Shall we talk about the fact that all casters in the game have their weapon damage source restricted to just elemental damage when you have much more sources available?
So much potential wasted: blood magic, soul magic, and much more...
Ice is just, forgive the joke, the tip of the iceberg in the evident mismanagement of the weapon system.
Shall we talk about the fact that all casters in the game have their weapon damage source restricted to just elemental damage when you have much more sources available?
So much potential wasted: blood magic, soul magic, and much more...
Ice is just, forgive the joke, the tip of the iceberg in the evident mismanagement of the weapon system.
They putted those into magic damage, i think it would be even more complex adding those since they don't have any stave related to that
Shall we talk about the fact that all casters in the game have their weapon damage source restricted to just elemental damage when you have much more sources available?
So much potential wasted: blood magic, soul magic, and much more...
Ice is just, forgive the joke, the tip of the iceberg in the evident mismanagement of the weapon system.
They putted those into magic damage, i think it would be even more complex adding those since they don't have any stave related to that
You are right, but the damage source is one thing, the theme is another. Damage source has little importance besides calculating resistances, but we all know that having only 3 available kind of weapon damage for staves (4 if you consider the healing staff) is kinda underwhelming and that while having some amazing possible concept both considering the damage source AND the theme.
For example the current damage source for staves are:
1) Magic
2) fire
3) frost
4) lightning
But there are several other current damage source in game:
1) Oblivion
2) Poison
3) Desease
4) Physical
Now some may not be viable for a staff, like the physical one, but besides that there may be several THEMES around which a whole staff talent tree may be build.
For example nightblades, templars, vampires and many others: they all have magic damage sources but they present them in different forms, themes.
As the forms gave birth to different talent trees for classes's talent trees, despite the common damage source, the same thing may happen for staves. Afterall, every melee weapons causes phisical damage but they still have separate talent trees.
There is really little to not recognize the logic behind this.
DocFrost72 wrote: »Iceheart is fun, I use it on my ice-ice Necro. That said, I'd enjoy a pure damage set with a similar niche as Skoria: for range, mostly.
DocFrost72 wrote: »Iceheart is fun, I use it on my ice-ice Necro. That said, I'd enjoy a pure damage set with a similar niche as Skoria: for range, mostly.
The Monster sets are designed around the Dungeon Bosses they relate to, the Ilambris twins dont deal frost damage so adding it wouldn't make sense, the same with Grothdarr, it does lava pools so changing that wouldn't make sense. They need to either add Direfrost II, or make new dungeons with Ice monster sets specifically.
While I agree that they need to add ice damage monster sets, there is an alternative.
You could use a masters destro staff front bar for that juicy spell damage proc, since if you are playing an Ice build, you most likely would be using destructive reach.
ESO_Nightingale wrote: »While I agree that they need to add ice damage monster sets, there is an alternative.
You could use a masters destro staff front bar for that juicy spell damage proc, since if you are playing an Ice build, you most likely would be using destructive reach.
that's not a realistic option in pve. it only lasts for 4 seconds and you'd have to give up a 5 piece set or your monster helmet for a really small duration of value since you always want a maelstrom backbar. ice pvp builds might want the master ice staff now. but it's not an alternative.
ESO_Nightingale wrote: »While I agree that they need to add ice damage monster sets, there is an alternative.
You could use a masters destro staff front bar for that juicy spell damage proc, since if you are playing an Ice build, you most likely would be using destructive reach.
that's not a realistic option in pve. it only lasts for 4 seconds and you'd have to give up a 5 piece set or your monster helmet for a really small duration of value since you always want a maelstrom backbar. ice pvp builds might want the master ice staff now. but it's not an alternative.
Well, considering this thread is basically talking about how there are zero ice monster sets, I would say that it is.. but I didn't mean that it was an optimal rotation.
Shall we talk about the fact that all casters in the game have their weapon damage source restricted to just elemental damage when you have much more sources available?
So much potential wasted: blood magic, soul magic, and much more...
Ice is just, forgive the joke, the tip of the iceberg in the evident mismanagement of the weapon system.
universal_wrath wrote: »Shall we talk about the fact that all casters in the game have their weapon damage source restricted to just elemental damage when you have much more sources available?
So much potential wasted: blood magic, soul magic, and much more...
Ice is just, forgive the joke, the tip of the iceberg in the evident mismanagement of the weapon system.
Destruction staff passives are what control how you play. 8% more dmg on single target while sloting fire staff is huge, same thing with lighting toward AOE. Front staff gets 0 offensive passive, which is why nobody use it. Same thing with restoration staff as well.
No forgeting the status effect thing also come into play. Magic dmg have no status affect same as physical/bleed dmg. It was nice when it ignored resistance. Fire dots burning which give a dot, and might dot another status affect which result in 20% more fire dmg. Lightning does minor vunerability and off balance. Overall 8% group dps and sustain. Magic does nothing and fronst is geared toward tanking where it has chill status effect tgat does minor maim and can sbare and immoblize enemies.
The Monster sets are designed around the Dungeon Bosses they relate to, the Ilambris twins dont deal frost damage so adding it wouldn't make sense, the same with Grothdarr, it does lava pools so changing that wouldn't make sense. They need to either add Direfrost II, or make new dungeons with Ice monster sets specifically.
While I agree that they need to add ice damage monster sets, there is an alternative.
You could use a masters destro staff front bar for that juicy spell damage proc, since if you are playing an Ice build, you most likely would be using destructive reach.
universal_wrath wrote: »While I agree that they need to add ice damage monster sets, there is an alternative.
You could use a masters destro staff front bar for that juicy spell damage proc, since if you are playing an Ice build, you most likely would be using destructive reach.
While I would have agreed pre greymore, current versions of both destructive clunch is bad if you are using fire or ice staff. As zos consider both utility skills so their dmg is very low in compirson to lightning clunch. Also, master staff used to add extra dmg to dectrutive reach and clunch making it worth spamming. Now it does not, it only reduce cost by 10% down from 30%. Only nice version to spam is lightning clunch.