So whats good dps numbers in 1.6 anyways?
Am I alone in thinking Sorcs are in a really good spot right now?
Sure there are some minor things they could fix, but I can do 2-3 packs in Spellscar just fine, I can do 12k dps, I have really solid survivability in a number of situations... I guess I just don't know what people are talking about?
PvP? I guess. But for PvE stuff the class is far better now than it was in 1.5.
Crit Surge was a huge crutch for us in a lot of ways, and now we have to play smarter and better and I for one like that.
Am I alone in thinking Sorcs are in a really good spot right now?
Sure there are some minor things they could fix, but I can do 2-3 packs in Spellscar just fine, I can do 12k dps, I have really solid survivability in a number of situations... I guess I just don't know what people are talking about?
PvP? I guess. But for PvE stuff the class is far better now than it was in 1.5.
Crit Surge was a huge crutch for us in a lot of ways, and now we have to play smarter and better and I for one like that.
Are you playing a magicka sorc in spellscar? If yes, I would really like to know how you play there and survive against 2 packs.
Am I alone in thinking Sorcs are in a really good spot right now?
Sure there are some minor things they could fix, but I can do 2-3 packs in Spellscar just fine, I can do 12k dps, I have really solid survivability in a number of situations... I guess I just don't know what people are talking about?
PvP? I guess. But for PvE stuff the class is far better now than it was in 1.5.
Crit Surge was a huge crutch for us in a lot of ways, and now we have to play smarter and better and I for one like that.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Are you playing a magicka sorc in spellscar? If yes, I would really like to know how you play there and survive against 2 packs.
Yes, I am. My general rotation is Empowered Ward > Elemental Ring > Elemental Ring > Ward repeat. I can bring in a 3rd pack and burn it down super quick by dropping an ice comet in the center as well.
Will probably try and make a video of it sometime tonight/tomorrow.
Am I alone in thinking Sorcs are in a really good spot right now?
Sure there are some minor things they could fix, but I can do 2-3 packs in Spellscar just fine, I can do 12k dps, I have really solid survivability in a number of situations... I guess I just don't know what people are talking about?
PvP? I guess. But for PvE stuff the class is far better now than it was in 1.5.
Crit Surge was a huge crutch for us in a lot of ways, and now we have to play smarter and better and I for one like that.
The problem isn't getting a viable Sorc build--the problem is there's basically only 1 viable Sorc build. I consider this situation to be a de facto bad place for Sorcs.
I purposefully left out any damage shields, I just can't stand how powerful some of you guys are making them out to be so I opted to not use them at all.
Yeah, that made me laugh.Nightreaver wrote: »I purposefully left out any damage shields, I just can't stand how powerful some of you guys are making them out to be so I opted to not use them at all.
You're wearing Heavy armor and using a Stamina build better suited for the Stamina based abilities you chose to use. It would be like me saying I purposely left out any Stamina based abilities because I can't stand how powerful you guys are making them out to be so I opted to not use them at all in my Magicka build.
Problem with sorc class is that devs can't try to equilibrate it because of bolt escape and cristal shard. Whenever they could, they look at the list of the abilities of the sorc and see these spammy teleport cc and hard hitting/cc. Even if all other skills were removed, sorc would still be over the top. They need to remove them so they can work and make this class a real class.
mike.gaziotisb16_ESO wrote: »Something to share:
Curse is now blockable. Fine by me.
However it is completely broken with purge:
If the cursed enemy purges and you reapply curse it will run out 50% faster and nothing will happen.
Purge makes you virtually immune to daedric curse dmg apart from its other benefits.
This also works if you purge preemptively and have the 4s 50% duration on hostile effects on you.
To clarify...
When you say it's blockable, you mean if the target blocks it won't apply the curse? Just lost magicka? Or do you mean that the explosion damage is mitigated by holding block?
If it's the latter, it's bad. If it's the former, it's terrible.
The Purge thing must be a bug as they tried to fix the WoE malarky. Report it.
Jesus, this keeps getting from bad to worse for Sorcs
Please tell me this, does the Negate still actually dispel ground effects? And watch how you break it to me cause I might leap from the window.
mike.gaziotisb16_ESO wrote: »Something to share:
Curse is now blockable. Fine by me.
However it is completely broken with purge:
If the cursed enemy purges and you reapply curse it will run out 50% faster and nothing will happen.
Purge makes you virtually immune to daedric curse dmg apart from its other benefits.
This also works if you purge preemptively and have the 4s 50% duration on hostile effects on you.
To clarify...
When you say it's blockable, you mean if the target blocks it won't apply the curse? Just lost magicka? Or do you mean that the explosion damage is mitigated by holding block?
If it's the latter, it's bad. If it's the former, it's terrible.
The Purge thing must be a bug as they tried to fix the WoE malarky. Report it.
Jesus, this keeps getting from bad to worse for Sorcs
Please tell me this, does the Negate still actually dispel ground effects? And watch how you break it to me cause I might leap from the window.
Might as well just change curse to a dot, how do you block a curse
How boring are PvE Sorcs going to be? Look at a likely build for optimized DPS:
1) Force Shock (primary DPS skill)
2) Crystal Shard (cast when it procs)
3) Inner Light (toggle)
4) Bound Aegis (toggle)
5) Matriarch Pet (toggle)
6) Structured Entropy (maintain this for the spellpower buff)
7) Mages' Wrath (in execute range, you switch to this bar and spam this)
8) That first toggle
9) That second toggle
10) That last toggle
That's two active skills per bar. You can make a good argument for adding another pet, too, reducing you to one active skill per bar.
Spellcasters rely too heavily on toggled buffs. This reduces build variety and complexity of play.
Critical surge, 1 second a joke. RNG healing on a 1second CD. Great, really well thought out!
I do believe Sorcerers now have a problem with the number of toggled abilities we are supposed to maintain. We were given a solution to that problem though, an ultimate that unlocks a third bar for our use.
With Power Overload you can keep all your execution spells on that hidden bar and get an ever greater boost to the burn phase DPS by Weaving Overload Light attacks with Mage's Wrath. The only problem with that is, Overload has a base Ultimate cost... If Zenimax completely removed that, allowing us to trigger the Ultimate even with only 1 ult power, it would make things easier. Still, the current cost is very low and can be managed.
I do agree we have a way to get some extra bar space but there is a problem with ultimate charge in 1.6 pvp. With all the shield stacking you hardly charge ulti because you only get ultimate ticks when you damage someone's health with a light or heavy attack. The only way to get ulit in pvp reliably is to heal during sieging (when allies have few shields up) or kill a lot of npc's. I do hope they fix this because it totally changes the dynamics of pvp.
Wolfchild07 wrote: »Familiar - replace with fire atronach.
Winged Twilight - replace with frost atronach.
Storm Atronach Ult - replace with dremora lord that morphs into melee or caster.
Storm Atronach somewhere else.
Needs to be a pure summoning skill line.
Holycannoli wrote: »Wolfchild07 wrote: »Familiar - replace with fire atronach.
Winged Twilight - replace with frost atronach.
Storm Atronach Ult - replace with dremora lord that morphs into melee or caster.
Storm Atronach somewhere else.
Needs to be a pure summoning skill line.
I've thought similar since beta. Flame, frost and storm atronachs should be normal summons and the ultimate should be a dremora lord or golden saint. Flame atronach was one of my first summons in Skyrim and it's weird it's not even an option in ESO.
I'm not sure about replacing familiars and twilights with them though. In beta I wanted them added to the skill tree, but of course realized soon after that every tree had the same number of skills so it was impossible.
We also have no bound weapons, another TES summoning staple.
OtarTheMad wrote: »Holycannoli wrote: »Wolfchild07 wrote: »Familiar - replace with fire atronach.
Winged Twilight - replace with frost atronach.
Storm Atronach Ult - replace with dremora lord that morphs into melee or caster.
Storm Atronach somewhere else.
Needs to be a pure summoning skill line.
I've thought similar since beta. Flame, frost and storm atronachs should be normal summons and the ultimate should be a dremora lord or golden saint. Flame atronach was one of my first summons in Skyrim and it's weird it's not even an option in ESO.
I'm not sure about replacing familiars and twilights with them though. In beta I wanted them added to the skill tree, but of course realized soon after that every tree had the same number of skills so it was impossible.
We also have no bound weapons, another TES summoning staple.
I do believe a lot of this is coming in Spellcrafting, whenever that gets released.
myrbostadb16_ESO3 wrote: »OtarTheMad wrote: »Holycannoli wrote: »Wolfchild07 wrote: »Familiar - replace with fire atronach.
Winged Twilight - replace with frost atronach.
Storm Atronach Ult - replace with dremora lord that morphs into melee or caster.
Storm Atronach somewhere else.
Needs to be a pure summoning skill line.
I've thought similar since beta. Flame, frost and storm atronachs should be normal summons and the ultimate should be a dremora lord or golden saint. Flame atronach was one of my first summons in Skyrim and it's weird it's not even an option in ESO.
I'm not sure about replacing familiars and twilights with them though. In beta I wanted them added to the skill tree, but of course realized soon after that every tree had the same number of skills so it was impossible.
We also have no bound weapons, another TES summoning staple.
I do believe a lot of this is coming in Spellcrafting, whenever that gets released.
They showed the fire atronach in a short demo i believe. But might take a while before it gets here. Thiefs guild and dark brotherhood is prob next major update.
OtarTheMad wrote: »
I do believe a lot of this is coming in Spellcrafting, whenever that gets released.
AssaultLemming wrote: »I played a pet build on the pts for a few hours last night, magicka build, twilight and willows for gear, soul shine jewelry, destro resto staffs. Heals bar: empowered ward, combat prayer, healing springs (but the longer duration morph) Both pets. Dps bar.crushing shock, daedric prey, dark bargain or whatever it's called, magicka morph.
Basically I was soloing craglorn to see how this build compared, I find craglorn a good place to test a build for trash clearing and also for the occasional named mob.
The first thing that is clear is pets still need to do more dps. They take up 4 spell slots, and 2 of my other spells are really only being used for pets benefit. They simply don't do enough dps to be worth the spots, even watching them take down a single jackal is ridiculously slow.
The second thing is they still need more hps because you spend your whole time healing them or buffing them, if you stop for a second they die, and they need a health bar visible at all time preferably on the UI, not floating above their heads. They should show up like party members. You should be able to see the buffs that they have and their hps. This is basic pet management stuff.
Third: daedric prey. This spell needs to designate the target for pets to attack, otherwise it is totally useless. When you cast it pets should attack that target.
That's it really, more dps, more hps, easier targeting with daedric prey and they might be worth using.