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Ice Staves - Beating a dead horse

Furcula
Furcula
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I know this has probably been brought up many times previously and nothing is likely to change in the soon future but I think it would be nice to see ice staves getting modified at some point.

Destruction staves, by name, should all be focused on doing damage. Get rid of the ice staff tanking completely because although it offers an option, it is never going to be as good as sword and board without overloading the destructo skill tree/passives and it just stays in this limbo of mediocrity and rarely ever get used.

Inferno staves are focused on single target damage and burning effects.
Lightning staves are focused on AOE damage. (IMO, range for destro ult should be bigger than fire and ice morphs after the range nerf takes place)

Ice staves should be focused on crowd controlling/supportive and can be an useful addition in PVP situations. (Let's be honest, ice staves will most likely not be competitive in PVE unless chilled enemies take more damage like concussion/offbalance but better)

Similar to what we have now, ice damage will slow and immobilize the enemies. And their crowd control effects should be significantly more prominent in comparison to inferno staves (eg. clench). Longer duration or even a slight stamina drain will be helpful to cement ice staves' crowd control identity. In addition, like I mentioned before, ice blockade applying a chill effect that increases damage can be an interesting mechanic to add, making it more viable in PVE settings. This can be an supportive damage source separate from lighting staff concussion to be added for healers to be using backbar ice staff especially with the reduced offbalance up time coming up.

I know I'm just beating a dead horse but I'm interested in what everyone else thinks.

TLDR: Get rid of the taunt on ice staff, get rid of the shield, focus on the crowd control abilities and make it meaningful.
  • Lynx7386
    Lynx7386
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    If you're only wanting this for PvP, why does the taunt even matter? Frost staves already have good crowd control. You said it yourself that they'll never be competitive in pve as a dps option. Right now they're fine in PvP and good as a pve tank option. Your changes aren't even necessary.

    In PvP the taunt can actually be helpful when used with tremorscale and knight slayer, or the PvP tanking set (name evades me atm).

    There's nothing wrong with frost staves as is.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Btw, blockade with frost staff already chills enemies, and chill applies minor maim to reduce enemy damage by 15%. Concussed from lightning staves already increases enemy damage taken by 8%.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Chaos2088
    Chaos2088
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    I get the logic of why Ice staff tanking was brought in, so you could tank with magicka instead of stam...

    But I do think reworking the Ice staff for that was a bad call, get Ice staffs viable for dps...get something else for magicka tanking...

    I have an icemage with a warden...and well I notice the difference in dps. Haven't taken him into vet dungeons for this reason.
    @Chaos2088 PC EU Server | AD-PvP
  • Furcula
    Furcula
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    Lynx7386 wrote: »
    If you're only wanting this for PvP, why does the taunt even matter? Frost staves already have good crowd control. You said it yourself that they'll never be competitive in pve as a dps option. Right now they're fine in PvP and good as a pve tank option. Your changes aren't even necessary.

    In PvP the taunt can actually be helpful when used with tremorscale and knight slayer, or the PvP tanking set (name evades me atm).

    There's nothing wrong with frost staves as is.

    I rarely PVP myself so I don't know exactly what goes on in there. However, for the most part, I understand people usually use inferno staves. I simply want ice staves to be somewhat competitive in both PVE and PVP situations. With competitive being the main point. I want it to be something that you may decide on using instead of always choosing inferno/lightning staff. For PVE, it is difficult for ice staff to become competitive for DPS but could become useful for healers.

    In my opinion, ice staff tanking tend to be very poor/inefficient and simply ineffective when it comes to more difficult content. There are just simply not enough passives/support for it, leaving it in this limbo state where the damage is poor and tanking is poor also.
    Edited by Furcula on February 5, 2018 6:07PM
  • Samadhi
    Samadhi
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    Came here looking for an image of a dead horse being beaten with an ice staff.

    Kind of disappointed

    oPLUn8M.jpg
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Furcula
    Furcula
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    Lynx7386 wrote: »
    Btw, blockade with frost staff already chills enemies, and chill applies minor maim to reduce enemy damage by 15%. Concussed from lightning staves already increases enemy damage taken by 8%.

    I'm quite aware that blockade already does that. I'm simply suggesting ways to make ice staff more viable in PVE as a supportive option.
  • QuebraRegra
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    time for ZOS to make "toggles" a thing.
  • Furcula
    Furcula
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    Samadhi wrote: »
    Came here looking for an image of a dead horse being beaten with an ice staff.

    Kind of disappointed

    oPLUn8M.jpg

    May be NSFW
    iJbhckN.jpg
  • code65536
    code65536
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    Pfft. Just rename it from destruction staff to elemental staff. Done.
    Nightfighters ― PC/NA and PC/EU

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  • Lynx7386
    Lynx7386
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    Furcula wrote: »
    Lynx7386 wrote: »
    If you're only wanting this for PvP, why does the taunt even matter? Frost staves already have good crowd control. You said it yourself that they'll never be competitive in pve as a dps option. Right now they're fine in PvP and good as a pve tank option. Your changes aren't even necessary.

    In PvP the taunt can actually be helpful when used with tremorscale and knight slayer, or the PvP tanking set (name evades me atm).

    There's nothing wrong with frost staves as is.

    I rarely PVP myself so I don't know exactly what goes on in there. However, for the most part, I understand people usually use inferno staves. I simply want ice staves to be somewhat competitive in both PVE and PVP situations. With competitive being the main point. I want it to be something that you may decide on using instead of always choosing inferno/lightning staff. For PVE, it is difficult for ice staff to become competitive for DPS but could become useful for healers.

    In my opinion, ice staff tanking tend to be very poor/inefficient and simply ineffective when it comes to more difficult content. There are just simply not enough passives/support for it, leaving it in this limbo state where the damage is poor and tanking is poor also.

    Maximising dps doesn't matter nearly as much in PvP. Fire staves and lightning staves don't have such a huge advantage there, and you don't have to worry about frosts taunt. Frost staff also gives you a damage shield on heavy attacks and debuffs enemies.

    As far as making it a "healer" weapon, it would only ever be used on back bar the same as healers do now with lightning staves. Its still in a far better place as a supplementary tanking weapon than it would ever be as a dps or healing tool.

    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • josiahva
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    I use an ice staff on my back bar for my tank. So you think you deserve to take away the added utility the ice staff brings to my tank? I dont mind that idea ONLY if that utility is replaced by another weapon. You people who are crying about the ice staff not being a DPS weapon fail to recognize that because of the ice staff, tanks now have more tools at their disposal. Of course the ice staff doesn't replace S&B, it was never meant to..it SUPPLEMENTS it as a back-bar weapon. Blockade-slows enemies, free ranged taunt...ult-slows enemies more(though I rarely slot this ult, there are times when its handy) magicka block-very handy in resource management...these are all utility skills for tanks, so by changing it to a DPS weapon and not replacing it with anything, you hurt tanks who use this for no real reason since you DPS people already have 2 staves that do what you want.
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Current system is lackluster and used by a tiny minority of players. Change it back or do something about it. It's the least popular weapon by a huge margin.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Lynx7386
    Lynx7386
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    Current system is lackluster and used by a tiny minority of players. Change it back or do something about it. It's the least popular weapon by a huge margin.

    Previous system was more lackluster and used by even fewer players. Ice staves for tanking have been nothing but an improvement over their previous incarnation as a subpar dps weapon. It has identity now instead of constantly being in the shadow of fire and lightning.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Maura_Neysa
    Maura_Neysa
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    Furcula wrote: »
    I know this has probably been brought up many times previously and nothing is likely to change in the soon future but I think it would be nice to see ice staves getting modified at some point.

    Destruction staves, by name, should all be focused on doing damage. Get rid of the ice staff tanking completely because although it offers an option, it is never going to be as good as sword and board without overloading the destructo skill tree/passives and it just stays in this limbo of mediocrity and rarely ever get used.

    Inferno staves are focused on single target damage and burning effects.
    Lightning staves are focused on AOE damage. (IMO, range for destro ult should be bigger than fire and ice morphs after the range nerf takes place)

    Ice staves should be focused on crowd controlling/supportive and can be an useful addition in PVP situations. (Let's be honest, ice staves will most likely not be competitive in PVE unless chilled enemies take more damage like concussion/offbalance but better)

    Similar to what we have now, ice damage will slow and immobilize the enemies. And their crowd control effects should be significantly more prominent in comparison to inferno staves (eg. clench). Longer duration or even a slight stamina drain will be helpful to cement ice staves' crowd control identity. In addition, like I mentioned before, ice blockade applying a chill effect that increases damage can be an interesting mechanic to add, making it more viable in PVE settings. This can be an supportive damage source separate from lighting staff concussion to be added for healers to be using backbar ice staff especially with the reduced offbalance up time coming up.

    I know I'm just beating a dead horse but I'm interested in what everyone else thinks.

    TLDR: Get rid of the taunt on ice staff, get rid of the shield, focus on the crowd control abilities and make it meaningful.


    Frost Staves already apply Minor Maim (-15% damage done) so it already has an amazing secondary effect. And with 3 Frost skills on my Warden Tank I can easily maintain 90% on Deep Freeze (the immobilize) absolutely supassing DK for crowd control. l back bar a Frost Staff and it is absolutely a better way to go then x2 S&B. At the cost of losing out on a Shields worth of resistances, 15% damage reduction of projectiles and Battle Field Mobility (only on 1 bar) I gain Elemental Blockade which gives me 100% uptime on crusher enchantment. (or a ranged interrupt)

    Personally, I find the taunt useless, but even more so, l don't want block to cost magic, so I don't take the Tri Focus passive. The changes to make Frost Staff tanking viable, and have absolutely increased there use. It would be a bad idea to take that away.


    Vet Sanctum Ophidia, was tank testing myself
    https://youtu.be/So3A13kSefQ
    Chaos2088 wrote: »
    I get the logic of why Ice staff tanking was brought in, so you could tank with magicka instead of stam...

    But I do think reworking the Ice staff for that was a bad call, get Ice staffs viable for dps...get something else for magicka tanking...

    I have an icemage with a warden...and well I notice the difference in dps. Haven't taken him into vet dungeons for this reason.

    I too have a Mag Warden DPS. I parse at 22k with a Frost staff back bar or Lighting and 75 points in the Ritual. I tank so my animation canceling still needs work, but the ease of weaving with Frost is making up for Lighting extra damage.


    Really if the just drop the taunt I think it would be fine. I already use it anyway in most content. Maybe adding a race similar to Dark Elves who get Frost damage boost? Snow Elves? (though lore wise that doesnt fit)
    Edited by Maura_Neysa on February 5, 2018 7:57PM
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • Jura23
    Jura23
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    I think ppl are too much complaining instead of enjoying the game.
    Georgion - Bosmer/Templar - PC/EU
  • StoicSunbro
    StoicSunbro
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    Ice staves as tanking weapon isn't working.
    The skills, passives, and specialty staves (dsa/vma) are meant for dps. The heavy attack taunt is clunky.

    It would be more effective to make something new like an alteration staff (Ironflesh, Telekinesis, Mass Paralysis)

    Infernos focus on single target, lightning on aoe. Ice could focus on Critical damage.

    Chilled status effect could give a new debuff that reduced critical resistance.
    Ice wall could give a debuff increasing critical damage taken.
    Passives could also focus on critical chance and damage.

    These debuffs would make it attractive to run at least one in optimized endgame trials.

    In pvp, this could counter impen stacking and the snares would be attractive.

    This could also mean more usage of MagWarden, Shadow mundus, Winterborn, Iceheart, and other features.

    Edited by StoicSunbro on February 5, 2018 11:26PM
  • Maura_Neysa
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    Furcula wrote: »
    Lynx7386 wrote: »
    If you're only wanting this for PvP, why does the taunt even matter? Frost staves already have good crowd control. You said it yourself that they'll never be competitive in pve as a dps option. Right now they're fine in PvP and good as a pve tank option. Your changes aren't even necessary.

    In PvP the taunt can actually be helpful when used with tremorscale and knight slayer, or the PvP tanking set (name evades me atm).

    There's nothing wrong with frost staves as is.

    I rarely PVP myself so I don't know exactly what goes on in there. However, for the most part, I understand people usually use inferno staves. I simply want ice staves to be somewhat competitive in both PVE and PVP situations. With competitive being the main point. I want it to be something that you may decide on using instead of always choosing inferno/lightning staff. For PVE, it is difficult for ice staff to become competitive for DPS but could become useful for healers.

    In my opinion, ice staff tanking tend to be very poor/inefficient and simply ineffective when it comes to more difficult content. There are just simply not enough passives/support for it, leaving it in this limbo state where the damage is poor and tanking is poor also.

    You see end game, vet trials had mode tanks with Lightning Staves, so yes Frost Staves are more than viable. Personally I've used it in vet trials.
    Edited by Maura_Neysa on February 5, 2018 7:48PM
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • KanedaSyndrome
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    I'm all for an update to the schizophrenic ice staff, just don't remove its damage potential as I'm having great fun with my ice warden, well knowing that he will never be relevant in any endgame content.

    I support ice staves having a focus area of control as which is its current role, but to make it relevant in PvE, we need to change the way that content is dealt with in ESO towards a need for actually using crowd control in dungeons etc. Right now damage is king, and everything is being burned through, boss mechanics are ignored, trash mobs are ignored/nuked to oblivion without them ever posing a risk to the group if they're not dealt with correctly.

    How this should be changed to allow for CC in PvE? We have to move towards what we had in World of Warcraft dungeons, (as an example) where if you didn't employ CC to great effect on trash mobs and boss fights you'd most likely wipe as every enemy was a threat on scale of an ESO boss (trash mobs would 1-3 shot a healer np).

    Funny thing? ESO was intended to work that way, it was designed that way from the beginning, but then along came a bug known as animation cancelling. ZOS tried to fix this, as it allowed players to output about 1000% more damage than the game was designed for, but ZOS couldn't fix it, they gave up and decided to deem animation cancelling (weaving) an intended "feature". Thus breaking the tradional dungeon methodology that would have seen CC as an important factor in PvE.

    A few years later, power creep (champion points / new op gear sets) have taken care of the rest, nothing outside trials/PvP probably pose a threat to even the squishiest healer/DPS.

    That said, I love my "ice mage" and hope that if they do update the ice staff that it will be in a direction of damage orientation and not more tanking.
    KanedaSyndrome's Suggestions For Game Improvements
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  • LordSemaj
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    Um, I was promised a frozen horse? This topic disappoints.
  • josiahva
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    I'm all for an update to the schizophrenic ice staff, just don't remove its damage potential as I'm having great fun with my ice warden, well knowing that he will never be relevant in any endgame content.

    I support ice staves having a focus area of control as which is its current role, but to make it relevant in PvE, we need to change the way that content is dealt with in ESO towards a need for actually using crowd control in dungeons etc. Right now damage is king, and everything is being burned through, boss mechanics are ignored, trash mobs are ignored/nuked to oblivion without them ever posing a risk to the group if they're not dealt with correctly.

    How this should be changed to allow for CC in PvE? We have to move towards what we had in World of Warcraft dungeons, (as an example) where if you didn't employ CC to great effect on trash mobs and boss fights you'd most likely wipe as every enemy was a threat on scale of an ESO boss (trash mobs would 1-3 shot a healer np).

    Funny thing? ESO was intended to work that way, it was designed that way from the beginning, but then along came a bug known as animation cancelling. ZOS tried to fix this, as it allowed players to output about 1000% more damage than the game was designed for, but ZOS couldn't fix it, they gave up and decided to deem animation cancelling (weaving) an intended "feature". Thus breaking the tradional dungeon methodology that would have seen CC as an important factor in PvE.

    A few years later, power creep (champion points / new op gear sets) have taken care of the rest, nothing outside trials/PvP probably pose a threat to even the squishiest healer/DPS.

    That said, I love my "ice mage" and hope that if they do update the ice staff that it will be in a direction of damage orientation and not more tanking.

    Animation cancelling is good for 100% boost to DPS? That has to be one of the most ridiculous statements I have ever heard...its been proved to be good for about 2000 DPS...so if that's a 100% improvement for you...well, I just don't know what to say.

    Back on topic though, a lot of people who don't like the heavy attack taunt are using it wrong. Its a free ranged taunt that restores resources. It works just fine for most ranged mobs that need taunting...you simply charge it as you are running toward a mob, targeting ranged mobs, followed immediately by caltrops or other AoE to aggro the rest of the mob, while in the middle of the fight, after you taunt(or immobilize) the melee mobs you should again be charging a heavy to grab aggro of stray ranged mobs(or using chains to pull them in, which one you choose depending on how your magicka pool looks at that instant). There are only a few situations where its just not fast enough and you need to use inner fire instead. An excellent example is in Direfrost Keep in that hall with the 3 trolls so far apart. I will pierce armor the first one, swap bars to ice staff, light attack to aggro #2, followed by an immediate charge and release to taunt #3, quickly stacking all three for the DPS to burn down. The heavy attack taunt skill is no more difficult to work around than the Warden's delayed-DPS abilities.
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    Ice staff is very powerful in PVP. You can chain CC and perma slow enemies with it already.
  • starkerealm
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    Chaos2088 wrote: »
    I get the logic of why Ice staff tanking was brought in, so you could tank with magicka instead of stam...

    But I do think reworking the Ice staff for that was a bad call, get Ice staffs viable for dps...get something else for magicka tanking...

    I have an icemage with a warden...and well I notice the difference in dps. Haven't taken him into vet dungeons for this reason.

    Yeah, I've got to agree with all of this. The idea of a magicka focused tank is a really good one. Or at least, interesting. The staff tanking mechanics just don't work as intended, though. It'd probably be more forgivable if the taunt was on an active ability, but, even then, this approach is still wonky. If the goal was to make ice tanking a thing for the Warden, that class probably should have gotten a magicka only taunt in the Ice tree, rather than grafting it directly onto the Frost Staff.
  • EvilAutoTech
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    As someone who mains a tank I'm in favor of making the frost staff a damage weapon again if we can get a ranged taunt that is available at low levels. Trying to level a tank with just puncture is a pain. Can't even get the Undaunted skill line before level 45 anymore. Though the frost staff is a poor alternative as the heavy attack takes too long to be useful when there a multiple ranged enemies.

    I would like to see role skill lines that give you a boost for whatever role you choose. Unlocking the skill line could be acquired by successfully completing a dungeon in that specific role on that specific character.

    Tank line active abilities would be taunting and cc with passives boosting survivability.

    Heal actives would be heals and group buffs with passives geared towards escape.

    Dps is of course all about the damage. With frost, fire, lightning and physical damage abilities. Passives just increase your output for the different types of damage.

    The morphs for all actives should be one magicka and one stamina. I don't know if ultimates should be included.

    Tanks could invest in deeps to have more damage when solo. Dps could invest in tanking passives for survival or healing passive for escape, etc.

    But, but, but we don't need that, we has CP. Well, I say remove combat passives from the CP trees or just get rid of the CP system altogether.

    We could then have builds with more flavor and it would be less confusing for newer players to build a character that is viable for more than questing and farming mats.

    I know, way too OP, but a boy can dream...
  • Jade1986
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    Tank vet content on my ice tank no issue. Once i learn the mechanics. People need to stop beating this dead horse and trying to take away our playstyle because they dont like it. If anything it could get a bit of a rework to tank better, but it will NEVER be a dps weapon again. It was changged WITH warden in mind , obviously.
  • xaraan
    xaraan
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    As someone who mains a tank I'm in favor of making the frost staff a damage weapon again if we can get a ranged taunt that is available at low levels. Trying to level a tank with just puncture is a pain. Can't even get the Undaunted skill line before level 45 anymore. Though the frost staff is a poor alternative as the heavy attack takes too long to be useful when there a multiple ranged enemies.

    I would like to see role skill lines that give you a boost for whatever role you choose. Unlocking the skill line could be acquired by successfully completing a dungeon in that specific role on that specific character.

    Tank line active abilities would be taunting and cc with passives boosting survivability.

    Heal actives would be heals and group buffs with passives geared towards escape.

    Dps is of course all about the damage. With frost, fire, lightning and physical damage abilities. Passives just increase your output for the different types of damage.

    The morphs for all actives should be one magicka and one stamina. I don't know if ultimates should be included.

    Tanks could invest in deeps to have more damage when solo. Dps could invest in tanking passives for survival or healing passive for escape, etc.

    But, but, but we don't need that, we has CP. Well, I say remove combat passives from the CP trees or just get rid of the CP system altogether.

    We could then have builds with more flavor and it would be less confusing for newer players to build a character that is viable for more than questing and farming mats.

    I know, way too OP, but a boy can dream...

    Role skill lines is an interesting idea.

    Personally, I have found the ice staff turned into a tank tool ok, but not well done.

    First I think it looks dumb. My tank is holding this big shield, blocking epic damage, swaps to stick, just as good. Really wish they would add something effects wise to this, create like an icy shimmering shield when you block with ice staff or something.

    Also, I wish, instead of just taking away the offensive abilities of the ice staff, they had instead add some passives to the undaunted line to turn the staff into the tanking tool they want it to be. Which would eliminate some of the offensive bonus by converting them into the defensive ones. Then you'd have the best of both worlds.

    -I personally think the undaunted line should have been used like this in general, to help bridge gaps between classes. Even though they are buffing the spider web undaunted ability, I think it would have been better served turning it into a better tank tool with a 'talons' like ability for any class, or even a chain pull. The blood funnel skill is ok in a few spots here and there, but overall, kind of meh. The taunt and orbs are the only two things in the undaunted skill tree that I think do what that tree should do perfect. Bone shield is close, but one morph should be magicka based. It's also a skill line they could easily tie to only pve if they wanted to and make it not apply in pvp since the undaunted are all about dungeons and trials. That skill line would have been a good chance to create some unique balance in the game.
    -- @xaraan --
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  • niawrathb16_ESO
    niawrathb16_ESO
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    I personally use an Ice staff on both bars as a Tank, I would hate to lose this option for my tank as I really dont like using a sword and board. I have tried the build on several Vet Dungeons and I think it works fine on anything up to a normal trial, I expect things could be tricky at vet Trial standard and the extra defense from a shield is ideal for leaderboards but it makes no sense taking this option away as people have said DPS has no reason or need for the ice staff it was rarely used for damage before the changes.
    May you have keen eyes and sharp scythes

    Morrigan Duskhunter
    Aldmeri Dominion - Sorcerer

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  • code65536
    code65536
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    Can't even get the Undaunted skill line before level 45 anymore.

    You can unlock the skill line as early as level 3. Go do the tavern in Daggerfall, Vulkhel Guard, or Davon's Watch, find the Undaunted there. Skill line is unlocked upon acceptance of the Undaunted intro quest. You don't need pledges to unlock the skill line, and the first few Undaunted skills are pretty easy to unlock with various achievements. I usually have range taunt available by the time a character hits 20.
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  • idk
    idk
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    TBH the ice staff, before it was changed to a quasi tanking weapon, was really only useful in PvP for its CC ability. In PvE we do not focus on CC in the toughest content. It is only in dungeons that a tank will use CC if available to group up mobs on the move.

    Ice has always underperformed compared to the other two. Heck, until the recent changes fire probably outperformed lightning in every aspect except a Sorc. One would be giving up damage for the CC aspect.
  • Kram8ion
    Kram8ion
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    Clunky frost sticks yuk
    Aussie lag is real!
  • ANGEL_BtVS
    ANGEL_BtVS
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    People keep acting like ice dps should never be a thing in this game. Bringing up the intro of the Warden is terrible rationale as they have frost dps focused skills in addition to tanking. Perhaps through the right morphs it could be both (tank morphs vs dps morphs), with frost dps focused on critical damage which would make it unique from fire/lightning. Ice damage is already baked into the game, it just needs a boost.

    Beyond the obvious fact that an ice staff is a DESTRUCTION staff...

    WARDEN - Winter's Embrace
    Winter's Revenge: Skewer enemies with icy shards, dealing Frost Damage in the area every second over 12 seconds and reducing Movement Speed by 28% for 3 seconds. Summons at targeted area instead of around you. Damage scales on Max Magicka and Spell Damage. [obvious cold dps skill that is likely only ever used in a cold dps build]

    Arctic Blast: Envelop yourself in winter winds, healing for 10% of Max Health instantly and an additional 2% Health every 2 seconds over 10 seconds. Enemies in the area will take Frost Damage every 2 seconds over 10 seconds. [class self heal plus dps, similar to NBs swallow soul which is more powerful though]

    Crystallized Slab: Spin a shield of ice around you to absorb projectiles. Each absorb restores Magicka. Shield breaks after 3 projectiles. On each successful absorption, a projectile is sent back to the enemy for Frost Damage. [this particular morph is not used by tanks and could be reworked to focus more on the dps portion of the morph]

    Northern Storm (ultimate): Twist a violent storm around you, causing nearby enemies to take Frost Damage every 1 second for 8 seconds and have their Movement Speed reduced by 70%. Nearby allies gain Major Protection, reducing incoming Damage by 30%. While slotted your Max Magicka is increased by 8%.

    Passive: Increase your Magic and Frost Damage by 6%

    Mages Guild
    Ice Comet (ultimate): Call a comet down from the constellations to blast an enemy, dealing [x] Cold Damage to all enemies in the area, knocking them back, and reducing their Movement Speed by 50% for 8 seconds. After impact, enemies in the target area take [y] Cold Damage every second for 10 seconds. Deal increased damage that is now Cold and snares.[This is a perfect fit ultimate for a frost dps build and would be used instead of the destro ulti, at least as it stands now]


    SETS which promote cold damage
    Winterborn: (5 items) When you deal damage with a Cold Damage ability, you have an 8% chance to summon an ice pillar that deals 7967 Cold Damage to all enemies in a 3 meter radius. The ice pillar persists for 2 seconds and reduces the Movment Speed of all enemies within the radius by 60%.

    Ysgramor's Birthright: (5 items) Adds 400 Spell Damage to your Cold Damage abilities.

    Iceheart: (2 items) When you deal Critical Damage, you have a 20% chance to gain a damage shield that absorbs 8600 damage for 6 seconds. While the damage shield holds, you deal 770 Cold Damage to all enemies within 5 meters of you every 1 second. This effect can occur once every 6 seconds.
    Edited by ANGEL_BtVS on February 6, 2018 1:17PM
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