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?)
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.
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.
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?
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?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...
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).
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).
kkampaseb17_ESO 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.
kkampaseb17_ESO 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).
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?
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.
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.