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Radiant Aura and Magicka Steal

Amorpho
Amorpho
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Right, I've been using Radiant Aura for magicka sustain, but I don't understand whether the magicka returns are per enemy affected or are capped to 400 magicka per sec.
The tooltip reads this: "Champion the cause of divine glory to apply Minor Magicka Steal to all enemies around you for 12 seconds, causing you and your allies to restore 400 Magicka every second when damaging them."
Also, ZOS' definition of Magicka Steal is this: "Created a new debuff category, Minor Magickasteal. This is a debuff applied to enemies that restores a flat value of Magicka to the attacker every second (400 Magicka every second at CP160)"
As far as I understand, if I cast Radiant Aura while surrounded by 5 enemies, each of them returns to me 400 magicka per second as long as I keep on damaging them. However, others say that, no matter how many enemies you affect with Magicka Steal, you only get 400 in return. But then, what would be the point of making this an AOE skill? It makes no sense.
The Gaming Rev
YouTube channel - https://youtube.com/c/TheGamingRev

Characters

PVE
Magicka Sorcerer, Altmer - Master Crafter
Magicka Templar, Altmer
Magicka Nightblade, Breton
Stamina Nightblade, Khajiit

PVP
Magicka Sorcerer, Altmer
Magicka Templar, Altmer
Stamina Templar, Orsimer
Stamina Dragonknight, Dunmer
Stamina Warden, Orsimer

Aldmeri Dominion - 1700+ CP

XboxOne EU
  • zammo
    zammo
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    As I understand it, the mag return doesn't stack, so you would only ever get a max of 400 mag back no matter how many of those enemies you were attacking. i'm not 100% on that though.

    As for the point of it being an aoe skill, think of the group utility. You "apply minor magicka steal to all enemies", it's a debuff applied to enemies, not a buff to you. So anyone attacking those enemies affected will get the mag return. Perfect for a healer to help his/her mag DD group member sustain.
  • Amorpho
    Amorpho
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    I really hope you're wrong, but I get the feeling you are not :(
    The Gaming Rev
    YouTube channel - https://youtube.com/c/TheGamingRev

    Characters

    PVE
    Magicka Sorcerer, Altmer - Master Crafter
    Magicka Templar, Altmer
    Magicka Nightblade, Breton
    Stamina Nightblade, Khajiit

    PVP
    Magicka Sorcerer, Altmer
    Magicka Templar, Altmer
    Stamina Templar, Orsimer
    Stamina Dragonknight, Dunmer
    Stamina Warden, Orsimer

    Aldmeri Dominion - 1700+ CP

    XboxOne EU
  • Brutusmax1mus
    Brutusmax1mus
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    It's capped at 400 per second regardless of enemies affected.
  • Leandor
    Leandor
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    I think by now almost everyone engaging in game mechanics agrees that infinite resources without the need to manage resource usage is one of the major issues in this game.

    Having this debuff work on a per target basis would mean that any fight gets exponentially easier the more targets are present, thereby invalidating one of the most important mechanics for "game difficulty".

    The spell and its ability to apply the debuff in a huge area without the need to target at all is incredibly strong as is, its main benefit being that applying it does not take attention away from other tasks.

    With its current functionality it is also sufficient to sustain very well in group activities with minimal gearing for sustain. Anything more would make the discrepancy towards stamina management too glaring.
  • Amorpho
    Amorpho
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    Leandor wrote: »
    I think by now almost everyone engaging in game mechanics agrees that infinite resources without the need to manage resource usage is one of the major issues in this game.

    Having this debuff work on a per target basis would mean that any fight gets exponentially easier the more targets are present, thereby invalidating one of the most important mechanics for "game difficulty".

    The spell and its ability to apply the debuff in a huge area without the need to target at all is incredibly strong as is, its main benefit being that applying it does not take attention away from other tasks.

    With its current functionality it is also sufficient to sustain very well in group activities with minimal gearing for sustain. Anything more would make the discrepancy towards stamina management too glaring.

    Yes, I'm sure you're right. It's not as fantastic as I thought but it is still quite good. I'm certainly not taking it off my front bar
    The Gaming Rev
    YouTube channel - https://youtube.com/c/TheGamingRev

    Characters

    PVE
    Magicka Sorcerer, Altmer - Master Crafter
    Magicka Templar, Altmer
    Magicka Nightblade, Breton
    Stamina Nightblade, Khajiit

    PVP
    Magicka Sorcerer, Altmer
    Magicka Templar, Altmer
    Stamina Templar, Orsimer
    Stamina Dragonknight, Dunmer
    Stamina Warden, Orsimer

    Aldmeri Dominion - 1700+ CP

    XboxOne EU
  • Autolycus
    Autolycus
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    Leandor wrote: »
    I think by now almost everyone engaging in game mechanics agrees that infinite resources without the need to manage resource usage is one of the major issues in this game.

    We must be engaging in different game mechanics then. As someone who leads progression groups, I strongly disagree with this sentiment. Our group is going to great lengths to accommodate the sustain of everyone so that they can focus purely on dps. It is totally inaccurate to say that resources go unmanaged. They are extensively micro-managed - as in, if my healer doesn't keep Ele Drain up 100% of the time I get at them. If people aren't popping Mystic orbs, I get at them. That is the opposite of having "no need to manage resources."

    For the OP, Minor Magickasteal has a 1s cooldown. This is specific to the buff itself, not the target that you hit. It doesn't matter which enemy you hit; as soon as you get that magicka return, there is a 1s cooldown period before you can get magicka again from that specific buff.
    Edited by Autolycus on April 13, 2017 6:47PM
  • AcadianPaladin
    AcadianPaladin
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    As magplar healers, we have way more superb skills than 10 slots can accommodate. So like most of us, I should imagine, I fully develop all those skills, then slot what works best. And sometimes that can change. For the 'assist magicka fighters with resources' task, I've developed Radiant unmorphed for 12m range, Radiant Aura morphed (28m), Siphon (ugh, cast time), EleDrain and Mystic Orbs. Yet generally I only have room to slot one of those. Of those choices, I run EleDrain unless the situation is better served by an alternative. I like EleDrain becuase it is free, does not aggro foes (so you can 'pre-debuff' multiple foes), lasts a long time, debuffs mag resist. There are times (dolmens come to mind) when Orbs or Radiant work better but my 'default' is EleDrain.

    I know the comparison is not fully on topic but the question about magsteal has been fully answered. :)
    PC NA(no Steam), PvE, mostly solo
  • technohic
    technohic
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    Agree on preferred elemental drain. Being fee makes me feel the benefit immediately. Not agroing the entire dungeon is also a bonus unless I'm grinding.
  • KCLucky
    KCLucky
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    Autolycus wrote: »
    Leandor wrote: »
    I think by now almost everyone engaging in game mechanics agrees that infinite resources without the need to manage resource usage is one of the major issues in this game.

    We must be engaging in different game mechanics then. As someone who leads progression groups, I strongly disagree with this sentiment. Our group is going to great lengths to accommodate the sustain of everyone so that they can focus purely on dps. It is totally inaccurate to say that resources go unmanaged. They are extensively micro-managed - as in, if my healer doesn't keep Ele Drain up 100% of the time I get at them. If people aren't popping Mystic orbs, I get at them. That is the opposite of having "no need to manage resources."

    For the OP, Minor Magickasteal has a 1s cooldown. This is specific to the buff itself, not the target that you hit. It doesn't matter which enemy you hit; as soon as you get that magicka return, there is a 1s cooldown period before you can get magicka again from that specific buff.

    Completely agree. Why do we take Healing Springs morph? Why do we take Mystic Orbs over Energy? Why do we take Channeled Focus morph over damage reduction? Why do we not take Elemental Susceptibility? So much of current endgame support is built around sustaining the group and a bunch of people keeping spouting about how we don't put any effort into it. It must be a lot of DPS players in the stack that don't do anything but reap all the benefits that are complaining.
  • raj72616a
    raj72616a
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    i think "infinite resource" problem is a pvp problem where they fail to kill tanks and healers.
  • KCLucky
    KCLucky
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    raj72616a wrote: »
    i think "infinite resource" problem is a pvp problem where they fail to kill tanks and healers.

    Even then, it seems like most of the complainers don't like the fact that they can't instantly burst down a healer without an opportunity to counter. I'll tell you that against good players using CC correctly, poisons and likewise, I can't infinitely tank 4 players as the bad forumgoers would have you believe. Channeled Focus, my constant heavy attacks, pots, etc. have a much bigger effect than CP judging by my time on Azura's and during the double CP week.

    You shouldn't be able to instantly nuke a healer or tank. Those characters can't kill anyone either so it balances out. Just because a healer isn't a part of some scrub's 1vX montage doesn't mean he's OP.
    Edited by KCLucky on April 14, 2017 1:31AM
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