Lightning form has been the staple class defining major resolve skill for a decade now, why change it this way? The skill line as a whole is already geared towards damage as it is, so why more? This is coming from a 10 year stamsorc player finally able to have 2 more skill lines with subclassing. I understand the thought process was most likely due to the bound armor and merciless change. Which is about 8 or so years too late for bound armor...... it has always been solely used as a slottable passive and guess what, that isnt changing even though zos says they want skills to be more "active". If you wanted things more active, the actual button press effect would be more interesting or better. This PTS cycle raises alot of eyebrows into what balance theory should be used going forward. Mainly why balance class skill lines as a whole when subclassing forces them to stand alone now?
Original Stormcalling discussion - Zos reverted as discussed through the thread
Combat wise the animations for hurricane and lightning form and many other armor skills were designed to be VERY CLEAR that they were active for the purpose of knowing your main armor buff is on. Hurricane and lightning form quite literally turn your character transparent and make it extremely difficult to see other animations. So you may have trouble even keeping track of your other resolve buff of choice.
Daedric summoning is such a barren skill line that major resolve is not going to be enough to merit swapping to it. With ward being a shell of its former self, there is no reason for a normal build to run this line. Its only purpose is for niche gimped pet builds and extra block tank mit
If stormcalling is supposed to be a "damage skill line" what is the cohesion? It is the age old stamsorc dilemma of critsurge requires critchance, but funny enough there is none available. If zos wants skills to be more "active" (which I agree) then you should be designing like this: Hurricane grants minor expedition and does X damage around you, each second if you hit an enemy the hurricane grows granting you increased crit chance. Now the skill would be reduced to a minor buff if used incorrectly or a big power adder if used "actively"
If you want build variety and play how you want.....Why can't stormcalling be unique and be a weapon damage line. Give us a reason to run different gear on different skill lines. Maybe bound offers major courage, Minor courage, or minor brutality. Why did this line lose its % weapon damage bonus that incentivized running WD sets off meta? The flat stat doesn't give us a nudge in any direction, it is just power creep that you forget about.
Subclassing balance wise it is worrying that zos is not thinking of individual skill line balance and is instead making changes with the class mindset. What is the path forward? Should skill lines be designed with a theme in mind? A playstyle? Or are we just going to resort to ..... This is a damage, this is a tank, this is a healing skill line? Speaking of variety, why has every "damage" skill line fallen into the same crit oriented build trap? With no subclassing restriction stopping me from choosing 3 damage skill lines, what do you expect me to do but slot 3 damage skill lines lol.
EDIT: Based of the thread direction I decided to write up how to restructure a spread out class like sorc with the MAIN GOAL of maintaining the various playstyles throughout the years now that subclassing broke up sorc. Listed below are the three skill lines with a basic descriptive outline for the common playstyles. Most notably I had moved ward and curse to be on dark magic with crystal frags to consolidate the typical shieldsorc skills. Daedric pets needs to play more into the pets aspect for its damage and tank playstyle. Stormcalling, as the first portion of the thread discussed, basically outlines all of stamsorc's kit and other than minor tweaks is in a good position.
Stormcalling - High mobility, response ready damage, heals based on aggression
- Overload - Toggle cost per sec, Gives bonus effect boost to stormcalling skills.
- Mages fury - stays the same OVERLOAD reduces cost by half
- Endless - Your next 4 light attacks deal x shock damage, deals bonus damage on targets under 50% hp. (basically replaces LIVE crystal weapon)
- Wrath - increased damage and 4s timer
- Lightning form - Major Resolve + shocktick
- Hurricane - Grants minor expedition. Phys tick per sec, if you hit an enemy, increases the damage and radius of the hurricane instead of guaranteed. OVERLOAD maxes out hurricane
- Boundless - Major Expedition and 6s of snare/immobilize immunity OVERLOAD doubles the duration
- Lightning chain - single target (force pulse all shock) which can bounce up to 2 additional targets behind the target with damage that falls off per. OVERLOAD increases the number of targets up to 5 additional.
- Lightning flow - Returns cost per enemy hit, guarantees concussed on first enemy hit, 66% on second and 33% on third
- Lightning control - Applies a debuff on 1 enemy for 5s and will guarantee the next chain will hit that enemy and deal bonus damage.
- Surge - major brutality and heals per sec (the shorter ticks Reward building differently into crit/ticks/aoe) OVERLOAD allows ticks to happen 2x as fast.
- Critical surge - Able to tick every 0.25s upon dealing a critical
- Power surge - Able to tick every 1s less healing
- Bolt Escape - no changes OVERLOAD stuns the full length
- Streak - stuns and does damage at final location
- BoL - Stuns at starting location, absorbs 12 projectiles near final
- Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
- Energized - 5% phys and 15% shock
- Amplitude - 10% to 1% is fine
- Expert mage - this should give a 3%wd/sd bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the Crit and pen like existing other damage lines.
Dark Magic - Shield and timed burst
- Negate - Honestly no change
- Crystal shard
- Crystal Frags - doesn't change, 33% proc with 66% bonus damage
- Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance proc to have a 1.2s cast time and stun the enemy with 33% added damage. (clear telegraph with proper reaction time)
- Curse
- Haunting curse - Hits twice
- Draining curse - Returns magic while attacking enemy
- Rune Prison
- Cage - Stuns an enemy, stuns and deals damage if the enemy was blocking.
- Defensive - Stuns the next enemy that attacks you and grants a shield based on hp if hit
- Dark Exchange - These should just be flat resource return with no over time aspect to play into the max stat pool deficit playstyle
- Dark Deal - Returns stam, heal scales with max stat
- Dark Conversion - Returns mag, heal scales with max stat
- Ward
- Hardened ward - Increased tooltip and cap
- Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
- Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
- Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
- Persistence - After blocking an attack your next ability costs 20% less
- Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage
Daedric Summoning - Pets, zone of control, and tanking
- Atro - Just make this drop and move with you with a self synergy
- Familiar - Double click to toggle on/off, with a cost/s
- Clanfear - single click heal and headbut stun/taunts if aimed at a mob
- Volatile - does more damage, single click low cost execute
- Encase
- Shattering - Roots enemies, heals and buffs pets hit by 10%
- Vibrant - heal and major vitality
- Winged Twighlight - Double click to toggle on/off, with a cost/s
- Matriach - single click flies to ally and provides a hot
- Tormentor - single click flies to enemy and provides reverse execute damage
- Daedric Mines - Good zone control for pet build kiting
- Tomb - at target location
- Refuge - surround yourself with mines
- Bound armor
- Bound Aegis - 40% block mit 6s and grants you and 3 group members within 8m major protection
- Bound Calling - 40% block mit 6s and AoE taunt grants CC immunity for the duration
- Rebate - You restore resources when one of you daedric summoning skills ends
- Power stone - Reduces the cost of ultimate abilities by 20%
- Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
- Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)
Edited to reflect up to pg6 of thread discussion.
Edited by MincMincMinc on 28 July 2025 12:48 We should use the insightful and awesome buttons more