cschwingeb14_ESO wrote: »Bound Armor has always been terrible. It still is. Toggle and high cost.
Seriously, of we could just get the cost (surge is even expensive for mag users) and number of toggles issue under control that would go a long way.
Running surge and lightning armor (8k magicka every 15-20 seconds) requires 800-1000 magicka regen in non-light armor. Ridiculous, Anne those aren't even super skills
byrom101b16_ESO wrote: »
Why play a Sorcerer if you don't want to use magic?
The argument is the wrong way round.
Oh and it is maths - the difference between ONE choice and TWO...
No one is arguing that some stamina abilities can't be part of the mix - but WHY does the primary magicka using thrust of the class have to suffer?
If you want to play a heavily invested stamina class, don't play a Sorcerer.
No-one would play a Dragon KNIGHT and expect wall to wall spells and no melee weapon combat...
... but then Zenimax couldn't conceptually design their way out of a hat could they...
byrom101b16_ESO wrote: »
Why play a Sorcerer if you don't want to use magic?
No-one would play a Dragon KNIGHT and expect wall to wall spells and no melee weapon combat...
cschwingeb14_ESO wrote: »Bound Armor has always been terrible. It still is. Toggle and high cost.
Here's an oddity with Expert Mage:
- Assume you build for spell power, as opposed to max magicka, to maximize the effect of Expert Mage (and because spell power generally adds more to damage output)
- You can load either Power Surge or Structured Entropy as a source of the major sorcery buff
- Given that you are built for spell power, which of those two increases the tooltip damage of your spells more?
It's Entropy. The mage guild passives remain stronger than the sorc class passives. From a pure DPS perspective, you're better off with a mage guild spell in any given slot than you are with a sorc spell, other things being equal.
I found that surprising.
I think that must mean that your magicka to spell power ratio is high enough to make it so that you profit more from a 2% increase in magicka than from a 2% increase in spell power. In other words, you are built for magicka more than you are built for spell power.
Here's an oddity with Expert Mage:
- Assume you build for spell power, as opposed to max magicka, to maximize the effect of Expert Mage (and because spell power generally adds more to damage output)
- You can load either Power Surge or Structured Entropy as a source of the major sorcery buff
- Given that you are built for spell power, which of those two increases the tooltip damage of your spells more?
It's Entropy. The mage guild passives remain stronger than the sorc class passives. From a pure DPS perspective, you're better off with a mage guild spell in any given slot than you are with a sorc spell, other things being equal.
I found that surprising.
I think that must mean that your magicka to spell power ratio is high enough to make it so that you profit more from a 2% increase in magicka than from a 2% increase in spell power. In other words, you are built for magicka more than you are built for spell power. I tried the same experiment with my usual stats, and I found that having a Mages Guild spell instead of a Sorcerer spell was better for me too. Then I removed a lot of gear in order to drastically decrease my maximum magicka, and I noticed that I was better off with a 2% increase in spell power than a 2% increase in maximum magicka (obviously).
This having been said, I wonder what kind of builds would actually have such a (relatively) low magicka as to actually benefit from Expert Mage more than they would from Magicka Controller. Oh wait! I know! Stamina Sorcerers, of course!
Seriously, Zenimax, why do you want Sorcerers to go stamina? Why all this hate for magicka-based Sorcerers? (I won't even bother saying magicka-DPS, considering that you need to go for stamina if you want to be a tank and you don't really have much to work with as a sorcerer if you want to be a healer, compared to other classes)
cschwingeb14_ESO wrote: »Bound Armor has always been terrible. It still is. Toggle and high cost.
Bound Armor is more of an offensive buff now. The armor add is beside the point.
cschwingeb14_ESO wrote: »Just make Curse a DoT with some boom/cc on the end (ie ticks for 1k/s damage then explodes for 3k, explosion is blockable, dot ticks are not). Sorcs burst is suddenly less, while sustained damage goes up
their problem is really that when we go for full burst glass cannon, it also boosts our most efficient defense
look again, Healing ward scales better off spell damage. and hardened ward still gets better with spell damage, even if less so than with max magicka
Healing Ward is a heal - heals scale with spell damage. Hardened Ward does not. (I just rechecked it)
Healing Ward is a heal - heals scale with spell damage. Hardened Ward does not. (I just rechecked it)
Healing ward is a shield.
however we choose to increase our damage, spell damage or magicka pool, our defense increase too.
that's what is wrong with the sorc. maybe even in the game in general hard to fix it without breaking half of the game now.
I'm tired of writing to hodor people, who don't seem to be able to think about anything else but trials situations, but I will do it one more time.Survivability is not an issue since you're not supposed to heal yourself in trials, hence sorcs have as much resistance as any other class.
If the sorc had an useful ultimate this would be true, but a sorc doesn't have a nova, VOB or Magma Armor (synergy) or does offer any other group utility, but the 3% spellcrit. Negate is useless after the nerf and the Barrier is available to every class.
Usefullness in 1.6.3 you can only speculate and in any case to get the higher leaderboard scores you have to do Hard Mode and DPS is not the most important thing, it's surviving and using ultimates at the correct time.
There is no reason to refuse a sorc in any group since the most important thing now is to be a skilled player and survive while dealing DECENT DPS.
gurugeorgey wrote: »
It's also frustrating from the developers' point of view, I guess, because it means that ultimately everything devolves to "dps is king" - there's less room for interesting endgame gameplay with synergies and interdependences between players, because nobody is that specialized any more, everyone's a jack of all trades who can dps, more or less.
I'm tired of writing to hodor people, who don't seem to be able to think about anything else but trials situations, but I will do it one more time.Survivability is not an issue since you're not supposed to heal yourself in trials, hence sorcs have as much resistance as any other class.
1. Sorcs don't have as much resistance as other classes. DKs and Temps have passives that give spellres. DKs can block an additional 10%, Temps 15% more melee. There are a lot of AOEs you have to block in trials, specially in hard modes.
2. Survivabilty is an issue in vet DSA where you can't always rely on your healer (e.g. Vamp stage).If the sorc had an useful ultimate this would be true, but a sorc doesn't have a nova, VOB or Magma Armor (synergy) or does offer any other group utility, but the 3% spellcrit. Negate is useless after the nerf and the Barrier is available to every class.
Usefullness in 1.6.3 you can only speculate and in any case to get the higher leaderboard scores you have to do Hard Mode and DPS is not the most important thing, it's surviving and using ultimates at the correct time.
NBs can heal the group, while dealing dmg, have their VOB and increase the groups weapon crit.
Temps have their nova and increase the groups spelldmg by 5%.
DKs have the magma armor, increase the groups weapon dmg by 5% and can increase the groups fire dmg by 10% (engulfing flames)
There is no reason to refuse a sorc in any group since the most important thing now is to be a skilled player and survive while dealing DECENT DPS.
Skill might be more important in 1.6, but a skilled sorc will reach a limit pretty fast, while DKs and Temps have still space to improve. The often cited liquid lightning is useless in most HRC fights, specially in the hardmodes when the boss is moving all the time, so sorcs loose about 1,5k DPS there, no matter how skied they are.
I am tired of discussions with hodor people who's best scores are with everything but their sorcs. I would appreciate it when you go back, play your DK and stop all your biased posts. We are interested in an objective discussion, give me facts, that's all I'm interested in. Stop stating sorcs are fine, without any good arguments.
Sorcs might be fine in most Trial situations when it comes to pure DPS, but as you said it's not about pure DPS anymore.
Everything else needs improvement, specially the utility and the ability to play anything else but magicka DPS.
byrom101b16_ESO wrote: »gurugeorgey wrote: »
It's also frustrating from the developers' point of view, I guess, because it means that ultimately everything devolves to "dps is king" - there's less room for interesting endgame gameplay with synergies and interdependences between players, because nobody is that specialized any more, everyone's a jack of all trades who can dps, more or less.
The maybe they shouldn't have made their endgame content time and dps-based? lmfao!
...and it still will be, once killing all the mobs and having no deaths in a trial is on farm mode...
But that's Zenimax all over - create the problem; fix the wrong aspect of the problem; force respecs and regearing; blame the players for being upset about it...
gurugeorgey wrote: »
It's not quite fair to say it's a Zenimax thing, it's a thing with all modern MMOs, they all have the same problem.