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Rework arcanist beam to be effective in PVP so that arcanist is not a PVE only class

Nyseto
Nyseto
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Currently the arcanist beam is trash in PVP and the arcanist class as a whole should not just be a PVE only class. The beam is what gives the arcanist the bulk of its identity and without it, what exactly is the class left with identity-wise when there's other classes like dragonknight and sorcerer?

I think pragmatic fatecarver should be the PVE morph and the exhausting fatecarver morph to be reworked for PVP. One option would be soft target magnetism. If the first tick of the beam hits a player, the beam could slightly bias toward that target for the rest of the channel. You would still need to track them, but tiny strafes wouldn’t immediately break contact. Another possibility would be a slightly wider hit cylinder. The beam visually looks thick, but mechanically it behaves more like a narrow line. Expanding the hitbox a bit would make tracking players who are side-strafing much less frustrating while still allowing dodge rolls or terrain to break it. Another rework would be tick-based locking. Each tick that hits a target could briefly “anchor” the beam to them for the next fraction of a second. That would reward good initial aim while still letting opponents escape with dodge rolls or line-of-sight. Or...the benefits above can come from Crux-assisted targeting where the more crux is built up, the better the targeting effect.

The current class mastery passives for arcanist don't seem to make arcanist any better at PVP because of how clunky the beam is in PVP.
Edited by Nyseto on March 15, 2026 7:15PM
  • FoolishOptimist
    FoolishOptimist
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    Not every skill is designed to be suitable for PvE and PvP.

    PvP is about balancing Survivability, Sustain and Damage.

    The Arcanist has great survivability and resource management in the PvP setting, but you need to outsource damage elsewhere. The Beam is a great opportunity for PvE but it should not be viable for PvP, unless one of the morphs was adapted to a single target channel similar to Radiant Destruction.

  • Nyseto
    Nyseto
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    Not every skill is designed to be suitable for PvE and PvP.

    PvP is about balancing Survivability, Sustain and Damage.

    The Arcanist has great survivability and resource management in the PvP setting, but you need to outsource damage elsewhere. The Beam is a great opportunity for PvE but it should not be viable for PvP, unless one of the morphs was adapted to a single target channel similar to Radiant Destruction.

    You say that, but it still remains that pure Arcanist is more or less bad in PVP. I brought attention to the beam because like you were saying, one of the morphs can be adapted to a single target channel. Either way, having to outsource damage from elsewhere like a different skill line, takes away from its identity. Its own class spammables should at least be viable for PVP so players can have more options. I just figured the beam would be the easiest way to solidify class identity in PVP. Sorcerer for example has good ranged burst, so the Arcanist should be able to bring something new to the table...perhaps consistent ranged pressure other than burst. You brought up Templar's Radiant Destruction and Arcanist doesn't even have an execute. If it doesn't have good ranged burst or an execute, what does it actually have damage-wise that's built-in? Nothing. You mentioned Arcanist has great survivability and resource management...so does Dragonknight. The great survivability and resource management in my opinion contributes less to class identity compared to class damage skills.

    Right now Arcanist just feels too much like a PVE-only class. I hate having to resort to Arcanist for PVE and Nightblade for PVP. I would rather trade some of Arcanist's effectiveness in PVE for PVP potential.
    Edited by Nyseto on March 15, 2026 8:35PM
  • PeacefulAnarchy
    PeacefulAnarchy
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    Why doesn't runeblades/flail work in pvp?
  • Nyseto
    Nyseto
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    Why doesn't runeblades/flail work in pvp?

    No execute for starters. Runeblades has slow projectiles and low pressure, so players can easily move, heal, or line-of-sight it while you’re just building Crux. In PVP, abilities that only generate resources but don’t threaten damage waste valuable time.
    Flail has a noticeable animation and wind-up, so experienced players see it coming and can block, dodge, or move. Its purpose is mostly Crux generation, not immediate kill pressure because it's more of a setup tool.

    What exactly does Arcanist bring to the table in PVP that's unique damage-wise compared to other classes?
    Edited by Nyseto on March 15, 2026 8:44PM
  • Markytous
    Markytous
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    I had to twist and leverage a lot of things to make Arcanist feel comfortable in PVP, but it was doable. I look forward to the refresh where clear purpose can be placed for PVP and PVE implications throughout the class. It has mad potential. My Arcanist in PVP utilizes the nasty pressure that Fulminating Rune + Tomebearer's Inspiration produces. Scribing and Sets are mandatory to grab all essential buffs for a PVP build. Its not exactly a pick-up and play class for PVP, I'd say.
  • Nyseto
    Nyseto
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    Markytous wrote: »
    I had to twist and leverage a lot of things to make Arcanist feel comfortable in PVP, but it was doable. I look forward to the refresh where clear purpose can be placed for PVP and PVE implications throughout the class. It has mad potential. My Arcanist in PVP utilizes the nasty pressure that Fulminating Rune + Tomebearer's Inspiration produces. Scribing and Sets are mandatory to grab all essential buffs for a PVP build. Its not exactly a pick-up and play class for PVP, I'd say.

    I mean even if you had to leverage a lot of things to make Arcanist feel comfortable in PVP, you could then begin to ask yourself if other classes are able to the same thing but better. I would rather Arcanist provide something new other than to barely match the ranged burst of a Sorcerer, for example. It just pains me to look at my Arcanist on my roster before wanting to go to Cyrodiil and then clicking above it on my Nightblade instead lol.

    What further amplifies this problem is the difference between its effectiveness in PVE vs. PVP. I don't think any other class has as big of a gap in how it performs in PVE vs. PVP other than Nightblade which would have the opposite issue where it's a lot better in PVP than it is in PVE lol.
    Edited by Nyseto on March 15, 2026 8:52PM
  • Markytous
    Markytous
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    Nyseto wrote: »
    Markytous wrote: »
    I had to twist and leverage a lot of things to make Arcanist feel comfortable in PVP, but it was doable. I look forward to the refresh where clear purpose can be placed for PVP and PVE implications throughout the class. It has mad potential. My Arcanist in PVP utilizes the nasty pressure that Fulminating Rune + Tomebearer's Inspiration produces. Scribing and Sets are mandatory to grab all essential buffs for a PVP build. Its not exactly a pick-up and play class for PVP, I'd say.

    I mean even if you had to leverage a lot of things to make Arcanist feel comfortable in PVP, you could then begin to ask yourself if other classes are able to the same thing but better. I would rather Arcanist provide something new other than to barely match the ranged burst of a Sorcerer, for example. It just pains me to look at my Arcanist on my roster before wanting to go to Cyrodiil and then clicking above it on my Nightblade instead lol.

    What further amplifies this problem is the difference between its effectiveness in PVE vs. PVP. I don't think any other class has as big of a gap in how it performs in PVE vs. PVP other than Nightblade which would have the opposite issue where it's a lot better in PVP than it is in PVE lol.
    Oh, I absolutely agree. You're right. Hence, why I mentioned needing to contort the very fabric of the class and squeeze everything into barspace possible for essential buffs/stats. It needs to not be the "Book beam" class meant for PVE cleave DPS. Also, in PVP the bookbeam is kinda doodoo. Forced into Tentacular Dread or else you'll lack damage (other buff is too expensive despite being a decent spammable that produces Triangles).

    Arcanist fights against the netcode of ESO. All of its most powerful abilities can be miffed by latency or syncing issues. This obviously causes issues in the PVP department. The solution to this is to make sure you have some kind of cc that forces enemies to stop; this results in the servers being told that the player is indeed stuck where you stunned/immobilized them and can actually be hit by your AOE attacks. Using the Cthulu-Visions stun or a Scribed/Fighters Guild fear can help glue enemy players to the floor so you don't waste your Triangles on nothing. As far as I know, this is the only class that suffers so much from the way netcode communicates player location for hit reg. Its sad.
  • Nyseto
    Nyseto
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    Markytous wrote: »
    Nyseto wrote: »
    Markytous wrote: »
    I had to twist and leverage a lot of things to make Arcanist feel comfortable in PVP, but it was doable. I look forward to the refresh where clear purpose can be placed for PVP and PVE implications throughout the class. It has mad potential. My Arcanist in PVP utilizes the nasty pressure that Fulminating Rune + Tomebearer's Inspiration produces. Scribing and Sets are mandatory to grab all essential buffs for a PVP build. Its not exactly a pick-up and play class for PVP, I'd say.

    I mean even if you had to leverage a lot of things to make Arcanist feel comfortable in PVP, you could then begin to ask yourself if other classes are able to the same thing but better. I would rather Arcanist provide something new other than to barely match the ranged burst of a Sorcerer, for example. It just pains me to look at my Arcanist on my roster before wanting to go to Cyrodiil and then clicking above it on my Nightblade instead lol.

    What further amplifies this problem is the difference between its effectiveness in PVE vs. PVP. I don't think any other class has as big of a gap in how it performs in PVE vs. PVP other than Nightblade which would have the opposite issue where it's a lot better in PVP than it is in PVE lol.
    Oh, I absolutely agree. You're right. Hence, why I mentioned needing to contort the very fabric of the class and squeeze everything into barspace possible for essential buffs/stats. It needs to not be the "Book beam" class meant for PVE cleave DPS. Also, in PVP the bookbeam is kinda doodoo. Forced into Tentacular Dread or else you'll lack damage (other buff is too expensive despite being a decent spammable that produces Triangles).

    Arcanist fights against the netcode of ESO. All of its most powerful abilities can be miffed by latency or syncing issues. This obviously causes issues in the PVP department. The solution to this is to make sure you have some kind of cc that forces enemies to stop; this results in the servers being told that the player is indeed stuck where you stunned/immobilized them and can actually be hit by your AOE attacks. Using the Cthulu-Visions stun or a Scribed/Fighters Guild fear can help glue enemy players to the floor so you don't waste your Triangles on nothing. As far as I know, this is the only class that suffers so much from the way netcode communicates player location for hit reg. Its sad.

    The first person who responded brought up outsourcing damage from elsewhere but the problem is that it takes away from the class and makes it more limiting. In PVP, class damage skills are what contribute the most to its identity rather than its survivability and resource management skills because damage gives you those dopamine hits. Survivability and resource skills are just there doing their thing in the background, you set them & forget. If I'm forced to play a bonkanist, then I'm just a guy running around with a 2H and big shields. Dragonknight meanwhile can rely on its whip, Nightblade can rely on Surprise Attack and Killer's Blade, etc. Sure, not all skills have to be viable for PVE and PVP but it doesn't even have at least one class damage skill you can rely on to be effective in PVP.
    Edited by Nyseto on March 15, 2026 9:12PM
  • Markytous
    Markytous
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    Nyseto wrote: »
    Markytous wrote: »
    Nyseto wrote: »
    Markytous wrote: »
    I had to twist and leverage a lot of things to make Arcanist feel comfortable in PVP, but it was doable. I look forward to the refresh where clear purpose can be placed for PVP and PVE implications throughout the class. It has mad potential. My Arcanist in PVP utilizes the nasty pressure that Fulminating Rune + Tomebearer's Inspiration produces. Scribing and Sets are mandatory to grab all essential buffs for a PVP build. Its not exactly a pick-up and play class for PVP, I'd say.

    I mean even if you had to leverage a lot of things to make Arcanist feel comfortable in PVP, you could then begin to ask yourself if other classes are able to the same thing but better. I would rather Arcanist provide something new other than to barely match the ranged burst of a Sorcerer, for example. It just pains me to look at my Arcanist on my roster before wanting to go to Cyrodiil and then clicking above it on my Nightblade instead lol.

    What further amplifies this problem is the difference between its effectiveness in PVE vs. PVP. I don't think any other class has as big of a gap in how it performs in PVE vs. PVP other than Nightblade which would have the opposite issue where it's a lot better in PVP than it is in PVE lol.
    Oh, I absolutely agree. You're right. Hence, why I mentioned needing to contort the very fabric of the class and squeeze everything into barspace possible for essential buffs/stats. It needs to not be the "Book beam" class meant for PVE cleave DPS. Also, in PVP the bookbeam is kinda doodoo. Forced into Tentacular Dread or else you'll lack damage (other buff is too expensive despite being a decent spammable that produces Triangles).

    Arcanist fights against the netcode of ESO. All of its most powerful abilities can be miffed by latency or syncing issues. This obviously causes issues in the PVP department. The solution to this is to make sure you have some kind of cc that forces enemies to stop; this results in the servers being told that the player is indeed stuck where you stunned/immobilized them and can actually be hit by your AOE attacks. Using the Cthulu-Visions stun or a Scribed/Fighters Guild fear can help glue enemy players to the floor so you don't waste your Triangles on nothing. As far as I know, this is the only class that suffers so much from the way netcode communicates player location for hit reg. Its sad.

    The first person who responded brought up outsourcing damage from elsewhere but the problem is that it takes away from the class and makes it more limiting. In PVP, class damage skills are what contribute the most to its identity rather than its survivability and resource management skills because damage gives you those dopamine hits. Survivability and resource skills are just there doing their thing in the background, you set them & forget. If I'm forced to play a bonkanist, then I'm just a guy running around with a 2H and big shields. Dragonknight meanwhile can rely on its whip, Nightblade can rely on Surprise Attack and Killer's Blade, etc. Sure, not all skills have to be viable for PVE and PVP but it doesn't even have at least one class damage skill you can rely on to be effective in PVP.
    As of now, I feel that all Arcanist gets in PVP for "Class Defining" damage is Tentacular Dread, Fulminating Rune and Recuperative Treatise. Realistically, though, in PVP most meta players will tell you that a SnB or Ice Staff Backbar is the way to go most of the time and (despite me avoiding using those on all accounts) I understand what you mean when it seems that Arcanist itself isn't really driving the player's output. You could use Runeblades and Bookbeam people, but the results won't be meta for sure. I don't recommend just following the meta though because it stifles your own ability to learn the game and finding what you love to slot on bar.
  • CalamityCat
    CalamityCat
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    I don't think beam could ever be especially good for PvP. It's like a huge neon sign saying "Arcanist here, look where I'm facing and sneak up behind me for an easy kill" However it changes, you still have that obvious signposting for anyone to easily kill you. I think it would make more sense to have other skills improved for PvP instead.

    Obviously if you can hide in a group and the enemy are bunched/in a choke point, that might make beam better. But I just think it's too much of a liability to be the best skill for PvP.
  • Orbital78
    Orbital78
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    I've seen quite a few decent arcanists in pvp, usually more immortal tanking. I don't think beam could be more effective without being totally unbalanced. In choke points it is fairly decent, from what I have seen on mine. It is a stationary sort of skill, which isn't very pvp friendly.
  • LittlePinkDot
    LittlePinkDot
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    They should just buff runeblades. The crux is saved for impervious runeward heal anyway. The whole crux mechanic sucks in PvP regardless of what you do with either crux spending skills.
  • Decimus
    Decimus
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    Main issue with beam in PvP is the short radius combined with the positional desyncs (i.e. where you/your opponents are on your screen is not where you are located server side).

    Just a 1m radius increase from the pitiful 3m would make a huge difference in PvP... the dragonknight channeled fire breath for example is very usable on bomber builds since it's a lot wider cone.

    If there's PvE concerns, tie radius increase to Battle Spirit being active.
    Edited by Decimus on March 16, 2026 2:10AM
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