oh yeah! Only 43% nerfLive: weapon dmg-159 (magicka sorc build)
Surge:add 80 weapon power (~+50% weapon power)
Dawnbreaker:+13% weapon dmg
PTS:
Surge:20% spell dmg
Dawnbreaker:do not affected staff users anymore (ninja nerf)
Crushing shock:10% nerf..
Total:staff useless for sorc.What i missed?
FORCE PULSE.
Not enough skill bar
Lol u are right, try doing it with 2 pets You gonna need at least 1 more slot BTW! Bound armor, only 1k armor on PTS .... seriously ? We get like 5k armor on full light + staff, and the buff only gives 1k.... Lightning form is cool but other classes can use Imovable... for the same statskkampaseb17_ESO wrote: »oh yeah! Only 43% nerfLive: weapon dmg-159 (magicka sorc build)
Surge:add 80 weapon power (~+50% weapon power)
Dawnbreaker:+13% weapon dmg
PTS:
Surge:20% spell dmg
Dawnbreaker:do not affected staff users anymore (ninja nerf)
Crushing shock:10% nerf..
Total:staff useless for sorc.What i missed?
FORCE PULSE.
Not enough skill bar
Yea ok, but this nerf actually affected hugely stamina builds big time. And please don't tell me about 2h...there are other weapons for stamina apart from the outperforming 2h atm. Stamina build =/= 2h.
I'd really rather see them remove the passive from FD.. I really think it's stupid having to slot an ultimate only because of the passive boost
Another Streak Bug/Ninja Nerf (New):
On the live server you can streak in any direction your reticle (camera) is facing. On PTS you can ONLY streak in the direction your character is facing. It is very frustrating that this ability is getting nerfed into oblivion. It is very important for the usefulness of the skill to be able to streak in the direction your camera is facing! Please fix that!
Also just to bring it up again in hopes of finally getting an answer, Streak and Encase are no longer procing Crystal Fragments.
True but I thought it has to do with the new animation system.
It is annoying sometimes though, if it's intentional, please change it back, doesn't seem to make much sense.
I don't think it is. You will change directions if you use an ability or weapon attack but not if you use streak, which is bonkers.
Seeing a slight delay in the Mage's Fury on pts. Have noticed on live too, is that just wierd server lag or a bug?
I just edited the OP and added a video that shows the power of the Clannfear selfheal.This should not make it to live.
We need to know if the new Unstable Clannfear behavior is intended. It's a powerful self-heal. But chain summoning a pet (for a 35% heal each cycle) seems odd enough that I wonder if it's meant to act that way.
If it is intended to act that way, it's time we sorcs stopped talking about our poor class self-heal. 1.6 Unstable Clannfear is basically a slightly clunkier premorph Dragon Blood.
We need to know if the new Unstable Clannfear behavior is intended. It's a powerful self-heal. But chain summoning a pet (for a 35% heal each cycle) seems odd enough that I wonder if it's meant to act that way.
If it is intended to act that way, it's time we sorcs stopped talking about our poor class self-heal. 1.6 Unstable Clannfear is basically a slightly clunkier premorph Dragon Blood.
Notice how it takes double the time to cast as you must summon and unsummon it?
Notice the magicka cost making it so veeeeeery expensive?
Unless you use the 3600 champion points that you will only get 3+ years from now, you will run out of magicka... not to mention that 35% of your hp will be gone in less time that it takes to cast that spell, a normal VR 13 archer does up to 14k damage.
That is more or less intended to be the "oh you tank pet died, here get some hp back" kind of deal... that can also be used in emergencies but the magicka cost is high and the double cast makes it not very practical.
Don`t know about you but even with 20k hp and full 3600 champ points for mitigation and so on... i get 2 shotted by PVE NPC`s... archers are usually a pain in the ass. And as a bonus, the one spell that increases mitigation, the lightning form.... does small amounts of damage to everyone around you and makes Critical Surge proc on useless small heals thus denying your bigger spells from healing you. Yey!
I think light armor users will be really sad to see that they now get 2shotted by PVE npc`s and even with both Bound Armor AND Lightning Form on you are still below the armor rating a normal medium armor user has. Now imagine if he also uses those spells.... he can actually tank something while you will die. :-)
Anyway, with hits doing 3k up to 14k from normal NPC`s, the only way to "survive" the hits is to let the pet take them for you - its intended role. If you are the target, spamming a ward will help more as you have no mitigation in light armor anyway, so you might as well use the wards that offer more protection per cast for a lot less magicka.
We need to know if the new Unstable Clannfear behavior is intended. It's a powerful self-heal. But chain summoning a pet (for a 35% heal each cycle) seems odd enough that I wonder if it's meant to act that way.
If it is intended to act that way, it's time we sorcs stopped talking about our poor class self-heal. 1.6 Unstable Clannfear is basically a slightly clunkier premorph Dragon Blood.
Notice how it takes double the time to cast as you must summon and unsummon it?
Notice the magicka cost making it so veeeeeery expensive?
Unless you use the 3600 champion points that you will only get 3+ years from now, you will run out of magicka... not to mention that 35% of your hp will be gone in less time that it takes to cast that spell, a normal VR 13 archer does up to 14k damage.
That is more or less intended to be the "oh you tank pet died, here get some hp back" kind of deal... that can also be used in emergencies but the magicka cost is high and the double cast makes it not very practical.
Don`t know about you but even with 20k hp and full 3600 champ points for mitigation and so on... i get 2 shotted by PVE NPC`s... archers are usually a pain in the ass. And as a bonus, the one spell that increases mitigation, the lightning form.... does small amounts of damage to everyone around you and makes Critical Surge proc on useless small heals thus denying your bigger spells from healing you. Yey!
I think light armor users will be really sad to see that they now get 2shotted by PVE npc`s and even with both Bound Armor AND Lightning Form on you are still below the armor rating a normal medium armor user has. Now imagine if he also uses those spells.... he can actually tank something while you will die. :-)
Anyway, with hits doing 3k up to 14k from normal NPC`s, the only way to "survive" the hits is to let the pet take them for you - its intended role. If you are the target, spamming a ward will help more as you have no mitigation in light armor anyway, so you might as well use the wards that offer more protection per cast for a lot less magicka.
I'm fairly certain my clannfear was like a 6k magicka cost. With 28k magicka, the Rebate passive will give me 4200 magicka back. Add a few more CP into the mix and your magicka costs go down and magicka pool goes up. No matter how you try to spin it, this clannfear heal is broken OP.
Notice how it takes double the time to cast as you must summon and unsummon it?
Notice the magicka cost making it so veeeeeery expensive?.
We need to know if the new Unstable Clannfear behavior is intended. It's a powerful self-heal. But chain summoning a pet (for a 35% heal each cycle) seems odd enough that I wonder if it's meant to act that way.
If it is intended to act that way, it's time we sorcs stopped talking about our poor class self-heal. 1.6 Unstable Clannfear is basically a slightly clunkier premorph Dragon Blood.
Notice how it takes double the time to cast as you must summon and unsummon it?
Notice the magicka cost making it so veeeeeery expensive?
Unless you use the 3600 champion points that you will only get 3+ years from now, you will run out of magicka... not to mention that 35% of your hp will be gone in less time that it takes to cast that spell, a normal VR 13 archer does up to 14k damage.
That is more or less intended to be the "oh you tank pet died, here get some hp back" kind of deal... that can also be used in emergencies but the magicka cost is high and the double cast makes it not very practical.
Don`t know about you but even with 20k hp and full 3600 champ points for mitigation and so on... i get 2 shotted by PVE NPC`s... archers are usually a pain in the ass. And as a bonus, the one spell that increases mitigation, the lightning form.... does small amounts of damage to everyone around you and makes Critical Surge proc on useless small heals thus denying your bigger spells from healing you. Yey!
I think light armor users will be really sad to see that they now get 2shotted by PVE npc`s and even with both Bound Armor AND Lightning Form on you are still below the armor rating a normal medium armor user has. Now imagine if he also uses those spells.... he can actually tank something while you will die. :-)
Anyway, with hits doing 3k up to 14k from normal NPC`s, the only way to "survive" the hits is to let the pet take them for you - its intended role. If you are the target, spamming a ward will help more as you have no mitigation in light armor anyway, so you might as well use the wards that offer more protection per cast for a lot less magicka.
I'm fairly certain my clannfear was like a 6k magicka cost. With 28k magicka, the Rebate passive will give me 4200 magicka back. Add a few more CP into the mix and your magicka costs go down and magicka pool goes up. No matter how you try to spin it, this clannfear heal is broken OP.
We need to know if the new Unstable Clannfear behavior is intended. It's a powerful self-heal. But chain summoning a pet (for a 35% heal each cycle) seems odd enough that I wonder if it's meant to act that way.
If it is intended to act that way, it's time we sorcs stopped talking about our poor class self-heal. 1.6 Unstable Clannfear is basically a slightly clunkier premorph Dragon Blood.
Notice how it takes double the time to cast as you must summon and unsummon it?
Notice the magicka cost making it so veeeeeery expensive?
Unless you use the 3600 champion points that you will only get 3+ years from now, you will run out of magicka... not to mention that 35% of your hp will be gone in less time that it takes to cast that spell, a normal VR 13 archer does up to 14k damage.
That is more or less intended to be the "oh you tank pet died, here get some hp back" kind of deal... that can also be used in emergencies but the magicka cost is high and the double cast makes it not very practical.
Don`t know about you but even with 20k hp and full 3600 champ points for mitigation and so on... i get 2 shotted by PVE NPC`s... archers are usually a pain in the ass. And as a bonus, the one spell that increases mitigation, the lightning form.... does small amounts of damage to everyone around you and makes Critical Surge proc on useless small heals thus denying your bigger spells from healing you. Yey!
I think light armor users will be really sad to see that they now get 2shotted by PVE npc`s and even with both Bound Armor AND Lightning Form on you are still below the armor rating a normal medium armor user has. Now imagine if he also uses those spells.... he can actually tank something while you will die. :-)
Anyway, with hits doing 3k up to 14k from normal NPC`s, the only way to "survive" the hits is to let the pet take them for you - its intended role. If you are the target, spamming a ward will help more as you have no mitigation in light armor anyway, so you might as well use the wards that offer more protection per cast for a lot less magicka.
I'm fairly certain my clannfear was like a 6k magicka cost. With 28k magicka, the Rebate passive will give me 4200 magicka back. Add a few more CP into the mix and your magicka costs go down and magicka pool goes up. No matter how you try to spin it, this clannfear heal is broken OP.
Well, then they can just remove it if it upsets the balance all that much... and give our surge back. :-)
I really did not find it practical to use it due to the duration, by the time i got the heal and recasted it i`d be dead.
Anyway i think it would be better to remove it than to add a cast time for the pet...
I'd like a stamina management tool in 1.6. Nb's get regen, dk's get mtn bless passives and roar, temps have actvie and passive regens. We have a 4 second channel morph.
Bound Armor and/or Exchange could use a boost to either passive sta regen, dodge, or a specific reduction on the level w/ posture for rolling or breaking free.
I think I will make some additional suggestions, similar things are said by the OP but I want to say and make them again:
Sorcerer as healers:
As we know now, Sorcerers may be the least adequate class for being a healer. They seem to have a better ressource management, but the changes made to Surge and the overall lack of a healer dedicated passive or active ability make the Sorcerer the least versatile healer. They were even surpassed by DKs with 1.6.
How to solve this?
Give the Sorcerer some kind of off-healing pets. We got the Twilight that heals us if we drop below 30% health, but it could be revamped in something like this:
* Applies an AoE-HoT to the group that lasts for 10 seconds and heals for X. 20 second CD.
* When a target drops below 50% life, the Twilight will heal it dependent on the health lost - channeled heal with a 10 second CD.
A similar thing should been added to the Atronarch - give it a morph where it heals instead of dealing damage.
* Heals the target with the lowest health for X amount and every character within 5m range for 50% of the initial heal. 6 second CD.
* Shield the target with the highest aggro for X. 8 second CD.
Passive:
Daedric Protection: Should be made a group-wide buff with higher percentages.
Actives:
Bound Armor: Why not add some kind of healing buff? As long as you have the armor activated, your healings are 15% more effective OR 15% of your dealt damage are turned into group heal .
Those tweaks would make the Sorc a different and better healer. Why not heal with the help of our pets?
______________
Dark Magic:
Daedric Mines: Give this ability a ranged morph, e.g. something like this - apply 3 Daedric Mines to your target. Each mine explodes after you dealt X damage. Only one mine can be triggered within 5 seconds. Only one target can be infected with Daedric Mines. Lasts for 30 seconds - if all three mines last 30 seconds, they will explode for 50% of the total damage. 28m range.
Rune Prison & Encase: Fuse those two into one.
...
more to come.
ZOS_GinaBruno wrote: »Just to make sure we're all on the same page, we have all been keeping a close watch on Sorcerer feedback.
We hope to have some answers for you before the weekend - we haven't forgotten!