GreyRanger wrote: »
It is funny that the best Sorcerer builds now are really based on the bow (which is really all about the bow), vampire (which is really about the bats), or healing when you cant find a Templar (which is really about the staff). There isn't a role in which the Sorcerer's class abilities are central to the build.
I agree, every sorcerer that I know only uses a one or two skills from the sorcerer skill line and the rest come for the other skills lines.
From what I seen, the sorcerers depend on the other skill lines more than any other class in the game.
I would prefer to have a separate summoner skill line under the World class and base the sorcerer skills on Earth, Wind, and Water; the DK's already have fire skills as well and the destruction staff, so there is no need to repeat this skill line for the sorcerers.
NovaShadow wrote: »Honestly, the only time I ever use sorc's now is to annoy the hell out of friends on opposite factions in PVP. 1v1's are hilarious when I hide and bug them with pets. I do use the clannfear in PVE sometimes but only ever when I'm solo, pets do not work in group situations.
As for how useful sorc skills are, my VR14 only uses 4 class skills - Negate, Crystal Frag, Mages' Wrath & Ball of Lightning. Literally the only 4 I even have skill points in. This is actually sad considering how many class skills I use on my Templar has for example, or my NB.
This has to change. We should be forced to rely on a bow or 2h in my case to get the dps we need to even be considered for end game content. Most days I don't even try joining groups cause I know I can't contribute the dps required.
NovaShadow wrote: »Honestly, the only time I ever use sorc's now is to annoy the hell out of friends on opposite factions in PVP. 1v1's are hilarious when I hide and bug them with pets. I do use the clannfear in PVE sometimes but only ever when I'm solo, pets do not work in group situations.
As for how useful sorc skills are, my VR14 only uses 4 class skills - Negate, Crystal Frag, Mages' Wrath & Ball of Lightning. Literally the only 4 I even have skill points in. This is actually sad considering how many class skills I use on my Templar has for example, or my NB.
This has to change. We should be forced to rely on a bow or 2h in my case to get the dps we need to even be considered for end game content. Most days I don't even try joining groups cause I know I can't contribute the dps required.
Sorcs in "top end game":
- pets don't work at all, they die to any boss AoE and those AoE happen basically all the time. On Mantikora a flock of pets is a sure way to confuse people about the exact spot where to stand during the poison + circles phase and shall wipe the group.
- crystal fragments used to be useful in the first AA days, before anyone had gear. Now using them lowers DPS.
Basically, on current progress trials, sorcs are exclusively useful and used to:
- Cast negate on 2nd and last AA boss. One button press per boss and a sorc has fulfilled his/her role.
- Cast negate on last HR boss. One button press per whole instance.
- No use in Sanctum.
A whole class, costed months to level and gear up to gold gear... only useful to press 1 hotkey once or twice in a whole instance. Think about it.
Once the guild has done Sanctum, the raid group gear gets so much improved that the guild does not even have a serious need for negate in AA nor HR.
This is why top guilds these days complete all 3 instances without a single sorc. Their low DPS is an obstacle to progress.
Thus sorcs turn from "quite useful but only as utility class" when a guild is just beginning trials to an hinderance after progress has been made.
What are ZoS thinking? It escapes me, these days I am ashamed joining my guild mates in trials, the only reason I belong there is because I talk funny jokes on TeamSpeak and that's it.
lol if you see an AA group that says "LF 3 sorcs," you know that the group isn't that good. The amount of negates needed for the foundation stone depends on how fast the dps can kill the boss before the adds can do any damage. A group with blazing fast dps (everyone doing 1.4k+ dps, which isn't hard with expert hunter) needs exactly zero negates. Similarly, the mage boss's burn phase damage increases over time, so a group with fast dps will not even need mitigation for it at all.Once the guild has done Sanctum, the raid group gear gets so much improved that the guild does not even have a serious need for negate in AA nor HR.
This is why top guilds these days complete all 3 instances without a single sorc. Their low DPS is an obstacle to progress.
Thus sorcs turn from "quite useful but only as utility class" when a guild is just beginning trials to an hinderance after progress has been made.
NovaShadow wrote: »Yep. Which is why I've never been able to do any trials with her, not a single group/guild will let me in when I say sorc. I gave up even trying ages ago. Don't even bother asking for dungeon groups now, completely pointless.
NovaShadow wrote: »Yep. Which is why I've never been able to do any trials with her, not a single group/guild will let me in when I say sorc. I gave up even trying ages ago. Don't even bother asking for dungeon groups now, completely pointless.
Yeah at first, some months ago, I thought: "ok I play a worthless class for trials, I understand why serious guilds would not want a sorc in there".
Then I noticed sorcs were unpopular for dailies / VR dungeons as well.
One day I talked to a party leader LF1M an instance. He was adamant at not accepting sorcs.
"Why?", I asked him in tell.
"Can you tank good? No. Can you heal good? No. Can you DPS good? No, so why should we drag a sorc behind?"
Of course that guy was a dog, but when stigma against a class in a MMO seeps in, you get these extreme behaviors.
NovaShadow wrote: »Wow, well I've never had someone be that mean about it. I'm lvling up a Templar atm since my sorc is only worth playing in PVP these days.
NovaShadow wrote: »Yep. Which is why I've never been able to do any trials with her, not a single group/guild will let me in when I say sorc. I gave up even trying ages ago. Don't even bother asking for dungeon groups now, completely pointless.
Yeah at first, some months ago, I thought: "ok I play a worthless class for trials, I understand why serious guilds would not want a sorc in there".
Then I noticed sorcs were unpopular for dailies / VR dungeons as well.
One day I talked to a party leader LF1M an instance. He was adamant at not accepting sorcs.
"Why?", I asked him in tell.
"Can you tank good? No. Can you heal good? No. Can you DPS good? No, so why should we drag a sorc behind?"
Of course that guy was a dog, but when stigma against a class in a MMO seeps in, you get these extreme behaviors.
NovaShadow wrote: »Wow, well I've never had someone be that mean about it. I'm lvling up a Templar atm since my sorc is only worth playing in PVP these days.
Well, if you levelled up your Templar just a couple of months ago and then asked for a DPS spot anywhere (including 4 men instances) you'd have got a similar treatment.
Why? Because Templars got the stigma, they'd have a good reputation as tanks, an excellent reputation as healers (thus everybody wanted them to heal) but a terrible reputation as DPS.
Sorcs don't exactly come with an excellent reputation at tanking / healing, they used to be good DPS and they'd find spots (crowded spots, DPSes are dime a dozen). Then nerf after nerf even their AoE goodness became "meh" and these days...
jp_antillb16_ESO wrote: »Are people actually trying the new changes or just the same critical surge + crushing shock build everyone uses on live?
Apart from the summoned bar pets:
- The Greater Atronach now does 15% more damage
- The Atronach Charged Synergy is now instant and provides both you and the Atronach the buff Major Berserk for 8 seconds (which is a 25% increase in all damage)
- Daedric curse can now be stacked and has 25% more damage. Velocious Curse will do 2x the damage of a Crushing Shock cast every 3.5 seconds for 20 magicka extra(+ we will all actually use cap spell damage now as opposed to weapon damage which is limiting factor on it's usefulness atm).
- Shards cast time reduced by 1/4 and the animation is sharper particularly on the instant proc (at least that is what I read)
- Suppression field gives 8% damage reduction in it's radius
- Absorption field gives people who pass through it 40% movement speed and 30% magicka, health and endurance recovery.
- Power Surge gives 20% weapon and spell damage (staff attacks are still weapon damage so this is a bonus while light attack weaving)
- Lightning Splash now lasts for 4+ seconds as opposed to 3 seconds at it's highest level now which feels a lot longer and the synergy doesn't remove it. If people actually trigger the synergy it's damage is more than twice as much as Impulse per cast.
- Overload light attacks don't suffer from a cool down
I haven't been able to fully test this stuff out as the EU character copy isn't done and ZoS has their millions of damage numbers making it hard to compare to live but there seems some pretty decent improvements for a non-pet Sorcerer.
NovaShadow wrote: »Wow, well I've never had someone be that mean about it. I'm lvling up a Templar atm since my sorc is only worth playing in PVP these days.
Well, if you levelled up your Templar just a couple of months ago and then asked for a DPS spot anywhere (including 4 men instances) you'd have got a similar treatment.
Why? Because Templars got the stigma, they'd have a good reputation as tanks, an excellent reputation as healers (thus everybody wanted them to heal) but a terrible reputation as DPS.
Sorcs don't exactly come with an excellent reputation at tanking / healing, they used to be good DPS and they'd find spots (crowded spots, DPSes are dime a dozen). Then nerf after nerf even their AoE goodness became "meh" and these days...
AssaultLemming wrote: »they need a health bar visible at all time preferably on the UI, not floating above their heads.
GreyRanger wrote: »It is strange that they have not made more progress on balancing Sorcerers to be viable/competitive in at least a couple of roles. It doesn't seem like it would be that hard to do and it also seems like the frustration/upset ZOS will have when they get to the main/real product launch (consoles in June) is going to be consequential.
Missing the chance to balance the sorcerer class with the other 3 classes now seems like it would miss a big opportunity.
When I first played beta and the live version I had hoped Sorcerers would get other elements outside of lightning. Earth, Fire, Ice, Poison etc would be great and could drastically shift how people create builds within the same class and make the class feel more like they are actual mages.I would prefer to have a separate summoner skill line under the World class and base the sorcerer skills on Earth, Wind, and Water; the DK's already have fire skills as well and the destruction staff, so there is no need to repeat this skill line for the sorcerers.
jp_antillb16_ESO wrote: »Are people actually trying the new changes or just the same critical surge + crushing shock build everyone uses on live?
Apart from the summoned bar pets:
- The Greater Atronach now does 15% more damage
- The Atronach Charged Synergy is now instant and provides both you and the Atronach the buff Major Berserk for 8 seconds (which is a 25% increase in all damage)
- Daedric curse can now be stacked and has 25% more damage. Velocious Curse will do 2x the damage of a Crushing Shock cast every 3.5 seconds for 20 magicka extra(+ we will all actually use cap spell damage now as opposed to weapon damage which is limiting factor on it's usefulness atm).
- Shards cast time reduced by 1/4 and the animation is sharper particularly on the instant proc (at least that is what I read)
- Suppression field gives 8% damage reduction in it's radius
- Absorption field gives people who pass through it 40% movement speed and 30% magicka, health and endurance recovery.
- Power Surge gives 20% weapon and spell damage (staff attacks are still weapon damage so this is a bonus while light attack weaving)
- Lightning Splash now lasts for 4+ seconds as opposed to 3 seconds at it's highest level now which feels a lot longer and the synergy doesn't remove it. If people actually trigger the synergy it's damage is more than twice as much as Impulse per cast.
- Overload light attacks don't suffer from a cool down
I haven't been able to fully test this stuff out as the EU character copy isn't done and ZoS has their millions of damage numbers making it hard to compare to live but there seems some pretty decent improvements for a non-pet Sorcerer.
In fact, when I tried my first Craglorn quest on my main, our party wiped at the last quest boss except for the sorc, and they just ran around the room and whittled down the boss and the adds until they were all dead.