OutLaw_Nynx wrote: »Honor the dead
My healtank slots honor the dead.
the magic return is really nice.
Lieblingsjunge wrote: »Resto staff ultimate. I can probably defend the one morph that gives crit damage increased, but wait, no, not really. This one is pretty meh for 125 ultimate.
lolo_01b16_ESO wrote: »I personally level all skills to the point where you can morph them. You'll never know what will happen in a future patch. Many of the skills listed in this thread used to be good at some point and others, which everyone uses now, have been bad in the past.
Anyone remembers the time when Radiant Aura would increase stam reg by 80% and spell symmetry was part of the top dps rotations? Or the glorious days of fragmented shield spam in trials?
Taleof2Cities wrote: »Anti-Cavalry Caltrops
Nocturnalan wrote: »I prefer Radiant Aura. Everyone runs Repentance, that's why. And Aura works while Repent doesn't if there are no corpses around.
As soon as someone uses a potion it's absolutely pointless. It's a useless skill. Just having repentance slotted and not using it is better.
Nocturnalan wrote: »Nocturnalan wrote: »I prefer Radiant Aura. Everyone runs Repentance, that's why. And Aura works while Repent doesn't if there are no corpses around.
As soon as someone uses a potion it's absolutely pointless. It's a useless skill. Just having repentance slotted and not using it is better.
How is it better by having it slotted and not using it when they both have the same slot passive? And unless people are constantly using potions then you're wrong?
Can Repent stack on Repent? Can Radiant Aura stack on Repentant? So why run an ability morph that 90% of players run already anyways?
Nocturnalan wrote: »Nocturnalan wrote: »I prefer Radiant Aura. Everyone runs Repentance, that's why. And Aura works while Repent doesn't if there are no corpses around.
As soon as someone uses a potion it's absolutely pointless. It's a useless skill. Just having repentance slotted and not using it is better.
How is it better by having it slotted and not using it when they both have the same slot passive? And unless people are constantly using potions then you're wrong?
Can Repent stack on Repent? Can Radiant Aura stack on Repentant? So why run an ability morph that 90% of players run already anyways?
Both give YOU 10% recovery across the board. One gives you the same buff as pots give (PvE people are non stop on pots and in PvP they are used incredibly often) while the other gives free stam and health.
Nobody will ever thank you for having the other morph. Repentance or don't even bother.
Nocturnalan wrote: »Nocturnalan wrote: »Nocturnalan wrote: »I prefer Radiant Aura. Everyone runs Repentance, that's why. And Aura works while Repent doesn't if there are no corpses around.
As soon as someone uses a potion it's absolutely pointless. It's a useless skill. Just having repentance slotted and not using it is better.
How is it better by having it slotted and not using it when they both have the same slot passive? And unless people are constantly using potions then you're wrong?
Can Repent stack on Repent? Can Radiant Aura stack on Repentant? So why run an ability morph that 90% of players run already anyways?
Both give YOU 10% recovery across the board. One gives you the same buff as pots give (PvE people are non stop on pots and in PvP they are used incredibly often) while the other gives free stam and health.
Nobody will ever thank you for having the other morph. Repentance or don't even bother.
Just never mind lol
What I've learned is almost every skill is useful somewhere.
Consuming Trap is a ranged magic attack and self-heal, which not everyone has otherwise, and it only costs 1 skill point for that morph.
I see a lot of people who aren't Templars or Sorcs use Blood Altar, because they have no other group healing. I wouldn't expect anyone to carry a group on it, but it's common (and appreciated) in anchor fights for someone to drop an altar.
Sorcerers use pets for solo tanking, self-heal, and group heal. They're not OP in all cases, but they're a very useful build.
Equilibrium's super useful if you have a group healer, and not enough Magicka regen. Totally useless solo. Personally I prefer to carry stacks of potions, but not everyone can afford that.
Volcanic Rune does a little damage and stuns, but not enough of either for a stupidly high cost. But it is one of the most visually amusing spells, so level it once just to play with the "pop goes the daedra" effect.
I was unimpressed with Eye of the Storm on PTS, but it's grown on me. Far overpriced, but sweeps an area clean of mobs. If you only really use ultimates for hard bosses and huge swarms, and can gather Ultimate for a long time in between, it's fine, otherwise stick to any reasonably-priced ultimate.
Crystal Blast is terrible and you should never take it.
To be fair, I think people use blood alter at dolmens because they are noobs who don't know better
leothedino wrote: »Call me a conspiracist, but I will go out on a limb and say the days of having a class (in the literal sense) could be numbered. I can't remember the last time they looked at our spells and abilities or improved them to give them some much needed love.
Why fix what you're removing!?
Personally I expect class definition, this coming year, to be nothing more than a unique and very useful list of passives for your class. Instead of class activating abilities, instead a spellcrafting system overhauling everything about this games current ability and magic system, from the ground up. Perhaps all the guilds abilities will go passive only, too. We've seen how they original intended spellcrafting (base spells, with five or six ways to augment them), if old ones still exist in the game, making duplicates of them will be sloppy design.
Either way, this is a B2P game now, a spellcrafting system is never going to be DLC, they're not that stupid. ESO has changed so much since it began and the thing getting ignored are the redundant class skills being made useful. You don't develop an MMO and progress this well since launch, and ignore such a fundamental part for no reason other than you have a future plan for it, instead.
Doctordarkspawn wrote: »leothedino wrote: »Call me a conspiracist, but I will go out on a limb and say the days of having a class (in the literal sense) could be numbered. I can't remember the last time they looked at our spells and abilities or improved them to give them some much needed love.
Why fix what you're removing!?
Personally I expect class definition, this coming year, to be nothing more than a unique and very useful list of passives for your class. Instead of class activating abilities, instead a spellcrafting system overhauling everything about this games current ability and magic system, from the ground up. Perhaps all the guilds abilities will go passive only, too. We've seen how they original intended spellcrafting (base spells, with five or six ways to augment them), if old ones still exist in the game, making duplicates of them will be sloppy design.
Either way, this is a B2P game now, a spellcrafting system is never going to be DLC, they're not that stupid. ESO has changed so much since it began and the thing getting ignored are the redundant class skills being made useful. You don't develop an MMO and progress this well since launch, and ignore such a fundamental part for no reason other than you have a future plan for it, instead.
Honestly I'd welcome the removal of classes at this point. It might actually give us some options as to how to build.
Doctordarkspawn wrote: »leothedino wrote: »Call me a conspiracist, but I will go out on a limb and say the days of having a class (in the literal sense) could be numbered. I can't remember the last time they looked at our spells and abilities or improved them to give them some much needed love.
Why fix what you're removing!?
Personally I expect class definition, this coming year, to be nothing more than a unique and very useful list of passives for your class. Instead of class activating abilities, instead a spellcrafting system overhauling everything about this games current ability and magic system, from the ground up. Perhaps all the guilds abilities will go passive only, too. We've seen how they original intended spellcrafting (base spells, with five or six ways to augment them), if old ones still exist in the game, making duplicates of them will be sloppy design.
Either way, this is a B2P game now, a spellcrafting system is never going to be DLC, they're not that stupid. ESO has changed so much since it began and the thing getting ignored are the redundant class skills being made useful. You don't develop an MMO and progress this well since launch, and ignore such a fundamental part for no reason other than you have a future plan for it, instead.
Honestly I'd welcome the removal of classes at this point. It might actually give us some options as to how to build.
There are many, many options already. Even some of the responses in this thread attest to that. Just because only 3 builds are popular does not mean that only 3 builds are viable.
God yes I remember the days of the good old 80% stam Radiant Aura... Missing it a lot. Those were the glory days of ESO 1.5. A true hybrids paradise.lolo_01b16_ESO wrote: »I personally level all skills to the point where you can morph them. You'll never know what will happen in a future patch. Many of the skills listed in this thread used to be good at some point and others, which everyone uses now, have been bad in the past.
Anyone remembers the time when Radiant Aura would increase stam reg by 80% and spell symmetry was part of the top dps rotations? Or the glorious days of fragmented shield spam in trials?
theher0not wrote: »Soul Trap: why use it when I have the benefit from it on my weapons?
Inferno: Super underwelming, I finaly got it to rank 4 so I could morph it (and the morphs felt really bad so I didn't) and now I can finaly take that away and get Poison Breath back.
All the CC that breaks on damage spells like Petrify. I have never been in a situation where I felt like that skill would be usefull.
Wifeaggro13 wrote: »For me it's a tie between the NB's Agony and morphs and the Sorc's Rune Prison. I could see theoretical special circumstance use with builds that takes advantage of disorients, but I just seem to always pass them by and go a different direction.
They almost seem to me like refugee abilities from 10 or 15 year old games when long-duration CC was used routinely (remember WOW Sapping and Sheeping when they were useful in dungeon runs?)
How about you? Which abilities do you always ignore?
Anything CC related. Zos completely missed the mark with this game. The whole game was designed around Dps, such a waste of a MMO .
OutLaw_Nynx wrote: »Honor the dead
My healtank slots honor the dead.
the magic return is really nice.
Except it's busted right now. It only gives you the magicka return if you are still below the health threshold after the heal. In PvE I don't think it's possible for me to not heal myself past 75%.
Nocturnalan wrote: »I prefer Radiant Aura. Everyone runs Repentance, that's why. And Aura works while Repent doesn't if there are no corpses around.