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Online:Equilibrium

< Elder Scrolls Online: Skills: Mages Guild(Redirected from Online:Balance)
ON-icon-skill-Mages Guild-Equilibrium.png Equilibrium
Line Mages Guild
Line Rank 8 Cost 6000 Health
Cast Time Instant Duration
Target Self
Morphs
Morph ON-icon-skill-Mages Guild-Spell Symmetry.png Spell Symmetry
After the exchange is complete, the cost of your next Magicka ability is reduced.
ON-icon-skill-Mages Guild-Balance.png Balance
After the exchange is complete, you gain Major Resolve, increasing your Physical and Spell Resistance.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Equilibrium
Equilibrium: Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for [2700 / 2800 / 2900 / 3000] Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
Spell Symmetry: Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, the cost of your next Magicka ability is reduced by [30 / 31 / 32 / 33]% for 5 seconds. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
Balance: Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for [27 / 28 / 29 / 30] seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.

Equilibrium allows you to convert Health into Magicka. After casting, your healing done and damage shield strength are halved for a short duration. Thus it is mostly of use when playing with a group, though your group's healer(s) may resent the extra work you are giving them to keep you alive if you overuse this ability. Spell Symmetry also reduces the casting cost of your next spell, while Balance adds both Physical and Spell Resistance, protecting you from damage.

NotesEdit

  • Prior to Update 14, this ability would prevent you from healing yourself for a short duration. You could still be healed by other players.

Patch NotesEdit

  • Spell Symmetry: Increased the minimum health threshold required to use this ability.
  • Auriel's Shield: This item set no longer creates a damage shield when you damage yourself with abilities such as Equilibrium.
  • Slightly reduced the amount of Magicka gained per cast of Equilibrium.
  • Balance: This ability now applies the Major Fortitude buff for 20 seconds.
  • Reduced the health cost for this ability and its morphs by 20%. The amount of Magicka gained in exchange remains unchanged.
  • Balance: In addition to the changes made to the base ability, we also redesigned this morph so it no longer grants the Major Fortitude buff for 17 seconds after casting; instead, it grants the Major Resolve and Major Ward buffs for 4 seconds after casting.
  • Balance: Increased the duration of the Major Resolve and Major Ward buffs granted by this morph to 20 seconds from 4 seconds.
  • This ability and its morphs' Health to Magicka trade value is now determined by your character level, instead of scaling with your Max Health; it restores 3000 Magicka for 6000 Health at Rank IV.
  • This ability and its morphs now reduce all of your healing done and damage shields you create by 50% for 4 seconds, instead of preventing you from healing yourself.
    • Developer Comments: This updated design to Equilibrium matches the direction for many changes that were made in Update 14 where resources restored by abilities are a flat value instead of scaling with your stats. We're making Equilibrium match the paradigm of being universally useful for all characters, instead of being primarily a tool for tanks to get a massive amount of Magicka back. Additionally, some players heavily rely on damage shields for survivability, so the healing penalty of this ability could be circumvented. It now affects all healing and damage shields done, but the value of the penalty has been reduced to compensate.
  • Balance: The Major Ward and Resolve will now begin their duration at 22 seconds instead of 20 seconds. At Rank IV with 2 points committed into Everlasting Magic, the duration will be a glorious 30 seconds, rather than the unsightly 27.6 seconds.
  • Spell Symmetry: Increased the cost reduction granted from this ability to 33% from 28% Rank IV.
  • Fixed an issue where casting this ability could desync your Magicka bar.
  • Fixed an issue where this ability and its morphs could not be cast if you had less than 6000 Health, even if the cost was less than 6000.
 
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