Drago Belsazar wrote: »Tanis-Stormbinder wrote: »I think what we (Sorcerers) need is a reliable self heal and a slight bump up in dps. Maybe increase the Expert Mage passive up to 3 or 4%.
That would force Sorcerers even more to roll as DPS. In my opinion they have to strengthen the options. And I really believe the stamina Sorcerer is not the Problem. Medium Armor provides most Critical Hits, Cirticial Surge 65% Self-Heal of the Damage which is nice with for example a Bow and don't forget your nice Armor. You can also Teleport. Well the Magicka Sorcerer needs alot more Slots to reach these Stages. But again the other Classes gave more Options, but I believe there are bigger Problems than the Stamina Sorcerer.chongguang wrote: »https://www.youtube.com/watch?v=HdzYuKEzW58
I get this link from reddit, very nice pvp sorcerers heavy armor video
What do u think about this build ? Can use it as a tank sorcerers in PVE???
No, his build would need some things changed to survive in a PVE environment. Sorc's can tank in PVE, there are just a few (3) other classes that have better tools.
This guy is full on defensive waiting on Ultimate and lucky proc's to get the few kills he does get.
I'm one of these ppl that always laughed at sorc tanks...I kinda regret that now.
Yesterday I went to AA with some friends...guess who tanked o_O !? A sorc tanked AA 3 times and even solo atronach at 20% alone with only 25k hp and footman / histbark. You can say meh i've seen ppl solo it but man...that surprised me
And I bet this Player would have absolved this task with every class. Question is how many players are able to do? I can assure you, it is not that easy. Think about a Dragonknight Tank with good resource Management what he is able to do. You cannot compare these Classes by picking those few Sorcerer Tanks and compare them to the mass of DK casual players.byrom101b16_ESO wrote: »We need a forum-independent poll on what the Sorcerer playing population of the game really want and need, and we need it before they make more stupid mistakes with the class!
Well, if that is the case, the new O.P. character is born, because DPS is buffed to hell and all are happy? Even Hardcore Gamers would leave one day because it's odd for lack of possibilities. That's why the Devs need to protect their players for these changes. There should be only a passive DPS buff, when Teleport is not chosen. That would prevent O.P. combinations. The common DPS I have seen from other Classes/Stamina-Builds is 20.000 DPS to Single Target. The Devs had to Buff the Magicka Sorcerer at least for 20% to come close to this ammount. Keep in mind Stamina Builds using Block/Dodge Ressource to deal damage, so you can't buff for 20%.
Sorcerer needs Buff for Healer, Summoner, HP-Tanks and maybe a DPS Boost when its prevent they don't using Bolt Escape/Streak. I really beg the Devs to read my written suggestions.
I'll add a few suggestions as well:
- Unstable Familiar, Summon Winged Twilight and Bound Armor should activate whenever place on the bar that cost a flat percentage of the user's magicka. When killed, the summons should have a cooldown (or perhaps triggered when weapon swapping) before they are re-summoned.
- Summoned creatures and armor abilities should have an active effect when used that costs Magicka/Stamina.
- The Clannfear should tailswipe and taunt enemies that costs stamina/magicka.
- The Volatile Familiar should cast toggle-able AOE that drains the user's magicka.
- Twilight Matriarch should heal the lowest player in group by 35% of max health over 5 seconds for x Magicka.
- Restoring Twilight should restore mana to the party (except the user) at the cost of the summoner as a toggle.
- Bound Ageis cost 5% of the user's magicka and Grant Major Prophecy & Minor Sorcery, Force & Mending.
- Bound Armaments costs 5% of the user's stamina and Grant Major Savagery & Minor Brutality, Force & Vitality.
- Encase should halve it's crowd control time and also heal those in front x the number of enemies hit. It should also have a healing morph that only targets allies. This morph should shield them for x damage then do a burst heal depending on how long the shield lasted (stronger heal for shorter time).
- Deadric Mines should cost 10% less. Deadric Tomb Morph should be an AOE ground target-able ability (like lightning splash) with a .5 cast time and 28m range. Deadric Minefield's 5 mines should be bigger and do 20% additional damage to CC'd enemies.
- Surge should grant Major Sorcery as part of the base skill. Power Surge should only last 10sec, replace Major Brutality with Major Mending whenever the caster lands a critical heal. Crit Surge should have 20-25 second duration and only heal for 45%.
Also some passive suggestions:
- Disintegrate should also either proc on ALL lightning attacks including weapon enchantments or on fire attacks as well for lower damage.
- Unholy knowledge either needs 1 more skill allocation or a buff to 8%-10%
- Blood Magic should work on up to 3 additional other players and also proc on dark magic healing.
- Deadric Protection should only activate with an active deadric summon but each summon should add an additional 7% (max of 21%) health recovery.
- Expert Summoner should increase the speed of the unstable/volatile familiar but increase the health (5%) of the Clannfear.
Another idea is to use one of the Dark Exchange morphs to trade magicka/stamina for party health but that might be a bit too OP since Templars have an ult like that but it costs ultimate.
[*] Deadric Protection should only activate with an active deadric summon but each summon should add an additional 7% (max of 21%) health recovery.
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How's that a nerf to any other builds? -3% from 10% of.... Health Recovery?! Seriously, who's build does that hurt? You'd still get the buff by actually using the skill anyways, and an even better one by actually having multiples.
And if you want to complain about weak builds getting nerfed in favor of stronger ones then refer to PVP builds versus PVE builds. Sorc is just find in PVP b/c they have such high burst, shield stacking, and other anti-player abilities to make them strong. Where as in PVE these skills don't translate as well and usually make life harder for running trials or other dungeons, especially compared to other classes.
But seriously, tell me which builds I've "weakened". I'd love to know which of my fellow sorcerers don't want more damage on top of what they already have, or stronger buffs, or additional less passive play added to the toggle spells. I'm thinking you didn't even read the suggestion very well other wise you'd note that -5% from +5% is a 0% temporary loss when you gain +20% spell crit, +8% spell damage (which more than makes up for the 5% loss) AND gain the option to heal; all the while keeping what the skill already does... which is just add some minor resist and +5% magicka which unless you have over 30K magicka doesn't really equal more +8% directly to your damage when the modifier for magicka into damage is already so low.
I didn't suggest nerfs, I suggested overall buffs to sorc. I agree that we don't need any more nerfs.
Drago Belsazar wrote: »You know Sorcerer Tanks Build compared to other Classes is weak enough. Now a higher HP-Regen Tank should be forced to roll with Pets to get better Regeneration? You know the Pets stealing Aggro? Maybe 99% play as DPS, but it's not true this Passive is bad/worthless.
Drago Belsazar wrote: »Can you imagine I am annoyed playing everytime the same? I admitted there is an O.P. Build with Teleport and Shield-Stacking. But you can't say Sorcerer is fine, when everything else - compared to other classes - is crap. Every Sorcerer shall be forced now to go with this Build? This Strength becoming a Weakness, because all your Enemies know your build before they enter fight if all play like this.
Drago Belsazar wrote: »All I ask for is strengthen weak Builds.
Drago Belsazar wrote: »A Nerf is not needed for Sorcerer. Buffs for weak Builds. No Changes for Stronger Builds.
Drago Belsazar wrote: »Buff Heal-Sorcerer, Scaling Hitpoint(AND Heavy Armor) Tank(Yes, no Shields), and Summoners(They got buffed, but are still crap). If you want your O.P. Teleport to be O.P. you need enough DPS to kill anyone with that. Enter fight - Kill - Escape. You would not call a Tank who is blocking some Bolts/DPS for the Group and Escaping after O.P. There are alot worthable Skills for him. He cannot kill anything with this Skill because his fights lasts to long, and if not, he kills maybe some Noobs fast, yes. But for these he don't need Teleport.
Drago Belsazar wrote: »I don't remember ESO launched with only one working Build, keep that in mind, before you answer: Roll another class. And I even don't remember Shields were that important when ESO launched. That's why you can say, they changed Sorcerer to a different class.
Drago Belsazar wrote: »Of course I read them all. I picked only that one to show you, that you can nerf another build by picking this - only some affected change. We are on line. Sorcerer needs buff, but not the strong builds.
Sorcs don't do the best of anything right now, and therefore the "strong builds" need to be buffed if we want to stay competitive or relevant.
This is all kinda moot though since we won't be seeing ANY major changes until after console launch.
There's a serious lack of feedback in support of stamina Sorcerers. Not more stamina morphs per se, but stamina and weapon damage affecting spells.
- Have Surge give caster a flat HoT (.25 sec tic, 1 second duration; heal based on skill level and health) that will proc and stack up to 5 times.
- Restore Exploitation to affect all forms of crit chance, not just spell crit.
- By the Eight, make the Dark Magic utility spells more effective against dungeon and trial bosses. Even if it's just a small chance it's better than making this generally useless for stamina users in final encounters.
- Dark Deal/Exchange might be better put as a 20 second flat buff/debuff exchange to recovery (not in conflict with existing minor or major buffs), costing nothing initially and not as a channel (please). 8k health and stamina/magicka over 4 seconds means nothing when you take three or four times that damage a second and your active skills cost between 2k and 4k a second. If the Surge cooldown hadn't been in place, I could have restored that much health and stamina just doing heavy attacks in as much time and still maintained damage against my targets. Not well thought out.
- Overload should not remove effects of Surge or summoned Twilights. This has been an issue since before launch and doesn't make much sense. I'm spending the magicka AND the ultimate costs to decide to stack them.