm increasingly leaning towards one passive for all of them and leave the element to simple choice in power fantasy instead of punishing people just because they want to play a lightning/fire/frost mage or whatever.
Turtle_Bot wrote: »I cannot make this up by switching to lightning staff since all of my abilities are either instant cast or cast time and direct damage so don't get anything from the rework to lightning staff
Does that mean that crystal fragment is not a "channeled" attack? It does not benefit from the ligthning staff's passive?
Turtle_Bot wrote: »Turtle_Bot wrote: »I cannot make this up by switching to lightning staff since all of my abilities are either instant cast or cast time and direct damage so don't get anything from the rework to lightning staff
Does that mean that crystal fragment is not a "channeled" attack? It does not benefit from the ligthning staff's passive?
correct, frags is a cast time ability and not a channeled ability, so it won't get boosted by the reworked lightning staff passive and it doesn't get boosted by the deadly strikes set or other sets/effects that boost channeled abilities.
ESO_Nightingale wrote: »Increasing DoT damage I feel is... questionable. DoTs typically aren't at the top of your damage sources, so in most cases this will simply shift the meta from fire to lightning.
I'm honestly even wondering if Fire, Lightning and Frost need different passives. It doesn't matter as much with melee weapons since we can just change their appearance anyway, but I'm increasingly leaning towards one passive for all of them and leave the element to simple choice in power fantasy instead of punishing people just because they want to play a lightning/fire/frost mage or whatever.
while dot damage may not be the higher of your damage, there is also the consideration that they could tune the dot passive much higher than that of the direct increase.
ESO_Nightingale wrote: »Increasing DoT damage I feel is... questionable. DoTs typically aren't at the top of your damage sources, so in most cases this will simply shift the meta from fire to lightning.
I'm honestly even wondering if Fire, Lightning and Frost need different passives. It doesn't matter as much with melee weapons since we can just change their appearance anyway, but I'm increasingly leaning towards one passive for all of them and leave the element to simple choice in power fantasy instead of punishing people just because they want to play a lightning/fire/frost mage or whatever.
while dot damage may not be the higher of your damage, there is also the consideration that they could tune the dot passive much higher than that of the direct increase.
That is of course also an approach to mitigate this on some classes.
Still, I dislike the idea that people should be shoehorned into specific staves like that.
Let me play with fire as a sorcerer.
I've been thinking about things for the past couple of days, and I would actually like to see the heavy attack for all three staff types converted to a 3-tic channel like lightning staff. That then standardises ALL staves as having a channeled 3-tic HA. With that in mind I would then propose the following:
Trifocus:
Flame Staff - keep the DoT but give it a respective 10/20s cooldown so it's not constantly being refreshed
Lightning staff - increase the AoE DD to 60/120%
Ice staff - procs a shield for 15/30% of the caster's HP each channeled tic - which refreshes rather than stacks - and drop the conversion to magicka block cost (add it as a passive CP star instead so players can still choose it if they want).
Ancient Knowledge:
Flame Staff - increases channeled & over time attacks by 6/12%
Lightning staff - increases direct damage attacks by 6/12%
Ice staff - maintain the current block-related bonuses
Additionally Ancient Knowledge would increase the initial status damage by 250/500 for the effect type associated with the staff's damage type.
This would do the following:
1) Open up HA build options to all three staff types.
2) Open up staves as a more interesting option for non-HA builds.
EDIT: the above proposition for Ancient Knowledge is also a much better fit for the respective Unstable Wall, Destructive Clench & Pulsar/Ele Ring destro skill morphs.
Shock Clench, Pulsar/Ring and the explosion portion of Unstable Wall - all being AoE DD - would then be buffed by Lightning Staff's Ancient Knowledge passive. The flame-related Afterburn DoT from Flame Pulsar/Ring and the AoE DoT of Unstable Wall would be buffed by Flame Staff's Ancient Knowledge passive. This would serve to further delineate Flame staff as the "burn 'em over time" staff, whilst Lightning would be more appropriately set up as the "shock 'em hard" staff, and it increase the overall cohesion between the passive and destro skills rather than add a counterintuitive element as things stand with the current iteration in U39.
emilyhyoyeon wrote: »I've been thinking about things for the past couple of days, and I would actually like to see the heavy attack for all three staff types converted to a 3-tic channel like lightning staff. That then standardises ALL staves as having a channeled 3-tic HA. With that in mind I would then propose the following:
Trifocus:
Flame Staff - keep the DoT but give it a respective 10/20s cooldown so it's not constantly being refreshed
Lightning staff - increase the AoE DD to 60/120%
Ice staff - procs a shield for 15/30% of the caster's HP each channeled tic - which refreshes rather than stacks - and drop the conversion to magicka block cost (add it as a passive CP star instead so players can still choose it if they want).
Ancient Knowledge:
Flame Staff - increases channeled & over time attacks by 6/12%
Lightning staff - increases direct damage attacks by 6/12%
Ice staff - maintain the current block-related bonuses
Additionally Ancient Knowledge would increase the initial status damage by 250/500 for the effect type associated with the staff's damage type.
This would do the following:
1) Open up HA build options to all three staff types.
2) Open up staves as a more interesting option for non-HA builds.
EDIT: the above proposition for Ancient Knowledge is also a much better fit for the respective Unstable Wall, Destructive Clench & Pulsar/Ele Ring destro skill morphs.
Shock Clench, Pulsar/Ring and the explosion portion of Unstable Wall - all being AoE DD - would then be buffed by Lightning Staff's Ancient Knowledge passive. The flame-related Afterburn DoT from Flame Pulsar/Ring and the AoE DoT of Unstable Wall would be buffed by Flame Staff's Ancient Knowledge passive. This would serve to further delineate Flame staff as the "burn 'em over time" staff, whilst Lightning would be more appropriately set up as the "shock 'em hard" staff, and it increase the overall cohesion between the passive and destro skills rather than add a counterintuitive element as things stand with the current iteration in U39.
yeah I like these. Not the main focus but I especially like the magicka blocking being moved to a passive CP star. I think I've seen Nightingale suggest that as well. I'm surprised they haven't done that yet.
I still hate trifocus's ice feature being a shield though. But I've given up hope that they return ice to the single player games' standards.
I've been thinking about things for the past couple of days, and I would actually like to see the heavy attack for all three staff types converted to a 3-tic channel like lightning staff. That then standardises ALL staves as having a channeled 3-tic HA. With that in mind I would then propose the following:
Trifocus:
Flame Staff - keep the DoT but give it a respective 10/20s cd or stop the overwrite so it's not constantly being refreshed
Lightning staff - increase the AoE DD to 60/120%
Ice staff - procs a shield for 15/30% of the caster's HP each channeled tic - which refreshes rather than stacks - and drop the conversion to magicka block cost (add it as a passive CP star instead so players can still choose it if they want).
Ancient Knowledge:
Flame Staff - increases channeled & over time attacks by 6/12%
Lightning staff - increases direct damage attacks by 6/12%
Ice staff - maintain the current block-related bonuses
Additionally Ancient Knowledge would increase the initial status damage by 250/500 for the effect type associated with the staff's damage type.
This would do the following:
1) Open up HA build options to all three staff types.
2) Open up staves as a more interesting option for non-HA builds.
EDIT: the above proposition for Ancient Knowledge is also a much better fit for the respective Unstable Wall, Destructive Clench & Pulsar/Ele Ring destro skill morphs.
Shock Clench, Pulsar/Ring and the explosion portion of Unstable Wall - all being AoE DD - would then be buffed by Lightning Staff's Ancient Knowledge passive. The flame-related Afterburn DoT from Flame Pulsar/Ring and the AoE DoT of Unstable Wall would be buffed by Flame Staff's Ancient Knowledge passive. This would serve to further delineate Flame staff as the "burn 'em over time" staff, whilst Lightning would be more appropriately set up as the "shock 'em hard" staff, and it increase the overall cohesion between the passive and destro skills rather than add a counterintuitive element as things stand with the current iteration in U39.
I've been thinking about things for the past couple of days, and I would actually like to see the heavy attack for all three staff types converted to a 3-tic channel like lightning staff. That then standardises ALL staves as having a channeled 3-tic HA. With that in mind I would then propose the following:
Trifocus:
Flame Staff - keep the DoT but give it a respective 10/20s cd or stop the overwrite so it's not constantly being refreshed
Lightning staff - increase the AoE DD to 60/120%
Ice staff - procs a shield for 15/30% of the caster's HP each channeled tic - which refreshes rather than stacks - and drop the conversion to magicka block cost (add it as a passive CP star instead so players can still choose it if they want).
Ancient Knowledge:
Flame Staff - increases channeled & over time attacks by 6/12%
Lightning staff - increases direct damage attacks by 6/12%
Ice staff - maintain the current block-related bonuses
Additionally Ancient Knowledge would increase the initial status damage by 250/500 for the effect type associated with the staff's damage type.
This would do the following:
1) Open up HA build options to all three staff types.
2) Open up staves as a more interesting option for non-HA builds.
EDIT: the above proposition for Ancient Knowledge is also a much better fit for the respective Unstable Wall, Destructive Clench & Pulsar/Ele Ring destro skill morphs.
Shock Clench, Pulsar/Ring and the explosion portion of Unstable Wall - all being AoE DD - would then be buffed by Lightning Staff's Ancient Knowledge passive. The flame-related Afterburn DoT from Flame Pulsar/Ring and the AoE DoT of Unstable Wall would be buffed by Flame Staff's Ancient Knowledge passive. This would serve to further delineate Flame staff as the "burn 'em over time" staff, whilst Lightning would be more appropriately set up as the "shock 'em hard" staff, and it increase the overall cohesion between the passive and destro skills rather than add a counterintuitive element as things stand with the current iteration in U39.
I agree that it makes more sense for the fire staff to be dot/channel related instead of the lightning. But the heavy attack enjoyers are not going to be very happy about that. And there is a lot of them.
Frost & Inferno staff heavy attacks are slow projectiles and just feel bad to use. Maybe that should be changed first.
Here's my idea (sorry for my paint skills):
SandandStars wrote: »If you pvp a magsorc, you know that frags are your only source of class burst damage left.
So take 10% off.
1v1 an NB or DK for 10 seconds (if you can).
Compare amounts of damage.
Ponder your staff…
I agree that it makes more sense for the fire staff to be dot/channel related instead of the lightning. But the heavy attack enjoyers are not going to be very happy about that. And there is a lot of them.
Frost & Inferno staff heavy attacks are slow projectiles and just feel bad to use. Maybe that should be changed first.
Here's my idea (sorry for my paint skills):
I agree that it makes more sense for the fire staff to be dot/channel related instead of the lightning. But the heavy attack enjoyers are not going to be very happy about that. And there is a lot of them.
Frost & Inferno staff heavy attacks are slow projectiles and just feel bad to use. Maybe that should be changed first.
Here's my idea (sorry for my paint skills):
I agree that it makes more sense for the fire staff to be dot/channel related instead of the lightning. But the heavy attack enjoyers are not going to be very happy about that. And there is a lot of them.
Frost & Inferno staff heavy attacks are slow projectiles and just feel bad to use. Maybe that should be changed first.
Here's my idea (sorry for my paint skills):
I agree that it makes more sense for the fire staff to be dot/channel related instead of the lightning. But the heavy attack enjoyers are not going to be very happy about that. And there is a lot of them.
Frost & Inferno staff heavy attacks are slow projectiles and just feel bad to use. Maybe that should be changed first.
Here's my idea (sorry for my paint skills):
I agree that it makes more sense for the fire staff to be dot/channel related instead of the lightning. But the heavy attack enjoyers are not going to be very happy about that. And there is a lot of them.
Frost & Inferno staff heavy attacks are slow projectiles and just feel bad to use. Maybe that should be changed first.
Here's my idea (sorry for my paint skills):
With those examples couldn't you just use Lightning in all scenarios? The splash damage would occur at all distances anyway but you would have the larger range option. Unless you start adding in extra conditions like target caps or limit the "splash" damage of lightning to only a few meters.
I agree that it makes more sense for the fire staff to be dot/channel related instead of the lightning. But the heavy attack enjoyers are not going to be very happy about that. And there is a lot of them.
Frost & Inferno staff heavy attacks are slow projectiles and just feel bad to use. Maybe that should be changed first.
Here's my idea (sorry for my paint skills):
I really don't want frost staves to be a channel. When I'm ro/jo (roaring opportunist is the problem here) healer in a trial I struggle with making sure I HA 2x in a row when I'm using a lightning staff. I don't have this problem with ice because of its projectile. If you all are wanting to make all three a channel I propose this: another passive that turns them all into channels and make the default for lightning a projectile like ice and inferno or vice versa where they're by default channels but can become projectiles.
Edit: The change to a channel would also mean that it takes longer to proc roaring opportunist, which means less time spent healing, buffing, debuffing, etc.
Edit 2: Upon further thinking... the new channel type suggestions wouldn't really work at all with ha-procc'd sets like roaring opportunist. You need to do a fully charged heavy attack twice in a row in a trial situation. Would the fire cone proc the set based on how many enemies have been fully heavy attacked? Do you need something to be in your AoE with ice? You can't just heavy attack nothing to proc the set, currently you need to land a fully charged heavy attack on an enemy. Would these new channels still be locked on an enemy? I guess that would solve the issue but when it comes to ice there's nothing showing that you're attacking a specific enemy.