BARBED TRAP SCALE OFF OF HIGHEST RESOURCE PLEASEEEEEEEEEEEEEEEEEEEEEE
Kudos on differentiating healing/defensive scaling from offensive scaling... for Proc sets..
If only you folks could now extend that very reasonable logic to actual skills and abilities now. You’d have a healthy meta where building DPS did not give you large pools and large heals too..
Basically I like the proc set logic (maybe the actual values need tweaking), but you need to make skills abilities (not just gear) do the same. You want to build damage? You don’t get good heals or shields..
MashmalloMan wrote: »BARBED TRAP SCALE OFF OF HIGHEST RESOURCE PLEASEEEEEEEEEEEEEEEEEEEEEE
Nah.. It would make more sense to add minor force to a mages guild skill like Fire Rune, like we've been asking for, for 6 years. Barbed trap feels awkwards af to use on magicka dd's.
Also, the Fighters guild and Mages guild skills are the 1 place in the game where I'd argue they should never have hybrid skills, given the fact that the entire skill lines are centered around the idea's of what feels like stamina vs magicka counterparts. It's just a matter of providing equal options to both sides.
Inner Light and Camo Hunter appear to be relatively equal in different ways for a passive buff + active sneak detection skill.
Both Trap skills are similar in nature with an arming time and a cc, but Trap Beast is universally better because of minor force.
The remaining 4 skills (Entropy, Equilibrium, Silver Bolts, and Circle of Protection) don't need to match each other because they we're never similar in nature to begin with, and all serve as ways to augment what classes may be missing. Equilibrium as a universal sustain skill, Entropy as universal dot and source of Major Sorcery (Stamina has DW Flying blade and 2H Momentum), Silver bolts as a universal cleave spammable or chain pull for tanks and finally Circle of Protection for a universal stamina hot or aoe stun.