Turtle_Bot wrote: »madmufffin wrote: »Turtle_Bot wrote: »Reverb just dropped down a few tiers with the proposed week 4 changes. Everyone will just swap to Font and sit around 40k mag/stam for a sizable buff to weapon damage while maintaining enough room in the build to have 40k health, max mitigations, plenty of weapon damage, lots of sustain and keeping their current overtuned procs.
Conservation got some nerfs, but nothing that fixes what makes it so strong in the first place (core combat, health costs and overly cheap abilities). So it will still be everywhere and the same problematic Sorc build everyone is crying about will just become even more common as players that currently play other, less optimal/more balanced, Sorc builds will just swap to the DoT build because the nerfs to reverb and CoE hit the other builds much harder than it hit this build.
Finally found a pvp build I like and a nice damage source is getting dunked on for no reason
Yep, same here, had a shock sorc build that was fun to play, purely thematic and a high pressure spec, that entirely revolved the fact that Reverb was generic, allowing me to actually run very off-meta abilities (shock reach) as part of the core of my build.
I didn't find reverb to be problematic, but the new version might not be as cheeks either. With 20% base chance it can reach a 50% proc chance at just 30% missing hp. That's pretty hefty even if there are fewer sources to proc it.
It's also better for sorcs using sorc skills over the usual master dw or bfb setups for example.
Once I'm done with my plar tests on pts I'll probably take a closer look at reverb too.
Turtle_Bot wrote: »Reverb just dropped down a few tiers with the proposed week 4 changes. Everyone will just swap to Font and sit around 40k mag/stam for a sizable buff to weapon damage while maintaining enough room in the build to have 40k health, max mitigations, plenty of weapon damage, lots of sustain and keeping their current overtuned procs.
Conservation got some nerfs, but nothing that fixes what makes it so strong in the first place (core combat, health costs and overly cheap abilities). So it will still be everywhere and the same problematic Sorc build everyone is crying about will just become even more common as players that currently play other, less optimal/more balanced, Sorc builds will just swap to the DoT build because the nerfs to reverb and CoE hit the other builds much harder than it hit this build.
Turtle_Bot wrote: »Turtle_Bot wrote: »madmufffin wrote: »Turtle_Bot wrote: »Reverb just dropped down a few tiers with the proposed week 4 changes. Everyone will just swap to Font and sit around 40k mag/stam for a sizable buff to weapon damage while maintaining enough room in the build to have 40k health, max mitigations, plenty of weapon damage, lots of sustain and keeping their current overtuned procs.
Conservation got some nerfs, but nothing that fixes what makes it so strong in the first place (core combat, health costs and overly cheap abilities). So it will still be everywhere and the same problematic Sorc build everyone is crying about will just become even more common as players that currently play other, less optimal/more balanced, Sorc builds will just swap to the DoT build because the nerfs to reverb and CoE hit the other builds much harder than it hit this build.
Finally found a pvp build I like and a nice damage source is getting dunked on for no reason
Yep, same here, had a shock sorc build that was fun to play, purely thematic and a high pressure spec, that entirely revolved the fact that Reverb was generic, allowing me to actually run very off-meta abilities (shock reach) as part of the core of my build.
I didn't find reverb to be problematic, but the new version might not be as cheeks either. With 20% base chance it can reach a 50% proc chance at just 30% missing hp. That's pretty hefty even if there are fewer sources to proc it.
It's also better for sorcs using sorc skills over the usual master dw or bfb setups for example.
Once I'm done with my plar tests on pts I'll probably take a closer look at reverb too.
The issue with it hasn't really been the proc chance though, the issue is that there's no inherent synergy within Sorcs kit to get even close to the max potential of it and that hasn't changed, hence why it was made generic in the first place.
Everyone looks at it as X damage multiplied by Y times per second for Z total damage as though it will be some crazy big burst of damage every single second, but they also completely ignore that unless Y specifically is consistently more than 1, then the mastery is nothing more than a DoT tick of damage and that Sorcerers abilities outside of Armaments all have Y = 1 at best (assuming 100% proc chance).
Giving up another mastery for what essentially amounts to a potential single DoT tick of damage being added to Sorc damage abilities only is really not worth it when looking at what the other masteries do.
I think ZOS could probably go for a middle ground to bring it back up a little and count shock damage for it (since that would limit it's generic applications to at least being on theme) and/or make the class flourish count as "sorc damage".
Turtle_Bot wrote: »madmufffin wrote: »Turtle_Bot wrote: »Reverb just dropped down a few tiers with the proposed week 4 changes. Everyone will just swap to Font and sit around 40k mag/stam for a sizable buff to weapon damage while maintaining enough room in the build to have 40k health, max mitigations, plenty of weapon damage, lots of sustain and keeping their current overtuned procs.
Conservation got some nerfs, but nothing that fixes what makes it so strong in the first place (core combat, health costs and overly cheap abilities). So it will still be everywhere and the same problematic Sorc build everyone is crying about will just become even more common as players that currently play other, less optimal/more balanced, Sorc builds will just swap to the DoT build because the nerfs to reverb and CoE hit the other builds much harder than it hit this build.
Finally found a pvp build I like and a nice damage source is getting dunked on for no reason
Yep, same here, had a shock sorc build that was fun to play, purely thematic and a high pressure spec, that entirely revolved the fact that Reverb was generic, allowing me to actually run very off-meta abilities (shock reach) as part of the core of my build.
I didn't find reverb to be problematic, but the new version might not be as cheeks either. With 20% base chance it can reach a 50% proc chance at just 30% missing hp. That's pretty hefty even if there are fewer sources to proc it.
It's also better for sorcs using sorc skills over the usual master dw or bfb setups for example.
Once I'm done with my plar tests on pts I'll probably take a closer look at reverb too.
Zyaneth_Bal wrote: »Turtle_Bot wrote: »Turtle_Bot wrote: »madmufffin wrote: »Turtle_Bot wrote: »Reverb just dropped down a few tiers with the proposed week 4 changes. Everyone will just swap to Font and sit around 40k mag/stam for a sizable buff to weapon damage while maintaining enough room in the build to have 40k health, max mitigations, plenty of weapon damage, lots of sustain and keeping their current overtuned procs.
Conservation got some nerfs, but nothing that fixes what makes it so strong in the first place (core combat, health costs and overly cheap abilities). So it will still be everywhere and the same problematic Sorc build everyone is crying about will just become even more common as players that currently play other, less optimal/more balanced, Sorc builds will just swap to the DoT build because the nerfs to reverb and CoE hit the other builds much harder than it hit this build.
Finally found a pvp build I like and a nice damage source is getting dunked on for no reason
Yep, same here, had a shock sorc build that was fun to play, purely thematic and a high pressure spec, that entirely revolved the fact that Reverb was generic, allowing me to actually run very off-meta abilities (shock reach) as part of the core of my build.
I didn't find reverb to be problematic, but the new version might not be as cheeks either. With 20% base chance it can reach a 50% proc chance at just 30% missing hp. That's pretty hefty even if there are fewer sources to proc it.
It's also better for sorcs using sorc skills over the usual master dw or bfb setups for example.
Once I'm done with my plar tests on pts I'll probably take a closer look at reverb too.
The issue with it hasn't really been the proc chance though, the issue is that there's no inherent synergy within Sorcs kit to get even close to the max potential of it and that hasn't changed, hence why it was made generic in the first place.
Everyone looks at it as X damage multiplied by Y times per second for Z total damage as though it will be some crazy big burst of damage every single second, but they also completely ignore that unless Y specifically is consistently more than 1, then the mastery is nothing more than a DoT tick of damage and that Sorcerers abilities outside of Armaments all have Y = 1 at best (assuming 100% proc chance).
Giving up another mastery for what essentially amounts to a potential single DoT tick of damage being added to Sorc damage abilities only is really not worth it when looking at what the other masteries do.
I think ZOS could probably go for a middle ground to bring it back up a little and count shock damage for it (since that would limit it's generic applications to at least being on theme) and/or make the class flourish count as "sorc damage".
It would be great if cd was made per target, could help it a bit in pve, there’s no reason for it not to be.
Class flourish counting as sorc damage could be a nice addition. Or mb make static proc off shock damage too.
madmufffin wrote: »Zyaneth_Bal wrote: »Turtle_Bot wrote: »Turtle_Bot wrote: »madmufffin wrote: »Turtle_Bot wrote: »Reverb just dropped down a few tiers with the proposed week 4 changes. Everyone will just swap to Font and sit around 40k mag/stam for a sizable buff to weapon damage while maintaining enough room in the build to have 40k health, max mitigations, plenty of weapon damage, lots of sustain and keeping their current overtuned procs.
Conservation got some nerfs, but nothing that fixes what makes it so strong in the first place (core combat, health costs and overly cheap abilities). So it will still be everywhere and the same problematic Sorc build everyone is crying about will just become even more common as players that currently play other, less optimal/more balanced, Sorc builds will just swap to the DoT build because the nerfs to reverb and CoE hit the other builds much harder than it hit this build.
Finally found a pvp build I like and a nice damage source is getting dunked on for no reason
Yep, same here, had a shock sorc build that was fun to play, purely thematic and a high pressure spec, that entirely revolved the fact that Reverb was generic, allowing me to actually run very off-meta abilities (shock reach) as part of the core of my build.
I didn't find reverb to be problematic, but the new version might not be as cheeks either. With 20% base chance it can reach a 50% proc chance at just 30% missing hp. That's pretty hefty even if there are fewer sources to proc it.
It's also better for sorcs using sorc skills over the usual master dw or bfb setups for example.
Once I'm done with my plar tests on pts I'll probably take a closer look at reverb too.
The issue with it hasn't really been the proc chance though, the issue is that there's no inherent synergy within Sorcs kit to get even close to the max potential of it and that hasn't changed, hence why it was made generic in the first place.
Everyone looks at it as X damage multiplied by Y times per second for Z total damage as though it will be some crazy big burst of damage every single second, but they also completely ignore that unless Y specifically is consistently more than 1, then the mastery is nothing more than a DoT tick of damage and that Sorcerers abilities outside of Armaments all have Y = 1 at best (assuming 100% proc chance).
Giving up another mastery for what essentially amounts to a potential single DoT tick of damage being added to Sorc damage abilities only is really not worth it when looking at what the other masteries do.
I think ZOS could probably go for a middle ground to bring it back up a little and count shock damage for it (since that would limit it's generic applications to at least being on theme) and/or make the class flourish count as "sorc damage".
It would be great if cd was made per target, could help it a bit in pve, there’s no reason for it not to be.
Class flourish counting as sorc damage could be a nice addition. Or mb make static proc off shock damage too.
Even in PVE, I don't think there's enough sources of damage to make per target really matter. You have at best like 4 sorc skills on your bar if you're not toggling power overload. This change is very bleh for both game modes.
Zyaneth_Bal wrote: »madmufffin wrote: »Zyaneth_Bal wrote: »Turtle_Bot wrote: »Turtle_Bot wrote: »madmufffin wrote: »Turtle_Bot wrote: »Reverb just dropped down a few tiers with the proposed week 4 changes. Everyone will just swap to Font and sit around 40k mag/stam for a sizable buff to weapon damage while maintaining enough room in the build to have 40k health, max mitigations, plenty of weapon damage, lots of sustain and keeping their current overtuned procs.
Conservation got some nerfs, but nothing that fixes what makes it so strong in the first place (core combat, health costs and overly cheap abilities). So it will still be everywhere and the same problematic Sorc build everyone is crying about will just become even more common as players that currently play other, less optimal/more balanced, Sorc builds will just swap to the DoT build because the nerfs to reverb and CoE hit the other builds much harder than it hit this build.
Finally found a pvp build I like and a nice damage source is getting dunked on for no reason
Yep, same here, had a shock sorc build that was fun to play, purely thematic and a high pressure spec, that entirely revolved the fact that Reverb was generic, allowing me to actually run very off-meta abilities (shock reach) as part of the core of my build.
I didn't find reverb to be problematic, but the new version might not be as cheeks either. With 20% base chance it can reach a 50% proc chance at just 30% missing hp. That's pretty hefty even if there are fewer sources to proc it.
It's also better for sorcs using sorc skills over the usual master dw or bfb setups for example.
Once I'm done with my plar tests on pts I'll probably take a closer look at reverb too.
The issue with it hasn't really been the proc chance though, the issue is that there's no inherent synergy within Sorcs kit to get even close to the max potential of it and that hasn't changed, hence why it was made generic in the first place.
Everyone looks at it as X damage multiplied by Y times per second for Z total damage as though it will be some crazy big burst of damage every single second, but they also completely ignore that unless Y specifically is consistently more than 1, then the mastery is nothing more than a DoT tick of damage and that Sorcerers abilities outside of Armaments all have Y = 1 at best (assuming 100% proc chance).
Giving up another mastery for what essentially amounts to a potential single DoT tick of damage being added to Sorc damage abilities only is really not worth it when looking at what the other masteries do.
I think ZOS could probably go for a middle ground to bring it back up a little and count shock damage for it (since that would limit it's generic applications to at least being on theme) and/or make the class flourish count as "sorc damage".
It would be great if cd was made per target, could help it a bit in pve, there’s no reason for it not to be.
Class flourish counting as sorc damage could be a nice addition. Or mb make static proc off shock damage too.
Even in PVE, I don't think there's enough sources of damage to make per target really matter. You have at best like 4 sorc skills on your bar if you're not toggling power overload. This change is very bleh for both game modes.
The only reason for this change is ww, if static procs off shock damage and mb even physical it won’t cause any issues but add more opportunities to proc it. The problem was ww’s million bleed ticks