I’ve already been booted from the server three times in the last thirty mins. Ping is all over the place. I had zero issues until the event started.
YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »Ok here are my skill lines for a subclass version of sorc. Basing off my previous post. I may put this on the original post if we want to theory work this out. For the most part this would equally balance out the skill lines to host damage, tank, and heals on their own. Allowing them to be mixed and mingled with other class skill lines without losing functionality.
Stormcalling - High mobility, response ready damage, heals based on aggression
- Overload - Toggle cost per sec, Adds chain lightning to light and heavy attacks bouncing up to 3L-6H targets within 5m of each other. Gives bonus effect to stormcalling skills OR Able to gen ult while toggled.
- Mages fury - stays the same OVERLOAD reduces cost by half
- Endless - Becomes a simpler crystal weapon with the one hit 4s timer.
- Wrath - increased damage and 4s timer
- Lightning form - Major Resolve + shocktick
- Hurricane - Grants minor expedition. Phys tick per sec, if you hit an enemy, increases the damage and radius of the hurricane instead of guaranteed. OVERLOAD maxes out hurricane
- Boundless - Major Expedition and 6s of snare/immobilize immunity OVERLOAD doubles the duration
- Lightning Splash - Does this see use in PvE? Otherwise flex
- Surge - major brutality and heals per sec (the shorter ticks Reward building differently into crit/ticks/aoe) OVERLOAD allows ticks to happen 2x as fast.
- Critical surge - Able to tick every 0.25s upon dealing a critical
- Power surge - Able to tick every 1s less healing
- Bolt Escape - no changes OVERLOAD stuns the full length
- Streak - stuns and does damage at final location
- BoL - Stuns at starting location, absorbs 12 projectiles
- Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
- Energized - 5% phys and shock is fine
- Amplitude - 10% is fine
- Expert mage - this should give a 3% bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the more efficient Crit or pen.
Dark Magic - Shield and timed burst
- Negate - Honestly no change
- Crystal shard
- Crystal Frags - doesn't change
- Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance on proc to have a 1.2s cast time and stun the enemy with added damage. (clear telegraph with proper reaction time)
- Curse
- Haunting curse - Hits twice
- Draining curse - Returns magic while attacking enemy
- Rune Prison
- Cage - Stuns an enemy, stuns and deals damage if the enemy was blocking.
- Defensive - Stuns the next enemy that attacks you and grants a shield based on hp if hit
- Dark Exchange - These should just be flat resource return with no over time aspect to play into the max stat pool deficit playstyle
- Dark Deal - Returns stam, heal scales with max stat
- Dark Conversion - Returns mag, heal scales with max stat
- Ward
- Hardened ward - Increased tooltip and cap
- Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
- Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
- Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
- Persistence - After blocking an attack your next ability costs 20% less
- Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage
Daedric Summoning - Pets, zone of control, and tanking
- Atro - Just make this drop and move with you with a self synergy
- Familiar - Double click to toggle on/off, with a cost/s
- Clanfear - single click heal and headbut stun/taunts if aimed at a mob
- Volatile - does more damage, single click low cost execute
- Encase
- Shattering - immobilize and self heal based on enemies hit
- Vibrant - heal and major vitality
- Winged Twighlight - Double click to toggle on/off, with a cost/s
- Matriach - single click heals
- Tormentor - single click reverse execute damage
- Daedric Mines - Good zone control for pet build kiting
- Tomb - at target location
- Refuge - surround yourself with mines
- Bound armor
- Bound Aegis - 40% block mit 6s and grants you and 3 group members within 8m major protection
- Bound Calling - 40% block mit 6s and AoE taunt
- Rebate - You restore resources when one of you daedric summoning skills ends
- Power stone - Reduces the cost of ultimate abilities by 20%
- Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
- Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)
Overall I like these swaps a good bit, but mage's fury really needs a non-burst morph so the skill is usable in pve and also should have its execute threshold upped to match the 33% threshold present on all other executes. I also think energized needs to be at least doubled to be in line with the other elemental damage buff passives.
Ahh I hadnt edited this list, but I was gonna change one morph of mages fury to be like current crystal weapon. Where itd be "apply lightning to your weapon which deals damage on your next 4 light attacks, deals bonus damage on targets under 50%" Basically it is a self applied dot that can change targets quickly. Which pairs into the responsive nature of stormcalling.
My dilema is that the mag version of mages wrath being the 4s timer execute really belongs to the shieldsorc playstyle which should be in dark magic. Maybe this execute should be on rune cage or something instead. (stormcalling does already have the reverse execute amplitude technically)
I left energized low because the line already has more than enough damage output. It atleast feels on par in PvP compared to aedric, animal, and assassination which are the top 4 chosen right now.
That would be pretty cool to add to the reverse scaling damage on the passive too. I think the damage boost is really needed for the line to be usable in pve for anything other than the reverse scaling passive and wouldn't change the overall function of the class in pvp. I don't think 5% really moves the needle in pvp but does a lot in pve.
5% is pretty big in pvp. In terms of theory craft crunching numbers 5% damage done is like slotting a basic 5 piece set like hundings. 10% is your standard proc set stat output like stuhns, clever alch for example. More niche annoying proc sets like Essence thief chasing the buff on the ground is more like a 15% bonus.
The Shock component should be 15% to match Warden's Frost because it is a wildly niche damage type that doesn't even benefit Sorc's hardest-hitting abilities.
Leaving Physical at a lower value could be done because it is significantly more common.
frogthroat wrote: »Wait, what? There's going to be a hard stop for soloers in the new dungeons?
Has ZOS explained why they don't want people soloing dungeons? It's annoying enough that ICP and Direfrost have these artificial limitations and now they add more?
Luckily for trials mainly Craglorn trials have mandatory minimum group sizes and only AA forces a full group.
Soloing dungeons is a niche category, but it is its own category. There's a small but thriving ... I hesitate to say "community" since "community of soloers" sounds like an oxymoron, but there are many soloers who enjoy challenging themselves. Whether or not ZOS intended a solo "community" to appear, it is here. It exists. Making hard checks restricts the entire demographic.
For soloing effectively you need many, many sets. In order to solo, you pretty much have to play in groups a lot. So it's not like those who solo dungeons wouldn't do group content with groups. And even if farming all the gear wouldn't be an issue, I would still play in groups. I do play in trial groups, in dungeon groups, but sometimes we like to go in less-than-full groups. And other times I play solo because soloing a dungeon is ... get this ... fun!
Making a hard stop for soloers is basically saying "you're having fun wrong."
Yeah that happens. Regardless, if you want to do it solo, ya gotta do whatever it takes. Again nothing really stopping a solo player from attempting this unless they are literally allergic by talking to people for like 2 seconds