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Forgotten (sorcerer) skills. Zos, pay a little attention to them.

Inaya1
Inaya1
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It's no secret that some classes still have skills that haven't changed in any way throughout the game, or have never been used in class skills at all. I would like to consider this point so that the zos do not forgot them.

Encase:
This is a very old skills that hasn't been touched since the days of One Tamriel, only in one morph is a "Restraining Prison". It needs a few changes to be more usable again.
1.1 Morph Restraining Prison.
Generally should be used by tanks in PvE and PvP to AOE root targets. As a constraint, cast only in the direction your character is facing. And if earlier the major vitality gave + 30% by strengthening magical sorcerers in pvp too much an d helping in tanks in pve, now it gives only + 16% and is no longer felt in any way. This skill is currently not used anywhere. Sorcerer tanks have a big weakness - they are very vulnerable to trash packs. This could be corrected. Solution: While the target is immobilized, you regenerate health x scaling from your maximum health every second for every target. If the target broke out of the prison on their own, then you get a major vitality for 3-5 seconds (This is quite enough to make the tanks comfortable and eliminate the problem with a strong heal in pvp).
1.2 Shattering Prison
Its problem is that it only works after the end of its action. That is, the recast will not cause damage. This morph is useless everywhere, because in 95% of cases the target will not stand in place for more than 5 seconds in pvp, and for damage it does not make sense because the damage after the explosion does not live up to expectations (too small ). Therefore, the only choice is to either greatly increase the damage, or change the skill.
Solution: Each recast deals AOE damage (regardless of CC). At the end of the action, deals significant damage if the target does not escape. (This will give an AOE direct instead of the usual elemental blockade explosion from the staff. The total damage will be same+ bonus for small mobs remaining in the root, but the sorcerer's AOE will severely punish those who choose to stay in it.

2. Rune Prison
One of the skills that lost its brilliance long ago after the disorientation status effect was removed from the game. Used exclusively in pvp.
2.1 Rune cage morph.
This is a weak CC that can be dodged (DK laughing with a fossilize in the background). Solution: I like the idea of making a "punishing mage", so why not? When target drop CC, deals direct damage and blocks a random enemy skill for 3-5 seconds, the number of blocked skills cannot exceed 1-2. If the enemy has been in prison all the time, he is healed for N health. (This skill will give you the option to either escape and regret it, or endure receiving damage in cage, but as a result, get a strong heal)
2.2 Rune Defensive
Solution: Cost: stamina+magic and a general price increase. The CC from this skill cannot be dodged. (This will eliminate excessive spamming with this stun). You can also cast a spell on your ally, but the maximum number of defensive runes cannot exceed 2.

3. Negate
His whole problem is that he is too useless if he is only one. Solution for two morphs: Increase AOE radius (It will be useful for pve too) + 30% slowdown of the enemy in the area of negate.

This is just my idea, they can be seriously flawed in some combinations, so they need to be adjusted. If you like it then I will write about the templar.
Edited by ZOS_Icy on 15 April 2023 10:52
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic.

    Thank you for your understanding.
    Staff Post
  • Turtle_Bot
    Turtle_Bot
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    Good luck trying to get this looked at, let alone considered.

    Went through the entire class kit outlining everything wrong with it, not even a response (don't think it was even looked at) from the dev team or even any of the forum managers to pass it on to the dev team.
    In saying that, you don't need much on rune cage to make it more viable.
    - Make the delay 1 second instead of 3 seconds (way too long for current ESO standards and is a relic of over half a decade ago....)
    - Increase the damage it deals and make it deal the damage even if it gets dodged (this will help with sorcerers inherent weakness to the roll dodge mechanic).
    Negate doesn't need much either
    - give it a morph that hits stamina abilities
    - increase the healing/damage the morphs do slightly
    - give it a snare (30%) that you cannot be immune to (prevent snowtreaders ball groups from just walking/running out of it)
    Out of all of these skills, encase needs the most help and in all honesty, needs a complete rework.
    - In PvE, it conflicts tanks because it grants npc enemies CC/pull immunity
    - The damage it deals is far too small and unreliable and doesn't synergize with the passives
    - It suffers the same issues warden beatles suffer from (not hitting air-bourn/jumping enemies)
    - takes too long to do anything and what it does is nowhere near enough to justify running it

    I'd make it into a duration ground based AoE DoT/Hot similar to NB refreshing path, but with different effects.
    Encase: Base ability
    4050 magicka
    Call forth deadric shards from the earth for 6 seconds. Deals 300 magic damage every second to enemies within the area of effect and immobilizes them for 4 seconds. (Enemies can only be immobilized once per cast and no more than once every 7 seconds).
    If no enemy is immobilized, you restore 2025 magicka. This ability applies its first damage tick instantly so that it procs the blood magic passive.

    Charged Restraints:
    4050 magicka
    Deals increased damage and damage type is changed to shock damage, also inflicts concussed and off balance to enemies within the AoE. Deals increased damage against enemies who are immune to snare/immobilization. Damage increases as the skill levels up.

    Call forth charged deadric shards from the earth for 6 seconds. Deals 300 up to 350 shock damage every second to enemies within the area of effect and immobilizes them for 4 seconds. Enemies within the AoE are concussed and put off balance. The damage is increased by 50% against enemies who are immune to snare/immobilization. (Enemies can only be immobilized once per cast and no more than once every 7 seconds).
    If no enemy is immobilized, you restore 2025 magicka. This ability applies its first damage tick instantly so that it procs the blood magic passive.

    Regenerative Shackles:
    4050 magicka
    Now heals allies instead of damaging enemies. Grants major vitality to you for each unique ally healed by this ability (pets included), grants allies (and pets) minor protection while they are in the AoE. Heal increases as the skill levels up.

    Call forth regenerative deadric shards from the earth for 6 seconds. Healing yourself and allies in the area for 300 up to 350 health every second. Grants you major vitality for 2 seconds per unique ally (including pets) healed by this ability (max duration of 8 seconds). Allies (and pets) within the AoE gain minor protection.
    If no ally is healed, you restore 2025 magicka. This ability applies its first healing tick instantly.

    For those who think this would be broken, twisted path has 377 magic damage base (25% more damage at base and 8% more damage at max level than the charged restraints morph) and refreshing path has 435 healing base (45% more healing at base and 24% more healing at max level than the regenerative shackles rework).
  • AcadianPaladin
    AcadianPaladin
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    Pets. They need to be only required on one bar - and you have to be on that bar only to activate their special feature. Devoting 4 of 10 slots to pets means the best one can do is go oakensorc and heavy attack - no room for much more in the way of skills. Pets also badly need visual upgrading, and dramatic downsizing in the case of the matriarch.
    PC NA(no Steam), PvE, mostly solo
  • Beilin_Balreis_Colcan
    Beilin_Balreis_Colcan
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    Pets. They need to be only required on one bar - and you have to be on that bar only to activate their special feature. Devoting 4 of 10 slots to pets means the best one can do is go oakensorc and heavy attack - no room for much more in the way of skills. Pets also badly need visual upgrading, and dramatic downsizing in the case of the matriarch.
    Yes, please - "flapping" has become my new favourite swear word.
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • Inaya1
    Inaya1
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    Pets. They need to be only required on one bar - and you have to be on that bar only to activate their special feature. Devoting 4 of 10 slots to pets means the best one can do is go oakensorc and heavy attack - no room for much more in the way of skills. Pets also badly need visual upgrading, and dramatic downsizing in the case of the matriarch.

    The easiest way to improve the visual appearance of the matriarch is to simply enlarge the breasts and reduce the wings. Then it will become the favorite pet of all sorcerers xD

    In fact, I saw a lot of fanart, where from the list there was one Russian who made modern NPC models in 3d for some oblivion mod, they looked just amazing. The old models urgently need a redesign to make them look beautiful https://www.artstation.com/fourthunknown. U can check it too, looks cool.

    In the last new chapters, in principle, it was also not bad. But the excessive use of old assets does not cause the most positive emotions. For example, I'm already so tired of the bone colossus that I just want to ask them to cut the zos out of the game. For it was used well too many times and there was no difference in color/textures or in the model itself
  • silentxthreat
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    I would just be happy with minor savagry for stam sorcs since they want everything to be hybrid
  • LittlePinkDot
    LittlePinkDot
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    I would just be happy with minor savagry for stam sorcs since they want everything to be hybrid

    Sorc gets minor prophecy from a passive which works with weapons. So all you need major prophecy to stack with minor prophecy.
  • El_Borracho
    El_Borracho
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    Negate is a super strong skill for PVP. I wouldn't change anything about it for fear it will get nerfed to the point of uselessness
  • Inaya1
    Inaya1
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    Negate is a super strong skill for PVP. I wouldn't change anything about it for fear it will get nerfed to the point of uselessness

    As an active pvp player, I disagree. Negate is one of the weakest ultimates in the entire game. Now a lot of players play for stamina or hybrids, so they can generally ignore it and just stand in this AOE. Its diameter is too small (one rolldodge is enough to avoid) and after that the silence effect immediately disappears (I always thought, why not just add another 3 seconds of silence after the exit since it is so useless?). The only place where it starts to make sense is with very experienced smallscales of 3 to 12 people (in a group of 5 very strong players that I play with at times) who lay out negates to cover the maximum area of ​​effect.
    And if it still works against weak players (Psychological effect of confusion), then against average and experienced players it will only give a maximum of 2 seconds per point burst at best (remember, it's not only 1 negate), which is still not enough. And against the enemy smallscale, it is completely useless with its mechanics if negate have only 1 mate. Therefore, this ultimate needs a lot of work.
    And I'm still silent about pve, where this ult is just rubbish
  • Pelanora
    Pelanora
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    goxrutsf2n89.jpg


    Sorcs are zos' forgotten man.
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