This game is more and more becoming an NB paradise its disgusting. And thats just because its the favorite class of the pvp dev leader.
kendellking_chaosb14_ESO wrote: »A bit of math is needed here Shields were already nerfed 15%, damage was nerfed 0% then they jumped down the damage output by 50% and same to damage but with the change to Battle Spirit Shields only got a 35% nerf while damage took a 50% nerf.
So in a way this new Battle Spirit buffed shields.
Shield Breaker is a complete joke you loss 8% crit and 166 Weapon damage if you wear Hundings Rage and really what other good stamina sets do we have. Just to do 2k damage to one thing near 100% unless vs other stamina builds and not ever every Mage spams shields.
CrowsDescend wrote: »Battle Spirit (PvP Perma-buff)You gain the following bonuses:
- Increases Health by 5000
- Reduce damage taken by 50%
- Reduce healing received and damage shield strength by 50%
- Increase range of abilities with greater than 28m rang by 8m in Cyrodiil.
My shield is still over 12K in Cyrodiil. That's 12K on a 1 second GCD with something that can't be crit and receives magickal defense bonuses from CP. There isn't an ability in the game that comes close to 1-shotting my shield and you want to buff it?
I think Sorc shields are in a good place right now, if they are buffed we'll be back in 1.6 again.
I'd be OK with Templars and DKs getting a slight (10-15%) buff to their shields but those classes should never be as reliant on damage shields as a sorc is because they have their own defensive options available to them.
My shield is still over 12K in Cyrodiil. That's 12K on a 1 second GCD with something that can't be crit and receives magickal defense bonuses from CP. There isn't an ability in the game that comes close to 1-shotting my shield and you want to buff it?
I think Sorc shields are in a good place right now, if they are buffed we'll be back in 1.6 again.
I'd be OK with Templars and DKs getting a slight (10-15%) buff to their shields but those classes should never be as reliant on damage shields as a sorc is because they have their own defensive options available to them.
I just can't get over how much you've change since playing NB. Before you started in on NB, 1.6 shields were perfectly fine and who didn't agree needed to l2p. Now it's Shield Breaker is perfectly fine and sorcs who can't adjust need to l2p.
Keep on keeping it real
My shield is still over 12K in Cyrodiil. That's 12K on a 1 second GCD with something that can't be crit and receives magickal defense bonuses from CP. There isn't an ability in the game that comes close to 1-shotting my shield and you want to buff it?
I think Sorc shields are in a good place right now, if they are buffed we'll be back in 1.6 again.
I'd be OK with Templars and DKs getting a slight (10-15%) buff to their shields but those classes should never be as reliant on damage shields as a sorc is because they have their own defensive options available to them.
dodgehopper_ESO wrote: »My shield is still over 12K in Cyrodiil. That's 12K on a 1 second GCD with something that can't be crit and receives magickal defense bonuses from CP. There isn't an ability in the game that comes close to 1-shotting my shield and you want to buff it?
I think Sorc shields are in a good place right now, if they are buffed we'll be back in 1.6 again.
I'd be OK with Templars and DKs getting a slight (10-15%) buff to their shields but those classes should never be as reliant on damage shields as a sorc is because they have their own defensive options available to them.
The Templar shield use to represent a mix of hardened ward (with a health magnitude) and melee range damage pressure (akin to boundless storm). Rune focus is more or less analogous to Boundless Storm but does damage in a reliable fashion unlike the Templar Shield, and its protections carry with the player no matter where they go, and grant a long 7.5 second speed buff. On top of this Sorcs have bound armaments which is always with you, raises your stamina and therefore damage, and improves heavy attack damage significantly. Sorcs have better resource management innately, so the small magica regen from the Rune is minimal. Templars heal better, granted, but Sorcs can burst heal via dark abilities, pets, and crits. I'm actually pretty happy with my ability to self heal as a Sorc, and not entirely sure why other Sorcs seem to feel they have none. Finally you have the fact that a Sorc can exceed Templar magic/weapon damage with changes made to the passives.
DK's have Spike Armor which is very analogous to Boundless Storm, but does reactive damage and instead of a movement buff gives a minor shield buff for very brief duration (Does anyone use razor armor?). Obsidian shield is nice, particularly in what it does for DK's stamina regen/ultimate, but bear in mind this is really the only resource recovery system DK's have. Admittedly it allows the DK to buff the team. Hardened ward tends to be stronger and pulls from the resource that makes magic-sorc's also hit very hard. Dragon Blood is also arguably a lot weaker than the options of Crit Surge, passive regens and cost reductions, Pet-heals, and dark exchange. Reflective Scales are a big equalizer versus single target magic attacks, countering a sorc mage while, but doing nothing vs. Stamina Based sorcs.
Up until recently (TU? IC?) Templars and DK's were pretty reliant on their damage shields. The difference here is that its just no longer very useful for them to do so, even if they are magical builds. Templar durations are too short (they've always been so), and the damage return is too low. DK magnitude is just too weak, although its still helpful in building stam resources. As I've been saying for a while though its a flaw in the game systems themselves here. I'm hopeful ZoS will fix them.
I realize you're quite aware of how the systems work, I'm just stating the case why I think ZoS needs to revisit some mechanics.
kendellking_chaosb14_ESO wrote: »A bit of math is needed here Shields were already nerfed 15%, damage was nerfed 0% then they jumped down the damage output by 50% and same to damage but with the change to Battle Spirit Shields only got a 35% nerf while damage took a 50% nerf.
So in a way this new Battle Spirit buffed shields.
Shield Breaker is a complete joke you loss 8% crit and 166 Weapon damage if you wear Hundings Rage and really what other good stamina sets do we have. Just to do 2k damage to one thing near 100% unless vs other stamina builds and not ever every Mage spams shields.
Damage had a 20% reduction in the last patch, it was never 0
dodgehopper_ESO wrote: »My shield is still over 12K in Cyrodiil. That's 12K on a 1 second GCD with something that can't be crit and receives magickal defense bonuses from CP. There isn't an ability in the game that comes close to 1-shotting my shield and you want to buff it?
I think Sorc shields are in a good place right now, if they are buffed we'll be back in 1.6 again.
I'd be OK with Templars and DKs getting a slight (10-15%) buff to their shields but those classes should never be as reliant on damage shields as a sorc is because they have their own defensive options available to them.
The Templar shield use to represent a mix of hardened ward (with a health magnitude) and melee range damage pressure (akin to boundless storm). Rune focus is more or less analogous to Boundless Storm but does damage in a reliable fashion unlike the Templar Shield, and its protections carry with the player no matter where they go, and grant a long 7.5 second speed buff. On top of this Sorcs have bound armaments which is always with you, raises your stamina and therefore damage, and improves heavy attack damage significantly. Sorcs have better resource management innately, so the small magica regen from the Rune is minimal. Templars heal better, granted, but Sorcs can burst heal via dark abilities, pets, and crits. I'm actually pretty happy with my ability to self heal as a Sorc, and not entirely sure why other Sorcs seem to feel they have none. Finally you have the fact that a Sorc can exceed Templar magic/weapon damage with changes made to the passives.
DK's have Spike Armor which is very analogous to Boundless Storm, but does reactive damage and instead of a movement buff gives a minor shield buff for very brief duration (Does anyone use razor armor?). Obsidian shield is nice, particularly in what it does for DK's stamina regen/ultimate, but bear in mind this is really the only resource recovery system DK's have. Admittedly it allows the DK to buff the team. Hardened ward tends to be stronger and pulls from the resource that makes magic-sorc's also hit very hard. Dragon Blood is also arguably a lot weaker than the options of Crit Surge, passive regens and cost reductions, Pet-heals, and dark exchange. Reflective Scales are a big equalizer versus single target magic attacks, countering a sorc mage while, but doing nothing vs. Stamina Based sorcs.
Up until recently (TU? IC?) Templars and DK's were pretty reliant on their damage shields. The difference here is that its just no longer very useful for them to do so, even if they are magical builds. Templar durations are too short (they've always been so), and the damage return is too low. DK magnitude is just too weak, although its still helpful in building stam resources. As I've been saying for a while though its a flaw in the game systems themselves here. I'm hopeful ZoS will fix them.
I realize you're quite aware of how the systems work, I'm just stating the case why I think ZoS needs to revisit some mechanics.
I'm not quite sure why you rattled off a list of Sorc abilities and compared them to similar DK/templar abilities unless you were trying to argue that Templars and DKs have inferior alternative defensive methods compared to sorcs as well.
Templar survivability is in their burst healing ability. Crit surge and the 4% heal per each dark ability hit and pets (lol) are not reliable heals that you can spam when you have people beating on you. I regularly run with a templar and groups tend to focus on her first. She can actually survive burst damage that would flat out kill my Sorc because of the tools she has at her disposal. He's die if they focus her for very long but my sorc would have already been a corpse or long fled by then.
DKs have some great synergies with both
Bound armaments is just a terrible ability. I don't know why anyone would use 2 slots on their bar for it.
I think buffing the base shield value of DKs and Templars would make sense due to the inherent nerfs to health beggining in 1.6
dodgehopper_ESO wrote: »My shield is still over 12K in Cyrodiil. That's 12K on a 1 second GCD with something that can't be crit and receives magickal defense bonuses from CP. There isn't an ability in the game that comes close to 1-shotting my shield and you want to buff it?
I think Sorc shields are in a good place right now, if they are buffed we'll be back in 1.6 again.
I'd be OK with Templars and DKs getting a slight (10-15%) buff to their shields but those classes should never be as reliant on damage shields as a sorc is because they have their own defensive options available to them.
The Templar shield use to represent a mix of hardened ward (with a health magnitude) and melee range damage pressure (akin to boundless storm). Rune focus is more or less analogous to Boundless Storm but does damage in a reliable fashion unlike the Templar Shield, and its protections carry with the player no matter where they go, and grant a long 7.5 second speed buff. On top of this Sorcs have bound armaments which is always with you, raises your stamina and therefore damage, and improves heavy attack damage significantly. Sorcs have better resource management innately, so the small magica regen from the Rune is minimal. Templars heal better, granted, but Sorcs can burst heal via dark abilities, pets, and crits. I'm actually pretty happy with my ability to self heal as a Sorc, and not entirely sure why other Sorcs seem to feel they have none. Finally you have the fact that a Sorc can exceed Templar magic/weapon damage with changes made to the passives.
DK's have Spike Armor which is very analogous to Boundless Storm, but does reactive damage and instead of a movement buff gives a minor shield buff for very brief duration (Does anyone use razor armor?). Obsidian shield is nice, particularly in what it does for DK's stamina regen/ultimate, but bear in mind this is really the only resource recovery system DK's have. Admittedly it allows the DK to buff the team. Hardened ward tends to be stronger and pulls from the resource that makes magic-sorc's also hit very hard. Dragon Blood is also arguably a lot weaker than the options of Crit Surge, passive regens and cost reductions, Pet-heals, and dark exchange. Reflective Scales are a big equalizer versus single target magic attacks, countering a sorc mage while, but doing nothing vs. Stamina Based sorcs.
Up until recently (TU? IC?) Templars and DK's were pretty reliant on their damage shields. The difference here is that its just no longer very useful for them to do so, even if they are magical builds. Templar durations are too short (they've always been so), and the damage return is too low. DK magnitude is just too weak, although its still helpful in building stam resources. As I've been saying for a while though its a flaw in the game systems themselves here. I'm hopeful ZoS will fix them.
I realize you're quite aware of how the systems work, I'm just stating the case why I think ZoS needs to revisit some mechanics.
I'm not quite sure why you rattled off a list of Sorc abilities and compared them to similar DK/templar abilities unless you were trying to argue that Templars and DKs have inferior alternative defensive methods compared to sorcs as well.
Templar survivability is in their burst healing ability. Crit surge and the 4% heal per each dark ability hit and pets (lol) are not reliable heals that you can spam when you have people beating on you. I regularly run with a templar and groups tend to focus on her first. She can actually survive burst damage that would flat out kill my Sorc because of the tools she has at her disposal. He's die if they focus her for very long but my sorc would have already been a corpse or long fled by then.
DKs have some great synergies with both
Bound armaments is just a terrible ability. I don't know why anyone would use 2 slots on their bar for it.
I think buffing the base shield value of DKs and Templars would make sense due to the inherent nerfs to health beggining in 1.6
But but templars must sucks cause ya know, heals ain't OP enough. Lol
My templar can use 1 breath of life (with purifying or channeled focus layer down) and go from the tiniest spec of health to full hp in that single cast.
As well as having an aoe/dot/snare and dark flare, an ability that deals very good damage, and heal debuffs the enemy.
My templar basically never dies, because I can just keep healing over and over and over, as well as hitting bloody hard, enough to rip through any NB that tries to gank, I mean sorcs are a pain atm due to jabs not applying damage to shields, so require a bit more thought, but even then I just keep heals and debuffs up, and they either run or die.
I personally think templars are in such a good spot, you walk into any zone, lay down channeled focus and purifying light, and that is your zone, anyone that enters dies or runs, but they've got bugger all chance of bringing you down.
CrowsDescend wrote: »Battle Spirit (PvP Perma-buff)You gain the following bonuses:
- Increases Health by 5000
- Reduce damage taken by 50%
- Reduce healing received and damage shield strength by 50%
- Increase range of abilities with greater than 28m rang by 8m in Cyrodiil.
Who else thinks that 50% is a little too harsh on 'damage shield strength'? considering that we now have a set like Shieldbreaker which is designed to obliterate shields?
I think it should be at least 20%, not 50%.
Dragonknights Absorb shields, Healing Ward (Resto Staff) and Templar's for example, have been hit HARD by this. Templar's hardly use Blazing Shield/Radiant Ward anymore because since it scales off of 15% of our Max Health (without CP points in Bastion) and with 50% less damage shield strength, we're basically only able to absorb a poke with a rubber spoon, and nothing more, unless one stacks over 40k health for it to even be effective, I don't know, do the math, but you get what I mean.
I get that Sorcerers shields were too strong, but we now have a counter; Shieldbreaker, so..... maybe it's time to reconsider, @ZOS?
dodgehopper_ESO wrote: »My shield is still over 12K in Cyrodiil. That's 12K on a 1 second GCD with something that can't be crit and receives magickal defense bonuses from CP. There isn't an ability in the game that comes close to 1-shotting my shield and you want to buff it?
I think Sorc shields are in a good place right now, if they are buffed we'll be back in 1.6 again.
I'd be OK with Templars and DKs getting a slight (10-15%) buff to their shields but those classes should never be as reliant on damage shields as a sorc is because they have their own defensive options available to them.
The Templar shield use to represent a mix of hardened ward (with a health magnitude) and melee range damage pressure (akin to boundless storm). Rune focus is more or less analogous to Boundless Storm but does damage in a reliable fashion unlike the Templar Shield, and its protections carry with the player no matter where they go, and grant a long 7.5 second speed buff. On top of this Sorcs have bound armaments which is always with you, raises your stamina and therefore damage, and improves heavy attack damage significantly. Sorcs have better resource management innately, so the small magica regen from the Rune is minimal. Templars heal better, granted, but Sorcs can burst heal via dark abilities, pets, and crits. I'm actually pretty happy with my ability to self heal as a Sorc, and not entirely sure why other Sorcs seem to feel they have none. Finally you have the fact that a Sorc can exceed Templar magic/weapon damage with changes made to the passives.
DK's have Spike Armor which is very analogous to Boundless Storm, but does reactive damage and instead of a movement buff gives a minor shield buff for very brief duration (Does anyone use razor armor?). Obsidian shield is nice, particularly in what it does for DK's stamina regen/ultimate, but bear in mind this is really the only resource recovery system DK's have. Admittedly it allows the DK to buff the team. Hardened ward tends to be stronger and pulls from the resource that makes magic-sorc's also hit very hard. Dragon Blood is also arguably a lot weaker than the options of Crit Surge, passive regens and cost reductions, Pet-heals, and dark exchange. Reflective Scales are a big equalizer versus single target magic attacks, countering a sorc mage while, but doing nothing vs. Stamina Based sorcs.
Up until recently (TU? IC?) Templars and DK's were pretty reliant on their damage shields. The difference here is that its just no longer very useful for them to do so, even if they are magical builds. Templar durations are too short (they've always been so), and the damage return is too low. DK magnitude is just too weak, although its still helpful in building stam resources. As I've been saying for a while though its a flaw in the game systems themselves here. I'm hopeful ZoS will fix them.
I realize you're quite aware of how the systems work, I'm just stating the case why I think ZoS needs to revisit some mechanics.
I'm not quite sure why you rattled off a list of Sorc abilities and compared them to similar DK/templar abilities unless you were trying to argue that Templars and DKs have inferior alternative defensive methods compared to sorcs as well.
Templar survivability is in their burst healing ability. Crit surge and the 4% heal per each dark ability hit and pets (lol) are not reliable heals that you can spam when you have people beating on you. I regularly run with a templar and groups tend to focus on her first. She can actually survive burst damage that would flat out kill my Sorc because of the tools she has at her disposal. He's die if they focus her for very long but my sorc would have already been a corpse or long fled by then.
DKs have some great synergies with both
Bound armaments is just a terrible ability. I don't know why anyone would use 2 slots on their bar for it.
I think buffing the base shield value of DKs and Templars would make sense due to the inherent nerfs to health beggining in 1.6
But but templars must sucks cause ya know, heals ain't OP enough. Lol
My templar can use 1 breath of life (with purifying or channeled focus layer down) and go from the tiniest spec of health to full hp in that single cast.
As well as having an aoe/dot/snare and dark flare, an ability that deals very good damage, and heal debuffs the enemy.
My templar basically never dies, because I can just keep healing over and over and over, as well as hitting bloody hard, enough to rip through any NB that tries to gank, I mean sorcs are a pain atm due to jabs not applying damage to shields, so require a bit more thought, but even then I just keep heals and debuffs up, and they either run or die.
I personally think templars are in such a good spot, you walk into any zone, lay down channeled focus and purifying light, and that is your zone, anyone that enters dies or runs, but they've got bugger all chance of bringing you down.
Yup, pretty much my experience as a good sorc fighting a good templar as well.
And The darn autosave butchered my message above, I can't remember everything I typed but ahh well.