- Daedric (Velocious) Curse moves to the Dark Magic tree, as it has nothing to do with summoning
- Daedric (Velocious) Curse moves to the Dark Magic tree, as it has nothing to do with summoning
Exactly, I always thought Curse and Mines switched places. Perhaps they didn't want Curse to proc Blood Magic... it would sure make it better than it already is, but really enough to move it to the wrong tree?
On topic: leave Mines as they are. Unless you want to make them properly place-able
Hypertionb14_ESO wrote: »alot of no...
first off mines is dark magic, not summoning so that change makes no sense..
second, there is no need to have damage on cast for encase, tho the damage of the one morph should be improved..
third, HELL no for the taunt on any pet, unless you can control it, that would make pets even more reviled than they already are.
fourth.... please no "make it like reflective scales" nonsense... enough of that from DKs as it is..
5th, rune prison needs change, but not one that utterly destroys its function by reducing the duration to nothing in exchange for a AOE.
6th, lightning splash is wonderful dps atm and while it could use a few extra seconds of duration, it is currently compairable to the DPS gained from Veil of Blades tho shorter lived.. those proposed changes would be utterly destructive to the class overall..
i will however approve of the idea of a version of curse that does a DOT untill the explosion effect fires over the AOE or even the accelerated morph. and adding a Snare to all pet attacks would be a good bonus for them universally..
Based on your suggestions I get the impression you want to turn the Sorcerer into another melee class.Storm Calling
Lightning Splash
Creates a wave(cone) of lightning that deals X Shock. and paste the Concussion Status effect, reducing enemy damage done by Y% for 8 seconds
Daedric Summoning[*] Unstable Familiar
[*] Summon Winged Twilight
- Should have taunt ability
- 1st morph-deals an additional X% damage also each attack Snare enemy on Y% for Z seconds
- 2nd morph-give a shield to player when drop below 30% HP which reflects all projectiles for X seconds.This can only occur once every 20 seconds.
[*] Daedric Curse
[*] 1st morph-target is cursed for X damage over Y seconds
I actually prefer the current version of a ranged long duration single target CC. But maybe offer this as a morph option for melee builds.Dark Magic
[*]Rune Prison
disorient target for 3 sec.
radius-15
Cast time-instant
Magicka cost –x2 of normal Rune prison
- 1st morph-increase range for total 25m
- 2nd morph-Deal X damage after disorient ends
and make curse blockable, end streakspam, end streak CC spam.
eserras7b16_ESO wrote: »Well truth is nobody is going to see a sorcerer using it's summoning habilities (or most of sorc habilities) because they suck mostly, give it some use on dungeons/Trials/PvP for the pets aswell...
If this were any other MMO where pets have a full array of abilities then I might agree. But in ESO pets are no more than just another class ability option, one that is rarely worth taking up two slots on your active ability bars.guybrushtb16_ESO wrote: »eserras7b16_ESO wrote: »Well truth is nobody is going to see a sorcerer using it's summoning habilities (or most of sorc habilities) because they suck mostly, give it some use on dungeons/Trials/PvP for the pets aswell...
That may sounds harsh, but I really think summons in this game are a dead end. People want them to play a more substantial role in combat, but for balance reasons, that can't really happen, not as long as we have full access to every other damaging ability. A pet class just can't have the full array of abilities of a standard caster *and* a pet on top.
Nightreaver wrote: »On a side note
Sorcerers are also Elementalists, not Daedra. Instead of summoning Daedra I wish we could summon Elemental Atronachs.
Tank - Earth
Healing - Air
Melee - Fire
Ranged - Lightning
Nightreaver wrote: »If this were any other MMO where pets have a full array of abilities then I might agree. But in ESO pets are no more than just another class ability option, one that is rarely worth taking up two slots on your active ability bars.guybrushtb16_ESO wrote: »eserras7b16_ESO wrote: »Well truth is nobody is going to see a sorcerer using it's summoning habilities (or most of sorc habilities) because they suck mostly, give it some use on dungeons/Trials/PvP for the pets aswell...
That may sounds harsh, but I really think summons in this game are a dead end. People want them to play a more substantial role in combat, but for balance reasons, that can't really happen, not as long as we have full access to every other damaging ability. A pet class just can't have the full array of abilities of a standard caster *and* a pet on top.
When a Sorcerer uses a pet he does not have the full array of a standard caster. He forfeits 20% of his ability options as well as 10% of his max magicka. I honestly believe pets can and are intended to be used in conjunction with other Sorcerer class abilities without being OP.
Nightreaver wrote: »Heal pet - would give us the ability to heal other players, something this class sorely needs. Random heals from a Heal pet would bring us closer to matching Templar heal but doubt it would ever match much less exceed Templar healing.
Tank pet - Would never replace a player Tank in groups but could be a great boon to ranged Sorcerers when soloing and perhaps even to groups without a Tank.
DPS pet - In respect to DPS, the current pets aren't worth the two slots they require to keep them active much less making Sorcerers OP with their use. But a DPS pet with better DPS might bring us closer to matching the DPS of other classes.
Nightreaver wrote: »On a side note
Sorcerers are also Elementalists, not Daedra. Instead of summoning Daedra I wish we could summon Elemental Atronachs.
Tank - Earth
Healing - Air
Melee - Fire
Ranged - Lightning
Right now, the closest thing that Sorcerers have to a DOT is our pet and that is only around 50 DPS. I'm sure ESO could create a DPS pet that would bring Sorcerers more in line with the DPS of other classes without making Sorcerers OP.guybrushtb16_ESO wrote: »My point is that 20% of your hotbar sounds like much, but it does not even come close to 20% dps, because the bulk of your dps will always come from a combination of your spammed skill + attack weaving. Balacing wise, pets would be on par with everything else if they basically replaced the dps of one dot and that isn't really much.
The pet wouldn't be intended to replace a Healer but to augment one in the same manner that a DPS pet would add to a Sorcerers DPS, not be the DPS. Having a pet with a ranged ST direct heal would be a welcome addition to a Sorcerer Healer who is mostly restricted to HOTs. Would it make us equal to Templars? Probably not but I imagine it would be sufficient to make healing many encounters much easier for Sorcerers. I've played MMOs where the Healer pet was better than a lot of player Healers.guybrushtb16_ESO wrote: »Although these ideas sound nice in a vacuum, I would never ever want to outsource something as important as healing to the hands of the rather simplicistic summon AI we have. Templar heals are preferred because of one skill really, and that is breath of life being an instant long range single target spike heal, which is basically the opposite of random pet heals.
The same can be said of many players.guybrushtb16_ESO wrote: »Similarly, a dps pet is another can of worms, because especially in group situations, pets will often either fail at mechanics or may actually be a detriment to the group if they do something stupid like aggro mobs or attack at the wrong time.
Nightreaver wrote: »Other MMOs have managed to make pets work, I see no reason why it couldn't be done in ESO.
To clarify, I was suggesting that the immobilize last for something like one second, so roll dodge wouldn't always be necessary. It would just give the same feel as a short-lived stun, without requiring the affected target to Break Free twice, or without allowing it to get out of both CCs with one Break Free. Point taken, though.infracanisub17_ESO wrote: »Rune prison being unblockable and requiring break free + roll dodge sounds too muchNot sure what else to say because I don't have much experience with it.
The Disintegration proc only applies to targets at low health, so I don't find its coaction with Lightning Splash to be that great. I could just pick out a susceptible target and Mages' Fury spam him for a similar effect.infracanisub17_ESO wrote: »But the likelihood of getting at least 1 Disintegration for 6 people in a Lightning Flood is roughly 84% now which is really good. Two targets chance to proc at least once is 46% over the full duration so I think most people sell this skill short.
Another tick would increase damage by 20% and increase the chance for a proc to almost 90% for 6 people so that could be too powerful.