Thannazzar wrote: »Nice idea, but would really prefer melee magicka sword and rune/spell if they go down a new weapon line route.
Thannazzar wrote: »Nice idea, but would really prefer melee magicka sword and rune/spell if they go down a new weapon line route.
I can confidently speak for a notable amount of the population when I say a magic sword or other type of magicka melee weapon would be more welcomed than another god damn stick.
YandereGirlfriend wrote: »Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).
That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.
I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.
YandereGirlfriend wrote: »Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).
That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.
I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.
Frost staves never WERE a DPS weapon, from day one they saw little use until they became a tanking weapon...as soon as that happened DPS started screaming for their staff they never used back again. I do agree that magicka tanking needs its own weapon line...I just don't think that it will help the disaster that ice staff has been since launch.
Is unlikely to ever happen. It would require the weapon to be added to every set. So in order to use it ppl would have to go full farming. You would also need to research the whole weapon (9 traits) in order to build it. This combination means that it would just lay around like a dead fish for some time before it becomes useable by players.
emilyhyoyeon wrote: »YandereGirlfriend wrote: »Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).
That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.
I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.
Frost staves never WERE a DPS weapon, from day one they saw little use until they became a tanking weapon...as soon as that happened DPS started screaming for their staff they never used back again. I do agree that magicka tanking needs its own weapon line...I just don't think that it will help the disaster that ice staff has been since launch.
I actually can't remember what the frost staff passives/features were before they were a tanking weapon--but I'm pretty sure they weren't block related as they are now. If the game did get a new magicka tanking weapon, the current frost staff passives could be easily replaced with damage passives that reflect fire's and lightning's passives.
Even taking the simple route and giving ice staves 4% bonus single target and 4% AOE bonus damage would be alright.
When the ice staff was getting updated this past patch many of us tried giving feedback to orient the ice staff as a true DPS tool, encouraging the devs to make a new magicka tanking weapon either now or in the future. But the devs ignored most of this kind of feedback; even feedback involving ice staff having separate damage skill morphs and tank morphs.
emilyhyoyeon wrote: »YandereGirlfriend wrote: »Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).
That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.
I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.
Frost staves never WERE a DPS weapon, from day one they saw little use until they became a tanking weapon...as soon as that happened DPS started screaming for their staff they never used back again. I do agree that magicka tanking needs its own weapon line...I just don't think that it will help the disaster that ice staff has been since launch.
I actually can't remember what the frost staff passives/features were before they were a tanking weapon--but I'm pretty sure they weren't block related as they are now. If the game did get a new magicka tanking weapon, the current frost staff passives could be easily replaced with damage passives that reflect fire's and lightning's passives.
Even taking the simple route and giving ice staves 4% bonus single target and 4% AOE bonus damage would be alright.
When the ice staff was getting updated this past patch many of us tried giving feedback to orient the ice staff as a true DPS tool, encouraging the devs to make a new magicka tanking weapon either now or in the future. But the devs ignored most of this kind of feedback; even feedback involving ice staff having separate damage skill morphs and tank morphs.
Well, Frost staves were ALWAYS CC focused, even back before tanking(slows and immobilizes). My point though is that DPS didn't use it then...and if you move the tanking passives and skills away they STILL wont use it.
YandereGirlfriend wrote: »Alteration Staff makes the most sense as the designated Magicka tanking weapon (e.g. Magicka version of Sword and Shield).
That would finally free up Frost Staves from that burden and they could take their place as proper DPS tools again.
I very much like your skill proposals, quite thematic and true to the lore while also being useful and filling missing niches in current gameplay.
CaptainVenom wrote: »2-h, like the other. Would be a support buff/debuff oriented skill line, great for team work. Here's the concept:
- Telekinesis: Expand your mind to deal [x] magic damage to a target. This spell cannot be dodged but can be blocked.
Morph 1: Focused Telekinesis: expand your mind to deal [x] magic damage to a target. Every cast has 10% to knockback the target for 1 second.
Morph 2: Distent Telekinesis: expand your mind to deal [x] magic damage to a target and nearby targets. Deals 50% less damage but does area damage.- Ebonyflesh: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds.
Morph 1: Dragonhide: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds. Additionally applies Minor Protection.
Morph 1: Healthy Ebonyflesh: Focus your defensive magic to grant Major Resolve to you and allies around you for 10 seconds. Additionally applies Major Vitality.- Paralyze: Curse an target by forcing their muscles to constrict, stunning them for 5 seconds. 1 second cast time.
Morph 1: Weakness Paralysis: curse an target by forcing their muscles to constrict, stunning them for 5 seconds. 1 second cast time. Also applies Minor Maim and Minor Enervation for 5 seconds.
Morph 2: Paralysis Rune: place a volatine rune at the ground around you, that arms after 3 seconds. When triggered, the rune paralyzes all enemies within range for 3 seconds. Radius: 6 meters.- Detect Life: Scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles.
Morph 1: Detect Stealth: scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles. Also detects and pull beings out of stealth or invisibility.
Morph 2: Detect Trap: scatter your staff power all around, detecting every alive being in a 20m radius for 5 seconds. All detected beings can be seen through walls and obstacles. Also detects environment and enemy hazards and applies Major Evasion to allies around you.- Dispel: Focus your offensive power to attempt to nullify hostile magic, removing 1 random buff from a target.
Morph 1: Anti Magicka: Focus your offensive power to attempt to nullify hostile magic, removing up to 3 random buffs from a target.
Morph 2: Drain Spell: Focus your offensive power to attempt to nullify hostile magic, stealing 1 random buff from a target and applying to you.
- Ultimate: Teleport: Conceal two portals, one at the targeted location and another next to you, which take 2 seconds to arm. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage.
Morph 1: Safe Teleport: Conceal two portals, one at the targeted location and another next to you, which take 2 seconds to arm. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage. Teleporting applies a damage shield equivalent to 30% of your Health. Increases portals Health.
Morph 2: Flash Teleport: Conceal two portals, one at the targeted location and another next to you, which arm instantly. You or an ally activating its synergy on a portal teleports you or them to the other portal. Lasts for 30 seconds and can be destroyed by enemy damage. Applies Major Expedition for 10 seconds.