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Glyph ob Absorb Stamina

Alcast
Alcast
Class Representative
I just noticed, that this glyph is not changed from back in the day. Why does it do Magic damage when its meant for stamina. Can you possibly change this to Poison, Disease or Physical damage? So we get Poison damage and return stamina
6fad084da400f1359d66dbbca65897ad.png


There is already one for Magicka
1d22dfdc75574f3d1f8800b2bd9b1a5c.png


@ZOS_JessicaFolsom

Thanks
Edited by Alcast on August 7, 2017 2:40AM
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  • xblackroxe
    xblackroxe
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    Yes pls.

    Equality for stamina!!
    Member of HODOR

    Dro-m'Athra Destroyer
  • Liofa
    Liofa
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    If they happen to change this , it needs to be Physical because other ones have secondary effects . Since Magic doesn't have a secondary effect , this one shouldn't as well .
  • xblackroxe
    xblackroxe
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    Liofa wrote: »
    If they happen to change this , it needs to be Physical because other ones have secondary effects . Since Magic doesn't have a secondary effect , this one shouldn't as well .

    Makes sense.
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  • Tyrobag
    Tyrobag
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    I'd argue that magic damage makes perfect sense, its a magical enchantment that is drawing stamina from your opponent into you. Short of changing it to actually damage the opponent's stamina, magic damage is the next most logical choice.
  • paulsimonps
    paulsimonps
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    Tyrobag wrote: »
    I'd argue that magic damage makes perfect sense, its a magical enchantment that is drawing stamina from your opponent into you. Short of changing it to actually damage the opponent's stamina, magic damage is the next most logical choice.

    To be fair there are a lot of "magical" abilities in ESO that deal physical damage.
    Liofa wrote: »
    If they happen to change this , it needs to be Physical because other ones have secondary effects . Since Magic doesn't have a secondary effect , this one shouldn't as well .

    I would like to see that too, its an under used glyph, could be nice to have in some situations.
  • Avran_Sylt
    Avran_Sylt
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    Honestly, I'd rather it deal no damage at all and just return a bit more stamina. that way the associated can of worms "I want [x] damage with [y] resource restored" can be killed before it even begins.

    Edit: and do the same thing to the other absorb glyphs.
    Edited by Avran_Sylt on August 6, 2017 7:58PM
  • NightbladeMechanics
    NightbladeMechanics
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    Why do you assume a magicka class wouldn't use this glyph?

    In PvP, stamina is the most valuable resource, but it's more difficult for magicka classes to regenerate. These glyphs, if buffed into usability, could provide valuable off-stat regen.

    You should be careful to consider all use cases before recommending balance changes. There's more to the game than PvE.
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  • Chilly-McFreeze
    Chilly-McFreeze
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    Why do you assume a magicka class wouldn't use this glyph?

    In PvP, stamina is the most valuable resource, but it's more difficult for magicka classes to regenerate. These glyphs, if buffed into usability, could provide valuable off-stat regen.

    You should be careful to consider all use cases before recommending balance changes. There's more to the game than PvE.

    Sure, but why should magical toons get the better end of it? It's stam regen so better go all the way instead of changing an unused glyph to somethings also marginal.
  • paulsimonps
    paulsimonps
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    Why do you assume a magicka class wouldn't use this glyph?

    In PvP, stamina is the most valuable resource, but it's more difficult for magicka classes to regenerate. These glyphs, if buffed into usability, could provide valuable off-stat regen.

    You should be careful to consider all use cases before recommending balance changes. There's more to the game than PvE.

    Yes but why give the bad end of the stick to stamina? This is largely an unused enchantment for most. But making it scale right can make a big difference in how to deal damage and still help with sustain. And magicka could still use it if they wanted stamina sustain help in PvP, it just wouldn't give them as much damage. No fair that only 2 of the damage enchantments scale of stamina based CP while magicka has 6, changing it to 3-5 will at least give stamina something more.
  • Avran_Sylt
    Avran_Sylt
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    ^ The can of worms
  • Araviel2
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    please don't touch it, i use that on my mag sorc.

    add 2 new glyphs instead.
    one that deals Poison, Disease or Physical damage and returns stamina, and another like it that returns magica.
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  • Alcast
    Alcast
    Class Representative
    1d22dfdc75574f3d1f8800b2bd9b1a5c.png

    They could also simply create 2 new Glyphs so we have both versions for stamina and magicka. All I am saying is why does magicka setups have those glyphs available but not stamina?
    Edited by Alcast on September 6, 2018 7:43PM
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  • tourerttrwb17_ESO
    tourerttrwb17_ESO
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    I think what he is saying @Alcast is that magica people could use current Glyph of absorb Stamina in PvP to deal magica dmg and recover stamina. But i agree, for stam people there should be one to deal Physical or poison dmg and recover stam
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  • Sun7dance
    Sun7dance
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    Just to remember!
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  • Xerge
    Xerge
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    I currently use 2x absorb stam on my stamden to provide fun sustainable gameplay. Helps a lot more now that backbar will proc the enchant while aoe dots are going. Dgaf about min/max I just want the game to be fun honestly.

    Adjusting the enchant to scale with weapon damage would go along way to adding subtle indirect DPS/sustain boosts to stam builds; bridging the gap between stam builds and stamblades would increase fun factor by a lot.

    #stammatters
  • Chilly-McFreeze
    Chilly-McFreeze
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    Xerge wrote: »
    I currently use 2x absorb stam on my stamden to provide fun sustainable gameplay. Helps a lot more now that backbar will proc the enchant while aoe dots are going. Dgaf about min/max I just want the game to be fun honestly.

    Adjusting the enchant to scale with weapon damage would go along way to adding subtle indirect DPS/sustain boosts to stam builds; bridging the gap between stam builds and stamblades would increase fun factor by a lot.

    #stammatters

    Haven't informed myself about enchants for quite a while now but wasn't it that two of the same enchants share a cooldown so you gain nothing, but rather lose out on another effect?
    Edited by Chilly-McFreeze on September 6, 2018 2:44PM
  • Xerge
    Xerge
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    Xerge wrote: »
    I currently use 2x absorb stam on my stamden to provide fun sustainable gameplay. Helps a lot more now that backbar will proc the enchant while aoe dots are going. Dgaf about min/max I just want the game to be fun honestly.

    Adjusting the enchant to scale with weapon damage would go along way to adding subtle indirect DPS/sustain boosts to stam builds; bridging the gap between stam builds and stamblades would increase fun factor by a lot.

    #stammatters

    Haven't informed myself about enchants for quite a while now but wasn't it that two of the same enchants share a cooldown so you gain nothing, but rather lose out on another effect?

    I'm leaning more towards sharing a cooldown so i'll likely go back to weapon damage/poison/absorb stam. If there was separate glyphs like Alcast has suggested then double absorb stam enchants would be possible.

    In any case the glyph(s) are a nice candidate for assisting in current stam DPS setups. Deff should be looked at and given some consideration.
    Edited by Xerge on September 6, 2018 3:14PM
  • John_Falstaff
    John_Falstaff
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    I tested a little some while ago, and yes, it would appear that they share cooldown. Worse yet, if same glyphs are present on infused backbar and non-infused front, for example, and at some moment non-infused front went off cooldown and fired, that starts 4 second cooldown period (as non-infused enchantment have fired), and backbar glyph will also be silent whole this time. Best not mix them.
    Edited by John_Falstaff on September 6, 2018 3:19PM
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