IzakiBrotheSs wrote: »@Dracane glad to see someone agrees with me !Thank you !
If fire rune gave you minor force and had a reasonable DoT you still wouldn't use it? What does it take to satisfy you ?
It could also be added to one of the equilibrium morphs to make them somehow useful again...
Waffennacht wrote: »
Have you not looked at potes about the up coming hist dlc?
Pets will stand to your left now!
jyates214b14_ESO wrote: »Mages guild skill line needs to be reworked Q4 please.
Rearming trap works amazing on magicka builds aswell, no need for a pure magicka skill that provides this buff imo
The cost of Trap (particularly Rearming Trap) is rather trivial for almost any encounter in a trials scenario. The benefit of maintaining it is vastly greater than the cost of doing so. Only in very rare occurrences will a caster need that stamina for something else, i.e. dodge or block.
However, as there are occasional valid reasons for spending that stamina elsewhere, such as blocking a poison spear from Mantikora, or the AoE Smash from Stonebreaker, I feel it's almost important to note the value of tanks providing Stalwart Guard to magicka dps. The two magicka classes that should be prioritized for Guard by tanks are DKs and Sorcs. As a main trials tank, I feel it is very important to note this: It is not the tank's job to follow you around. It is your job as a magicka dps to stay close enough to keep your tether. A tank walking around trying to refresh guard on someone who moved too far away is, on most vet bosses, grounds for a wipe. That being said, stam dps shouldn't be priority here; they have trap and can very easily sustain it.
On a final note, while I don't much care if Rune gets Minor Force or not, I do agree wholeheartedly with this:jyates214b14_ESO wrote: »Mages guild skill line needs to be reworked Q4 please.
IzakiBrotheSs wrote: »The cost of Trap (particularly Rearming Trap) is rather trivial for almost any encounter in a trials scenario. The benefit of maintaining it is vastly greater than the cost of doing so. Only in very rare occurrences will a caster need that stamina for something else, i.e. dodge or block.
However, as there are occasional valid reasons for spending that stamina elsewhere, such as blocking a poison spear from Mantikora, or the AoE Smash from Stonebreaker, I feel it's almost important to note the value of tanks providing Stalwart Guard to magicka dps. The two magicka classes that should be prioritized for Guard by tanks are DKs and Sorcs. As a main trials tank, I feel it is very important to note this: It is not the tank's job to follow you around. It is your job as a magicka dps to stay close enough to keep your tether. A tank walking around trying to refresh guard on someone who moved too far away is, on most vet bosses, grounds for a wipe. That being said, stam dps shouldn't be priority here; they have trap and can very easily sustain it.
On a final note, while I don't much care if Rune gets Minor Force or not, I do agree wholeheartedly with this:jyates214b14_ESO wrote: »Mages guild skill line needs to be reworked Q4 please.
I am not talking about its cost or its incovinience. Why can't people understand I'm asking for opinions if magicka should have access to an actual legit DPS + Minor Force ability somewhat reminiscent of Beast Trap OR if we should keep using Beast Trap as magicka builds. I use Trap, I like it, there are no inconvinients but the lack of damage on a magicka build.
IzakiBrotheSs wrote: »The cost of Trap (particularly Rearming Trap) is rather trivial for almost any encounter in a trials scenario. The benefit of maintaining it is vastly greater than the cost of doing so. Only in very rare occurrences will a caster need that stamina for something else, i.e. dodge or block.
However, as there are occasional valid reasons for spending that stamina elsewhere, such as blocking a poison spear from Mantikora, or the AoE Smash from Stonebreaker, I feel it's almost important to note the value of tanks providing Stalwart Guard to magicka dps. The two magicka classes that should be prioritized for Guard by tanks are DKs and Sorcs. As a main trials tank, I feel it is very important to note this: It is not the tank's job to follow you around. It is your job as a magicka dps to stay close enough to keep your tether. A tank walking around trying to refresh guard on someone who moved too far away is, on most vet bosses, grounds for a wipe. That being said, stam dps shouldn't be priority here; they have trap and can very easily sustain it.
On a final note, while I don't much care if Rune gets Minor Force or not, I do agree wholeheartedly with this:jyates214b14_ESO wrote: »Mages guild skill line needs to be reworked Q4 please.
I am not talking about its cost or its incovinience. Why can't people understand I'm asking for opinions if magicka should have access to an actual legit DPS + Minor Force ability somewhat reminiscent of Beast Trap OR if we should keep using Beast Trap as magicka builds. I use Trap, I like it, there are no inconvinients but the lack of damage on a magicka build.
No offense intended there. I was simply speaking my thoughts on the matter.
I think I would like having an actual magicka skill, one that scales from max magicka and SD, that provides Minor Force. For a stamina build, Trap Beast is the strongest single-target DoT in the game right now (at least last I checked), and that's certainly not the case for us in magicka builds.
Tacking it on to Rune is as swell an idea as any I could come up with myself. I truly wish Rune was useful again.... but on the whole I would like the see Mages Guild reworked. If Minor Force comes with - all the better.
IzakiBrotheSs wrote: »@Malthorne glad that you agree ! Now just gotta get this idea to ZOS....
Waffennacht wrote: »IzakiBrotheSs wrote: »@Malthorne glad that you agree ! Now just gotta get this idea to ZOS....
Of course it's a good idea, however it flies completely in the face of the current game progression.
It May happen in a dlc after hist. But there is a reason they decided to cut Back on viable dps magicka moves, especially on non-class abilities (I cannot fathom their reason myself, but there is one)
It's not about making moves better, it's about trying to control the meta by limiting choice.
Edit: So... um... how good is it in PvP (trap especially) ?
Waffennacht wrote: »How viable are guard and or trap in PvP? Does trap have to be triggered to gain the buff?