hi
a DK has no range spell,would be awesome too
but i think if the spellcrafting comes you can craft the spell you miss
greetz
dodgehopper_ESO wrote: »Surge is what you're looking for. Sure it is a self buff, but it dovetails nicely with any melee attacks you might have. I'm sure a lot of people of the other classes envy the ranged power of the Sorc. Ranged has this knack of working up close as well as far away.
LonePirate wrote: »Wait a minute. Crystal Fragments can only be used at a distance and not melee? That's news to me.
Destro Staff has 3 abilities in close/melee range that are good. That is one key reason Sorcerers use it so much.
Reflect doesn't really count, it's fundamentally a defensive ability. Scales can't be used as an active damage spell, only in response to a very specific kind of an enemy's attack.
Reflect doesn't really count, it's fundamentally a defensive ability. Scales can't be used as an active damage spell, only in response to a very specific kind of an enemy's attack.
Chains... I guess, but they immediately bring the enemy in melee range (and I don't see their usefulness in PvE, but that's beside the point). You can't use them if you want to stay at a distance.
If we want to stay ranged, our only reliable damaging/CC with damage skills end at 15 m (Obsidian Shard, Petrify).
Problem is the fact that DW and 2-Hander sucks. Mele weapon skills lines = fail. There's 1-2 skills in there, even worth touching. So if you want to play mele, you need to depend on your class skills.
Sorcerers have no mele class skills. No battle mage for you. They have spell projectiles, DoT's, utility, pets and a bit of CC. Guild skills lines have no viable mele skills either.
I'm not saying that sorcerers aren't awesome in PvP. Plenty of ways to get around skills reflecting spell projectiles. You have streak, exploding pets and DoTs, for example. My issue is rather how tedious it is with only one viable play-style.
All classes have a rich variation of caster and mele abilities. Sorcerer is like Destrostaff or go home.
LonePirate wrote: »Wait a minute. Crystal Fragments can only be used at a distance and not melee? That's news to me.
ExiledKhallisi wrote: »Problem is the fact that DW and 2-Hander sucks. Mele weapon skills lines = fail. There's 1-2 skills in there, even worth touching. So if you want to play mele, you need to depend on your class skills.
Sorcerers have no mele class skills. No battle mage for you. They have spell projectiles, DoT's, utility, pets and a bit of CC. Guild skills lines have no viable mele skills either.
I'm not saying that sorcerers aren't awesome in PvP. Plenty of ways to get around skills reflecting spell projectiles. You have streak, exploding pets and DoTs, for example. My issue is rather how tedious it is with only one viable play-style.
All classes have a rich variation of caster and mele abilities. Sorcerer is like Destrostaff or go home.
I am a pure melee full stam built sorc and i pull 1.1k sustained DPS on single target at vr4. Just because majority of cookie cutter conform kids cant think for themselves doesn't mean its not possible to do very well with melee weapons.
DenverRalphy wrote: »I'm not seeing the logic. There's no minimum distance/range with any of the sorc skills. They all work in melee range. Giving sorcs a melee only range skill would just result in a rarely used (if ever) skill.
Besides which... Any sorc who decides to gimp themselves in such a manner can just pick up a weapon skill line that focuses on melee.
ExiledKhallisi wrote: »Overload ultimate heavy attack is melee range. You could also say Daedric mines are melee range
wait.. there isn't a dead zone for ranged attacks in this game is there?
Why would you want a melee spell when all spells can be done close range?
Be glad that you do not have close range spells. Everyone would call me stupid but i would like my melee spells(im dk) and my weapon attacks to be up to 20 meters..
No really i do not see the problem. Spells do not have a dead zone as far as i know. So even as a heavy armor melee sorc you can use spells that have a range of 20+ meters.
Reflect doesn't really count, it's fundamentally a defensive ability. Scales can't be used as an active damage spell, only in response to a very specific kind of an enemy's attack.
Chains... I guess, but they immediately bring the enemy in melee range (and I don't see their usefulness in PvE, but that's beside the point). You can't use them if you want to stay at a distance.
If we want to stay ranged, our only reliable damaging/CC with damage skills end at 15 m (Obsidian Shard, Petrify).
ExiledKhallisi wrote: »Problem is the fact that DW and 2-Hander sucks. Mele weapon skills lines = fail. There's 1-2 skills in there, even worth touching. So if you want to play mele, you need to depend on your class skills.
Sorcerers have no mele class skills. No battle mage for you. They have spell projectiles, DoT's, utility, pets and a bit of CC. Guild skills lines have no viable mele skills either.
I'm not saying that sorcerers aren't awesome in PvP. Plenty of ways to get around skills reflecting spell projectiles. You have streak, exploding pets and DoTs, for example. My issue is rather how tedious it is with only one viable play-style.
All classes have a rich variation of caster and mele abilities. Sorcerer is like Destrostaff or go home.
I am a pure melee full stam built sorc and i pull 1.1k sustained DPS on single target at vr4. Just because majority of cookie cutter conform kids cant think for themselves doesn't mean its not possible to do very well with melee weapons.
This has nothing to do with stamina builds, I am talking about having a class ability or a world/guild ability that can only be used at melee range.DenverRalphy wrote: »I'm not seeing the logic. There's no minimum distance/range with any of the sorc skills. They all work in melee range. Giving sorcs a melee only range skill would just result in a rarely used (if ever) skill.
Besides which... Any sorc who decides to gimp themselves in such a manner can just pick up a weapon skill line that focuses on melee.
The logic is that a sorc who chooses to play as a melee character should be able to use a single target melee class ability to hit that person but sorcs are the only class that doesn't so we have to use stamina to get a good melee damage sorc build which severely narrows the scope of builds for sorcs.
ExiledKhallisi wrote: »Overload ultimate heavy attack is melee range. You could also say Daedric mines are melee range
First of all mines are not a melee attack they are a pbAoE that arms after 3 seconds. Overload ultimate is not a single target attack which is what I was talking about in the OP not to mention overload is an ultimate...
This has nothing to do with stamina builds, I am talking about having a class ability or a world/guild ability that can only be used at melee range.