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What's To Be Done? - Frost Staff Tanking

GandalfTheGrey
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Speaking from experience as a relatively new player who planned to play the game for a week or two (preo-ordered/played this game on launch, quit 2 months in because my caster tank didn't work, saw an ad recently, wanted to kill some time), I can safely say that with my refreshing my second month of ESO+ 2 weeks ago that, without any exaggeration, frost staff/magicka tanking is what is keeping me playing. It's why I played through MoP as a Warlock, when we had a tank glyph and quit when it was removed. It's why I prioritize games that allow casters to be as beefy as melee. Etc, etc.

However, now that I'm headed to end-game tanking vet trials for a guild, I've obviously butt my head against the barriers imposed by frost staves. Lower mitigation, higher block cost, no skill utility, skill slot requirements, etc.And most of all, the potential for a lot of flavor, but not a lot of give on that front. This isn't too big of an issue- I'm playing for frost staff tanking, not end-game, it's just a happy coincidence that competence and min-maxing can get you pretty far in this game - most of what I listed are percentages.

We all know the issue- there's a lack of separation between the elemental staves. Now, that's a little unfair- the destro line is clearly the skill line most dependent on destro staff type, with not only passives for different weapons, but also skills that take on completely new abilities. Which is great. So why why why ZOS, don't you separate them a bit more?

I get it. They seem to be pretty damn apprehensive about adding a new weapon, which would've been the "best" way (although maybe a bit less flavorful- besides, what niche would ice fit if it wasn't for tanking? *One* staff is going to parse highest for ST DPS, and *one* staff is going to parse highest for AoE, which leaves at least one staff lacking and looking for something unique to do). You clearly would prefer to alter weapon lines rather than make new ones.

And you know what? That's *fine*. If you, you know, do it right. You half-[snip] it and everybody knows it, but nobody really cares because it went from sub-par DPS tool to sub-par tanking tool, with no real invested audience in either pool to whine for tuning. A few months in though, everybody has probably seen a frost staff tank or two in their LFG runs (and a frost staff taunting DPS or ten in their runs...which we can hopefully address with these changes too).

So here's the my vague suggestions:

- Separate the taunt to a separate passive. .
- IMPROVE the passives and abilities for tanking.
- Give it unique elements over SnB, keep it as more than just flavor for tanking.

And here are my specific suggestions:

- Bake "Penetrating Magic" into "Tri-Focus", and remove the Frost Staff HA taunt, bubble, and magicka block from "Tri-Focus". Rename "Penetrating Magic" to "[Ice Pun]". This will have three points and go something like this: "With a frost staff equipped: Fully charged heavy attacks will taunt the enemy into attacking you 5/10/15 seconds. Heavy attacks will taunt the enemy for 3/6/10 seconds. Light attacks will taunt the enemy into attacking you for 2/3/4 seconds. Fully charged Frost Staff Heavy Attacks grant you and nearby allies a damage shield worth 5%+5%/7%+7%/10%+10% of your Max Health/Magicka for 12 seconds, and grant you minor protection for 10 seconds.. Fully charged Heavy Attacks grant a 10 second buff that reduces damage by 15% when charging Heavy Attacks for 10 seconds, and increases movement speed while blocking by 75% for 12 seconds. Blocking costs Magicka"
- Change "Ancient Knowledge" for the frost portion slightly: "Reduces the cost of blocking by **18%/36%**, and increases the amount of damage you can block by 10%/20%. Increases the amount of elemental of magical damage you can block by 8/15%"
- Change Elemental Susceptibility to also put on major fracture, but reduce the duration, remove the damage refresh, and make it no longer capable of being used without triggering combat. Two classes in this game do not have a baked in major fracture.
- Make Wall of Frost guarantee immobilize with the first 1/2 ticks. It's known that certain sets trigger on first ticks of DoT's but not any others, so it shouldn't be difficult. Also, up-time on Wall of Frost should increase block and spell cost, up to 8 seconds for -8% block cost and -16% spell cost, and stay at 8/16 as long as Wall of Frost is re-cast before expiring. Make unstable's explosion restore magicka based on number of targets hit.
- Make Minor Mangle, and therefore Pulsar, worth something. Easiest way is to make it work on bosses, but that might be a bit OP and even then doesn't "distinguish" Frost. As it is, it's a debuff with no real use in PvP as plenty of things will hit an enemy harder, at range, than a 10% hit, and it has no use on bosses in PvE. It would be much better off as a debuff that made enemies take increased damage at high HP, say 15% more damage for the first 25%. Ideally, make a new debuff like this and give it exclusively to frost pulsar. This would give real utility to frost staves, something about them that you can't find anywhere else, even on DPS with destro staves.
- Frost Touch/Clench/Reach ticks should give maim for its duration. Hitting targets who are chilled with the direct damage portion of Frost Clench will increase blocking mitigation by 8% for 10 seconds, and grant you and allies around you Empower. Frost Clench pulls target to the player.
- Crushing Shock serves its purpose as a ranged interrupt without any major changes. Make it grant minor heroism on cast, and major heroism if you successfully interrupt something while using a frost staff. Successful interrupts of chilled targets make abilities free to cast for you for 4 seconds, and allies around you for 2 seconds.
- Forward NB executioner changes to Destruction Expert, and add a frost specific perk. "If any enemy dies within 2 seconds of being damaged by a Destruction Staff ability, gain 1800/3600 Magicka back. If an enemy passes a 10% multiple threshold within 2 seconds of being damaged by a Frost Staff ability, gain 1000/2000 Magicka back.
- Increase the duration of elemental storm and it's morphs for the frost variants only, up to 15 seconds, but of course keep the same total damage (so drastically reduce the DPS). The guaranteed huge-AoE range Chilled is enough. Maybe make Eye of Frost give Major Berserk to nearby allies for 5 seconds, and Icy Rage cause Major Maim.

The intention with my changes is to mimic SnB's capabilities with debuffs and buffs to serve as the bread and butter, but have them apply in a more aggressive, active way. You have to watch DoT timers, watch for targets to interrupt, watch your Blockade placement, watch for chilled to proc. It's also more active on a staff attacks front, rewarding utilization of heavy attacks in fights with mitigation while charging and making the current shield worth something for you, and your team mates, favoring using them every ~10 seconds to maintain baseline HA charge mitigation, but not enough that it's smart enough to trade up the potentially 70%+ mitigation of blocking for 15% in portions of a fight that are damage heavy. It allows for rapid fire taunts of short duration to pick up trash with its light attacks. trading Pierce Armor's minimal cost for a significant reduction in duration. Major fracture/breach is, of course, not baked in with the taunt, so you have to keep an eye on that too, which is why I'd recommend a shorter duration. The shield is tied to Heavy attacking to incentivize HA'ing in the first place.

Overall, I think this type of situational awareness, multi-target, push and pull playstyle fits the idea of a magicka tank quite well, but what do I know. Any input?

[Edited to remove profanity]
Edited by ZOS_KatP on November 11, 2017 8:48PM

What's To Be Done? - Frost Staff Tanking 42 votes

I think Magicka tanking should be in the game, but improved and separated from DPS.
33% 14 votes
I think Magicka tanking should be part damage, part tank as it is now, but should be improved.
33% 14 votes
I think it's fine as it is now.
7% 3 votes
I think you should only be able to tank in one way, not with magicka.
2% 1 vote
I think Magicka tanking should be improved, and agree with the general idea of your suggestions.
9% 4 votes
I have no strong opinion one way or the other.
7% 3 votes
Other.
7% 3 votes
  • Minno
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    Part of me feels like it should get some additional love but also that it's working fine.

    In PvP, the staff functions as mostly a support weapon. It trades mag to block, offers immobilze for builds that need it, and in general procs minor maim with strong aoe/utility, and you get a huge aoe Ultimate that deals DMG and helps control the battlefield. If you can backbar it, frost staff is BIS for some builds.

    And even some PvP builds have used the ice based dps sets quite well (or other ice related DMG sets to create ice mages).

    Any buff would make ice staff over performing in PvP. Though I haven't tanked pve, I'm willing to bet magplar could slot ice staff and do the same tanking as DK with snb (channeled focus+ele drain+heavy armor about 540-700 mag Regen through block?). But that is up for debate, and someone to create the build to show us.
    Edited by Minno on November 10, 2017 2:27PM
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  • casparian
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    Light attacks will taunt the enemy into attacking you for 2/3/4 seconds
    That would be a nightmare for PUG groups. The ice staff taunt needs to be moved out of the passive entirely and into the ice morph of one of the destro staff skills. I really like the sound of
    The intention with my changes is to mimic SnB's capabilities with debuffs and buffs to serve as the bread and butter, but have them apply in a more aggressive, active way. You have to watch DoT timers, watch for targets to interrupt, watch your Blockade placement, watch for chilled to proc.
    But waiting for a heavy attack to charge and release is the opposite of aggressive and active. Maybe I could get behind taunt-on-heav-attack if there were a frost staff passive reducing the duration of the heavy attack charge by 50%.

    In general, it looks to me as though you haven't thought through the impact your changes would have on the game beyond ice staff tanks. For instance, your changes would make some abilities overpowered in PVP (such as giving Major Heroism on interrupt to all Crushing Shock users, or granting Major Berserk to all allies for activating a PBAOE that can also proc Minor Maim), and your proposed change to Wall of Frost would turn Wardens' Gripping Shards into nothing but an inferior version of Wall of Frost.

    But in general I agree with you that the ice staff is now the poor man's Sword and Board, and it would be great if that changed (and maybe get me to start tanking again). In particular, your suggestion about the frost version of Pulsar is intriguing. That alone -- a unique, powerful debuff that wouldn't have much of a PVP application but would make a big difference on trial bosses -- could give groups an incentive to bring a frost staff-user as the off-tank in trials, IMO.
    Edited by casparian on November 10, 2017 2:51PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • GandalfTheGrey
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    casparian wrote: »
    Light attacks will taunt the enemy into attacking you for 2/3/4 seconds
    That would be a nightmare for PUG groups. The ice staff taunt needs to be moved out of the passive entirely and into the ice morph of one of the destro staff skills.

    The point of the change, though, is this passive will ONLY be frost staff tanking effects. Nothing in it benefits DPS. Perhaps even mark it with that little tank icon.If some are too stupid to read that and still use it, they're probably stupid enough to use any ability that has it. I don't see why having light attacks taunt is bad- it would be meant as a nice way to clear pressure during a surge of mobs, for a moment.
    But waiting for a heavy attack to charge and release is the opposite of aggressive and active. Maybe I could get behind taunt-on-heav-attack if there were a frost staff passive reducing the duration of the heavy attack charge by 50%.

    The thing is, HA'ing can be woven in interesting ways. The point isn't to spam it, but to use it to change gears depending on phases of a fight, using it when fight lull and keeping block up when fights ramp up, and having your investment pay off. Ideally this gives them some sort of more "active" role in single-target fights/tank and spank fights, where the elements I mentioned before, DoT watching, AoE placement, etc, are not as important/not as hard as when there are multiple targets.
    In general, it looks to me as though you haven't thought through the impact your changes would have on the game beyond ice staff tanks. For instance, your changes would make some abilities overpowered in PVP (such as giving Major Heroism on interrupt to all Crushing Shock users, or granting Major Berserk to all allies for activating a PBAOE that can also proc Minor Maim), and your proposed change to Wall of Frost would turn Wardens' Gripping Shards into nothing but an inferior version of Wall of Frost

    I understand what you mean and these were just rough suggestions thrown around for how to make up for some stuff. It's difficult to reward a more active play style in PvE without having that reflect exponentially in PvP, because PvP is just going to be more active in general. The only real way is to make conditionals that just so happen to be met more often in PvE than in PvP, but again, PvP is variable, so almost certainly that conditional will be met somewhere. Interrupt conditionals OP on casters, blockade conditional OP in PvP chokepoints, etc. What kinda conditionals happen in PvE that you can't imagine being annoying in some parts of PvP?

    I don't really see the issue with the ult. Hell, maybe an even bigger damage decrease or outright remove it's damage altogether, but I don't see why a good 15 second maim and 5 second berserk can't be an option, if anything it's finally something to compete with warhorn in a high add-damage fight, and it's not like those are common. Warhorn's 10 seconds of major force is still better.

    Honestly gripping shards need to be buffed. Lack of AoE root on all other classes but DK and Warden limits tanking choices. This fixes the problem.
    But in general I agree with you that the ice staff is now the poor man's Sword and Board, and it would be great if that changed (and maybe get me to start tanking again). In particular, your suggestion about the frost version of Pulsar is intriguing. That alone -- a unique, powerful debuff that wouldn't have much of a PVP application but would make a big difference on trial bosses -- could give groups an incentive to bring a frost staff-user as the off-tank in trials, IMO.

    Yeah, I definitely want to give it something like that, but ideally I don't want the raid position to be carried by the skill, you know what I mean? I want it to be a viable tank in its own right in vet trials and ideally have it and SnB bounce back and forth on what's best with their respective efficacy and which is superior depending on the fights. Then, and only then, is that kinda skill important, because it means a set-up always has both on hand, swapping based on fights but keeping both because both offer something outside of MT'ing.
    Edited by GandalfTheGrey on November 10, 2017 3:21PM
  • Lightspeedflashb14_ESO
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    neutral.jpg


    But really, zos needs to poop or get off the pot with frost staffs, either full tank or full dps, this middle ground is no good.
  • casparian
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    The point of the change, though, is this passive will ONLY be frost staff tanking effects. Nothing in it benefits DPS. Perhaps even mark it with that little tank icon.If some are too stupid to read that and still use it, they're probably stupid enough to use any ability that has it.

    Do you do a lot of dungeons with randoms? I do, and trust me, there are plenty of players in this game who have never read a tooltip in their life and seemingly refuse to read them as a matter of principle. New players come into this game every day who think the idea of being an ice mage is cool, strap on a frost staff, and get yelled at for it by more experienced players for reasons they don't understand -- they just wanted to replicate the ice mage build that worked for them in Skyrim.

    Basically, your version of the frost destro ult would turn it into a version of DKs' Shifting Standard that does over twice as much damage, doesn't require a GCD to move, grants a greater damage bonus than the other Standard morph and applies it to all allies, and hits some enemies with Minor Maim instead of hitting all of them with Major Defile. That would be a big deal in PVP. I might be open to this idea if equipping a frost staff made the destro ult scale off max health (like Wardens' Gripping Shards) instead of max magicka. That would prevent it from becoming a PVP monster, while also giving something nice to non-DK tanks.
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  • lolo_01b16_ESO
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    I like the general idea of buffing ice staves to become a competative choice for tanks. And making it a bit more tricky to play, but more rewarding when you master it, sounds like a reasonable idea.

    However, some of your changes seem a bit over the top to me, buffing non tank builds way too much . Especially those parts where it comes to restoring magicka or providing free casts for your allies.
    If they added all your changes to the game, my first action would be to put a frost staff on the backbar of my healer. The second one would be to equip a frost staff on my pvp magblade.
  • GandalfTheGrey
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    Do you do a lot of dungeons with randoms? I do, and trust me, there are plenty of players in this game who have never read a tooltip in their life and seemingly refuse to read them as a matter of principle. New players come into this game every day who think the idea of being an ice mage is cool, strap on a frost staff, and get yelled at for it by more experienced players for reasons they don't understand -- they just wanted to replicate the ice mage build that worked for them in Skyrim.

    I do, but the point is, will you really reduce it with an ability? People using an ice staff, will slot ice abilities. will slot ice ability morphs, will use them in combat. One of those is gonna taunt. And it only takes one to mess with a fight. There's only 5 abilities, and they're certainly going to swap and use the majority of them, if not all of them.

    The only reason we don't see the same thing happen on SnB is because most people who don't read tooltips seem to prefer more aggressive weapons. Even then, I've had DPS in PuGs that puncture.
    Basically, your version of the frost destro ult would turn it into a version of DKs' Shifting Standard that does over twice as much damage, doesn't require a GCD to move, grants a greater damage bonus than the other Standard morph and applies it to all allies, and hits some enemies with Minor Maim instead of hitting all of them with Major Defile. That would be a big deal in PVP. I might be open to this idea if equipping a frost staff made the destro ult scale off max health (like Wardens' Gripping Shards) instead of max magicka. That would prevent it from becoming a PVP monster, while also giving something nice to non-DK tanks.

    Standard of might gives 15% for 15 seconds though- this would be 5 seconds of Major Berserk, a 25% buff. Standard beats it in DPS every time. Like I said, I think the damage it should deal should be somewhere from trivial to non-existent to really drive home the purpose of the frost version. It just gives us something else to do besides warhorns, really.

    Edited by GandalfTheGrey on November 10, 2017 3:51PM
  • NBrookus
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    I would really like to see frost DPS be a thing. In another thread someone suggested ice staves get increased dot damage -- that would open dps options. There's room for some itemization additions as well; not many sets do frost damage. Neither would hurt ice tanking.

    I'd love a fire & ice mDK with a ranged root. >:)

    The taunt on heavy attack really needs to go. Inner Fire is unlocked almost instantly and is a perfectly functional magicka taunt. (All my pve tanks have been magicka.) Move it up in the Undanted Tree if needed.

    Frost staves need love for sure.
  • Rainraven
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    Maybe just bring in a new weapon line. Alteration staves would work for tanking, no? And think it all the way through this time: proper block cost decrease for example. If staff tanking is a thing, different from S&B is good but inferior to S&B not so much.
  • Jade1986
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    Agree with most of ops suggestions
    NBrookus wrote: »
    I would really like to see frost DPS be a thing. In another thread someone suggested ice staves get increased dot damage -- that would open dps options. There's room for some itemization additions as well; not many sets do frost damage. Neither would hurt ice tanking.

    I'd love a fire & ice mDK with a ranged root. >:)

    The taunt on heavy attack really needs to go. Inner Fire is unlocked almost instantly and is a perfectly functional magicka taunt. (All my pve tanks have been magicka.) Move it up in the Undanted Tree if needed.

    Frost staves need love for sure.

    We.
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  • Bobby_V_Rockit
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    Tldr
  • Lightspeedflashb14_ESO
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    Tldr

    Make ice staff good.
  • mb10
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    I think a simple change that can help it a lot is to allow magicka to regen while you block

    But I would also like to see a uniqueness to frost tanking. Maybe slow nearby enemies down or do a DOT as you block

    An ice animation or sphere would be nice btw lol
  • Zimbugga
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    Let's tell again my opinion about Frost Staves. You can use Frost staff to tanking and DPS. What is different then? DPS don't need unlock "Tri Focus" -passive. DPS can get that damage shield from another skills or sets. My friend's best DPS is Ice Warden with Frost Staff. Her DPS is same than my Magicka Sorcerer.

    Frost Staves are good to tanks too. My best tank is hybrid tank and he use Frost Staff, because it's good to his combo and he taunts and get magicka in same time.
  • aeowulf
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    I find it somewhat amusing lightning staves seem to currently better for tanking than ice staves due to AE concussion :)

  • TheUndeadAmulet
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    I think it would be cool if frost stave tanking was worse than SnB in "tanking" but better in increasing the damage of your allies. If your new to tanking you could go SnB to stay alive easier. If you want to min - max for trials and stuff you can run frost staff as well!
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  • Faulgor
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    Ideally they'd add a new staff type, preferably Alteration Staffs, with a new skill line dedicated to magicka tanking, and return Frost Staffs to the damage role a Destruction Staff should have. Depending on the skills, this could also be a good choice for healers as a secondary weapon. They wouldn't even have to add new styles because all staffs look the same!
    Keeping the tanking staff in the same skill line as the damage staffs is just making too many compromises on both sides. So we don't have a decent magicka tanking alternative to SnB, and no viable frost damage build either.
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