Kickimanjaro wrote: »...never intentionally, let's put it that way.
MashmalloMan wrote: »@Tannus15 oh see but your mistake is you're trying to use 2 pets. Of course Arcanist and it's infinite cleave will deal more DPS you fool.
Be punished sir, how dare you use your class skills and masteries together.
This is the most pathetic thing about Sorc: you'll actually be penalized for using your class skill.
Use a class skill to deal damage? Sorry, because 40% of skills aren't Physical and Shock Damag, you won't get the full bonus. Want to use Sphere of Influence to provide shield to an ally? Oh, no way, because Sorc doesn't have any skills that actively provide shield to allies; your only Daedric Refuge requires the ally to willingly step on it to gain shield.
Want to use a pet or not? How dare you! Sets like Static Reverberatio, Expert Summoner, and Beacon of Oblivion are practically punishing all Sorc because of their use/lack of pets.
Want to be a Dark Magicka? You should be hanged. Because Dark Magic has almost no usable damage skills, and even useful disruption skills are rare.
The reality that everyone, including non-Sorc players, must now face is that before the U52 Sorc rework, Sorc was either too strong or too weak, making it difficult to achieve a balanced state. This is because Sorc has been ignored or even maliciously humiliated for the past ten years, occasionally receiving an overpowered buff, and then being completely nerfed to the point of being useless. Due to the split personality in the design, Sorc's design is like two opposing souls fighting.
Surge encourages Sorc to increase damage and Critical Chance to trigger healing, but many of Sorc's abilities have cast times or delays, such as Curse, Shattering Spines, and Crystal. Furthermore, until u47, Sorc's class abilities lacked Major Prophecy and Major Savagery, compared to Nightblades' Assassination passive, which has three abilities that increase the player's Critical Chance (Master Assassin, Pressure Points, and Hemorrhage).
Lightning Form and Streak attempt to make Sorc a highly mobile class, but because many Sorc abilities have cast times, and movement speed is reduced during cast times, this negates the supposed high mobility. Not to mention, other classes now have better sources of speed buffs, such as Bird of Prey and Concealed Weapon.
Expert Mage encourages players to equip more Sorc skills, but due to the lack of many Sorc buffs and its relative weakness compared to other skills of the same type, players often forgo equipping Sorc skills in favor of other class skills or even general skills. The only potential effective use of Expert Mage is through pet gameplay, as pets require at least six skill slots (two pets require four slots: Daedric Prey and Storm Atronach).
Energized encourages players to use Physical and Shock Damage, but in reality, over one-third of Sorc skills are neither Physical nor Shock, and all Dark Magie skills and Curse are not Physical or Shock damage. Therefore, it's difficult for Sorc to focus solely on enhancing a single elemental damage.
Amplitude and Twilight Tormentor attempt to make Sorc deal more damage to enemies with higher health, reducing their health enough for an execution, but the Warlock's execution skill is the worst of all classes, with a high skill delay and damage that doesn't scale with the target's health like other classes. In PvE, players are even reluctant to use the Twilight Tormentor because the extra damage it deals is extremely low, and using the skill can even result in a DPS loss.
Such contradictions permeate Sorc, making it a collection of contradictions with no unified design direction.
The only thing to look forward to now is the Sorc rework at the end of the year. Based on the development team's current performance, perhaps we will have a real chance to perfectly balance Sorc then, or at least achieve a balance that satisfies most players.
Conservation of Energy
This passive by itself is objectively stronger than running both wretched vitality and max stack roksa together, 2 of the best sustain sets in the game. Max stack roksa + wretched vitality gives 630 magicka and stamina recovery. This passive, on a really unoptomized build with 35k stamina and 20k magicka gives 700 stamina and 400 magicka which is equal to 1400 stam sustain and 800 magicka sustain or an average 1100 sustain.
This much sustain should be ok in solo but it's a little too much value in pvp. Please consider putting a cap of 500 maximum magicka and stamina on it with battle spirit active. And please adjust the healing recieved with Blood Magic while this passive is taken to maximum 1500 hp with battle spirit active as its also providing too much value. This would reign in some of its power while still being incredibly strong.
Alternatively, put a 3 second cool down on the passive with battle spirit active
NxJoeyD