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Are Weapon Skills Too Specialized?

Akisohida
Akisohida
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I mean..It just seems like, if I'm not using weapon skills (say, I use only Daedric Summoning, or a Necromancer skillset), then my weapon means nothing.

And if I AM using weapon skills, I'm gimping my chosen Class Tree.
It just feels like I could be a sorcerer using a bow, or a Necromancer using a dagger, since every skill tree is 80-100% ONLY that skill tree.
IE: Dagger skills/passives won't help my Necromancer skills or even my Nightblade skills.

Everything just feels so...rigidly walled off from each other. I can be 1 of 3 Necromancer skill trees OR a Destruction Staff user. Because D.Staff passives don't help non-D.Staff skills.

Note: I do know some, very few, weapon passives don't help ONLY weapon skills, but they seem to be the exception, not the rule.
  • VaranisArano
    VaranisArano
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    I guess I'm a little confused. Many players use a blend of weapon and class skills, balanced according to whether they use magicka or stamina.

    For example, my Stam Sorc uses a dagger and bow for her weapons when questing. Faced with a mob pack, she's shooting a hail of arrows (Endless Hail), then surrounding herself with hurricane force winds as she rushes into the middle of her enemies (Hurricane). Then she's slashing (Rending Slashes)and hurling daggers until they all die(Shrouded Dagger) while Surge keeps her healed from all sources of critical damage (Critical Surge).

    On the other hand, my MagDK uses mostly class skills while she quests. Her Inferno staff's turns fights into a game of "the floor is lava" for enemies (Wall of Elements), while she chains, whips, and burns the mob to death (Unrelenting Grip, Molten Whip, Burning Embers/Engulfing Flames). Against harder foes, Elemental Drain fuels her magicka, letting her do more damage, longer.

    In each case, their weapon and chosen class skills are all boosted by their main resource: stamina or magicka. Fights are a fluid rotation between skills that all work together to bring down the enemy quickly.
  • Akisohida
    Akisohida
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    I guess I'm a little confused. Many players use a blend of weapon and class skills, balanced according to whether they use magicka or stamina.

    For example, my Stam Sorc uses a dagger and bow for her weapons when questing. Faced with a mob pack, she's shooting a hail of arrows (Endless Hail), then surrounding herself with hurricane force winds as she rushes into the middle of her enemies (Hurricane). Then she's slashing (Rending Slashes)and hurling daggers until they all die(Shrouded Dagger) while Surge keeps her healed from all sources of critical damage (Critical Surge).

    On the other hand, my MagDK uses mostly class skills while she quests. Her Inferno staff's turns fights into a game of "the floor is lava" for enemies (Wall of Elements), while she chains, whips, and burns the mob to death (Unrelenting Grip, Molten Whip, Burning Embers/Engulfing Flames). Against harder foes, Elemental Drain fuels her magicka, letting her do more damage, longer.

    In each case, their weapon and chosen class skills are all boosted by their main resource: stamina or magicka. Fights are a fluid rotation between skills that all work together to bring down the enemy quickly.

    I could have said it better. I mean, like, the passives.

    Dagger passives only help daggers. D.Staff passives only help D.Staves. Grave Lord Passives only help Grave Lord skills.

    And many of these passives are 'For every <class> skill slotted, do <x>', so if having Grave Lord skills slotted increases my skill damage, why would I reduce that damage boost by slotting D.Staff skills?

    These passives are so rigidly defined, that's there's little to no synergy with anything NOT of that skill tree.
    I'm not a Dagger Necromancer; I'm a Necromancer OR a dagger user. Because the passives are weaker if I split my 6 active abilities between 2 trees.

    I hope that makes a bit more sense?
  • Bucky_13
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    That depends a lot from class to class however. I mainly play stamblade, which in the siphoning tree have a passive which gives me x% bonus healing for each skill slotted on that bar. Since the best heals for my pvp char are rally & vigor, I have those slotted along with 2 siphoning skills to boost those skills. There's also a passive in the Assassination tree which helps me offensively and means I usually have 2 skills from that line on my main bar in PvE to boost damage there.

    And then we have Fighter's guild which has a really fun passive when you just want to make your snipes hit as hard as possible.

    Mixing between trees to find how to make your passives help you while using the best skills that you need is a big part for making a build. Weapon skills are a big part of it, while the passives are weapon specific, the actual abilities and buffs that they provide is an important factor.

    As an example from my ranged pvp build, I use rally from 2h weapon tree in order to boost my damage on my bow bar, then race against time from psijic order to increase crit dmg, then I have a fighters guild skill that adds more overall damage to the bar it's on, which makes my poison arrow or bombard or bow ult hit harder.
    Edited by Bucky_13 on January 16, 2021 4:42PM
  • relentless_turnip
    relentless_turnip
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    Weapon choice often comes down to passives and missing buff etc from you build. Like stamplar using 2h for major brutality(rally should be fighters guild imo as it is the reason 2h is normally superior). Stam sorc might compliment their build using dw as the passive gives bonus damage to stunned and imboilsed targets which compliments Streak along with aoe pressure from dw which is inherent from running hurricane. They might run bow with bombard on the back bar to further compliment the uptime of the dw passive and get easy access to major expedition to further compliment their class speed.

    The same decision making comes into choosing sets, race, mundus etc... Most players use a mix of both. Some classes rely heavily on weapon skills and some don't, but you can choose to use them and make something interesting.
  • VaranisArano
    VaranisArano
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    Akisohida wrote: »
    I guess I'm a little confused. Many players use a blend of weapon and class skills, balanced according to whether they use magicka or stamina.

    For example, my Stam Sorc uses a dagger and bow for her weapons when questing. Faced with a mob pack, she's shooting a hail of arrows (Endless Hail), then surrounding herself with hurricane force winds as she rushes into the middle of her enemies (Hurricane). Then she's slashing (Rending Slashes)and hurling daggers until they all die(Shrouded Dagger) while Surge keeps her healed from all sources of critical damage (Critical Surge).

    On the other hand, my MagDK uses mostly class skills while she quests. Her Inferno staff's turns fights into a game of "the floor is lava" for enemies (Wall of Elements), while she chains, whips, and burns the mob to death (Unrelenting Grip, Molten Whip, Burning Embers/Engulfing Flames). Against harder foes, Elemental Drain fuels her magicka, letting her do more damage, longer.

    In each case, their weapon and chosen class skills are all boosted by their main resource: stamina or magicka. Fights are a fluid rotation between skills that all work together to bring down the enemy quickly.

    I could have said it better. I mean, like, the passives.

    Dagger passives only help daggers. D.Staff passives only help D.Staves. Grave Lord Passives only help Grave Lord skills.

    And many of these passives are 'For every <class> skill slotted, do <x>', so if having Grave Lord skills slotted increases my skill damage, why would I reduce that damage boost by slotting D.Staff skills?

    These passives are so rigidly defined, that's there's little to no synergy with anything NOT of that skill tree.
    I'm not a Dagger Necromancer; I'm a Necromancer OR a dagger user. Because the passives are weaker if I split my 6 active abilities between 2 trees.

    I hope that makes a bit more sense?

    I think it depends to a degree on how useful the passive is vs the benefit your gain from the other skills you'd be using. Passives that add up bonuses like that are usually small additional bonuses for using the skills you would be anyway.

    For example, my MagDK has the passive Elder Dragon, where it "Increases your Health Recovery by 5% for each Draconic Power ability slotted." Well, extra health recovery is nice while questing, but I'm not going to stack a bunch of Draconic Power abilities to pump it up. Instead, it gives me a little extra 5% on each bar when I have one qualifying ability. My tank build uses more CC/protective abilities from Draconic Power, so I get more health recovery on the build that can really use it.

    With your Grave Lord example, I see it "increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability slotted." That means its more beneficial to stack your primary damage bar with Grave Lord skills to take advantage of the execute phase damage. But your back bar is still available for other skills, such as weapon DOTs, buffs, or debuffs that boost your overall damage in other ways. In fact, depending on your build and the content you are doing, it might be more beneficial to lose 10% of critical chance during execute phase in exchange for picking up a non-Grave Lord skill that gives you another DOT or otherwise fills in a weakness in your build.
    Edited by VaranisArano on January 16, 2021 4:51PM
  • Starlock
    Starlock
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    Can you give an example of a cRPG (or even a tabletop RPG) that works in the manner you are asking for, Akisohida?

    I don't agree with your assessment that using a different weapon "means nothing" if you don't have one of the skills slotted. It means less than it does in other RPGs, yes, but there are still differences in aesthetic, wind up times, damage, resource recovery, and in some cases a few other effects like bleed or damage type.

    I'm not aware of any RPG that allows distinctly different skill types to augment unrelated skill types. A character with 10 skill ranks in climbing doesn't get to just apply that to crafting arrows. A character that specializes in greatswords shouldn't expect that to have any impact at all on spells they cast. Being good at algebra doesn't mean you somehow are good at drawing. That sort of thing.
  • Akisohida
    Akisohida
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    Starlock wrote: »
    Can you give an example of a cRPG (or even a tabletop RPG) that works in the manner you are asking for, Akisohida?

    I don't agree with your assessment that using a different weapon "means nothing" if you don't have one of the skills slotted. It means less than it does in other RPGs, yes, but there are still differences in aesthetic, wind up times, damage, resource recovery, and in some cases a few other effects like bleed or damage type.

    I'm not aware of any RPG that allows distinctly different skill types to augment unrelated skill types. A character with 10 skill ranks in climbing doesn't get to just apply that to crafting arrows. A character that specializes in greatswords shouldn't expect that to have any impact at all on spells they cast. Being good at algebra doesn't mean you somehow are good at drawing. That sort of thing.

    To give an example: Necros, in Diablo 2, have dagger-based skills.
    Not quite the same but on the same block.

    I'm not saying it's bad or wrong; just that it feels oddly restrictive.
    And I'm learning that maybe it's just me needing to learn more.

    I dunno. I guess the way I would have done it is have weapon skills for each class.
    IE: Necros get necromancer-themed dagger or sword trees.
    Nightblades get skill trees for swords, daggers, and bows that work with their class trees.

    It's just my input, and I put it out there to see if people agrees, or if I was wrong and/or missing allot of information. My highest level character is level 21 DK. I'm currently playing a Magi-Necro with friends (DPS, not healing). So I don't have much, if any, end-game information or all the info on how builds work.
    Hell, I'm not even in a newb-friendly guild.

    So I dropped this thread to discuss and learn.
  • Starlock
    Starlock
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    I do agree there are some interesting design decisions in terms of how skill lines and passives interact. Some of that may be a product of changes in design direction - the way things originally were intended to work at launch is quite different than how things work now.

    The passives remind me a bit like feats or perks in other RPG systems. Relative to how some other RPG systems treat those, how ESO attaches it to specific skill lines is indeed restrictive. Changing that at this point would be difficult, though, so far be it from me to suggest a solution.

    Something that might be a bit easier is to make weapon types mean more than they do now. Just as an example, right now damage type doesn't really... do much of anything? In other RPGs I've played, damage type means a lot. Even back in Skyrim, attacking a frost atronach with frost damage did jack and squat, right? ESO lets it work, though. If different weapon types had more of a niche against different enemies and all, there'd be more compelling decisions to be made. I say this is a bit easier, but... well... at the stage of development this game is in, this'd be like adding a new game system and be quite a lot of work too. Just a thought, at any rate.
  • Weesacs
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    OP I agree mate and I think your suggestion would open up additional builds, especially because magicka players are forced to use a staff, whereas stamina players have much more options available.

    Maybe having a magicka and a stamina morph option for each weapon type?

    For example, the following would be good:

    - Magicka based arrows (think Hank out of the TV cartoon series of dungeon and dragons)

    And so on ...



    Breton Templar
    PS5 - EU - DC
  • Vevvev
    Vevvev
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    Akisohida wrote: »
    I guess I'm a little confused. Many players use a blend of weapon and class skills, balanced according to whether they use magicka or stamina.

    For example, my Stam Sorc uses a dagger and bow for her weapons when questing. Faced with a mob pack, she's shooting a hail of arrows (Endless Hail), then surrounding herself with hurricane force winds as she rushes into the middle of her enemies (Hurricane). Then she's slashing (Rending Slashes)and hurling daggers until they all die(Shrouded Dagger) while Surge keeps her healed from all sources of critical damage (Critical Surge).

    On the other hand, my MagDK uses mostly class skills while she quests. Her Inferno staff's turns fights into a game of "the floor is lava" for enemies (Wall of Elements), while she chains, whips, and burns the mob to death (Unrelenting Grip, Molten Whip, Burning Embers/Engulfing Flames). Against harder foes, Elemental Drain fuels her magicka, letting her do more damage, longer.

    In each case, their weapon and chosen class skills are all boosted by their main resource: stamina or magicka. Fights are a fluid rotation between skills that all work together to bring down the enemy quickly.

    I could have said it better. I mean, like, the passives.

    Dagger passives only help daggers. D.Staff passives only help D.Staves. Grave Lord Passives only help Grave Lord skills.

    Ummm... there are a few weapon passives that buff everything. Like for example ancient knowledge in the destruction staff line effects lightning and fire staves in that while holding a flame staff all direct damage you do is buffed by 8%, and all area of effect damage is buffed by 8% when holding a lightning staff.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Akisohida
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    I have learned that Wall Of Elements is really good for AoE as a Grave Lord Necro.

    Admittedly, I also put a point into Render Flesh for self-sustain when soloing.

    Edit: Does Magica Damage increase the damage of EVERY Magica-based skill? Even weapon ones? Or should I up Weapon Damage to make Wall Of Elements shine?
    Edited by Akisohida on January 16, 2021 8:44PM
  • Starlock
    Starlock
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    Weesacs wrote: »
    OP I agree mate and I think your suggestion would open up additional builds, especially because magicka players are forced to use a staff, whereas stamina players have much more options available.

    There are RPGs where certain classes are truly forced to use a particular weapon type. As in players straight up cannot equip any weapon other than the type the game decided belongs to your class. ESO is not one of those games. It is very possible to build an effective character that uses the "wrong" weapon type. Obviously, that's not going to appeal to number crunchers who want to min-max everything, but it does work for the vast majority of content (speaking from experience).
  • VaranisArano
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    Akisohida wrote: »
    I have learned that Wall Of Elements is really good for AoE as a Grave Lord Necro.

    Admittedly, I also put a point into Render Flesh for self-sustain when soloing.

    Edit: Does Magica Damage increase the damage of EVERY Magica-based skill? Even weapon ones? Or should I up Weapon Damage to make Wall Of Elements shine?

    Unless it says it scales off of health, magicka-costing skills scale off of max magicka, spell damage, and spell critical. Stamina-costing skills scale off of max stamina, weapon damage, and weapon critical. (There are relatively few health-scaling skills because it tends to do odd things to the balance of health-stacking tanks.)

    If it helps, I think of staves as "magicka weapons" whose light attacks scale with max magicka and whose heavy attacks return magicka resources. In the same way, bows, one hand and shield, dual wield, and twohanded are all "stamina weapons" whose light attacks scale with max stamina and whose heavy attacks return stamina.
  • Akisohida
    Akisohida
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    Akisohida wrote: »
    I have learned that Wall Of Elements is really good for AoE as a Grave Lord Necro.

    Admittedly, I also put a point into Render Flesh for self-sustain when soloing.

    Edit: Does Magica Damage increase the damage of EVERY Magica-based skill? Even weapon ones? Or should I up Weapon Damage to make Wall Of Elements shine?

    Unless it says it scales off of health, magicka-costing skills scale off of max magicka, spell damage, and spell critical. Stamina-costing skills scale off of max stamina, weapon damage, and weapon critical. (There are relatively few health-scaling skills because it tends to do odd things to the balance of health-stacking tanks.)

    If it helps, I think of staves as "magicka weapons" whose light attacks scale with max magicka and whose heavy attacks return magicka resources. In the same way, bows, one hand and shield, dual wield, and twohanded are all "stamina weapons" whose light attacks scale with max stamina and whose heavy attacks return stamina.

    Thank you for the info.

    And thank everyone for the input! :)
  • Djennku
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    One important thing you missed, OP, is that Light and Heavy attacks count as weapon skills, and those passives apply to them as well, and who in their right mind ISN'T using some combination of Light and heavy attacks during combat?
    @Djennku, PCNA.

    Grand Master crafter, all styles and all furnishing plans known pre U41.
    Vamp and WW bites available for players.
    Shoot me an in-game mail if you need anything, happy to help!
  • Raideen
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    I wish I could build a holy warrior, a paladin/warrior priest, a heavy armor magic wielding class that can DPS with the best of them with a shield in one hand and a mace in the other.

    It can't really be done in ESO (not for content that matters like vets, trials etc), so for now I just go play wow if I need to scratch that itch.
  • VocalThought
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    Akisohida wrote: »
    I mean..It just seems like, if I'm not using weapon skills (say, I use only Daedric Summoning, or a Necromancer skillset), then my weapon means nothing.

    And if I AM using weapon skills, I'm gimping my chosen Class Tree.
    It just feels like I could be a sorcerer using a bow, or a Necromancer using a dagger, since every skill tree is 80-100% ONLY that skill tree.
    IE: Dagger skills/passives won't help my Necromancer skills or even my Nightblade skills.

    Everything just feels so...rigidly walled off from each other. I can be 1 of 3 Necromancer skill trees OR a Destruction Staff user. Because D.Staff passives don't help non-D.Staff skills.

    Note: I do know some, very few, weapon passives don't help ONLY weapon skills, but they seem to be the exception, not the rule.

    So you think the game is too rigid for adding passive to a skill set that benefits only that skill set, instead of other skills skill sets? Dude, if they did it your way, then people would not have the flexibility to create whatever character they want and they'd be more rigid with what class, weapon, and skills they'd pick.
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