Well, then cmon now, this is not possible without much more than 70 CP just mathematically anymore.
In fact, the Crystal Fragments are now buffed by Empower and the champion system perk in the Ritual.
above. If you want to see the version with 70CPs and without Empower, check the screenshots I posted yesterday.With 3200 CPs and Might of the Guild:
Well, then cmon now, this is not possible without much more than 70 CP just mathematically anymore.
In fact, the Crystal Fragments are now buffed by Empower and the champion system perk in the Ritual.
I wroteabove. If you want to see the version with 70CPs and without Empower, check the screenshots I posted yesterday.With 3200 CPs and Might of the Guild:
I decided to provide both since some people were having doubts about the first shots.
The gear is basic necropot/magnus/destructive mage and not all items are at the optimal level.
The skills used are easy enough to figure out since I'm using 3 toggles.
My friends have 13k DPS as sorcs. So I dunno what you guys do wrong. (that is approx for 40sec)
It is now one of the stronger classes, so why do you keep moaning about weak sorcs.
Yes, it was exactly this: Blood Spawn (46.5s) - 615,459 Total Damage (13239.1 DPS)
But, we need to mention as well:
- Permanent Combat Prayer
- DPS boost War horn
- used ultimate on the Fight start
So, this 13k will be not sustainable in longer fights than 1 minute and even will be less, when we do not receive Combat prayer.I forgot to mention, that I used 70 CP only.
And I will not comment the attacking behavior of others, useless.
I posted the DPS, said, how did I do it, just not the gear + skills combo, because as Alcast said, you need to learn/find out it as well. Just an info, I did not use PET!
Before 1.6.3 my max dps for the same time and same boss was 8K-9K with the same gear/skills like now 12k-13k.
I still think, that 2% spell damage is not enough, it needs to be min 4%. I still think, that some nerfs what we got are not correct and should be reverted; or ZOS should just boost the sorcerer class by other changes.
EDIT: I still think, that the cooldown should be removed from Surge and make it heals from max 6 targets.
Well, then cmon now, this is not possible without much more than 70 CP just mathematically anymore.
In fact, the Crystal Fragments are now buffed by Empower and the champion system perk in the Ritual.
Not answering how you build your stats like that but showing off screens with higher numbers is obviously trolling.
I wroteabove. If you want to see the version with 70CPs and without Empower, check the screenshots I posted yesterday.With 3200 CPs and Might of the Guild:
I decided to provide both since some people were having doubts about the first shots.
The gear is basic necropot/magnus/destructive mage and not all items are at the optimal level.
The skills used are easy enough to figure out since I'm using 3 toggles.
@ZOS_GinaBruno Please do not take this thread seriously as they are not using true 70 CP builds. From a thread that was locked SirEwan says his 70 CP is allocated as such .....
40 Champion points spent in the Mage.
20 Champion points spent in the Theif.
To achieve 40 CP in any single tree you would need approximately 120 CP, because they are place one at a time in a rotation around Mage, Thief, Warrior. So his build is in theory with 120 CP. If at release we are given 70 CP that means that we need to earn another 50CP... no big deal you think?
50CP x 400,000 exp per level = 20,000,000 exp. So for his build you would need to earn 20 million experience first.
Please stop misleading the DEVS with this kind of "proof"
Princess_Asgari wrote: »
Please clarify, your post and your subject is in regards to pve dps.
Your analysis does not equivocate healing, survivability, cc, utility, and pvp dps.
All those other aspect (with reflects, absorbs, inc-damage, cc, and non-static targets) are something entirely different. So your subject needs some clarification to recognize the limitations of its application.
I totally agree that the subject title needs to include PvE in it because this is simply not the case in pvp. Sorcs in pvp caster wise have been completely destroyed. There is no way to fight the other 3 classes with the changes to Sorcs now.
I hope you are not talking about the Sorcerer class, which has the highest burst damage & mobility available for magicka builds, as well as 16k+ (after nerf) dmg shield & perfect anti-melee tool (mines), as well as unblockable CC (Weakening Prison).
You can easily crit 18k+ with Entropy+CF proc, and follow it up with something like Meteor, while having the mobility of Streak/BoL & protection from Hardened Ward.
I don't see what the problem is. Perhaps there's some slight exaggeration & hyperboles going on here?
Think the main complaint is from pvp sorc everything in there line can eather be dodged, blocked, broken out of or just avoided. Crystal shards is to slow (3 seconds from start of cast until it hits target at range) and its the only spammable dd spell they have. Have had melee charge in kill the target before the crystal spell even went off. Willing to bet you got these number using mostly guild and weapons abilities not mage skill line. The improvements made to the skill line only work against pve mobs who are to dumb to avoid them. Daedric curse is a joke 6/3.5 seconds of nothing then maybe it explodes (it should be a Dot) if it hasn't been cleansed. Mages fury only good if you get them the last 20 percent of health which you would be long dead before seeing in pvp. Pets fill half your bars seeing as they have to be used on 2 bars leaving very few options with them. They could fix a lot just by making cast pets independent of bar changes so wouldn't fill 2 bars. I play all four classes and just can't stand any of the play with a sorc it just seems wrong to me. Guess I was Expecting the old D&D standard lightning chain, magic missiles and fireball or some form of those which were all available in some form or another of elder scrolls Games in the past.
Here for all of you infidels. If you cant believe it with that then so be it.
Hint: In most siutations your healer should support you with aggro horn and prayer.
Tanking perspective
http://youtu.be/B5bTogFe2c8
[/quote]So, many Sorcerers here are complaining about Endgame DPS and a guildmate of mine posted a screenshot of my DPS along with another Guildmate's DPS in another post complaining about Sorc DPS. In fact it was entitled "1.6.3 Sorc Magicka Builds Still Ruined!!!" which I must admit, made me chuckle.
Here's some results from a few tests on the Blood Spawn.
I realise this is a 50 Second fight at max, but it is evident this is sustanable on such fights i.e. The Serpent with my current rotation. (considering my ultimate regenerates every 60-100 seconds, which it does.)
The following results were also obtained with 0 PvP Buffs (Please remove PvP Buffs from PvE BTW Zenimax)
I will update the post as soon as I have additional information.
Test 1
Blood Spawn (45.2s) - 477,336 Total Damage (10556.6 DPS)
No Buffs No Ultimate
(I have achieved higher, just did one test to post here)
Test 2
Blood Spawn (37.9s) - 518,410 Total Damage (13687.0 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 3
Blood Spawn (46.0s) - 553,028 Total Damage (12017.4 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 4 (Full Fight)
Blood Spawn (49.8s) - 612,952 Total Damage (12312.5 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 5 (Full Fight)
Blood Spawn (46.5s) - 615,459 Total Damage (13239.1 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Initial Burst Damage (Max I Pinged is 22k)
Blood Spawn (13.6s) - 218,312 Total Damage (16006.5 DPS)
florian.billeb16_ESO wrote: »So, many Sorcerers here are complaining about Endgame DPS and a guildmate of mine posted a screenshot of my DPS along with another Guildmate's DPS in another post complaining about Sorc DPS. In fact it was entitled "1.6.3 Sorc Magicka Builds Still Ruined!!!" which I must admit, made me chuckle.
Here's some results from a few tests on the Blood Spawn.
I realise this is a 50 Second fight at max, but it is evident this is sustanable on such fights i.e. The Serpent with my current rotation. (considering my ultimate regenerates every 60-100 seconds, which it does.)
The following results were also obtained with 0 PvP Buffs (Please remove PvP Buffs from PvE BTW Zenimax)
I will update the post as soon as I have additional information.
Test 1
Blood Spawn (45.2s) - 477,336 Total Damage (10556.6 DPS)
No Buffs No Ultimate
(I have achieved higher, just did one test to post here)
Test 2
Blood Spawn (37.9s) - 518,410 Total Damage (13687.0 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 3
Blood Spawn (46.0s) - 553,028 Total Damage (12017.4 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 4 (Full Fight)
Blood Spawn (49.8s) - 612,952 Total Damage (12312.5 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 5 (Full Fight)
Blood Spawn (46.5s) - 615,459 Total Damage (13239.1 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Initial Burst Damage (Max I Pinged is 22k)
Blood Spawn (13.6s) - 218,312 Total Damage (16006.5 DPS)
My link was a picture about DK FTC pic (maybe not from 1.6.3), but
Please show me a stam DK video or FTC pic from 1.6.3 so we can check. DKs do and always will do more dps than other classes bc ZOS employees are DK fanboys.
But I also understand that you do not trust any numbers, I also do not trust your numbers either LoL.
florian.billeb16_ESO wrote: »
Please show me a stam DK video or FTC pic from 1.6.3 so we can check. DKs do and always will do more dps than other classes bc ZOS employees are DK fanboys.
But I also understand that you do not trust any numbers, I also do not trust your numbers either LoL.
I agree with your number, i have quote in my post...
I don't know exactly the DPS for DK stamina now, i don't know if 1.6.2 to 1.6.3 have a lot change something.
My link was maybe for 1.6.2... anyways, what i have seen it's just 30 % more damage than you can do with a good sorcerer and that just not balanced.
I try to argue with a link to Tamriel foundry with a DPS, but I know very well than in your famous guild you have enough DK to do the same test with stamina DK on the same boss, so please, you can answer me and tell me how much DPS do DK Stamina ?
And i wait your response, because I can't test DK Stamina and i am very interessed about this question. Maybe I am wrong in my number, but if I am right, 30 % less DPS just mean than there is a real problem between class.
halfbadger wrote: »@Alcast if you want to see a stam DK dps meter in 1.6.3 you should get me some gear and group with me
halfbadger wrote: »
This was done on a sorc with 3600 points, template gear and without group buffs.
Mana based dps sorcs have the best dot in the game as of the latest pts patch and nobody can say otherwise. Stop crying about nerfs.
Template character, 70 cp, not min maxed Mana (aimed for 19k hp to make sure to avoid one shots).
With summon no other toggles
No summons one toggle (bound aegis)
Yes short fights, but no ultimate was use to get rid of the factor that it would not be up for an entire fight.
Note: Summoning builds will always yield more dps then non summoning builds, as they are a passive form of damage that does not need to be refreshed and don't lower the over all dps of the caster, Thus why I think it is important to not allow them to be used from just one slot. We sacrifice utility and flexibility for damage. The only way for ZoS to actually balance the 2, would to 1)make summons die faster, 2)make it so it is detrimental to have a summon out 3)force sorcs to have 10 skills specifically slotted to get max dps (thus destroying flexibility). If summons die to fast tho, they become useless, and people don't like the idea that a summon you can't fully control could become a liability.
Template character, 70 cp, not min maxed Mana (aimed for 19k hp to make sure to avoid one shots).
With summon no other toggles
No summons one toggle (bound aegis)
Yes short fights, but no ultimate was use to get rid of the factor that it would not be up for an entire fight.
Note: Summoning builds will always yield more dps then non summoning builds, as they are a passive form of damage that does not need to be refreshed and don't lower the over all dps of the caster, Thus why I think it is important to not allow them to be used from just one slot. We sacrifice utility and flexibility for damage. The only way for ZoS to actually balance the 2, would to 1)make summons die faster, 2)make it so it is detrimental to have a summon out 3)force sorcs to have 10 skills specifically slotted to get max dps (thus destroying flexibility). If summons die to fast tho, they become useless, and people don't like the idea that a summon you can't fully control could become a liability.
Pets are still just as useless as before. Higher DPS without pets.
So, many Sorcerers here are complaining about Endgame DPS and a guildmate of mine posted a screenshot of my DPS along with another Guildmate's DPS in another post complaining about Sorc DPS. In fact it was entitled "1.6.3 Sorc Magicka Builds Still Ruined!!!" which I must admit, made me chuckle.
Here's some results from a few tests on the Blood Spawn.
I realise this is a 50 Second fight at max, but it is evident this is sustanable on such fights i.e. The Serpent with my current rotation. (considering my ultimate regenerates every 60-100 seconds, which it does.)
The following results were also obtained with 0 PvP Buffs (Please remove PvP Buffs from PvE BTW Zenimax)
I will update the post as soon as I have additional information.
Test 1
Blood Spawn (45.2s) - 477,336 Total Damage (10556.6 DPS)
No Buffs No Ultimate
(I have achieved higher, just did one test to post here)
Test 2
Blood Spawn (37.9s) - 518,410 Total Damage (13687.0 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 3
Blood Spawn (46.0s) - 553,028 Total Damage (12017.4 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 4 (Full Fight)
Blood Spawn (49.8s) - 612,952 Total Damage (12312.5 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 5 (Full Fight)
Blood Spawn (46.5s) - 615,459 Total Damage (13239.1 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Initial Burst Damage (Max I Pinged is 22k)
Blood Spawn (13.6s) - 218,312 Total Damage (16006.5 DPS)
My statistics. No food buff / Power Surge
My Champion Points.
Two of our Sorcerers.
As I'm sure fellow Raiders understand, I would rather not post my exact build and rotation as we aim to achieve certain goals in trials as soon as 1.6 hits the live server and as far as I can see this will give us a great advantage over other teams initially.
As for my personal opinion on the state of Sorcerers right now, having played one since early Beta, I think Zenimax has done a great job balancing the class. Many more options are now available to us and it appears we are on par with other Magicka based DPS classes / builds.Here for all of you infidels. If you cant believe it with that then so be it.
Hint: In most siutations your healer should support you with aggro horn and prayer.
And for people who cant get it, this is from the tanking perspective.
http://youtu.be/B5bTogFe2c8
So, many Sorcerers here are complaining about Endgame DPS and a guildmate of mine posted a screenshot of my DPS along with another Guildmate's DPS in another post complaining about Sorc DPS. In fact it was entitled "1.6.3 Sorc Magicka Builds Still Ruined!!!" which I must admit, made me chuckle.
Here's some results from a few tests on the Blood Spawn.
I realise this is a 50 Second fight at max, but it is evident this is sustanable on such fights i.e. The Serpent with my current rotation. (considering my ultimate regenerates every 60-100 seconds, which it does.)
The following results were also obtained with 0 PvP Buffs (Please remove PvP Buffs from PvE BTW Zenimax)
I will update the post as soon as I have additional information.
Test 1
Blood Spawn (45.2s) - 477,336 Total Damage (10556.6 DPS)
No Buffs No Ultimate
(I have achieved higher, just did one test to post here)
Test 2
Blood Spawn (37.9s) - 518,410 Total Damage (13687.0 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 3
Blood Spawn (46.0s) - 553,028 Total Damage (12017.4 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 4 (Full Fight)
Blood Spawn (49.8s) - 612,952 Total Damage (12312.5 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 5 (Full Fight)
Blood Spawn (46.5s) - 615,459 Total Damage (13239.1 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Initial Burst Damage (Max I Pinged is 22k)
Blood Spawn (13.6s) - 218,312 Total Damage (16006.5 DPS)
My statistics. No food buff / Power Surge
My Champion Points.
Two of our Sorcerers.
As I'm sure fellow Raiders understand, I would rather not post my exact build and rotation as we aim to achieve certain goals in trials as soon as 1.6 hits the live server and as far as I can see this will give us a great advantage over other teams initially.
As for my personal opinion on the state of Sorcerers right now, having played one since early Beta, I think Zenimax has done a great job balancing the class. Many more options are now available to us and it appears we are on par with other Magicka based DPS classes / builds.Here for all of you infidels. If you cant believe it with that then so be it.
Hint: In most siutations your healer should support you with aggro horn and prayer.
And for people who cant get it, this is from the tanking perspective.
http://youtu.be/B5bTogFe2c8
I am not trying to troll or derail this discussion, I am however pointing out that the whole basis that the OP is claiming that sorcs are fixed is wrong. It clearly shows in his " My Champion Points" pic ... see above in his post ... that he used 40 pts in the Mage tree. In order to do that you would need 120 CP and not the original concept that this DPS was achieved with 70 CP.
In order to get that 40 CP in the Mage you would need to get 20 million experience under the current XP:CP conversion stated by ZoS. That represents months of leveling for the average player and therefor the entire premise is INVALID.
Sorry to state it that way, but if I am incorrect in this math ... please point out my mistake.
So, many Sorcerers here are complaining about Endgame DPS and a guildmate of mine posted a screenshot of my DPS along with another Guildmate's DPS in another post complaining about Sorc DPS. In fact it was entitled "1.6.3 Sorc Magicka Builds Still Ruined!!!" which I must admit, made me chuckle.
Here's some results from a few tests on the Blood Spawn.
I realise this is a 50 Second fight at max, but it is evident this is sustanable on such fights i.e. The Serpent with my current rotation. (considering my ultimate regenerates every 60-100 seconds, which it does.)
The following results were also obtained with 0 PvP Buffs (Please remove PvP Buffs from PvE BTW Zenimax)
I will update the post as soon as I have additional information.
Test 1
Blood Spawn (45.2s) - 477,336 Total Damage (10556.6 DPS)
No Buffs No Ultimate
(I have achieved higher, just did one test to post here)
Test 2
Blood Spawn (37.9s) - 518,410 Total Damage (13687.0 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 3
Blood Spawn (46.0s) - 553,028 Total Damage (12017.4 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 4 (Full Fight)
Blood Spawn (49.8s) - 612,952 Total Damage (12312.5 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Test 5 (Full Fight)
Blood Spawn (46.5s) - 615,459 Total Damage (13239.1 DPS)
+ Combat Prayer and Aggressive Warhorn (Typical Sanctum Scenario)
Initial Burst Damage (Max I Pinged is 22k)
Blood Spawn (13.6s) - 218,312 Total Damage (16006.5 DPS)
My statistics. No food buff / Power Surge
My Champion Points.
Two of our Sorcerers.
As I'm sure fellow Raiders understand, I would rather not post my exact build and rotation as we aim to achieve certain goals in trials as soon as 1.6 hits the live server and as far as I can see this will give us a great advantage over other teams initially.
As for my personal opinion on the state of Sorcerers right now, having played one since early Beta, I think Zenimax has done a great job balancing the class. Many more options are now available to us and it appears we are on par with other Magicka based DPS classes / builds.Here for all of you infidels. If you cant believe it with that then so be it.
Hint: In most siutations your healer should support you with aggro horn and prayer.
And for people who cant get it, this is from the tanking perspective.
http://youtu.be/B5bTogFe2c8
I am not trying to troll or derail this discussion, I am however pointing out that the whole basis that the OP is claiming that sorcs are fixed is wrong. It clearly shows in his " My Champion Points" pic ... see above in his post ... that he used 40 pts in the Mage tree. In order to do that you would need 120 CP and not the original concept that this DPS was achieved with 70 CP.
In order to get that 40 CP in the Mage you would need to get 20 million experience under the current XP:CP conversion stated by ZoS. That represents months of leveling for the average player and therefor the entire premise is INVALID.
Sorry to state it that way, but if I am incorrect in this math ... please point out my mistake.
you are not. That was my question to him too, to do it in a LIVE scenario of 1.6 going to live servers. I.E. only 26 points roughly in each category to spend
You got high dps numbers on pve dumb mobs? So what?
It does not add anything to the discussion of sorc survivability, pvp dps, and broken mechanics. I can print some amazing numbers too if you give me enough non-reactive training dummies.