Class Identity Rework Analysis

SugaComa
SugaComa
✭✭✭✭✭
Preserving Role Flexibility Without Forcing Resource Archetypes
Executive summary for @ZOS_BrianWheeler
courtesy callout for @ZOS_GinaBruno our amazing player engagement specialist

The current implementation of hybridisation in The Elder Scrolls Online does not support “play your way.”
Instead, it implicitly assigns roles based on primary resource choice:

  • Magicka → Healer / Support
  • Stamina → Damage Dealer
  • Health-stacked hybrid → Tank

This creates a resource-determined role funnel, not a role-choice system.
As a result, players are not choosing how to play a class — they are choosing which parts of the class they are allowed to access.
Problem statement
Hybrid scaling fixed damage math — but not role parity

Hybrid scaling allows abilities to scale from the higher of Weapon or Spell Damage.
However, access to offensive buffs, sustain tools, and role-enabling mechanics remains uneven.
This leads to:
  • Stamina builds inheriting magicka advantages
  • Magicka builds paying a “buff outsourcing tax”
  • Class kits silently encouraging one role per resource
  • Hybrid scaling solved numbers, not identity.
The Templar as a diagnostic case

Templar exposes the issue clearly because its core spammable is shared across roles.
  • Puncturing Strikes (base)
  • Multi-hit channeled attack
  • Light control (snare)
  • Clear class identity: close-range pressure
This should be the anchor for Magicka DPS, Stamina DPS, and Tank pressure builds alike.
Morph divergence reveals systemic bias
  • Puncturing Sweeps (Magicka morph)
    • Magic damage
    • Self-heal (26% of damage dealt)
    • Resulting role pressure:
    • Heals are suppressed in PvP
    • No offensive buff support
    • No penetration or status synergy
    • Encourages healer identity by exclusion
    • This morph is effectively a PvE sustain tool, not a PvP DPS option.
  • Biting Jabs (Stamina morph)
    • Physical damage
    • Sundered status application
    • Grants Major Brutality and Major Sorcery
    • Resulting role pressure:
    • Full offensive buff coverage
    • Status synergy aligned with martial CP
    • No need to outsource core buffs
    • Optimal for both stamina and hybrid damage builds
    • This morph functions as a self-contained DPS engine.
Outcome
The class is not asking: “Which role do you want to play?”
It is asking: “Which resource do you want to commit to, and therefore which role do you accept?”
That is not class identity — it is role coercion via kit design.

Champion Points amplify the problem
  • Martial vs Magical
  • Direct vs DoT
  • Weapon vs Spell
Because CP efficiency still demands specialization:
  • Hybrid builds lose optimisation
  • Pure magicka DPS loses parity
  • Stamina DPS gains both scaling and buff coverage
  • Hybridisation without CP reform rewards convergence, not diversity.
The Arcanist contrast: proof this is solvable

Arcanist demonstrates the correct design philosophy:
  • Ability cost determined by highest or lowest max resource
  • Skills adapt to build intent
  • Weapon choice and role choice remain decoupled
This shows the issue is not technical, but selective.
Legacy classes were not re-authored to this standard, creating a two-tier class system:
  1. Post-hybrid classes (designed with flexibility)
  2. Pre-hybrid classes (patched for numbers only)

Why this is not “play your way”
A system where:
  • Magicka = healer
  • Stamina = DPS
  • Health = tank
…is not freedom! It is a soft-locked role matrix disguised as choice.

Players who want:
  1. Magicka DPS
  2. Stamina healer
  3. Health-based bruisers

…must accept mechanical penalties, not trade-offs.
That is not balance — that is discouragement.

Design principles for class identity fixes

1. Role support must be morph-based, not resource-based

Morphs should:
  1. Enable roles explicitly
  2. Not assume resource = role

Example:
  • One morph supports sustained damage
  • One morph supports burst or utility
  • Neither assumes magicka = healer or stamina = DPS

2. Core offensive buffs should be symmetric

If one morph grants Major Brutality:
The equivalent morph must grant Major Sorcery
Or:
Both grant a class-specific offensive buff

Outsourcing mandatory buffs is a tax, not a choice.

3. Healing should not be the default identity of magicka
  • Self-healing as a side effect is fine.
  • Self-healing as the only compensation is not.
  • Damage morphs should deal damage.
  • Support morphs should support.
Resource type should not pre-decide this.


4. Rework legacy kits to Arcanist standards

Hybrid scaling alone is insufficient.
Legacy classes require:
  1. Cost adaptability
  2. Role-neutral buff access
  3. Explicit identity per morph

Anything less preserves imbalance under a new name.
Closing statement
Class identity fixes are an opportunity to:
  • Restore agency
  • Rebuild trust
  • Let players choose roles without punishment

If “play your way” means anything, it must mean:
Role choice is intentional, not enforced by resource math.
Otherwise, the system is not a sandbox —
it is a funnel with extra steps.
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    Absolutely agree! Your description of the current predicament of magic damage players is spot on!

    Besides the active skills that overly bind magic and healing together, armor passives exacerbate this weakness. Light armor passives inflict severe debuffs on the wearer, making it almost impossible for light armor players to compete with medium armor players.

    Furthermore, the same applies to sets. In PvE, almost all good healing sets are light armor, while almost all good damage sets are medium armor. The only light armor damage set you're likely to see in PvE is Whorl of the Depths.

    @ZOS_BrianWheeler @ZOS_JessicaFolsom @ZOS_Kevin @ZOS_Amy While it's unlikely that DK will be modified now, could future class refreshes at least adhere to the new rule of "Ability cost determined by highest or lowest max resource"?
    Edited by ZhuJiuyin on February 6, 2026 3:29AM
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Silaf
    Silaf
    ✭✭✭✭✭
    Impressive summary well done. ZOS should definetly take a look at this.
    Edited by Silaf on February 7, 2026 9:14AM
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    Thank both for the support - glad to see other feel the same, but judging by the number of replies V number of views we are sorely outnumbered
  • Emeratis
    Emeratis
    ✭✭✭✭
    I've been lurking here, and I do agree with it overall as well. It also fits nicely with an idea I've proposed a few times about adding more lore and in universe mythos into classes. My suggestion was with class reworks/rebalancing to give each skill three morphs relating to warrior, mage, and thief. In the lore warrior, mage, and thief as concepts are intentionally left vague and role agnostic. A warrior can be a tank or a fighter, a mage can be a healer or a dps, a thief can be supportive and utility based or selfish. My proposition was intended to similar to yours give variety of options and diversity to roles and to alleviate some of the tension of skills that currently have two desirable morphs but need adjusted in the reworks for balance sake (see the current dragonknight standard problem and the attempted rework of lighting form recently).

    I do believe if we truly want to see eso have it's class system feel more like a tes game, we need to think about this sort of thing as the class changes move forward. I do genuinely believe it's possible to be more true to tes despite eso being a mmo genre wise (never liked this argument tbh) and I think there is at least a portion of the community that desires this. Personally, I have never liked rigid class systems and part of the appeal for eso to me over other mmos is the ability to customize my character to my liking combat wise. I still had some gripes, but I would strongly prefer the combat systems to move towards more freedom and not less.

    Something to add based on my other times I've talked about the warrior/mage/thief skill design thoughts is it also can address unofficial/half roles. It's not talked about as much but controller is a popular sometimes considered a class/role sometimes not and honestly one of my favorite to play when the option exists. They offer less raw damage in exchange for zone control/area denial and/or high cc pressure. Obviously how cc works in eso that one is a bit complicated but another "half role" you mentioned in your post fits juggernauts/skirmishers who are a damage role that is more tanky than others but also not a traditional tank per say as most of their tankiness is often selfish or to draw out a fight via attrition. There are more but those two def have been almost viable or niche in eso from time to time so they are the first to come to mind.

    Just wanted to hop in because I don't want people with cool, creative ideas to get demoralized. Great post and I do hope ZOS looks at it and thinks about it in regards to class changes and combat direction. <3
  • ceruulean
    ceruulean
    ✭✭✭✭
    All ZoS has to do is:

    - design raids where mobs have more than 30,000 armor. Then light armor DPS which has high penetration, who naturally benefit from mag cost reduction, will become relevant again.
    - Have a mix of bosses that drain stam and not mag, and bosses that drain mag and not stam.
    - Give light armor a sprint bonus and remove the sprint bonus from medium armor to balance out the lower armor rating and martial damage penalty.
    - Assign different mechs depending on who has the highest stam/mag resources. vOC has a way to detect tanks based on who has the highest resistance.

    Right now, raids are just designed with party coordination mechs. None of the stats are really being played with. Other creative ideas would be portals and doors that require shadow cloak or invisibility to get past obstacles, to encourage nb shadow/vampire skills.
    Edited by ceruulean on February 6, 2026 9:32PM
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    This argument assumes encounter design should compensate for class and resource imbalance.
    That’s backwards.

    Armor values, drains, and mechanics are multipliers — skills are the source.

    When stamina morphs disproportionately grant Major buffs and status effects on direct or AoE delivery, while magicka morphs frequently trade those buffs for healing or flavour, no amount of boss armor or drain mechanics fixes the underlying disparity.

    If magicka DPS only becomes relevant when encounters are artificially tuned to favour it, then the system itself is not balanced. A fair system does not require content to prop one side up.

    This approach also does nothing to address PvP balance.
    PvP has no encounter scripting, no selective armor values, no resource-draining bosses, and no mechanic assignment based on stats.
    Any imbalance in PvP comes directly from skill design and resource coupling.
    If stamina builds dominate because their morphs grant more Major buffs, status effects, and direct delivery while sharing the same resource for offense and defense, no amount of PvE encounter design can correct that.
  • SugaComa
    SugaComa
    ✭✭✭✭✭

    To better explain why this is a skills parity issue I ran through the spammables for each class

    The pattern is clear across all 7 classes: Stamina morphs dominate with offensive personal buffs
    • (Major Brutality/Sorcery = +20% WD/SD), enemy debuffs
    • (Major/Minor Breach = 5948/2974 resist shred,
    • Maim = 8-15% enemy dmg taken reduce,
    • Sundered/Hemorrhage = extra resist shred/status procs), executes, and CC (Off Balance).


    Magicka morphs get self/group heals/HoTs, sustain, or minor utility—pushing mag into "healer-DPS" hybrids.
    This stacks multiplicatively with dynamic scaling, medium armor (7% WD), and bow procs,
    making stam burst 15-30% higher in PvP/PvE trials.

    Spammables & Key Utility Morphs Comparison
    Focus on spammables (core rotation ~40-50% DPS) + high-impact utility (DOTs/executes/buffs).

    Arcanist
    • Stam Spammable: Cephaliarch's Flail (Herald)
      - AOE physical damage
      - Self-heal
      - Execute under 25%
      - Crux generation
      - 5% damage buff (20s)
    • Mag Spammable: Pragmatic Fatecarver
      - Channeled magicka beam
      - No heal, buff, or debuff
    • Stam Advantage: Massive — best overall spammable (AOE + heal + buff). Mag is fragile.

    Dragonknight
    • Stam Spammable: Venomous Claw (Ardent Flame)
      - Physical DoT
      - Minor Maim (8% enemy damage reduction)
    • Mag Spammable: Flame Lash (Whip)
      - Massive self-heal on Off Balance
    • Stam Advantage: PvP: Maim enables burst windows. PvE: stam procs outperform.

    Necromancer
    • Stam Spammable: Ruinous Scythe (Bone Tyrant)
      - Bleed execute
      - Off Balance (7s)
      - Hemorrhage proc
    • Mag Spammable: Hungry Scythe
      - Strong self-heal
    • Stam Advantage: Defense + CC — Brawler shield + Off Balance beats mag sustain.

    Nightblade
    • Stam Spammable: Surprise Attack (Assassination)
      - Major Breach (5948 resistance shred)
      - Guaranteed crit from stealth
    • Mag Spammable: Swallow Soul (Siphoning)
      - Ranged heal spammable
    • Stam Advantage: Burst king — shred + crit = 20–30% more damage.

    Sorcerer
    • Stam Spammable: Crystal Weapon (Dark Magic)
      - Physical burst
      - Major Sorcery (+20% Spell Damage)
    • Mag Spammable: Crystal Fragments
      - Proc-based mag burst
      - No buff attached
    • Stam Advantage: Buff applies universally — strongest hybrid flex.

    Templar
    • Stam Spammable: Biting Jabs (Aedric Spear)
      - Major Brutality & Sorcery (+20% WD/SD for 10s)
      - Sundered proc (resistance shred)
    • Mag Spammable: Puncturing Sweep
      - Heals for 25% of damage done
    • Stam Advantage: Snowball design — dual Major buffs + shred > healing. Classic imbalance.

    Warden
    • Stam Spammable: Cutting Dive / Cliff Racer
      - Dive damage
      - Hemorrhage proc chance
    • Mag Spammable: Deep Fissure
      - AOE delayed burst
    • Stam Advantage: Utility monster — stam Fetcher Infection gives Minor Vulnerability (8% dmg taken).

    • Personal Buffs: Stam gets Majors (20%) on spams (Jabs, Crystal Weapon) → 1.2x dmg amp uptime 100%. Mag: None.
    • Debuffs: Stam shreds ~10k+ resists (Breach + Sundered/Maim) + Off Bal stuns → your group bursts 25%+ harder.
    • PvP Impact: Stam snowball (debuff → kill → less counterplay). Mag survives brawls but can't kill solo.
    • PvE: Stam parses 140k+ trials; mag ~120k (addon tooltip mag higher, but procs/armor win).
    • Exceptions: DK mag heals strong solo; Sorc mag pets easy. But meta = stam.


    Buff & Effect Distribution (Stam vs Mag)
    • Self-Buffs (Major buffs / % damage on spammable / utility)
      - Stamina: 4
      (Jabs ×2, Crystal Weapon ×1, Cephaliarch's Flail ×1)
      - Magicka: 0
      - Multiplier Impact: ∞× (100% exclusive access)
    • Enemy Debuffs
      (Breach / Maim / Sundered / Off Balance / Hemorrhage)
      - Stamina: 6
      - Magicka: 0
      - Multiplier Impact:
    • Heals / HoTs
      - Stamina: 2 (minor)
      - Magicka: 7
      - Relative Weight: Magicka ≈ 3.5×


    Conclusion: How This Imbalance Plays Out
    • Damage Reality:
      Stamina builds stack personal Major buffs (+20%), constant enemy debuffs, and execute pressure.
      In real combat this results in ~20–25% higher effective DPS than Magicka builds.
    • Multiplicative Snowball:
      Stam damage is amplified by:
      - Self-buffs (100% uptime)
      - Resistance shred (Breach + Sundered)
      - Off Balance / CC windows
      These effects multiply together, not add — creating 25%+ burst spikes.
    • Magicka Trade-Off:
      Magicka morphs trade damage for heals, HoTs, or sustain.
      This improves survival but does not convert into kill pressure or burst windows.
    • PvP Outcome:
      Stam kills faster → removes counterplay → snowballs fights.
      Mag survives longer but cannot reliably secure solo kills.
    • PvE Outcome:
      Stam parses consistently outperform Mag in trials and arenas.
      Even when tooltip damage favors Mag, armor passives and proc scaling push Stam ahead.
    • Design Cause:
      Subclassing magnified an existing asymmetry:
      - Stam morphs = damage multipliers
      - Mag morphs = sustain tools
      There is no morph symmetry at the spammable level.
    • Net Effect:
      “Play your way” becomes:
      - Stamina = damage dealer
      - Magicka = healer-DPS hybrid
      Choice is no longer neutral; outcomes are pre-determined.
  • ceruulean
    ceruulean
    ✭✭✭✭
    I mean you can point out the disparity in PvP all you want but ZoS is likely to just implement Vengeance and make it so class skills use mag and weapon skills use stam, and roll dodge/block/break free being the main stam drain, and balance things that way. Most games do it this way, they have a "mana" bar to limit skills and a "stam" bar to limit defense movement. ESO is unique in that you can slot some stamina draining skills, and customize the pool size of mag and stam, but if it makes balancing too hard then I wouldn't be surprised if ZOS nukes the whole thing and sticks to a more standardized design.
    Edited by ceruulean on February 7, 2026 3:17PM
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    I get the concern, but this assumes ZOS would abandon one of ESO’s core design pillars — and their own stated philosophy — to solve a balance issue they already created.
    • ESO is built around hybridisation by design.
      ZOS deliberately moved away from “mana = skills / stamina = movement” years ago.
      Dynamic scaling, weapon skill cost changes, and subclassing all reinforce this — not undo it.
    • Standardising costs would break more than it fixes.
      If class skills = mag and weapon skills = stam:
      - Hybrid builds die overnight
      - Tank and PvP sustain collapse
      - Subclassing becomes meaningless
      That would be a full combat rework, not a balance tweak.
    • ZOS historically corrects asymmetry at the source, not by nuking systems.
      They adjust:
      - Morph effects
      - Passive scaling
      - Buff/debuff access
      They do not rip out core resource interaction once shipped.
    • The issue isn’t “ESO is too flexible”.
      The issue is that stamina morphs gained multiplicative damage effects,
      while magicka morphs were pushed into reactive sustain.
    • Vengeance-style fixes don’t address that root cause.
      They limit extremes, but they don’t restore parity between:
      - Damage amplification
      - Kill pressure
      - Spammable value

    Bottom line:
    This isn’t a resource-system problem.
    It’s a morph-design symmetry problem — and subclassing amplified it.
  • ceruulean
    ceruulean
    ✭✭✭✭
    Interesting ChatGPT-style response. Can you answer why should ZoS care about balancing stam's damage vs. mag's damage when they're currently focused on class reworks? Why should mag specs have better support/self-heal capabilities and do the same damage as stam specs?

    Also, arcanist's class design does not have equality. Magarc is considered a worse dps to play than stamarc, despite similar damage and implementing some of the suggestions. Why is that?

    Only half of arc's skills scale with max resource, so it leads to stamarc having a better balance between mag/stam drain, and the bloated Ceph flail stam morph has better defensive capabilities. Magarc is left in the dust and runs out of stam too quickly with Flail spam and Fulmanating rune's stam cost, to survive in live content, and also a more expensive magicka beam, so their primary resource is also being strained more than the stam version. Magarc has the capability to spam shields, but content has been powercrept so bad that DPS slotting a self-shield hasn't been a thing in years, and they just outsource healing to the healer. If they really need a defense boost, then Resolving Vigor is enough.

    Traditionally, stam specs were squishier and had less defensive capabilites, and had to play in close range, in exchange for better damage and lower skill costs. Mag specs had better defensive capabilities. That's why some people prefer one playstyle over another. So why does content not need dps to slot more self-sustain and defense anymore? Why do people stack as much damage as possible and why is using stam spec less punishing than mag?
    Edited by ceruulean on February 7, 2026 4:14PM
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    let me first answer the ChatGPT point, Yes I use chatGPT, why because this topics angers, frustrates me and bring out a lot of negativity, if I was to write here what goes through my head it would hard to read, jumping to everything and annoynace that leaps into my head while typing just flows out of me, and if I want this matter to be understood and taken seriously my points need to remain, calm considered analytical - almost surgical, cold hard facts with numbers are hard to dispute. and dispute them you have tried so lets do this.


    You’re arguing from a framework ESO no longer uses, and your Arcanist example actually proves the imbalance rather than refuting it.

    ZOS has to care about stamina vs magicka damage during class reworks because class kits do not exist in a vacuum. Reworking classes on top of an asymmetric damage framework guarantees skewed outcomes. That is exactly why recent reworks consistently benefit stamina builds while magicka variants feel compromised.

    This is not a tuning issue. It is a baseline design problem.

    “Why should mag specs have better support/self-heal and the same damage?”

    They shouldn’t — and that’s the point.

    Mag specs are not choosing support tools. They are being forced into sustain morphs instead of damage multipliers, while stamina morphs receive multiplicative offensive effects. That is not role diversity — it is role assignment.

    Sustain is no longer a meaningful advantage in modern ESO DPS:
    • Survivability is fully outsourced to healers
    • Self-shields are obsolete in PvE
    • Defensive slots on DPS are considered wasted damage

    Mag is paying a full damage tax for a benefit the game no longer rewards.

    Arcanist proves this problem — it does not contradict it

    Magarc is not worse because of preference or “numbers being close.”
    Magarc is worse because it violates modern DPS resource design.

    Stamarc
    • Applies pressure to a single offensive resource
    • Gains healing, sustain, execute, crux generation, and a damage buff in one spammable
    • Preserves stamina for movement and defense
    • Supports Fatecarver more easily due to healthier mag/stam balance

    Magarc
    • Applies pressure to both resources simultaneously
    • Flail drains stamina (movement/defense resource)
    • Fulminating Rune drains stamina
    • Fatecarver drains magicka more heavily
    • Shields compete with DPS slots and are irrelevant in modern PvE
    • Ends up resource-starved on both bars

    If two builds show similar tooltip DPS but one collapses under real encounter pressure, that build is worse by definition.

    The “traditional stam vs mag” argument is outdated

    The old contract:
    • Stamina = higher risk, higher reward
    • Magicka = safer, lower damage

    That contract no longer exists.

    What changed:
    • Healer throughput trivialized survivability
    • Encounter damage is predictable and healable
    • DPS are not expected to self-sustain
    • Group optimization punishes defensive choices

    The risk was removed from stamina, but the penalty remains on magicka.

    That is why:
    • Nobody slots shields
    • Resolving Vigor is “enough”
    • Damage stacking dominates
    • Stamina is less punishing than magicka

    This is not player greed — it is rational optimization.

    The actual issue

    This is not about mag doing “everything.”
    It is about charging mag specs for sustain in a meta where sustain has no value.

    Until morph symmetry reflects how ESO is actually played:
    • Stamina will continue to snowball
    • Magicka will remain a healer-DPS hybrid
    • Class reworks will keep landing unevenly

    Arcanist didn’t create this problem.
    It just made it impossible to ignore.
  • Emeratis
    Emeratis
    ✭✭✭✭
    SugaComa wrote: »
    To better explain why this is a skills parity issue I ran through the spammables for each class

    The pattern is clear across all 7 classes: Stamina morphs dominate with offensive personal buffs
    • (Major Brutality/Sorcery = +20% WD/SD), enemy debuffs
    • (Major/Minor Breach = 5948/2974 resist shred,
    • Maim = 8-15% enemy dmg taken reduce,
    • Sundered/Hemorrhage = extra resist shred/status procs), executes, and CC (Off Balance).


    Magicka morphs get self/group heals/HoTs, sustain, or minor utility—pushing mag into "healer-DPS" hybrids.
    This stacks multiplicatively with dynamic scaling, medium armor (7% WD), and bow procs,
    making stam burst 15-30% higher in PvP/PvE trials.

    Spammables & Key Utility Morphs Comparison
    Focus on spammables (core rotation ~40-50% DPS) + high-impact utility (DOTs/executes/buffs).

    Arcanist
    • Stam Spammable: Cephaliarch's Flail (Herald)
      - AOE physical damage
      - Self-heal
      - Execute under 25%
      - Crux generation
      - 5% damage buff (20s)
    • Mag Spammable: Pragmatic Fatecarver
      - Channeled magicka beam
      - No heal, buff, or debuff
    • Stam Advantage: Massive — best overall spammable (AOE + heal + buff). Mag is fragile.

    Dragonknight
    • Stam Spammable: Venomous Claw (Ardent Flame)
      - Physical DoT
      - Minor Maim (8% enemy damage reduction)
    • Mag Spammable: Flame Lash (Whip)
      - Massive self-heal on Off Balance
    • Stam Advantage: PvP: Maim enables burst windows. PvE: stam procs outperform.

    Necromancer
    • Stam Spammable: Ruinous Scythe (Bone Tyrant)
      - Bleed execute
      - Off Balance (7s)
      - Hemorrhage proc
    • Mag Spammable: Hungry Scythe
      - Strong self-heal
    • Stam Advantage: Defense + CC — Brawler shield + Off Balance beats mag sustain.

    Nightblade
    • Stam Spammable: Surprise Attack (Assassination)
      - Major Breach (5948 resistance shred)
      - Guaranteed crit from stealth
    • Mag Spammable: Swallow Soul (Siphoning)
      - Ranged heal spammable
    • Stam Advantage: Burst king — shred + crit = 20–30% more damage.

    Sorcerer
    • Stam Spammable: Crystal Weapon (Dark Magic)
      - Physical burst
      - Major Sorcery (+20% Spell Damage)
    • Mag Spammable: Crystal Fragments
      - Proc-based mag burst
      - No buff attached
    • Stam Advantage: Buff applies universally — strongest hybrid flex.

    Templar
    • Stam Spammable: Biting Jabs (Aedric Spear)
      - Major Brutality & Sorcery (+20% WD/SD for 10s)
      - Sundered proc (resistance shred)
    • Mag Spammable: Puncturing Sweep
      - Heals for 25% of damage done
    • Stam Advantage: Snowball design — dual Major buffs + shred > healing. Classic imbalance.

    Warden
    • Stam Spammable: Cutting Dive / Cliff Racer
      - Dive damage
      - Hemorrhage proc chance
    • Mag Spammable: Deep Fissure
      - AOE delayed burst
    • Stam Advantage: Utility monster — stam Fetcher Infection gives Minor Vulnerability (8% dmg taken).

    • Personal Buffs: Stam gets Majors (20%) on spams (Jabs, Crystal Weapon) → 1.2x dmg amp uptime 100%. Mag: None.
    • Debuffs: Stam shreds ~10k+ resists (Breach + Sundered/Maim) + Off Bal stuns → your group bursts 25%+ harder.
    • PvP Impact: Stam snowball (debuff → kill → less counterplay). Mag survives brawls but can't kill solo.
    • PvE: Stam parses 140k+ trials; mag ~120k (addon tooltip mag higher, but procs/armor win).
    • Exceptions: DK mag heals strong solo; Sorc mag pets easy. But meta = stam.


    Buff & Effect Distribution (Stam vs Mag)
    • Self-Buffs (Major buffs / % damage on spammable / utility)
      - Stamina: 4
      (Jabs ×2, Crystal Weapon ×1, Cephaliarch's Flail ×1)
      - Magicka: 0
      - Multiplier Impact: ∞× (100% exclusive access)
    • Enemy Debuffs
      (Breach / Maim / Sundered / Off Balance / Hemorrhage)
      - Stamina: 6
      - Magicka: 0
      - Multiplier Impact:
    • Heals / HoTs
      - Stamina: 2 (minor)
      - Magicka: 7
      - Relative Weight: Magicka ≈ 3.5×


    Conclusion: How This Imbalance Plays Out
    • Damage Reality:
      Stamina builds stack personal Major buffs (+20%), constant enemy debuffs, and execute pressure.
      In real combat this results in ~20–25% higher effective DPS than Magicka builds.
    • Multiplicative Snowball:
      Stam damage is amplified by:
      - Self-buffs (100% uptime)
      - Resistance shred (Breach + Sundered)
      - Off Balance / CC windows
      These effects multiply together, not add — creating 25%+ burst spikes.
    • Magicka Trade-Off:
      Magicka morphs trade damage for heals, HoTs, or sustain.
      This improves survival but does not convert into kill pressure or burst windows.
    • PvP Outcome:
      Stam kills faster → removes counterplay → snowballs fights.
      Mag survives longer but cannot reliably secure solo kills.
    • PvE Outcome:
      Stam parses consistently outperform Mag in trials and arenas.
      Even when tooltip damage favors Mag, armor passives and proc scaling push Stam ahead.
    • Design Cause:
      Subclassing magnified an existing asymmetry:
      - Stam morphs = damage multipliers
      - Mag morphs = sustain tools
      There is no morph symmetry at the spammable level.
    • Net Effect:
      “Play your way” becomes:
      - Stamina = damage dealer
      - Magicka = healer-DPS hybrid
      Choice is no longer neutral; outcomes are pre-determined.

    While I agree with your general premise, a lot of this is not functionally correct. Arcanist is a bit of an anomaly in all regards. Runeblades or Flail are your spammable. If you use Cephalarch's you are doing that to stack crux then beaming which scales off max resource. If you are using runeblades it is based off max resource and you are using it to stack crux before using the mag flail. Honestly, arcanist's spammable and skills as max/min resource should have been used with dk and should see use in other classes as a somewhat solution to some other problems.

    Whip is the spammable in dk. Claw isn't really one, stonefist has been and also is a stam morph so it's a better comparison.

    Necromancer is also off. Scythe is largely used by tanks for sustain in pve and scales off health (a rare health based spammable). Flame skull, which has a mag or stam morph with venom skull or ricochet skull.

    Veiled Strike has a stam and mag morph and in pve the mag morph is preferred right now due to the "deals increased damage while leaving sneak/invisble" and how that interacts with dark cloak which a nightblade can cast to proc it. Swallow soul is a weird edge case of a reverse of what you say where it has two mag morphs, one that was gutted years ago and doesn't see play and swallow soul that has fallen out of favor but still has at least an advantage of being one of the longest range spammables in game.

    Sorc technically has no mag spammable because nobody casts crystal frags until it has the free nonchanneled proc so here is a weird edge case of stam spammable vs random burst added on. This is why historically sorerers have used weapon spammables like force pulse.

    Warden is wrong for the same reason dk is. Deep Fissure is not a spammable it's delayed burst. Cutting dive vs Screaming Cliff Racer is stam vs mag.

    Again, you are leaving out a lot of spammables and calling things spammables that aren't. The full picture helps. I admit some classes like nb and arcanist are better than others for this (though there are still some problems). It'd be better to make your point without glaring inaccuracies because it makes it hard to talk about the actual problem.

    Edit: just saw the chatgpt part...this was an issue in another thread recently so I want to point out chatGPT is very out of date with eso information and largely incorrect in it's printouts. Ethics and all aside, it's usually wrong in regards to eso stuff so please be mindful of that. M0r does a good job in detail of pointing that out and why here.
    Edited by Emeratis on February 7, 2026 8:43PM
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    Ok just answers you points easily .. first of if weapon and spell damage increase based on the higher resource than absolutely every skill scale to you higher resource this would mean as magic build I take jabs, get the 25% damage buff and spam it from rich source of power not a secondary one that after 3 jobs leaves me breathless and unable to block


    My chosen skills in order to put line disparity I tried to keep my analysis to skill where an named buff was either part of the base skill or taken as one of the morphs as they are the greatest cause of the problem we face.

    Whips while it is the DK spamable offers no named Buff what it does have is off balanced one morph reduces the cost when attacking an odd balance enemy and heals you for for the amount of damage ... Pure magic with heals

    The other morph when in combat and ?using any other ardent flame ability balance gain seething fury (class perk so I didn't count ) increases you molten whip by 20% and your weapon and spell damage by 100 and it splits the cos between magic and stamina

    Again we see that same engine at work magica gets heals while stam gets audition damaged layered and resource control for sustain give stamina user the advantage ?


    And I am full aware of chatgpts limitations with correct information which is why I tend to view it may self

    Some1 posted a build done by chatgpt and I took one look wow 3 hands and no neck that must be the class coming

    My friend asked what was wrong I said what the name of your mythic (it's for new one coming ) shattered path, the necklace really yeah chatgpt said it will be the go to mythic

    They're not wrong but it's called shattered path signet ... The knew cos chatgpt told them so and that it's has a seal of approval

    Any way as I said when I type up my self I ramble


    so here the AI rewrite notice I left the AI one uncorrected this time

    If weapon and spell damage scales off the higher resource, every skill should too. As a magicka DK, Jabs gives the 25% damage buff—but it's pure magicka cost. After three, stamina's depleted, leaving no block.
    I focused on skills with named buffs in base or morphs, as they highlight the issue most:

    Molten Whip (DK spammable): Noxious Breath morph reduces cost on off-balance foes and heals for damage done—pure magicka sustain.
    Searing Strike morph: Using any Ardent Flame ability in combat grants Seething Fury (20% Whip damage +100 weapon/spell damage). Cost splits magicka/stamina.

    Magicka gets heals; stamina layers damage buffs + sustain. Edge to stam.
    (Yeah, ChatGPT builds are rough—saw one with 3 hands, no neck, calling "Shattered Path" the mythic. It's Shattered Path Signet. Classic.)

    Edited by SugaComa on February 7, 2026 9:08PM
  • Tonturri
    Tonturri
    ✭✭✭✭✭
    I like the jabs example since I think it most succinctly highlights the issue. On the surface it looks like a pretty fair choice - you can get more sustain or more offensive buffs. It thematically makes sense (kind of, the thematic and functional difference between mag and stam has been eroding year over year, but that's a whole 'nother story) and is a solid choice.

    To be more specific:
    - There's a heck-ton of absorb shields and even more HoTs than there were originally. Death, in both PvE and PvP at this point, comes in the form of high burst 99% of the time (insofar as I can gather, at any rate). How is ZOS supposed to endanger someone in PvE who has lord-knows-how-many stacks of absorb shields and HoTs beneath skyrocketing their effective HP and the amount of damage required to kill them? This makes the healing from the mag morph just redundant - it won't be making much of a difference (if any, maybe, but I don't want to speak in an absolute here).
    - Stam jabs has stuff that can't really be reduced or interacted with. PvE and PvP opponents aren't exactly purging the Major buffs players have or purging their debuffs (even in PvP, at this point here are so many debuffs, so easily applied, that stuff on a spammable damage skill is going to have high uptime).
    - Meanwhile the mag morph heal is reduced. The player can be debuffed by major/minor defile, the target can block, have high defense (armor, major/minor prot, etcetc, plus battle spirit, so it gets double/triple/etc whammied).

    I personally prefer mag builds. I like magplar and really enjoy damage->healing mechanics and builds that revolve around them, but at this point I don't know how high the heal% would have to be to make it worthwhile...Maybe the heal could be split into a heal and stacking small absorb or something? Idk. It'd help have one part (small absorb that stacks up per hit, doesn't scale with multiple enemies) that isn't hit by as many. It'd also help make the heal more valuable, but also make the defensive bit of the morph still valuable even in the current design state of pve and pvp. There are plenty of ways to go about this. I also want to re-highlight the huge amount of value having a main damage spammable skill providing Major Sorc/Brutality. It saves a lot of 'space' in a build and makes the skill very effect-dense. Although in this case, I think it's more a matter of the state of the game and other mechanics making the mag morph less valuable over the stam morph being too strong, it's still worth considering how anet has allocated major/minor buffs and debuffs to particular skills, and how the presence or lack of them forces a build to make certain choices or doesn't force them to make that choice. I think there's also some extra nuance here where the heal effect from jabs is less valuable since ESO PvP combat cycles through offensive and defensive/recovery windows to some extent, making the heal less valuable since if you *need* healing you're spamming a burst heal, not jabbing...So the heal isn't doing much there. It will help sustain and provide another layer of defense, but it's limited in that regard - gotta stay on the offensive to get continued benefit, and that just isn't feasible in pvp.

    Anyway. @ OP I think you're on the right track ,just the AI posting has muddled what you're trying to say a bit, as others have mentioned. When ZOS gets to templar, I really hope they take these factors into account. It feels like I'm punished just for liking certain mechanics and preferring magicka builds. It's also worth noting the power creep and how it impacts these mechanics, increasing the value of some mechanics/effects while diminishing others. ESO has a lot of problems that tie in together, unfortunately.
Sign In or Register to comment.