I actually wanted to make a battlemage archetype myself at some point. But my sorcerer was my first character, so I didn't know any better. I eventually understood the amazing flexibility of sorcerers, there's lighting staff or lighting staff, to choose from as dps.
But I think the upcoming buff to 2-Hander might make a mele sorc more interesting, especially with the buff to Cleave for AoE. That's really what you lack as sorc when you equip anything outside of Destruction Staff.
guybrushtb16_ESO wrote: »I actually wanted to make a battlemage archetype myself at some point. But my sorcerer was my first character, so I didn't know any better. I eventually understood the amazing flexibility of sorcerers, there's lighting staff or lighting staff, to choose from as dps.
But I think the upcoming buff to 2-Hander might make a mele sorc more interesting, especially with the buff to Cleave for AoE. That's really what you lack as sorc when you equip anything outside of Destruction Staff.
I too hope for a melee sorc buff, but I already fear the ramifications of not having the right racial. If I changed him to a stamina build, my altmer sorc would effectively not use his racials at all anymore, losing out on 22% stat points compared to an imperial. To me, that is kind of a big deal when it comes to stats.
Which class currently functions "competitively" w/ a stamina build in Trials?
I'll wait. : )
dodgehopper_ESO wrote: »I have no idea why the OP didn't mention Conjured Ward/Hardened Ward. What an amazing ability. Combined with Bound Armor, and you're talking. Through in Crit Surge and huge chance to proc self heals on all your attacks and all I can say is Booyah. Sorc Tanks are awesome, and I've seen quite a few amazing ones in pvp. I have no idea what you're talking about. I've also seen some really scary things done by Sorc tanks who stack Hardened Ward with Harness Magicka (the morph from Annulment). Its just sick. You can even layer in more shields with other weapon skills or set bonuses. The only reason I think many Sorcs complain about the lack of melee magical abilities, is that they don't like getting Reflected (by DK or weapon skill). This is really small potatoes though, and overall I personally find Sorc to be an amazing class.
There are TWO skills you can get out of any of your class trees on a melee sorcerer. Critical Surge and Thundering Presence/Boundless Storm. That's it.
Critical Surge is just an inferior Igneous weapons. The entirety of a sorcerer's survival options is critical surge, the spell costs a metric ton more mana than the DK version, is single target so not even group support, and lasts far less time than the minute long DK enchantment.
There are TWO skills you can get out of any of your class trees on a melee sorcerer. Critical Surge and Thundering Presence/Boundless Storm. That's it.
I don't think that's true.
It is true that compared to other classes, sorcerers have fewer short range abilities. They've been designed as "casters". With shorter range abilities generally doing higher damage (to balance the lack of range) if you just used long range sorcerer abilities in melee combat you would be gimping yourself.
But it's not like you have to do that.
Bound armor increases armor. Sounds melee oriented.
Conjured ward would provide more defence.
Daedric mines / minefield is pbaoe, i.e. melee oriented.
That is a fairly limited pool of melee abilities compared to the other classes but that also means they have fewer long range abilities.Critical Surge is just an inferior Igneous weapons. The entirety of a sorcerer's survival options is critical surge, the spell costs a metric ton more mana than the DK version, is single target so not even group support, and lasts far less time than the minute long DK enchantment.
I think you have that backwards because you're missing the most crucial difference - surge is much stronger than igneous weapons in the weapon damage bonus department.
I don't have a same level sorc/dk to tell you exactly how much stronger but I did last week and compared them and the difference was huge - as you'd expect given the other differences.
Surge also provides indirect group support because it significantly boosts your restoration staff heals.
bellanca6561n wrote: »I'm lost. It's a sorcerer. Every definition I can find says magic user. Give me one, just one definition of the word that has sword, blade, or bow in it.
Does every class have to be able to do every single thing?
Sorry if I sound like one of those dismissive jerks but I honestly am puzzled. If you could help me understand where the expectation came from that magic users should have pronounced melee weapon skills I'd both appreciate it and be much less confused.
I suppose there was Peter Jackson's interpretation of Gandalf using a sword in some scenes but I've always looked at character creation as a series of decisions, opting for one thing at the expense of another. I never saw them as Swiss Army Knives.
There are TWO skills you can get out of any of your class trees on a melee sorcerer. Critical Surge and Thundering Presence/Boundless Storm. That's it.
I don't think that's true.
It is true that compared to other classes, sorcerers have fewer short range abilities. They've been designed as "casters". With shorter range abilities generally doing higher damage (to balance the lack of range) if you just used long range sorcerer abilities in melee combat you would be gimping yourself.
But it's not like you have to do that.
Bound armor increases armor. Sounds melee oriented.
Conjured ward would provide more defence.
Daedric mines / minefield is pbaoe, i.e. melee oriented.
That is a fairly limited pool of melee abilities compared to the other classes but that also means they have fewer long range abilities.Critical Surge is just an inferior Igneous weapons. The entirety of a sorcerer's survival options is critical surge, the spell costs a metric ton more mana than the DK version, is single target so not even group support, and lasts far less time than the minute long DK enchantment.
I think you have that backwards because you're missing the most crucial difference - surge is much stronger than igneous weapons in the weapon damage bonus department.
I don't have a same level sorc/dk to tell you exactly how much stronger but I did last week and compared them and the difference was huge - as you'd expect given the other differences.
Surge also provides indirect group support because it significantly boosts your restoration staff heals.
Armor is an extraneous feature in a raid group. If everyone is doing their job correctly you should not be worrying about armor, because you will barely get hit.
DPS are brought to a group to kill things, kill them fast, and enable their group to do so quickly and efficiently as well.
And once again you just list skills without context.
I mean, have you used daedric mines at all? Those things costs literally 75% of your magicka bar for a single cast as a melee build. You can cast it exactly once before ruining your magicka bar, half of which you need to upkeep critical surge, and you want to have an extra reserve in case for endless wrath as an execute.
I usually play as a thief type with conjuration and illusion actually. But no other TES game has made classes this linear. Don't get mad at me because that's the direction ZOS decided to take. I never wanted classes to begin with, but I'm playing their game the way they designed it. If you wanted to play your sorcerer as a DK then you should have rolled a DK instead of being angry that it doesn't perform like one.Considering there are melee powerhouse mobs in game that are sorcerers, no I think it's you who hasn't played elder scrolls games. In every elder scrolls game melee sorcerers have been a thing.
I have seen very effective sorcerer tanks in PvE groups. But again this goes back to making poor choices to begin with. It really sounds like you wanted to play a DK all along.So what if I get some defensive class skills that cost significant magicka to upkeep? In A group content PvE environment sorcerers are not brought in to tank (that would be DK and templars), I'm brought to DPS. So if my class isn't functioning competitively with a melee build, I get to complain.
Blah, blah, blah... Same tired argument all over again. Again this is because they did a *** poor job of giving their rogue class the ability to use weapons and armor that is typical of similar classes in the genre. Did you somehow miss that there were 4 classes and that they happen to coincide with the 4 archetypes that are well established in the genre?I mean Nightblades moaned and cried about not having stamina builds until they got buffed through the roof, when they had the same option of going robe and staff and outputting 1300+ DPS. Why do you get to demand that your melee playstyle be supported when you have robes and staff options, yet when a sorcerer wants the same build variety you say I should have expected to be pigeonholed into robes and staves?
It's not outrageous, it's completely expected and no you don't get to demand anything. I didn't like the class idea from the beginning, even before beta. I have posted multiple times on this and other forums that we should just abandon the classes.This is just outrageous, if my sorcerer is to be stuck with class skills that only synergize with a perceived role (ranged caster), then I demand both NB and DK's lose any synergy they can have with robes and staves, since dragonknights should obvious be using just plate and a 2hander and NB's only leather and dual wield/bow.
My argument was actually well thought out. Your argument on the other hand was based solely on emotion. If you stopped your crying for even a minute and gave it some serious thought you would realize that the classes are the problem. No not the name of the classes but the entire idea of having classes. Nobody has to presume anything, the class descriptions and the skill lines are well defined. There were two options for this game.What a ridiculous argument and seriously this was the big mistake of dividing the schools/skills into 4 classes with a name, that people would start presuming about what each name should mean when in the elder scroll universe there was always flexibility.
Armor is an extraneous feature in a raid group. If everyone is doing their job correctly you should not be worrying about armor, because you will barely get hit.
I mean, have you used daedric mines at all? Those things costs literally 75% of your magicka bar for a single cast as a melee build.
And once again you just list skills without context.
If only our pets were better, then we could play Battlemages...Blades, Destruction, Conjuration etc. For example if that healing pet would actually heal you more in PVP, that would be threat enough so people would have to take it out first. If our tank/dps pet could do some nasty CC, those would actually be realistic targets for other players. Now they are just annoyances, and nothing more.
If only our pets were better, then we could play Battlemages...Blades, Destruction, Conjuration etc. For example if that healing pet would actually heal you more in PVP, that would be threat enough so people would have to take it out first. If our tank/dps pet could do some nasty CC, those would actually be realistic targets for other players. Now they are just annoyances, and nothing more.
Well, there's the Volatile Familiar.
That thing was pretty successfully used up for a while.
Still, I agree that Sorcs may not have a lot of skills that lend themselves to stamina-based melee combat, but the ones they do have are extremely good.
If we're talking about magicka-based melee combat, then yeah... Sorcs get the shaft there.
If only our pets were better, then we could play Battlemages...Blades, Destruction, Conjuration etc. For example if that healing pet would actually heal you more in PVP, that would be threat enough so people would have to take it out first. If our tank/dps pet could do some nasty CC, those would actually be realistic targets for other players. Now they are just annoyances, and nothing more.
Well, there's the Volatile Familiar.
That thing was pretty successfully used up for a while.
Still, I agree that Sorcs may not have a lot of skills that lend themselves to stamina-based melee combat, but the ones they do have are extremely good.
If we're talking about magicka-based melee combat, then yeah... Sorcs get the shaft there.
Volatile familiar was never successfully used by any stamina build, ever.
The explosion at something genereous like 1600 magicka (most actually run with around 1300 magicka) gives you a 320 potency AoE, which is pitiful and also expensive considering the costs of summoning.
Not to mention the pets do no damage whatsoever until you start stacking upwards of 2300 magicka.
You just bring the restoring twilight for the 10% extra magicka regen aura.
I've played dw sorc since launch. Recently I've reached vr14 and I can do around 800+ dps, with having legendary weapons. Disappointing really, when other classes that meant to be melee (DK, NB) can do insane dmg with magicka builds.
khele23eb17_ESO wrote: »I've played dw sorc since launch. Recently I've reached vr14 and I can do around 800+ dps, with having legendary weapons. Disappointing really, when other classes that meant to be melee (DK, NB) can do insane dmg with magicka builds.
Youre saying that as if dk and nb melee dps was much better...
khele23eb17_ESO wrote: »I've played dw sorc since launch. Recently I've reached vr14 and I can do around 800+ dps, with having legendary weapons. Disappointing really, when other classes that meant to be melee (DK, NB) can do insane dmg with magicka builds.
Youre saying that as if dk and nb melee dps was much better...
Yeah, no, melee NB are very capable of 1-1.2k DPS on their melee builds.
Melee NB will always be better than sorcerer because:
- It has more self buffs that boost damage and more debuffs that decrease resistance.
With Power Drain you outmatch critical surge alone.
- On top of that you get Haste, which along with changes now also decreases animation times. 30% attack speed increase is immense.
- Mark Target is one of the best debuffs in the game.
- Actual stamina regen. Sorcerer has no stamina regen sources AT ALL. You get 15% extra from a trait. 37% stamina recovery increase from haste morph.
- And if by some reason you are really bad at stamina management with all that, you get 15% increased effect from any potion and leeching strikes.
The difference between a stamina sorc and a stamina NB is night and day.
Also, your finisher is stronger to boot and can be used at 25% instead of 20%.
What sorcerers were supposed to have to make up for that was the daedric summons, but Daedric Summoning sucks big time, the pets are single target whereas the NB's powers apply to his AoE as well. And the pets die if something as much sneezes on them.
And said pets take on 2 slots instead of one while doing miserable DPS and for some reason the twilight has massive threat generation, a 2 sec cast time, and both summons cost 60% of a magicka bar each to resummon.
I didn't say melee sorcerers were doing 800 DPS. Talk about putting words in people's mouths. I said NB were better.
30% attack speed increase including on animations is not "meh".