Lightning HA takes a tiny bit more time to fully cast. It amounts to essentially the exact same amount of time as casting two active skills with light attack weaves.
Flame HA is just barely quicker.
ztyhurstub17_ESO wrote: »It has the advantage of being a higher single target heavy attack, but lightning will be better if there are multiple targets.
ztyhurstub17_ESO wrote: »It has the advantage of being a higher single target heavy attack, but lightning will be better if there are multiple targets.
And as we all know, the most difficult fights in the game almost ALWAYS involve multiple targets. The vast majority of single target Vet fights I know of are usually burned down before I finish two or three rotations (in a decent group of course).
I can't remember the last time I feared wiping on a single-target engagement XD
Lightning HA takes a tiny bit more time to fully cast. It amounts to essentially the exact same amount of time as casting two active skills with light attack weaves.
Flame HA is just barely quicker.
ztyhurstub17_ESO wrote: »It has the advantage of being a higher single target heavy attack, but lightning will be better if there are multiple targets.
And as we all know, the most difficult fights in the game almost ALWAYS involve multiple targets. The vast majority of single target Vet fights I know of are usually burned down before I finish two or three rotations (in a decent group of course).
I can't remember the last time I feared wiping on a single-target engagement XD
I know the thread is a bit old but it makes me question my Inferno on front bar. Is it really the case that Lightning staff HAs restore more magicka than Inferno staff HAs? Looks like it since nobody is questioning it but does it actually say so somewhere?
That togehther with the splash damage would definitely make me drop my sweet new IA Inferno.
Edit: I'm aware I could just try it but I won't get the chance until Sunday so please help get rid of my nightmares about having to grind IA Lightning with PUGs.
Lightspeedflashb14_ESO wrote: »@nnargun What are you asking? The way you are writing makes zero sense to me. If you are asking if lightning staff heavys return more magic, the short answer is yes. If you are asking why some classes still use a fire staff for their front bar, it is because of the spammable they use, is funnel health is a single target direct damage attack, so you want a fire staff. A temp uses a lightning staff front bar because sweeps is an AOE channel and benefits from the lightning passive.
All classes benefit from using the lightning staff in AOE and for doing heavys for magic when they need to.
Another thing: If you cannot answer my posts without having in mind to spread poison I'd kindly ask you to move on.
They could easily normalize the damage between the two staves, and allow Inferno to spread flames to adjacent enemies like Lightning does. But ZOS won't do this.
Lightspeedflashb14_ESO wrote: »Another thing: If you cannot answer my posts without having in mind to spread poison I'd kindly ask you to move on.
This is the kind of thing I mean, who talks like this. Spread poison? What do you mean by that? Looking through your post history, you are German, that has got to be the disconnect that I am experiencing.
Of course you would think you are right. Most people that are wrong, do.
On the subject of the game not giving a tooltip or some other way to tell how much you get back, welcome to ESO, where you can't even tell how much pen you have without an add-on. It is part of ZOSes design of the game that there are some things that are obscure.
Does it really matter exactly how much magic lightning gives?
SammyFable wrote: »Ok guys, since you necroed this thread:
@nnargun Yes the lightning HA DOES indeed give more magicka back, like I stated above it's about 1k. People stated it could be the case because lightning HAs are sightly slower than inferno HAs. And no, the game doesn't state that anywhere. The only reason for me to notice this, was testing my DPS on a dummy. For example with lightning HAs sustaining a 6mio dummy is perfectly doable, not so much with inferno HAs.
@Jarryzzt Lightning HAs do give the mag return with the last tick, so if you are interrupted, you don't get anything.
For all, I might do a video comparison.
Different question slash angle to the OP's concerns.
Obviously, lightning HAs are channeled - that is, several damage packets are delivered over the HA animation - while inferno HAs are single-damage-packet at the end of the animation.
The reason I bring this up is because the next logical question is - is the magicka recovery component of lightning HA also broken up into several packets, just like damage, or is it all a "lump sum" at the end of the animation/timer? [Empirically it sometimes looked to me to be the case during a fight, but these were not scientific observations - trying to execute a 2-bar rotation while moving around on an old controller is not conducive to focusing on one's magicka bar except to notice when it's nearly empty.]
The point is, either both lightning and inferno HAs restore magicka as a "lump sum", or lightning HAs channel restore as well as channeling damage.
In the former case (both "lump sum"), the OP is quite right to wonder why one appears to restore significantly more than the other. A possible hypothesis is that, in balancing lightning vs. inferno staff as a whole (abilities, passives, etc.), ZOS felt lightning needed an extra buff and upped the restore. [And note that I am accepting the OP's assertion about the upped restore - obviously it would be nice if someone posted a video testing this on the DPS dummy or sum such to provide, quoting the NFL, "indisputable visual evidence".]
In the latter case (channeled restore on lightning HAs) - again, if this is actually how it works - it is easier to speculate that ZOS felt you needed more restore per packet to compensate for the possibility of an early interrupt (intentional or otherwise). Or something along those lines. Again, a balancing issue, of a kind.
Either way, if there is a meaningful difference in restore amounts, I highly doubt it's a bug, but rather a feature. So the point is to figure out the likely explanation for it. [And, again, a DPS dummy video showing the difference in restore amounts with/without gear, food, etc. and vs. actual number character stats would be highly useful in this regard.]