Joy_Division wrote: »Kind of get the feeling this was rushed to meet a deadline.
Dagoth_Rac wrote: »There have been complaints for years that sorc builds are "pets or go home" in endgame PvE. That you can't run as a lightning wizard type of build. You have to be a summoner or you are holding back your group. So this class set look designed to make sorc DPS more viable if you are not running pets. It seems to synergize with the recent Expert Summoner passive change that gives you more max health with pets and more max magicka/stamina if not using pets.
At the very least these look far more interesting and engaging than actual class sets.Turtle_Bot wrote: »I gave feedback on the official thread, am still yet to get a reply from ZOS that they have even seen that feedback, let alone discussing the contents of the feedback.
https://forums.elderscrollsonline.com/en/discussion/662086/pts-update-43-feedback-thread-for-class-sets/p1
My feedback is post number 19 on the first page (I don't know how to link the specific post).
TL//DR: of my feedback was that it seems like the 2 sets were designed for the other skill lines, but they did a quick switcheroo because non-pet sorc was in such a horrendously bad state at the time.Monolith of Storms summons things when dealing specific damage with storm calling abilities. This set seems like it was designed to work with the daedric summoning line even down to the proc condition (initial hit or every 5th tick) which would make sense with the pets as they on both bars and are up all the time unless they are dead, as such every 5 ticks will always be live. The pets also being slotted on both bars is good here too since it enables the set to be ran on on the front bar (where it wants to be slotted) and not create these awkward/clunky rotations where you're trying to use back bar abilities to keep a front bar set working.
Meanwhile, Beacon of Oblivion provides raw stats for a build, something that synergizes very well with the Storm Calling line that also provides stats via buffs such as resolve, brutality/sorcery, expedition and healing via crit surge. It seems like Beacon of Oblivion was supposed to be the Storm Calling set, where it acts more like the first DK set where the buffs it grants depend on which bar you are on (front bar grants damage and healing, back bar grants bonus health and armor).
Both of these sets being swapped would still leave them as boring generic proc/generic stat sets, but at least they would actually make sense and work with their respective skill lines.
IMO, both class sets need a complete redesign from the ground up.
I put forward the following idea in my feedback to rework the 2 sets, it would be a huge redesign of both sets, so unfortunately I don't see ZOS ever doing it, but it would make for some awesome class sets that are actually good compared to what sorc has been given so far and at the bare minimum the sets would be thematic with their respective skill lines:Monolith of Storms should be all about lightning magic (not summons) similar to what was designed for the non-pet part of the scribing class script for sorcerer. Let the design of the set reflect this, where instead of summoning things, make the wearer become the monolith where lightning strikes out at enemies to deal shock damage. Let the 2-4 piece bonuses reflect the utility of the skills within this line via crit chance, armor, penetration and speed (to represent crit surge and lightning form, the utility skills of that line).
- Monolith of Storms:
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 1487 Armor
- (4 items) Adds 1486 Offensive Penetration
- (5 items) Dealing damage with a Storm Calling Ability applies "Herald of the Storm" to you for 7 seconds. While Herald of the Storm is active, dealing direct shock damage has a 50% chance to deal 680 Shock damage around you and the target, scaling off of the higher of your Weapon or Spell Damage and grants you a stack of Storm Wind for 4 seconds (max 5 stacks). Each stack of Storm Wind increases your movement speed by 1%. The shock damage from this set can only occur once every 1 second.
After Herald of the Storm ends, you cannot gain this effect for 8 seconds.This set is designed to allow the wearer to become a true beacon for the storm they are calling forth. This set focuses around the lightning theme of the Storm Calling skill line and ties in with the shock damage, mobility and armor that the active skills in this line are trying to do.
Beacon of Oblivion should be all about the pets and summoning magic that the daedric summoning skill line is based around. Have the set summon additional pets and/or buff the classes existing pets.
- Beacon of Oblivion:
- (2 items) Adds 1096 Maximum Magicka
- (3 items) Adds 1096 Maximum Magicka
- (4 items) Adds 1206 Maximum Health
- (5 items) Increases the damage your pets deal by 2%
- (5 items) When you activate a non-ultimate Daedric Summoning ability, Summon an Atronach to your side for 12 seconds. The Atronach attacks all nearby enemies dealing 478 physical or shock damage every 2 seconds and increases the damage your pets deal to enemies it hits by 8%. This effect can occur once every 15 seconds and the damage and type of Atronach scales off the higher of your max magicka or stamina (Storm Atronach that deals shock damage if max magicka is higher, Air Atronach that deals physical damage if max stamina is higher).
This set is designed to have the wearer more closely reflect their ties to oblivion by summoning additional daedra and buffing their summoned daedra even further.
If you really want to include non-pet sorcs with this set, then having a single line as part of the 5th piece of the set such as the following would help allow non-pet sorcs to use their best PvE ultimate without losing their buffs/damage when doing so:
(5 items) If you do not have a non-ultimate pet active, Summon Storm Atronach and its morphs do not count as "Active Pets" when summoned.
Turtle_Bot wrote: »I gave feedback on the official thread, am still yet to get a reply from ZOS that they have even seen that feedback, let alone discussing the contents of the feedback.
https://forums.elderscrollsonline.com/en/discussion/662086/pts-update-43-feedback-thread-for-class-sets/p1
My feedback is post number 19 on the first page (I don't know how to link the specific post).
TL//DR: of my feedback was that it seems like the 2 sets were designed for the other skill lines, but they did a quick switcheroo because non-pet sorc was in such a horrendously bad state at the time.Monolith of Storms summons things when dealing specific damage with storm calling abilities. This set seems like it was designed to work with the daedric summoning line even down to the proc condition (initial hit or every 5th tick) which would make sense with the pets as they on both bars and are up all the time unless they are dead, as such every 5 ticks will always be live. The pets also being slotted on both bars is good here too since it enables the set to be ran on on the front bar (where it wants to be slotted) and not create these awkward/clunky rotations where you're trying to use back bar abilities to keep a front bar set working.
Meanwhile, Beacon of Oblivion provides raw stats for a build, something that synergizes very well with the Storm Calling line that also provides stats via buffs such as resolve, brutality/sorcery, expedition and healing via crit surge. It seems like Beacon of Oblivion was supposed to be the Storm Calling set, where it acts more like the first DK set where the buffs it grants depend on which bar you are on (front bar grants damage and healing, back bar grants bonus health and armor).
Both of these sets being swapped would still leave them as boring generic proc/generic stat sets, but at least they would actually make sense and work with their respective skill lines.
IMO, both class sets need a complete redesign from the ground up.
I put forward the following idea in my feedback to rework the 2 sets, it would be a huge redesign of both sets, so unfortunately I don't see ZOS ever doing it, but it would make for some awesome class sets that are actually good compared to what sorc has been given so far and at the bare minimum the sets would be thematic with their respective skill lines:Monolith of Storms should be all about lightning magic (not summons) similar to what was designed for the non-pet part of the scribing class script for sorcerer. Let the design of the set reflect this, where instead of summoning things, make the wearer become the monolith where lightning strikes out at enemies to deal shock damage. Let the 2-4 piece bonuses reflect the utility of the skills within this line via crit chance, armor, penetration and speed (to represent crit surge and lightning form, the utility skills of that line).
- Monolith of Storms:
- (2 items) Adds 657 Critical Chance
- (3 items) Adds 1487 Armor
- (4 items) Adds 1486 Offensive Penetration
- (5 items) Dealing damage with a Storm Calling Ability applies "Herald of the Storm" to you for 7 seconds. While Herald of the Storm is active, dealing direct shock damage has a 50% chance to deal 680 Shock damage around you and the target, scaling off of the higher of your Weapon or Spell Damage and grants you a stack of Storm Wind for 4 seconds (max 5 stacks). Each stack of Storm Wind increases your movement speed by 1%. The shock damage from this set can only occur once every 1 second.
After Herald of the Storm ends, you cannot gain this effect for 8 seconds.This set is designed to allow the wearer to become a true beacon for the storm they are calling forth. This set focuses around the lightning theme of the Storm Calling skill line and ties in with the shock damage, mobility and armor that the active skills in this line are trying to do.
Beacon of Oblivion should be all about the pets and summoning magic that the daedric summoning skill line is based around. Have the set summon additional pets and/or buff the classes existing pets.
- Beacon of Oblivion:
- (2 items) Adds 1096 Maximum Magicka
- (3 items) Adds 1096 Maximum Magicka
- (4 items) Adds 1206 Maximum Health
- (5 items) Increases the damage your pets deal by 2%
- (5 items) When you activate a non-ultimate Daedric Summoning ability, Summon an Atronach to your side for 12 seconds. The Atronach attacks all nearby enemies dealing 478 physical or shock damage every 2 seconds and increases the damage your pets deal to enemies it hits by 8%. This effect can occur once every 15 seconds and the damage and type of Atronach scales off the higher of your max magicka or stamina (Storm Atronach that deals shock damage if max magicka is higher, Air Atronach that deals physical damage if max stamina is higher).
This set is designed to have the wearer more closely reflect their ties to oblivion by summoning additional daedra and buffing their summoned daedra even further.
If you really want to include non-pet sorcs with this set, then having a single line as part of the 5th piece of the set such as the following would help allow non-pet sorcs to use their best PvE ultimate without losing their buffs/damage when doing so:
(5 items) If you do not have a non-ultimate pet active, Summon Storm Atronach and its morphs do not count as "Active Pets" when summoned.
Theist_VII wrote: »I’m going to preface this by making it quite clear what my bias is… I love playing a summoner in RPGs. Even though summons are a mess in ESO and are in desperate need of standardization and customization, I have always tried to make them work in all forms of content.
Needless to say, I was rather excited leading up to the announcement of the Daedric Summoning class set, and then I made the mistake of believing that it could actually have a place in this game. Here’s what we got…
While we keep our summons up, we get negligible stats, and when they die, or better yet when we don’t even use them we get PvE damage?…
What?
Who is this for?
This is the Daedric Summoning class set… why is it rewarding us for not having a Daedric Summon? And exclusively for PvE?
Theist_VII wrote: »I’m going to preface this by making it quite clear what my bias is… I love playing a summoner in RPGs. Even though summons are a mess in ESO and are in desperate need of standardization and customization, I have always tried to make them work in all forms of content.
Needless to say, I was rather excited leading up to the announcement of the Daedric Summoning class set, and then I made the mistake of believing that it could actually have a place in this game. Here’s what we got…
While we keep our summons up, we get negligible stats, and when they die, or better yet when we don’t even use them we get PvE damage?…
What?
Who is this for?
This is the Daedric Summoning class set… why is it rewarding us for not having a Daedric Summon? And exclusively for PvE?
This set is laughably weak. The values are far too low for effectivity especially when you take into consideration the viability of pets in any serious, no rp'ing PvP content.
Turtle_Bot wrote: »I gave feedback on the official thread, am still yet to get a reply from ZOS that they have even seen that feedback, let alone discussing the contents of the feedback.
Savagejack wrote: »I hope they change the pet system entirely. It would be interesting if Daedric summons functioned similar to Necro. Non-target damage source for a duration. It would make the Rebate passive make sense due to a re-summoning nature. Perhaps change their morphs to give you the skill that the demon once provided? I just hope they stop this design of gaining or losing stats dependent on if you have a pet active or not. It is not enjoyable
Major_Toughness wrote: »Pet builds already best damage, so it gives you some survivability. Because it's mostly noobs who play pet builds anyway, sorry.
Good buff to non-pet builds which are severely lacking DPS is PvE.
You can get Major Berserk from other sources so loss of Atronach - which also isn't 100% uptime - isn't a flat damage loss. And it's trying to boost your other damage to be competitive without the winged pest and monkey cluttering everyone's screen.
Theist_VII wrote: »Major_Toughness wrote: »Pet builds already best damage, so it gives you some survivability. Because it's mostly noobs who play pet builds anyway, sorry.
Good buff to non-pet builds which are severely lacking DPS is PvE.
You can get Major Berserk from other sources so loss of Atronach - which also isn't 100% uptime - isn't a flat damage loss. And it's trying to boost your other damage to be competitive without the winged pest and monkey cluttering everyone's screen.
What did I just read?
You’re saying that our Daedric Summoning set shouldn’t do anything meaningful with our Daedric Summons because “it’s mostly noobs who play pet builds anyway”?
In PvP, pet builds require the most skill. You have to know how and when to strategically recall and command your pets to attack different targets and to LoS, all while keeping them alive, and knowing when to resummon them without getting blown up.
In regards to PvE…
Mad about having to use Daedric Summons to parse high on a class with a skill line called Daedric Summoning? Change your class. You don’t hear of this problem anywhere else, the best damage requires complete use of your kit, on every class.
You can’t just avoid Ardent Flame, or Dawn’s Wrath because you don’t like the color red and expect good damage, people would laugh at you.
Moving on, our primary focus for class adjustments this update was on the Sorcerer class, where we’ve seen a sizable amount of feedback over the years on how the class feels significantly weaker when not using pets, as well as lacking many support options for group interaction. To remedy this, we’ve reworked a handful of morphs, passives, and tweaked a few numbers on abilities.
Theist_VII wrote: »In regards to PvE…
Mad about having to use Daedric Summons to parse high on a class with a skill line called Daedric Summoning? Change your class. You don’t hear of this problem anywhere else, the best damage requires complete use of your kit, on every class.
I'd personally like it if, for example, a player that instead fully utilizes the Storm Calling skill line and only slots one or two Daedric Summoning skills (e.g. Haunting Curse and/ or the Atronach) would be able to dish out similar damage to a pet build, because not all Sorcerers want to be summoners.
MashmalloMan wrote: »
They removed the "monster" requirement and nerfed it down to 5% damage/healing when in pvp.
Still a boring set to me. 5% damage/healing in pvp is pretty mid too, would have been fair at around 6-8% imo.
The tank part of the set is the same, not even better than something like Fortified Brass when you add up the stat density since 129 damage for a tank is useless.
Idk, I guess I wanted a bit more flash and style.
MashmalloMan wrote: »
They removed the "monster" requirement and nerfed it down to 5% damage/healing when in pvp.
Still a boring set to me. 5% damage/healing in pvp is pretty mid too, would have been fair at around 6-8% imo.
The tank part of the set is the same, not even better than something like Fortified Brass when you add up the stat density since 129 damage for a tank is useless.
Idk, I guess I wanted a bit more flash and style.
Removing the monster requirement at least opens up a few options for me, it is what I was hoping for.
Although would have liked to keep the 15% healing, it got nerfed along side the damage so it is no longer on par with the sets I wanted to replace.
It went from 0/15 to 5/5 for pvp. Maybe 8/8 would be nice while under battle spirit.
IncultaWolf wrote: »Lol they actually nerfed this set for certain builds, I was maybe looking at it for a non pet pvp healer but 5% healing is a joke. Sorcerer can't get one decent class set? At least you have overpowered hardened ward I guess.