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Magicka based dual wielding, how about it!? Dual wands!!!

  • DigitalShibby
    DigitalShibby
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    Let them use melee swords
    Next you'll be asking for these wand fairies to have a patronus charm
  • Dracindo
    Dracindo
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    Maybe
    Magicka can only be used for skills, while stamina is used for skills, running, sneaking, dodging and break free's (I might've forgotten something else). IMO using dual wield for the completion of another set makes Magicka-users stronger than Stamina-users. I think it's a fair handicap.

    On the other hand, I'd love to use a nightblade to Ambush a player with two sticks. "The sticks of truth".
    Edited by Dracindo on December 27, 2016 8:43AM
  • leepalmer95
    leepalmer95
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    Give them dual wield wands
    Dracindo wrote: »
    Magicka can only be used for skills, while stamina is used for skills, running, sneaking, dodging and break free's (I might've forgotten something else). IMO using dual wield for the completion of another set makes Magicka-users stronger than Stamina-users. I think it's a fair handicap.

    Yet stamina users get to use magicka as a pure utility resource, they can do whatever they want with it, buff's, movement, healing etc....

    Yet magicka users can't use stamina in the same way they need to keep an eye on stamina, it's an important resource to magicka users.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Dracindo
    Dracindo
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    Maybe
    Dracindo wrote: »
    Magicka can only be used for skills, while stamina is used for skills, running, sneaking, dodging and break free's (I might've forgotten something else). IMO using dual wield for the completion of another set makes Magicka-users stronger than Stamina-users. I think it's a fair handicap.

    Yet stamina users get to use magicka as a pure utility resource, they can do whatever they want with it, buff's, movement, healing etc....

    Yet magicka users can't use stamina in the same way they need to keep an eye on stamina, it's an important resource to magicka users.

    Running = surviving, dodge rolling = reducing/nullifying damage, breaking free = healing debuffs.

    At least, that's how I see it.
    Edited by Dracindo on December 27, 2016 8:47AM
  • Sugaroverdose
    Sugaroverdose
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    It would be enough if weapon damage, damage type and resource return for S&B and DW will be based on highest resource pool:
    stamina/wep dmg-physical damage with stam return, magicka/spell damage - magic damage with magicka return
    Edited by Sugaroverdose on December 27, 2016 8:57AM
  • Shgon_Dunstan
    Shgon_Dunstan
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    Technically speaking, all the different staffs are different weapon choices... But they sure don't feel like it. A feeling of limitation only made stronger by the game insisting a clearly one-handed weapon, somehow counts as two-handed for all of the other hand touching it if you block, and only when you block...

    And even worse yet given that, AFAIR, all a "mage's staff" even really is in TES lore, is... A ceremonial "look at me, I'm a mage" badge... That's it. Enchanted, sure. perhaps even good at holding enchantments, but... Nothing really special about them otherwise. They certainly aren't anything like Harry Potter wands in significance to the use of magic.

    Hell, most TES mages seem to just cast with their bare hands, much like the Dragonborn, or even the Mage in the ESO cinematic.


    That being said, I don't recall "wands" ever being a thing in TES.

    ... Perhaps magic crystals? Those were a thing in Arena and, IIRC, Daggerfall. Them and marks(... Whatever the blazes a "mark" is, I certainly never had a clue) basically acted like multi-use scrolls. Which is not much different then the Cast on Use type enchantment used on staffs. Or perhaps just substitute Soul Gems for them. There is at least some bases for that, what with those spell shooting traps in Skyrim, and the game even already has an animation of holding them in you hand to resurrect other players.
  • greylox
    greylox
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    Give them dual wield wands
    Don't like wands but orbs, energy, runestones anything that makes it so I can run 2 sets and a monster set on a magic character all active at once.
    PC EU

    House of the Black Lotus
    *{Smokes-in-the-Shade }* (Mag pet Sorc Argonian, prolific thief, willing participant of the dark arts, gardener of exotic...herbs)
    {Lugdum The Mechanist} (Hybrid Orc Templar, collector of ancient Ayleid smoking pipes)
    {Rantoul} (Dark Elf Magknight, likes an ale between boss fights, has been known to offer daedric princes out in a fist fight)
    {Red, The Wanderer} (Bosmer stam sorc and hunter extraordinaire)
    {Shoots-For-Stars} (Argonian Mag pet Sorc Ice mage Healer)
    *{Jinny the spark }* (Sassy Imperial Stamplar)
    {Crezzi the Drifter} (Magblade khajiit burglar, available for questionable operations)
    {Grif the Despised} (StamKnight Tank Nord, Eastmarch Master Drinker and spinner of tall yarns)
    {Geraldine Stone-Heart} (High Elf MagSorc Ice Tank, Mystic, practitioner of the ancient arts)
    *{Anawinn}* (Stam pet Ward Redguard, Mother to a bear and an unruly Hunger,Librarian, field medic and natures fist)

    {*}Mains
    { CP 900+ }

    Caretaker of Battle Island (Grand Topal), the holiday destination for the discerning warrior
    Residing in Stay-Moist Mansion-Shadowfen - The Smoking Den (as of 6th feb 2017)

  • Shgon_Dunstan
    Shgon_Dunstan
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    I'd be happy even with just some more magic based skills for the other weapons. Not necessarily just copies of existing skills, but how about say a skill to shoot a blast out of the tip of a sword? Or a ward out of a shield all Spellbreaker style? Or just one to briefly buff enchantment damage on said weapon?
    Edited by Shgon_Dunstan on December 29, 2016 4:31PM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Wands do exist in TES, there is a wand given to you as a memento for doing a quest in Shad Astul in Deeshan,
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Technically speaking, all the different staffs are different weapon choices... But they sure don't feel like it. A feeling of limitation only made stronger by the game insisting a clearly one-handed weapon, somehow counts as two-handed for all of the other hand touching it if you block, and only when you block...

    And even worse yet given that, AFAIR, all a "mage's staff" even really is in TES lore, is... A ceremonial "look at me, I'm a mage" badge... That's it. Enchanted, sure. perhaps even good at holding enchantments, but... Nothing really special about them otherwise. They certainly aren't anything like Harry Potter wands in significance to the use of magic.

    Hell, most TES mages seem to just cast with their bare hands, much like the Dragonborn, or even the Mage in the ESO cinematic.


    That being said, I don't recall "wands" ever being a thing in TES.

    ... Perhaps magic crystals? Those were a thing in Arena and, IIRC, Daggerfall. Them and marks(... Whatever the blazes a "mark" is, I certainly never had a clue) basically acted like multi-use scrolls. Which is not much different then the Cast on Use type enchantment used on staffs. Or perhaps just substitute Soul Gems for them. There is at least some bases for that, what with those spell shooting traps in Skyrim, and the game even already has an animation of holding them in you hand to resurrect other players.
    Ever heard of Lena's Wand of Finding?

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