Sorcerer’s Surge
I am looking to try to get a consensus around what a suitable change (set of changes) to Surge, Critical Surge and Power Surge might be. Thus I am looking for ideas as to how the skill could / should be changed in order to be useful.
To ensure that we all start on the same page, the issues with Surge (as I see it) are:
Surge
• The cool down of 0.25s makes the healing component of the ability random due to the heals being triggered by DoT criticals or low damage attack criticals
(i.e. light attack weaving).
• The buff component of the baseline ability is only useful for stamina weapon builds.
• The same buff is provided by the 2H skill Rally which also provides a HoT and a heal on completion (including if recast). The heal from Rally is not
random.
• The cost of the ability is high, especially when compared to Entropy and Rally.
Power Surge
• Due to the changes to 1.6.5 attributes, hybrids builds are currently less effective (they do less damage due to lower pools) and hence the dual buff
(Weapon and Spell Power) is of limited usefulness as the current meta pushes towards pure builds.
• The spell power buff component of the Power Surge morph is replicated by the mage guild Entropy ability – which also has a lower magicka cost and
additional capabilities (including healing) at least partially from the Mages Guild passives.
Critical Surge
• The Critical Surge morph only changes the healing percentage of the critical to 60% from 40%.
In addition we should consider why the cool down was introduced, such that we do not make requests that are “unreasonable”. The cool down was presumably introduced because sorcerers could solo large packs of mobs without fear of dying due to the number of simultaneous heals that could be generated by the ability (and hence very high HPS). If there were other reasons that you see, please let me know.
Potential Solutions that I am aware of include:
• Remove the cool down from the healing component of the ability and cap the number of heals that can be generated by an AoE ability. A maximum of 6
has been suggested.
This removes the randomness of the healing.
• Remove the cool down from the healing component of the ability and cap the number of simultaneous heals that can be generated.
This reduces the randomness of the healing.
• Remove the cool down from the healing component of the ability for abilities used in melee. This removes the randomness of the healing for melee
combats – where the sorcerer is at least in danger (esp. in light armour).
• Reduce the cool down to 0.05s, to remove simultaneous heals (i.e. AoE).
This reduces the randomness of the healing.
• Remove the cool down from the healing component of the ability, but cap the maximum healing attainable within a fixed timespan (e.g. 0.25s) based on a
second attribute (e.g. health).
This removes the randomness of the healing.
• Keep the cool down, but provide the heal for the 0.25s CD period based on the highest critical damage caused within that period.
This removes the randomness of the healing.
• Keep the cool down, but provide a fixed healing value per critical hit (e.g. %health).
This removes the randomness of the healing.
• Remove the healing component and provide additional buffs instead (e.g. critical buffs).
This bypasses the healing issue and makes the ability different to similar generally available skills, but leaves sorcerers without a good class heal.
• Make the Critical Surge morph a stamina morph
This could help to deal with the ability cost as a stamina sorcerer (but removes a magicka dump from them)
• Remove the cool down from the Critical Surge morph only, and apply one of the above suggestions to cap the maximum healing capability.
This differentiates between Power and Critical Surge, forcing hard decisions to be made for a more reliable heal.
• Reduce the ability cost by X%
This makes the ability more affordable for stamina sorcerers
• Add a secondary minor buff on critical hit that lasts for a limited time (e.g. damage mitigation or critical chance or critical damage for 1s). This secondary
buff could be different for Critical Surge and Power Surge.
This makes the ability different to the general abilities and improves it such that it is worth considering over those abilities.
• Provide a different buff
This means there is no conflict between this skill and similar generally available skills.
• Add an additional buff to both morphs - make the buffs different
This means there is less conflict between the skill and the general ones. One suggestion is minor healing buff on Power Surge.
The above list is not mutually exclusive (i.e. it could be mix and match) and is really a starter for 10.
Edited by Jar_Ek on 14 March 2015 19:58