Would you like ice staff tanking to be optional

cmetzger93
cmetzger93
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For example the tanking aspect of it could be a passive in the skill line
Edited by cmetzger93 on February 14, 2018 4:15PM

Would you like ice staff tanking to be optional 30 votes

Yes
86%
ImryllMojmirrubenanto29rwb17_ESOAdernathWolfchild07Anhedoniecmetzger93QuebraRegraVaohMilwaukeeScottweg0Joshuagm1991raaphorFerrumnCutemPsyonicoOrjixKram8ionAcadianPaladinCarcharodontosaurusGrim_Slaughterfish 26 votes
No
13%
Bowserleandro.800ub17_ESOCustos91magictucktuck 4 votes
  • Lynx7386
    Lynx7386
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    It already is optional. If you don't want to tank with it, don't put points in tri focus.

    And for the love of God stop beating this dead horse.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Vaoh
    Vaoh
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    Yes
    I’d like the Ice Destruction Staff to be a viable DPS weapon like it once was. At least make it nice for Magicka Warden.

    It’s a weapon containing Damage-based Active Skills paired with Tank-based Passive Skills. I hate the idea of making a Destruction Staff for tanking (why not implement the datamined 1H/Rune for Mag-based tanking?) but if this is what ZOS wants, then they need to commit to it. Give the Ice Staff access to Minor Heroism, Major Fracture, a Projectile Absorb/Reflect, even more reduced damage taken when blocking.... that sort of stuff.

    Atm it is only usable on very niche PvP builds, a few weird PvE encounters, wannabe Frost Mage RPers, and the newbie dungeon DPS who unknowingly taunt enemies -> gets kicked from dungeons. There’s no reason why ZOS can’t take some hints from the massiveamount of threads regarding how to make this weapon highly desireable for at least one role.
    Edited by Vaoh on February 14, 2018 6:19PM
  • Psyonico
    Psyonico
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    Yes
    If by optional you mean "work well" then I'm all for it. Right now, it's best as a back-bar.
  • Lynx7386
    Lynx7386
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    Vaoh wrote: »
    I’d like the Ice Destruction Staff to be a viable DPS weapon like it once was. At least make it nice for Magicka Warden.

    It’s a weapon containing Damage-based Active Skills paired with Tank-based Passive Skills. I hate the idea of making a Destruction Staff for tanking (why not implement the datamined 1H/Rune for Mag-based tanking?) but if this is what ZOS wants, then they need to commit to it. Give the Ice Staff access to Minor Heroism, Major Fracture, a Projectile Absorb/Reflect, even more reduced damage taken when blocking.... that sort of stuff.

    Atm it is only usable on very niche PvP builds, a few weird PvE encounters, wannabe Frost Mage RPers, and the newbie dungeon DPS who unknowingly taunt enemies -> gets kicked from dungeons. There’s no reason why ZOS can’t take some hints from the massiveamount of threads regarding how to make this weapon highly desireable for at least one role.

    Truly spoken as someone who has probably never even tried using one.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Imryll
    Imryll
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    Yes
    Alternately they could introduce a frost one-hander for magicka DPS ... I'd be happy to let tanks have the staff, if my mag warden could dual wield a new mag weapon that leveraged her frost passives. ;-)
  • Vaoh
    Vaoh
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    Yes
    Lynx7386 wrote: »
    Vaoh wrote: »
    I’d like the Ice Destruction Staff to be a viable DPS weapon like it once was. At least make it nice for Magicka Warden.

    It’s a weapon containing Damage-based Active Skills paired with Tank-based Passive Skills. I hate the idea of making a Destruction Staff for tanking (why not implement the datamined 1H/Rune for Mag-based tanking?) but if this is what ZOS wants, then they need to commit to it. Give the Ice Staff access to Minor Heroism, Major Fracture, a Projectile Absorb/Reflect, even more reduced damage taken when blocking.... that sort of stuff.

    Atm it is only usable on very niche PvP builds, a few weird PvE encounters, wannabe Frost Mage RPers, and the newbie dungeon DPS who unknowingly taunt enemies -> gets kicked from dungeons. There’s no reason why ZOS can’t take some hints from the massiveamount of threads regarding how to make this weapon highly desireable for at least one role.

    Truly spoken as someone who has probably never even tried using one.

    I’ve seen you in just about every thread related to frost staves vehemently defending their balance. That’s cool and all, but a lot of people don’t like it and would disagree with you. If people liked it there would be no discussion whatsoever about the topic. Also you clearly know nothing about me so making a comment the way you did is just plain disrespectful.

    So far I have used frost staves a ton for both DPS and Tanking. Certainly more than the vast majority of players who comment about it, since I put in a lot of effort to make it work. It has its uses in PvE mainly through infinite block via Equilibrium spam (with healer healing you) and the ability to ranged interrupt with Crushing Shock. It can be interesting paired with 1H/S, but none of this needs to be tied to a Destruction Staff with active skills (and most passives) that are tailored for DPS.

    1H/Rune would still be significantly better as a Mag-based tanking option imo. Frost Staves should’ve been made a more viable DPS option rather than thrown into a messy DPS/Tank Hybrid mix. I always hoped my Mag Warden could be a “Ice Mage” DPS (believe it or not, a lot of people wanted this) without purposely hurting my build, but due to the lackluster Winter’s Embrace skill tree and confused Ice Staff skill line, you lose a ton of DPS by trying to do this.

    Feel free to disagree. Most people I’ve talked to about it though think it’s weird and a bad choice to convert a weapon the game identifies as a Destruction Staff into a tanking weapon.
  • Lynx7386
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    I don't disagree that the change could have been done better, but you and others also need to understand that what zos did was just as much a business decision as a game play one.

    Look at it from their point of view:

    -frost staves are almost never used and offer nothing over fire or lightning, both of which in most genres are far more popular with players than ice.
    -there is no magicka tanking option, but there is a high demand for it.

    Those two considerations in hand, zos could have made a while new weapon line for magic tanking, but frost staves would still suck and still be under utilized as a dps weapon. Fact of the matter is that when it comes to damage, you've got single target and you've got multi target, and that's it. You cannot make ice staves competitive with either one without making the fire or lightning staves obsolete (which would *** off even more people)" and you can't make them halfway weapons without them still being useless (because players will ALWAYS min-max. If it isn't the best it might as well not even exist, in most players mindset).

    Also creating an entire new weapon line for magic tanking would be a relatively large investment, requiring a hell of a lot more time and money on zos' part than simply changing some existing passives and abilities.

    They did the smart thing by taking a useless weapon and using it to appease players who wanted a magic tank option. They created a market and did it at nearly no cost to the company, pure profit. You can bet your arse it was the ceo's driving that decision.

    So what were left with isn't perfect for tanking, no, but its better than nothing. Dps players really didn't lose anything with the change because they were already all using fire and lightning instead.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • AcadianPaladin
    AcadianPaladin
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    Yes
    Classic situation this evening. My DK S&B tank is passing by the Kagouti WB (Short Tusk) in Deeshan and sees two low level mage types nervously eyeing the WB. So I buff up, run in, taunt & turn the boss so the young mages can have easy free shots and get the boss. Before long, the boss turns on one of the mages. I curse myself, assuming I let my taunt run out. Then I range taunt the boss and regain control of him. But I'm keeping a closer eye on the mages. Sure enough, I see what looks like an ice staff heavy attack from one of the mages hit the boss. This concern is confirmed when once again the boss turns on the mage. I regain control of the boss but after this happens a third time I just let the boss kill the young mage before grabbing the boss back. By the time the ice staff mage resurrects and gets back in the fight the boss is nearly dead and the fight ends uneventfully.

    I did tactfully advise the young mage that his heavy ice staff attacks steal taunt from the tank (me) and he should probably avoid them if he wants the tank to keep bosses off of him. He and his partner quickly left the area so I'm not completely sure they were still in range of my 'say' comment. Regardless, I did not get a response.

    It is clear that some young mag players think 'ice mage' seems cool and either don't read the fine print in the destro passives or don't realize the suicidal implications of a squishy taunting a WB away from a tank.
    Edited by AcadianPaladin on February 17, 2018 3:46AM
    PC NA(no Steam), PvE, mostly solo
  • LinearParadox
    LinearParadox
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    It's already optional, and the option that's chosen is no. By basically everyone in the playerbase.

    It was at best an interesting concept, but it's execution was abysmal.

    They need to either commit to it SERIOUSLY (as some others here have already suggested) or preferably, just scrap it all-together and make it a viable DPS weapon, or at least viable for utility.
    Right now it's completely out shined for damage by the other two elements as they receive direct buffs to their damage through the passives, and even more buffs from their secondary elemental effects, while frost gets nothing in either category.
    They're not much better at utility either, since all they really offer is a slow which is easily achievable with just about anything else, as almost everything in the game has a snare attached to it (a different problem altogether >_>) and a very high-cost root which is also accessible to most classes through class skills.

    Much like Hybrid builds, there's not really anything Frost Staff tanking can do that traditional meta-tanks with S+B can't already do, more easily and more reliably.

    It's a lot like taking a car and investing loads of time and money into modifying the car so the wheels are on the 'top' of the car and it can drive upside-down.
    Sure, it might be an impressive achievement. People might find it new and interesting and fun.
    But you have to ask yourself... the car worked perfectly already, why put so much effort into making it do what it already did, just not as well, and now with more difficulty.
    There's a proverb about "reinventing the wheel" for a reason.
    Edited by LinearParadox on February 18, 2018 1:58AM
    twitch.tv/linearparadox
    Benthar the Unkillable - lvl 50 StamDK - AD
    High Confessor Celosia - lvl 50 MagDK, AD
    Aeolyndra Sunstrider - lvl 50 Magplar Support God, AD
    Maldreth Angala - lvl 50 Magicka PetSorc, AD
    Veldrosa Wyldwind - lvl 50 StamSorc, AD
    M. Night Shatupon - lvl 50 MagBlade, AD
    Vestonia Ironhardt - lvl 50 Warden GuardTank, AD
    Bone Daddy - lvl 50 TankCro, AD
    Abra Kedaver - lvl 50 MagCro, AD
    And many more...
    CP 1700+
  • magictucktuck
    magictucktuck
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    No
    we have one of these every day...
    PC-NA

    Necromancer

    Flawless Conqueror

    https://www.magictucktuck.com for my builds and guides!
  • Lynx7386
    Lynx7386
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    It's already optional, and the option that's chosen is no. By basically everyone in the playerbase.

    It was at best an interesting concept, but it's execution was abysmal.

    They need to either commit to it SERIOUSLY (as some others here have already suggested) or preferably, just scrap it all-together and make it a viable DPS weapon, or at least viable for utility.
    Right now it's completely out shined for damage by the other two elements as they receive direct buffs to their damage through the passives, and even more buffs from their secondary elemental effects, while frost gets nothing in either category.
    They're not much better at utility either, since all they really offer is a slow which is easily achievable with just about anything else, as almost everything in the game has a snare attached to it (a different problem altogether >_>) and a very high-cost root which is also accessible to most classes through class skills.

    Much like Hybrid builds, there's not really anything Frost Staff tanking can do that traditional meta-tanks with S+B can't already do, more easily and more reliably.

    It's a lot like taking a car and investing loads of time and money into modifying the car so the wheels are on the 'top' of the car and it can drive upside-down.
    Sure, it might be an impressive achievement. People might find it new and interesting and fun.
    But you have to ask yourself... the car worked perfectly already, why put so much effort into making it do what it already did, just not as well, and now with more difficulty.
    There's a proverb about "reinventing the wheel" for a reason.

    Dps have 5 weapon choices in this game. Healers have one, tanks had one and now have two. And you want to remove that and make it another generic dps weapon just for flavor.

    You also discount all of the utility frost staff offers just to try and push your agenda here: its not just a slow. Chillled also applies maim, reducing enemy damage dealt. Blockade is a root as well as an aoe chill. Heavy attacks give a damage shield. There is also a HELL of a lot of utility in being able to utilize magicka for blocking.

    But no, go ahead, keep pushing your personal opinion on the rest of the forum like it's fact.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Taleof2Cities
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    Lynx7386 wrote: »
    It already is optional. If you don't want to tank with it, don't put points in tri focus.

    And for the love of God stop beating this dead horse.

    ^This.^
  • Kram8ion
    Kram8ion
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    Yes
    Will it make it less clunky?
    Aussie lag is real!
  • LinearParadox
    LinearParadox
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    Lynx7386 wrote: »
    It's already optional, and the option that's chosen is no. By basically everyone in the playerbase.

    It was at best an interesting concept, but it's execution was abysmal.

    They need to either commit to it SERIOUSLY (as some others here have already suggested) or preferably, just scrap it all-together and make it a viable DPS weapon, or at least viable for utility.
    Right now it's completely out shined for damage by the other two elements as they receive direct buffs to their damage through the passives, and even more buffs from their secondary elemental effects, while frost gets nothing in either category.
    They're not much better at utility either, since all they really offer is a slow which is easily achievable with just about anything else, as almost everything in the game has a snare attached to it (a different problem altogether >_>) and a very high-cost root which is also accessible to most classes through class skills.

    Much like Hybrid builds, there's not really anything Frost Staff tanking can do that traditional meta-tanks with S+B can't already do, more easily and more reliably.

    It's a lot like taking a car and investing loads of time and money into modifying the car so the wheels are on the 'top' of the car and it can drive upside-down.
    Sure, it might be an impressive achievement. People might find it new and interesting and fun.
    But you have to ask yourself... the car worked perfectly already, why put so much effort into making it do what it already did, just not as well, and now with more difficulty.
    There's a proverb about "reinventing the wheel" for a reason.

    Dps have 5 weapon choices in this game. Healers have one, tanks had one and now have two. And you want to remove that and make it another generic dps weapon just for flavor.

    You also discount all of the utility frost staff offers just to try and push your agenda here: its not just a slow. Chillled also applies maim, reducing enemy damage dealt. Blockade is a root as well as an aoe chill. Heavy attacks give a damage shield. There is also a HELL of a lot of utility in being able to utilize magicka for blocking.

    But no, go ahead, keep pushing your personal opinion on the rest of the forum like it's fact.

    First off, calm down.
    Second, you're misunderstanding me in several ways.

    I would like for there to be options for tanking. I have not one, but TWO tanks myself. I regularly tank Veteran content and play group tanks in PvP.
    My condemnation of frost staff tanking is as it is now. In it's current implementation, Frost Staff tanking is inferior to meta Stam-tanking in almost every aspect, and is shunned by most groups as it adds complication to what they've practiced and are used to, for basically no benefit to the group.
    Slows are useless against dungeon mobs and Bosses are immune.
    Minor Maim? Has a CHANCE to proc from Frost, but a very small one since Blockade is both AoE and DoT and BOTH of those things reduce secondary effect proc chances. Stam? Just Low-Slash em, and get Ult gen back for it. 100% Maim chance.
    Oh, and S+B Taunt comes standard with BOTH major defense reduction to help your DPS. Frost staff? None standard, and only Mag if you slot the skill for it, which most healers already do anyway.
    The heavy attack animation for resource regen is longer as well.
    It just doesn't bring anything to the table right now.

    Now, WOULD I like to see it be not only viable but competitive with S+B tanking? YES.
    But more than that, I'd like to see it made into a viable UTILITY weapon. When I said DPS weapon, what I mean is to have to deal some actual damage, but mainly what I want is for it to be viable in PvP.
    I'd LOVE to see a meta-breaking Heavy Armor MagWarden in PvP, taking advantage of their class passives to frost, being a tanky battlemage without having to use shields, working as group utility with snares and roots and area denial and see something FRESH in PvP not just yet another shield-stacking Mag-DPS spamming birds at people -.-

    But as much as I'd like to see all that, it just doesn't work. The passives don't have enough of an impact, and they're out shined by stellar passives for the other two staves: There's no reason to take an ice staff and give up all that damage JUST for slows and roots, when you could take a fire staff and KEEP the damage, and just slot Crippling Grasp as a MagBlade, for example.

    In short; You think I'm trying to sideline Ice Staves, or shoehorn them into being another generic DPS weapon, but I'm NOT.
    I'd just like to see them fully fleshed out with their own identity, and they don't have that right now. Right now, they're a poor substitute for S+B, non-viable for Damage, and not worth it for Utility.
    Like many other things, such as over half the sets in the game, ZoS has half-assed the implementation. A few have a good concept, some are viable, but most are simply outclassed by their alternative, and that's what Ice Staff tanking is right now... outclassed by it's alternative.
    Edited by LinearParadox on February 18, 2018 4:21PM
    twitch.tv/linearparadox
    Benthar the Unkillable - lvl 50 StamDK - AD
    High Confessor Celosia - lvl 50 MagDK, AD
    Aeolyndra Sunstrider - lvl 50 Magplar Support God, AD
    Maldreth Angala - lvl 50 Magicka PetSorc, AD
    Veldrosa Wyldwind - lvl 50 StamSorc, AD
    M. Night Shatupon - lvl 50 MagBlade, AD
    Vestonia Ironhardt - lvl 50 Warden GuardTank, AD
    Bone Daddy - lvl 50 TankCro, AD
    Abra Kedaver - lvl 50 MagCro, AD
    And many more...
    CP 1700+
  • Lynx7386
    Lynx7386
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    I'd LOVE to see a meta-breaking Heavy Armor MagWarden in PvP, taking advantage of their class passives to frost, being a tanky battlemage without having to use shields, working as group utility with snares and roots and area denial and see something FRESH in PvP not just yet another shield-stacking Mag-DPS spamming birds at people -.-

    That's kinda what I run anyways: 5x knightslayer, 5x vanguard's challenge or fortified brass or shacklebreaker or arena (personal preference), and 2x tremorscale with a frost staff. Frost staff heavy attack procs tremorscale and knight slayer at the same time, causing a snare, three sources of burst, and giving you a shield at the same time. If you run vanguard's challenge in a coordinated group, you can do this to reduce the enemy's damage to your allies while they pummel him, as long as you're careful to stay out of the damage yourself. The setup would actually work better on a DK with molten armaments for the extra 40% heavy attack bonus.
    Removing the taunt on heavy attack would actually make that setup worse for pvp. If anything I'd like to see 1h/shield also taunt on heavy attacks, allowing characters that have their own source of major fracture/breach and dont need to permablock all the time a way to free up a skill slot.

    I dont think there's really anything else they can do to frost staff to suit your pvp needs without making it too powerful, and consequently getting it nerfed by the pvp crowd, which would probably make it even worse in pve as well.

    In PvE, I agree that the frost staff needs a buff if it's going to be a main tanking weapon, however right now it serves very well as a backbar weapon for tanks. Most tanks are already slotting a destruction staff backbar to help keep crusher enchant uptime as high as possible because of the interaction between elemental blockade and mainhand enchants. Most tanks have been using a lightning staff backbar, solely for the concussed/offbalance effect to boost group damage, and that gives them far less utility and defense than a frost staff does currently, for a minimal damage increase (nearly negligible after dragonbones' nerfs to offbalance). If those same tanks were running a frost staff, they'd be losing less armor on the back bar, be gaining a free ranged taunt in the few situations where it's needed or usable, and they'd be able to block with their magicka pool thus alleviating some of the block cost nerfs.

    The one major change that I think needs to happen right now is for all two handed weapons (not just frost staves, but all staffs, 2h melee, and bows) to count for two set items. The inequality between 5-5-1 and 5-5-2 setups is extreme, and it's been a problem for a long time. Monster sets are getting more and more powerful with each new dlc, making that gap between using a 2pc set and not using one even greater. There's no other way for 2h weapon setups to make up the difference either.


    I think part of the problem you're seeing with frost staff is that you're only considering it for the current meta, where it should be a seperate style of playing all it's own. Yes, 1h/shield has a taunt that gives major fracture and breach, and frost staff doesnt have that equivalent - but for classes that have their own source of fracture/breach (namely wardens and nightblades), that effect is no longer necessary. The heavy attack taunt is not meant to be a primary taunting method either, the developers at ZOS said it themselves: The heavy attack taunt is for lower level players to have a method of tanking with the frost staff before gaining access to inner fire from the undaunted line. They fully intended for the heavy attack taunt to be a side-effect and not a main form of taunting, because it would be replaced with inner fire at higher levels where the instant taunt matters.

    It's also quite clear that they were building the frost staff's tanking abilities around the warden, as it was in-development at around the same time that the frost staff changes happened. If you think about the frost staff's abilities along those lines, it makes a lot more sense being where it is currently: Wardens have their own major breach/fracture with sub assault, they have their own root equivalent to talons with gripping shards, they have boosts to frost damage but no real damage abilities in their skill trees which tells me the devs intended for wardens to be using frost staves at lower levels even when soloing. Wardens also came with a spell shield so they dont need defensive posture, and the chill effect applying minor maim is obviously meant to make up for the lack of that skill through heroic slash or choking talons on warden tanks. Elemental blockade may have a low chance to proc it by itself, but when you combine that with frost damage from gripping shards, arctic blast, and northern storm you have a relatively high chance per second to proc aoe maim via chilled (especially since warden passives give 200% extra chance to apply status effects and you can combine that with a charged weapon).

    You have to work around what's in the game, instead of thinking every individual thing can stand on it's own.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
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