Or instead, the 5th effect could read:
Two Handed, Dual Wield, and Sword and Board abilities now scale with magicka and spell damage rather than stamina and weapon damage.
Urzigurumash wrote: »@Iskiab Yes I see that, your motivation to try Pelinal's was to make good use of Onslaught on a mag build? Like many StamDKs the new Seething Fury passive recently motivated me to try it out again to make use of Whip, but as was expected, it seems I'm better off just leaving Whip for the passive and picking a 5 piece which buffs Stam abilities, and saving my Mag for buffs and defensive skills.
TumlinTheJolly wrote: »People have tossed around the term 'Battlemage' for a very long time. It was quite a popular thing in previous Elder Scrolls games, and many players have asked for it in one way or another since the release of ESO. It was supposedly even going to be one of the initial playable classes.
According to a few wikis:
'During the beta, the Battlemage was planned to be the sixth player class. Along with the Warden, it was scrapped at launch in favor of the four standard classes, though the Warden class later returned to the game in Update 14'.
People want to be able to play a Battlemage. There have been many forum posts recently, asking for options such as weapons scaling off highest stat, or for magicka morphs to be introduced to weapon skills. I believe I have a simpler, more realistic solution... a new 5 piece set. And here it is:
Allow me to explain it a bit.
The issue that we currently have is that while we have plenty of melee skills that scale off mag and spell damage, physical weapon light and heavy attacks still (and rightly so) scale off weapon damage and stam. This means that tools such as Ele Weapon, Knight Slayer etc are still better when paired with a Destro staff. In order to make a 'Battlemage' viable, we need to come up with a solution to this problem - hence this set.
In order to balance the 5 piece bonus (assuming you've built for max mag/spell damage):
X = the difference in damage between light attacking with a physical weapon vs a destro staff, PLUS additional damage equivalent to a 5 piece light attack bonus (such as the bonus provided from Undaunted Infiltrator).
Y = the difference in damage between heavy attacking with a physical weapon vs a destro staff, PLUS additional damage equivalent to a 5 piece heavy attack bonus (such as the bonus provided from Undaunted Infiltrator).
For the RP! : As a tribute to Bound Weapon, this set would provide your weapons with a magical blue glow.
Would people like to see this set? Would you use it? Can you think of any improvements that you would like to see?
TumlinTheJolly wrote: »People have tossed around the term 'Battlemage' for a very long time. It was quite a popular thing in previous Elder Scrolls games, and many players have asked for it in one way or another since the release of ESO. It was supposedly even going to be one of the initial playable classes.
According to a few wikis:
'During the beta, the Battlemage was planned to be the sixth player class. Along with the Warden, it was scrapped at launch in favor of the four standard classes, though the Warden class later returned to the game in Update 14'.
People want to be able to play a Battlemage. There have been many forum posts recently, asking for options such as weapons scaling off highest stat, or for magicka morphs to be introduced to weapon skills. I believe I have a simpler, more realistic solution... a new 5 piece set. And here it is:
Allow me to explain it a bit.
The issue that we currently have is that while we have plenty of melee skills that scale off mag and spell damage, physical weapon light and heavy attacks still (and rightly so) scale off weapon damage and stam. This means that tools such as Ele Weapon, Knight Slayer etc are still better when paired with a Destro staff. In order to make a 'Battlemage' viable, we need to come up with a solution to this problem - hence this set.
In order to balance the 5 piece bonus (assuming you've built for max mag/spell damage):
X = the difference in damage between light attacking with a physical weapon vs a destro staff, PLUS additional damage equivalent to a 5 piece light attack bonus (such as the bonus provided from Undaunted Infiltrator).
Y = the difference in damage between heavy attacking with a physical weapon vs a destro staff, PLUS additional damage equivalent to a 5 piece heavy attack bonus (such as the bonus provided from Undaunted Infiltrator).
For the RP! : As a tribute to Bound Weapon, this set would provide your weapons with a magical blue glow.
Would people like to see this set? Would you use it? Can you think of any improvements that you would like to see?
We had MagDW for years, which was better than this set suggestion.
People thought it was an abomination, and ZOS killed it slowly patch after patch after patch. It seems unlikely they will bring it back.
They like Wizards to have wands..Potter fans over LOTR...
AcadianPaladin wrote: »The problem is that ESO went back to the archaic D&D idea of restricting play with the classic 'If you pick up a bow, you cannot be skilled be skilled with magic; rather, you shall pick up daggers and we shall call you rogue. Never shall physical weaponry and magic mix or blend!'
Oblivion and Skyrim did not follow this path. If your skill with bow and skill with illusion magic were both leveled up then you could be a very effective 'mystic archer' - an archer who backed up her bow with magic instead of blades. The traditional TES concept has never precluded blending physical weaponry with magic so creating a heavy armor wearing warrior who wielded a blade in one hand and a fireball in the other - with equal skill - was wonderfully and refreshingly doable.
Having come from Oblivion and Skyrim, I appalled by the giant leap backwards in terms of pushing players to either magic or physical weaponry but discouraging blending the two. I still consider that to be one of this wonderful game's larger shortcomings.
So my approach would be way too radical for this point in ESO's evolution. Tie damage to how far you have leveled up a particular skill and use attributes simply to fuel their use.