Salutations fellow ESO'ers!
All has been quiet on the CP front and it doesnt really bode well with the veterans of the game at the state of CP right now. ZoS has been tight lipped about it and i can't wait to see what they have in store for us. However, in the interest of theory crafting and shenanigans, i thought i might as well do a short writeup on how CP can be revamped.
My main premise with this is : There should be a reshuffling of bonuses from each constellation to further reflect the Mage, Thief and Warrior mundus. This is what i would think could be the final order.
Warrior
- Increased Direct dmg done
- Reduced dot dmg taken
- Critical dmg
- Physical + Magical dmg
- Burst heals
- Increased critical resistance
- Increased recovery
- Reduced block cost
- Hammers, shield and axes mastery
Thief
- Increased Dot dmg done
- Reduced AOE dmg taken
- Penetration
- Poison + disease dmg
- HOTs
- Reduced dodge cost
- Reduced ability cost
- Daggers, swords and bows mastery
Mage
- Increased AOE dmg done
- Reduced direct dmg taken
- Critical Chance
- Fire, Frost and Shock dmg
- Group heals
- Increased shield effectiveness
- Increased resource gain
- Destruction and restoration staff mastery
The caveat to this and this is the crux of the matter; You can have 100 points into each of the mundus. Once you put more points into a particular mundus however, eg the Thief mundus, you are then locked out of the other two mundus. This creates a conscious choice for the player to further enhance his character into a more specialized champion. The idea is to have the first 100 points into each mundus to be those of PvP in nature, like reducing player light attacks, reducing defile effectiveness, increasing critical resistance, etc. However, each Mundus have some specialized bonuses that arent just tanking, healing or damage in nature but rather a mixture of all these.
For eg, a Stamina DK, that has build for poison damage, would perhaps put the rest of their champion points ( after 300 points in all mundus ) into the Thief mundus, which would then increase their DoT dmg done. But because they cannot dip into the Mage or Warrior mundus fully, they wont have access to increased critical chances, or critical dmg or Axes mastery bonuses that these mundus would provide.
The same Stam DK might also want to build differently and focus on their direct damage done. they can take instead the Warrior mundus and be proficient in that particular field.
I hope i managed to write the idea in my head, this is really just a quick one that i thought would fit perfectly with the current homogenize changes to DoTs and direct damage.
-RavenSworn-
All has been quiet on the CP front and it doesnt really bode well with the veterans of the game at the state of CP right now. ZoS has been tight lipped about it and i can't wait to see what they have in store for us. However, in the interest of theory crafting and shenanigans, i thought i might as well do a short writeup on how CP can be revamped.
My main premise with this is : There should be a reshuffling of bonuses from each constellation to further reflect the Mage, Thief and Warrior mundus. This is what i would think could be the final order.
Warrior
- Increased Direct dmg done
- Reduced dot dmg taken
- Critical dmg
- Physical + Magical dmg
- Burst heals
- Increased critical resistance
- Increased recovery
- Reduced block cost
- Hammers, shield and axes mastery
Thief
- Increased Dot dmg done
- Reduced AOE dmg taken
- Penetration
- Poison + disease dmg
- HOTs
- Reduced dodge cost
- Reduced ability cost
- Daggers, swords and bows mastery
Mage
- Increased AOE dmg done
- Reduced direct dmg taken
- Critical Chance
- Fire, Frost and Shock dmg
- Group heals
- Increased shield effectiveness
- Increased resource gain
- Destruction and restoration staff mastery
The caveat to this and this is the crux of the matter; You can have 100 points into each of the mundus. Once you put more points into a particular mundus however, eg the Thief mundus, you are then locked out of the other two mundus. This creates a conscious choice for the player to further enhance his character into a more specialized champion. The idea is to have the first 100 points into each mundus to be those of PvP in nature, like reducing player light attacks, reducing defile effectiveness, increasing critical resistance, etc. However, each Mundus have some specialized bonuses that arent just tanking, healing or damage in nature but rather a mixture of all these.
For eg, a Stamina DK, that has build for poison damage, would perhaps put the rest of their champion points ( after 300 points in all mundus ) into the Thief mundus, which would then increase their DoT dmg done. But because they cannot dip into the Mage or Warrior mundus fully, they wont have access to increased critical chances, or critical dmg or Axes mastery bonuses that these mundus would provide.
The same Stam DK might also want to build differently and focus on their direct damage done. they can take instead the Warrior mundus and be proficient in that particular field.
I hope i managed to write the idea in my head, this is really just a quick one that i thought would fit perfectly with the current homogenize changes to DoTs and direct damage.
-RavenSworn-