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@ZOS Stamina Sorc Suggestions

  • kkampaseb17_ESO
    kkampaseb17_ESO
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    Erock25 wrote: »
    @ taonnor..

    Im sure there are sorcs now with a Stam build that can reach 14k to 16k dps.

    However, what makes them a sorc? Liitle, if any of that dps is due to being a sorc.

    Those Stam damage numbers come primarily from wrecking blow spam, and has nothing to do with the class line.

    All that proves is that weapon lines need diversity based on class, and not generic powers.

    The way the system is set up now means that a farmer could pick up a 2h sword and go town using wrecking blow, crit rush, and momentum.

    That is not a problem with what he is doing. The problem is how they designed weapon abilities. If you want to make a character that actually uses weapon animations apart from light/heavy you gotta get a weapon damage ability as your main bread and butter ability.

    There is nothing wrong with weapon abilities being the primary damage dealer in a stamina spec as long as other parts of the class, whether they be DOTs, buffs, passives, or executes contributes to the overall build. Currently in 1.6, it seems every stamina build class besides templar will rely on a weapon ability as their bread and butter DPS.

    To that I agree 100% with what you are saying.
    Edited by kkampaseb17_ESO on 27 February 2015 20:42
  • Alcast
    Alcast
    Class Representative
    Erock25 wrote: »
    @ taonnor..

    Im sure there are sorcs now with a Stam build that can reach 14k to 16k dps.

    However, what makes them a sorc? Liitle, if any of that dps is due to being a sorc.

    Those Stam damage numbers come primarily from wrecking blow spam, and has nothing to do with the class line.

    All that proves is that weapon lines need diversity based on class, and not generic powers.

    The way the system is set up now means that a farmer could pick up a 2h sword and go town using wrecking blow, crit rush, and momentum.

    That is not a problem with what he is doing. The problem is how they designed weapon abilities. If you want to make a character that actually uses weapon animations apart from light/heavy you gotta get a weapon damage ability as your main bread and butter ability.

    There is nothing wrong with weapon abilities being the primary damage dealer in a stamina spec as long as other parts of the class, whether they be DOTs, buffs, passives, or executes contributes to the overall build. Currently in 1.6, it seems every stamina build class besides templar will rely on a weapon ability as their bread and butter DPS.

    Same for magicka, most builds use Crushing shock ;)
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  • kokoandshinb14a_ESO
    @ taonnor..

    Im sure there are sorcs now with a Stam build that can reach 14k to 16k dps.

    However, what makes them a sorc? Liitle, if any of that dps is due to being a sorc.

    Those Stam damage numbers come primarily from wrecking blow spam, and has nothing to do with the class line.

    All that proves is that weapon lines need diversity based on class, and not generic powers.

    The way the system is set up now means that a farmer could pick up a 2h sword and go town using wrecking blow, crit rush, and momentum.

    That is not a problem with what he is doing. The problem is how they designed weapon abilities. If you want to make a character that actually uses weapon animations apart from light/heavy you gotta get a weapon damage ability as your main bread and butter ability.

    Correct
    That's why I have said that weapon based skills shouldn't be generic.
    They should be based on what class is using them.

    This way you have true class specific castables as well as class specific weapon powers

    All different from another classes skills.

    What we are seeing now is homogenization of every class that is making all
    All the classes... classless.

  • LegendaryMage
    LegendaryMage
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    My suggestions for stamina sorcerer changes:

    - Make daedric ward morph that adds pet damage scale off of stamina, remove pet damage buff, add more shield like in hardened ward morph and make it so that it scales off of max stamina instead of magicka. Pets already have curse to boost their damage and they still benefit from the shield.

    - Crystal Blast morph, rework into stamina version. Sorcerers have no instant damage stamina skills and this makes them very weak against other classes that do (like Nightblade). It's a ranged spell so maybe not remove cast time, but give it the same morph as crystal fragments (35% chance on procc with other stamina skills) and make it scale off of max stamina.

    - Change daedric health regeneration passive into stamina regeneration.

    - Critical surge should add some more benefits for stamina sorcerers as we already use rally anyway for the damage buff and those do not stack. We have a cooldown on it and we can't crit on perma blockers (not sure about shields) so this can be problematic in small scale fights if you look to sustain yourself with critical surge primarily.

    Oh, and regardless of this, please rework bone shield a bit. The duration is just too low and it costs quite a bit. I understand it has a synergy and added effects (damage return) but it's still weak in my opinion. Maybe remove synergy from damage return morph and just make it cheaper and last longer.
  • ToRelax
    ToRelax
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    - Critical surge should add some more benefits for stamina sorcerers as we already use rally anyway for the damage buff and those do not stack. We have a cooldown on it and we can't crit on perma blockers (not sure about shields) so this can be problematic in small scale fights if you look to sustain yourself with critical surge primarily.

    From my testing on PTS, Surge heals do proc when you "crit" shields, but you don't do the extra damage.
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  • LegendaryMage
    LegendaryMage
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    ToRelax wrote: »
    - Critical surge should add some more benefits for stamina sorcerers as we already use rally anyway for the damage buff and those do not stack. We have a cooldown on it and we can't crit on perma blockers (not sure about shields) so this can be problematic in small scale fights if you look to sustain yourself with critical surge primarily.

    From my testing on PTS, Surge heals do proc when you "crit" shields, but you don't do the extra damage.

    Yes, then that is good, though I don't understand why nothing can crit on a shield, it's not like the opponent has any lower chance of doing so, it's just a mechanic that's totally unclear to me. If you build for crit, you should be able to utilize it no matter who you're up against (even perma blockers).

    When someone blocks they will take less damage (I think it's 50% mitigation normally?) but that doesn't mean the attack shouldn't be able to crit and do more damage and/or drain more stamina.

    Now that impenetrable is tuned down finally, we only need to be able to crit on perma blockers and damage shields.
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