Best change I can think of is a charge system where they get 3 charges that they can use whenever and however they want. When BE is casted it uses a charge, it takes 8-10 seconds (balance placement here) for a charge to be reset. They still probably even get out most fights with this though but would have to be a lot more careful with their BE casts.
It gives them the mobility they need as the skill is intended for to get out of melee, Will obviously need to change gap closers a bit but need to change them being able to cast it 14 times then another 14 times if they choose to. No single class in a RvR game should have that mobility just look at meta in GW2 only 3 classes out of 8 are top tier in RvR and that game advertises everyone can do anything.
If it wasn't for hiding I think we see a lot more Sorcs for roaming.
piotreb17_ESO4 wrote: »Please teach me how. After 2 zips Sorc is already out of the range of any close gap utility.Bolt escape is fine.
It's limited, and you can chase one down and get the kill if you really want to.You may be not aware of it, but you can use Bolt Escape not just for travelling and escaping. Even in its basic form, it can stun and Streak morph adds also damage and disorient.It's just an escape skill - it's not generating any kills or doing any damage.If you let that Sorc get away, that's your choice.
If you let them come back and harass you and bolt away again - that's your fault for letting them do it. Figure out the counters and use them.
Please enlighten me! I have counters for DK and NB abilities, but somehow I cannot figure out the one for Bolt Escape, as after 2 zips Sorc is already out of the range of any close gap utility.
popatiberiuoneb18_ESO wrote: »snip
Sorcs can use the terrain better with bolt escape as they can use a rock to get los and then you have no way to catch up with targeted skills.
You know you can't mount up in combat right? And it's pretty bugged so you can't even mount up for about 1-2 minutes even if you are out of it.
Have yet to see even an orc wearing medium armor and manuver user player catch up to a competent geared blinking sorc... but it sounds doable... probably is that sorcs can continuously stun you with bolt escape which is the cherry on top of OPness with the skill.
Enough magicka for 10-11 bolt escapes seems quite a lot of uses for a skill like that imo. 3-4 casts gets you really far away from a fight or even to a fight to leave yourself enough magicka to compete.
popatiberiuoneb18_ESO wrote: »I am running a build leaning towards magika most of the times since all the tools avaible to me on my main (sorc) are magika spells. In this regard i do not have enough stamina to spam more then 3 bolts, i do try to time them and i will definatly take into consideration what you said about the delay.
About aiming skills at the mist form, cant really say they hit now can i when the vamp is full health when out of mist form while i spam damage skills towards the misty mass that runs away or snared (if lucky). If you are aware how that is possible while my skills hit then by all means do explain.
I agree with you on using tools for certain situation parts, that is not rock/paper/scissors. Rock/paper/scissors is when a DK will always kill a Vamp, when a Vamp will always kill a sorcerer and so on, or be very hard to change the outcome in such an encounter. Having static class x or spec x counters class/spec y. I like to know that i stand a chance gainst every build i meet and so do you, guess our views are not that far apart after all :P
You have valid points but think of this: only 1 out of 4 classes has access to fire spells, the others might gain some damage from using fire enchants on weapons and/or aim for fire procs from destro staff but thats about it. Fighter's guild is stamina based (magika builds are stamina starved as it is). This is the rock/paper/scissor system that i am against, force a class to spec with 1 type of armour and sacrifice half its skill slots to be able to fight a vamp, that you dont even know if a vamp or not until they use skills. I remind you that the fighter guild abilities are useless vs anything else besides vamps/wws so you end up gimping yourself beyound useless if you follow this path. DK's have it easy vs a vamp since they have fire based skills and quite a nice arsenal and yes, you dont stand a chance vs a DK with a clue, run away or get melted (rock/paper/scissors again).
I do like the idea of vampires but i dont like how they were implemented, i will go vampire on my solo roaming NB at some point for you A and C arguments and see how it goes.
Thanks for your time and insight, if you have any suggestion about the no damage to mist form part im all ears