Magicka Sorcerer
I've recently passed 50 days played on sorcerer on live, so I feel confident enough in my ability to provide relatively accurate feedback on the class, at least for the magicka DPS side of things.
With the current version, the numbers don't seem to be there. Sorcerers are probably the weakest class for magicka/stamina DPS now, weakest at tanking and second weakest at healing, beating DKs in that role.Storm Calling
- Mage's Wrath (Mage's Fury)
No change apart from the numbers. It's a very good finisher now that sorcerers only have to use spell damage instead of weapon damage.
- Thundering Presence (Lightning Form)
The increase of the duration was needed and it is now much better for tanking or more survivability.
- Lightning Flood (Lightning Splash)
Duration increased vs Damage reduced, which is a positive change imo. It's now a good AOE for sorcerer in addition to the usual Impulse spam, especially for low health targets.
- Power Surge (Surge)
It seems weaker than before. The heals are particularly low compared to the 1.5 Crit Surge. The reduction of the duration compared to the 1.5 Power Surge is not too bad. I think that this skill is not specific enough compared to Entropy from the Mages Guild, which is significantly better for single target DPS. I don't see much use for the Major Brutality buff and I think that this morph should focus only on increasing magical damage, maybe with damage increased for the ability used directly after Surge.
- Power Overload (Overload)
This ultimate feels really good after the 1.6.1 patch. Before update 6 it was a completely neglected ultimate, greatly outpowered by Storm Atronach and Negate, but now it seems to be a valid choice for single target DPS on bosses or in PVP. The damage output is quite high but the cooldown between attacks and the changes to ultimate generation with update 6 keep it balanced. The AOE damage seems a bit low compared to the other options available that don't even cost ultimate.
- Disintegrate (passive)
The damage is only based on character level and doesn't scale with spell damage/magicka, just like on live. I think it should scale like the other abilities of the Storm Calling line.
Dark Magic
- Crystal Fragments (Crystal Shard)
I really like the 20% increase to damage in case the ability procs. It makes crystal frags very viable in a DPS rotation and balances the extra attention needed due to the random factor. It's always easier to repeat the same rotation endlessly (skill 1, skill 2, skill 2, skill 1, skill 2, skill 2, ...) and I like that the player gets rewarded for paying attention when the 35% proc chance happens.
- Encase
Not tested.
- Rune Prison
Not tested.
- Dark Conversion (Dark Exchange)
The exchange rate seems similar to the live version of Dark Conversion, with the additional advantage of being able to move slowly while channeling, so I guess this is a buff. The ability seems a bit annoying to stop mid-channel though, since it requires a block or a weapon switch. I think that pressing the associated key a second time should stop it.
- Daedric Minefield
Not tested.
- Suppression Field / Absorption Field (Negate Magic)
I haven't really tested those abilities due to the lack possibilities in solo play but they seem to have been nerfed quite a lot. The buffs provided by Absorption field are pretty much useless in large group fights due to the inability to stack them with allies and potions buffs, and the dispel now only works on cast instead of the entire duration of the effect. The changes to Exploitation also make this ultimate much less valuable for soloing a pack of mobs. At least the cost has been reduced a tiny bit to make up for it but I don't plan to use negate anytime soon, unless a dispell is really necessary in a trial. The Atronach is better for AOE and Overload is better for single target roles, so at least sorcerers are no longer negate monkeys.
- Blood Magic (passive)
I'm not sure if the switch from 5% to 8% is really meaningful, but at least that's one way for sorcerers to recover a little health without a restoration staff.
- Exploitation (passive)
This passive used to give a flat 15% increase to crit chance when attacking enemies affeted by Dark Magic, including Negate. The new version gives a Minor Prophecy (about 3% spell crit chance) to nearby allies for 20 seconds, upon casting a dark magic spell. I like the idea of finally getting a group buff for sorcerers but this one feels quite weak, even with the global nerf to crit chances. I think that the duration should be reduced to 10 seconds or less and that it should grant a second minor buff.
Daedric Summoning
There are multiple threads detailing pet builds and I haven't tested them properly due to lack of Necropotence set on the PTS. The 2% nerf to that set along with the nerf to shields that used to scale with magicka only make this choice much less desirable now.
- Greater Storm Atronach (Summon Storm Atronach)
The new synergy is a great change compared to the old one that needed to be channeled. 25% damage increase for 8 seconds on a player, but for the atronach it's a bit low, especially given the short duration. I think that the buff to the atronach's damage (not the player's) should last for the remaining duration of the ultimate. This would encourage players to activate the synergy very quickly to make the most of it. This would be another reason to rush to the atronach as soon as it's up.
It would be nice if the tooltip indicated the Atronach's damage, just like it does for the Familiar and Twilight.
Mages Guild
- Inner Light (Mage's Light)
Nerfing the crit chance was a good choice. This ability was used by every single magicka user and it was too strong. Now it's still very viable but no longer mandatory. The tooltip indicates a 432500.7 seconds duration that I haven't verified for obvious reasons. Fix it maybe?
- Entropy and its morphs
The Major Sorcery buff is way too strong on this ability. It's basically just as good as before with a new 20% increase in spell damage. In that current state, all magicka users (apart from pet build) with more than a handful of brain cells should use one of the 2 morphs available. Please change it to a Minor Sorcery buff, which would make much more sense.
- Spell Symmetry (Equilibrium)
This ability is much less effective now and it's no longer possible to use it all the time to make up for low sustainability. Everyone was relying too much on it and this is a welcome nerf.
Light Armor
- Concentration (passive)
75% chance to reduce spell resistance by 960 for 8 seconds. This is laughable compared to spell resistances attainable by players. With my tank who doesn't have any enchantment or trait specifically designed to reduce spell damage, I already have 24K spell resistance. This should be changed to a % value, much closer to the 28% (for 7 pieces) of 1.5.
On a side note, the tooltip should explain what a "full set of light armor" means.
- Spell Warding (passive)
For the same reason, the 2464 spell resistance given by 7 pieces seems very low.
General unrelated remarks
- Critical chance in item sets
The set bonuses have been reduced from 4% to around 1.5%. While this is an understandable design choice, it has affected many high-end item sets and especially the ones from Aetherian Archive and Sanctum Ophidia trials, which have become relatively useless now. I think that the crit chance bonus should completely disappear from the 2-3-4 pieces bonuses and maybe remain in some 5 pieces ones as a 4% increase. The removed crit bonuses should change to useful attributes, based on what's already available in the Champion System, like base stats, increased elemental damage, increased damage from heavy/light attacks or spell/armor penetration.
Update: crit back to "normal" at around 3.2% per set piece.
- Potions
The major/minor buffs make offensive (spell crit, spell power, weapon crit/LOLOL) potions much less effective. They're still good to recover stats of course but in group situations the buffs that they provide are already available most of the time, if not part of the player's own skill rotation.
Example: using critical surge or entropy for a major buff to spell damage makes the spell damage potion half useless.
I think that potion buffs should be separated from the current system, allowing them to stack with major buffs, especially with the cooldown increasing from 30 to 45 seconds. On live (1.5) every time I pop a crafted potion I know that I'm doing more damage than usual for a limited amount of time, which gives a small adrenaline rush, making fights more pleasant. On the PTS, potions seem very dull in comparison.
- Hirelings/Refining changes
It would be nice to get percentages associated with the "significant" increases and decreases to the drop chances. Is it 5%, 20%, 50%, 100%, LOLOL?
- MAWR!
Check here if you want to read even more feedback on update 6.
Character sheet for reference:
I can add more input for Templar stamina DPS and Tank it this feedback gets enough attention. It took quite a while to write all that stuff already.
TL;DR: Still weak. Very squishy. No more negate monkey. Not everything makes sense.
Edited by Gyudan on February 17, 2015 1:15AM