And this will be the same after this patch. Giving us the ability to chose a pets target and making them sneak when we sneak is not a "buff" to pets. Its simply fixing their prior broken/unusable functionality.
In order for pets to be viable they need to only use one ability slot (because no amount of buffing can make them worth two, or else people will say they are OP) and also need substantial buffs to their survivability and/or damage out put.
There are no buffs to the Sorc in this patch, which, quite frankly, are now needed. DK is still the strongest class. NB is probably 2nd now. I've stopped playing my Sorc and started leveling my Templar, since ZOS has now at least acknowledged that classes problems and has a plan to fix them.
kelly.medleyb14_ESO wrote: »And not even a peep about the huge magicka to stamina disparity.
Way to stay in touch Max.
SexyVette07 wrote: »Sorcs received no real buffs. Nobody uses any of the spells or morphs that were changed. They just made some morphs slightly more viable. If anything, as previously stated, the change to CC hits us the hardest by far.
Uhh, yay, pets were fixed? Theyre still not worth using until they receive a substantial buff to their survivability.
Meanwhile, every other class received buffs. We just dropped to barely above Templars.
Nightblade
Assassination
- Assassin’s Blade: This ability’s visual effects are now easier to see.
- Incapacitate (Haste morph): This ability now increases heavy attack damage.
- Master Assassin: This passive ability now increases spell power in addition to weapon power. Its stun duration increase has also been added to the tooltip.
- Reaper’s Mark (Mark Target morph): This ability’s weapon and spell damage buff no longer stacks with itself – the duration of the damage buff will now just refresh upon each kill.
Shadow
- Path of Darkness: This ability can now be seen by all other player characters. Also fixed an issue where it was ticking more times than intended on a target.
- Refreshing Path: This ability will now heal your allies, and the healing done has been slightly increased.
- Refreshing Shadows: This passive ability is now always active, and no longer requires you to use another ability.
- Shadow Cloak: This ability can now be cast when you have less than 35% of your magicka. Additionally, using this ability while a monster is taunted will now cause it to attack a different target.
Siphoning
- Leeching Strikes (Siphoning Strikes morph): The tooltip for this ability now shows the correct percentage of health recovery.
- Magicka Flood: This ability now correctly increases your maximum magicka.
- Siphoning Strikes: This ability now restores slightly less resources, and will no longer desync your resource bars upon use.
- Soul Siphon (Soul Shred morph): Edited the tooltip for this ability so it’s more consistent with all other tooltips, and fixed an issue so the upgrade tooltip now states that it does less damage than the base ability.
- Strife: Fixed an issue where the red glow from this ability would last longer than intended.
Devs have no idea what they are doing as usually, but at least they increased Overload's light attack damage. Now it probably does almost the same as normal light attack damage with enchantment rune. I already feel overpowered ROOOAARRR!!! Ride the lightning!
My observations:Nightblade
Assassination
- Assassin’s Blade: This ability’s visual effects are now easier to see.
- Incapacitate (Haste morph): This ability now increases heavy attack damage.
- Master Assassin: This passive ability now increases spell power in addition to weapon power. Its stun duration increase has also been added to the tooltip.
- Reaper’s Mark (Mark Target morph): This ability’s weapon and spell damage buff no longer stacks with itself – the duration of the damage buff will now just refresh upon each kill.
- Assassin's Blade: graphic change, nothing noteworthy
- Incapacitate: Unused morph now borderlines on useable; use before a bow sneak attack for a bit more damage, then forget it
- Master Assassin: our best update this patch, lets our spell damage increase while crouched
- Reaper's Mark: nerf if anything, but I didn't use this morph anywayShadow
- Path of Darkness: This ability can now be seen by all other player characters. Also fixed an issue where it was ticking more times than intended on a target.
- Refreshing Path: This ability will now heal your allies, and the healing done has been slightly increased.
- Refreshing Shadows: This passive ability is now always active, and no longer requires you to use another ability.
- Shadow Cloak: This ability can now be cast when you have less than 35% of your magicka. Additionally, using this ability while a monster is taunted will now cause it to attack a different target.
- Path of Darkness: if the visibility impacts enemy players in AvA so they can avoid the area, then this was a nerf
- Refreshing Path: I don't use this morph and this change wouldn't make me use this morph
- Refreshing Shadows: I like this change, it gives me more stamina recovery instead of having to spam off my invisible for the same effect. This should have been passive Stamina Regen since the start though.
- Shadow Cloak: Necessary fix for an aspect of the skill that was previously brokenSiphoning
- Leeching Strikes (Siphoning Strikes morph): The tooltip for this ability now shows the correct percentage of health recovery.
- Magicka Flood: This ability now correctly increases your maximum magicka.
- Siphoning Strikes: This ability now restores slightly less resources, and will no longer desync your resource bars upon use.
- Soul Siphon (Soul Shred morph): Edited the tooltip for this ability so it’s more consistent with all other tooltips, and fixed an issue so the upgrade tooltip now states that it does less damage than the base ability.
- Strife: Fixed an issue where the red glow from this ability would last longer than intended.
- Leeching Strikes: bugged tooltip, no skill change
- Magicka Flood: fixed passive so it works properly now, this is nice and will help my magicka stat a bit
- Siphoning Strikes: skill nerf, but I don't use this anyway
- Soul Siphon: bugged tooltip, no skill change
- Strife: animation fix, no skill change
So basically we got some fixes, a few nerfs, a very situational buff, a buff to a morph no one used before, and stamina recovery was finally made passive (which it should have been from the start).
Overall, for how long they hyped us that they were fixing/buffing Nightblades in this patch, very little has actually taken place to do so. Having a number of nerfs on top of the overall lack of improvement is a bit of a slap in the face though.
At least I've already learned to work around our bugs and being underpowered well enough. It's unfortunate, but I'm not going to lose sleep over it.
*shrugs*
Other two classes got some love, and dks are WAY ahead even after all the nerfs (i personally know dk who can put 1.5k dps on mage in archives using DOTs only), so what sorcerers actually get is a relative nerf. Pets are pretty much useless anyway.
piotreb17_ESO4 wrote: »DK can do 1500DPS from DOTs only... show me that.

That's just stupid. You made me laugh thoughpiotreb17_ESO4 wrote: »BTW: Necropotence armor + Pet = even higher Sorcerer DPS + additional survivability. You should check it.
piotreb17_ESO4 wrote: »DK can do 1500DPS from DOTs only... show me that.
And that guy have lots of heavy armor on him
kelly.medleyb14_ESO wrote: »And not even a peep about the huge magicka to stamina disparity.
Way to stay in touch Max.
kelly.medleyb14_ESO wrote: »That is 1k dps, spikes don't matter only sustainable dps. Also, heavy armor still contributes to dps via Juggernaut.
jdnchaosb14a_ESO wrote: »Devs have no idea what they are doing as usually, but at least they increased Overload's light attack damage. Now it probably does almost the same as normal light attack damage with enchantment rune. I already feel overpowered ROOOAARRR!!! Ride the lightning!
LOL. Overload is such a hit and miss ultimate. And you are right. My V12 heavy and light normal attacks hit harder than overload.
Part of this is because overload scales on spell damage and not weapon damage which is silly.
If they made it scale on weapon damage it might actually be useful with possible synergies with crit surge and bound armaments.
But even better than that, how bout they just make it do what the tool tip seems to imply it does. Add extra damage on top of light and heavy attacks without the silly emperor palpatine effect. It would be an awesome ult if it just did that.
kelly.medleyb14_ESO wrote: »demonlkojipub19_ESO wrote: »kelly.medleyb14_ESO wrote: »
I usually get it from multiple sorcs spamming mages fury morphs inevitably leading to a disintegrate....
Crystal shard spam could certainly be annoying too.
Gotcha makes sense. Crystal shard is the one I meant but yeah, basically sorcs and DK's are stupid OP in AvA the only difference is you can easily dodge roll away from DK's.
Edit: unless of course you are dumb enough to try a stamina/leather build in which case you will never have enough stamina to dodge roll away.
piotreb17_ESO4 wrote: »DK can do 1500DPS from DOTs only... show me that.
And that guy have lots of heavy armor on him
You obviously don't know much, so i'll make it easier for you. Juggernaut affects ONLY melee attacks.kelly.medleyb14_ESO wrote: »Also, heavy armor still contributes to dps via Juggernaut.
Dk have flame damage increase passives AND lots of dots - thing that makes this build viable. On sorcerer for example you'll get dps decrease from spamming runes, so no, no caster aside from dk can pull that kind of trick.- his main damage was Scalding rune, which is NOT A DK ABILITY
What exactly makes people hate DKs? Go hate animation canceling exploit and mages guild. Any caster can do the same. DK may have a bit better DoT in the form of Searing Strike, but that's justified by having to watch it closely so you won't refresh it too early, else you miss the damage boost.
kelly.medleyb14_ESO wrote: »And not even a peep about the huge magicka to stamina disparity.
Way to stay in touch Max.