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https://forums.elderscrollsonline.com/en/discussion/668861

Buffing Magicka Sorc

SamTheSwan
SamTheSwan
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Preface: Now while I don't pretend to be the best magicka sorc, or even a good magicka sorc, I have played quite alot of it. In Cyrodiil magicka sorcerer is an extremely week class in 1vX's or versus large groups. (Meanwhile also losing to alot of cheese heavy armor tremorscale builds in 1v1s) and after being ignored for a bit I think some buffs would be well received. Some may have arguments such as "Oh I see _______ doing ______ and they don't need any buffs." However the real point is that any player who is seen doing particularily well on a magicka sorc, could probably be out preforming that class on a different character (and some strong magicka sorcs have already rerolled to play the meta more effectively). So enough about why I think sorcs should get some buffs, and a little bit about what I think those changes should be.

Boundless Storm: Let's be honest, Boundless Storm is an incredibly lackluster skill, sure you get the major ward and major resolve (and that is never to be overlooked) but in comparison to Hurricane which offers minor expedition for the full duration, as well as a scaling in size and damage dot. Some healthy changes to this skill that I have thought up are:
a) Increase Major Expeditions uptime by a flat percentage for every piece of light armor worn. This would allow magicka sorcs to use boundless storm to regain some mobility around the battle field (without spamming streak and draining a magicka pool) especially those who wear 5 light.
b) Remove the major expedition, and just have boundless storm suppress slows and roots, much like shuffle, for those 7.5 seconds (at rank 4) that the major expedition would be active. This change would allow sorcs to actually orient themselves in fights with the ability to aim streak.

Hardened Ward: Hardened Ward is the "bread" of magicka sorc, just the bread though because of the duration nerf. One interesting change that would be sort of a buff or nerf, depending upon how you play it, would be the ability for Hardened Ward to cleanse negative effects. Now hear me out, while having ward reliably purge dots or slows would be ridiculously OP. So have the hardened ward purge dots as its 6 second duration runs out, and cleanse an amount of dots proportional to the percentage of shield remaining. If you have 100-75% of your original ward remaining you would cleanse 4 negative effects, 74-50%, 3 negative effects, and so on so forth. If you recast your shield before the duration is out, you lose the "purge" and no negative effects would be purged. This would add a new level to sorcerer play, allowing skill to once again take effect. Suddenly instead of mindlessly recasting shields on rotation, you would have to contemplate if you would need the extra 6k damage shield (that had already been consumed off your original ward) or if you risk it in an attempt to cleanse 2 negative effects. Schematically (like lore based) this can make sense because the ward takes damage for you, and it takes DoT's for you, so as your magic dissipates, the negative effects that were attacking your ward would disappear also, however if you recast the shield, refreshing the magic, the DoT would continue to latch onto the shield.

Streak: Streak is supposed to be the offensive morph of bolt escape, but there is no reward for using it offensively, it is simply a 1.5 second stun with a drastically scaling cost. One way to give magicka sorcs back the ability to use streak offensively would be a change to how the cost increase doubles. A simply piece of code that would check, if an enemy was hit by streak, the cost does not increase (the streak "exhaustion" buff would refresh, but it would not proportionally increase the cost) however if you do not hit anyone with the streak, if you were using it to re position or to flee from a fight, the cost would multiply. However, with the simple use of a for loop in the code, one could prevent a magicka sorc from streaking 4 times into the distance then streaking into a mountain lion on the hills of cyrodiil to reset the buff. When streaks cost multiplies, it stays that way until the exhaustion buff completely disappears. To give a quick example, if I streak into an enemy zerg 4 times, hitting players each time, and streak costs 100 magicka, each of those streaks would cost 100 magicka. However if I find myself getting hit too much, and streak out of the zerg, streaking 4 times not hitting players, the cost of my final streak would be 1600 magicka. With the first being 200, 400, 800, following the typical multiplier. However if I get chased and I decide to streak back through a player chasing me 3 times, each streak would cost 1600 magicka, not increasing the exhaustion modifier assuming a player was hit.

Ball of Lightning: To be honest, I haven't seen Ball of Lightning used to great effect ever, with almost every magicka sorc I've seen using streak. (Pls don't hate, I apologize if you use Ball of Lightning to good effect, but I just haven't seen it happen, this is not an insult, simply an opinion). Ball of Lightning absorbs projectiles which can add very useful defensive side to streak. However it is simply lower duration wings, with a little mobility, and a ridiculous cost increase. One buff that I believe would make Ball of Lightning a legitimate option (to make it actually a choice if you wanted to run streak or ball of lightning) would be if gap closers were forced to target the "ball". This would force pursuant of a magicka sorc sprint and deplete there resources somewhat proportionately to how fast a magicka sorc burns resources streaking. There would be a legitimate choice and play style "determinant" based upon which morph of streak one chose.

Overload: Lets be honest, Overload doesn't need a buff, it is already an extremely cliche but powerful pvp spec, and strong in pve. I am simply requesting a quality of life change. Remove the animation of changing to your overload bar. Cyrodiil doesn't need the extra particles of lightning coming down from the sky, and the animation can be very buggy, causing a delay in casted skills and perhaps resulting in death. The removal of the animation would allow sorcs to reliably use a third bar without having to be worried about being caught mid overload with no defenses. (P.S.) it would be really lit if the simply barswap button would take one out of overload and back to the bar that overload was equipped on.

These are just a few of the thoughts I have had while playing the past few months. Please, let me know what you think, I'd love to know more about how others perceive the state of magicka sorc.
PC NA
Magicka Sorc- 'Cadderly

  • americansteel
    americansteel
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    pve and pvp nerfs buffs should be different. as of the moment in pvp sorcerers along shuffle monkey stamblades dominate!

    buffs not needed.
    NO LONGER PLAYING ESO

    POOR SERVER PERFORMANCE
    LAG
    LOAD SCREENS
    DONE
  • Gothren
    Gothren
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    stopped reading halfway through. no to just about every suggeston especially ball of lightning.
  • EdTerra
    EdTerra
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    Yeah yeah make them impossible to kill for my poor wood elf melee magblade
    [EU] AD - Erdril v16 N(oo)B | AR40
    [NA] EP - Erdril NB

    Still a solo player in this zergfest

    Youtube : https://www.youtube.com/channel/UCXPJv3O6DC5ZYECfF3-rQ-Q
  • Waffennacht
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    I'd settle for the return of the OG daedric tomb move
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • alephthiago
    alephthiago
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    Have you ever magblade?
    Sorc is really fine:
    - 2 shields without need of resto staff
    - healing and no need for enemies around to buff(pet, surge)
    - anti melee approach (daedric mines, rune prison)
    - hard hitting skill that can be cast instantly(frag)
    - mobility (streak)
    - AOE stun that combo with destro ulti (streak)
    - easiest execute in the game on par with jesus beam and executioner(mages fury)
    - AOE immobilize that only dks have(encase)
    - little bit less sustain than nb but you can streak for it(dark conversion),
    - one ulti that f***s all other magicka users specially in group play(negate - supression field)
    - major ward and major resolve (nbs need to spam shadow skills to get a little bit of it none of them really usefull in a ranged fight to spam).

    You are in the top of the food chain for magicka, followed by a close second(magplars).


    Now i agree with you that Hurricane is completely OP, that damage is too over the top, Dks should have that kinda od stuff not stamsorcs.
    Btw lets get rid of the silly free execute passives for both, i wonder who thought that would be a good idea.
    Edited by alephthiago on 23 October 2016 05:41
    Walks-in-Shadowss AD Magblade
    *** kitty AD Stamblade
    Paarthurnax's Will AD Magicka DK
    agnar cracked skull EP Magicka DK (veteran dragonstar arena bot)
    Klogi Mugdul AD Stamina DK
    Savre Selranni AD Magicka Sorc (being polished)
    Avenar Lolhealing AD Magicka Templar (being polished)

  • Malamar1229
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    the guy above me drank too much skooma tonight
  • Minalan
    Minalan
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    the guy above me drank too much skooma tonight

    Agreed. I'm too busy getting destroyed by stam classes and proc sets to care.

  • Hexys
    Hexys
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    'Slots destro ulti'
    Astrum | Daggerfall Covenan | EU-PC
    Noricum | Daggerfall Covenant | EU-PC
    Spectral | Ebonheart Pact | EU-PC

    DC | AR 50 | Hexys - Magicka Sorcerer (07-08-2016)
    AD | AR 50 | Hexposed - Magicka Sorcerer (27-04-2017)
    EP | AR 50 | Darth Hexys - Magicka Sorcerer (05-08-2018)
    EP | AR 50 | Grand Overload Hexys - Magicka Sorcerer (03-03-2021)
    EP | AR 39 | Legendary Hexys - Magicka Sorcerer

    EP | AR 43 | Hexyles - Stamina Nightblade
    EP | AR 49 | Hexys - Stamina Nightblade (23-02-2022)
    EP | AR 35 | Hexesy Shadowblade - Stamina Nightblade

    EP | AR 50 | Hexesy - Magicka Warden (31-01-2021)
    EP | AR 49 | Hexyra - Magicka Warden (07-03-2021)

    EP | AR 34 | Hexesy Czyterski - Magicka Necromancer

    2.5k+ Champion Points
    Earned over 640.000.000 Alliance Points!

    @Hexiss - Youtube Channel - Twitch Channel
  • leepalmer95
    leepalmer95
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    Hexys wrote: »
    'Slots destro ulti'

    Gets incapped 5 times before he can use it :(
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • AshTal
    AshTal
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    The only heal a sorc has is the pet heal and if you have pets in PvP your insane. They will run off and when you think your casing an instant heal you will go into a 1.5 secon animation to summon a pet by which point the stam set using NB will have prcoed and you will be dead.

    Sorcs are not in a good place in PvP. Any 2 handed stam class can beat them by just spamming one attach and watching the proc sets kick in.
  • Ashamray
    Ashamray
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    AshTal wrote: »
    The only heal a sorc has is the pet heal and if you have pets in PvP your insane. They will run off and when you think your casing an instant heal you will go into a 1.5 secon animation to summon a pet by which point the stam set using NB will have prcoed and you will be dead.

    Sorcs are not in a good place in PvP. Any 2 handed stam class can beat them by just spamming one attach and watching the proc sets kick in.

    Sorcs are good in pvp. Summoner build can wreck faces even with 4 slots occupied by pets.
    You are in the top of the food chain for magicka, followed by a close second(magplars).
    Boadrig, EU PC

    Very Balanced
    Battleground Beta Testers
    Cite's Legacy
    Colosseum

    Imperial City frequenter
    Imperial City feedback and suggestions
  • Minalan
    Minalan
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    Buff light armor passives:
    Shields get an additional .5 to 1 seconds and 5% per light piece worn. Shields aren't big enough anymore and they don't last more than one hit against stamina builds.
    Buff the concentration spell pen passive. Heavy armor shouldn't be the 'i win' button that it is.

    Buff destruction staff:
    The ult is nice, but other than force pulse nobody uses pulsar or touch/reach because they cost too much and do too little damage. Add a passive for 20% cost reduction just like bows. Increase elemental effects and the proc rate on pulsar and reach.

    Buff Streak:
    Remove the penalty on using it offensively, but also cut the cooldown penalty to 2 or 3 seconds when you're not. I don't see a penalty on gap closers anywhere, and they do a lot more damage. So why do we even have one?

    Fix our CP:
    We want something equivalent to unchained, or nerf unchained to only work after a potion like ours.

    Fix our damage:
    Bring it in line with what stamina builds are capable of. Lose the whole bias against ranged and risk because with gap closer spam range simply does not exist. It's not like we get some huge magic window where we do all of this damage to a poor stam guy who's permanently CC'ed and can never reach us.

    There needs to be more to do as a Sorc other than dying to two guys hitting you with crit rush macro animation cancel attack bundle every single time. We can't streak off because of the costs. We can't block more than one of those. We can't dodge roll or CC break more than twice.

  • Jsmalls
    Jsmalls
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    Sorcerers are going to hate me for this.

    We are VERY strong this patch. New sets made a HUGE difference, and I'm packing kids up like I've never been before in dueling and open world.

    The destro ultimate is God mode, I regularly use it and I feel guilty AF. Zergs literally melt beneath my storm of fire and it's disgusting. And in duels? You better not let me get 213 ultimate because there is nothing you can do once it's cast short of running AS FAST AS YOU CAN you're done for.

    The new procs are annoying, but I can guarantee I'm just as annoying with my endless shieldstacking.

    DISCLAIMER: I copped out and am running heavy armor. This patch finally gave me the opportunity with a set that I can guarantee you everyone is overlooking. HA>LA in everyway possible. I'm never out of stamina, I'm not getting 1 shot out of stealth, it gives me the option to use different food/drinks depending on the situation, and its hitting just as hard when setup correctly. And my sustain is A okay.

    Oh as for OL you can animation cancel going into OL. A QoL for OL would be bar swapping out of it...

  • HoloYoitsu
    HoloYoitsu
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    pve and pvp nerfs buffs should be different. as of the moment in pvp sorcerers along shuffle monkey stamblades dominate!

    buffs not needed.
    Where is my LOL button when I need it? Sorcs dominating, what do you think this is, 1.6? Almost every magicka sorc in the game has dropped it and rerolled. There's only a very few left that do anything other that sitting inside the faction zerg, to the point where I recognize them all by name.

    Moving on

    OP has some interesting ideas, and I certainly agree that fixing sorc requires addressing bolt escape and shields. Fundamentally the problem is mobility and damage mitigation. Guess I'll offer my own suggestions:
    • Bolt Escape: Remove the cost stacking penalty altogether, it was never needed in a world where spammable gap closers exist that have lower base costs than bolt escape and are accessible to every build (except mag DK, fix chains FFS). But it seems that sorcs offended Wrobel in a past life, so we all know that will never happen. Baring that, the cost penalty should be changed to the same as dodge roll (33%), or the time should be reduced from 4 sec to 2.
    • Ball of Light: BoL was a perfectly viable alternative to Streak from launch till IC where the ball duration was nerfed from 6 sec to 2. It offered sorcs an altenative playstyle to Streak. But of course people QQ'd about sorcs absorbing projectiles even though Scales not only did that but also reflected them for boosted dmg. Solution: increase BoL duration to match scales (4 sec), number of absorbs doesn't need to be changed, as unlike scales it doesn't reflect and only works vs mag projectiles. This is sorely needed; I challenge anyone to name any experienced sorcs using this skill in pvp. I've only seen one sorc with it and he was a 200ish CP newbie.
    • Hardened Ward: All shield durations should be minimum 10 sec. The only other acceptable alternative is providing sorcs with a usable/viable self heal (I'll get into that below). I would like to stress that literally not one single person argued that shield duration should be lowered prior to the DB nerf. It was only once it happened that all the forum warriors came out and started parroting "yeah shield durations were too long, they needed to change" ect ect. Again, Wrobel specifically said he "wants shields to be a reactive thing, not proactive," which simply demonstrates he has no idea what he's talking about. Literally the only reactive shield in the game is Healing Ward, by design all other shields only function usefully by applying them before dmg hits you.
    • Boundless Storm: If Wrobel won't remove Bolt Escape cost increases, then let Boundless Storm purge snares/roots on activation. It has always baffled me why stam builds get 2 skills which not only purge roots but give them immunity when stam builds are precisely the people who are able to dodge roll out of roots most readily. Outside of Templars, Purge was all mag builds had, and now with the huge cost increase, and pressence of poisons everywhere dropping a metric ton of debuffs on you, Purge is completely unused outside of a monkey group. Since Wrobel won't remove poisons from PvP, mag needs access to a root/snare remover.
    • Energy Orb: I suspect a lot of people don't even know what Energy Orb is; it's the healing morph of Necrotic Orb in the Undaunted line. This single skill is what made my non resto staff sorc viable throughout 1.6. The reason nobody else used it is because no one knew what it did due to the poor tooltip which says something like "heal 985 over 10 sec". Sounds really crappy right? What it actually is is a heal that ticks every sec for 985 and lasts 10 sec, basically rapid regen (that cost 3k) without the staff. But here is the important part, you can poop out multiple orbs simultaneously. Poop out 4 orbs hold block, and the heal was equivalent to Vigor. IC ruined that with the battle spirit change, now Energy Orb is hot garbage.

      So, the fix: double the heal on Energy Orb, and lower the cost by half since you have to have multiple ones up to heal through anything. This supports magicka builds (specifically sorcs & NBs) in a tanky playstyle since the orbs need you to stay next to them and keep block up to work.

    There you go, changing those 4 skills would go a long way to making mag sorc a viable playstyle again, and not something that you play cuz you feel like gimping yourself or your group needs a negate monkey.

    Proctato sets are another thing that exacerbates all the nerfs to sorcs, but that's a separate topic.
    Edited by HoloYoitsu on 23 October 2016 17:46
  • glavius
    glavius
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    Sorc is in quite a good spot now :-) Haven't played mine for a year, but took it out this patch with new build and gear setup.
    Have a working setup both with light and heavy armor (with light armor setup having more sustained dmg, and slightly better escape. And heavy being less vulnerable to burst.
  • Eirella
    Eirella
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    Ashamray wrote: »
    AshTal wrote: »
    The only heal a sorc has is the pet heal and if you have pets in PvP your insane. They will run off and when you think your casing an instant heal you will go into a 1.5 secon animation to summon a pet by which point the stam set using NB will have prcoed and you will be dead.

    Sorcs are not in a good place in PvP. Any 2 handed stam class can beat them by just spamming one attach and watching the proc sets kick in.

    Sorcs are good in pvp. Summoner build can wreck faces even with 4 slots occupied by pets.
    You are in the top of the food chain for magicka, followed by a close second(magplars).

    LOL what the heck are you smoking?
    (PC/NA) - | @Eirella - formerly @jinxgames | CP 1000+ | Mainly PvPer (EP) | Haxus
    /uninstalled
  • AshTal
    AshTal
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    Just so we can be clear destruction staff is not a sorcery ability its a weapon ability - so anyone can use this. I know I have seen the number of sorcs in PvP drop from approx. 30% of the PvP player base to next to none.

    The only people I ever see running pets in PvP are people under level 30 who have no other skills to fill their skill boxes. I have seen sorcs using pets kicked out of raids because they clearly don't know anything.
  • Minalan
    Minalan
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    I logged in two nights ago and fought against groups of some of the worst potatoes I have ever fought. 3v1. 5v2. 2v1. These guys were terrible. They didn't break CC. Two of them ran from just me. Five of them followed me to a farm and mostly died from NPC's. If I had posted a video, it would probably be in a 'nerf Sorc!' Thread today.

    Last night I played against competent players with proper PVP builds. Malubeth. Reactive. Proc sets. Black rose heavy armor. VMA weapons. People who know how to play the damn game. Sure I had a few victories, but to be honest it was *not* a level playing field.

    Good stam sorcs completely humiliate you.
    Good nightblades one shot you.
    Good Templars never die to magicka Sorcs.
    Edited by Minalan on 23 October 2016 20:17
  • Derra
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    Magsorc - while still being lackluster in terms of build diversity - don´t need help.
    The dilemma with build diversity will continue as long as pets remain with their terrible AI aswell as only scaling on max stat. Pets are skills that are flatout unusable if you don´t build 100% for them.

    Light armor needs help. Primarily in terms of stamina management and defense.

    I´d combine the effects of evocation and recovery both under recovery.

    Evocation could be changed to increase shield duration for every piece of light armor by 0.5s aswell as shield strengh by every piece of light armor equipped by 2% in the process (to not overbuff sorcshields hardened wards 33% bonus should get reduced to 15%).

    I´d rework the active skill morph dampen magica to preserve stamina as a result no longer increasing shield strengh but instead reducing breakfree and rolldodge cost by 4% for every piece of light armor equipped for 6s after casting the shield (increased by evocation).
    Edited by Derra on 23 October 2016 20:36
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Minalan
    Minalan
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    Derra wrote: »
    Magsorc - while still being lackluster in terms of build diversity - don´t need help.
    The dilemma with build diversity will continue as long as pets remain with their terrible AI aswell as only scaling on max stat. Pets are skills that are flatout unusable if you don´t build 100% for them.

    Light armor needs help. Primarily in terms of stamina management and defense.

    I´d combine the effects of evocation and recovery both under recovery.

    Evocation could be changed to increase shield duration for every piece of light armor by 0.5s aswell as shield strengh by every piece of light armor equipped by 2% in the process (to not overbuff sorcshields hardened wards 33% bonus should get reduced to 15%).

    I´d rework the active skill morph dampen magica to preserve stamina as a result no longer increasing shield strengh but instead reducing breakfree and rolldodge cost by 4% for every piece of light armor equipped for 6s after casting the shield (increased by evocation).

    Why leave us with a net nerf for shields? Hardened ward lasts for maybe two hits from a stam player before falling. Two seconds of extra shield time isn't worth losing 8% of the strength in this meta.
  • Derra
    Derra
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    Minalan wrote: »
    Derra wrote: »
    Magsorc - while still being lackluster in terms of build diversity - don´t need help.
    The dilemma with build diversity will continue as long as pets remain with their terrible AI aswell as only scaling on max stat. Pets are skills that are flatout unusable if you don´t build 100% for them.

    Light armor needs help. Primarily in terms of stamina management and defense.

    I´d combine the effects of evocation and recovery both under recovery.

    Evocation could be changed to increase shield duration for every piece of light armor by 0.5s aswell as shield strengh by every piece of light armor equipped by 2% in the process (to not overbuff sorcshields hardened wards 33% bonus should get reduced to 15%).

    I´d rework the active skill morph dampen magica to preserve stamina as a result no longer increasing shield strengh but instead reducing breakfree and rolldodge cost by 4% for every piece of light armor equipped for 6s after casting the shield (increased by evocation).

    Why leave us with a net nerf for shields? Hardened ward lasts for maybe two hits from a stam player before falling. Two seconds of extra shield time isn't worth losing 8% of the strength in this meta.

    The only two scenarios where shield are nerfed is hardened ward alone or with dampen magica combined.

    Hardened + healing ward will net more shields.
    Hardened + harness will net more shields.

    Hardened needs to take a significant hit because of how much stronger than other shields it is while still being able to be combined with them.
    Edited by Derra on 23 October 2016 20:55
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Anti_Virus
    Anti_Virus
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    Minalan wrote: »
    Buff light armor passives:
    Shields get an additional .5 to 1 seconds and 5% per light piece worn. Shields aren't big enough anymore and they don't last more than one hit against stamina builds.
    Buff the concentration spell pen passive. Heavy armor shouldn't be the 'i win' button that it is.

    Buff destruction staff:
    The ult is nice, but other than force pulse nobody uses pulsar or touch/reach because they cost too much and do too little damage. Add a passive for 20% cost reduction just like bows. Increase elemental effects and the proc rate on pulsar and reach.

    Buff Streak:
    Remove the penalty on using it offensively, but also cut the cooldown penalty to 2 or 3 seconds when you're not. I don't see a penalty on gap closers anywhere, and they do a lot more damage. So why do we even have one?

    Fix our CP:
    We want something equivalent to unchained, or nerf unchained to only work after a potion like ours.

    Fix our damage:
    Bring it in line with what stamina builds are capable of. Lose the whole bias against ranged and risk because with gap closer spam range simply does not exist. It's not like we get some huge magic window where we do all of this damage to a poor stam guy who's permanently CC'ed and can never reach us.

    There needs to be more to do as a Sorc other than dying to two guys hitting you with crit rush macro animation cancel attack bundle every single time. We can't streak off because of the costs. We can't block more than one of those. We can't dodge roll or CC break more than twice.

    You're crazy yo, sorcs don't need a shield buff you have plenty of defenses use three shields + mines + storm atro and gg.
    Power Wealth And Influence.
  • FriedEggSandwich
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    Honestly if light armour got a slight buff and streak was cheaper I'd be happy. Sorc damage is fine and doesn't need a buff imo, the recent curse buff was a stroke of genius. I will say that it would be nice not to be tied to seducer/lich for pvp; cost increases were ott for magicka I think.
    PC | EU
  • HoloYoitsu
    HoloYoitsu
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    Anti_Virus wrote: »
    Minalan wrote: »
    Buff light armor passives:
    Shields get an additional .5 to 1 seconds and 5% per light piece worn. Shields aren't big enough anymore and they don't last more than one hit against stamina builds.
    Buff the concentration spell pen passive. Heavy armor shouldn't be the 'i win' button that it is.

    Buff destruction staff:
    The ult is nice, but other than force pulse nobody uses pulsar or touch/reach because they cost too much and do too little damage. Add a passive for 20% cost reduction just like bows. Increase elemental effects and the proc rate on pulsar and reach.

    Buff Streak:
    Remove the penalty on using it offensively, but also cut the cooldown penalty to 2 or 3 seconds when you're not. I don't see a penalty on gap closers anywhere, and they do a lot more damage. So why do we even have one?

    Fix our CP:
    We want something equivalent to unchained, or nerf unchained to only work after a potion like ours.

    Fix our damage:
    Bring it in line with what stamina builds are capable of. Lose the whole bias against ranged and risk because with gap closer spam range simply does not exist. It's not like we get some huge magic window where we do all of this damage to a poor stam guy who's permanently CC'ed and can never reach us.

    There needs to be more to do as a Sorc other than dying to two guys hitting you with crit rush macro animation cancel attack bundle every single time. We can't streak off because of the costs. We can't block more than one of those. We can't dodge roll or CC break more than twice.

    You're crazy yo, sorcs don't need a shield buff you have plenty of defenses use three shields + mines + storm atro and gg.
    You're crazy yo, if you think attro is a good defense outside of just duels.
    Edited by HoloYoitsu on 24 October 2016 00:05
  • Derra
    Derra
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    Honestly if light armour got a slight buff and streak was cheaper I'd be happy. Sorc damage is fine and doesn't need a buff imo, the recent curse buff was a stroke of genius. I will say that it would be nice not to be tied to seducer/lich for pvp; cost increases were ott for magicka I think.

    The problem imo are cost increase poisons increasing all magica defenses while not doing the same for stamina.

    Ofcourse a change here would again raise problems for magica builds in terms of stam management... It´s meh all around.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Cozzy1991
    Cozzy1991
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    Sounds like an L2P issue. Camp mines. summon pets. The tab targetin changes they made make it almost impossible to hit you if you have your pets up. then mines camping as well. you're in for a surprise when you try this.
  • HoloYoitsu
    HoloYoitsu
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    Derra wrote: »
    Honestly if light armour got a slight buff and streak was cheaper I'd be happy. Sorc damage is fine and doesn't need a buff imo, the recent curse buff was a stroke of genius. I will say that it would be nice not to be tied to seducer/lich for pvp; cost increases were ott for magicka I think.

    The problem imo are cost increase poisons increasing all magica defenses while not doing the same for stamina.

    Ofcourse a change here would again raise problems for magica builds in terms of stam management... It´s meh all around.
    Solution: delete cost increase poisons from the game.
    Cozzy1991 wrote: »
    Sounds like an L2P issue. Camp mines. summon pets. The tab targetin changes they made make it almost impossible to hit you if you have your pets up. then mines camping as well. you're in for a surprise when you try this.
    You are telling sorcs to learn to play by running pet builds in Cyrodiil?? Thanks for the hearty laugh.
  • Anti_Virus
    Anti_Virus
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    HoloYoitsu wrote: »
    Anti_Virus wrote: »
    Minalan wrote: »
    Buff light armor passives:
    Shields get an additional .5 to 1 seconds and 5% per light piece worn. Shields aren't big enough anymore and they don't last more than one hit against stamina builds.
    Buff the concentration spell pen passive. Heavy armor shouldn't be the 'i win' button that it is.

    Buff destruction staff:
    The ult is nice, but other than force pulse nobody uses pulsar or touch/reach because they cost too much and do too little damage. Add a passive for 20% cost reduction just like bows. Increase elemental effects and the proc rate on pulsar and reach.

    Buff Streak:
    Remove the penalty on using it offensively, but also cut the cooldown penalty to 2 or 3 seconds when you're not. I don't see a penalty on gap closers anywhere, and they do a lot more damage. So why do we even have one?

    Fix our CP:
    We want something equivalent to unchained, or nerf unchained to only work after a potion like ours.

    Fix our damage:
    Bring it in line with what stamina builds are capable of. Lose the whole bias against ranged and risk because with gap closer spam range simply does not exist. It's not like we get some huge magic window where we do all of this damage to a poor stam guy who's permanently CC'ed and can never reach us.

    There needs to be more to do as a Sorc other than dying to two guys hitting you with crit rush macro animation cancel attack bundle every single time. We can't streak off because of the costs. We can't block more than one of those. We can't dodge roll or CC break more than twice.

    You're crazy yo, sorcs don't need a shield buff you have plenty of defenses use three shields + mines + storm atro and gg.
    You're crazy yo, if you think attro is a good defense outside of just duels.

    Well you'd be surprised how useful it is, especially in open field combat dropping the atro allows you to LOS around it.
    Power Wealth And Influence.
  • incite
    incite
    ✭✭✭✭
    Another buff mag sorc thread, wonderful !

    As it is needed

    I'm not going in to detail about what to change specific etc, but imo they need to buff light armor and they need to
    tweek a few skills concerning destro staff abilities.

    Obviously the class skills need a bit more variety like Derra already said but i'm not going into that for the moment.

    What I do want to share my opinion of, are shields.
    With the DB patch, they nerfed the shield duration significantly. Imo, they did this because of the shieldstacking that was going on. Hence, with the 6 sec duration of all shields now, I don't even think it's worth stacking them anymore. (I've been playing with hardened ward only since then). I think this was the reason why they changed the duration of shields, as a counter to shieldstacking, which i fully understand in a way. Shields in the past was godmode, doing nice dmg, mobility AND tanky, that's not right. (a bit like we have now with this stam meta...)

    The thing tho now is, the amount of dmg that the "new" builds can put out (procuponproc), hardened ward has become a 6s joke defence against any capable player.

    What i would like to c happen, is to not being able to stack shields anymore, but instead buff hardened ward numbers by a bit.
    Ofc, it should not have the same numbers as hardened and harness combined at this moment.

    Anyway, that's my opinion about what i've seen and played.

    Edited by incite on 24 October 2016 09:56
    PC EU

    no1 knows me, no1 cares about me but sshh, don't tell



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