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Hello, lightning form? U47 Sorc discussion

  • madmufffin
    madmufffin
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    madmufffin wrote: »
    Overall I really like all the other changes. Vibrant shroud in the "tank" line that coincedentally is the only line picked by healers as well would add a lot of functional value to line as a pve choice. Would like matriarch to give minor vitality or some other buff to make it not be completely worthless as option. Curse and frags being together in one place makes the line much more valuable for both pvp and pve but still doesn't move the needle to be usable in pve simply because the passives aren't good enough imo. Only dps line that sees play without juiced passives is Dawn's Wrath, and that's just because the actives are that good. The change to exploitation could be really nice though for hard casting frags, but probably has a very unpleasantly strong effect in pvp with bow proc.

    Well the goal is to make all the lines offer tank, damage, and healing. With subclassing we can't just have dedicated tank lines anymore. Or dedicated damage lines, because instead of mixing and matching 21 skill lines players will just only flock to 3-4 pure damage lines. Whatever happens to be more efficient. At that point we went from a minimum of 7 classes/playstyles down to 1..... Not exactly play how you want.....

    Perhaps just make exploitation buff cast time skills overall instead

    Now that beam is direct damage and bow proc is going to be so oppressive in pvp, it's hard to have it buff magic or direct damage which is what you'd logically want it to do given frags and curse being in the line. It does need something of that nature though to make it more appealing, so maybe single target buff or something idk. Bow proc sounds super aids to balance around in pvp with the new triple proc possibility.
  • YandereGirlfriend
    YandereGirlfriend
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    madmufffin wrote: »
    madmufffin wrote: »
    Ok here are my skill lines for a subclass version of sorc. Basing off my previous post. I may put this on the original post if we want to theory work this out. For the most part this would equally balance out the skill lines to host damage, tank, and heals on their own. Allowing them to be mixed and mingled with other class skill lines without losing functionality.

    Stormcalling - High mobility, response ready damage, heals based on aggression
    1. Overload - Toggle cost per sec, Adds chain lightning to light and heavy attacks bouncing up to 3L-6H targets within 5m of each other. Gives bonus effect to stormcalling skills OR Able to gen ult while toggled.
    2. Mages fury - stays the same OVERLOAD reduces cost by half
      • Endless - Becomes a simpler crystal weapon with the one hit 4s timer.
      • Wrath - increased damage and 4s timer
    3. 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
    4. Lightning Splash - Does this see use in PvE? Otherwise flex
    5. 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
    6. 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
    7. Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
    8. Energized - 5% phys and shock is fine
    9. Amplitude - 10% is fine
    10. Expert mage - this should give a 3% bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the more efficient Crit or pen.

    Dark Magic - Shield and timed burst
    1. Negate - Honestly no change
    2. Crystal shard
      • Crystal Frags - doesn't change
      • Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance on proc to have a 1.2s cast time and stun the enemy with added damage. (clear telegraph with proper reaction time)
    3. Curse
      • Haunting curse - Hits twice
      • Draining curse - Returns magic while attacking enemy
    4. 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
    5. 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
    6. Ward
      • Hardened ward - Increased tooltip and cap
      • Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
    7. Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
    8. Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
    9. Persistence - After blocking an attack your next ability costs 20% less
    10. Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage

    Daedric Summoning - Pets, zone of control, and tanking
    1. Atro - Just make this drop and move with you with a self synergy
    2. 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
    3. Encase
      • Shattering - immobilize and self heal based on enemies hit
      • Vibrant - heal and major vitality
    4. Winged Twighlight - Double click to toggle on/off, with a cost/s
      • Matriach - single click heals
      • Tormentor - single click reverse execute damage
    5. Daedric Mines - Good zone control for pet build kiting
      • Tomb - at target location
      • Refuge - surround yourself with mines
    6. 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
    7. Rebate - You restore resources when one of you daedric summoning skills ends
    8. Power stone - Reduces the cost of ultimate abilities by 20%
    9. Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
    10. Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)

    Overall I like these swaps a good bit, but mage's fury really needs a non-burst morph so the skill is usable in pve and also should have its execute threshold upped to match the 33% threshold present on all other executes. I also think energized needs to be at least doubled to be in line with the other elemental damage buff passives.

    Ahh I hadnt edited this list, but I was gonna change one morph of mages fury to be like current crystal weapon. Where itd be "apply lightning to your weapon which deals damage on your next 4 light attacks, deals bonus damage on targets under 50%" Basically it is a self applied dot that can change targets quickly. Which pairs into the responsive nature of stormcalling.

    My dilema is that the mag version of mages wrath being the 4s timer execute really belongs to the shieldsorc playstyle which should be in dark magic. Maybe this execute should be on rune cage or something instead. (stormcalling does already have the reverse execute amplitude technically)

    I left energized low because the line already has more than enough damage output. It atleast feels on par in PvP compared to aedric, animal, and assassination which are the top 4 chosen right now.

    That would be pretty cool to add to the reverse scaling damage on the passive too. I think the damage boost is really needed for the line to be usable in pve for anything other than the reverse scaling passive and wouldn't change the overall function of the class in pvp. I don't think 5% really moves the needle in pvp but does a lot in pve.

    5% is pretty big in pvp. In terms of theory craft crunching numbers 5% damage done is like slotting a basic 5 piece set like hundings. 10% is your standard proc set stat output like stuhns, clever alch for example. More niche annoying proc sets like Essence thief chasing the buff on the ground is more like a 15% bonus.

    The Shock component should be 15% to match Warden's Frost because it is a wildly niche damage type that doesn't even benefit Sorc's hardest-hitting abilities.

    Leaving Physical at a lower value could be done because it is significantly more common.
  • Zyaneth_Bal
    Zyaneth_Bal
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    madmufffin wrote: »
    madmufffin wrote: »
    Ok here are my skill lines for a subclass version of sorc. Basing off my previous post. I may put this on the original post if we want to theory work this out. For the most part this would equally balance out the skill lines to host damage, tank, and heals on their own. Allowing them to be mixed and mingled with other class skill lines without losing functionality.

    Stormcalling - High mobility, response ready damage, heals based on aggression
    1. Overload - Toggle cost per sec, Adds chain lightning to light and heavy attacks bouncing up to 3L-6H targets within 5m of each other. Gives bonus effect to stormcalling skills OR Able to gen ult while toggled.
    2. Mages fury - stays the same OVERLOAD reduces cost by half
      • Endless - Becomes a simpler crystal weapon with the one hit 4s timer.
      • Wrath - increased damage and 4s timer
    3. 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
    4. Lightning Splash - Does this see use in PvE? Otherwise flex
    5. 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
    6. 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
    7. Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
    8. Energized - 5% phys and shock is fine
    9. Amplitude - 10% is fine
    10. Expert mage - this should give a 3% bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the more efficient Crit or pen.

    Dark Magic - Shield and timed burst
    1. Negate - Honestly no change
    2. Crystal shard
      • Crystal Frags - doesn't change
      • Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance on proc to have a 1.2s cast time and stun the enemy with added damage. (clear telegraph with proper reaction time)
    3. Curse
      • Haunting curse - Hits twice
      • Draining curse - Returns magic while attacking enemy
    4. 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
    5. 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
    6. Ward
      • Hardened ward - Increased tooltip and cap
      • Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
    7. Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
    8. Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
    9. Persistence - After blocking an attack your next ability costs 20% less
    10. Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage

    Daedric Summoning - Pets, zone of control, and tanking
    1. Atro - Just make this drop and move with you with a self synergy
    2. 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
    3. Encase
      • Shattering - immobilize and self heal based on enemies hit
      • Vibrant - heal and major vitality
    4. Winged Twighlight - Double click to toggle on/off, with a cost/s
      • Matriach - single click heals
      • Tormentor - single click reverse execute damage
    5. Daedric Mines - Good zone control for pet build kiting
      • Tomb - at target location
      • Refuge - surround yourself with mines
    6. 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
    7. Rebate - You restore resources when one of you daedric summoning skills ends
    8. Power stone - Reduces the cost of ultimate abilities by 20%
    9. Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
    10. Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)

    Overall I like these swaps a good bit, but mage's fury really needs a non-burst morph so the skill is usable in pve and also should have its execute threshold upped to match the 33% threshold present on all other executes. I also think energized needs to be at least doubled to be in line with the other elemental damage buff passives.

    Ahh I hadnt edited this list, but I was gonna change one morph of mages fury to be like current crystal weapon. Where itd be "apply lightning to your weapon which deals damage on your next 4 light attacks, deals bonus damage on targets under 50%" Basically it is a self applied dot that can change targets quickly. Which pairs into the responsive nature of stormcalling.

    My dilema is that the mag version of mages wrath being the 4s timer execute really belongs to the shieldsorc playstyle which should be in dark magic. Maybe this execute should be on rune cage or something instead. (stormcalling does already have the reverse execute amplitude technically)

    I left energized low because the line already has more than enough damage output. It atleast feels on par in PvP compared to aedric, animal, and assassination which are the top 4 chosen right now.

    That would be pretty cool to add to the reverse scaling damage on the passive too. I think the damage boost is really needed for the line to be usable in pve for anything other than the reverse scaling passive and wouldn't change the overall function of the class in pvp. I don't think 5% really moves the needle in pvp but does a lot in pve.

    5% is pretty big in pvp. In terms of theory craft crunching numbers 5% damage done is like slotting a basic 5 piece set like hundings. 10% is your standard proc set stat output like stuhns, clever alch for example. More niche annoying proc sets like Essence thief chasing the buff on the ground is more like a 15% bonus.

    The Shock component should be 15% to match Warden's Frost because it is a wildly niche damage type that doesn't even benefit Sorc's hardest-hitting abilities.

    Leaving Physical at a lower value could be done because it is significantly more common.

    In my opinion it should be something unique, distinct and interactive akin to burning light rather than a simple boost to the falt value. Especially considering how storm aclling lacks active damage skills. Disintegtrate used to fulfill this role I think it could be reintroduced once again or possibly some new effect could take this place. Could have something to do with concussed
    Edited by Zyaneth_Bal on 24 July 2025 01:29
  • ZhuJiuyin
    ZhuJiuyin
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    Honestly, I think most of the Storm line's skill morphs lack uniqueness.
    The difference between Mages' Wrath and Endless Fury is only the effect when executing, and even Endless Fury's conditions are more stringent, and the damage is not higher (considering that its range damage is lower, the single target damage should be increased accordingly).
    The difference between Power Surge and Critical Surge is only the way to trigger the treatment.
    The difference between Liquid Lightning and Lightning Flood is also not different enough compared to the two morphs of Boneyard.
    Power Overload and Energy Overload are also lacking in differences.
    Therefore, we usually only see one morph in the Storm line, and the other is almost never used.

    In addition, the Storm line also lacks continuous spam skills. No, Mages' Wrath's early damage is very low. Except for stealing kills in PVP, it is not a reasonable spam.
    I think the lesser used morphs in the Storm line should be reworked and given new abilities, for example Endless Fury should be designed to be spam, remove the execution, and cause the target to suffer 6% additional Shock Damage, and provide 2bar Major Prophecy & Savagery when inserted.
    Critical Surge should cause an additional low Shock Damage to the target when it causes a critical hit, and Power Surge should provide Minor Courage to teammates who are healed by critical hits.
    Liquid Lightning and Lightning Flood should improve their poor casting animations and have a higher chance to cause Concussed, and one of the morphs should be suitable for PVP and cause Minor Timidity to the damaged target to punish those who are out of position.
    Energy Overload should be changed to: add an additional Shock Damage to each single-target direct damage skill after activation. This will avoid the Light and Heavy Attack damage penalty for wearing the Velothi Ur-Mage's Amulet.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • universal_wrath
    universal_wrath
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    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
  • madmufffin
    madmufffin
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    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.

    In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.
  • MincMincMinc
    MincMincMinc
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    madmufffin wrote: »
    madmufffin wrote: »
    Ok here are my skill lines for a subclass version of sorc. Basing off my previous post. I may put this on the original post if we want to theory work this out. For the most part this would equally balance out the skill lines to host damage, tank, and heals on their own. Allowing them to be mixed and mingled with other class skill lines without losing functionality.

    Stormcalling - High mobility, response ready damage, heals based on aggression
    1. Overload - Toggle cost per sec, Adds chain lightning to light and heavy attacks bouncing up to 3L-6H targets within 5m of each other. Gives bonus effect to stormcalling skills OR Able to gen ult while toggled.
    2. Mages fury - stays the same OVERLOAD reduces cost by half
      • Endless - Becomes a simpler crystal weapon with the one hit 4s timer.
      • Wrath - increased damage and 4s timer
    3. 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
    4. Lightning Splash - Does this see use in PvE? Otherwise flex
    5. 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
    6. 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
    7. Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
    8. Energized - 5% phys and shock is fine
    9. Amplitude - 10% is fine
    10. Expert mage - this should give a 3% bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the more efficient Crit or pen.

    Dark Magic - Shield and timed burst
    1. Negate - Honestly no change
    2. Crystal shard
      • Crystal Frags - doesn't change
      • Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance on proc to have a 1.2s cast time and stun the enemy with added damage. (clear telegraph with proper reaction time)
    3. Curse
      • Haunting curse - Hits twice
      • Draining curse - Returns magic while attacking enemy
    4. 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
    5. 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
    6. Ward
      • Hardened ward - Increased tooltip and cap
      • Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
    7. Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
    8. Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
    9. Persistence - After blocking an attack your next ability costs 20% less
    10. Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage

    Daedric Summoning - Pets, zone of control, and tanking
    1. Atro - Just make this drop and move with you with a self synergy
    2. 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
    3. Encase
      • Shattering - immobilize and self heal based on enemies hit
      • Vibrant - heal and major vitality
    4. Winged Twighlight - Double click to toggle on/off, with a cost/s
      • Matriach - single click heals
      • Tormentor - single click reverse execute damage
    5. Daedric Mines - Good zone control for pet build kiting
      • Tomb - at target location
      • Refuge - surround yourself with mines
    6. 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
    7. Rebate - You restore resources when one of you daedric summoning skills ends
    8. Power stone - Reduces the cost of ultimate abilities by 20%
    9. Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
    10. Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)

    Overall I like these swaps a good bit, but mage's fury really needs a non-burst morph so the skill is usable in pve and also should have its execute threshold upped to match the 33% threshold present on all other executes. I also think energized needs to be at least doubled to be in line with the other elemental damage buff passives.

    Ahh I hadnt edited this list, but I was gonna change one morph of mages fury to be like current crystal weapon. Where itd be "apply lightning to your weapon which deals damage on your next 4 light attacks, deals bonus damage on targets under 50%" Basically it is a self applied dot that can change targets quickly. Which pairs into the responsive nature of stormcalling.

    My dilema is that the mag version of mages wrath being the 4s timer execute really belongs to the shieldsorc playstyle which should be in dark magic. Maybe this execute should be on rune cage or something instead. (stormcalling does already have the reverse execute amplitude technically)

    I left energized low because the line already has more than enough damage output. It atleast feels on par in PvP compared to aedric, animal, and assassination which are the top 4 chosen right now.

    That would be pretty cool to add to the reverse scaling damage on the passive too. I think the damage boost is really needed for the line to be usable in pve for anything other than the reverse scaling passive and wouldn't change the overall function of the class in pvp. I don't think 5% really moves the needle in pvp but does a lot in pve.

    5% is pretty big in pvp. In terms of theory craft crunching numbers 5% damage done is like slotting a basic 5 piece set like hundings. 10% is your standard proc set stat output like stuhns, clever alch for example. More niche annoying proc sets like Essence thief chasing the buff on the ground is more like a 15% bonus.

    The Shock component should be 15% to match Warden's Frost because it is a wildly niche damage type that doesn't even benefit Sorc's hardest-hitting abilities.

    Leaving Physical at a lower value could be done because it is significantly more common.

    I could get onboard with that, rewarding the niche playstyle could help out. Could also incentivize using overload over generic dbos

    I will be updating the first post in the thread btw
    We should use the insightful and awesome buttons more
  • MincMincMinc
    MincMincMinc
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    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.

    In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.

    No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.

    Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.
    We should use the insightful and awesome buttons more
  • madmufffin
    madmufffin
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    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.

    In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.

    No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.

    Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.

    Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.
  • MincMincMinc
    MincMincMinc
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    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.

    In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.

    No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.

    Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.

    Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.

    Well stormcalling doesn't need a spammable. That was the point of the %phys and shock damage passive. That passive is supposed to enable and work with weapon skills. For example the longstanding Dizzy swing stamsorc playstyle that has been a thing since IC released. Or playing into overload shockstaff for example which has come and gone with patches.
    We should use the insightful and awesome buttons more
  • madmufffin
    madmufffin
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    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.

    In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.

    No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.

    Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.

    Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.

    Well stormcalling doesn't need a spammable. That was the point of the %phys and shock damage passive. That passive is supposed to enable and work with weapon skills. For example the longstanding Dizzy swing stamsorc playstyle that has been a thing since IC released. Or playing into overload shockstaff for example which has come and gone with patches.

    In PVP that's fine. In PVE you need a good spammable on a dps line to increase viability, especially when the entire point of the line is a thematic concept. That's why I think energized should be juiced quite a bit for the shock portion of its buff.
  • MincMincMinc
    MincMincMinc
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    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.

    In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.

    No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.

    Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.

    Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.

    Well stormcalling doesn't need a spammable. That was the point of the %phys and shock damage passive. That passive is supposed to enable and work with weapon skills. For example the longstanding Dizzy swing stamsorc playstyle that has been a thing since IC released. Or playing into overload shockstaff for example which has come and gone with patches.

    In PVP that's fine. In PVE you need a good spammable on a dps line to increase viability, especially when the entire point of the line is a thematic concept. That's why I think energized should be juiced quite a bit for the shock portion of its buff.

    Yes so I have changed it to 15% like the warden's frost passive.

    Spammables are important, but with subclassing we have to realize that it isnt reasonable for every skill line to get a spammable, or an execute, or burst heal, or hot.

    Storm having two aoe dots seems silly though, Hurricane and boundless are staples, where lightning flood could be changed into something more like a chain lightning skill. Direct damage cleave that jumps to enemies if close like force pulse. I wrote this in for overload, but perhaps as a skill alone itd be better. Then overload would just not have any actual damage but instead boost all storm skills, dare I say "overload" them
    We should use the insightful and awesome buttons more
  • madmufffin
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    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    madmufffin wrote: »
    Sorc's getting % more damage for class skills would also be wonderfully broken :lol:

    The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy

    I want all class skills, which would be like 15% lol

    The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.

    In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.

    No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.

    Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.

    Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.

    Well stormcalling doesn't need a spammable. That was the point of the %phys and shock damage passive. That passive is supposed to enable and work with weapon skills. For example the longstanding Dizzy swing stamsorc playstyle that has been a thing since IC released. Or playing into overload shockstaff for example which has come and gone with patches.

    In PVP that's fine. In PVE you need a good spammable on a dps line to increase viability, especially when the entire point of the line is a thematic concept. That's why I think energized should be juiced quite a bit for the shock portion of its buff.

    Yes so I have changed it to 15% like the warden's frost passive.

    Spammables are important, but with subclassing we have to realize that it isnt reasonable for every skill line to get a spammable, or an execute, or burst heal, or hot.

    Storm having two aoe dots seems silly though, Hurricane and boundless are staples, where lightning flood could be changed into something more like a chain lightning skill. Direct damage cleave that jumps to enemies if close like force pulse. I wrote this in for overload, but perhaps as a skill alone itd be better. Then overload would just not have any actual damage but instead boost all storm skills, dare I say "overload" them

    If it were to not have a spammable, they'd need to expand the scribing system so that shock is at least on throwing knife. Overload working like GLS would be cool, but I don't think good enough on its own to constitute being a slotted ult unless it also made your light attacks be lightning balls or something like the skill is now. Lightning flood would need to be super juiced to be worth the slot given how ass the cast animation is with weaving and general casting reliability.
  • hoangdz
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    Are yall serious when asking for all these extra % dmg done lol? If ZOS did buff those dmg done values I’m 100% sure Sorc will be S+ tier in PvP as a pure class and a must pick for subclass…
  • madmufffin
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    I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is
  • MincMincMinc
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    Yeah shock damage isnt really blowing people out of the water right now. Having it on par with frost damage would be fine. If anything frost is barely viable even with really strong sets on a dedicated frost line.
    Edited by MincMincMinc on 24 July 2025 19:19
    We should use the insightful and awesome buttons more
  • madmufffin
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    Sorc's class mastery will go from a tickle to a firm poke. Meta is shattered.
  • MincMincMinc
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    madmufffin wrote: »
    Sorc's class mastery will go from a tickle to a firm poke. Meta is shattered.

    Yeah 10% more on shock builds, if those were even a thing, isnt going to blow away 140%crit damage acuity onslaught builds.
    hoangdz wrote: »
    Are yall serious when asking for all these extra % dmg done lol? If ZOS did buff those dmg done values I’m 100% sure Sorc will be S+ tier in PvP as a pure class and a must pick for subclass…

    How would 10% shock damage affect dark magic or daedric summoning. Pure classes are not a thing anymore. As far as a subclass it hardly interacts with other classes. If anything shock will mainly interact with a lightning staff.
    We should use the insightful and awesome buttons more
  • hoangdz
    hoangdz
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    madmufffin wrote: »
    I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is

    So we’re just gonna ignore that Shocking Soul exists? Lol? In my PvP builds I can get Shocking Soul tooltips to be as high as Dizzying Swing, and that’s just with the 5% shock and physical bonus. Let’s not downplay it now. This is exactly why we got U41 Sorc in the first place.
  • Turtle_Bot
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    hoangdz wrote: »
    Are yall serious when asking for all these extra % dmg done lol? If ZOS did buff those dmg done values I’m 100% sure Sorc will be S+ tier in PvP as a pure class and a must pick for subclass…

    Maybe if ZOS included these % buffs for the Physical damage type or made it completely generic for all damage it would.

    As it currently stands though, shock damage is in a worse spot than even frost damage, so giving specifically shock damage a bigger percent buff like ZOS did for frost damage isn't going to change anything outside of maybe making some shock damage skills into a firm poke instead of a gentle tickle.

    Fury is still the worst execute in the game
    Overload is still the most buggy ultimate in the game
    Pets will still be useless in PvP outside of niche cheese dueling zoo builds
    Boundless still won't be worth slotting over hurricane due to the tiny radius combined with 2 sec tick rate
    Splash still has it's god-awful cast animation (it's also a cast time that cancels the ability if interrupted despite being an "instant cast" ability) that makes it horrendous/buggy to weave in combat
    Frags/Curse still don't deal shock damage
    There's still no shock damage spammable
    There's still no shock damage payoff skill/delayed burst
    Streak still won't be able to be spammed with its ramping cost
    Shock clench (and the rest of the shock destro skills) will still be mid-tier at best
    Concussed is still one of the worst status effects
    Tether still has issues with LoS
    Skele Mage is still a pet that's neither a pet, or a DoT
    There's still no scribing options outside of Wield Soul (ele burst is too niche to see mainstream use, even with such a buff due to its 2 second cast time + travel time)

    The only potential issue I can foresee is heavy attack builds, but those have been gutted to sell Arcanist over the past few years and even post sub-classing remain much further behind regular builds that a 10% increase to their DPS (keeping the current PvE restrictions in place) won't suddenly make them meta again, especially when Beam is already massively stronger, easier and tankier for players who want an easy build to do PvE with. Heavy attack builds also rely on oblivion damage proc-sets to work in PvP, so even there, a buff to shock damage won't change anything because majority of HA damage in PvP comes from sets like Knight Slayer with it's oblivion damage proc.
  • madmufffin
    madmufffin
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    hoangdz wrote: »
    madmufffin wrote: »
    I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is

    So we’re just gonna ignore that Shocking Soul exists? Lol? In my PvP builds I can get Shocking Soul tooltips to be as high as Dizzying Swing, and that’s just with the 5% shock and physical bonus. Let’s not downplay it now. This is exactly why we got U41 Sorc in the first place.

    And it doing 10% more damage isn't going to fundamentally break the game or even put it on parity with acuity builds. It will however at least make it so other skills could maybe be usable in PVE, but even then may not because shock damage skills all suck. If shocking soul was actually a good skill, magsorc wouldn't be god awful right now.
    Edited by madmufffin on 25 July 2025 02:40
  • hoangdz
    hoangdz
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    madmufffin wrote: »
    hoangdz wrote: »
    madmufffin wrote: »
    I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is

    So we’re just gonna ignore that Shocking Soul exists? Lol? In my PvP builds I can get Shocking Soul tooltips to be as high as Dizzying Swing, and that’s just with the 5% shock and physical bonus. Let’s not downplay it now. This is exactly why we got U41 Sorc in the first place.

    And it doing 10% more damage isn't going to fundamentally break the game or even put it on parity with acuity builds. It will however at least make it so other skills could maybe be usable in PVE, but even then may not because shock damage skills all suck. If shocking soul was actually a good skill, magsorc wouldn't be god awful right now.

    Why are you comparing shock damage with acuity builds? 1 is a damage type, while the other is a specific setup. If you want to compare that, at least compare it with other damage types.

    Corrosive DK with Deep Breath + Flame Contingency + Fossilize + Whip can 1 shot people in an acuity setup. Does that mean Flame damage is broken? Did you know you can also achieve almost the same thing with Conduit synergy + Shock Contingency + Curse/Cwep + Spin2win in PvP?

    Shocking Soul IS a good skill. It has the same base tooltip as Elemental Weapon, and can be improved with class mastery or a DoT, and can also apply Major Defile/Maim/Cowardice/Vitality/etc. In PvP it is one of the best ranged spammables for magsorc. If I give it another 10% extra damage, then it’s literally going to have a higher tooltip than Dizzying Swing, which is already one of the hardest hitting spammables in the game, while being instant cast and having a 22m range. I would slot that instantly on my melee Sorc if that was the case.
    Edited by hoangdz on 25 July 2025 03:22
  • Turtle_Bot
    Turtle_Bot
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    hoangdz wrote: »
    madmufffin wrote: »
    I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is

    So we’re just gonna ignore that Shocking Soul exists? Lol? In my PvP builds I can get Shocking Soul tooltips to be as high as Dizzying Swing, and that’s just with the 5% shock and physical bonus. Let’s not downplay it now. This is exactly why we got U41 Sorc in the first place.

    I've ran Shocking Soul (it's what I am always trying to fit onto my sorc so that I can effectively engage in the stamsorc fast playstyle but as a mage). That version of Wield Soul is literally my bread and butter for when I theorycraft sorc builds and it is just not as good as the tooltip (when combining shock + class mastery + debuff) would have you believe.

    The main issue with running Shocking Soul is losing access to the best burst heal in the game, Heal Soul, which on its own is a massive detriment to build crafting because now you are forced to find a replacement burst heal somewhere else and there just isn't one available on a DPS skill line (for good reason). This in turn significantly reduces overall damage output (and burst in PvP) because now you are trying to compete with the 3 DPS line builds that stack multiple burst + damage buffs with only 2 DPS lines and (most likely) Restoring Light for HtD and due to how strong heal soul is (especially with vitality), by running Shocking Soul, you end up just removing an entire DPS line worth of passives and abilities for little to no gain due to how heal soul + vigor covers 99% of current PvP healing requirements.

    This falls back into the whole issue with shock damage overall in ESO, sure with shocking soul you finally get 1 good ability, but now you trade off the best burst heal in the game while also struggle to fill out the rest of a build because nothing else is good enough.
  • hoangdz
    hoangdz
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    Look up Pelican’s latest video for example:

    https://youtu.be/N5X3NX-YGuQ?si=RpiqhgPBgY2cCeNg

    Man is using Storm/Animal/Herald on a Dark Convergence/Rallying Cry bomb build and 1vXing with it. His combo is literally just this:

    Fissure > DW ult > Lightning Flood to proc Convergence > Lighting Flood synergy > Tentacles > Occult Overload CP

    Literally just an AoE nuker combo, but the core idea behind it is Dark Convergence pulls everyone in, then burst them down with Fissure + LF synergy + Tentacle execute + Occult Overload CP. Storm Calling is doing half of the work here (procs Dark Convergence and adds 9-11k AoE burst on top of 2 decent AoE DoTs, while also providing 3 strong damage passives). In fact, I would argue that Storm Calling is the main reason this build even functions at all.

    This is an off meta build, but it works and from the looks of it, I could argue that it’s even better than meta builds for Cyrodiil lol. I have yet to see a bomb build survive like a 1vX build while retaining its bomb potential. It simply didn’t exist until this patch (mostly due to subclassing)

    So if you’re gonna ask for damage buffs to Sorc, do be aware of hidden metas like this.
  • gc0018
    gc0018
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    Move crystal to any other sorc skill lines and then deleted dark magic. All sorc problem solved.
    Images not allowed, sad
  • Turtle_Bot
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    I mean, you can literally do that build/playstyle with gravelord (that grants pen, crit rate, double vuln and diseased) instead of storm calling. In fact you could also swap out Herald of the tome for either assassination for more passive damage/healing, or restoring light for more defense + sustain because gravelord does the DPS work of both storm calling and herald, all in 1 line.

    Edit:
    Winter's embrace is another option to pair with this build if the base class is warden, since the piercing cold passive buffs boneyard (both DoT and synergy) by 15%, grants a burst heal in polar (or AoE in arctic), block mitigation, bonus chilled chance/damage, bonus armor, major maim and major resolve. It also brings Northern for some insane AoE pressure + major protection + snare to pair with the convergence burst if you don't like Colo potentially messing with convergence timings and slab/shim shield for protection against spec bows.

    Boneyard becomes an 18k DoT with 12k synergy if using winters embrace + gravelord over herald + storm calling.
    Back bar has 30k+ resistances + major maim and northern provides major protection while ticking for nearly 7k per second with a 40% snare to help keep enemies within the convergence AoE
    The higher chilled proc also means minor maim uptime and potential minor brittle uptime as well for 5% more mitigation and 10% additional crit damage.
    End Edit.

    Note: Taking Restoring Light also gives infinite stamina sustain + healing for perma-blocking thanks to the necro corpses working with plars repentance ability.

    The only thing GL doesn't give is Major resolve, which you can easily slot into heal soul, or as outlined above, replace herald with restoring light.

    Boneyard gives self synergy (same as flood) + guaranteed minor vuln (buffs all damage)
    Colossus is bigger boneyard that inflicts major vuln
    +20% crit chance in execute (easier to crit to finish and proc Occult Overload)
    +3k pen naturally (better into tankier foes)
    Blast Bones inflicts guaranteed diseased status (AoE proc that also reduces enemies healing)

    It's the exact same combo, just slightly different cast order (BB replaces tentacles and is cast before boneyard instead of after):

    Fissure -> BB -> Boneyard (or Colo or both) to proc dark con + Occult

    In fact, here's a quick build
    gvajkwiztevc.png
    Note: these stats are without balorgh proc, solo play (no outside buffs/debuffs) and sustain values don't take into account rune or netch values, putting both mag/stam sustain values closer to 2k than the shown ~1500
    Wings can be back bar with netch front bar, this layout is just to show 2 AC abilities front bar for +10% crit damage front bar + 1 back bar to keep the +20% recoveries on both bars.

    Front bar empty slot is complete flex slot, spin to win is an option for finishing tankier enemies, or deadly cloak for a nice DoT + Major evasion + good chance to proc sundered status or a scribed ability for warden charm.
    Back bar empty slot is heal soul (heal + warden script or resource return or HoT + Vitality or Prophecy/savagery)
    Some tooltips:
    Convergence is 11k base pre-balorgh
    DF is 11k/15k with double breach
    boneyard is 9.5k synergy + 15k DoT
    BB is 15k (+ guaranteed diseased status proc)
    Colo is 13k per smash (~40k total)

    it's a near 40% crit rate on foes below 33% health (50% crit rate if running prophecy/savagery on heal soul)
    5.2k weapon/spell damage before balorgh
    11k pen before balorgh
    resistances are a little low, but 3k crit resist + minor evasion (and potentially major evasion if running deadly cloak), 2 cleanses, snare immunity + lots of speed and lots of healing over time more than makes up for this.

    That posted build is really nothing unique to storm calling, especially since they're not using streak and can be made even stronger by dropping storm calling for gravelord and potentially dropping Herald as well since GL more than fills the burst that storm calling + herald is giving.
    Edited by Turtle_Bot on 25 July 2025 06:46
  • ZhuJiuyin
    ZhuJiuyin
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    hoangdz wrote: »
    Look up Pelican’s latest video for example:

    https://youtu.be/N5X3NX-YGuQ?si=RpiqhgPBgY2cCeNg

    Man is using Storm/Animal/Herald on a Dark Convergence/Rallying Cry bomb build and 1vXing with it. His combo is literally just this:

    Fissure > DW ult > Lightning Flood to proc Convergence > Lighting Flood synergy > Tentacles > Occult Overload CP

    Literally just an AoE nuker combo, but the core idea behind it is Dark Convergence pulls everyone in, then burst them down with Fissure + LF synergy + Tentacle execute + Occult Overload CP. Storm Calling is doing half of the work here (procs Dark Convergence and adds 9-11k AoE burst on top of 2 decent AoE DoTs, while also providing 3 strong damage passives). In fact, I would argue that Storm Calling is the main reason this build even functions at all.

    This is an off meta build, but it works and from the looks of it, I could argue that it’s even better than meta builds for Cyrodiil lol. I have yet to see a bomb build survive like a 1vX build while retaining its bomb potential. It simply didn’t exist until this patch (mostly due to subclassing)

    So if you’re gonna ask for damage buffs to Sorc, do be aware of hidden metas like this.

    But the Shock Damage ratio in the whole build is not high. The main sources of damage are Dark Convergence (Magic Damage) + Deep Fissure (Magic Damage) + Tentacles (Frost Damage), and none of these three are Shock Damage.

    Only Hurricane and Lightning Flood are suitable for Energized, and Hurricane will not cause damage before approaching the enemy, and its damage frequency is once every 2 seconds. Lightning Flood is only used as a means to trigger Dark Convergence. Even if the damage of synergy is added, the overall ratio in this build is not much.

    Therefore, even if Energized is increased to 10%, it will not make this build suddenly get an explosive increase, because its overall damage ratio does not rely on Physical and Shock Damage.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • hoangdz
    hoangdz
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    Turtle_Bot wrote: »

    The main issue with running Shocking Soul is losing access to the best burst heal in the game, Heal Soul, which on its own is a massive detriment to build crafting because now you are forced to find a replacement burst heal somewhere else and there just isn't one available on a DPS skill line (for good reason)

    You get that with Dark Magic. I run Vibrant Shroud on my pure stamsorc and I will run that over Healing Soul any day. Dark Magic is the sole reason why I can play my pure Sorc with 1k regen of each and using Sugar Skull as food. This is strictly a Sorc advantage and ZOS should have gone further into that route.

    What ZOS should have done instead with this class is:

    - Remove the crit damage condition on Crit Surge and allow it to scale with max offensive stats (coefficient should not make the tooltip value higher than its live version), or keep the fixed value but slightly reduce it to around 2.5k. This turns the heal into a guaranteed 100% proc chance like Leeching Strikes, but more potent.
    - Give us back the 10% max stam/magicka buff when not having a pet active.
    - Remove the proc condition for the 10% max stam/mag passive on Blood Magic altogether.
  • hoangdz
    hoangdz
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    Turtle_Bot wrote: »
    I mean, you can literally do that build/playstyle with gravelord (that grants pen, crit rate, double vuln and diseased) instead of storm calling. In fact you could also swap out Herald of the tome for either assassination for more passive damage/healing, or restoring light for more defense + sustain because gravelord does the DPS work of both storm calling and herald, all in 1 line.

    Edit:
    Winter's embrace is another option to pair with this build if the base class is warden, since the piercing cold passive buffs boneyard (both DoT and synergy) by 15%, grants a burst heal in polar (or AoE in arctic), block mitigation, bonus chilled chance/damage, bonus armor, major maim and major resolve. It also brings Northern for some insane AoE pressure + major protection + snare to pair with the convergence burst if you don't like Colo potentially messing with convergence timings and slab/shim shield for protection against spec bows.

    Boneyard becomes an 18k DoT with 12k synergy if using winters embrace + gravelord over herald + storm calling.
    Back bar has 30k+ resistances + major maim and northern provides major protection while ticking for nearly 7k per second with a 40% snare to help keep enemies within the convergence AoE
    The higher chilled proc also means minor maim uptime and potential minor brittle uptime as well for 5% more mitigation and 10% additional crit damage.
    End Edit.

    Note: Taking Restoring Light also gives infinite stamina sustain + healing for perma-blocking thanks to the necro corpses working with plars repentance ability.

    The only thing GL doesn't give is Major resolve, which you can easily slot into heal soul, or as outlined above, replace herald with restoring light.

    Boneyard gives self synergy (same as flood) + guaranteed minor vuln (buffs all damage)
    Colossus is bigger boneyard that inflicts major vuln
    +20% crit chance in execute (easier to crit to finish and proc Occult Overload)
    +3k pen naturally (better into tankier foes)
    Blast Bones inflicts guaranteed diseased status (AoE proc that also reduces enemies healing)

    It's the exact same combo, just slightly different cast order (BB replaces tentacles and is cast before boneyard instead of after):

    Fissure -> BB -> Boneyard (or Colo or both) to proc dark con + Occult

    In fact, here's a quick build
    gvajkwiztevc.png
    Note: these stats are without balorgh proc, solo play (no outside buffs/debuffs) and sustain values don't take into account rune or netch values, putting both mag/stam sustain values closer to 2k than the shown ~1500
    Wings can be back bar with netch front bar, this layout is just to show 2 AC abilities front bar for +10% crit damage front bar + 1 back bar to keep the +20% recoveries on both bars.

    Front bar empty slot is complete flex slot, spin to win is an option for finishing tankier enemies, or deadly cloak for a nice DoT + Major evasion + good chance to proc sundered status or a scribed ability for warden charm.
    Back bar empty slot is heal soul (heal + warden script or resource return or HoT + Vitality or Prophecy/savagery)
    Some tooltips:
    Convergence is 11k base pre-balorgh
    DF is 11k/15k with double breach
    boneyard is 9.5k synergy + 15k DoT
    BB is 15k (+ guaranteed diseased status proc)
    Colo is 13k per smash (~40k total)

    it's a near 40% crit rate on foes below 33% health (50% crit rate if running prophecy/savagery on heal soul)
    5.2k weapon/spell damage before balorgh
    11k pen before balorgh
    resistances are a little low, but 3k crit resist + minor evasion (and potentially major evasion if running deadly cloak), 2 cleanses, snare immunity + lots of speed and lots of healing over time more than makes up for this.

    That posted build is really nothing unique to storm calling, especially since they're not using streak and can be made even stronger by dropping storm calling for gravelord and potentially dropping Herald as well since GL more than fills the burst that storm calling + herald is giving.

    Grave Lord does not offer the same healing utility as Crit Surge, nor mobility as Hurricane unfortunately. Storm Calling fits in that build so well because Hurricane + Surge give you all the survivability you need while going on offense. Grave Lord or Herald cannot do that.
  • hoangdz
    hoangdz
    ✭✭✭
    ZhuJiuyin wrote: »
    hoangdz wrote: »
    Look up Pelican’s latest video for example:

    https://youtu.be/N5X3NX-YGuQ?si=RpiqhgPBgY2cCeNg

    Man is using Storm/Animal/Herald on a Dark Convergence/Rallying Cry bomb build and 1vXing with it. His combo is literally just this:

    Fissure > DW ult > Lightning Flood to proc Convergence > Lighting Flood synergy > Tentacles > Occult Overload CP

    Literally just an AoE nuker combo, but the core idea behind it is Dark Convergence pulls everyone in, then burst them down with Fissure + LF synergy + Tentacle execute + Occult Overload CP. Storm Calling is doing half of the work here (procs Dark Convergence and adds 9-11k AoE burst on top of 2 decent AoE DoTs, while also providing 3 strong damage passives). In fact, I would argue that Storm Calling is the main reason this build even functions at all.

    This is an off meta build, but it works and from the looks of it, I could argue that it’s even better than meta builds for Cyrodiil lol. I have yet to see a bomb build survive like a 1vX build while retaining its bomb potential. It simply didn’t exist until this patch (mostly due to subclassing)

    So if you’re gonna ask for damage buffs to Sorc, do be aware of hidden metas like this.

    But the Shock Damage ratio in the whole build is not high. The main sources of damage are Dark Convergence (Magic Damage) + Deep Fissure (Magic Damage) + Tentacles (Frost Damage), and none of these three are Shock Damage.

    Only Hurricane and Lightning Flood are suitable for Energized, and Hurricane will not cause damage before approaching the enemy, and its damage frequency is once every 2 seconds. Lightning Flood is only used as a means to trigger Dark Convergence. Even if the damage of synergy is added, the overall ratio in this build is not much.

    Therefore, even if Energized is increased to 10%, it will not make this build suddenly get an explosive increase, because its overall damage ratio does not rely on Physical and Shock Damage.

    I saw someone say buff the Energized passive to 15% damage... That is an insane buff if you consider the fact that Storm Calling already has 3 damage lines.

    I only showed this video because I wanted to show that Storm Calling is a very good line and has a place in many builds, meta or off meta. It does not need to be buffed at all.
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