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1.6.x Sorcerer Issues, and suggestions.

Kahrgan
Kahrgan
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Let's start off by saying that with my sorc, compared to when I play other classes... it leaves something to be desired.

1) Dark exchange is not effective in PVE due to the nature of the ability. Not doing any damage while you channel this spell for 3-4+ seconds means an overall loss in DPS / HPS and theres no way a tanking sorc can ever use it. In pvp, you have to be in the back-line or hide behind a rock. No ability ever should require you to hide behind a rock to make sure you don't get 'bent over' just trying to use it.

This ability needs to be replaced, or changed. Maybe a melee-range ability with a stamina morph?

2) Rune Prison is simply... bad. It has a cast time, which makes it's effectiveness pretty weak, plus even on the morph defensive rune it has a cast time.

This ability needs to have no cast time, or removed and replaced with something else. Maybe.. something with a stamina morph? (See the common theme?)

3) The 1.6.3 Lightning splash change is okay... but you took away its initial damage to give us the longer duration, which means it's effectiveness in both PVE And PVP is reduced greatly, especially if the monsters/players are moving.

This is not the answer to sustain. This is a QoL improvement.

4) Toggles: Toggles are boring. I cannot say this enough. Pets are boring, and silver/purple armor that hides all that neat gear you got/spent money on/crafted, is boring. It severely limits your play and makes it so you have a limited amount of playability available on each bar.

BORING. Okay I think you get the point. Make one pet a toggle. The other summons a 2h bound sword that you can press again to activate an attack (like a triple-hitting channel on the target) one morph would give magicka back, the other would make the ability scale based on stamina and weapon damage. You can make daedric curse still effect both of these abilities. (This would be so awesome...) Just an idea.

Also, could you change the graphic on the bound armor to just be transparent effect around our character? Because most people would rather not hide their gear.

5) Rebate: This passive is sort of lame. While it does give you something useful when your pet dies, your pets dying is more of a detriment to your dps than 10% of your magicka. There's really no point in this passive. Remove it and just reduce the cost of pet spells.

6) Daedric Mines: Some people like this ability. A lot don't. Not only does it have a massive mana cost, the damage is laughable AND the enemy/mob has to run over them to go off, and that's IF they are active yet.

Replace with something more effective in both PVE and PVP... with a STAMINA morph option perhaps?

7) Surge Oh boy here we go. An experiment that has caused a lot of strife. It's not dependable, the heal now is horrid, it's not usable when tanking, and it's cost is too high.

Change to:
  • This ability now applies the Major Brutality buff.
  • Power Surge: This ability now also applies the Major Sorcery buff.
  • Crucial Surge: This ability now heals you for 40% of your missing health

I chose 40% as a balanced number because it costs more than GDB by over 1k magicka and doesn't have the health recovery buff, or the stamina recovery.


Anyway, these are some of my concerns with the class with some suggestions mixed in there.

TL;DR Make surge a straight up heal and dmg buff, take away lame toggles and give us something fun/interesting/good, clean up lame unusable abilities that people don't even want to waste skill points on. PS: please don't make me change my main to my DK or templar just to be effective.
Edited by Kahrgan on 15 February 2015 19:15
  • Dracane
    Dracane
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    Kahrgan wrote: »

    2) Rune Prison is simply... bad. It has a cast time, which makes it's effectiveness pretty weak, plus even on the morph defensive rune it has a cast time.

    This ability needs to have no cast time, or removed and replaced with something else. Maybe.. something with a stamina morph? (See the common theme?)

    If the casttime would be removed, I would consider to take this. The Dragonknight's Petrify does the same, only way better AND has no cast time. I will never understand, why rune prison has a cast time.

    However. I don't really agree with all of your suggestions.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • ToRelax
    ToRelax
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    Dracane wrote: »
    Kahrgan wrote: »

    2) Rune Prison is simply... bad. It has a cast time, which makes it's effectiveness pretty weak, plus even on the morph defensive rune it has a cast time.

    This ability needs to have no cast time, or removed and replaced with something else. Maybe.. something with a stamina morph? (See the common theme?)

    If the casttime would be removed, I would consider to take this. The Dragonknight's Petrify does the same, only way better AND has no cast time. I will never understand, why rune prison has a cast time.

    However. I don't really agree with all of your suggestions.

    Exactly this, Rune Prison has higher Range but breaks instantly on Damage, it doesn't need a cast time.

    Toggles are indeed not the most fun way to play and they take up two slots.

    Dark Exchange is useless as a channeled ability that drains stamina or has a horrible conversation rate on the magicka morph.

    Lightning Splash was not effective before, good they change it. However, a targeted AoE that stays with the target would be useful but not overpowered with the current damage and the upcoming 10 sec duration.

    Rebate is a very useful passive, I would never consider using a pet with that magicka cost without it. #VolatileFamiliar , maybe play some PvP.

    Deadric Mines is a very good but situational skill. It doesn't need any change imo.

    Idk what more to say about Surge, I want a reliable heal and I would like to use a class skill over Entropy, especially if the change to the stormcalling passive will give considerable spell damage for it.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Nihil
    Nihil
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    Kahrgan wrote: »

    6) Daedric Mines: Some people like this ability. A lot don't. Not only does it have a massive mana cost, the damage is laughable AND the enemy/mob has to run over them to go off, and that's IF they are active yet.

    Replace with something more effective in both PVE and PVP... with a STAMINA morph option perhaps?
    Daedrics mines damage is not really laughable any more, per mine it might not be as much as say CF, but the damage per mine is higher then CS. It needs polishing but I think that is more to do with functionality. I think it was Dracane who said in another post that it should block charging enemies. Its immunity aspect that boss' gain could also be modified (imo). These two things I think would go a long way into improving this skill.

    7) Surge Oh boy here we go. An experiment that has caused a lot of strife. It's not dependable, the heal now is horrid, it's not usable when tanking, and it's cost is too high.

    Change to:
    • This ability now applies the Major Brutality buff.
    • Power Surge: This ability now also applies the Major Sorcery buff.
    • Crucial Surge: This ability now heals you for 40% of your missing health

    I chose 40% as a balanced number because it costs more than GDB by over 1k magicka and doesn't have the health recovery buff, or the stamina recovery.


    Anyway, these are some of my concerns with the class with some suggestions mixed in there.

    TL;DR Make surge a straight up heal and dmg buff, take away lame toggles and give us something fun/interesting/good, clean up lame unusable abilities that people don't even want to waste skill points on. PS: please don't make me change my main to my DK or templar just to be effective.
    Please, please ,please.... Don't turn me into a DK. GDB was basically nerfed in this patch as the health recovery buff / stamina recovery buff can be obtained through potions, thus if you run tri pots you are only going to receive the buff a little over 50 % of the time from GDB ( less if you run enchants that affect potions). Also did you just weaken the magicka version of this buff?

    We don't need to mimic other classes to be viable, the more we try to mimic classes the closer we get to one generic class with just small themes...
  • kkampaseb17_ESO
    kkampaseb17_ESO
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    Nihil wrote: »
    Please, please ,please.... Don't turn me into a DK. GDB was basically nerfed in this patch as the health recovery buff / stamina recovery buff can be obtained through potions, thus if you run tri pots you are only going to receive the buff a little over 50 % of the time from GDB ( less if you run enchants that affect potions). Also did you just weaken the magicka version of this buff?

    We don't need to mimic other classes to be viable, the more we try to mimic classes the closer we get to one generic class with just small themes...

    This many times. Leave it as it is. This change would kill melee stamina sorcs due to the harsh magicka cost of Critical Surge.

    Give the ability a go now that criticals are registered on shields on 1.6.3 PTS and see how it goes.
  • Jar_Ek
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    Surge just needs to remove the CD and cap the number of simultaneous heals to sort out the basic concept. The power surge morph needs to synergise with Entropy or be distinctly better, bearing in mind the guild line passives.
  • Seraphyel
    Seraphyel
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    Why doesn't make Surge some kind of different ability?

    Instead of increasing our weapon damage it should fire some kind of lightnings onto the target, depening on the weapon used. Instead of buffing our skills, it should get own damage (=shock damage).
  • Nihil
    Nihil
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    Seraphyel wrote: »
    Why doesn't make Surge some kind of different ability?

    Instead of increasing our weapon damage it should fire some kind of lightnings onto the target, depening on the weapon used. Instead of buffing our skills, it should get own damage (=shock damage).

    If we follow how they have kinda balanced their buff system. Classes that give minor buffs to weapon crit or spell crit (NB and Sorcs) gain the major versions of the weapon power and spell power in their skills. Classes that give the minor spell power or weapon power buffs (Temps and DK) have skills that give the Major Weapon crit and Major spell crit buffs. I can't imagine this is by accident.
    Edited by Nihil on 16 February 2015 10:41
  • kkampaseb17_ESO
    kkampaseb17_ESO
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    Seraphyel wrote: »
    Why doesn't make Surge some kind of different ability?

    Instead of increasing our weapon damage it should fire some kind of lightnings onto the target, depening on the weapon used. Instead of buffing our skills, it should get own damage (=shock damage).

    No no no. Don't think only of yourself. This has a very distinct role in several stamina sorc builds. The problem lies elsewhere.
  • Gyudan
    Gyudan
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    Seraphyel wrote: »
    Why doesn't make Surge some kind of different ability?

    Instead of increasing our weapon damage it should fire some kind of lightnings onto the target, depening on the weapon used. Instead of buffing our skills, it should get own damage (=shock damage).

    No no no. Don't think only of yourself. This has a very distinct role in several stamina sorc builds. The problem lies elsewhere.

    It's perfectly fine that this ability gets both a stamina and a magicka morph, but it doesn't make sense that the magicka version gives both weapon and spell damage, while the stamina one only has a small increase in healing received.
    Both morphs should feel powerful instead of being underpowered versions of skills found outside of the sorcerer tree (Entropy and Momentum).
    Wololo.
  • Glantir
    Glantir
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    Rune Prison was a nice skill by questing in vet areas but in endcontent useless just as in group play...

    It would be nice if Encase become a placeable skill like lightning splash. atm you need to be at close range if you want to root something.
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • kkampaseb17_ESO
    kkampaseb17_ESO
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    Gyudan wrote: »
    Seraphyel wrote: »
    Why doesn't make Surge some kind of different ability?

    Instead of increasing our weapon damage it should fire some kind of lightnings onto the target, depening on the weapon used. Instead of buffing our skills, it should get own damage (=shock damage).

    No no no. Don't think only of yourself. This has a very distinct role in several stamina sorc builds. The problem lies elsewhere.

    It's perfectly fine that this ability gets both a stamina and a magicka morph, but it doesn't make sense that the magicka version gives both weapon and spell damage, while the stamina one only has a small increase in healing received.
    Both morphs should feel powerful instead of being underpowered versions of skills found outside of the sorcerer tree (Entropy and Momentum).

    To that I totally agree. However, as it is phrased by the previously quoted poster it is very unclear to what he is referring to. The stamina one "Critical Surge" should not loose its already present abilities. Rather gain something more than this. Same goes for Power Surge which is underwhelming even to Entropy Morphs....
    Edited by kkampaseb17_ESO on 16 February 2015 11:51
  • Digiman
    Digiman
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    Kahrgan wrote: »
    Let's start off by saying that with my sorc, compared to when I play other classes... it leaves something to be desired.

    1) Dark exchange is not effective in PVE due to the nature of the ability. Not doing any damage while you channel this spell for 3-4+ seconds means an overall loss in DPS / HPS and theres no way a tanking sorc can ever use it. In pvp, you have to be in the back-line or hide behind a rock. No ability ever should require you to hide behind a rock to make sure you don't get 'bent over' just trying to use it.

    This ability needs to be replaced, or changed. Maybe a melee-range ability with a stamina morph?

    Been thinking that the ticks now triggers every 0.5 seconds to a maximum of 2.5 seconds or have the final 4 second tick proc a 10% max magicka and health heal to high light others to interrupt it.
    Kahrgan wrote: »
    3) The 1.6.3 Lightning splash change is okay... but you took away its initial damage to give us the longer duration, which means it's effectiveness in both PVE And PVP is reduced greatly, especially if the monsters/players are moving.

    This is not the answer to sustain. This is a QoL improvement.

    Agreed, I thought this was joke or something he came up with on the spot. Honestly I think they should have light armor increase spell power for each piece.
    Kahrgan wrote: »
    4) Toggles: Toggles are boring. I cannot say this enough. Pets are boring, and silver/purple armor that hides all that neat gear you got/spent money on/crafted, is boring. It severely limits your play and makes it so you have a limited amount of playability available on each bar.

    BORING. Okay I think you get the point. Make one pet a toggle. The other summons a 2h bound sword that you can press again to activate an attack (like a triple-hitting channel on the target) one morph would give magicka back, the other would make the ability scale based on stamina and weapon damage. You can make daedric curse still effect both of these abilities. (This would be so awesome...) Just an idea.

    Also, could you change the graphic on the bound armor to just be transparent effect around our character? Because most people would rather not hide their gear.

    The stamina morph for Daedric armor seems more interesting. I actually think toggles should also proc something while active, say with pets they can give you a damage reduction buff when attacked and clense if you have twilight out.

    Inner light giving you magicka back when hitting a target with magicka spell.

    The other is to simply keep the toggles active even when you switch bars.

    Kahrgan wrote: »
    6) Daedric Mines: Some people like this ability. A lot don't. Not only does it have a massive mana cost, the damage is laughable AND the enemy/mob has to run over them to go off, and that's IF they are active yet.

    Replace with something more effective in both PVE and PVP... with a STAMINA morph option perhaps?

    Looking this over the detection radius of Daedric minefield should be increased to avoid slipping through or make the explosion AoE so anyone around the explosions cops the same damage and effect.
    Kahrgan wrote: »
    7) Surge Oh boy here we go. An experiment that has caused a lot of strife. It's not dependable, the heal now is horrid, it's not usable when tanking, and it's cost is too high.

    Change to:
    • This ability now applies the Major Brutality buff.
    • Power Surge: This ability now also applies the Major Sorcery buff.
    • Crucial Surge: This ability now heals you for 40% of your missing health

    I chose 40% as a balanced number because it costs more than GDB by over 1k magicka and doesn't have the health recovery buff, or the stamina recovery.


    Anyway, these are some of my concerns with the class with some suggestions mixed in there.

    Would rather they remove the CD all together. It seems the combat team is biased against sorcerers, can't help nerfing the class when they give it buff.
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