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Destro Changes are a missed opportunity.

MindOfTheSwarm
MindOfTheSwarm
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They could have done better with the Destro Staff changes. The changes they implemented also are totally mismatched towards builds that utilise them.

Recommended identity of each staff:

Inferno Staff:

Boosts single target damage over time effects by 15%. Not including channeled skills. Heavy attack applies fire DoT. (This was a good change by the devs).

Lightning Staff:

Boosts direct area of effect damage and also boosts channeled abilities and tether skill damage by 15%. This would mean that its heavy attack still gains something while also giving it a unique synergy with skills such as Detonating Siphon, Vamp Drain and Soul Tether.

Frost Staff:

Boosts damage of area of effect damage over time abilities by 15% and increases their durations by 4 seconds. Also grants damage shields on heavy attacks as it currently does.

Unique Skill Changes:

Force Shock removed for all staves.

Replaced with:

Inferno Staff:
Fire Blast: A ball of fire that deals additional damage over time.

Lightning Staff:
Lightning Shock: An instant bolt of lightning that chains to another target within 4 meters of the main target.

Frost Staff:
Frost Burn: Not a DPS spammable as Clench already exists. Instead a single target DoT that functions as an execute. Having 2 spammables on one weapon doesn’t make sense and Clench is far superior for flavor.

Not sure on morphs.

Elemental Wall:

Fire wall and morphs deal more damage for every enemy affected by Burning within its AoE.

Lightning wall has increased burst with its unstable explosion. While blockade has increased Concussion chance.

Frost Wall keeps its shields for unstable but Blockade has increased chance to apply Chilled.

Impulse:

Flame Impulse and Pulsar remain the same. Elemental Ring deals extra damage against Burning targets.

Lightning Impulse and morphs remain as is.

Frost Elemental Ring leaves behind an icy mist that deal AoE damage over time for 10 seconds. Pulsar changes light attacks and heavy attacks into AoE pulses while it is slotted.

Reach and Clench remain as is.

Weakness to Elements and Drain stays as is. Susceptibility slightly changed to only apply the respective status effect matching its staff type while also boosting damage taken from that type by 10% for the duration.

Elemental Rage:

Fiery Rage: Always applies Burning and deals more damage for every enemy in its area.
Eye remains the same.

Thunderous Rage changed to always apply Concussed and increased Critical Damage. Eye remains the same.

Icy Rage: Applies Major Brittle and immobilises.
Eye increases damage of other Frost abilities by 10% while active and has 4 seconds increased duration.



A long post I know but the changes as they currently are just don’t fit with what players want and some don’t make any sense at all. I used to think that the staves needed splitting up, but I no longer think this. Simply because with a bit of creativity each staff can really shine on its own without the need to split.




  • JerBearESO
    JerBearESO
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    Some cool ideas here. Though I would opt to allow the frost version of the spamable to be a spamable and simply change frost clench to do something unique. Like mark the target, if stunned while marked apply small burst damage. Or something
  • Turtle_Bot
    Turtle_Bot
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    First, I want to say, some interesting ideas here, but a few things to point out and some things I'd rather see done (just my opinion).

    Also, for long posts, it helps to break things up with spoiler tabs. It reduces the length of the post and breaks it up into smaller sections making it even easier to read and follow. I made this mistake with my first big post too that made it hard to follow for a lot of people.

    Overall/staff identity
    They could have done better with the Destro Staff changes. The changes they implemented also are totally mismatched towards builds that utilise them.

    Recommended identity of each staff:

    Inferno Staff:

    Boosts single target damage over time effects by 15%. Not including channeled skills. Heavy attack applies fire DoT. (This was a good change by the devs).

    Lightning Staff:

    Boosts direct area of effect damage and also boosts channeled abilities and tether skill damage by 15%. This would mean that its heavy attack still gains something while also giving it a unique synergy with skills such as Detonating Siphon, Vamp Drain and Soul Tether.

    Frost Staff:

    Boosts damage of area of effect damage over time abilities by 15% and increases their durations by 4 seconds. Also grants damage shields on heavy attacks as it currently does.

    Unless I am missing something here, we have DoTs twice but only a buff to AoE direct damage while single target direct damage gets left out?

    maybe flame should just be all DoTs and lightning all direct + channeled damage and frost has its current shield + maybe have it increase the potency of snares or status effects inflicted by 10% to give it some offensive utility instead of purely defensive utility.


    Unique Skill Changes:

    Force Shock:
    Force Shock removed for all staves.

    Replaced with:

    Inferno Staff:
    Fire Blast: A ball of fire that deals additional damage over time.

    Lightning Staff:
    Lightning Shock: An instant bolt of lightning that chains to another target within 4 meters of the main target.

    Frost Staff:
    Frost Burn: Not a DPS spammable as Clench already exists. Instead a single target DoT that functions as an execute. Having 2 spammables on one weapon doesn’t make sense and Clench is far superior for flavor.

    Not sure on morphs.
    not sure about removing force shock, crushing shock has its uses, particularly as a ranged interrupt and a unique way to deal multiple instances of direct damage within 1 GCD.

    Maybe move these changes to reach? clench is kept as is for utility where as reach becomes the direct damage spammable and move the guaranteed status to force shock (100% chance to inflict the equipped staves status effect, with a chance for the other 2 status effects, this would likely require a rework of the asylum sanctorium staff though).

    Or, if this change is done to force shock, add the interrupt to the shock clench and give it 28m range since it's currently the weakest version of clench with almost no utility anyway.

    Elemental Wall:
    Elemental Wall:

    Fire wall and morphs deal more damage for every enemy affected by Burning within its AoE.

    Lightning wall has increased burst with its unstable explosion. While blockade has increased Concussion chance.

    Frost Wall keeps its shields for unstable but Blockade has increased chance to apply Chilled.

    ele wall changes are interesting. flame wall maybe just a flat percent increased damage against burning enemies in its AoE instead of a potentially scaling increase per enemy that could cause huge balance issues.

    Impulse:
    Impulse:

    Flame Impulse and Pulsar remain the same. Elemental Ring deals extra damage against Burning targets.

    Lightning Impulse and morphs remain as is.

    Frost Elemental Ring leaves behind an icy mist that deal AoE damage over time for 10 seconds. Pulsar changes light attacks and heavy attacks into AoE pulses while it is slotted.

    I would like to see impulse changed into an execute ability to give magicka specs a weapon based execute ability like stamina has in all of their weapon lines except sword and shield.

    Flame impulse + ring has a scaling DoT (similar to bow execute) that increases if target is already burning.
    shock impulse + ring has slightly higher scaling.
    frost impulse + ring has a snare.

    Interesting idea for impulse, not sure how feasible it would be as there would be a lot of interactions to consider and balance with this.

    Reach/Clench:
    Reach and Clench remain as is.
    see above for reach/clench, otherwise as mentioned, if force shock goes, then move the interrupt to shock clench and increase its range to 28m to give back the utility of crushing shock that would be removed with the removal of force shock.

    Weakness to elements:
    Weakness to Elements and Drain stays as is. Susceptibility slightly changed to only apply the respective status effect matching its staff type while also boosting damage taken from that type by 10% for the duration.

    Weakeness to elements I agree should stay the same and the change to ele sus is interesting.

    Elemental Rage:
    Elemental Rage:

    Fiery Rage: Always applies Burning and deals more damage for every enemy in its area.
    Eye remains the same.

    Thunderous Rage changed to always apply Concussed and increased Critical Damage. Eye remains the same.

    Icy Rage: Applies Major Brittle and immobilises.
    Eye increases damage of other Frost abilities by 10% while active and has 4 seconds increased duration.

    Elemental Rage:
    generic to all 3 elemental types:
    deals increased damage to enemies already affected by the respective status effects.

    Firey rage: give it 4 seconds longer duration (since flame is thematically typically a DoT type of damage).

    Thunderous rage: should have a chance to trigger a chain lightning on enemies with in it that can bounce to nearby enemies (even enemies outside the AoE of the ability within reason).

    Icy rage: increases frost damage taken, applies major brittle and immobilizes enemies within its AoE.

    Eye of the storm: has weaker versions of the secondary effects of rage and doesn't have the increased damage to enemies already afflicted by the respective status effects.

    Firey: 2 seconds longer duration instead of 4 seconds

    Thunderous: damage of the chain lightning is halved

    Icy: half the increase to frost damage taken, its minor brittle instead of major and snares instead of immobilizes.
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