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Reviving the Frost Destruction Staff - would you like it to be used for DPS instead of Tanking?

  • SirMewser
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    Rework Frost Destruction Staves as a DPS option
    If the heavy attack was changed back to snare (but retain the damage shield) and drop the taunt, that would make it better for DPS and tanks alone. I only stopped using it because a taunt was tied to one of my resource managing methods that made DPSing impossible, so I became another homogenized player and got bored.

    Also like your suggestion.
    Edited by SirMewser on October 30, 2017 8:25PM
  • Goshua
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    I like it, does the job I wanted it to do in a pvp sense. resto and lightening are not the most interactive options
  • Jade1986
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    Nestor wrote: »
    I never saw how a Heavy Attack, and the time it takes to wind it up, was ever a good way to Taunt. It needs to be back where it was at release.

    As for a Ranged Taunt, we have one in the Undaunted Line and anyone who needs a Taunt will have that Guild Unlocked.

    So, tell me again why it was thought that Ice Staffs needed to be something that taunted an enemy?

    So you dont have to grind undaunted to get a magicka taunt....just wow you people.
  • Nestor
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    Recremen wrote: »
    my buddy is so enamored with frost staff tanking that he's actually enjoying PvE now and gladly coming to dungeons and trials with us again, so for me personally I say keep it. :-o

    OK, then make one of the skills have a Morph that provides Taunt with Ice Staffs instead of its normal after affects. Besides, I still don't see, but I admit I have not tried, a Heavy Attack is a good way to taunt. Usually, when I need to Taunt, I need to Taunt right now.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Avran_Sylt
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    Other
    My issue with bumping up the DPS on the frost staff is that at the same time you're not toning down the CC capability of the weapon. So now you've got a weapon that can do pretty well at perma CCing an enemy if they don't have a potion of immovability, reduces your damage taken from them (Or in your case increases your damage against them), slows them, as well as being able to do a respectable amount of damage.

    I find the damage trade-off for better CC a good design. But I understand the desire for a different skin for your damage output.

    I do agree with others that the taunt for the Ice-staff could use some work.
  • BFT88
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    laced wrote: »
    Nestor wrote: »
    I never saw how a Heavy Attack, and the time it takes to wind it up, was ever a good way to Taunt. It needs to be back where it was at release.

    As for a Ranged Taunt, we have one in the Undaunted Line and anyone who needs a Taunt will have that Guild Unlocked.

    So, tell me again why it was thought that Ice Staffs needed to be something that taunted an enemy?

    So you dont have to grind undaunted to get a magicka taunt....just wow you people.

    Doesn't it take a few dungeons just to unlock that?....
  • Jade1986
    Jade1986
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    Nestor wrote: »
    Recremen wrote: »
    my buddy is so enamored with frost staff tanking that he's actually enjoying PvE now and gladly coming to dungeons and trials with us again, so for me personally I say keep it. :-o

    OK, then make one of the skills have a Morph that provides Taunt with Ice Staffs instead of its normal after affects. Besides, I still don't see, but I admit I have not tried, a Heavy Attack is a good way to taunt. Usually, when I need to Taunt, I need to Taunt right now.

    You just have to be proactive. Think about how long the taunt lasts, and use it a second ahead.
  • Jade1986
    Jade1986
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    BFT88 wrote: »
    laced wrote: »
    Nestor wrote: »
    I never saw how a Heavy Attack, and the time it takes to wind it up, was ever a good way to Taunt. It needs to be back where it was at release.

    As for a Ranged Taunt, we have one in the Undaunted Line and anyone who needs a Taunt will have that Guild Unlocked.

    So, tell me again why it was thought that Ice Staffs needed to be something that taunted an enemy?

    So you dont have to grind undaunted to get a magicka taunt....just wow you people.

    Doesn't it take a few dungeons just to unlock that?....

    No. And what are you supposed to do during that time as a magicka tank? Not taunt? And get booted from every dungeon? It is fine the way it is, it could use a little more reworking to be on the level of SnB but the ice staff needs to stay a tank staff. There are more than enough dps lines.
  • kargen27
    kargen27
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    I said leave it alone purely for the chaos it causes when someone who doesn't know about the taunt ability uses it in a dungeon or trial. Tanks going nuts trying to figure out why they can't hold taunt is comedy gold!
    and then the parrot said, "must be the water mines green too."
  • ToRelax
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    Rework Frost Destruction Staves as a DPS option
    I would just let every type of staff increase damage for their respective element. It feels very wrong when you need a Lightning staff to buff your fire AoE damage or an Inferno staff in order to deal more lightning damage against single targets.

    I don't really care about the blocking... could even have a passive for all staff types that switches blocking to cost magicka and you just don't take it if you don't want it (like it is now).
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • WrathOfInnos
    WrathOfInnos
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    Rework Frost Destruction Staves as a DPS option
    STEVIL wrote: »
    stamina
    2h - burst dps
    dw - sustain dps
    bow range
    sns - defense

    Staves
    fire - single target dps
    shock - aoe dps
    resto - healing
    ice - defense

    I like that parallel.

    That said the ice likely still needs tweaks to help it serve the role better so i would not say leave it alone as much as keep working on it.

    Before frost staff became a tank weapon, there was another parallel. Stamina had 3 DPS weapons and 1 for tanks. Magicka had 3 DPS weapons and 1 for healers. Even then the 3 Destruction staves were not very different, since the flavors of staves share the same skills. Compare that to bow, dual wield and 2 handed, which each get their own unique skill lines.

    There's nothing wrong with frost staff becoming viable as a tank option, but it doesn't have to be taken away from DPS to do that. I have to agree with your statement to "keep working on it".

    Edited by WrathOfInnos on October 30, 2017 10:04PM
  • Vanthras79
    Vanthras79
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    Rework Frost Destruction Staves as a DPS option
    I never see tanks use ice staves. They should revert it back!

    @ZOS_Wrobel
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • Jade1986
    Jade1986
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    Vanthras79 wrote: »
    I never see tanks use ice staves. They should revert it back!

    @ZOS_Wrobel

    Just because you dont see it doesnt mean people don't. I do it just fine, and really enjoy the build I have spent time making >:(
  • Xelrick
    Xelrick
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    I use the Ice Staff on my back bar on my Tank for Vet Trials. I use the Taunt as an alternative when my magicka is low/drained and/or can't cast Inner Fire.

    It also provides the use Magicka instead of Stamina. Allowing me to access a reserve pool of resource if I need to block for a long period.

    Other than that I always saw Ice moves as for of a Defensive stature over Offensive across multiple series. Not saying there not Offensive Ice related moves.

    Think of it like this, you are walking outside after a snow storm, you walk down the street then suddenly someone threw a snowball at you would you turn and look who threw it at you, or would you keep walking.
    Xelrick: "Do not mix chaos with madness. It will only lead to unexplored adventures."
  • Contraptions
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    I'd rather they add a new dedicated weapon/skill line for magicka tanking instead of trying to shoehorn it into frost staff. Frost staff should be a viable DPS option imo.
    Patroller and Editor at UESP
  • MehrunesFlagon
    MehrunesFlagon
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    Rework Frost Destruction Staves as a DPS option, specifically as suggested by the OP
    Vaoh wrote: »
    Question:
    Would you rather have the Frost Destruction Staff kept as a tool for Tanking, or instead converted back into a tool for DPS?

    *** My Suggestion ***
    Wall of Frost (+morphs): Currently snares enemies and immobilizes Chilled targets.
    New effect: Keep old effects. It now also deals 10% bonus damage, and enemies inside of your Wall of Elements take 5% more damage from all Cold Damage skills.
    Reasoning: Wall of Shock still procs the all-powerful Off Balance. Wall of Flame still deals more damage against Burning targets (20%), and a DK’s Engulfing Flames further buffs all Flame damage skills (10%). The benefit of a Wall of Frost is that it retains its Frost Damage without the reliance on a Burning proc or DK buff, though it will only provide exactly half the damage modifiers. This is very nice because it helps it become closer in damage to Walls of Fire/Shock but makes those who want to to play Ice Mages in dungeons much more effective (they often won’t get as many if any Burning procs or Engulfing Flames).

    Destructive Clench (morph of Destructive Touch): Currently Immoblizes targets for longer. (same effect as base morph but slightly longer duration)
    New effect: No longer increases immobilize duration. It is already a long duration root skill. Targets you hit with this skill will now have an increased chance to become Chilled, and grants the caster Minor Force for 12 seconds.
    Reasoning: Not nearly as strong in damage as either of the two other morphs, but it grants the cast a powerful buff. This buff can be attained by other Magicka DPS by either using Rearming Trap (like Stam DPS do) or through Stalwart Guard. This is a strong buff and finally a legitimate reason to incentivize players to consider slotting a Frost Staff over the current two viable Destruction staves. A Flame Staff still puts out the best single target DPS, while a Shock Staff is still the king of AoE DPS. Frost Staves incentivize critical hits.

    Tri-Focus (passive): Fully Charged Frost Heavy Attacks taunt targets for 15sec and grant you a miniscule value (usually around 1500 value) damage shield for 5sec. Wielding a Frost Staff causes blocking to drain Magicka instead of Stamina.
    New effect: The taunt is removed, and holding a Frost Staff no longer changes your blocking resource from Stamina to Magicka. The damage shield is increased to 3000 value, gains 1500 value each second over the course of 2 seconds, and expires after 15sec if not destroyed. Heavy Attacks restore 10% more Magicka, and always critically strike.
    Reasoning: Removes the taunt and Magicka blocking that ruins the Ice Staff. The damage shield looks great and fits very well with Magicaka DPS builds, so this provides a bit of needed defense while also restoring some extra Magicka. In general, Flame Staves will have superior Heavy Attacks for single target while Shock Staves will have superior Heavy Attacks for AoE, with Frost Staves granting more Magicka to more easily cast your actual skills, and the side benefit of a damage shield that may allow you to get away with not casting Annulment/Conjured Ward sometimes.

    Ancient Knowledge: Currently reduces Block cost by 30%, and damage blocked by 20%.
    New effect: No longer reduces Block cost or damage blocked. This passive now increases Critical Hit Chance and Damage by 5%.
    Reasoning: Similar to how a Flame Staff deals 8% additional single target DPS, and a Shock Staff deals 8% additional AoE DPS, the Ice Staff will focus on Critical Hits.


    Chilled (status effect): Currently debuffs affected targets with Minor Maim and deals a very small amount of damage for 4 seconds.
    New effect: Now debuffs targets with Minor Breach (spell resist debuff) instead of Minor Maim.
    Reasoning: Minor Maim is a very common debuff that tanks already apply. Having the ability to debuff enemies with Minor Breach makes this status effect slightly more valuable. It also indirectly helps out Wardens who have Winter’s Revenge to reliably apply Chilled in an AoE.


    That’s it! Frost Staves become a tool for DPS again. They become unique in that they focus on Critical Hits rather than single target or AoE damage. Flame and Shock Staves are still generally stronger, but a Frost Staff is likely the strongest option without proper group support, and still worth slotting on a NB or Warden in trials. It will be on par if all of the proper trial group support is there, but also gernally slightly stronger than the other two staves at skill casts (not at pure single target or AoE though) if very little or none of it is there such as in non-trial scenarios. Frost Staves finally become viable for DPS, and “Ice Mage” builds can actually be a thing in PvE!

    I want them to be strong but not overpowered. My main idea for that would be to focus their damage in some way on critical hits to make them both powerful and different from the other destruction staves. I think these changes would work well based on how stuff goes in endgame PvE (Vet trials, etc).

    Background on the Ice Destro, for those unaware
    Note: There might be some bias here since I really do not like Frost Staff tanking. Keep that in mind. What I write here is all true though from my experience and anyone I have played with except for the speculation at the end.

    Before the Ice Destro became a tool for "tanks", it used to be pretty common amongst Magicka builds, and especially Nightblades since it fit them well thematically. Many players wanted (and still do want) to create an Ice Mage DPS build. It was a fun alternative to using a Fire Staff despite losing a small bit of damage. The main drawback was a DPS loss on Wall of Elements which was not a very big loss, and made the Ice Destro fine to use for essentially all content. A Warden class featuring Ice-based skills was highly requested for this very reason. For the time being (prior to Homestead), playing a Sorcerer or a NB with an Ice Staff was the best choice for an effective “Ice Mage” DPS build.

    In terms of DPS:
    Homestead launched. Both the Fire and Shock staves were simultaneously given passives to increase their DPS while the Frost Staff was instead given tanking passives, so it was dropped from DPS builds completely. Using a Flame or Lightning staff yielded significantly more damage and group utility, as well as not requiring you to take points out of a valuable passive (also losing lots of DPS) unless willing to risk taunting on an accidental Heavy Attack. Though uncommon, it is not unheard of for a DPS in group finder dungeons to slot Frost Staves because they want to play Ice Mages, not realizing they taunt enemies/bosses on Heavy Attacks which cause either them or their tank to get kicked.

    In terms of Tanking:
    The 1H/S is still far superior for tanking, which does make sense for someone wielding a Shield. No one in endgame PvE uses a Frost Staff tank….at all. The extremely rare exception may happen once in a long time during a non-score run, but this is only meant to take screenshots and troll friends. It is quite literally unused. In PvP, there are maybe a few decent players per server who use them who aren’t just zerging with 50+ people (in which case you can run around with your fists and do well), but are ineffective at best. It is highly, highly uncommon, rarely ever seeing any use.
    Magicka is too valuable when tanking to spend blocking, and nothing else besides two passives support a tanking playstyle with a Frost Staff. The Destruction Staff skills themselves are meant for damage dealing – never tanking. There are way more passive tanking 1H/S benefits which are all far stronger, and the 1H/S active skills are essential to playing a good tank. Frost Staff tanks are highly ineffective and constantly kicked from dungeons because the only players using Frost Staves are quite bad as tanks and don’t have the tools to even do their job well.

    Wrobel and Wardens – why things probably turned out this way:
    The Warden's Winter's Embrace skill line was directly changed into the tanking/mess of a skill line it currently is due to the concept of Frost Staff tanking, which also directly corresponds to Wardens being terrible at DPS.
    This was Wrobel’s response to Warden skill lines in the Warden Developer Q&A Article located here……

    "Question: How important was it to ensure that the Warden is able to perform multiple roles (damage, tanking, healing) from just their class Skill Lines?

    Wrobel: This was a pillar of the class's design. ESO: Morrowind is a great opportunity for new players to experience The Elder Scrolls Online for the first time, so we wanted a class that was easy to pick up, yet difficult to master. When we came up with the ideas for Animal Companions, Green Balance, and Winter's Embrace, they each had to fit into one of these molds. We did move some of the Skill Lines around as we were designing them to see what best fit. For example, we were playing with the idea of having Winter's Embrace exclusively deal damage, but when trying to make an entire class' Skill Lines, the other options made less sense for a tanking tree. There are only so many abilities you can make out of mudcrab armor!”

    ……To put it simply, the design of forcing each skill tree to perform one role (which strays from all other class designs) likely caused them to rework the Warden’s Winter’s Embrace skill tree, which is essentially a parallel of a Sorcerer’s Storm Calling and a Dragonknight’s Ardent Flame, into a tank skill tree rather than a DPS skill tree. The Frost Destruction Staff was then dragged along to fit the tanking concept too. Either that or the other way around - Frost Destruction staves were decided to become a tanking tool, and Winter's Embrace and to follow. Those are my thoughts on that at least.

    I'm utterly shocked more didn't vote for your specific rework. As I agree with it quite a bit.
  • MehrunesFlagon
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    Rework Frost Destruction Staves as a DPS option, specifically as suggested by the OP
    Daus wrote: »
    Listen ZOS. You can cover a turd with as many frosted toppings as you want, I'm still not going to eat it.

    It needed to be flushed the second Wrobel thought of it.
  • MehrunesFlagon
    MehrunesFlagon
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    Rework Frost Destruction Staves as a DPS option, specifically as suggested by the OP
    Rainraven wrote: »
    Please leave the "blocking costs magicka" feature alone. I specifically carry a frost staff to backbar for various situations in which the random strangers I've grouped with a) include no people carrying shields and b) are even less able to take a hit or two and survive than I am. I need to be able to hold block longer than my 11k stamina is ever going to allow. :#:( Poor ice magic.

    Let's see.......what would I rather have, something that eats up my magic when I defend my self or the alternative increased crit damage?

  • ArchMikem
    ArchMikem
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    Rework Frost Destruction Staves as a DPS option, specifically as suggested by the OP
    Make Frost Staff heavy attacks a channel like Shock. Like a flamethrower, but with ice.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Jeremy
    Jeremy
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    Other
    Vaoh wrote: »
    Question:
    Would you rather have the Frost Destruction Staff kept as a tool for Tanking, or instead converted back into a tool for DPS?

    *** My Suggestion ***
    Wall of Frost (+morphs): Currently snares enemies and immobilizes Chilled targets.
    New effect: Keep old effects. It now also deals 10% bonus damage, and enemies inside of your Wall of Elements take 5% more damage from all Cold Damage skills.
    Reasoning: Wall of Shock still procs the all-powerful Off Balance. Wall of Flame still deals more damage against Burning targets (20%), and a DK’s Engulfing Flames further buffs all Flame damage skills (10%). The benefit of a Wall of Frost is that it retains its Frost Damage without the reliance on a Burning proc or DK buff, though it will only provide exactly half the damage modifiers. This is very nice because it helps it become closer in damage to Walls of Fire/Shock but makes those who want to to play Ice Mages in dungeons much more effective (they often won’t get as many if any Burning procs or Engulfing Flames).

    Destructive Clench (morph of Destructive Touch): Currently Immoblizes targets for longer. (same effect as base morph but slightly longer duration)
    New effect: No longer increases immobilize duration. It is already a long duration root skill. Targets you hit with this skill will now have an increased chance to become Chilled, and grants the caster Minor Force for 12 seconds.
    Reasoning: Not nearly as strong in damage as either of the two other morphs, but it grants the cast a powerful buff. This buff can be attained by other Magicka DPS by either using Rearming Trap (like Stam DPS do) or through Stalwart Guard. This is a strong buff and finally a legitimate reason to incentivize players to consider slotting a Frost Staff over the current two viable Destruction staves. A Flame Staff still puts out the best single target DPS, while a Shock Staff is still the king of AoE DPS. Frost Staves incentivize critical hits.

    Tri-Focus (passive): Fully Charged Frost Heavy Attacks taunt targets for 15sec and grant you a miniscule value (usually around 1500 value) damage shield for 5sec. Wielding a Frost Staff causes blocking to drain Magicka instead of Stamina.
    New effect: The taunt is removed, and holding a Frost Staff no longer changes your blocking resource from Stamina to Magicka. The damage shield is increased to 3000 value, gains 1500 value each second over the course of 2 seconds, and expires after 15sec if not destroyed. Heavy Attacks restore 10% more Magicka, and always critically strike.
    Reasoning: Removes the taunt and Magicka blocking that ruins the Ice Staff. The damage shield looks great and fits very well with Magicaka DPS builds, so this provides a bit of needed defense while also restoring some extra Magicka. In general, Flame Staves will have superior Heavy Attacks for single target while Shock Staves will have superior Heavy Attacks for AoE, with Frost Staves granting more Magicka to more easily cast your actual skills, and the side benefit of a damage shield that may allow you to get away with not casting Annulment/Conjured Ward sometimes.

    Ancient Knowledge: Currently reduces Block cost by 30%, and damage blocked by 20%.
    New effect: No longer reduces Block cost or damage blocked. This passive now increases Critical Hit Chance and Damage by 5%.
    Reasoning: Similar to how a Flame Staff deals 8% additional single target DPS, and a Shock Staff deals 8% additional AoE DPS, the Ice Staff will focus on Critical Hits.


    Chilled (status effect): Currently debuffs affected targets with Minor Maim and deals a very small amount of damage for 4 seconds.
    New effect: Now debuffs targets with Minor Breach (spell resist debuff) instead of Minor Maim.
    Reasoning: Minor Maim is a very common debuff that tanks already apply. Having the ability to debuff enemies with Minor Breach makes this status effect slightly more valuable. It also indirectly helps out Wardens who have Winter’s Revenge to reliably apply Chilled in an AoE.


    That’s it! Frost Staves become a tool for DPS again. They become unique in that they focus on Critical Hits rather than single target or AoE damage. Flame and Shock Staves are still generally stronger, but a Frost Staff is likely the strongest option without proper group support, and still worth slotting on a NB or Warden in trials. It will be on par if all of the proper trial group support is there, but also gernally slightly stronger than the other two staves at skill casts (not at pure single target or AoE though) if very little or none of it is there such as in non-trial scenarios. Frost Staves finally become viable for DPS, and “Ice Mage” builds can actually be a thing in PvE!

    I want them to be strong but not overpowered. My main idea for that would be to focus their damage in some way on critical hits to make them both powerful and different from the other destruction staves. I think these changes would work well based on how stuff goes in endgame PvE (Vet trials, etc).

    Background on the Ice Destro, for those unaware
    Note: There might be some bias here since I really do not like Frost Staff tanking. Keep that in mind. What I write here is all true though from my experience and anyone I have played with except for the speculation at the end.

    Before the Ice Destro became a tool for "tanks", it used to be pretty common amongst Magicka builds, and especially Nightblades since it fit them well thematically. Many players wanted (and still do want) to create an Ice Mage DPS build. It was a fun alternative to using a Fire Staff despite losing a small bit of damage. The main drawback was a DPS loss on Wall of Elements which was not a very big loss, and made the Ice Destro fine to use for essentially all content. A Warden class featuring Ice-based skills was highly requested for this very reason. For the time being (prior to Homestead), playing a Sorcerer or a NB with an Ice Staff was the best choice for an effective “Ice Mage” DPS build.

    In terms of DPS:
    Homestead launched. Both the Fire and Shock staves were simultaneously given passives to increase their DPS while the Frost Staff was instead given tanking passives, so it was dropped from DPS builds completely. Using a Flame or Lightning staff yielded significantly more damage and group utility, as well as not requiring you to take points out of a valuable passive (also losing lots of DPS) unless willing to risk taunting on an accidental Heavy Attack. Though uncommon, it is not unheard of for a DPS in group finder dungeons to slot Frost Staves because they want to play Ice Mages, not realizing they taunt enemies/bosses on Heavy Attacks which cause either them or their tank to get kicked.

    In terms of Tanking:
    The 1H/S is still far superior for tanking, which does make sense for someone wielding a Shield. No one in endgame PvE uses a Frost Staff tank….at all. The extremely rare exception may happen once in a long time during a non-score run, but this is only meant to take screenshots and troll friends. It is quite literally unused. In PvP, there are maybe a few decent players per server who use them who aren’t just zerging with 50+ people (in which case you can run around with your fists and do well), but are ineffective at best. It is highly, highly uncommon, rarely ever seeing any use.
    Magicka is too valuable when tanking to spend blocking, and nothing else besides two passives support a tanking playstyle with a Frost Staff. The Destruction Staff skills themselves are meant for damage dealing – never tanking. There are way more passive tanking 1H/S benefits which are all far stronger, and the 1H/S active skills are essential to playing a good tank. Frost Staff tanks are highly ineffective and constantly kicked from dungeons because the only players using Frost Staves are quite bad as tanks and don’t have the tools to even do their job well.

    Wrobel and Wardens – why things probably turned out this way:
    The Warden's Winter's Embrace skill line was directly changed into the tanking/mess of a skill line it currently is due to the concept of Frost Staff tanking, which also directly corresponds to Wardens being terrible at DPS.
    This was Wrobel’s response to Warden skill lines in the Warden Developer Q&A Article located here……

    "Question: How important was it to ensure that the Warden is able to perform multiple roles (damage, tanking, healing) from just their class Skill Lines?

    Wrobel: This was a pillar of the class's design. ESO: Morrowind is a great opportunity for new players to experience The Elder Scrolls Online for the first time, so we wanted a class that was easy to pick up, yet difficult to master. When we came up with the ideas for Animal Companions, Green Balance, and Winter's Embrace, they each had to fit into one of these molds. We did move some of the Skill Lines around as we were designing them to see what best fit. For example, we were playing with the idea of having Winter's Embrace exclusively deal damage, but when trying to make an entire class' Skill Lines, the other options made less sense for a tanking tree. There are only so many abilities you can make out of mudcrab armor!”

    ……To put it simply, the design of forcing each skill tree to perform one role (which strays from all other class designs) likely caused them to rework the Warden’s Winter’s Embrace skill tree, which is essentially a parallel of a Sorcerer’s Storm Calling and a Dragonknight’s Ardent Flame, into a tank skill tree rather than a DPS skill tree. The Frost Destruction Staff was then dragged along to fit the tanking concept too. Either that or the other way around - Frost Destruction staves were decided to become a tanking tool, and Winter's Embrace and to follow. Those are my thoughts on that at least.

    I have tanked a few dungeons with a Frost Staff. It's not as bad as other posters are making out. But the Heavy Attack is very slow and makes a poor taunt. That was my biggest issue with it.

    That and why would an actual tank want to use a Frost Staff when he can simply use a sword and shield - which gets a much faster taunt and the ability to use two 5 set bonuses + a monster set. Two-handed weapons get shafted when it comes to that.
    Edited by Jeremy on October 31, 2017 5:50AM
  • Jeremy
    Jeremy
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    Nestor wrote: »
    I never saw how a Heavy Attack, and the time it takes to wind it up, was ever a good way to Taunt. It needs to be back where it was at release.

    As for a Ranged Taunt, we have one in the Undaunted Line and anyone who needs a Taunt will have that Guild Unlocked.

    So, tell me again why it was thought that Ice Staffs needed to be something that taunted an enemy?

    The undaunted taunt is expensive to use (too expensive if you ask me). Heavy attacks cost no resources. So there is that advantage.

    But you're right. The heavy attack on Frost Staff is far too slow to be used as an effective taunt. It can be used to sustain prolonged periods of blocking for magicka -based classes though. That's probably the only real advantage that it has that I can tell.
    Edited by Jeremy on October 31, 2017 5:58AM
  • Urza1234
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    Ice staff tanking is great. I dont see why anyone would not front-bar S&B while backbarring ice staff.
  • newtinmpls
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    I do use it for DPS, just gotta be a little careful about sustain, and good communication with the "actual" tank helps a LOT
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Urza1234
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    Jeremy wrote: »
    Nestor wrote: »
    I never saw how a Heavy Attack, and the time it takes to wind it up, was ever a good way to Taunt. It needs to be back where it was at release.

    As for a Ranged Taunt, we have one in the Undaunted Line and anyone who needs a Taunt will have that Guild Unlocked.

    So, tell me again why it was thought that Ice Staffs needed to be something that taunted an enemy?

    The undaunted taunt is expensive to use (too expensive if you ask me). Heavy attacks cost no resources. So there is that advantage.

    But you're right. The heavy attack on Frost Staff is far too slow to be used as an effective taunt. It can be used to sustain prolonged periods of blocking for magicka -based classes though. That's probably the only real advantage that it has that I can tell.

    Heavy attack takes 2 globals, Inner fire takes 1 global. You can weave them though so with ice staff you effectively can have 1.5 taunts per second if thats what you are going for.

    However, its not really effective for a tank to be able to taunt a billion times a minute, managing groups and adds by taunting them all individually isnt particularly effective, or necessary.

    What matters about the ice staff taunt is the same thing that matters about inner fire, they're ranged. Ice staff taunt is slow, inner fire is really expensive. They both have significant drawbacks, but with ice staff as one of your weapons you no longer have to slot inner fire, you get your ranged taunt, and you get an extra slot.

    Backbarring ice staff also allows you to heavy attack for magicka, which is actually huge when paired with the heavy armor Revitalize.

    By slotting an ice staff you suddenly can block with both resource pools at will, you can blockade of frost which a nice group-mangement spell, you can taunt at range without consuming a slot and gen mana by doing so rather than costing it, you can gen either resource pool at will which means your options for which utility spells you can afford opens up. Honestly the only complaint I have about ice staff at all is that Chilled doesn't come close to the utility of Heroic Slash, so Elemental Force is kind of extraneous.
    Edited by Urza1234 on October 31, 2017 7:27AM
  • trapnation
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    yall acting like they gonna change it zen does not listen remember........................ :D:D:D
  • Huyen
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    Leave Frost Destruction Staves alone - keep as a Tanking option
    I had a nightblade tanking direfrost yesterday on veteran with a frost-staff. Went pretty well. I think we all just need to accept that its a viable option now, just as stamina-healing is as warden (had one of those in Direfrost too, and we nailed it).
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU (Retired)
    Huyen Swiftpaw, dragonknight (no defined role yet)

    "Failure is only the opportunity to begin again. Only this time, more wisely" - Uncle Iroh
  • makreth
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    Let staves for dps....implement Scepters/Wands + shield for magicka tanking if you like .................... (add magicka element on one hand and shield passives/ morphs if needed on top of what it has now)
    Edited by makreth on October 31, 2017 8:06AM
  • Urza1234
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    makreth wrote: »
    Let staves for dps....implement Scepters/Wands + shield for magicka tanking if you like .................... (add magicka element on one hand and shield passives/ morphs if needed on top of what it has now)

    I would 100% accept this, and I have 2 froststaff/snb tanks. Would not upset me in the least to see frost given back the ability to be a real DPS element.
  • makreth
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    Urza1234 wrote: »
    makreth wrote: »
    Let staves for dps....implement Scepters/Wands + shield for magicka tanking if you like .................... (add magicka element on one hand and shield passives/ morphs if needed on top of what it has now)

    I would 100% accept this, and I have 2 froststaff/snb tanks. Would not upset me in the least to see frost given back the ability to be a real DPS element.

    of course...it would open up a lot more options for both magicka tanking and frost/ice damage builds.
  • Urza1234
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    makreth wrote: »
    Urza1234 wrote: »
    makreth wrote: »
    Let staves for dps....implement Scepters/Wands + shield for magicka tanking if you like .................... (add magicka element on one hand and shield passives/ morphs if needed on top of what it has now)

    I would 100% accept this, and I have 2 froststaff/snb tanks. Would not upset me in the least to see frost given back the ability to be a real DPS element.

    of course...it would open up a lot more options for both magicka tanking and frost/ice damage builds.

    I honestly dont understand why they didnt just do that in the first place, I imagine the conversation went something like this:
    Dev1: Hey, we should make a magicka equivalent for SnB, both for resource parity and game diversity.

    Dev2: Great, should we add wants/scepters + shield, or do you imagine something else, honestly this sounds cool.

    Dev1: Nah, we should take something that already exists in the game, gut it, and change it into something 99% of the player base wont use.

    Dev2: Why cant we just add a new skill line?

    Dev1: Any new skills we add have to be behind a "chapter" pay wall, we didnt directly profit off of adding weapon ultimates so it has been thusly decreed by our corporate overlords.

    Idk, maybe im just jonesing for new skills. 3 skill lines after 3 years depresses me, especially since they were all bound to a single class. I want more options. My favorite game experience ever was WoW Hunter in PVP during pandaria before the "abiltiy pruning" of WoD. I had like 30 different spells that all had their unique functions in every arena, I used them all in extremely fast-paced combat, it was strategic and awesome. Oh how the mighty have fallen.


    Edited by Urza1234 on October 31, 2017 8:59AM
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