U50 Feedback Thread for Class Mastery

  • MashmalloMan
    MashmalloMan
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    Turtle_Bot wrote: »
    hoangdz wrote: »
    Dracane wrote: »
    Faltasë wrote: »

    It's hilarious that some sorc players say that sorc passives are weak. Sorc has the most powerful passives, and becomes absolutely broken class. And sorc WW is even more broken.

    Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.

    Pure Sorc is one of the least viable specs in pvp on Live. Dark Magic is useless, Daedric Summoning is overnerfed and pets are useless, leaving only Stormcalling because of 2 good skills.

    Of course the Sorc masteries need to be more powerful to make up for a horrible kit. They are right where they should be, if not even too weak for the most part. Static Reverberation is either useless or overpowered, which is easily fixed, and so is Conservation of Energy (even if its broken on Werewolf and specific HP stacking builds, which again is easy to fix) The other perks are woefully underwhelming.

    Dark Magic isn't useless. It's actually the best sustain skill line in the game, which means you can drop a lot of sustain from other sources and spec into full damage/defense. I'd have to explain in depth as to why it is the case, so if you're ever interested feel free to add me on discord. My discord @name is static.wave

    The problem is that Sorc's passives and skills haven't been unpdated over the years. This is not a difficult fix, but I can guarantee you that if ZOS gives even a few decent addition of Major/Minor buffs, Sorc is going to be top tier in a heartbeat.

    I mean, it has Dark Deal and the Block passive.

    The Block passive is probably one of my favorites in the whole game but it goes back to the actual skills in the line, the overwhelming majority of which are hot garbage on both morphs and have no future (hopefully) in the game after the rework.

    The Blood Magic heal without the Mastery is completely dead because there simply are not any DM skills that you would ever be casting with any sort of regularity to proc the passive on a consistent basis.

    I agree that you could staple some Crit Dam to Exploitation and make it a cheap clone of the NB passive and that would help a tiny bit. But like... every skill not named Dark Deal in that line is basically un-slottable. Which is the crux of the issue with Sorc overall.

    That block passive is one of my least liked passives in the game (probably a playstyle/role difference).

    To me, a sorcerer (at least how the current active skills are designed) is using dodge rolls, shields and mobility to mitigate damage (especially with cast times on frags/dark deal/pets), not sitting there holding block and face tanking damage like a DK does, so it always puzzled me why that passive only works on block instead of including shields, mobility and dodge rolls as well. Even more so because shields don't get block mitigation (at all), so using a shield then holding block is generally a waste of resources/GCDs (outside of some specific PvE encounters that require that much temporary bonus health + the mitigation from block).

    Agreed. The block passive and Bound Aegis, are by far the dumbest things they ever added to Sorcerer because it doesn't fit their playstyle at all as you described.

    No one can argue Sorc's are the defacto Shielding class, at least they were in the beginning, yet despite this they added incentives to block despite it actively working against you if you're relying on Shields. I guarantee majority of players don't know any of this and just assume it should work because the incentives are there. That's bad class design.

    DK has a blocking passive, a blocking Mastery, a +armor passive, and a +healing received passive. It makes sense, they stand their ground, they're the brute/bruiser of the game. They build up power over time. No one questions this.

    Sorc is mobile, squishy, ups and downs via reactionary or preemptive shielding, Dark Deal is risky, but potent because you can dip in and out of fights with Streak to make it work, of all the classes, they really should be the one with the passive for 10% Shield Cost Reduction and Mitigation that Arcanist was slapped with. I really hope of all the passives, and maybe even Bound Aegis, those are reworked.

    Plus.. Enough with sustain. So many Sorc morphs, passives, and effects are devoted to sustain. Rebate, Overload, Endless Fury, Crystal Weaver. So much wasted potential and budget. The best thing they ever did was combining Daedric Summoning's 20% Stam and HP Recovery into Storm Calling's 10% Mag Recovery, but the pitiful replacement of +5% mitigation is so incredibly uninspiring on a class it doesn't belong to that no one even remembers it exists.

    Can we please stop trying to make Sorc's a tank, and instead try to offer the Sorc tank role a unique playstyle perhaps via Shields, Surge, and maybe even Damage dealt that other tanks don't have? Fingers crossed.
    Edited by MashmalloMan on 27 April 2026 06:45
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Turtle_Bot wrote: »
    xylena wrote: »
    Faltasë wrote: »
    Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.
    I've touched Sorc lots. It has been underbaked as a class for 12 years now, but the Mastery is undeniably strong. If you guys are referring to relatively underpowered MagSorc builds, there have been 0 metas where "stack max mag to do everything (from range)" has been balanced, either busted op or useless garbage, here's hoping the upcoming rework resolves this.

    This is the crux of the issue and a lot of it stems from the fact there seems to be no real "Sorc Dev" on the team and hasn't been since probably Vvardenfell (or maybe even earlier) given how the Sorcerer changes have been handled over the years.
    Overload 3rd bar removal (completely killed the pets as a synergistic and integrated part of the class kit), that resulted in splitting the class into 2 separate distinct and conflicting playstyles that resulted in both of them needing to outsource many key aspects of their builds to non-class skills (or other class lines post sub-classing).

    The refusal to expand Sorcerers abilities to have secondary effects/buff/debuff access, etc. Stems from some outdated (launch era) notion that classes need to rely on other classes to gain access the buffs that all of the other classes have not had to live be for years now, but sorcerer still suffers under (see some of the dev notes during U38-45 patch notes for proof of this).

    U41 ward changes that were insane numbers buffs, but with zero added functionality beyond flat numbers increases, the numbers had to be that big or the buff would completely flop (see the ward nerf in U46 where the line just fell off a cliff in PvP, especially with sub-classing pushing damage infinitely high on top of that nerf and the line is only used for atro in PvE).

    Design of crit surge needing to deal critical strikes to "heal over time" but no sticky DoTs in the kit for consistent damage ticks or access to major Prophecy/Savagery for years (and only really stamsorc eventually got that buff on armaments), oh and pets cannot proc this ability either.

    The changes to max stats, their removal from the switch of Champion Point 1 system to Champion Point 2 system, the changes to the damage formula years ago to make max stats significantly lower than stacking weapon/spell damage, the shift of scaling healing off weapon/spell damage instead of max stats, and the constant changes to Sorcerers max stats passives/effects so that they are now a janky unreliable mess spread across multiple passives and skill lines (both of which are borderline useless in a sub-classing world).

    Cast times on Sorcerer abilities to balance out access to streak (Sorc needing to keep away to ensure reliable use of defensive capabilities), but then giving every class infinite baseline speed at no cost and now sub-classing for streak on top of that speed as well without any cost to their other defensive capabilities such as removal of mitigation, cast times on their healing abilities, etc.

    Everything being so generic it works better for non-sorc abilities than it does for sorc abilities

    Keeping these flaws in the Sorcerers class kit has meant that the only way to make Sorcerer competitive (in any setting) is to bump the numbers up so stupidly high (see U41 ward changes, class sets and class masteries as proof) that there's no way to truly balance them.

    These design fallacies ZOS has with Sorc really need to be addressed or the Sorc refresh will flop just as bad as everything else ZOS has tried with Sorc.

    When doing Sorcs refresh, ZOS needs to:
    - delete the extremely outdated notion from their minds that Sorc needs other classes for basic buffs (resolve, brut/sorc, proph/sav) or debuffs (breach).
    - delete cast times (especially hidden ones such as on fury/flood) as the "balancing" mechanics for streak now that every class sits at speed cap and has access to streak anyway (with sub-classing).
    - delete the many internal conflicts inherent within sorcs design (the crit surge case and the pet v no pet resulting from overload 3rd bar removal as examples).
    - stop trying to simply force big numbers through as the way to fix the classes inherent design flaws when a complete redesign from the ground up is required.
    - start tying some of sorcs strengths to actual sorc abilities rather than being completely generic that better suits everything else than it does sorc abilities.
    - remove the extreme redundancy from sorcs abilities (the class doesn't need like 6 sustain passives on top of 4-5 sustain based secondary effects and a sustain based class mastery, it's complete overkill).
    - revert the shift of all of sorcs abilities into delayed burst for this "one big 5 stacked ability combo" that still deals less damage than just casting a single molten whip or timing MR + shulks does for DK or sub-classed builds respectively, allow the class some actual pressure abilities in its kit outside of overload to facilitate other playstyles.

    Also, now that DK is giving the entire group major berserk when casting an ultimate (any ultimate) from the DK mastery as well as major heroism to the group (that also allows the caster to cast that ultimate much more frequently), on top of being a superior parse DD thanks to the abundance of cleave access DK has that Sorcerer does not have, Sorcerer needs it's own unique reason to bring it to groups since DK is taking the existing only reason to bring Sorcerers into end-game PvE group content at all (that being atro on a support for group major berserk).
    Exactly.

    DK has the (awesome) "problem" where they have SO many great skills that you just want to slot them all and get severe FOMO when you are constrained by your scarce bar space.

    Meanwhile, over in Sorc-Land, you could delete 75% of total Sorc skills and nobody would care - or even notice - because they are such collective dogwater that they haven't been slotted by serious players since the age of Elsweyr.

    I will say, though, that when every class has as stacked skills as DK... the game will be absolutely cooking again. And it will be glorious.

    Also, probably closer to 85% of sorcs abilities could be removed and nobody would notice. The only ones people would notice enough to complain about would be the pets (and only pet mains would complain), hurricane (this specific morph only) and Streak (PvP) (wow a whopping 6 out of 36 morphs of the entire kit would have people notice/complain if they got removed). Everything else is just too niche, completely redundant or just simply outclassed by better alternatives.

    p.s. not counting atro anymore since it's redundant with DK mastery passive, also not counting ward anymore because U46 nerf completely killed it to the point that shield soul is a better shield than ward due to secondary effects + utility beyond just being a shield.

    Spot on .. To be honest the only reason I think we see Streak to the level that we do in PvP is because someone picked up SC for the Hurricane / Lightning skill (for the Resolve) and figured there's a CC skill too so might as well. Streak has awful follow up potential for a CC ability and given it's 15m range it now falls short since everyone can slot either mobility skills that also provide CC immunities or can slot Toppling or Spear, both of which have a farther range than Streak.

    I also agree that it's never just about changing numbers. One of the biggest pain points with Sorc skills is the underlying mechanics .. whether we're talking about ridiculously long and clumsy animations, to procs that don't synergize well, long cast times, or even ground based AoEs that are easily avoided and/or would confine the caster in combat.

    Here's a great example: Haunting Curse vs Deep Fissure. On paper these two skills are similar, high scaling damage output that have two delayed bursts to their method of application. .. But those skills couldn't be farther apart. Deep Fissure not only scales to similar values as Curse but Curse has a clear telegraph which allows anyone who can count to 3 & 8 to heal through it. Fissure, on the other hand doesn't have a telegraph, it has an animation; that's a big difference. This helps to enable Fissure to apply at least one instance of damage as targets don't see it coming. Fissure can also apply to multiple targets whereas Curse can only be active on one target at a time. Curse does have an AoE potential but only for it's second instance. Fissure also has the benefit of following the caster and not being locked to an individual target, enabling the caster more flexibility in it's applications.

    Not even looking at the major & minor debuffs Fissure brings, I'm just looking at the fundamental mechanical differences between how these two skills operate and it's easy to see why, even debuffs aside, Fissure is a much better choice than Curse. IMO for Haunting Curse to ever be viable it's not just about adjusting the numbers it about changing how the skill works to make it more competitive. And it's not just Curse, like you said, easily 85% of Sorc skills need attention.

    Shalks is to me very telegraphed, just like Curse is. The reason why Curse is bad and not much used is because it's cleansable for some reason and cleanses are too often used nowadays.

    So you are better off not slotting it or being smarter and just sublcassing Warden over it as you should. This is one of the main things I adamantly expect to be fixed with the class rework; Daedric Curse being uncleansable.

    Shalks isn't a telegraph because a telegraph requires an animation to precede the actual damage application by some measurable margin. The entire point of a telegraph is to give the opponent the opportunity to counter the attack, typically with a block or dodge.

    Shalks appear upon the first burst of damage, not before. This is why it's more of an animation rather than a telegraph. You can certainly mitigate the 2nd burst but players don't receive a before-apply warning for Shalks. Further, since it's not considered a "ground based" skill it doesn't activate negative AoE custom warning colors, if one has those enabled.

    Basically, once you see the first Shalks, it's too late, you've already been hit with the first burst plus the debuff. Now, one could consider the basic animation to be a quasi telegraph, however, in the pace of PvP and given that the animation is quick and so similar to other skills I would argue that really isn't enough in the current state of combat.

    Curse, on the other hand, carries a clear telegraph when that ward floats toward you. From that point you know that in 3 seconds a burst is going to occur and again in another 8. This enables the player to mitigate Curse in a number of ways and gives them clear lead time to do it.

    I'd argue the first tick of Shalks is 100% a telegraph, whether it's a good or fair telegraph is a completely different discussion. The point is, you can see the ring grow below the casters feet, it's very easy to tell when to block or preheal/shield.

    The issue where there's no debate is the 2nd attack which 100% does not have a telegraph. When they added the 2nd instance of damage, they forgot to include the animation, so yeah if a Warden comes at you from behind a corner without the ring growing, you have no idea when the actual burst of damage will come out and it's even worse because the 2nd tick of Fissure is the hard hitting part.

    I would say this is an oversight though. One of the many bandaids they've given Warden's over the years, only to never revisit them again as they did with most class changes that left them in a crappy place.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • NxJoeyD
    NxJoeyD
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    Turtle_Bot wrote: »
    hoangdz wrote: »
    Dracane wrote: »
    Faltasë wrote: »

    It's hilarious that some sorc players say that sorc passives are weak. Sorc has the most powerful passives, and becomes absolutely broken class. And sorc WW is even more broken.

    Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.

    Pure Sorc is one of the least viable specs in pvp on Live. Dark Magic is useless, Daedric Summoning is overnerfed and pets are useless, leaving only Stormcalling because of 2 good skills.

    Of course the Sorc masteries need to be more powerful to make up for a horrible kit. They are right where they should be, if not even too weak for the most part. Static Reverberation is either useless or overpowered, which is easily fixed, and so is Conservation of Energy (even if its broken on Werewolf and specific HP stacking builds, which again is easy to fix) The other perks are woefully underwhelming.

    Dark Magic isn't useless. It's actually the best sustain skill line in the game, which means you can drop a lot of sustain from other sources and spec into full damage/defense. I'd have to explain in depth as to why it is the case, so if you're ever interested feel free to add me on discord. My discord @name is static.wave

    The problem is that Sorc's passives and skills haven't been unpdated over the years. This is not a difficult fix, but I can guarantee you that if ZOS gives even a few decent addition of Major/Minor buffs, Sorc is going to be top tier in a heartbeat.

    I mean, it has Dark Deal and the Block passive.

    The Block passive is probably one of my favorites in the whole game but it goes back to the actual skills in the line, the overwhelming majority of which are hot garbage on both morphs and have no future (hopefully) in the game after the rework.

    The Blood Magic heal without the Mastery is completely dead because there simply are not any DM skills that you would ever be casting with any sort of regularity to proc the passive on a consistent basis.

    I agree that you could staple some Crit Dam to Exploitation and make it a cheap clone of the NB passive and that would help a tiny bit. But like... every skill not named Dark Deal in that line is basically un-slottable. Which is the crux of the issue with Sorc overall.

    That block passive is one of my least liked passives in the game (probably a playstyle/role difference).

    To me, a sorcerer (at least how the current active skills are designed) is using dodge rolls, shields and mobility to mitigate damage (especially with cast times on frags/dark deal/pets), not sitting there holding block and face tanking damage like a DK does, so it always puzzled me why that passive only works on block instead of including shields, mobility and dodge rolls as well. Even more so because shields don't get block mitigation (at all), so using a shield then holding block is generally a waste of resources/GCDs (outside of some specific PvE encounters that require that much temporary bonus health + the mitigation from block).

    I hadn't thought about that but it's a really good point.

    I think too many people get caught up on "block" being the only go-to for damage mitigation in this game. Anytime a counterplay concern is brought up the first response anyone wants to throw is "just block", as if every build is a stam base.

    This would make a lot of sense for the passive to proc on shields and dodge.

    @YandereGirlfriend

    I've never been really subscribed to Dark Conversion. .. The Dark Deal morph is fine for a Stam Sorc but for a Mag Sorc Dark Conversion presents a difficult trade off (at least for PvP) where Stam is such a prioritized resource, trading Stam for Mag in PvP can mean death so the skill feels way to narrow focus. Dark Deal is good for Stam Sorc but Dark Conv., in PvP that's a solid no for me and in PvE I'd rather slot Consuming Trap and get more Mag per restore, for a lower pool cost, and have a DoT component tied to the sustain.
  • NxJoeyD
    NxJoeyD
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    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Turtle_Bot wrote: »
    xylena wrote: »
    Faltasë wrote: »
    Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.
    I've touched Sorc lots. It has been underbaked as a class for 12 years now, but the Mastery is undeniably strong. If you guys are referring to relatively underpowered MagSorc builds, there have been 0 metas where "stack max mag to do everything (from range)" has been balanced, either busted op or useless garbage, here's hoping the upcoming rework resolves this.

    This is the crux of the issue and a lot of it stems from the fact there seems to be no real "Sorc Dev" on the team and hasn't been since probably Vvardenfell (or maybe even earlier) given how the Sorcerer changes have been handled over the years.
    Overload 3rd bar removal (completely killed the pets as a synergistic and integrated part of the class kit), that resulted in splitting the class into 2 separate distinct and conflicting playstyles that resulted in both of them needing to outsource many key aspects of their builds to non-class skills (or other class lines post sub-classing).

    The refusal to expand Sorcerers abilities to have secondary effects/buff/debuff access, etc. Stems from some outdated (launch era) notion that classes need to rely on other classes to gain access the buffs that all of the other classes have not had to live be for years now, but sorcerer still suffers under (see some of the dev notes during U38-45 patch notes for proof of this).

    U41 ward changes that were insane numbers buffs, but with zero added functionality beyond flat numbers increases, the numbers had to be that big or the buff would completely flop (see the ward nerf in U46 where the line just fell off a cliff in PvP, especially with sub-classing pushing damage infinitely high on top of that nerf and the line is only used for atro in PvE).

    Design of crit surge needing to deal critical strikes to "heal over time" but no sticky DoTs in the kit for consistent damage ticks or access to major Prophecy/Savagery for years (and only really stamsorc eventually got that buff on armaments), oh and pets cannot proc this ability either.

    The changes to max stats, their removal from the switch of Champion Point 1 system to Champion Point 2 system, the changes to the damage formula years ago to make max stats significantly lower than stacking weapon/spell damage, the shift of scaling healing off weapon/spell damage instead of max stats, and the constant changes to Sorcerers max stats passives/effects so that they are now a janky unreliable mess spread across multiple passives and skill lines (both of which are borderline useless in a sub-classing world).

    Cast times on Sorcerer abilities to balance out access to streak (Sorc needing to keep away to ensure reliable use of defensive capabilities), but then giving every class infinite baseline speed at no cost and now sub-classing for streak on top of that speed as well without any cost to their other defensive capabilities such as removal of mitigation, cast times on their healing abilities, etc.

    Everything being so generic it works better for non-sorc abilities than it does for sorc abilities

    Keeping these flaws in the Sorcerers class kit has meant that the only way to make Sorcerer competitive (in any setting) is to bump the numbers up so stupidly high (see U41 ward changes, class sets and class masteries as proof) that there's no way to truly balance them.

    These design fallacies ZOS has with Sorc really need to be addressed or the Sorc refresh will flop just as bad as everything else ZOS has tried with Sorc.

    When doing Sorcs refresh, ZOS needs to:
    - delete the extremely outdated notion from their minds that Sorc needs other classes for basic buffs (resolve, brut/sorc, proph/sav) or debuffs (breach).
    - delete cast times (especially hidden ones such as on fury/flood) as the "balancing" mechanics for streak now that every class sits at speed cap and has access to streak anyway (with sub-classing).
    - delete the many internal conflicts inherent within sorcs design (the crit surge case and the pet v no pet resulting from overload 3rd bar removal as examples).
    - stop trying to simply force big numbers through as the way to fix the classes inherent design flaws when a complete redesign from the ground up is required.
    - start tying some of sorcs strengths to actual sorc abilities rather than being completely generic that better suits everything else than it does sorc abilities.
    - remove the extreme redundancy from sorcs abilities (the class doesn't need like 6 sustain passives on top of 4-5 sustain based secondary effects and a sustain based class mastery, it's complete overkill).
    - revert the shift of all of sorcs abilities into delayed burst for this "one big 5 stacked ability combo" that still deals less damage than just casting a single molten whip or timing MR + shulks does for DK or sub-classed builds respectively, allow the class some actual pressure abilities in its kit outside of overload to facilitate other playstyles.

    Also, now that DK is giving the entire group major berserk when casting an ultimate (any ultimate) from the DK mastery as well as major heroism to the group (that also allows the caster to cast that ultimate much more frequently), on top of being a superior parse DD thanks to the abundance of cleave access DK has that Sorcerer does not have, Sorcerer needs it's own unique reason to bring it to groups since DK is taking the existing only reason to bring Sorcerers into end-game PvE group content at all (that being atro on a support for group major berserk).
    Exactly.

    DK has the (awesome) "problem" where they have SO many great skills that you just want to slot them all and get severe FOMO when you are constrained by your scarce bar space.

    Meanwhile, over in Sorc-Land, you could delete 75% of total Sorc skills and nobody would care - or even notice - because they are such collective dogwater that they haven't been slotted by serious players since the age of Elsweyr.

    I will say, though, that when every class has as stacked skills as DK... the game will be absolutely cooking again. And it will be glorious.

    Also, probably closer to 85% of sorcs abilities could be removed and nobody would notice. The only ones people would notice enough to complain about would be the pets (and only pet mains would complain), hurricane (this specific morph only) and Streak (PvP) (wow a whopping 6 out of 36 morphs of the entire kit would have people notice/complain if they got removed). Everything else is just too niche, completely redundant or just simply outclassed by better alternatives.

    p.s. not counting atro anymore since it's redundant with DK mastery passive, also not counting ward anymore because U46 nerf completely killed it to the point that shield soul is a better shield than ward due to secondary effects + utility beyond just being a shield.

    Spot on .. To be honest the only reason I think we see Streak to the level that we do in PvP is because someone picked up SC for the Hurricane / Lightning skill (for the Resolve) and figured there's a CC skill too so might as well. Streak has awful follow up potential for a CC ability and given it's 15m range it now falls short since everyone can slot either mobility skills that also provide CC immunities or can slot Toppling or Spear, both of which have a farther range than Streak.

    I also agree that it's never just about changing numbers. One of the biggest pain points with Sorc skills is the underlying mechanics .. whether we're talking about ridiculously long and clumsy animations, to procs that don't synergize well, long cast times, or even ground based AoEs that are easily avoided and/or would confine the caster in combat.

    Here's a great example: Haunting Curse vs Deep Fissure. On paper these two skills are similar, high scaling damage output that have two delayed bursts to their method of application. .. But those skills couldn't be farther apart. Deep Fissure not only scales to similar values as Curse but Curse has a clear telegraph which allows anyone who can count to 3 & 8 to heal through it. Fissure, on the other hand doesn't have a telegraph, it has an animation; that's a big difference. This helps to enable Fissure to apply at least one instance of damage as targets don't see it coming. Fissure can also apply to multiple targets whereas Curse can only be active on one target at a time. Curse does have an AoE potential but only for it's second instance. Fissure also has the benefit of following the caster and not being locked to an individual target, enabling the caster more flexibility in it's applications.

    Not even looking at the major & minor debuffs Fissure brings, I'm just looking at the fundamental mechanical differences between how these two skills operate and it's easy to see why, even debuffs aside, Fissure is a much better choice than Curse. IMO for Haunting Curse to ever be viable it's not just about adjusting the numbers it about changing how the skill works to make it more competitive. And it's not just Curse, like you said, easily 85% of Sorc skills need attention.

    Shalks is to me very telegraphed, just like Curse is. The reason why Curse is bad and not much used is because it's cleansable for some reason and cleanses are too often used nowadays.

    So you are better off not slotting it or being smarter and just sublcassing Warden over it as you should. This is one of the main things I adamantly expect to be fixed with the class rework; Daedric Curse being uncleansable.

    Shalks isn't a telegraph because a telegraph requires an animation to precede the actual damage application by some measurable margin. The entire point of a telegraph is to give the opponent the opportunity to counter the attack, typically with a block or dodge.

    Shalks appear upon the first burst of damage, not before. This is why it's more of an animation rather than a telegraph. You can certainly mitigate the 2nd burst but players don't receive a before-apply warning for Shalks. Further, since it's not considered a "ground based" skill it doesn't activate negative AoE custom warning colors, if one has those enabled.

    Basically, once you see the first Shalks, it's too late, you've already been hit with the first burst plus the debuff. Now, one could consider the basic animation to be a quasi telegraph, however, in the pace of PvP and given that the animation is quick and so similar to other skills I would argue that really isn't enough in the current state of combat.

    Curse, on the other hand, carries a clear telegraph when that ward floats toward you. From that point you know that in 3 seconds a burst is going to occur and again in another 8. This enables the player to mitigate Curse in a number of ways and gives them clear lead time to do it.

    I can see the blueish circle appearing at the ground below the Warden that nicely closes and tells me when it's about to pop. To me, this, coupled with the obvious animation and sound of it being cast is very telegraphed. Now the 2nd activation of it can definitely surprise, because all I have is the closing circle to go by.

    EDIT: No, sorry. Just looked at it on the PTS. The first instance is very telegraphed via the closing circle on the ground. The 2nd proc of it actually has no visual clue at all. So this would surprise me indeed. Not telegraphed.

    @MashmalloMan @Dracane

    The skill does animate a small inward & outward circle but here's the issue with that. The caster can cast the skill prior to entering a combat area, say around a wall or behind a LoS break. Because the skill doesn't require a target or LoS at all in order to cast that means that the circular animation can be obscured on purpose, and often is.

    In PvP, especially, it's a common tactic to time the skill so that the player procs it just before engaging in the intended combat area or objective area, meaning that opponents won't see the circular animations.

    Further, if one does cast it in a PvP combat scenario, given all of the other visual effects that are often in play this circle animation is going to be very easily eclipsed. This isn't what I would consider a "clear" telegraph mainly because the caster doesn't have to display it to the target. The delayed proc can enable the caster to intentionally hide the vast majority of that visual rather easily.
    Edited by NxJoeyD on 27 April 2026 07:34
  • hoangdz
    hoangdz
    ✭✭✭✭
    hoangdz wrote: »
    Dracane wrote: »
    Faltasë wrote: »

    It's hilarious that some sorc players say that sorc passives are weak. Sorc has the most powerful passives, and becomes absolutely broken class. And sorc WW is even more broken.

    Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.

    Pure Sorc is one of the least viable specs in pvp on Live. Dark Magic is useless, Daedric Summoning is overnerfed and pets are useless, leaving only Stormcalling because of 2 good skills.

    Of course the Sorc masteries need to be more powerful to make up for a horrible kit. They are right where they should be, if not even too weak for the most part. Static Reverberation is either useless or overpowered, which is easily fixed, and so is Conservation of Energy (even if its broken on Werewolf and specific HP stacking builds, which again is easy to fix) The other perks are woefully underwhelming.

    Dark Magic isn't useless. It's actually the best sustain skill line in the game, which means you can drop a lot of sustain from other sources and spec into full damage/defense. I'd have to explain in depth as to why it is the case, so if you're ever interested feel free to add me on discord. My discord @name is static.wave

    The problem is that Sorc's passives and skills haven't been unpdated over the years. This is not a difficult fix, but I can guarantee you that if ZOS gives even a few decent addition of Major/Minor buffs, Sorc is going to be top tier in a heartbeat.

    I mean, it has Dark Deal and the Block passive.

    The Block passive is probably one of my favorites in the whole game but it goes back to the actual skills in the line, the overwhelming majority of which are hot garbage on both morphs and have no future (hopefully) in the game after the rework.

    The Blood Magic heal without the Mastery is completely dead because there simply are not any DM skills that you would ever be casting with any sort of regularity to proc the passive on a consistent basis.

    I agree that you could staple some Crit Dam to Exploitation and make it a cheap clone of the NB passive and that would help a tiny bit. But like... every skill not named Dark Deal in that line is basically un-slottable. Which is the crux of the issue with Sorc overall.

    Yes and no. Crystal Weapon is the best spammable for Bowsorc because it procs the Blood Magic passive. Vibrant Shroud is an amazing burst heal with AoE capability and an equivalent solo-heal tooltip as Healing Soul's because it procs that passive too, while applying AoE Minor Vitality and Major Maim. Dark Deal is great for both melee and ranged. Negate is amazing for group PvP. The block and sustain passives allow you to forgo recovery CP and food completely to maximize damage/defense.

    More specifically about the sustain part, let's say your main resource is stamina. A build without Dark Magic needs to use Orzoga sustain food and Sustained by Suffering CP for the extra 150 stam regen, along with whatever recovery ability that skill line has (normally Netch or Rune Focus). With Dark Magic, you can use Bewitched Sugar Skulls or a bi-stat food, which offer between 4.3k and 4.9k max stam. Most skills have a conversion ratio of 10.5 mag/stam = 1 wd/sd, meaning that by switching to a max attribute stat food you are essentially gaining an equivalent of 409 to 471 wd before modifiers. If you add the 6% max stam/mag from Undaunted and 10% from Blood Magic, you're gaining an extra 16% on top of that 4.3k - 4.9k stam, yielding a final converted value of 475 - 547 wd. This value does not appear on the passive descriptions, but requires knowledge in theorycrafting.

    As I've stated, the problem with Dark Magic is that the abilities aren't streamlined or updated. Why isn't Major Brutality/Prophecy on Crystal Weapon/Crystal Fragment? Why doesn't Rune Cage do anything else other than stunning and maybe doing some tiny damage? Why did we lose Minor Force for no reason? These issues can easily be fixed. In fact, if you just fix 1-2 of the issues I've stated above, Sorc can easily be very competitive.
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    I am very curious if they made any changes to templar masteries on the week 3 build.
    I get that people are passionate about sorc in this thread but that discussion basically drowned out nearly every other class.

    Anyway, i think adding major sorcery to bright harbinger would be a quick fix for that passive for now without making it too strong.

    And allowing bright harbinger to apply to all damage, but at a lower flat amount would open up build possibilities.
  • hoangdz
    hoangdz
    ✭✭✭✭
    Turtle_Bot wrote: »
    The thing is that while it's true that dark magic is a strong sustain line, there's just very minimal need for a dedicated sustain line in the current game with how free sustain has become.

    Inhale (core of flame) post DK refresh completely overshadows the entire DM line with just a single skill, but even before the DK refresh, animal companions + bear haunch provided more sustain than DM provided and was completely passive, but also came with so much more for a build beyond just 1 active ability (that has a cast time) and a couple of passives, it comes with delayed burst, breach, speed, snare immunity, mitigation, unique damage, crit damage, cleanse, and more, so there just isn't a need to give up an entire skill line for sustain when it was so free already.

    If somehow the sustain from AC + BH wasn't enough, swapping 1 jewelry glyph from damage to recovery was definitely more than enough as well with much less loss of damage that is than swapping an entire line for DM.

    Yes, Inhale did overshadow the entire DM line with 1 skill, which was an issue I've raised 2-3 threads. However, Conservation of Energy is doing the same thing and to a greater extent by allowing you to proc it off any ability with a cost. Combined with Blood Magic, this passive is easily worth 2 full skill lines by achieving 2 things:

    1) Providing between 1.5k to 3k HPS permanently, as shown in this photo of one of my PTS duels:

    jjfwvwpk27ii.png

    This single passive is currently enabling me to tank up to 8.5k DPS before having to slot dedicated healing abilities. The more HP you have, the more broken it becomes. In fact, you can legitimately run a build with zero defensive sets by stacking everything into HP (something north of 50k) and gain more damage than what you just lost by using 4 damage CPs and stacking weapon damage. Conveniently enough, you're also going to gain some damage back with Font of Power, as you'd still be getting around 9-10% wd minimum.

    2) The stam + mag sustain per ability cast allows you to remove Dark Deal for another damage/utility skill, thereby improving your build even further. In my build, I replaced it with Race Against Time, gaining Minor Force and Major Expedition + snare immunity. Other people may slot Contingency or Curse there.

    Even if we don't factor the class masteries, melee pure sorc was still very competitive with meta subclassed builds in terms of tankiness and healing. The only 2 issues I found were:

    1) Lack of damage as we lost Minor Force and generally outdated skills (Curse not doing anything while Fissure applies Breach, Bound Arms not doing anything while Bow heals when successfully hit)

    2) Overall inconsistently sourced Major/Minor buffs and streamlined abilities (Why is Major Prophecy on Bound Armaments instead of on Crystal Wep/Frag? Why is Curse in Summoning instead of in Dark Magic?)

    These inconsistencies and the lack of damage can easily be fixed by the future rework. I mean, the damage part has pretty much been fixed on the PTS with the introduction of class masteries. My build there is sitting at 8k+ WD with 40k stam and limitless sustain and top of the line healing. I legitimately cannot die to any subclassed builds and will nuke them back easily.
    Edited by hoangdz on 27 April 2026 13:23
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    hoangdz wrote: »
    More specifically about the sustain part, let's say your main resource is stamina. A build without Dark Magic needs to use Orzoga sustain food and Sustained by Suffering CP for the extra 150 stam regen, along with whatever recovery ability that skill line has (normally Netch or Rune Focus). With Dark Magic, you can use Bewitched Sugar Skulls or a bi-stat food, which offer between 4.3k and 4.9k max stam. Most skills have a conversion ratio of 10.5 mag/stam = 1 wd/sd, meaning that by switching to a max attribute stat food you are essentially gaining an equivalent of 409 to 471 wd before modifiers. If you add the 6% max stam/mag from Undaunted and 10% from Blood Magic, you're gaining an extra 16% on top of that 4.3k - 4.9k stam, yielding a final converted value of 475 - 547 wd. This value does not appear on the passive descriptions, but requires knowledge in theorycrafting.

    Yes and no.

    This, in part, assumes a Stam Sorc .. but moreover this also assumes that the Sorc is at full health, otherwise, Blood Magic is providing the passive heal, not the increase to resource pool for the by proxy damage scaling.

    In combat, a Sorc is going to be realizing the heal component of Blood Magic the vast majority of the time so I don't see this passive a meaningful source of a damage buff.

    If we're talking about PvP then it's common knowledge that Stam based builds have light years worth of advantages over Mag based builds, but, since Sorc isn't inherently a Stam based class I don't think we're ready to just say that the damage shortfall with Sorc has been solved with these passives.
  • Dracane
    Dracane
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    ✭✭✭✭✭
    NxJoeyD wrote: »
    hoangdz wrote: »
    More specifically about the sustain part, let's say your main resource is stamina. A build without Dark Magic needs to use Orzoga sustain food and Sustained by Suffering CP for the extra 150 stam regen, along with whatever recovery ability that skill line has (normally Netch or Rune Focus). With Dark Magic, you can use Bewitched Sugar Skulls or a bi-stat food, which offer between 4.3k and 4.9k max stam. Most skills have a conversion ratio of 10.5 mag/stam = 1 wd/sd, meaning that by switching to a max attribute stat food you are essentially gaining an equivalent of 409 to 471 wd before modifiers. If you add the 6% max stam/mag from Undaunted and 10% from Blood Magic, you're gaining an extra 16% on top of that 4.3k - 4.9k stam, yielding a final converted value of 475 - 547 wd. This value does not appear on the passive descriptions, but requires knowledge in theorycrafting.

    Yes and no.

    This, in part, assumes a Stam Sorc .. but moreover this also assumes that the Sorc is at full health, otherwise, Blood Magic is providing the passive heal, not the increase to resource pool for the by proxy damage scaling.

    In combat, a Sorc is going to be realizing the heal component of Blood Magic the vast majority of the time so I don't see this passive a meaningful source of a damage buff.

    If we're talking about PvP then it's common knowledge that Stam based builds have light years worth of advantages over Mag based builds, but, since Sorc isn't inherently a Stam based class I don't think we're ready to just say that the damage shortfall with Sorc has been solved with these passives.

    And now the Sorc passives will get nerfed, ensuring MagSorc remains light years behind, while StamSorc will still be able to abuse it just enough to be an annoyance.

    StamSorc should have never happened.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    Dracane wrote: »
    And now the Sorc passives will get nerfed, ensuring MagSorc remains light years behind, while StamSorc will still be able to abuse it just enough to be an annoyance.

    StamSorc should have never happened.

    I don't hate the idea of Stam Sorc it's just that, for PvP mostly, Stamina has become an excessively over-prioritized resource; especially since subclassing.

    This has seen Mag based builds fall significantly behind. Mag based builds are almost exclusively ranged based and the concept of range in PvP has eroded as has the concept of "risk" as it pertains to approaching a Mag based player.

    If Mag based builds had a Stam-fixed resource cost reduction that scales with their Mag pool that would change the landscape significantly. Stam builds can scale part of their output off of the same resource pool that's needed for critical actions like block & break free. Mag builds have to sacrifice some element of scaling for base Stam pool, and it's not as though Mag based skills have a higher scale factor to make up for that.
    Edited by NxJoeyD on 27 April 2026 12:17
  • AliceIbanez
    AliceIbanez
    Soul Shriven
    Hello Zenimax Online Studios.

    From what I understand, we can only choose 2 talents.
    Why such a restriction?
  • hoangdz
    hoangdz
    ✭✭✭✭
    NxJoeyD wrote: »
    hoangdz wrote: »
    More specifically about the sustain part, let's say your main resource is stamina. A build without Dark Magic needs to use Orzoga sustain food and Sustained by Suffering CP for the extra 150 stam regen, along with whatever recovery ability that skill line has (normally Netch or Rune Focus). With Dark Magic, you can use Bewitched Sugar Skulls or a bi-stat food, which offer between 4.3k and 4.9k max stam. Most skills have a conversion ratio of 10.5 mag/stam = 1 wd/sd, meaning that by switching to a max attribute stat food you are essentially gaining an equivalent of 409 to 471 wd before modifiers. If you add the 6% max stam/mag from Undaunted and 10% from Blood Magic, you're gaining an extra 16% on top of that 4.3k - 4.9k stam, yielding a final converted value of 475 - 547 wd. This value does not appear on the passive descriptions, but requires knowledge in theorycrafting.

    Yes and no.

    This, in part, assumes a Stam Sorc .. but moreover this also assumes that the Sorc is at full health, otherwise, Blood Magic is providing the passive heal, not the increase to resource pool for the by proxy damage scaling.

    In combat, a Sorc is going to be realizing the heal component of Blood Magic the vast majority of the time so I don't see this passive a meaningful source of a damage buff.

    If we're talking about PvP then it's common knowledge that Stam based builds have light years worth of advantages over Mag based builds, but, since Sorc isn't inherently a Stam based class I don't think we're ready to just say that the damage shortfall with Sorc has been solved with these passives.

    That is also an easy fix, aka removing the stupid full health condition. I made a thread about it last year:

    bn5cz2o3vpza.jpeg


    Honestly, these are all easy changes that should have happened, but for god knows whatever reason, ZOS loves to make it painfully annoying to play these micromanagement games.

    Edited by hoangdz on 27 April 2026 13:23
  • xylena
    xylena
    ✭✭✭✭✭
    From what I understand, we can only choose 2 talents. Why such a restriction?
    Same reason they won't let me have god mode.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    hoangdz wrote: »

    Honestly, these are all easy changes that should have happened, but for god knows whatever reason, ZOS loves to make it painfully annoying to play these micromanagement games.

    Agreed. Sorc's skills have many similar minigames/mechanics, but these are not only uninteresting but also don't make Sorc stronger.

    Expert Summoner requires players to manage pets, however, Sorc pet summoning has a long cast time, and canceling pets is also very cumbersome.

    Daedric Protection requires players to manage Daedric Summoning time, but the duration of Daedric Summoning ability is very inconsistent and difficult to manage in conjunction with other skills (10/15s). Without pets, Daedric Protection occurs every 6 seconds, Haunting Curse every 12 seconds, Ward lasts 6 seconds, Bound Armaments lasts 10 seconds, and Bound Aegis lasts approximately 2-15 seconds for different builds.

    Blood Magic requires full health to gain the buff, but the buff only provides 10% of maximum resources for 10 seconds, which isn't very appealing.

    Expert Mage requires players to equip Sorc skills, but as others have said, 85% of Sorc's skills are impractical; general skills or subclasses would be better. Moreover, compared to similar abilities, NB's Pressure Points grant 548 Critical Chance per skill, making Expert Mage's 108 Spell Damage seem like a joke.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Malyore
    Malyore
    ✭✭✭✭✭
    Turtle_Bot wrote: »
    xylena wrote: »
    Faltasë wrote: »
    Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.
    I've touched Sorc lots. It has been underbaked as a class for 12 years now, but the Mastery is undeniably strong. If you guys are referring to relatively underpowered MagSorc builds, there have been 0 metas where "stack max mag to do everything (from range)" has been balanced, either busted op or useless garbage, here's hoping the upcoming rework resolves this.

    This is the crux of the issue and a lot of it stems from the fact there seems to be no real "Sorc Dev" on the team and hasn't been since probably Vvardenfell (or maybe even earlier) given how the Sorcerer changes have been handled over the years.
    Overload 3rd bar removal (completely killed the pets as a synergistic and integrated part of the class kit), that resulted in splitting the class into 2 separate distinct and conflicting playstyles that resulted in both of them needing to outsource many key aspects of their builds to non-class skills (or other class lines post sub-classing).

    The refusal to expand Sorcerers abilities to have secondary effects/buff/debuff access, etc. Stems from some outdated (launch era) notion that classes need to rely on other classes to gain access the buffs that all of the other classes have not had to live be for years now, but sorcerer still suffers under (see some of the dev notes during U38-45 patch notes for proof of this).

    U41 ward changes that were insane numbers buffs, but with zero added functionality beyond flat numbers increases, the numbers had to be that big or the buff would completely flop (see the ward nerf in U46 where the line just fell off a cliff in PvP, especially with sub-classing pushing damage infinitely high on top of that nerf and the line is only used for atro in PvE).

    Design of crit surge needing to deal critical strikes to "heal over time" but no sticky DoTs in the kit for consistent damage ticks or access to major Prophecy/Savagery for years (and only really stamsorc eventually got that buff on armaments), oh and pets cannot proc this ability either.

    The changes to max stats, their removal from the switch of Champion Point 1 system to Champion Point 2 system, the changes to the damage formula years ago to make max stats significantly lower than stacking weapon/spell damage, the shift of scaling healing off weapon/spell damage instead of max stats, and the constant changes to Sorcerers max stats passives/effects so that they are now a janky unreliable mess spread across multiple passives and skill lines (both of which are borderline useless in a sub-classing world).

    Cast times on Sorcerer abilities to balance out access to streak (Sorc needing to keep away to ensure reliable use of defensive capabilities), but then giving every class infinite baseline speed at no cost and now sub-classing for streak on top of that speed as well without any cost to their other defensive capabilities such as removal of mitigation, cast times on their healing abilities, etc.

    Everything being so generic it works better for non-sorc abilities than it does for sorc abilities

    Keeping these flaws in the Sorcerers class kit has meant that the only way to make Sorcerer competitive (in any setting) is to bump the numbers up so stupidly high (see U41 ward changes, class sets and class masteries as proof) that there's no way to truly balance them.

    These design fallacies ZOS has with Sorc really need to be addressed or the Sorc refresh will flop just as bad as everything else ZOS has tried with Sorc.

    When doing Sorcs refresh, ZOS needs to:
    - delete the extremely outdated notion from their minds that Sorc needs other classes for basic buffs (resolve, brut/sorc, proph/sav) or debuffs (breach).
    - delete cast times (especially hidden ones such as on fury/flood) as the "balancing" mechanics for streak now that every class sits at speed cap and has access to streak anyway (with sub-classing).
    - delete the many internal conflicts inherent within sorcs design (the crit surge case and the pet v no pet resulting from overload 3rd bar removal as examples).
    - stop trying to simply force big numbers through as the way to fix the classes inherent design flaws when a complete redesign from the ground up is required.
    - start tying some of sorcs strengths to actual sorc abilities rather than being completely generic that better suits everything else than it does sorc abilities.
    - remove the extreme redundancy from sorcs abilities (the class doesn't need like 6 sustain passives on top of 4-5 sustain based secondary effects and a sustain based class mastery, it's complete overkill).
    - revert the shift of all of sorcs abilities into delayed burst for this "one big 5 stacked ability combo" that still deals less damage than just casting a single molten whip or timing MR + shulks does for DK or sub-classed builds respectively, allow the class some actual pressure abilities in its kit outside of overload to facilitate other playstyles.

    Also, now that DK is giving the entire group major berserk when casting an ultimate (any ultimate) from the DK mastery as well as major heroism to the group (that also allows the caster to cast that ultimate much more frequently), on top of being a superior parse DD thanks to the abundance of cleave access DK has that Sorcerer does not have, Sorcerer needs it's own unique reason to bring it to groups since DK is taking the existing only reason to bring Sorcerers into end-game PvE group content at all (that being atro on a support for group major berserk).
    Exactly.

    DK has the (awesome) "problem" where they have SO many great skills that you just want to slot them all and get severe FOMO when you are constrained by your scarce bar space.

    Meanwhile, over in Sorc-Land, you could delete 75% of total Sorc skills and nobody would care - or even notice - because they are such collective dogwater that they haven't been slotted by serious players since the age of Elsweyr.

    I will say, though, that when every class has as stacked skills as DK... the game will be absolutely cooking again. And it will be glorious.

    Also, probably closer to 85% of sorcs abilities could be removed and nobody would notice. The only ones people would notice enough to complain about would be the pets (and only pet mains would complain), hurricane (this specific morph only) and Streak (PvP) (wow a whopping 6 out of 36 morphs of the entire kit would have people notice/complain if they got removed). Everything else is just too niche, completely redundant or just simply outclassed by better alternatives.

    p.s. not counting atro anymore since it's redundant with DK mastery passive, also not counting ward anymore because U46 nerf completely killed it to the point that shield soul is a better shield than ward due to secondary effects + utility beyond just being a shield.

    I've never experienced the 3-bar build of sorc, but honestly I would be really curious to try it on the refresh. How did it perform, and why was it removed?
  • Malyore
    Malyore
    ✭✭✭✭✭
    Malyore wrote: »
    Turtle_Bot wrote: »
    xylena wrote: »
    Faltasë wrote: »
    Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.
    I've touched Sorc lots. It has been underbaked as a class for 12 years now, but the Mastery is undeniably strong. If you guys are referring to relatively underpowered MagSorc builds, there have been 0 metas where "stack max mag to do everything (from range)" has been balanced, either busted op or useless garbage, here's hoping the upcoming rework resolves this.

    This is the crux of the issue and a lot of it stems from the fact there seems to be no real "Sorc Dev" on the team and hasn't been since probably Vvardenfell (or maybe even earlier) given how the Sorcerer changes have been handled over the years.
    Overload 3rd bar removal (completely killed the pets as a synergistic and integrated part of the class kit), that resulted in splitting the class into 2 separate distinct and conflicting playstyles that resulted in both of them needing to outsource many key aspects of their builds to non-class skills (or other class lines post sub-classing).

    The refusal to expand Sorcerers abilities to have secondary effects/buff/debuff access, etc. Stems from some outdated (launch era) notion that classes need to rely on other classes to gain access the buffs that all of the other classes have not had to live be for years now, but sorcerer still suffers under (see some of the dev notes during U38-45 patch notes for proof of this).

    U41 ward changes that were insane numbers buffs, but with zero added functionality beyond flat numbers increases, the numbers had to be that big or the buff would completely flop (see the ward nerf in U46 where the line just fell off a cliff in PvP, especially with sub-classing pushing damage infinitely high on top of that nerf and the line is only used for atro in PvE).

    Design of crit surge needing to deal critical strikes to "heal over time" but no sticky DoTs in the kit for consistent damage ticks or access to major Prophecy/Savagery for years (and only really stamsorc eventually got that buff on armaments), oh and pets cannot proc this ability either.

    The changes to max stats, their removal from the switch of Champion Point 1 system to Champion Point 2 system, the changes to the damage formula years ago to make max stats significantly lower than stacking weapon/spell damage, the shift of scaling healing off weapon/spell damage instead of max stats, and the constant changes to Sorcerers max stats passives/effects so that they are now a janky unreliable mess spread across multiple passives and skill lines (both of which are borderline useless in a sub-classing world).

    Cast times on Sorcerer abilities to balance out access to streak (Sorc needing to keep away to ensure reliable use of defensive capabilities), but then giving every class infinite baseline speed at no cost and now sub-classing for streak on top of that speed as well without any cost to their other defensive capabilities such as removal of mitigation, cast times on their healing abilities, etc.

    Everything being so generic it works better for non-sorc abilities than it does for sorc abilities

    Keeping these flaws in the Sorcerers class kit has meant that the only way to make Sorcerer competitive (in any setting) is to bump the numbers up so stupidly high (see U41 ward changes, class sets and class masteries as proof) that there's no way to truly balance them.

    These design fallacies ZOS has with Sorc really need to be addressed or the Sorc refresh will flop just as bad as everything else ZOS has tried with Sorc.

    When doing Sorcs refresh, ZOS needs to:
    - delete the extremely outdated notion from their minds that Sorc needs other classes for basic buffs (resolve, brut/sorc, proph/sav) or debuffs (breach).
    - delete cast times (especially hidden ones such as on fury/flood) as the "balancing" mechanics for streak now that every class sits at speed cap and has access to streak anyway (with sub-classing).
    - delete the many internal conflicts inherent within sorcs design (the crit surge case and the pet v no pet resulting from overload 3rd bar removal as examples).
    - stop trying to simply force big numbers through as the way to fix the classes inherent design flaws when a complete redesign from the ground up is required.
    - start tying some of sorcs strengths to actual sorc abilities rather than being completely generic that better suits everything else than it does sorc abilities.
    - remove the extreme redundancy from sorcs abilities (the class doesn't need like 6 sustain passives on top of 4-5 sustain based secondary effects and a sustain based class mastery, it's complete overkill).
    - revert the shift of all of sorcs abilities into delayed burst for this "one big 5 stacked ability combo" that still deals less damage than just casting a single molten whip or timing MR + shulks does for DK or sub-classed builds respectively, allow the class some actual pressure abilities in its kit outside of overload to facilitate other playstyles.

    Also, now that DK is giving the entire group major berserk when casting an ultimate (any ultimate) from the DK mastery as well as major heroism to the group (that also allows the caster to cast that ultimate much more frequently), on top of being a superior parse DD thanks to the abundance of cleave access DK has that Sorcerer does not have, Sorcerer needs it's own unique reason to bring it to groups since DK is taking the existing only reason to bring Sorcerers into end-game PvE group content at all (that being atro on a support for group major berserk).
    Exactly.

    DK has the (awesome) "problem" where they have SO many great skills that you just want to slot them all and get severe FOMO when you are constrained by your scarce bar space.

    Meanwhile, over in Sorc-Land, you could delete 75% of total Sorc skills and nobody would care - or even notice - because they are such collective dogwater that they haven't been slotted by serious players since the age of Elsweyr.

    I will say, though, that when every class has as stacked skills as DK... the game will be absolutely cooking again. And it will be glorious.

    Also, probably closer to 85% of sorcs abilities could be removed and nobody would notice. The only ones people would notice enough to complain about would be the pets (and only pet mains would complain), hurricane (this specific morph only) and Streak (PvP) (wow a whopping 6 out of 36 morphs of the entire kit would have people notice/complain if they got removed). Everything else is just too niche, completely redundant or just simply outclassed by better alternatives.

    p.s. not counting atro anymore since it's redundant with DK mastery passive, also not counting ward anymore because U46 nerf completely killed it to the point that shield soul is a better shield than ward due to secondary effects + utility beyond just being a shield.

    I've never experienced the 3-bar build of sorc, but honestly I would be really curious to try it on the refresh. How did it perform, and why was it removed?

    Also I just wanted to add that I absolutely love Critical Surge. I can definitely feel a difference with/without it in PvE. I wouldn't want it to be functionally changed, or refreshed into something so strong that it becomes nerfed later on. It feels like it's at a good spot right now, IMO.
    Power Surge definitely needs some upgrades though. Would be nice if it also provided a constant small and rapid group HoT while active, as well as the critical heal bursts... maybe add some group armor as well whenever it bursts. As it is now, it really doesn't do much for normal healing situations. I've only found it most useful to assist companions.
  • Firstmep
    Firstmep
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    Nearly every class got multiple.chagss to their masteries but templar only got the tiniest buff to 1 passive. I mean, this is very disheartening.
    I don't think it would be that hard to tweak some of the other passives like adding major sorcery to the 600 spell damage one.
  • Velocious_Curse
    Velocious_Curse
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    Listen. I'm not a nightblade guy. But the first iteration of the mastery passives were already behind the rest in regards to pvp.

    Today's changes set them back even further.

    For above and beyond, 5% crit damage with battle spirit isnt worth it imo. Just make it 25% for pve and 12% for pvp.

    For eye of exploitation, just make it 1750 and 12% with battle spirit.
    2600cp- Xbox
    Sorc x3(1 Grand Overlord)
    Plar x3(1 Grand Overlord)
    DK x4 (2 Grand Overlords)
    Nightblade x3 (Grand Overloard)
    Warden x2
    Necro x2
    Arc x2
    1600cp-PC
    Sorc
    Warden
    DK
  • ArctosCethlenn
    ArctosCethlenn
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    Listen. I'm not a nightblade guy. But the first iteration of the mastery passives were already behind the rest in regards to pvp.

    Today's changes set them back even further.

    For above and beyond, 5% crit damage with battle spirit isnt worth it imo. Just make it 25% for pve and 12% for pvp.

    For eye of exploitation, just make it 1750 and 12% with battle spirit.

    It's kinda a joke, why are nightblade and plar damage masteries getting significant extra nerfs in pvp, but not sorc or dk?
  • ItsNotLiving
    ItsNotLiving
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    Listen. I'm not a nightblade guy. But the first iteration of the mastery passives were already behind the rest in regards to pvp.

    Today's changes set them back even further.

    For above and beyond, 5% crit damage with battle spirit isnt worth it imo. Just make it 25% for pve and 12% for pvp.

    For eye of exploitation, just make it 1750 and 12% with battle spirit.

    It's kinda a joke, why are nightblade and plar damage masteries getting significant extra nerfs in pvp, but not sorc or dk?

    Designed metas
  • MashmalloMan
    MashmalloMan
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    Dracane wrote: »
    NxJoeyD wrote: »
    hoangdz wrote: »
    More specifically about the sustain part, let's say your main resource is stamina. A build without Dark Magic needs to use Orzoga sustain food and Sustained by Suffering CP for the extra 150 stam regen, along with whatever recovery ability that skill line has (normally Netch or Rune Focus). With Dark Magic, you can use Bewitched Sugar Skulls or a bi-stat food, which offer between 4.3k and 4.9k max stam. Most skills have a conversion ratio of 10.5 mag/stam = 1 wd/sd, meaning that by switching to a max attribute stat food you are essentially gaining an equivalent of 409 to 471 wd before modifiers. If you add the 6% max stam/mag from Undaunted and 10% from Blood Magic, you're gaining an extra 16% on top of that 4.3k - 4.9k stam, yielding a final converted value of 475 - 547 wd. This value does not appear on the passive descriptions, but requires knowledge in theorycrafting.

    Yes and no.

    This, in part, assumes a Stam Sorc .. but moreover this also assumes that the Sorc is at full health, otherwise, Blood Magic is providing the passive heal, not the increase to resource pool for the by proxy damage scaling.

    In combat, a Sorc is going to be realizing the heal component of Blood Magic the vast majority of the time so I don't see this passive a meaningful source of a damage buff.

    If we're talking about PvP then it's common knowledge that Stam based builds have light years worth of advantages over Mag based builds, but, since Sorc isn't inherently a Stam based class I don't think we're ready to just say that the damage shortfall with Sorc has been solved with these passives.

    And now the Sorc passives will get nerfed, ensuring MagSorc remains light years behind, while StamSorc will still be able to abuse it just enough to be an annoyance.

    StamSorc should have never happened.

    Uh [snip]? I feel personally attacked.
    [edited for profanity bypass]
    Edited by ZOS_Icy on 1 May 2026 10:47
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • CameraBeardThePirate
    CameraBeardThePirate
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    Hello Zenimax Online Studios.

    From what I understand, we can only choose 2 talents.
    Why such a restriction?

    2 reasons.

    1) Because being able to pick all of them would make for insane amounts of power creep.

    2) Because this game needs more decisions. Being able to have it all makes for boring metal that converge on a single type of build. Having to pick and choose between drastically different passives makes for interesting and unique builds.
  • Alchimiste1
    Alchimiste1
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    How the hell did nb week 2 pts end up even worse than week 1 lmao
  • xylena
    xylena
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    Uh [snip]? I feel personally attacked.
    MagSorc players bitter their class isn't SSS Tier take it out on StamSorcs, like always.

    @Dracane you can breathe, they left Conservation alone (and fixed a bug that was nerfing it).

    The change to Static Reverb should leave it with same PvP dps, seems good? MagSorc has access to quite a few multi hit skills and ranged dots, they should consider building for this.
    [edited to remove quote]
    Edited by ZOS_Icy on 1 May 2026 10:49
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • CameraBeardThePirate
    CameraBeardThePirate
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    Can we not at least try Malevolent Promise in PvP? Isn't that the point of a test server? It feels ridiculous that it's the only mastery passive that legitimately does nothing in PvP.
  • Militan1404
    Militan1404
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    Its getting more and more clear that its not about balance and more about manipulating a meta, a flavor of the month and they dont have any intentions of balance the game, that or they cant and i dont know what is worse.. Templar was far behind allready before the nerf and why even touch NB when sorcs are untouched. And why aint DK still adjusted? I get it, they are gonna nerf DK to the ground when its Wardens turn so they can be the next big thing, so they can continue this never ending cycle creating a new master class for each patch. What about they just balance the game and cut out this flavor of the month thing that everyone hates, they might save this game before it is to late.
  • xylena
    xylena
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    And why aint DK still adjusted?
    They nerfed the Pyre/Wildfire interaction to effectively 1 stack only. Should be good enough.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Militan1404
    Militan1404
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    xylena wrote: »
    And why aint DK still adjusted?
    They nerfed the Pyre/Wildfire interaction to effectively 1 stack only. Should be good enough.

    Might have missed something but dk was already the strongest class before the pyrebrand buff.
  • ArctosCethlenn
    ArctosCethlenn
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    The masteries are supposed to help pure classes compete with subclassed builds, idk how they expect that from plar or nb in pvp when those two are both seeing their masteries dumpstered with secondary nerfs. It's already a huge disadvantage to run a pure class build in pvp (outside of dk), the damage masteries don't outweigh the benefits of subclassing in *pve* let alone in pvp when they get cut by 50-80%.
  • xylena
    xylena
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    Might have missed something but dk was already the strongest class before the pyrebrand buff.
    The reworked classes are the new standard. New WW is on par with New DK in PvP. Sorc was buffed in PvP by a lot. Yes it sucks to wait for the others but it seems like it will be worth it.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
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