PainfulFAFA wrote: »YES YES YES
Something like that! A chance/proc to conjure a weapon(s). If it could so shock damage, even better!
Or maybe instead of a skill, they can tweak some of the ineffective passives like Rebate, Energized, Exploitation, Expert Summoner into something useful like procing a Conjure Weapon(s) that stack up to 3 times (3 weapons). Something like that more or less.
Yolokin_Swagonborn wrote: »PainfulFAFA wrote: »YES YES YES
Something like that! A chance/proc to conjure a weapon(s). If it could so shock damage, even better!
Or maybe instead of a skill, they can tweak some of the ineffective passives like Rebate, Energized, Exploitation, Expert Summoner into something useful like procing a Conjure Weapon(s) that stack up to 3 times (3 weapons). Something like that more or less.
I don't really like the idea of Chance % to proc skills. RNGesus can be particularly cruel in this game. Why would an expert daedric summoner screw up summons a percentage of the time? How does this make the gameplay better. Proccing c-frags as a magicka sorc is already gimicky enough. I am just looking for simple spammable damage at this point. Press the button, get a result.
Making it fancy has too much of a risk that what every gymnastics you have to do will be unfeasible in combat. I don't want something like NBs spectral bow where you have to activate the skill then nail like 7 light attacks in a row to use it. That is terrible and clunky. Press button, get result. Other classes have push-button damage. It's not a class identity, its just what works.
dodgehopper_ESO wrote: »Yolokin_Swagonborn wrote: »
Looking at this list it is immediately clear which classes have the strongest stamina build and why. Now lets apply these four criteria to sorcerer:
Sorcerer (Current)
1. Direct Damage Class Based Stamina Skill: NOTHING except Hurricane, which is a huge Utility Loss (see below)
2. Stam Support Utility: Nothing that returns stamina. Bound Armaments (takes two slots for 8% max stamina and paltry armor), Dark Deal (very hard to use in combat), Boundless Storm (mobility utility), Critical Surge
3. Passives that support stamina: unholy knowledge (5% stam cost reduction), Expert Mage - Increase spell/weapon damage 2% per sorc ability (Now outshadowed by 3% fighters guild passive) Daedric Protection
4. Armor Debuff: NOTHING
I'm not going to get into all the reasons where I think you're incomplete here, though I understand where your concerns lay.
1. You are correct about Hurricane, although lets be realistic that if they gave Sorcerer a stam spammable it would also feed into their passive that boosts weapon and spell damage. I think was their concern in balancing such a thing. I think the class has some fundamental issues that ought to be dealt with though above and beyond this, a reorganization if you will. Toggles should not be a thing. You should be able to have pets on the back bar only, and still have them functional. They should not last forever, sorry I think that's stupid and I always have. Make them instant cast and last for 30-60 seconds, whatever is appropriate. Bound Armor should be the same way. There are thematic reasons why I feel this way as well as gameplay reasons. If they changed this, along with removing the notion of a third overload bar (to make up for the fact now that you wouldn't need to run so many toggles) I think it'd be easier for them to balance in some kind of mage fury/crystal frag type stam spam skill. Just my thought on the balance here.
2. In terms of utility, Bound Armaments also gives you bonus heavy attack damage and the armor bonus. Dark deal could be better I agree. Boundless storm is good, don't discount it. Bolt escape/Streak is freaking awesome, I love this skill and you didn't even list it for support. Critical Surge is iconic, although I will say they need to give it love. Hardened Ward could be useful, potentially. I've made my comments on this in the past, don't feel like going into it right now, but it would need changing.
3. You missed the regeneration passives, which is just a mistake. Sorcerer regen passives are top shelf stuff. 10% Magicka, 20% health, 20% stamina. In addition to the lowest cost ultimates and highest magnitude in cost reductions of any class. (5/5/15%) Disintegrate is also really cool, which is actually an area where I feel stam sorcs get screwed in this update, since the stam morph does not proc a disintegrate. Pretty lame.
4. I was actually thinking about the armor debuff issue, and I'm thinking instead of daedric prey they should have made some kind of a rune for Stam Sorcs here. I'm just spitballing at this point on that topic.
All in all I think the class needs tweaks to make sense in the framework of the rest of the game. Toggles never make sense to me, and I actually love playing the Sorcerer class. In the early portion of the game it was my favorite PVE class, as I could tank, dps, and honestly heal all at the same time. I had some great laughs in dungeons where my team would die, and I'd finish off/take on a boss all by myself (while they were telling me I should just die so they could load in). Then I'd get the cheerful hurrah when I beat the boss. Toggles are just weird in a game where you have so few skills to use. If this were a different game with 15-30 skills to fire it'd be a different situation, but it isn't a different game.
Solution
We need is Stamina morph of Crystal Blast that mirrors the Frag morph. This will also make use of the Dark Magic passives, something most Stam Sorc lack.
Crystal Blast:
(Crystal Blast Rank IV)
Cost - 2268 Stamina | Cast Time - 1s | Radius/Range 28m range (Enemy)
Conjure dark crystals to bombard an enemy, dealing [x] Magic Damage and knocking them down for 2 seconds.
Casting other spells & abilities has a 35% chance of causing your next Crystal Fragments to be instant, doing 20% more damage, and costing 50% less Stamina.
Chance to make ability instant cast.
Now scales off Weapon Damage and Max Stamina.
What I would like to see:
Mages Fury - a morph which is melee and wind themed stamina execute to follow the style of Hurricane.
Bound Armanents - instead of giving that bound armor look...why not summon a weapon or two? Remove the heavy attack buff and make it deal damage whilst increasing your stamina whilst toggled. Or something along these lines, this would VERY much fit the theme for Sorc imo.
Crystal Blast - Most seem to want this changed into some crude melee based insta spammable to replace Wrecking Blow/Rapid Strikes. I can understand that...although I'm not sure that it is 'needed'.
Atronach Ultimate - A morph which instead summons a Air Atronach that deals physical damage. (I can dream).
I think this would suffice and seems reasonable.
Why not simply be creative and give stam sorcs uniqueness while not messing with magicka sorcs' favorite skills by making new morphs of skills no one uses anyway?
Restraining Prison changed to Bound Scythe. This is easy to replace with a stam morph since no one uses either morph, ever. Given that some skills proc on pets, this would be a nice "summoned weapon" skill option to replace the silly CC. It's worse than DK's shattering rocks. Make the summoned weapon proc all pet-related passives and enchants, like Hunt Leader. This could then be activated a second time much like the pet skills whereupon it would perform an interrupt-gap closer which uses the boss mob "chain charge" that leaps between nearby combatants but locks the sorc into the animation, can be interrupted by a bash, and has a GCD to balance it out. It can be used situationally or not used as seems appropriate to the user, and harnesses functionality already in the game.
Defensive Rune changed to Retributive Rune (actually kind of cool except that Thundering Presence automatically dispels it) - Given the long duration it actually works nicely as a way to prevent things from dismounting you and chasing after you, and as a counter to being ganked. Taking an idea from hardmode HRC simply keep it a CC that procs on the attacker except make it scale off of physical damage making a knockdown and AoE damage burst on enemies in the radius if a player "breaks free" or when otherwise dispelled, but not affecting the target it is cast upon. There needs to be some other mechanic aside from "dispelled by taking damage" as a melee range stam sorc with a gigantic AoE like the new lightning puddle around a stam sorc (which I agree should become an "air/physical" damage ring) will make this skill pointless otherwise. Fans of anti-zergs skills have another option with this skill. It doesn't even hurt the attacker but their nearby allies.
Dark Deal could be easily changed so that magicka attacks siphon stamina from the attacker during the channel while creating an AoE doing a physical, health-siphoning bleed for melee/physical attacks. This ought not to be so powerful that it's always a good idea to use, making both attacker and attacked have to calculate whether it's worthwhile, adding to the resource-management calculations.
I dont like the wind i wanted to be a lightning warrior as someone said earlier. Also I do not think we need a spammable dmg class skill we got the weapon skill line and use class skills to augment are weapon abilities. Do like some ideas like crit surge giving your weapon lightning dmg also bolt escape be like other gap closers when you target someone and like how it normally is when you do not have a target .
Also I use rune cage so please do not change that cuz I use it with flurry since its a dot so it does not break it. I also see people say they do not use alot of class skills i use min of 5 skills always sometimes more if im trying someting new.
To the devs though really like negate changes still want negate buffs and not just area moves.
I dont like the wind i wanted to be a lightning warrior as someone said earlier. Also I do not think we need a spammable dmg class skill we got the weapon skill line and use class skills to augment are weapon abilities. Do like some ideas like crit surge giving your weapon lightning dmg also bolt escape be like other gap closers when you target someone and like how it normally is when you do not have a target .
Also I use rune cage so please do not change that cuz I use it with flurry since its a dot so it does not break it. I also see people say they do not use alot of class skills i use min of 5 skills always sometimes more if im trying someting new.
To the devs though really like negate changes still want negate buffs and not just area moves.
Unfortunately due the Champion Point system, Stam Sorc can't be lighting based. If they were we would be doing 25% less damage than every other class with our class abilities. This is the same reason Stam Dragonknights, and Nightblades were changed to do poison, and disease damage, respectively. Wind abilities actually fit the Stom Calling tree very well, (hurricanes and tornadoes being wind storms) and ZOS could come up with some really cool abilities with this new wind theme for Stam.
Tormjolnir wrote: »I dont like the wind i wanted to be a lightning warrior as someone said earlier. Also I do not think we need a spammable dmg class skill we got the weapon skill line and use class skills to augment are weapon abilities. Do like some ideas like crit surge giving your weapon lightning dmg also bolt escape be like other gap closers when you target someone and like how it normally is when you do not have a target .
Also I use rune cage so please do not change that cuz I use it with flurry since its a dot so it does not break it. I also see people say they do not use alot of class skills i use min of 5 skills always sometimes more if im trying someting new.
To the devs though really like negate changes still want negate buffs and not just area moves.
Unfortunately due the Champion Point system, Stam Sorc can't be lighting based. If they were we would be doing 25% less damage than every other class with our class abilities. This is the same reason Stam Dragonknights, and Nightblades were changed to do poison, and disease damage, respectively. Wind abilities actually fit the Stom Calling tree very well, (hurricanes and tornadoes being wind storms) and ZOS could come up with some really cool abilities with this new wind theme for Stam.
There is no champ point allocation to impact wind damage either. So its moot until ZOS can normalize physical damage properly across all its classes. There is no good reason I can think of why we can't have physical damage champion point allocations affect overload damage or any Stamina based morph be it lightning based or wind. ZOS is starting to get this all in line with poison but there is much work yet to do and sadly Stam Sorc with no poison skills or the fewest stam morphs get the big huge shaft
It's cool you like the wind aesthetic. It's also cool others like it. I am just saying I don't like it. I want my melee lightning...I am funny like that
Cheers,
Jeremy (Torunnson)
I don't think Stam Sorcs need a class-based insta damage skill. What's the use of weapon skills if class skills always trump them? Even given the WB nerf, which admittedly affects us more than any other build type, we can solve this without a spammable class damage skill.
As a Stam Sorc, I agree we need love and the DB update does not show us any. Hurricane is a freaking joke. Boundless Storm will remain on my bar for the utility it provides, all day every day. Talk about the opposite of utility.
My solution: Since we are a class that has to rely upon Weapon Skills for damage for Stamina builds, make Bound Armaments just also increase physical critical damage by 20%. Boom... It's a big number but whatever. We need love. Any dedicated Stam Sorc is likely going to have a high crit chance because of Crit Surge. Weapon skills doing WAY more crit damage would balance us out vs Temps who Jabs their way into crit buffs without needing Expert Hunter and now have Burning Light buffed or NBs who have great passives and SA. It would also be very synergistic with our style of play, which equates to "do damage to stay alive" via Critical Surge. Hell, start it out at +10% crit damage and go from there. The important part is making a skill we are SUPPOSED to really value actually useful.
This would give us a very real advantage for sustained damage using Weapon Skills even while we miss out on the efficiency and potency of the class skills NBs and Temps have. And DKs now, apparently.
Sorry to be sort of contrarian, but I honestly feel that a Stamina class damage skill would just equate to the Templar treatment: Oh they are unhappy and want better utility, mobility, and support? Let's give them a death beam! Stam Sorcs need not be Stam NBs, but could be the best at using weapon skills, which fits the theme of "Bound Armaments" perfectly.
I.E. we stand to gain a lot from NOT having a spamwin button that renders weapons skills meaningless and instead asking for ways to boost the potency of skills we have access to now just for us. In my eyes, Bound Armaments is the obvious choice to do this via a change since it is a Stam-based skill that severely underperforms and could easily add a passive that counts.
In my opinion stamina-sorcs are at great disadvantage when it comes to single-target DPS (especially in PvE content).
As a stamina sork khajiit I tried to build several different builds and rotations, both increasing my critical rating or weapon power, or trying to find golden ration between the two. I even obtained maelstorm daggers hoping that this would it some way affect my dps (it did - but not i a good way). Nevertheless none of those combinations and builds allowed me to obtain greater dps than 23k on static bosses and around 15k dps on mobile bosses (such as the bosses 1. and 2. in veteran MoL). Given the fact, that there are some serious dps requirements to complete veteran MoL, I'm basically every time boosted through this trial, rather than be an active participant.
Furthermore, in my opinion, it is impossible to surpass more than 25k dps on single static target for stamina sorc no matter what race are you playing. The 25k dps is a glass roof for stam sorc dps, which is not a case in any other classes as far as I know. The most effective dps build for me ATM in case of single-target dps (on live) is WB spam + bow DOT, with thundering presence ability on and critical surge.
Compering to other players at same champion level and skill, I should easily obtain around 30-40k of dps on static target.
Several issues have been already posted with possible solutions. Those major issue are:
1) lack of direct damage stamina class ability, that would be affected in positive ways from class passives
2) lack of damage-over time class ability, that would possibly be also affected by maelstorm daggers enchant
3) lack of stamina/weapon-damage scaling of pets. Also probably changing not-healing twilight to be more PvP damage enchancer (minor berserker?)
4) Weakness of class passive that increase weapon damage comparing to fighter's guild passive
Several minor issues also have been posted through forum:
5) Overload poor scaling to weapon dmg
6) Uselessness of storm antronach ultimate on trials
Stamina version of thundering presence ATM in PVE content responds usually to 5-10%. The "enhancement" of this ability might or might not actually change the value. Why?
1) Lack of disintegrate proc. I never actually checked what is the percentage of this passive in my overall dps (and I think it's rather small), I think this is a nerf for many PvP players.
2) Speed enhance was usually helpful in case of mobile bosses to be able to still "stay" on him. Removing of this may result in spending more time on runing after boss rather than dps’ing him.
3) Furthermore speed removal is actually an enormous nerf when it comes to doing veteran Maelstorm as a stamina sorc. Honestly I have no idea now how to effectively do crystal phase on last boss.
I don't have time nor mood to find solutions to those problems, this is not my job. However it has been frequently said that DB DLC will address issues of stamina sorc. Revamping one skill in way that it is actually more of a nerf rather than enhance is by all mean NOT addressing issue of stamina sorc (unless the issue of stamina sorcs is that some of the players are still trying to play sorc on stamina).
I strongly encourage all ZOS team to read some great ideas of shrinking stam sorc community and make stamina sorcs equal to other stamina (and magica - because that was the aim of this DLC I hope) classes.
By its name, Sorcerer, the concept of a Stamina Sorcerer is as silly as a Wire netting Canoe.
A Stamina based Magic user is not a sorcerer. It is another class entirely. Not so with the other 3 classes in this game. However personally, I dislike the fixed classes in this game. It is definitely not an Elderscrolls Game because of it. Just another game set in the Elder Scroll 'Universe'.