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Surge - As It Could Be

Voltos
Voltos
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A synergized version of Surge. One that supports melee, ranged and healing for both PVE and PVP.

Surge:
Charge your weapons with the power of lightning for 20 seconds. Light and Heavy attacks cause a surge of electrical damage against your target, dealing 7% of damage done over 10 seconds, stacking up to 3 times. All critical strikes heal you for 50% of damage done. Arc damage is increased each level by 1%.

Power Surge(Morph) -
Charge your weapons with the power of lightning for 20 seconds. Weapon attacks cause a surge of electrical damage against your target, dealing 10% of damage done over 10 seconds, stacking up to 3 times. All critical strikes heal for 50% of damage done. You now receive the Major Brutality, Major Sorcery and Major Endurance buffs.

Spell Surge(Morph) -
Charge your weapons with the power of lightning for 20 seconds. Weapon attacks cause a surge of electrical damage against your target, arching to the nearest three allies within 10 meters, healing them for for 10% of the damage done over 10 seconds. All critical strikes heal for you for 40% and your allies for 20% of the damage done. You now receive the Major Sorcery and Major Intellect buffs.

Edit: Adjusted the arc damage to function as a DoT, instead of an instant attack. This should bring it more in line with Entropy. Added text to clarify the nature of the critical healing component. Replaced the X% stamina/magicka return for Major Endurance/Intellect.
Edited by Voltos on 21 February 2015 05:02
  • Jar_Ek
    Jar_Ek
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    Power Surge would need to heal 60% or more to cover the loss of heal allies.

    However this is a decent and Interesting suggestion.
    Edited by Jar_Ek on 20 February 2015 10:20
  • Shiall
    Shiall
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    You can apply CC immunity too. If you want OP skill it will help you even more.
  • ToRelax
    ToRelax
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    2 questions regarding the healing:

    1.) Would Surge heal on all critical damage or only light/heavy attacks? Does the multitarget component heal, too?

    2.) Would Surge still have the internal cooldown of 0.25 seconds on the heal?

    I could also think of that skill as a toggle similar to Siphoning Strikes, draining magicka instead - if it wouldn't take 2 skill slots that way.

    Edit:

    3. question: Would Surge work with Overload light and heavy attacks, like Degeneration does? I think that would be a nice synergy and fits the sorcerer theme (lightning).
    Edited by ToRelax on 20 February 2015 11:31
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  • GreyRanger
    GreyRanger
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    While I think that it would be fun for spell surge to provide a team heal I would be shocked if it came to pass. It would link making sorcerers as viable team healers to a power the devs appear to regret having created or at least seem committed to nerfing to uselessness.
  • Jar_Ek
    Jar_Ek
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    Having reread the OPs suggestion, it would be too powerful as it would do damage, buff damage, heal and regenerate resources! It does not need the base damage effect. The heal would need to work better than 1.6.3 surge (no random triggering with a cooldown), but I quite like the idea of a damage and regeneration buff... but the regeneration would be the same buff as a potion or other regeneration mechanisms and so would be of less utility than you might think.

    TBH I think surge without the CD and with a number of targets cap would probably be ok. These morphs could replace the existing ones (ie buff + regeneration of one resource).
  • Voltos
    Voltos
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    Thank you for your comments. I appreciate all the feedback.

    I had three major concepts that lead to the creation of this post:

    1) Surge needed some help with regard to utility. I wanted to bring it at least in line with Entropy and Rally, if not better than, as a more viable option for stamina or magicka based Sorcerers.

    2) Dark Exchange is in a bad place as well. I'm not a fan of toggles, and from what I can tell, the stamina morph of Dark Exchange doesn't even have the toggle option. It's still a channel, leaving stamina Sorcerers out to dry again.

    3) Why not combine the two? I thought, if both skills were "fixed" like the community requests, (i.e. Surge heals like it should without the cooldown and Dark Exchange allowed you to replenish resources and remain mobile), I feared this would certainly create an OP situation as @Shiall pointed out.

    My attempt here was to create a balanced skill that would fit both roles, but would still require you to "work" for it, which, is why I left the (X%) values in there. This is my attempt to resolve issues with two separate abilities, that if "fixed" properly, would become redundant and OP, in my opinion.
  • Voltos
    Voltos
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    ToRelax wrote: »
    2 questions regarding the healing:

    1.) Would Surge heal on all critical damage or only light/heavy attacks? Does the multitarget component heal, too?

    2.) Would Surge still have the internal cooldown of 0.25 seconds on the heal?

    I could also think of that skill as a toggle similar to Siphoning Strikes, draining magicka instead - if it wouldn't take 2 skill slots that way.

    Edit:

    3. question: Would Surge work with Overload light and heavy attacks, like Degeneration does? I think that would be a nice synergy and fits the sorcerer theme (lightning).

    Hello, @ToRelax. To answer your questions:

    1) Surge would heal for all damage that crits, including the multi-target attack and all spells/abilities that do damage.
    2) The 0.25 second internal cooldown would be removed.
    3) Yes
  • Voltos
    Voltos
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    Jar_Ek wrote: »
    Having reread the OPs suggestion, it would be too powerful as it would do damage, buff damage, heal and regenerate resources! It does not need the base damage effect. The heal would need to work better than 1.6.3 surge (no random triggering with a cooldown), but I quite like the idea of a damage and regeneration buff... but the regeneration would be the same buff as a potion or other regeneration mechanisms and so would be of less utility than you might think.

    TBH I think surge without the CD and with a number of targets cap would probably be ok. These morphs could replace the existing ones (ie buff + regeneration of one resource).

    Thank you for the feedback. However, consider Degeneration, which does damage, buffs damage and provides 2 different sources of healing for a lot less cost than Surge. The only thing it doesn't do, is regenerate resources. Perhaps Surge could give you the Major or Minor Endurance/Intellect buff instead of a % value. Sorcerers need some love when it comes to stamina management.

    After your original response, I reconfigured how the additional damage would work from weapon attacks. Please see the original post above for the edits.
  • Erock25
    Erock25
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    Just quoting myself from my own post in regards to what I think will make Critical Surge worth using ....
    Erock25 wrote: »

    1. Add Major Endurance buff to Critical Surge morph. Right now all Critical Surge grants over Power Surge is 10% health returns from a crit. Sorc needs better stamina management and this is a perfect place for it. It also gives a stamina Sorc a reason to use Crit Surge over Rally. Right now, Rally is superior to Crit Surge in almost every way. Critical Surge lasts for 20 seconds, and I think Major Endurance should only last for the first 12 of those 20 seconds. Right now my Sorc on PTS has 760 stam regen, but I have more weapon dmg and crit rating set bonuses than stam regen ones, so let's just assume I can easily get to 1000 stam regen. Major Endurance for 12 seconds would result in 1800 additional stamina over that time frame. That sounds reasonable and far from overpowering to me, but makes Crit Surge use over Rally worth it.

    As far as Power Surge goes ..... it needs something as well in exchange for the weapon dmg as long as hybrid builds will never be optimal.
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  • Voltos
    Voltos
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    Erock25 wrote: »
    Just quoting myself from my own post in regards to what I think will make Critical Surge worth using ....
    Erock25 wrote: »

    1. Add Major Endurance buff to Critical Surge morph. Right now all Critical Surge grants over Power Surge is 10% health returns from a crit. Sorc needs better stamina management and this is a perfect place for it. It also gives a stamina Sorc a reason to use Crit Surge over Rally. Right now, Rally is superior to Crit Surge in almost every way. Critical Surge lasts for 20 seconds, and I think Major Endurance should only last for the first 12 of those 20 seconds. Right now my Sorc on PTS has 760 stam regen, but I have more weapon dmg and crit rating set bonuses than stam regen ones, so let's just assume I can easily get to 1000 stam regen. Major Endurance for 12 seconds would result in 1800 additional stamina over that time frame. That sounds reasonable and far from overpowering to me, but makes Crit Surge use over Rally worth it.

    As far as Power Surge goes ..... it needs something as well in exchange for the weapon dmg as long as hybrid builds will never be optimal.

    I think your suggestions are reasonable as well. I've added the Major Endurance and Major Intellect buffs to the corresponding morphs and removed the X% stamina/magicka on hit.

    Edited by Voltos on 20 February 2015 22:32
  • Lonesniper
    Lonesniper
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    Voltos wrote: »
    Thank you for your comments. I appreciate all the feedback.
    ...

    2) Dark Exchange is in a bad place as well. I'm not a fan of toggles, and from what I can tell, the stamina morph of Dark Exchange doesn't even have the toggle option. It's still a channel, leaving stamina Sorcerers out to dry again.
    ...
    although it's toggle-able, it's still a channel. You can't do anything while channeling. The only difference is that you can press the skill hotkey again to interrupt the channel whereas before you had to block or wait it out.
  • Voltos
    Voltos
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    Lonesniper wrote: »
    Voltos wrote: »
    Thank you for your comments. I appreciate all the feedback.
    ...

    2) Dark Exchange is in a bad place as well. I'm not a fan of toggles, and from what I can tell, the stamina morph of Dark Exchange doesn't even have the toggle option. It's still a channel, leaving stamina Sorcerers out to dry again.
    ...
    although it's toggle-able, it's still a channel. You can't do anything while channeling. The only difference is that you can press the skill hotkey again to interrupt the channel whereas before you had to block or wait it out.

    That just makes it even harder to use imo. Block-breaking the channel was easy.
  • TheLaw
    TheLaw
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    Surge should be a magicka version of momentum.
    -= Shahrzad the Great |Sorc| =-
  • Voltos
    Voltos
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    TheLaw wrote: »
    Surge should be a magicka version of momentum.

    I hate the idea of just copying an ability from another tree. I want it to feel unique and interesting. Although, a straight copy of Momentum, one morph for stamina and the other for magicka, would probably be better than Surge in it's current state.

  • SirEwan
    SirEwan
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    While I like the idea in some respects, in others I think Surge is one of the big selling points of a Sorc at the moment for the massive 20% increase to both Spell and Weapon damage and a really nice self heal (which I know has been nerfed and should be reverted).

    It makes the class naturally (well, almost) have higher Spell Damage than any other class and I think the loss of this would see a huge decrease in sustainable damage output.

    It's a nice idea, but maybe one that could be implemented with another skill instead of changing this. There are some Sorc skill I have never used because of how useless they are. Maybe change one of those.
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  • Dracane
    Dracane
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    Good idea. I think, it should not deal AoE damage. But it definately needs to apply additional damage on hit, to be more on par with the Entropy DoT.
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  • TheLaw
    TheLaw
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    Voltos wrote: »
    TheLaw wrote: »
    Surge should be a magicka version of momentum.

    I hate the idea of just copying an ability from another tree. I want it to feel unique and interesting. Although, a straight copy of Momentum, one morph for stamina and the other for magicka, would probably be better than Surge in it's current state.

    Except you wouldn't have to use a 2-hander. Even if it is a similar ability, it be a buff sorcs would use.
    -= Shahrzad the Great |Sorc| =-
  • Voltos
    Voltos
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    SirEwan wrote: »
    While I like the idea in some respects, in others I think Surge is one of the big selling points of a Sorc at the moment for the massive 20% increase to both Spell and Weapon damage and a really nice self heal (which I know has been nerfed and should be reverted).

    It makes the class naturally (well, almost) have higher Spell Damage than any other class and I think the loss of this would see a huge decrease in sustainable damage output.

    It's a nice idea, but maybe one that could be implemented with another skill instead of changing this. There are some Sorc skill I have never used because of how useless they are. Maybe change one of those.

    Thank you for the constructive feedback. I see where you are coming from on this. If I wasn't planning to use Rally in 1.6 and Degeneration for both 20% spell/physical damage, having both on one ability would be nice. Especially, for DW or another hybrid setup.

    Perhaps, instead of having one more for stamina and the other for magicka, maybe one could be for self-healing, while the other is for ally/team support healing.

    Something like this:

    Surge:

    Charge your weapons with the power of lightning for 20 seconds. Light and Heavy attacks cause a surge of electrical damage against your target, dealing 7% of damage done over 10 seconds, stacking up to 3 times. All critical strikes heal you for 50% of damage done.

    Arc damage is increased each level by 1%.

    Power Surge(Morph) -
    Charge your weapons with the power of lightning for 20 seconds. Weapon attacks cause a surge of electrical damage against your target, dealing 10% of damage done over 10 seconds, stacking up to 3 times. All critical strikes heal for 60% of damage done.

    You now receive the Major Brutality, Major Sorcery and Major Endurance buffs.


    Spell Surge(Morph) -
    Charge your weapons with the power of lightning for 20 seconds. Weapon attacks cause a surge of electrical damage against your target, arching to the nearest three allies within 10 meters, healing them for for 10% of the damage done over 10 seconds. All critical strikes heal for you for 40% and your allies for 20% of the damage done.

    You now receive the Major Sorcery and Major Intellect buffs.
  • Voltos
    Voltos
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    TheLaw wrote: »
    Voltos wrote: »
    TheLaw wrote: »
    Surge should be a magicka version of momentum.

    I hate the idea of just copying an ability from another tree. I want it to feel unique and interesting. Although, a straight copy of Momentum, one morph for stamina and the other for magicka, would probably be better than Surge in it's current state.

    Except you wouldn't have to use a 2-hander. Even if it is a similar ability, it be a buff sorcs would use.

    Hello, @TheLaw. Thank you for the feedback. Take a look at the changes in my reply above. While a Sorc version of Rally would be nice, I want to include the damage portion to make it on par with Entropy. Simply having entropy on your bar and using it gives you %max magicka, %magicka regen and an amazing on cast damage bonus for your next ability.

  • TheLaw
    TheLaw
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    Voltos wrote: »

    Hello, @TheLaw. Thank you for the feedback. Take a look at the changes in my reply above. While a Sorc version of Rally would be nice, I want to include the damage portion to make it on par with Entropy. Simply having entropy on your bar and using it gives you %max magicka, %magicka regen and an amazing on cast damage bonus for your next ability.

    Here's one of my previous posts on Surge (I'd be happy with these changes alone):

    Surge: Make this a magicka-based version of momentum. RNG based on crits is not reliable.

    Skill Description: Focus lightning to gain Major Sorcery for 30 seconds. Also heals X amount every 2 seconds for the duration.

    Morphs

    Power Surge: The ability now applies the Major Brutality and Major Sorcery buffs.

    Rejuvenating Surge: Heals for X amount when the effect ends. The final heal is increased based on the length of the time that Surge has been active. Press ability again to instantly use the heal and refresh the duration.
    Edited by TheLaw on 21 February 2015 01:50
    -= Shahrzad the Great |Sorc| =-
  • Voltos
    Voltos
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    TheLaw wrote: »
    Voltos wrote: »

    Hello, @TheLaw. Thank you for the feedback. Take a look at the changes in my reply above. While a Sorc version of Rally would be nice, I want to include the damage portion to make it on par with Entropy. Simply having entropy on your bar and using it gives you %max magicka, %magicka regen and an amazing on cast damage bonus for your next ability.

    Here's one of my previous posts on Surge (I'd be happy with these changes alone):

    Surge: Make this a magicka-based version of momentum. RNG based on crits is not reliable.

    Skill Description: Focus lightning to gain Major Sorcery for 30 seconds. Also heals X amount every 2 seconds for the duration.

    Morphs

    Power Surge: The ability now applies the Major Brutality and Major Sorcery buffs.

    Rejuvenating Surge: Heals for X amount when the effect ends. The final heal is increased based on the length of the time that Surge has been active. Press ability again to instantly use the heal and refresh the duration.

    I appreciate the feedback, but to me, this just seems too "lack-luster" compared to other classes self heals.

    For Example:

    Flame Lash, Burning Embers, Igneous Shield, Puncturing Sweep, Purifying Light, Killers Blade, Refreshing Path, Strife, Sap Essence - All of these abilities do damage, while simultaneously providing a healing component for the caster and/or allies. The only thing Sorcerers have that does this, "sort of," is Surge, and it's been nerfed into the ground.

    Green Dragon Blood, Draw Essence, Luminous Shards, Radiant Aura, Channeled Focus/Restoring Focus, Siphoning Strikes - All of these abilities provide resource renewal, and some provide damage and healing. All instant abilities. The only thing Sorcerers have that could compare, if you want to call it that, is Dark Exchange.

    Can you see the issues with the Sorcerers toolkit in comparison? I don't think it's too OP to provide a little more synergy with Surge by including a damage component and resource renewal.

  • ToRelax
    ToRelax
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    Voltos wrote: »
    Jar_Ek wrote: »
    Having reread the OPs suggestion, it would be too powerful as it would do damage, buff damage, heal and regenerate resources! It does not need the base damage effect. The heal would need to work better than 1.6.3 surge (no random triggering with a cooldown), but I quite like the idea of a damage and regeneration buff... but the regeneration would be the same buff as a potion or other regeneration mechanisms and so would be of less utility than you might think.

    TBH I think surge without the CD and with a number of targets cap would probably be ok. These morphs could replace the existing ones (ie buff + regeneration of one resource).

    Thank you for the feedback. However, consider Degeneration, which does damage, buffs damage and provides 2 different sources of healing for a lot less cost than Surge. The only thing it doesn't do, is regenerate resources. Perhaps Surge could give you the Major or Minor Endurance/Intellect buff instead of a % value. Sorcerers need some love when it comes to stamina management.

    After your original response, I reconfigured how the additional damage would work from weapon attacks. Please see the original post above for the edits.

    Actually look at the Mages Guild and Stormcalling Passives:

    For having Entropy slotted, you gian 2% max magicka and 2% megicka regeneration.
    For having Surge slotted, you gain 2% spell damage.

    That way, Entropy will passively buff your damage more than surge, give you a higher resource pool to use and buff your regeneration.

    However, I think Major Intellect buff is to much together with the other things and the passives must be balanced themselves, not improve the actives because the passives are weak.
    Voltos wrote: »
    TheLaw wrote: »
    Voltos wrote: »

    Hello, @TheLaw. Thank you for the feedback. Take a look at the changes in my reply above. While a Sorc version of Rally would be nice, I want to include the damage portion to make it on par with Entropy. Simply having entropy on your bar and using it gives you %max magicka, %magicka regen and an amazing on cast damage bonus for your next ability.

    Here's one of my previous posts on Surge (I'd be happy with these changes alone):

    Surge: Make this a magicka-based version of momentum. RNG based on crits is not reliable.

    Skill Description: Focus lightning to gain Major Sorcery for 30 seconds. Also heals X amount every 2 seconds for the duration.

    Morphs

    Power Surge: The ability now applies the Major Brutality and Major Sorcery buffs.

    Rejuvenating Surge: Heals for X amount when the effect ends. The final heal is increased based on the length of the time that Surge has been active. Press ability again to instantly use the heal and refresh the duration.

    I appreciate the feedback, but to me, this just seems too "lack-luster" compared to other classes self heals.

    For Example:

    Flame Lash, Burning Embers, Igneous Shield, Puncturing Sweep, Purifying Light, Killers Blade, Refreshing Path, Strife, Sap Essence - All of these abilities do damage, while simultaneously providing a healing component for the caster and/or allies. The only thing Sorcerers have that does this, "sort of," is Surge, and it's been nerfed into the ground.

    Green Dragon Blood, Draw Essence, Luminous Shards, Radiant Aura, Channeled Focus/Restoring Focus, Siphoning Strikes - All of these abilities provide resource renewal, and some provide damage and healing. All instant abilities. The only thing Sorcerers have that could compare, if you want to call it that, is Dark Exchange.

    Can you see the issues with the Sorcerers toolkit in comparison? I don't think it's too OP to provide a little more synergy with Surge by including a damage component and resource renewal.

    Igneous Shield...

    Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
    However, it's a heal comparable to Green Dragon Blood, yet very different.

    It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
    It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.

    It is not overpowered because of these two things though:
    1. It can not be spammed.
    2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.
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  • Voltos
    Voltos
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    ToRelax wrote: »
    Actually look at the Mages Guild and Stormcalling Passives:

    For having Entropy slotted, you gian 2% max magicka and 2% megicka regeneration.
    For having Surge slotted, you gain 2% spell damage.

    That way, Entropy will passively buff your damage more than surge, give you a higher resource pool to use and buff your regeneration.

    However, I think Major Intellect buff is to much together with the other things and the passives must be balanced themselves, not improve the actives because the passives are weak.
    Keep in mind, my suggestions are but a blueprint for the skill. If proper balance suggests Major Int/End is too powerful, by all means switch it to Minor Int/End, or use a different mechanic to replenish resources, but I still feel the benefit should be there.

    Considering:
    Flame Lash, Burning Embers, Igneous Shield, Puncturing Sweep, Purifying Light, Killers Blade, Refreshing Path, Strife, Sap Essence - All of these abilities do damage, while simultaneously providing a healing component for the caster and/or allies. The only thing Sorcerers have that does this, "sort of," is Surge, and it's been nerfed into the ground.

    Green Dragon Blood, Draw Essence, Luminous Shards, Radiant Aura, Channeled Focus/Restoring Focus, Siphoning Strikes - All of these abilities provide resource renewal, and some provide damage and healing. All instant abilities. The only thing Sorcerers have that could compare, if you want to call it that, is Dark Exchange.
    ToRelax wrote: »

    Igneous Shield...

    Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
    However, it's a heal comparable to Green Dragon Blood, yet very different.

    It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
    It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.

    It is not overpowered because of these two things though:
    1. It can not be spammed.
    2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.

    This just seems wonky, doesn't it?
  • ToRelax
    ToRelax
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    Voltos wrote: »
    ToRelax wrote: »

    Igneous Shield...

    Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
    However, it's a heal comparable to Green Dragon Blood, yet very different.

    It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
    It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.

    It is not overpowered because of these two things though:
    1. It can not be spammed.
    2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.

    This just seems wonky, doesn't it?

    No... ?
    I don't really like the design (healing from a Clannfear... ?) and I don't like to have to give up the AoE damage+stun with Volatile Familiar if I want to use it, but I don't think the heal is weak at all.
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  • Glantir
    Glantir
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    What you think about this:

    A procc heal while Surge ist active by xy (no %, a fix amount), so there are no mini heal by little crits and a little cooldown was ok and there is no dependency by crits anymore.
    Edited by Glantir on 21 February 2015 11:37
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • Voltos
    Voltos
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    ToRelax wrote: »
    Voltos wrote: »
    ToRelax wrote: »

    Igneous Shield...

    Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
    However, it's a heal comparable to Green Dragon Blood, yet very different.

    It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
    It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.

    It is not overpowered because of these two things though:
    1. It can not be spammed.
    2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.

    This just seems wonky, doesn't it?

    No... ?
    I don't really like the design (healing from a Clannfear... ?) and I don't like to have to give up the AoE damage+stun with Volatile Familiar if I want to use it, but I don't think the heal is weak at all.

    Sorry, @ToRelax . By wonky, I meant weird. It's just kind of a strange mechanic and I don't like it.

  • ToRelax
    ToRelax
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    Voltos wrote: »
    ToRelax wrote: »
    Voltos wrote: »
    ToRelax wrote: »

    Igneous Shield...

    Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
    However, it's a heal comparable to Green Dragon Blood, yet very different.

    It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
    It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.

    It is not overpowered because of these two things though:
    1. It can not be spammed.
    2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.

    This just seems wonky, doesn't it?

    No... ?
    I don't really like the design (healing from a Clannfear... ?) and I don't like to have to give up the AoE damage+stun with Volatile Familiar if I want to use it, but I don't think the heal is weak at all.

    Sorry, @ToRelax . By wonky, I meant weird. It's just kind of a strange mechanic and I don't like it.

    Oh, I see. I didn't know the word and looking it up it seemed to mean "weak" ^^.
    In this case we understand each other ;) .
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
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