MincMincMinc wrote: »madmufffin wrote: »Overall I really like all the other changes. Vibrant shroud in the "tank" line that coincedentally is the only line picked by healers as well would add a lot of functional value to line as a pve choice. Would like matriarch to give minor vitality or some other buff to make it not be completely worthless as option. Curse and frags being together in one place makes the line much more valuable for both pvp and pve but still doesn't move the needle to be usable in pve simply because the passives aren't good enough imo. Only dps line that sees play without juiced passives is Dawn's Wrath, and that's just because the actives are that good. The change to exploitation could be really nice though for hard casting frags, but probably has a very unpleasantly strong effect in pvp with bow proc.
Well the goal is to make all the lines offer tank, damage, and healing. With subclassing we can't just have dedicated tank lines anymore. Or dedicated damage lines, because instead of mixing and matching 21 skill lines players will just only flock to 3-4 pure damage lines. Whatever happens to be more efficient. At that point we went from a minimum of 7 classes/playstyles down to 1..... Not exactly play how you want.....
Perhaps just make exploitation buff cast time skills overall instead
MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »Ok here are my skill lines for a subclass version of sorc. Basing off my previous post. I may put this on the original post if we want to theory work this out. For the most part this would equally balance out the skill lines to host damage, tank, and heals on their own. Allowing them to be mixed and mingled with other class skill lines without losing functionality.
Stormcalling - High mobility, response ready damage, heals based on aggression
- Overload - Toggle cost per sec, Adds chain lightning to light and heavy attacks bouncing up to 3L-6H targets within 5m of each other. Gives bonus effect to stormcalling skills OR Able to gen ult while toggled.
- Mages fury - stays the same OVERLOAD reduces cost by half
- Endless - Becomes a simpler crystal weapon with the one hit 4s timer.
- Wrath - increased damage and 4s timer
- Lightning form - Major Resolve + shocktick
- Hurricane - Grants minor expedition. Phys tick per sec, if you hit an enemy, increases the damage and radius of the hurricane instead of guaranteed. OVERLOAD maxes out hurricane
- Boundless - Major Expedition and 6s of snare/immobilize immunity OVERLOAD doubles the duration
- Lightning Splash - Does this see use in PvE? Otherwise flex
- Surge - major brutality and heals per sec (the shorter ticks Reward building differently into crit/ticks/aoe) OVERLOAD allows ticks to happen 2x as fast.
- Critical surge - Able to tick every 0.25s upon dealing a critical
- Power surge - Able to tick every 1s less healing
- Bolt Escape - no changes OVERLOAD stuns the full length
- Streak - stuns and does damage at final location
- BoL - Stuns at starting location, absorbs 12 projectiles
- Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
- Energized - 5% phys and shock is fine
- Amplitude - 10% is fine
- Expert mage - this should give a 3% bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the more efficient Crit or pen.
Dark Magic - Shield and timed burst
- Negate - Honestly no change
- Crystal shard
- Crystal Frags - doesn't change
- Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance on proc to have a 1.2s cast time and stun the enemy with added damage. (clear telegraph with proper reaction time)
- Curse
- Haunting curse - Hits twice
- Draining curse - Returns magic while attacking enemy
- Rune Prison
- Cage - Stuns an enemy, stuns and deals damage if the enemy was blocking.
- Defensive - Stuns the next enemy that attacks you and grants a shield based on hp if hit
- Dark Exchange - These should just be flat resource return with no over time aspect to play into the max stat pool deficit playstyle
- Dark Deal - Returns stam, heal scales with max stat
- Dark Conversion - Returns mag, heal scales with max stat
- Ward
- Hardened ward - Increased tooltip and cap
- Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
- Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
- Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
- Persistence - After blocking an attack your next ability costs 20% less
- Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage
Daedric Summoning - Pets, zone of control, and tanking
- Atro - Just make this drop and move with you with a self synergy
- Familiar - Double click to toggle on/off, with a cost/s
- Clanfear - single click heal and headbut stun/taunts if aimed at a mob
- Volatile - does more damage, single click low cost execute
- Encase
- Shattering - immobilize and self heal based on enemies hit
- Vibrant - heal and major vitality
- Winged Twighlight - Double click to toggle on/off, with a cost/s
- Matriach - single click heals
- Tormentor - single click reverse execute damage
- Daedric Mines - Good zone control for pet build kiting
- Tomb - at target location
- Refuge - surround yourself with mines
- Bound armor
- Bound Aegis - 40% block mit 6s and grants you and 3 group members within 8m major protection
- Bound Calling - 40% block mit 6s and AoE taunt
- Rebate - You restore resources when one of you daedric summoning skills ends
- Power stone - Reduces the cost of ultimate abilities by 20%
- Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
- Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)
Overall I like these swaps a good bit, but mage's fury really needs a non-burst morph so the skill is usable in pve and also should have its execute threshold upped to match the 33% threshold present on all other executes. I also think energized needs to be at least doubled to be in line with the other elemental damage buff passives.
Ahh I hadnt edited this list, but I was gonna change one morph of mages fury to be like current crystal weapon. Where itd be "apply lightning to your weapon which deals damage on your next 4 light attacks, deals bonus damage on targets under 50%" Basically it is a self applied dot that can change targets quickly. Which pairs into the responsive nature of stormcalling.
My dilema is that the mag version of mages wrath being the 4s timer execute really belongs to the shieldsorc playstyle which should be in dark magic. Maybe this execute should be on rune cage or something instead. (stormcalling does already have the reverse execute amplitude technically)
I left energized low because the line already has more than enough damage output. It atleast feels on par in PvP compared to aedric, animal, and assassination which are the top 4 chosen right now.
That would be pretty cool to add to the reverse scaling damage on the passive too. I think the damage boost is really needed for the line to be usable in pve for anything other than the reverse scaling passive and wouldn't change the overall function of the class in pvp. I don't think 5% really moves the needle in pvp but does a lot in pve.
5% is pretty big in pvp. In terms of theory craft crunching numbers 5% damage done is like slotting a basic 5 piece set like hundings. 10% is your standard proc set stat output like stuhns, clever alch for example. More niche annoying proc sets like Essence thief chasing the buff on the ground is more like a 15% bonus.
YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »Ok here are my skill lines for a subclass version of sorc. Basing off my previous post. I may put this on the original post if we want to theory work this out. For the most part this would equally balance out the skill lines to host damage, tank, and heals on their own. Allowing them to be mixed and mingled with other class skill lines without losing functionality.
Stormcalling - High mobility, response ready damage, heals based on aggression
- Overload - Toggle cost per sec, Adds chain lightning to light and heavy attacks bouncing up to 3L-6H targets within 5m of each other. Gives bonus effect to stormcalling skills OR Able to gen ult while toggled.
- Mages fury - stays the same OVERLOAD reduces cost by half
- Endless - Becomes a simpler crystal weapon with the one hit 4s timer.
- Wrath - increased damage and 4s timer
- Lightning form - Major Resolve + shocktick
- Hurricane - Grants minor expedition. Phys tick per sec, if you hit an enemy, increases the damage and radius of the hurricane instead of guaranteed. OVERLOAD maxes out hurricane
- Boundless - Major Expedition and 6s of snare/immobilize immunity OVERLOAD doubles the duration
- Lightning Splash - Does this see use in PvE? Otherwise flex
- Surge - major brutality and heals per sec (the shorter ticks Reward building differently into crit/ticks/aoe) OVERLOAD allows ticks to happen 2x as fast.
- Critical surge - Able to tick every 0.25s upon dealing a critical
- Power surge - Able to tick every 1s less healing
- Bolt Escape - no changes OVERLOAD stuns the full length
- Streak - stuns and does damage at final location
- BoL - Stuns at starting location, absorbs 12 projectiles
- Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
- Energized - 5% phys and shock is fine
- Amplitude - 10% is fine
- Expert mage - this should give a 3% bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the more efficient Crit or pen.
Dark Magic - Shield and timed burst
- Negate - Honestly no change
- Crystal shard
- Crystal Frags - doesn't change
- Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance on proc to have a 1.2s cast time and stun the enemy with added damage. (clear telegraph with proper reaction time)
- Curse
- Haunting curse - Hits twice
- Draining curse - Returns magic while attacking enemy
- Rune Prison
- Cage - Stuns an enemy, stuns and deals damage if the enemy was blocking.
- Defensive - Stuns the next enemy that attacks you and grants a shield based on hp if hit
- Dark Exchange - These should just be flat resource return with no over time aspect to play into the max stat pool deficit playstyle
- Dark Deal - Returns stam, heal scales with max stat
- Dark Conversion - Returns mag, heal scales with max stat
- Ward
- Hardened ward - Increased tooltip and cap
- Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
- Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
- Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
- Persistence - After blocking an attack your next ability costs 20% less
- Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage
Daedric Summoning - Pets, zone of control, and tanking
- Atro - Just make this drop and move with you with a self synergy
- Familiar - Double click to toggle on/off, with a cost/s
- Clanfear - single click heal and headbut stun/taunts if aimed at a mob
- Volatile - does more damage, single click low cost execute
- Encase
- Shattering - immobilize and self heal based on enemies hit
- Vibrant - heal and major vitality
- Winged Twighlight - Double click to toggle on/off, with a cost/s
- Matriach - single click heals
- Tormentor - single click reverse execute damage
- Daedric Mines - Good zone control for pet build kiting
- Tomb - at target location
- Refuge - surround yourself with mines
- Bound armor
- Bound Aegis - 40% block mit 6s and grants you and 3 group members within 8m major protection
- Bound Calling - 40% block mit 6s and AoE taunt
- Rebate - You restore resources when one of you daedric summoning skills ends
- Power stone - Reduces the cost of ultimate abilities by 20%
- Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
- Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)
Overall I like these swaps a good bit, but mage's fury really needs a non-burst morph so the skill is usable in pve and also should have its execute threshold upped to match the 33% threshold present on all other executes. I also think energized needs to be at least doubled to be in line with the other elemental damage buff passives.
Ahh I hadnt edited this list, but I was gonna change one morph of mages fury to be like current crystal weapon. Where itd be "apply lightning to your weapon which deals damage on your next 4 light attacks, deals bonus damage on targets under 50%" Basically it is a self applied dot that can change targets quickly. Which pairs into the responsive nature of stormcalling.
My dilema is that the mag version of mages wrath being the 4s timer execute really belongs to the shieldsorc playstyle which should be in dark magic. Maybe this execute should be on rune cage or something instead. (stormcalling does already have the reverse execute amplitude technically)
I left energized low because the line already has more than enough damage output. It atleast feels on par in PvP compared to aedric, animal, and assassination which are the top 4 chosen right now.
That would be pretty cool to add to the reverse scaling damage on the passive too. I think the damage boost is really needed for the line to be usable in pve for anything other than the reverse scaling passive and wouldn't change the overall function of the class in pvp. I don't think 5% really moves the needle in pvp but does a lot in pve.
5% is pretty big in pvp. In terms of theory craft crunching numbers 5% damage done is like slotting a basic 5 piece set like hundings. 10% is your standard proc set stat output like stuhns, clever alch for example. More niche annoying proc sets like Essence thief chasing the buff on the ground is more like a 15% bonus.
The Shock component should be 15% to match Warden's Frost because it is a wildly niche damage type that doesn't even benefit Sorc's hardest-hitting abilities.
Leaving Physical at a lower value could be done because it is significantly more common.
madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
universal_wrath wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »Ok here are my skill lines for a subclass version of sorc. Basing off my previous post. I may put this on the original post if we want to theory work this out. For the most part this would equally balance out the skill lines to host damage, tank, and heals on their own. Allowing them to be mixed and mingled with other class skill lines without losing functionality.
Stormcalling - High mobility, response ready damage, heals based on aggression
- Overload - Toggle cost per sec, Adds chain lightning to light and heavy attacks bouncing up to 3L-6H targets within 5m of each other. Gives bonus effect to stormcalling skills OR Able to gen ult while toggled.
- Mages fury - stays the same OVERLOAD reduces cost by half
- Endless - Becomes a simpler crystal weapon with the one hit 4s timer.
- Wrath - increased damage and 4s timer
- Lightning form - Major Resolve + shocktick
- Hurricane - Grants minor expedition. Phys tick per sec, if you hit an enemy, increases the damage and radius of the hurricane instead of guaranteed. OVERLOAD maxes out hurricane
- Boundless - Major Expedition and 6s of snare/immobilize immunity OVERLOAD doubles the duration
- Lightning Splash - Does this see use in PvE? Otherwise flex
- Surge - major brutality and heals per sec (the shorter ticks Reward building differently into crit/ticks/aoe) OVERLOAD allows ticks to happen 2x as fast.
- Critical surge - Able to tick every 0.25s upon dealing a critical
- Power surge - Able to tick every 1s less healing
- Bolt Escape - no changes OVERLOAD stuns the full length
- Streak - stuns and does damage at final location
- BoL - Stuns at starting location, absorbs 12 projectiles
- Capacitor - 141 regen is fine. I think something like 200 return while sprinting would fit well with the mobility aspect.
- Energized - 5% phys and shock is fine
- Amplitude - 10% is fine
- Expert mage - this should give a 3% bonus for each sorc skill slotted.....the % bonus incentivizes players to build into WD instead of just the more efficient Crit or pen.
Dark Magic - Shield and timed burst
- Negate - Honestly no change
- Crystal shard
- Crystal Frags - doesn't change
- Crystal Weapon - 0.8s cast time 7m range (crystal dizzy old stamsorc playstyle) High Damage, 33% chance on proc to have a 1.2s cast time and stun the enemy with added damage. (clear telegraph with proper reaction time)
- Curse
- Haunting curse - Hits twice
- Draining curse - Returns magic while attacking enemy
- Rune Prison
- Cage - Stuns an enemy, stuns and deals damage if the enemy was blocking.
- Defensive - Stuns the next enemy that attacks you and grants a shield based on hp if hit
- Dark Exchange - These should just be flat resource return with no over time aspect to play into the max stat pool deficit playstyle
- Dark Deal - Returns stam, heal scales with max stat
- Dark Conversion - Returns mag, heal scales with max stat
- Ward
- Hardened ward - Increased tooltip and cap
- Defensive ward - Ward's you and one group member within 7m, Heals if it persists.
- Unholy Knowledge - Reduce the cost of all abilities by 6% increase max stats by 10%
- Blood Magic - When you damage or heal using a dark magic skill, heal for X based on max health
- Persistence - After blocking an attack your next ability costs 20% less
- Exploitation - After successfully finishing a cast time, your next direct damage does 10% more damage
Daedric Summoning - Pets, zone of control, and tanking
- Atro - Just make this drop and move with you with a self synergy
- Familiar - Double click to toggle on/off, with a cost/s
- Clanfear - single click heal and headbut stun/taunts if aimed at a mob
- Volatile - does more damage, single click low cost execute
- Encase
- Shattering - immobilize and self heal based on enemies hit
- Vibrant - heal and major vitality
- Winged Twighlight - Double click to toggle on/off, with a cost/s
- Matriach - single click heals
- Tormentor - single click reverse execute damage
- Daedric Mines - Good zone control for pet build kiting
- Tomb - at target location
- Refuge - surround yourself with mines
- Bound armor
- Bound Aegis - 40% block mit 6s and grants you and 3 group members within 8m major protection
- Bound Calling - 40% block mit 6s and AoE taunt
- Rebate - You restore resources when one of you daedric summoning skills ends
- Power stone - Reduces the cost of ultimate abilities by 20%
- Daedric protection - Reduces your damage taken by 5% while Deadric ability is active
- Expert summoner - Increase your damage done for each active Pet (includes other pets like bear, netch, spirit, blastbones)
Overall I like these swaps a good bit, but mage's fury really needs a non-burst morph so the skill is usable in pve and also should have its execute threshold upped to match the 33% threshold present on all other executes. I also think energized needs to be at least doubled to be in line with the other elemental damage buff passives.
Ahh I hadnt edited this list, but I was gonna change one morph of mages fury to be like current crystal weapon. Where itd be "apply lightning to your weapon which deals damage on your next 4 light attacks, deals bonus damage on targets under 50%" Basically it is a self applied dot that can change targets quickly. Which pairs into the responsive nature of stormcalling.
My dilema is that the mag version of mages wrath being the 4s timer execute really belongs to the shieldsorc playstyle which should be in dark magic. Maybe this execute should be on rune cage or something instead. (stormcalling does already have the reverse execute amplitude technically)
I left energized low because the line already has more than enough damage output. It atleast feels on par in PvP compared to aedric, animal, and assassination which are the top 4 chosen right now.
That would be pretty cool to add to the reverse scaling damage on the passive too. I think the damage boost is really needed for the line to be usable in pve for anything other than the reverse scaling passive and wouldn't change the overall function of the class in pvp. I don't think 5% really moves the needle in pvp but does a lot in pve.
5% is pretty big in pvp. In terms of theory craft crunching numbers 5% damage done is like slotting a basic 5 piece set like hundings. 10% is your standard proc set stat output like stuhns, clever alch for example. More niche annoying proc sets like Essence thief chasing the buff on the ground is more like a 15% bonus.
The Shock component should be 15% to match Warden's Frost because it is a wildly niche damage type that doesn't even benefit Sorc's hardest-hitting abilities.
Leaving Physical at a lower value could be done because it is significantly more common.
madmufffin wrote: »universal_wrath wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.
MincMincMinc wrote: »madmufffin wrote: »universal_wrath wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.
No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.
Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.
madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »universal_wrath wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.
No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.
Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.
Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.
MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »universal_wrath wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.
No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.
Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.
Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.
Well stormcalling doesn't need a spammable. That was the point of the %phys and shock damage passive. That passive is supposed to enable and work with weapon skills. For example the longstanding Dizzy swing stamsorc playstyle that has been a thing since IC released. Or playing into overload shockstaff for example which has come and gone with patches.
madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »universal_wrath wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.
No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.
Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.
Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.
Well stormcalling doesn't need a spammable. That was the point of the %phys and shock damage passive. That passive is supposed to enable and work with weapon skills. For example the longstanding Dizzy swing stamsorc playstyle that has been a thing since IC released. Or playing into overload shockstaff for example which has come and gone with patches.
In PVP that's fine. In PVE you need a good spammable on a dps line to increase viability, especially when the entire point of the line is a thematic concept. That's why I think energized should be juiced quite a bit for the shock portion of its buff.
MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »universal_wrath wrote: »madmufffin wrote: »MincMincMinc wrote: »madmufffin wrote: »Sorc's getting % more damage for class skills would also be wonderfully broken
The buff was %weapon or spell damage before. Aedric spear already has one passive grant 6% weapon/spell damage and 6% resists. So something like 3% weapon damage per skill assuming 3 skills slotted at most on one bar isn't too crazy
I want all class skills, which would be like 15% lol
The bonus is great but the skills are bad, so in reality you are just buffing subpar skills to make them usable.
In an ideal world, lightning flood gets made usable and one of the mage's morphs isn't a delayed burst skill so they aren't worthless in 99% of scenarios. Personally I'd also advocate for crystal shards being swapped with surge for a spammable option, but I don't see that happening, especially given the approach they've taken with blood magic.
No I think Crystal being on dark magic makes far more sense otherwise there is no main draw to that skill line. Frags pairs so well with the shield and timed burst magsorc playstyle.
Crit surge plays into the stormcalling playstyle of being aggressive with an In and Out mobility playstyle. I am still not sure about lightning flood because a ground placed just doesn't seem to fit with the whole mobility concept. I'm still thinking of other skill ideas.
Looking at your changes of making one of the mage's morphs act like crystal weapon does now would be sufficient. Storm calling just needs something that can be usable as a spammable in some capacity. Sorc not having a real class spammable is pretty dumb.
Well stormcalling doesn't need a spammable. That was the point of the %phys and shock damage passive. That passive is supposed to enable and work with weapon skills. For example the longstanding Dizzy swing stamsorc playstyle that has been a thing since IC released. Or playing into overload shockstaff for example which has come and gone with patches.
In PVP that's fine. In PVE you need a good spammable on a dps line to increase viability, especially when the entire point of the line is a thematic concept. That's why I think energized should be juiced quite a bit for the shock portion of its buff.
Yes so I have changed it to 15% like the warden's frost passive.
Spammables are important, but with subclassing we have to realize that it isnt reasonable for every skill line to get a spammable, or an execute, or burst heal, or hot.
Storm having two aoe dots seems silly though, Hurricane and boundless are staples, where lightning flood could be changed into something more like a chain lightning skill. Direct damage cleave that jumps to enemies if close like force pulse. I wrote this in for overload, but perhaps as a skill alone itd be better. Then overload would just not have any actual damage but instead boost all storm skills, dare I say "overload" them
madmufffin wrote: »Sorc's class mastery will go from a tickle to a firm poke. Meta is shattered.
Are yall serious when asking for all these extra % dmg done lol? If ZOS did buff those dmg done values I’m 100% sure Sorc will be S+ tier in PvP as a pure class and a must pick for subclass…
madmufffin wrote: »I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is
Are yall serious when asking for all these extra % dmg done lol? If ZOS did buff those dmg done values I’m 100% sure Sorc will be S+ tier in PvP as a pure class and a must pick for subclass…
madmufffin wrote: »I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is
So we’re just gonna ignore that Shocking Soul exists? Lol? In my PvP builds I can get Shocking Soul tooltips to be as high as Dizzying Swing, and that’s just with the 5% shock and physical bonus. Let’s not downplay it now. This is exactly why we got U41 Sorc in the first place.
madmufffin wrote: »madmufffin wrote: »I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is
So we’re just gonna ignore that Shocking Soul exists? Lol? In my PvP builds I can get Shocking Soul tooltips to be as high as Dizzying Swing, and that’s just with the 5% shock and physical bonus. Let’s not downplay it now. This is exactly why we got U41 Sorc in the first place.
And it doing 10% more damage isn't going to fundamentally break the game or even put it on parity with acuity builds. It will however at least make it so other skills could maybe be usable in PVE, but even then may not because shock damage skills all suck. If shocking soul was actually a good skill, magsorc wouldn't be god awful right now.
madmufffin wrote: »I'm pretty confident 10% more shock damage isn't going to add anything crazy to sorc's pvp kit given how weak the shock spells are and how out of meta magsorc is
So we’re just gonna ignore that Shocking Soul exists? Lol? In my PvP builds I can get Shocking Soul tooltips to be as high as Dizzying Swing, and that’s just with the 5% shock and physical bonus. Let’s not downplay it now. This is exactly why we got U41 Sorc in the first place.
Look up Pelican’s latest video for example:https://youtu.be/N5X3NX-YGuQ?si=RpiqhgPBgY2cCeNg
Man is using Storm/Animal/Herald on a Dark Convergence/Rallying Cry bomb build and 1vXing with it. His combo is literally just this:
Fissure > DW ult > Lightning Flood to proc Convergence > Lighting Flood synergy > Tentacles > Occult Overload CP
Literally just an AoE nuker combo, but the core idea behind it is Dark Convergence pulls everyone in, then burst them down with Fissure + LF synergy + Tentacle execute + Occult Overload CP. Storm Calling is doing half of the work here (procs Dark Convergence and adds 9-11k AoE burst on top of 2 decent AoE DoTs, while also providing 3 strong damage passives). In fact, I would argue that Storm Calling is the main reason this build even functions at all.
This is an off meta build, but it works and from the looks of it, I could argue that it’s even better than meta builds for Cyrodiil lol. I have yet to see a bomb build survive like a 1vX build while retaining its bomb potential. It simply didn’t exist until this patch (mostly due to subclassing)
So if you’re gonna ask for damage buffs to Sorc, do be aware of hidden metas like this.
Turtle_Bot wrote: »
The main issue with running Shocking Soul is losing access to the best burst heal in the game, Heal Soul, which on its own is a massive detriment to build crafting because now you are forced to find a replacement burst heal somewhere else and there just isn't one available on a DPS skill line (for good reason)
Turtle_Bot wrote: »I mean, you can literally do that build/playstyle with gravelord (that grants pen, crit rate, double vuln and diseased) instead of storm calling. In fact you could also swap out Herald of the tome for either assassination for more passive damage/healing, or restoring light for more defense + sustain because gravelord does the DPS work of both storm calling and herald, all in 1 line.
Edit:
Winter's embrace is another option to pair with this build if the base class is warden, since the piercing cold passive buffs boneyard (both DoT and synergy) by 15%, grants a burst heal in polar (or AoE in arctic), block mitigation, bonus chilled chance/damage, bonus armor, major maim and major resolve. It also brings Northern for some insane AoE pressure + major protection + snare to pair with the convergence burst if you don't like Colo potentially messing with convergence timings and slab/shim shield for protection against spec bows.
Boneyard becomes an 18k DoT with 12k synergy if using winters embrace + gravelord over herald + storm calling.
Back bar has 30k+ resistances + major maim and northern provides major protection while ticking for nearly 7k per second with a 40% snare to help keep enemies within the convergence AoE
The higher chilled proc also means minor maim uptime and potential minor brittle uptime as well for 5% more mitigation and 10% additional crit damage.
End Edit.
Note: Taking Restoring Light also gives infinite stamina sustain + healing for perma-blocking thanks to the necro corpses working with plars repentance ability.
The only thing GL doesn't give is Major resolve, which you can easily slot into heal soul, or as outlined above, replace herald with restoring light.
Boneyard gives self synergy (same as flood) + guaranteed minor vuln (buffs all damage)
Colossus is bigger boneyard that inflicts major vuln
+20% crit chance in execute (easier to crit to finish and proc Occult Overload)
+3k pen naturally (better into tankier foes)
Blast Bones inflicts guaranteed diseased status (AoE proc that also reduces enemies healing)
It's the exact same combo, just slightly different cast order (BB replaces tentacles and is cast before boneyard instead of after):
Fissure -> BB -> Boneyard (or Colo or both) to proc dark con + Occult
In fact, here's a quick build
Note: these stats are without balorgh proc, solo play (no outside buffs/debuffs) and sustain values don't take into account rune or netch values, putting both mag/stam sustain values closer to 2k than the shown ~1500
Wings can be back bar with netch front bar, this layout is just to show 2 AC abilities front bar for +10% crit damage front bar + 1 back bar to keep the +20% recoveries on both bars.
Front bar empty slot is complete flex slot, spin to win is an option for finishing tankier enemies, or deadly cloak for a nice DoT + Major evasion + good chance to proc sundered status or a scribed ability for warden charm.
Back bar empty slot is heal soul (heal + warden script or resource return or HoT + Vitality or Prophecy/savagery)
Some tooltips:
Convergence is 11k base pre-balorgh
DF is 11k/15k with double breach
boneyard is 9.5k synergy + 15k DoT
BB is 15k (+ guaranteed diseased status proc)
Colo is 13k per smash (~40k total)
it's a near 40% crit rate on foes below 33% health (50% crit rate if running prophecy/savagery on heal soul)
5.2k weapon/spell damage before balorgh
11k pen before balorgh
resistances are a little low, but 3k crit resist + minor evasion (and potentially major evasion if running deadly cloak), 2 cleanses, snare immunity + lots of speed and lots of healing over time more than makes up for this.
That posted build is really nothing unique to storm calling, especially since they're not using streak and can be made even stronger by dropping storm calling for gravelord and potentially dropping Herald as well since GL more than fills the burst that storm calling + herald is giving.
Look up Pelican’s latest video for example:https://youtu.be/N5X3NX-YGuQ?si=RpiqhgPBgY2cCeNg
Man is using Storm/Animal/Herald on a Dark Convergence/Rallying Cry bomb build and 1vXing with it. His combo is literally just this:
Fissure > DW ult > Lightning Flood to proc Convergence > Lighting Flood synergy > Tentacles > Occult Overload CP
Literally just an AoE nuker combo, but the core idea behind it is Dark Convergence pulls everyone in, then burst them down with Fissure + LF synergy + Tentacle execute + Occult Overload CP. Storm Calling is doing half of the work here (procs Dark Convergence and adds 9-11k AoE burst on top of 2 decent AoE DoTs, while also providing 3 strong damage passives). In fact, I would argue that Storm Calling is the main reason this build even functions at all.
This is an off meta build, but it works and from the looks of it, I could argue that it’s even better than meta builds for Cyrodiil lol. I have yet to see a bomb build survive like a 1vX build while retaining its bomb potential. It simply didn’t exist until this patch (mostly due to subclassing)
So if you’re gonna ask for damage buffs to Sorc, do be aware of hidden metas like this.
But the Shock Damage ratio in the whole build is not high. The main sources of damage are Dark Convergence (Magic Damage) + Deep Fissure (Magic Damage) + Tentacles (Frost Damage), and none of these three are Shock Damage.
Only Hurricane and Lightning Flood are suitable for Energized, and Hurricane will not cause damage before approaching the enemy, and its damage frequency is once every 2 seconds. Lightning Flood is only used as a means to trigger Dark Convergence. Even if the damage of synergy is added, the overall ratio in this build is not much.
Therefore, even if Energized is increased to 10%, it will not make this build suddenly get an explosive increase, because its overall damage ratio does not rely on Physical and Shock Damage.