Merlin13KAGL wrote: »Sorc's should have a healing tree - different from the 'divine' Templar abilities and more than the Restro staff available to all.
Lack of burst healing starts to get difficult after about VR6.
Khivas_Carrick wrote: »Merlin13KAGL wrote: »Sorc's should have a healing tree - different from the 'divine' Templar abilities and more than the Restro staff available to all.
Lack of burst healing starts to get difficult after about VR6.
That's..............Actually not an entirely bad idea when I think about it.
Yes. I use it on my Templar and I know many healer that use it, no matter which class they have. But for me in most cases the 10% damage boost is the reason why I cast it and not the healing done.I use Blessing of Protection (Combat Prayer- morph) fr Resto skill line a lot in PvP and I see a lot of other sorc healers using it as well. Anyone use it in trials at all?
Khivas_Carrick wrote: »Merlin13KAGL wrote: »Sorc's should have a healing tree - different from the 'divine' Templar abilities and more than the Restro staff available to all.
Lack of burst healing starts to get difficult after about VR6.
That's..............Actually not an entirely bad idea when I think about it.
How so?
Think carefully-- the other classes having abilities that heal themselves does not justify giving Sorcerers a tree for healing.
If you're going to argue healing via daedric magic, or anything of the sort, the lore of this time period basically paints healing via daedric influences as a pretty one sided deal in favor of the daedra and is avoided for a reason in 99% of the quest lines.
ezareth_ESO wrote: »Switch back to seducer. Under no scenario can magnus be better than seducer for a sorc. Cost reductions are additive. Sorc get 5% + Light Armor 21% + (For lightning spells 10%) + Seducer 8%. Spell damage is worthless for a resto staff healer compared to Magicka Recovery even if you're past the soft cap and Magnus magicka savings work out to far less than Seducer.
Khivas_Carrick wrote: »Merlin13KAGL wrote: »Sorc's should have a healing tree - different from the 'divine' Templar abilities and more than the Restro staff available to all.
Lack of burst healing starts to get difficult after about VR6.
That's..............Actually not an entirely bad idea when I think about it.
Merlin13KAGL wrote: »Khivas_Carrick wrote: »Merlin13KAGL wrote: »Sorc's should have a healing tree - different from the 'divine' Templar abilities and more than the Restro staff available to all.
Lack of burst healing starts to get difficult after about VR6.
That's..............Actually not an entirely bad idea when I think about it.
How so?
Think carefully-- the other classes having abilities that heal themselves does not justify giving Sorcerers a tree for healing.
If you're going to argue healing via daedric magic, or anything of the sort, the lore of this time period basically paints healing via daedric influences as a pretty one sided deal in favor of the daedra and is avoided for a reason in 99% of the quest lines.
@chipputer , why would Sorc's not have access to healing magic? They did in every standalone ~ Restoration Magic? (not just a staff)
It's not about Daedric anything. It' arcane, and there was much more breadth and depth to it in the standalone games. Even if it was (about Daedric), I suspect the majority of Mages' Guild members would not have issue with limited interaction of Daedric influences. (Ever been to Eyevea? What do think the entire Summoning line is based on?)
How does it make sense for Sorc's to not have access to magic to heal others? Are you wanting to restrict (burst) healing to templar only?
How would it not benefit you for a Sorc to be able to help you be more survivable, as a group member? Every point in a healing tree is a point not placed elsewhere.
You might as well argue that Templars not be able to do damage, because they can heal others.
But sorcerers DO have access to healing others-- they have the restoration staff skill line.
Sorcerers in the standalone games have been changed a lot and didn't always have restoration as a major or minor skill line.
EX: http://elderscrolls.wikia.com/wiki/Sorcerer_(Morrowind)
versus
http://elderscrolls.wikia.com/wiki/Sorcerer_(Oblivion)
As a matter of fact, in Morrowind they're described as warriors who rely more on magical artifacts and enchanted weaponry than anything else. The standalone games have no bearing here.
Every class is restricted to 3 different skill lines. In Sorcerer's case they got a major crowd control, damage, and defensive line. Templar got a piddle-crap damage, arguably overpowered tanking and damage, and healing to make up for the difference.
Also, summoning and binding a daedra to your will and using daedric magics to cure people are entirely different situations. I can't think of a single arcane thing that the summoner could do that isn't already covered by the templar and wouldn't end up being superfluous*.
Again, I say, think carefully.
*EDIT: On the matter of superfluous-- this is screaming to be a case of letting Sorcerers do a bit of everything, rather than an actual effective gameplay change that is necessary. In 90% of cases the Templar's dedicated healing line isn't even necessary, to begin with, and I'd argue that classes who can drop buffs on their allies are far more effective. I suppose we'd better ask that Sorcerer get a line specifically for buffing their allies, too, since in previous games they had access to Alteration Magic.
I'm certainly hoping your right @Merlin13KAGL and that spellcrafting adds the versatility for all the classes to truly "play they're own way".
Not just sorcerers, but hopefully it will allow players to craft spells to fill inefficiencies in every build. We could potentially see some very creative builds.