MashmalloMan wrote: »Static Reverberation:
I know changes are coming for this tomorrow (Mon Apr 27), but just wanted to chime in on how I hope to see it changed because this is a great opportunity to improve the quality of life in addition to lowering the DPS ceiling.
Very powerful for execute and PvE where you are bound to widdle enemies down to 1~33% for the high 66~100% chance, but in PvP this rarely happens because you never want to be below 80% HP for longer than a second. If you do reach 30% HP, you're usually already dead, to which this Mastery and the multi hit dot pressure playstyle it needs wouldn't do anything better than a regular build using popular executes like Executioner, Radiant Oppression, Whirling Blades, or even Mage's Wrath.
Aside from a dummy parse, this Mastery is underperforming and not worth it over the Conservation of Energy or Calculated Defense in PvP, and is certainly not better than Font of Power and the permanent upfront bonus it gives 100% of the time. I really don't see why anyone would bother with a dot playstyle and this Mastery especially when Purges are so popular.
NB has a similar issue with their Mastery which doesn't do anything upfront. The hard part is getting people low, not finishing the job, at least for NB they don't need to change their playstyle because it just provides raw stats.
Core changes:
- Base chance added: 25% chance to trigger at all times.
- Execute threshold lowered: 1% improved chance starts at 50% instead of 100% missing health.
Goal:
- Can be used much earlier in a fight with the base 25%, but doesn't improve until 50% or below HP meaning it will start stronger, then be weaker for the remainder of the fight in comparison.
- Lowers DPS potential by reducing maximum chance from 100% to 75%, this keeps the RNG alive and continues to promote multi hit playstyles rather than making all builds super strong below 20% HP like the original.
- Amplifies execute identity by improving beyond 50% instead of 100% HP.
In practice:
- Stronger: 100% HP = 25% instead of 0%.
- Equal: 75% HP = 25% equal to 25%.
- Weaker: 50% HP = 25% instead of 50%.
- Weaker: 25% HP = 50% instead of 75%.
- Weaker: 1% HP = 74% instead of 99%.
As you can see above, majority of the fight it'd be weaker, but it'd be more enjoyable to engage with overall by actually doing something at all stages of a fight. This type of balance with a base bonus + improved bonus based on missing HP is what I'm trying to illustrate and should also be applied to NB's Mastery.
The cooldown could even be adjusted from 0.2s to 0.3s to continue working with Bound Armaments, but reduce it's potency with Rapid Strikes (0.2s between each hit) allowing for some space for actual Sorc spammables or Force Pulse, that don't have so many ticks in a short time span. Hopefully in the future, abilities like Crystal Weapon, Frags, and Fury are adjusted to multi hit attacks to make this Mastery more appealing. It's currently really odd to have a pure class Mastery that performs best with out of class abilities.
Additionally a % cap could be considered; Maybe it starts at 10%, gains 1% per 1% missing HP, but caps at 70% by 40% HP.... or some combination of every suggestion I've made. Many ways to improve it.
Also... with these adjustments. Remove the pet penalty, it's not necessary. Majority of us want no pet Sorc to be competitive again, but we don't want to bury pet Sorc to do it. BOTH should be viable. Remove all these barriers like Beacon of Oblivion, this Mastery, and the Class Flourish. We all hate it.
Again, this all goes for NB's Mastery too, for example:
- Increases your W/S Damage by 400 and reduces your damage taken by 4%, both are increased by an additional 800 W/S Damage and 8% damage taken based on your target's missing health.
NxJoeyD
Elvenheart wrote: »wolfie1.0. wrote: »To the OP, one option is to obtain a few more accounts at base game. Especially during sales, they can be pretty cheap. Get up to at least 10. Then start a guild with a bank. To me its worth the investment and takes the bite from not having plus.
If you do some searching on the forums, you’ll find out that when ZOS realizes all of those accounts are one player, they get closed down.
Edited to add: I only know that because the idea occurred to me too, but I wanted to be sure it would work before I invested the money and the time so I did the research.


Elvenheart wrote: »wolfie1.0. wrote: »To the OP, one option is to obtain a few more accounts at base game. Especially during sales, they can be pretty cheap. Get up to at least 10. Then start a guild with a bank. To me its worth the investment and takes the bite from not having plus.
If you do some searching on the forums, you’ll find out that when ZOS realizes all of those accounts are one player, they get closed down.
Edited to add: I only know that because the idea occurred to me too, but I wanted to be sure it would work before I invested the money and the time so I did the research.
This can't be right. Do you have any direct links to posts that explicitly say this? I've searched and didn't find anything, and even asked AI like you did and got a totally different response.

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.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.
YandereGirlfriend wrote: »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.
HatchetHaro wrote: »Not exactly a solution to your problem, but there's an addon called Reset Markers that at least makes the process of resetting surveys way easier.
Nice, I didn't know about that addon. Some seem to have silly long reset ranges, but maybe it resets in a better direction.
As someone who played a nightblade brawler, trust me, it changed enough that I wanted to just vomit. Maybe for some classes it did not change, but for mine it definitely did, and I have all but stopped playing that character because god I was tired of having to move things around and change gear every few months. On vengeance I can just hop in, pvp, hop out. 0 problem. Is it perfect? No, but its way WAY better than the GH mess imo.
Parasaurolophus wrote: »In Battlegrounds, the team with more healers almost always wins.
Organized ball groups are largely viable because of cross-healing.
VinnyGambini wrote: »dark_hunterxmg wrote: »You are honestly so biased. WW is currently doing more imbalance to pvp than subclassing ever did. You simply can't accept the fact that WW should be on par with others, not 10x above them.
Enough context was even given on how op it is, you just refuse to accept it. Your argument to someone who understand something from pvp sounds like 2+2=5.
The build was even given in the cmx, it literally shows rele stacks with tfs stacks, yet you refused to accept that too.
Going to keep my response in a similar format to yours.
'relequen'. Give evidence of what the opponent was running, no cuts- right now (I know you can't)
Relequeen, twice-fanged serpent and huntsmans mythic. That was the build, which is what the cmx clearly even tells you.
It's not just the sets. It's the Sorcerer class masteries that are enabling this. Greater sustain from Conservation of Energy means greater damage output, plus the damage from Static Reverberation is compounding.
This is not a Werewolf problem. It's a class mastery problem.
Werewolf still has no single skill that can even come close to the damage that a whip or a crystal frag can do.
THIS. Fully agree, sorc class masteries are beyond OP. Right now in riften you can see exclusively sorceres (WW and not WW) testing out how OP sorcerer is.
Personally I'm very happy that WW nerfs are incoming, and sorc passives should be nerfed as well.
herkemur