Exploring the different uses of witch grass plants in Maplestory

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Maplestory witch grass plants are a type of plant found in the popular MMORPG game, Maplestory. These plants are known for their magical properties and are often used by players to create potions and spells. The witch grass plants are typically found in specific areas of the game world and can be harvested by players for their valuable resources. The main attraction of the witch grass plants is their ability to provide players with various buffs and benefits. When harvested, the plants yield witch grass leaves, which can be used as an ingredient in potions or sold in the in-game market for currency. These leaves have the power to enhance the player's abilities, such as increasing their health or mana regeneration, boosting their damage output, or improving their defense.



Scalding Rune | Elder Scrolls Online Wiki

Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds.

When triggered, the rune blast all enemies in the target area for 2323 Flame damage and an additional 2871 Flame damage over 22 seconds.

The rune also deals additional damage over time.

Scalding Rune is a Skill in Elder Scrolls Online (ESO). This Skill is found in the Mages Guild Skills and can be unlocked by gaining experience while having a Skill from that Line on your active Skill Bar. Skills can be reset at Rededication Shrines found in the capital cities of each ESO faction, for a tidy sum of gold.

Champion Points That Affect Scalding Rune

  • War Mage - Increases Damage
  • Piercing - Increases Penetration
  • Master-At-Arms - Increases Damage
  • Bastion - Increases Damage against Damage Shields
  • Fighting Finesse - Increase Critical Damage

Equipment and Buffs That Affect Scalding Rune

  • Any Sets that increases Magicka, Spell Damage will increase the damage of this Skill
  • Glyphs that increase Magicka or Spell Damage will increase the damage of this Skill
  • Major Sorcery, Minor Sorcery, Minor Berserk, Major Berserk, Minor Force and Major Force will all increase the damage dealt with this Skill

Notes & Other Useful Information

  • Skill Line:Mages Guild Skills
  • Skill Type: Active
  • Unlocked at: Fire Rune Rank IV
  • Morphs: Volcanic Rune & Scalding Rune

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Scalding Rune, Channeled Acceleration and Minor Force

after years i have picked up this game again and having alot of fun. Since im starting to get into more serious content (veteran trials for example) one thing really seems to be off on my magicka damage dealer: Nowadays the Minor Force buff is a must have in every raid and there are only two practical ways for this buff. One is the Trap Beast ability and its morphs from the Fighers Guild. This stamina ability feels really bad on magicka classes but are very common to see. The second option is Channeled Acceleration from the Psijic Order skill line. And let's be honest with this ability, the 1.3 second cast time feels horrible for what it does.

Then we have the Mages Guild skill line opposing the Fighters Guild. There is this ability called Scalding Rune (Fire Rune morph) that works very similar to Trap Beast but is a magicka ability and actually offers some useful passives for magicka classes. On top of that: this ability is currently very underperforming in PvE, because it lacks damage in comparison to almost every other damage over time ability in the game. So why not add Minor Force to the damage over time duration of the Scalding Rune morph? I think this a huge missed opportunity by ZoS and would make this ability actually worthwhile.

Im not exactly sure what to do about Channeled Acceleration but it should not be that hard to come up with something better than two buffs that do not even synergize behind a 1.3 second cast time which feels alot in endgame content. But since Minor Force is such an important buff for endgame players, it should not be gated for half of the community (magicka) while being freely availabe for the other half (stamina).

Best Regards,
Bodycounter

Edited by Bodycounter on June 3, 2020 11:11AM #1 June 2020 Hmm. I would probably rework Equilibrium. No one ever uses it. June 2020 MindOfTheSwarm wrote: » Hmm. I would probably rework Equilibrium. No one ever uses it.
PvE tanks use it. June 2020 Yes, Minor Force on Scalding Rune would be great. June 2020

If you're worried about the cast time on Channeled Acceleration go with the other morph, Race Against Time. It has a shorter duration but is instant-cast.

June 2020 Mr_Wolfe wrote: »

If you're worried about the cast time on Channeled Acceleration go with the other morph, Race Against Time. It has a shorter duration but is instant-cast.

I did some testing with that a while back. It’s surprisingly not too far off from Channeled Accel for DPS. This is because for a 36 second duration, Channeled requires skipping 2 GCD’s (typically spammables) and 1 Light Attack to cast, while RAT requires 3 GCD’s but doesn’t skip any Light Attacks. The main thing Channeled has going for it is the ability to pre-cast before combat and use 0 GCD’s for the first 36s (or 50s with Jorvulds on a buff loadout). And the main downside I found with RAT is that you spend 3X the Magicka to keep the same uptimes as Channeled.

Barbed Trap is almost always the answer, instant, free for your mag pool, longer duration than RAT, and deals a little damage itself. However using it on a mag build just feels bad, despite it being more effective than both Channeled and RAT, which is why Minor Force on Scalding Rune would be an excellent solution.

June 2020

At this point i completely dropped Scalding Rune from my rotation. Its damage is just awful even on my Magicka Dragonknight and its cast animation screws with my light-weaving. Im currently using Eruption, Wall of Elements and Barbed Trap as my damage over time abilites on my backbar until ZoS acknowledges that Scalding Rune does too little and definitely needs a buff like adding minor force to it.

On trash fights im pre-buffing myself with Channeled Acceleration and Molten Armaments because most fights do not take longer than 36 seconds. So even in trash fights Scalding Rune seems to be useless because of the long time to activate combined with its really small radius making it unusable on larger groups.

Then there's still the Necrotic Orb that adds utility for the whole group and does decent damage. Another reason not to pick up Scalding Rune and at this point there is not room left on my skill bar to slot it at all.

Mr_Wolfe wrote: »

If you're worried about the cast time on Channeled Acceleration go with the other morph, Race Against Time. It has a shorter duration but is instant-cast.

Race Against Time has to be buffed too often to be viable and always eats a whole GCD. Barbed Trap at least adds some damage over time. RAT is probably nice to have in PvP but i see not use in PvE for it.

Edited by Bodycounter on June 25, 2020 8:41AM June 2020

It's really telling that Mag dps have to use a stamina ability to acquire a sought after buff.

Not only is it a stam ability, it also goes makes ranged dps move into melee dps range. Yeah it might not be a huge deal but it's silly to see.

Inb4 ZoS takes away minor force from trap beast for "balance".

Edited by FangOfTheTwoMoons on June 25, 2020 9:12AM June 2020

My main issues with Barbed Trap are the range and that it thematically does not fit magicka playstyles at all except maybe Warden. Since its a buff that every damage dealer needs it should probably be more available to them.

June 2020

Scalding Rune actually deals a pretty decent amount of damage with an elf bane set up. But I agree that adding minor force to it would make it a go-to and vastly accessable on much more set ups and builds. This is a suggestion that pops up almost every other month it seems, and I really hope zos considers it. Channeled acceleration would be better if it gave you some other buff.

June 2020 FangOfTheTwoMoons wrote: »

It's really telling that Mag dps have to use a stamina ability to acquire a sought after buff.

Not only is it a stam ability, it also goes makes ranged dps move into melee dps range. Yeah it might not be a huge deal but it's silly to see.

Inb4 ZoS takes away minor force from trap beast for "balance".

Right! We've all been conditioned with very low expectations. ANY other game would of fixed this years ago, ESO has been around for 6 years and only added a magicka version of minor force on its 4th year through a paid guild skill line. It's not even a great alternative because it does 0 damage from a utility skill. One option is low duration, but instant and the other is high duration, but a lengthy cast time. It's a no brainer to just use barbed trap for the best of both worlds and then some.

I mean c'mon, Mages Guild and Fighters Guild are practically mirrors of each other with one being Magicka and the other Stamina. Look at some of the skills, Fire Rune and Trap Beast.. Magelight and Expert Hunter. It doesn't take a rocket scientist to notice that these skill lines must of been designed with each other in mind, which should highlight how obvious it is to add Minor Force to the "trap" skill of the Mages Guild. Why an esential buff like that wasn't duplicated to the other skill line is beyond my level of understanding and shows ZOS is so disconnected with how their pve functions, that they actually though RAT/Channeled Acceleration was the answer to Mag DPS prayers.

It's just dissapointing, it teaches the playerbase to have very low expectations because ZOS is so slow with meaningful quality of life changes to the core of their game. It only took them 5 years to make base class skills for Major Brutality/Sorcery provide both in the base skill instead of requiring a specific morph, which again, should be obvious. I wonder how long we will need to wait for this change to go through.. Maybe by 2023?

Edited by MashmalloMan on June 27, 2020 4:22AM

PC Beta - 1900+ CP

Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit

Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit

Scalding Rune

Scalding Rune is a Guild skill, found in the Mages Guild Skill line. A potent, fire based ability that deals direct damage and damage over time.


Scalding Rune
3240
Instant Cast
Target: Ground

Base Skill: Fire Rune
Inscribe a rune of cosmic fire on the earth, which takes 2 seconds to arm and lasts for 20 seconds. When triggered, the rune blasts all enemies in the target area for 2323 Flame Damage and an additional 2871 Flame Damage over 22 seconds.

Scalding Rune is a morph of the Fire Rune base skill. The other morph is Volcanic Rune.

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These leaves have the power to enhance the player's abilities, such as increasing their health or mana regeneration, boosting their damage output, or improving their defense. In addition to their practical uses, witch grass plants also have a visual appeal. The plants feature distinctive purple flowers and tall, slender stalks that sway gently in the virtual breeze.

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Maplestory witch grass plants

This aesthetic quality adds to the overall ambiance and atmosphere of the game world, making Maplestory a visually immersive experience. To harvest witch grass plants, players must seek out specific locations within the game world where these plants are known to grow. Once they have located a patch of witch grass plants, players can interact with them to gather the desired resources. However, it is important to note that not all witch grass plants are available for harvesting at all times. Some plants may be in a dormant phase or may only be accessible during certain quests or events. Overall, witch grass plants are a valuable resource in Maplestory, providing players with the means to enhance their gameplay experience. Whether used for potion crafting or sold for in-game currency, these plants offer both functional and aesthetic benefits to players. So, stock up on witch grass leaves and embrace the magical world of Maplestory!.

Reviews for "Unlocking new abilities and skills with witch grass plants in Maplestory"

1. John - 2 stars - I was really disappointed with the Maplestory witch grass plants. They were supposed to be vibrant and beautiful, but they looked dull and lifeless. The quality of the plants was also subpar, as they started wilting within a few days of arrival. I followed all the care instructions, but they just didn't seem to thrive. Overall, I would not recommend these witch grass plants to anyone looking to add some greenery to their home.
2. Emily - 1 star - The Maplestory witch grass plants were a complete waste of money for me. They were extremely overpriced for the poor quality and lack of longevity. I expected them to last at least a few months, but they started dying within a week. The packaging was also inadequate, which resulted in some of the plants arriving damaged. I tried reaching out to customer service for a refund or replacement, but they were unresponsive. Save your money and look for better alternatives elsewhere.
3. Sarah - 2 stars - I was excited to receive the Maplestory witch grass plants, but unfortunately, they did not meet my expectations. The colors of the plants were not as vibrant as shown in the pictures, and some of them even had brown spots. Additionally, they were much smaller than I anticipated, making them less visually appealing. Despite following the care instructions diligently, the plants did not thrive and started wilting within a week. I would not recommend these plants, especially for the price they are being sold at.

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