If you're on a Magicka build, and can source Minor Berserk elsewhere, Inner Light is stronger than Camoflagued Hunter, even with the Slayer passive. I'm not sure this needs to be changedThe Max Magicka of Inner Light and Magicka Controller needs to be changed to piercing or critical damage to be equivalent to the Hunter and Slayer in Fighters Guild.
Does Mages Guild need a Conjuration-related skill? I agree that the skill isn't great, but that's more because Scalding Rune is so much better, since it puts a long lasting DoT on anything hit. Maybe it should be similar to Sorcerer's Daedric Mines, where it creates multiple runes, so there's a better chance of one of them hittingVolcanic Rune's radius is too small, making it almost impossible to hit a target. In my opinion, this skill should be changed to summon a Flame Atronach; otherwise, there are almost no Conjuration-related skills in the Mages Guild line.
This is personal preference, so I'll skip it. I don't think it needs Shock damage, but that's just me, you obviously feel different, and there's no right answerOne of Entropy's morphs might be able to cause a shock, which is currently the only magical element Mages Guild lacks.
Equilibrium needs a rework; almost no one chooses this skill now. Perhaps it could be designed as a spam skill? With a spam skill, it would synergize well with Might of the Guild.
Elendildur wrote: »If you're on a Magicka build, and can source Minor Berserk elsewhere, Inner Light is stronger than Camoflagued Hunter, even with the Slayer passive. I'm not sure this needs to be changedThe Max Magicka of Inner Light and Magicka Controller needs to be changed to piercing or critical damage to be equivalent to the Hunter and Slayer in Fighters Guild.Does Mages Guild need a Conjuration-related skill? I agree that the skill isn't great, but that's more because Scalding Rune is so much better, since it puts a long lasting DoT on anything hit. Maybe it should be similar to Sorcerer's Daedric Mines, where it creates multiple runes, so there's a better chance of one of them hittingVolcanic Rune's radius is too small, making it almost impossible to hit a target. In my opinion, this skill should be changed to summon a Flame Atronach; otherwise, there are almost no Conjuration-related skills in the Mages Guild line.This is personal preference, so I'll skip it. I don't think it needs Shock damage, but that's just me, you obviously feel different, and there's no right answerOne of Entropy's morphs might be able to cause a shock, which is currently the only magical element Mages Guild lacks.Equilibrium needs a rework; almost no one chooses this skill now. Perhaps it could be designed as a spam skill? With a spam skill, it would synergize well with Might of the Guild.
The main thing this needs is to lose is the reduction to healing done and damage shields. That is probably the main reason people skip it, since doing less healing makes you easier to kill, which is never a good thing
Also, most people use Ulfsild's Contingency to proc Might of the Guild on Heavy Attack builds, since it can do extra things, like Minor Force on the affix, and the main function of Equilibrium is to restore Magicka, something HA builds rarely need, even when using Rakkhat's Voidmantle
This skill line is currently underutilized. Aside from Scribing for healing and Meteor for occasional cmobo in PvP, almost no one uses skills from this line. Inner Light and Magicka Controller's Max Magicka are ineffective for half of the builds, and Everlasting Magic makes it difficult for Mages Guild's skill duration to synergize with other skill lines. Might of the Guild is also almost useless due to the lack of suitable spam skills, especially since the new-DK's Molten Armaments are a better choice, achieving the functionality of two Mages Guilds in one skill (Might of the Guild + Degeneration).
@ZOS_Kevin @ZOS_NickG @ZOS_GinaBruno While we're unlikely to see a major overhaul of Mages Guild in U50, could it be reworked in U51 along with Warden? Like what you did with the new-DK and 2H skill lines in U49, could some modifications be made to Mages Guild?
The Max Magicka of Inner Light and Magicka Controller needs to be changed to piercing or critical damage to be equivalent to the Hunter and Slayer in Fighters Guild.
Volcanic Rune's radius is too small, making it almost impossible to hit a target. In my opinion, this skill should be changed to summon a Flame Atronach; otherwise, there are almost no Conjuration-related skills in the Mages Guild line.
One of Entropy's morphs might be able to cause a shock, which is currently the only magical element Mages Guild lacks.
Equilibrium needs a rework; almost no one chooses this skill now. Perhaps it could be designed as a spam skill? With a spam skill, it would synergize well with Might of the Guild.
They will improve these skills, question is when. I agree this is important for Mage’s Guild, but is it more important than let’s say, Destruction Staff?
In a perfect world we’d get both at the same time, and Ice Destruction spells would once again be Destructive… but we’re slowly moving through everything.
Turtle_Bot wrote: »The passives definitely need some updating as well and it would be nice to see the third elemental damage type (shock damage) see some representation within the line since it is the only missing type from that line (and one of the most underrepresented types in the game as a whole).
Regarding some people's doubts: Yes, most of Mages Guild's skills are "niche," and before U46, these skills retained a slight advantage.
However, after we gained subclassing, these previously "niche" advantages are almost lost.
In comparison, Fighters Guild is still superior. Barbed Trap is still the best single-target DoT, and PvE players will still equip Fighters Guild skills to obtain Slayer and Banish the Wicked. Even Dawnbreaker of Smiting appears more frequently in PvP damage recaps than Ice Comet.
However, in the current environment, not only is Mages Guild outdated, but Psijic Order and Undaunted are also outdated. I agree that class refresh is the top priority, but based on the New-DK+2H change model, ZOS's production capacity is clearly sufficient to support 1 class + 1 skill line. It would be ideal if a weapon or guild skill line could be updated with each class refresh.
emeraldshado wrote: »I use inner light on my mag setups.
Its just too bad that the devs have decided the the optimal builds are all stam builds.