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Sustain’s Future

SneaK
SneaK
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We’ve seen (in a few days at least) two refreshes now, both of which have eliminated the need to build for any sustain.

What do you think is gonna happen?

I personally think if they don’t add infinite sustain to the other refreshes the other refreshes will in turn flop compared to DK/WW. Maybe the masteries are a glimpse into what classes are getting better sustain kits, ie Necro/Sorc won’t cause there’s a mastery for it.. I dunno. I think unlimited sustain is NOT great. But they kind of set the tone already…
"IMO"
Aldmeri Dominion
1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • tomofhyrule
    tomofhyrule
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    It would be nice to see sustain get some use.

    I think one of the fun things to do would be change healing to scale off of regen instead of damage. Granted, I just thought of that from the other thread and haven’t really theorycrafted it, but with sustain being so easy now (and the many heavy attack builds, for whom sustain is irrelevant in the first place), making heals scale from regen would be interesting to make healers have a stat to build into that would be different from DDs/tanks. And then we’d also not have DDs being able to heal as well as healers.
  • Kickimanjaro
    Kickimanjaro
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    What kind of counterplay exists?

    Sets like Enervating Aura can add counterplay against groups with high resource recoveries, but this doesn't apply to Core of Flame/morphs as far as I can tell. This new sustain skill simply restores 15% of missing resources, so you are encouraged to play with a high resource pool and run it low, kind of like Coral Riptide. I wonder what it would feel like if instead of a flat resource restore, it instead modified your recovery stats instead. This way, resource recovery debuff sets like Enervating Aura or Languor of Peryite, would have more meaningful counterplay. This wouldn't address groups that don't consider recovery stat at all and instead dig in on the self-restores and group restores (Lamia's Song, Recovery Convergence)...

    Do ravage resource poisons need a buff? Maybe, not sure since I mainly play support and haven't used them much myself and I don't really even know how they work.

    What about Magickasteal? Currently, we only have Minor Magickasteal and it gives attackers resources back upon hitting a target under the effect... but it doesn't actually steal it. It just gives you resources because you hit an enemy with Minor Magickasteal. What if it took their Magicka instead? What if we had a way to inflict Major Magickasteal as well? What if there was a similar debuff that affected Stamina? I think these could be possible counterplay options, but I'm not sure.

    What if they added some sort of analog to heal absorption that instead targeted a resource? Call it Stamina Absorb or Magicka Absorb, could negate the next X amount of resource restored for Y seconds. Apparently, there's poisons with similar names already, but they also seem to function like Magickasteal, where it doesn't actually take from the enemy and instead only gives to you, so that's why I'd like it to be a little different, but I don't know poisons so I could be wrong...

    I guess all of that is to say that I don't know what's going to happen. My preference would be adding ways to either take an enemy's resources directly or more ways to increase the costs of their abilities because I don't see them nerfing Core of Flame. Maybe a refreshed class could have ways to sap resources and recoveries and return them to themselves or group (that'd be strong, maybe make it Class Mastery only).
  • Vaqual
    Vaqual
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    I wonder what is smarter. Fixing CoF and CoE or reworking an entire section of the games combat system, which has organically grown for over a decade and thousands of small components.

    I'll have to give this a hard think.
    Edited by Vaqual on June 6, 2026 12:59AM
  • Erickson9610
    Erickson9610
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    It's worth noting that in the case of Werewolf, Magicka Recovery is still important. The Stamina cost of abilities was reduced to encourage Magicka specs to play Werewolf, but they left the burst heal with a high Magicka cost. Remember that Heavy Attacks don't restore Magicka and you can't source Magicka Recovery/restore from the toolkit. So, you can still Magicka check a Werewolf just like you can do on Live — just make sure you're out of melee range (use snares and immobilizations) and slot a purge so the enemy Werewolf can't use their Stamina-based lifesteal abilities (Gnash, Bloodclaws) to heal when they're out of Magicka.


    I wish ZOS had, instead of reducing the Stamina cost so much, flipped the type of resource cost/restored depending on what type of resource has the higher maximum — just like Arcanist.

    For instance, if you have more Maximum Stamina, every ability except Hircine's Bounty costs Stamina, the transformation gives you Stamina Recovery, and Hircine's Bounty and Heavy Attacks restore Stamina.

    But when you have more Maximum Magicka, every ability except Hircine's Bounty costs Magicka, the transformation gives you Magicka Recovery, and Hircine's Bounty and Heavy Attacks restore Magicka.

    This would've encouraged Magicka specs to play Werewolf without removing the need to manage both our resources and our transformation timer.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SneaK
    SneaK
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    It would be nice to see sustain get some use.

    I think one of the fun things to do would be change healing to scale off of regen instead of damage. Granted, I just thought of that from the other thread and haven’t really theorycrafted it, but with sustain being so easy now (and the many heavy attack builds, for whom sustain is irrelevant in the first place), making heals scale from regen would be interesting to make healers have a stat to build into that would be different from DDs/tanks. And then we’d also not have DDs being able to heal as well as healers.

    I wish they’d just scale from max stam or mag.

    They could, test out scaling HoTs from regen, that would be interesting, and in a way make sense.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
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