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Why is Bound Armor still a toggle?

phaneub17_ESO
phaneub17_ESO
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It's just odd because if I unsheathe my weapon it automatically activates before starting combat, but should I run into enemy mobs who start combat first the ability does not activate and I have to toggle it mid-combat to get the benefits. Does anyone else think it should be a "while slotted" passive bonus then give it a new activation ability?
  • Illurian
    Illurian
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    I think your justification for such a change is a little lacking. You want it changed because you sometimes forget to activate it before entering combat and have to activate it then?
    Kiss the chaos.
  • AcadianPaladin
    AcadianPaladin
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    Like cast time skills, a double bar skill had really better deliver a superb return or I won't slot it. Compare bound armor to, say, power surge (which only requires one slot). Bound armor is a loser as long as it requires double barring. Too bad, as if it only required a slot on one bar I would really consider it.

    PC NA(no Steam), PvE, mostly solo
  • Lynx7386
    Lynx7386
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    Because it's too powerful to simply be a while slotted bonus, and it'd be a pain in the arse having to recast it all the time.

    Bound armaments gives 11% extra heavy attack damage, 5% extra stamina, 20% extra stamina and health recovery, and minor ward for my stamsorc - that's a lot of bonuses for something that could work while slotted without needing to be activated.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Defilted
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    I would like them to add this option.

    Single bar a skill and it requires a cast with a limited up time.
    Double bar and it stays on all the time.

    I would like to see this added with all the buff skills. It would give you some cool options to play with.
    XBOX NA
    XBOX Series X

    #NightmareBear
  • the_broo11
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    Lynx7386 wrote: »
    Because it's too powerful to simply be a while slotted bonus, and it'd be a pain in the arse having to recast it all the time.

    Bound armaments gives 11% extra heavy attack damage, 5% extra stamina, 20% extra stamina and health recovery, and minor ward for my stamsorc - that's a lot of bonuses for something that could work while slotted without needing to be activated.

    8% on the stam bonus at max. I agree though.

    My biggest frustration with the skill is that it can be toggled off while CCed, even when the skill bar is blacked out (which uses roughly 3k stam). Then I have to toggle it back on for the same cost.
    Xbox One NA
    GT: the broo11
    Spell Casting Wizard - medium 2h/bow stam sorc
  • Kikke
    Kikke
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    Dont remove my toggle!
    Cleared Trials:
    - vAA HM - vHRC HM - vSO HM - vMoL HM - vHoF HM - vAS HM - vCR HM -

    "The journey of a thousand miles begins with one step, and a lot of bitching."
    -Someone said it, I guess.
  • Izaki
    Izaki
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    Lynx7386 wrote: »
    Because it's too powerful to simply be a while slotted bonus, and it'd be a pain in the arse having to recast it all the time.

    Bound armaments gives 11% extra heavy attack damage, 5% extra stamina, 20% extra stamina and health recovery, and minor ward for my stamsorc - that's a lot of bonuses for something that could work while slotted without needing to be activated.

    8% max stamina
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • itsfatbass
    itsfatbass
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    It's activating when you unsheate your weapon cause you had it already activated then zoned. It's just reactivating again after you zoned. You only gotta hit it one time unless you die.
    ~PC/NA~ Magblade, Tankanist, Healplar, Stamcro, Oakensorc, Healden, Tanknight ~PLUR~
  • itsfatbass
    itsfatbass
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    It's activating when you unsheate your weapon cause you had it already activated then zoned. It's just reactivating again after you zoned. You only gotta hit it one time unless you die.
    ~PC/NA~ Magblade, Tankanist, Healplar, Stamcro, Oakensorc, Healden, Tanknight ~PLUR~
  • Jarryzzt
    Jarryzzt
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    ........................I'm not sure the OP isn't referring to a UI bug rather than the skill itself.

    Meaning, I have both a Stam and a Mag sorc. Who both use the bound armour/armaments/et cetera skill. What frequently happens is when I load/rezone/whatever, the visual for the skill visual animation (the "fog", "glowy eyes", whatever) disappears. However the buff is still clearly visible in my buff tracker (I use S'rendarr), and it's just that the game waits for some cue (e.g. weapon unsheathe) to reapply the visual to the character model.

    In other words, unless you toggle it off, it stays on irrespective of what you see on the screen. Unless the OP means something else entirely, which is of course possible.
  • jeskah
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    Lynx7386 wrote: »
    Because it's too powerful to simply be a while slotted bonus, and it'd be a pain in the arse having to recast it all the time.

    Bound armaments gives 11% extra heavy attack damage, 5% extra stamina, 20% extra stamina and health recovery, and minor ward for my stamsorc - that's a lot of bonuses for something that could work while slotted without needing to be activated.

    The minor ward is meh IMHO, the 11% heavy attack bonus would be somewhat nice - but since the HA damage was nerfed and the Dks got 40% bonus for it, without needing to dual bar a toggle... so not that impressive.
    The 8% stamina is good, but converting it into a skill line passive would be not something out of bounds IMHO - the stam and health recovery is a skill line passive too...

    Anyway, some kind of redesign would be welcomed on my part.

  • idk
    idk
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    OPs example makes zero sense. The skill never automatically activates in either situation presented. If it was already activated it would still be active if mobs attacked you. Maybe some words are missing

    Since we get a small number and f players who don’t want this to be a toggle anymore we should should change it to a 20 second buff. That way every 20 second season it needs to be refreshed instead of using a skill that does damage.

    As others have stated, prob need better justification.

    EDIT: interesting that after 18 hours this thread has not even gone to a second page. That along speaks volumes for how big an issue this is considered.
    Edited by idk on March 7, 2018 3:53AM
  • jaws343
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    jeskah wrote: »
    Lynx7386 wrote: »
    Because it's too powerful to simply be a while slotted bonus, and it'd be a pain in the arse having to recast it all the time.

    Bound armaments gives 11% extra heavy attack damage, 5% extra stamina, 20% extra stamina and health recovery, and minor ward for my stamsorc - that's a lot of bonuses for something that could work while slotted without needing to be activated.

    The minor ward is meh IMHO, the 11% heavy attack bonus would be somewhat nice - but since the HA damage was nerfed and the Dks got 40% bonus for it, without needing to dual bar a toggle... so not that impressive.
    The 8% stamina is good, but converting it into a skill line passive would be not something out of bounds IMHO - the stam and health recovery is a skill line passive too...

    Anyway, some kind of redesign would be welcomed on my part.

    But the problem is you are looking at all of these benefits as separate things. But they aren't separate. You get minor ward/resolve, 11% heavy attack bonus, and 8% stamina/magicka with this skill. All three things. Turning this into a passive and just supplying the max stam or max mag would defeat the purpose of the skill.

    What I do think would be an interesting change is to have the stam/mag increase tied to just slotting the skill (like magelight) and have the ward/resolve/heavy attack bonus tied to the toggle.
  • jeskah
    jeskah
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    jaws343 wrote: »
    jeskah wrote: »
    Lynx7386 wrote: »
    Because it's too powerful to simply be a while slotted bonus, and it'd be a pain in the arse having to recast it all the time.

    Bound armaments gives 11% extra heavy attack damage, 5% extra stamina, 20% extra stamina and health recovery, and minor ward for my stamsorc - that's a lot of bonuses for something that could work while slotted without needing to be activated.

    The minor ward is meh IMHO, the 11% heavy attack bonus would be somewhat nice - but since the HA damage was nerfed and the Dks got 40% bonus for it, without needing to dual bar a toggle... so not that impressive.
    The 8% stamina is good, but converting it into a skill line passive would be not something out of bounds IMHO - the stam and health recovery is a skill line passive too...

    Anyway, some kind of redesign would be welcomed on my part.

    But the problem is you are looking at all of these benefits as separate things. But they aren't separate. You get minor ward/resolve, 11% heavy attack bonus, and 8% stamina/magicka with this skill. All three things. Turning this into a passive and just supplying the max stam or max mag would defeat the purpose of the skill.

    What I do think would be an interesting change is to have the stam/mag increase tied to just slotting the skill (like magelight) and have the ward/resolve/heavy attack bonus tied to the toggle.

    Well, IMHO its worth to look at the benefits separately, since the skill itself takes 2 slots on your skillbar. 20% percent of your bar.
    The minor wards is an uninteresting roadkill - instead of that any minor buff or no buff at all would make little difference.
    Remains the 8% stamina and the 11% heavy attack - for practical reasons, two skills (slots).
    Not that impressive - okay, not total bad either, but... anything but an interesting design.

    (And while i would not want to travel to the land of whataboutism: slotting 1 skill to gain 40% heavy attack bonus or slotting two different (damaging/utility) skills to gain 8% more magicka is way better than slotting one skill twice etcetcetc.)
  • Invincible
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    It should be a passive. Innerlight is a passive. Why not bound aegis? It's annoying to forget to recast after a rez or having it fall off or the aforementioned ui bug where the animation disappears after every load screen.
  • Ragnarock41
    Ragnarock41
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    I'm laughing at people thinking bound armaments is weak.

    Sure Its a double slot, but Its whopping %8 extra max stam, %20 stam/hp regen, and extra damage on HA is just icing on it.

    Its simply amazing for PvP , leaves so much room for crazy high damage builds that also have crazy high sustain.
  • Aedaryl
    Aedaryl
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    I'm laughing at people thinking bound armaments is weak.

    Sure Its a double slot, but Its whopping %8 extra max stam, %20 stam/hp regen, and extra damage on HA is just icing on it.

    Its simply amazing for PvP , leaves so much room for crazy high damage builds that also have crazy high sustain.

    The stam one is good because it give the passives from deadric summoning to stam sorc.

    But the mag is really bad because mag sorc aleardy have the passive with hardened ward (and pets), 8% more magicka + minor resistances on mag sorc is trash for a double slots. Inner light give 7% max magicka, 2% magicka recovery, 10% more critical chance, 25% to the next attack when u activate it, reveal cloaking NB and it's one bar available.
  • Lord-Otto
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    Yeah. MagNBs get the 8% for slotting a Siphoning ability - their main spammable happens to be one!
    (-.-)

    PvE sorcs only slot this because they have no better alternative. Crippling alone outperforms an 8% mag boost.
    Every versatile PvP mag sorc also ignores this. Two slots are too much of a cost on our already strained bars. And Overload buils are very stiff and clunky, and IMO not competitive for normal Cyrodiil.
    Don't care about stam sorc, frankly.

    I would suggest letting it grant Minor Intellect, WHILE SLOTTED. Decent buff, mag sorcs really struggle with sustain, and no one wants Empowered Ward over Hardened. Could be used in PvE and PvP, would be worth slotting on two bars, but could be single-barred easily.
    Activate to gain the purple aura and Minor Ward for 30 seconds. Good pre-cast, nice particle effect, can help with 1vX in PvP.
  • Aedaryl
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    Lord-Otto wrote: »
    Yeah. MagNBs get the 8% for slotting a Siphoning ability - their main spammable happens to be one!
    (-.-)

    PvE sorcs only slot this because they have no better alternative. Crippling alone outperforms an 8% mag boost.
    Every versatile PvP mag sorc also ignores this. Two slots are too much of a cost on our already strained bars. And Overload buils are very stiff and clunky, and IMO not competitive for normal Cyrodiil.
    Don't care about stam sorc, frankly.

    I would suggest letting it grant Minor Intellect, WHILE SLOTTED. Decent buff, mag sorcs really struggle with sustain, and no one wants Empowered Ward over Hardened. Could be used in PvE and PvP, would be worth slotting on two bars, but could be single-barred easily.
    Activate to gain the purple aura and Minor Ward for 30 seconds. Good pre-cast, nice particle effect, can help with 1vX in PvP.

    This isn't a bad idea, but I would prefer something more similar to twilight martriach and scamp :

    The 8% more magicka and minor ward would be always there and the second press could be something active like a snare removal and immunity
  • AcadianPaladin
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    2 slots to get 11% extra heavy attack damage (heavy attacks are suicide for my bow/bow stamsorc). . . or 1 slot (Crit surge in one slot) to get 20% extra damage to all damage. As said, the minor wards are yawners. The stam regen is good but just not worth the two slots. +11% damage to light attacks instead of heavies might tempt me. . . .
    Edited by AcadianPaladin on March 7, 2018 2:13AM
    PC NA(no Steam), PvE, mostly solo
  • Celestro
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    Additional damage to light attacks would be a nice smaller, yet still relevant enough bonus I'd agree. As mentioned, DK's get a big 40% to heavy attacks for a single slot, on top of a Major buff (though not relevant to a StamDK). Certainly, Bound Armaments has a lot of small buffs that could make it a sufficient skill but compare it to the actual summons in the Daedric Summoning line. They similarly provide the Health and Stamina recovery from the passive, which isn't even entirely useless on magsorcs (well, health recovery is lol), so if you strip that away, you have 11% extra heavy attack damage, 8% max stamina and Minor Ward versus a pet that continually deals damage with basic attacks and has a special ability attached to it that provide substantial effects. A magsorc is able to take any skill in that skill line, while a stamsorc is really shoehorned into that skill, excluding the ultimate that can be hit and miss with its use even if it deals more damage than Ballista and maybe the Clannfear if you're trying to be a tank which it was changed to not even be effective for that, so. Can't help but seem underwhelming despite being made specifically for the stamsorc, no?

    The skill could really use something else. Even treating it as a a "pet" for the purposes of the additional Health passive, as suggested in some other threads, would be decently substantial I'd say. Kind of emphasizes the 'tankiness' attributed to sorcs, with mag with their larger shields and additional health and stam with their constant use of Hurricane supplying Major Ward and Resolve. However, I'm much more for making it a singular usable skill or having an activated effect like scamp/ and twilight pets.
    Edited by Celestro on March 7, 2018 6:20AM
  • Ragnarock41
    Ragnarock41
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    Aedaryl wrote: »
    I'm laughing at people thinking bound armaments is weak.

    Sure Its a double slot, but Its whopping %8 extra max stam, %20 stam/hp regen, and extra damage on HA is just icing on it.

    Its simply amazing for PvP , leaves so much room for crazy high damage builds that also have crazy high sustain.

    The stam one is good because it give the passives from deadric summoning to stam sorc.

    But the mag is really bad because mag sorc aleardy have the passive with hardened ward (and pets), 8% more magicka + minor resistances on mag sorc is trash for a double slots. Inner light give 7% max magicka, 2% magicka recovery, 10% more critical chance, 25% to the next attack when u activate it, reveal cloaking NB and it's one bar available.

    and we both know if it wasn't a double slot %8 max magicka/stamina would be ridicilous.
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