Daedric Curse' morph Daedric Prey makes your Sorcerer pets deal additional damage, so it absolutely belongs in Daedric Summoning.
Daedric Curse' morph Daedric Prey makes your Sorcerer pets deal additional damage, so it absolutely belongs in Daedric Summoning.
Should just buff pet damage. It used to be decent at some point after all but over time much of their power has been transferred to daedric prey making them absolutely dependent on it to deal damage. But if daedric prey were to lose it’s buff it would indeed be nice if there was a passive buff to all pet damage somewhere else in the tree insteadTurtle_Bot wrote: »Daedric Curse' morph Daedric Prey makes your Sorcerer pets deal additional damage, so it absolutely belongs in Daedric Summoning.
tbf, they could simply move that effect to the expert summoner passive since the base morph of curse doesn't have anything to do with the pets at all and that effect just feels tacked on to prey just to force it into working with the pets.
Urzigurumash wrote: »Talons - and the Warden version in Shards - both have a Tank and a DPS morph, which is now also the case for Grave Grasp. Scythe does too. So it's not so simple.
As for Siphon, it provides a backbarrable Savagery, like Inferno, Sunfire, Cloak, and Lotus, and also it's a DPS skill. And both morphs of Siphon and Tether have uses.
But Curse and Sunshield I'm with you 100%, except it's a further nerf to a now struggling Dawn's Wrath.
Teeba_Shei wrote: »Some of the changes suggested by the original poster make some sense, but some of the suggestions also seems like they are trying to overload skill lines specially for builds they wish they could make. Moving hardened ward is laughable.
necro_the_crafter wrote: »Teeba_Shei wrote: »Some of the changes suggested by the original poster make some sense, but some of the suggestions also seems like they are trying to overload skill lines specially for builds they wish they could make. Moving hardened ward is laughable.
Exactly. As ZoS commented on the patch notes, with subclassing skill lines are now considered modules to be swaped around, so you can assemble a character of your own liking. All I stated in op, is about achiveing independance of said modules, so they arent relying on another skill lines to be useful.
What use would tanks have in burning talons or ghostly embrace?
What pure classes lose in swaping those skills around?
Urzigurumash wrote: »Maybe no high level PvE Tank uses them, I have no idea, but Talons and Grasp are both AoE Immobilizes, Choking Talons is also AoE Minor Maim, and also this new Ghostly Embrace is a guaranteed instantaneous AoE Minor Brittle.
Maybe they could use a buff but they're clearly Tank skills.
For PvP however neat and tidy portability isn't always great. Perhaps we want more flexible lines for better efficiency. Draconic Power and Winter's Embrace both give Major Resolve, Burst Heal, and PvP Offensive Ult, along with a damage skill or two.
I say keep the mix, but make Elder Dragon a DPS passive ala Glacial Presence and Piercing Cold.
They are modules that require CHOICES... as I mentioned in another post... you shouldn't get ALL benefits with no sacrifices when subclassing. If you want the full effects, then stay as as your full class IMO.
Ward + Blood Magic = sure man
Talons and chains are fine where they are, skill lines don't need to be one stop shops.
The curse and mines swap would be cool, but the prey effect can't just be granted passively with the same magnitude, it would need to go somewhere else, like for example replacing the active effect of the twilight tormentor.
Whip and Talons were designed to be used together. Talons should be in Ardent so it can charge the whip. I enjoy building around Burning Talons in PvP and I'm now at a disadvantage compared to one stop shops like Assassin.Talons and chains are fine where they are, skill lines don't need to be one stop shops.
necro_the_crafter wrote: »Sorcerer:
Daedric Curse <-> Daedric Mines
optional:
Conjured Ward <-> Encase
Reason: those daedric summoning skills are used in a variety of builds that doesnt rely on summons. Also, while there are strong advocates for Dark Magic being a good skill line, I believe, that with those swaps it would be even better. And mines with encase would fit summonig tree snuggly, providing healing and roots and shields for your pets and allies.
necro_the_crafter wrote: »
xylena_lazarow wrote: »Whip and Talons were designed to be used together. Talons should be in Ardent so it can charge the whip. I enjoy building around Burning Talons in PvP and I'm now at a disadvantage compared to one stop shops like Assassin.Talons and chains are fine where they are, skill lines don't need to be one stop shops.
I like using ward (protect pets) and curse (increase pet damage) on a pure pet build. Why mess with something that works and makes sense?
I disagree cause it would be an unnecessary change. If you want more sorc tools, just make sure that the base class is a sorcerer so you can have two sorc skill-lines.
And then witness pet sorc & non-pet sorc fall far behind others because of subclassing?
And ward and curse as a band-aid are meaningless for any kind of sorc. Ward is very strong at present (U45), but U46 has been severely nerfed, and in the past few years, ward has not been strong most of the time, and those who really use ward are sorcs in PVP without pets.
Curse is an obvious band-aid, forcing sorc to be restricted by pets in PVE, and was also nerfed in U46. I wouldn't mind at all if curse's pet damage was removed, just redistribute the missing parts to the pet itself so that the pet is worthy of the double column limit.
As a main sorc, I totally agree that some of the sorc's skills need to swap skill lines. However, I hope that all three skill lines of sorc need to be completely reviewed and reworked.