From the latest patch notes https://forums.elderscrollsonline.com/en/discussion/676209/pts-patch-notes-v11-0-0
"Daedric Summoning
General Skill Line: We’re removing the separation of a pet vs no pet build in this skill line now that sub-classing is here. Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole. Many abilities in this skill line have been adjusted with this in mind."
There are ongoing discussions on this topic but I want to draw attention to the class set Beacon of Oblivion.
This set falls apart and will be used to buff subclasses rather than the class itself for non-pet builds. Major contradiction.
Please allow for non-pet sorcs to utilise their own skill lines, and keep relevancy for class set to their own class.
From the latest patch notes https://forums.elderscrollsonline.com/en/discussion/676209/pts-patch-notes-v11-0-0
"Daedric Summoning
General Skill Line: We’re removing the separation of a pet vs no pet build in this skill line now that sub-classing is here. Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole. Many abilities in this skill line have been adjusted with this in mind."
There are ongoing discussions on this topic but I want to draw attention to the class set Beacon of Oblivion.
This set falls apart and will be used to buff subclasses rather than the class itself for non-pet builds. Major contradiction.
Please allow for non-pet sorcs to utilise their own skill lines, and keep relevancy for class set to their own class.
I'm seeing that less as a "contradiction" than as an indication of ZOS leaning into this.
Funny side tangent: tje "many abilities" that have been adjusted with this shift in mind, is one active and what, one? two? passives...
The point being that ZOS claims they have altered "many abilities" to get there, and even with those very few changes they did, in terms of active abilities, half of the daedric summoning are tools which do not really care about pets, which if you wanted to use, will come with dead weight passives now. Which I think we both agree on not being good situation to have skill line in.1/3 skill lines only work with pets, and with Deadric Summoning:
3/4 passives only work with pets,
4/6 skills do not benefit from passives without pets,
and now 1/2 class sets do not benefit the class without pets, rather will benefit what ever subclass you choose.
Beacon of oblivion is now a zero effort Ansuul set for buffing multiclassing on a sorcerer rather than any sorc mechanic.
I can appreciate this is the direction they want to go, but its at cost of destroying class set concept, destroying non-pet sorcs playstyle and identity built over many years.
Even so, then this set should also be adjusted with the new changes in mind, though I strongly believe non-pet sorc playstyle should be preserved.
I'd also go another step further, and revisit the class script for sorcerer.
Why is the Daedric Summoning set most useful when not Daedric Summoning?
The Beacon of Oblivion set is pretty solid in the current state from a PvE perspective.
The Beacon of Oblivion set is pretty solid in the current state from a PvE perspective.
The Beacon of Oblivion set is pretty weak, even from a PvE perspective.
No pet-less sorc DPS player would choose this set, as two of the 2-4 bonuses are defensive stats. No pet-based sorc player would choose this set, as we don't need the slight max HP and armor bonuses, and gaining them doesn't increase our DPS.
Even if this set is claimed to be for the base game, Corpseburster and Pyrebrand are clearly superior and more versatile designs, not to mention that Corpseburster is widely used even in the end-game (see Eso logs).
Beacon of Oblivion and Monolith of Storms exist solely to taunt sorcs. The former makes a Daedric Summoning set only gain damage when no pet is available, while the latter not only has a "take damage once" restriction, preventing most sorc players from using it simultaneously (other class sets like Corpseburster don't have this restriction), but its animations are completely irrelevant to Monoliths.
MashmalloMan wrote: »@NxJoeyD testing a % damage done set in a solo environment should appear stronger because it's not being diluted by diminishing returns found from stacking group damage done debuff/buffs you wouldn't have access to.
On the other hand, using a crit set combo like Advancing Yokeda and Sliver of Null Arca in solo possibly wouldn't appear as strong comparatively because you don't have max 125% Crit Damage, nor are you getting any use from minor slayer on a world boss, you're getting much less value there.
This is why the trial dummy is useful because it takes these 2 factors into account.
That said, it's a decent solo or small group set, but it should fall off for trials unless you really value that 1.2k health and 1.5k armor, but I'd argue a good group shouldn't have their DDs prioritize these stats over DPS ones. If things go wrong like you said, maybe you don't run in an optimized group or pug most of the time, then that wiggle room could be useful and maybe the set comes ahead.
You could say it increases your healing done, but so does Crit Chance or Weapon/Spell Damage. In the case of Crit Surge for example, taking Beacon over Advancing Yokeda is a loss of -20% Crit chance. That is massive.
About the pet side of the set, it's completely useless. A damage dealing pet Sorc does not need armor and health in any competitive capacity, full stop. A tank wouldn't want this either, it's just a worse version of Fortified Brass which no one has used for 8 or 9 years.
Above all else, this set is just poorly implemented from a design standpoint. It's dead in PvP and punishes you for using pets instead of rewarding you. No pet Sorc has the Storm Calling and Dark Magic skill lines for potential damage dealing sets, it's almost like they knew the Storm Calling set was so bad, they chose to throw us a bone with Beacon.
If they wanted to make a Daedric Summoning set for tank/damage dealing, they could of easily made a summoned pet like Maw which scales it's damage based on your w/s damage which applies a debuff with a duration that scales based on your Max HP. What they ended up making is so unbelievably bland, it completely defeats the fun factor of class specific set potential.