I understand what you mean, that if a sorc is using a pet... then it is a one button push. I am not a pet using sorc. I don't like that play style and I don't like pets constantly getting in my way when I am trying to do things. So for me, and many other sorcs, .... this actually will be a two button heal.
I would much prefer a one button instant heal.
Why would we expect there would?ZOS_GinaBruno wrote: »Sorry about that guys. Eric did start reading through the thread, but just didn't have time to write something up yet. Don't want you all to think we were completely ignoring you, though.GreyRanger wrote: »I guess the hoped for feedback about where the Devs are going with Sorcerers per @ZOS_GinaBruno is not going to happen before the weekend.
So it's quite unlikely that we will see actual Sorc adjustements before 1.6 goes live?
halfbadger wrote: »I understand what you mean, that if a sorc is using a pet... then it is a one button push. I am not a pet using sorc. I don't like that play style and I don't like pets constantly getting in my way when I am trying to do things. So for me, and many other sorcs, .... this actually will be a two button heal.
I would much prefer a one button instant heal.
I am not a dot using Dk. I don't like that play style and I don't like dots constantly doing damage. So for me, and many other dks, .... this actually is lower damage.
I would much prefer a one button instant damage.
I would much prefer a one button instant heal.
That is what I got from that statement as well. I thought 1.6.4 WAS the sorc patch haha.
That is what I got from that statement as well. I thought 1.6.4 WAS the sorc patch haha.
They're trying to go live next week, and we've all seen that 1.6.3 has a host of problems. I can't imagine now is the time to prioritize sorc class balance issues for them. That may be a longer-term discussion.
Speaking for myself, I'd be happy with assurances that they'll continue to look at it, and that the "Pfft.. sorcs are fine and players complain too much" response from the ESO Live a few weeks ago isn't held as etched-in-stone wisdom among the combat team.
I do hope they fix the bug so Streak procs Crystal Fragments again.
Overload
Overload and Power Overload will now properly scale their damage off Weapon Damage and Stamina in the event that they are higher than Spell Power and Magicka
cozmon3c_ESO wrote: »he also mentioned velocious curse blowing up even though the target died
Yeah that's in, I thought it was a weird bug. That's a cool addition. And I'm super happy the heal is hear to stay *cheer* Thank you for the info!
It was in the Tooltip. Bugs are rarely explaining themselves in the tooltip...
cozmon3c_ESO wrote: »he also mentioned velocious curse blowing up even though the target died
Yeah that's in, I thought it was a weird bug. That's a cool addition. And I'm super happy the heal is hear to stay *cheer* Thank you for the info!
It was in the Tooltip. Bugs are rarely explaining themselves in the tooltip...
I guess my point is that it was fairly inconsequential and just noticed it in passing; it isn't really a DPS buff more of a "you didn't just waste that mag cause the guy died right before you cast curse on him". It doesn't seem like a major skill mechanic that is going to boost DPS, just kind of a cool addition that will help every now and then. I saw it and was like "Huh, maybe that's a bug, but not really worth reporting that".
cozmon3c_ESO wrote: »he also mentioned velocious curse blowing up even though the target died
Yeah that's in, I thought it was a weird bug. That's a cool addition. And I'm super happy the heal is hear to stay *cheer* Thank you for the info!
It was in the Tooltip. Bugs are rarely explaining themselves in the tooltip...
I guess my point is that it was fairly inconsequential and just noticed it in passing; it isn't really a DPS buff more of a "you didn't just waste that mag cause the guy died right before you cast curse on him". It doesn't seem like a major skill mechanic that is going to boost DPS, just kind of a cool addition that will help every now and then. I saw it and was like "Huh, maybe that's a bug, but not really worth reporting that".
No, I meant the Clannfear wich you also mentioned in your post .
halfbadger wrote: »@Erock25 Flames of Oblivion always gave weapon crit. Molten weapons affects staff heavy attacks and so is not a stamina morph. Mountain's blessing is a group buff so it's not exactly a dk stamina buff. Burning Breath doesn't do enough damage for it to be worth casting in a single target fight.
DKs did not get loads of stamina morphs.
madangrypally wrote: »
Power Overload: Removes the ranged light attack and AoE heavy attack. New effect: Baths weapon in lightening and deals increased damage per attack. Each attack drains Ultimate similar to Overload light attacks. Critical attacks explode and deal AoE damage. Damage has to be Ultimate good imo.
madangrypally wrote: »I really miss using weapon abilities on the Ultimate bar Ultimate was so much better when this was still in the game.
Does the hotbar of overload is also gone?
posthumecaver wrote: »
Does the hotbar of overload is also gone?
posthumecaver wrote: »
Does the hotbar of overload is also gone?
It's still there. But you can only use class skills and guild skills on it. No weapon skills anymore.
posthumecaver wrote: »
Does the hotbar of overload is also gone?
It's still there. But you can only use class skills and guild skills on it. No weapon skills anymore.
Still one bar more than everyone else got.
Wolfchild07 wrote: »Do NOT replace Daedric Mines, they work fine. Learn how to use them.
madangrypally wrote: »Wolfchild07 wrote: »Do NOT replace Daedric Mines, they work fine. Learn how to use them.
I agree. I like Daedric Mines but feel they need to be tweaked a little.
1: Make one of the morphs stamina based.
2: Make mines stop chargers. IE: If a mine is between me and the enemy and he charges. His charge should end on the mine and not reach me.
I nearly always have Daedric mines on one of my bars.
madangrypally wrote: »Wolfchild07 wrote: »Do NOT replace Daedric Mines, they work fine. Learn how to use them.
I agree. I like Daedric Mines but feel they need to be tweaked a little.
1: Make one of the morphs stamina based.
2: Make mines stop chargers. IE: If a mine is between me and the enemy and he charges. His charge should end on the mine and not reach me.
I nearly always have Daedric mines on one of my bars.
Yeah they work fine, but you could also use the vulcanic rune (mages guild, fire rune morph), additionally you can place it wherever you want, get a 3 sec stun and deal almost the same dmg as real aoe dmg for less magicka. In my opinion it's superior to the daedric mines but feel free to convince me with good arguments.
If you need to root enemies you can still use encase.
If you have a problem with people charging at you try shooting them crustal fragments in the face or streak through them. Many players don't block or can't block while charging.
I play a ranged resto destro build in PVP and never had problems with melee builds, thanks to streak, cristal fragments and crushing shock to proc CF and kill stamina builds really fast.
Wolfchild07 wrote: »Volcanic Rune (Fire Rune for me cause I haven't been using it on current character) - does 190 damage to each creature. That's fine if it hits all of them, and is mostly useless against anything immune to stuns. Same goes for Encase, which won't even explode (Shattering morph) if they're immune.
Daedric Minefield (morph) - Gives me 5 mines at 198 damage each. Still very useful against groups, and against opponents that are immune it's still fantastic cause they run over all of them and take full damage, especially the large ones such as frost/storm atronachs, and Dwarven Centurions/multiple bosses throughout the world.
The only real argument for mines I see is the root being a soft CC and the heal. If any enemy runs into several mines, he must be so bad that you would kill him anyway. In PVE they are useless thanks to the boss immunity after getting hit by one mine.
I'm not saying they don't have any use but I say if they where gone you could still use the vulcanic rune and get a skill in exchange that is more unique and offer more flexibility and utility to the sorcerer. The daedric mines aren't really special in my opinion.