I don't have much experience in PvP, but I have talked with friends who do at very high levels, and who have played several classes. Their ideas seem to be the following:
1. Sorcerers are comparatively useless in PvP other than for their Negate ultimate. They are just Negate machines.
2. Templars are OP in PvP and PvE because they are the ones who complain the loudest.
I enjoy playing as a Sorcerer, because that's the kind of character I want to be. If Zenimax is making daedric pets more viable that is something I strongly welcome, although I wish other abilities were not nerfed. Playing with pets is just not very reactive. If you just summon your pet and only have to stand there and watch while the pet does the work for you, that's not much fun.
Also, Sorcerers are meant to be the archetype of magicka-users, more than any other class. If you want to be a mage, you roll a Sorcerer. Nerfing magicka-based builts for Sorcerers is absolutely counter-intuitive and illogical. I agree you should make stamina-based builts more viable, I strongly agree. But that is not achieved by nerfing magicka builds to make stamina more attractive comparatively. I have not played on the PTS, but I dearly hope that will not be the case.
Although part of the Elder Scrolls philosophy is that you should be able to play in whichever role you want, no matter which class you play, people still like to have a role when they are in a group. That's how you feel that you are contributing to something, that you have your own special task. If other classes can perform in any role better than Sorcerers can, it will be just too much of a disappointment.
Concept build for togglemancer
First bar (any staff)
1. Daedric Prey
2. Volatile Familiar (toggle)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Power Overload
Second bar (any staff)
1. Crystal Blast (Since you can't proc it, you might as well get the AOE morph)
2. Volatile familiar (toggle)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Greater Storm Atronach
Third bar [when activating Power Overload]
1. Power Surge
2. Mage's Wrath (familiar explodes)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Power Overload
How to play it:
- Always manage your ultimate so you have enough to switch between bars 1 and 3. Don't let it go above the limit either.
- When your Power Surge runs out, make sure Daedric Prey is active and activate Power Overload. This will detonate your volatile familiar. You can then activate Power Surge, exit overload and recast your familiar.
- To conserve magicka, throw a few overloaded light attacks from time to time.
- For the execute phase, activate overload and spam Mage's Wrath.
Concept build for togglemancer
First bar (any staff)
1. Daedric Prey
2. Volatile Familiar (toggle)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Power Overload
Second bar (any staff)
1. Crystal Blast (Since you can't proc it, you might as well get the AOE morph)
2. Volatile familiar (toggle)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Greater Storm Atronach
Third bar [when activating Power Overload]
1. Power Surge
2. Mage's Wrath (familiar explodes)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Power Overload
How to play it:
- Always manage your ultimate so you have enough to switch between bars 1 and 3. Don't let it go above the limit either.
- When your Power Surge runs out, make sure Daedric Prey is active and activate Power Overload. This will detonate your volatile familiar. You can then activate Power Surge, exit overload and recast your familiar.
- To conserve magicka, throw a few overloaded light attacks from time to time.
- For the execute phase, activate overload and spam Mage's Wrath.
Mages wrath is essentially worthless as its less dps than overload and only 1k above blast. Having entropy on the overload bar and saving ultimate for execute or burn phase would be my go to strategy with this extremely complex and demanding build (AoE will come with fragments what more can you ask for!). It will certainly seperate the wheat from the chaff...
Also i would not use the familar but the clannfear because that mighty predador more than doubles the dps of the familar.
Similar thing goes for the ward instead of curse. It provides our mighty daedric slaves with the survivability they need to face any opponent (also it cuts down on switching bars).
rogue_gamer32b14_ESO wrote: »Concept build for togglemancer
First bar (any staff)
1. Daedric Prey
2. Volatile Familiar (toggle)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Power Overload
Second bar (any staff)
1. Crystal Blast (Since you can't proc it, you might as well get the AOE morph)
2. Volatile familiar (toggle)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Greater Storm Atronach
Third bar [when activating Power Overload]
1. Power Surge
2. Mage's Wrath (familiar explodes)
3. Bound Aegis (toggle)
4. Twilight (toggle)
5. Inner light (toggle)
Ult. Power Overload
How to play it:
- Always manage your ultimate so you have enough to switch between bars 1 and 3. Don't let it go above the limit either.
- When your Power Surge runs out, make sure Daedric Prey is active and activate Power Overload. This will detonate your volatile familiar. You can then activate Power Surge, exit overload and recast your familiar.
- To conserve magicka, throw a few overloaded light attacks from time to time.
- For the execute phase, activate overload and spam Mage's Wrath.
Mages wrath is essentially worthless as its less dps than overload and only 1k above blast. Having entropy on the overload bar and saving ultimate for execute or burn phase would be my go to strategy with this extremely complex and demanding build (AoE will come with fragments what more can you ask for!). It will certainly seperate the wheat from the chaff...
Also i would not use the familar but the clannfear because that mighty predador more than doubles the dps of the familar.
Similar thing goes for the ward instead of curse. It provides our mighty daedric slaves with the survivability they need to face any opponent (also it cuts down on switching bars).
Once again...no one supports this build.
Zos can't balance sorcs because of their 2 op spells, bolt escape and cristal shard. They need to remove it completely before they can begin to work on this class. Otherwise, because of their existence, they can only nerf sorcs again and again in all of their spells and passives. If you play a sorc, ask zos to remove these two toxics spells.
Zos can't balance sorcs because of their 2 op spells
rogue_gamer32b14_ESO wrote: »
Sorcerer Magicka based builds are still completely worthless. We've receive no needed changes promised by Developers. On top of this you dramatically nerfed our one redeeming damage ability...based of Dragon Knights crying in pvp....
Currently Sorcerers are forced to use the Daedric pets...whether you want to or not. As without them out dps for Magicka based builds is [snip] horrible. The one redeeming dps ability we had going for us "Crushing Shock"....now has it's damage nerfed into the ground... Even though it barely damages in pvp...
Needless to say ZoS. You need to fix Sorcerer damage with magicka builds asap. If I am forced to reroll or respec to a stamina based build. Don't dough that I'll simply drop this game like a rock. Players didn't work their butts off, to be stepped on. Meanwhile you listen to a vocal minority and ruin the game.
Get it together and fix this...this isn't a request or a suggestion anymore. You beta tested the game on pc players for almost a year now. As if we weren't crapped on enough...If Sorcerers aren't fixed properly by 1.6 live release...then peace. I'm done paying for a game, where the few crying out loud...out weigh the many.Daedric Summoning
Summon Storm Atronach: Fixed an issue where this ability was only scaling off your magicka stats, but not your stamina stats. It will now correctly pick the largest value.
Dark Magic
Exploitation: Removed the graphical effects from this passive due to it being too difficult to notice and causing performance issues..Destruction Staff
Decreased the damage of Force Shock and Crushing Shock by 10%.
Elemental Ring (Impulse morph): Fixed an issue with the tooltip not displaying the appropriate duration for the damage over time.
[Moderator Note: Edited per our rules on Cursing & Profanity]
I think ZOS needs to remove all non-toggle sorc spells and replace them with toggles. That way I don't have to press any buttons during fights. I suggest turning impulse into a fire-fountain. That way I can just stand there spewing fire out my ***, watching things die. We can call this the "I had taco bell last night" sorc build.
rogue_gamer32b14_ESO wrote: »ZoS killing the Sorcerer class via nerf beating.
Zos can't balance sorcs because of their 2 op spells, bolt escape and cristal shard. They need to remove it completely before they can begin to work on this class. Otherwise, because of their existence, they can only nerf sorcs again and again in all of their spells and passives. If you play a sorc, ask zos to remove these two toxics spells.
sput4ueb17_ESO wrote: »I would like to hear just 1 comment from a Zos sorcerer player about 1.6 - 1.6.2 .
They cant be so blind some must have try pve content also
So pls Zos give us examples How do you think a sorcerr build should be?
No one in ZoS has a Sorcerer to test. They didn't want to create one because it included Pets.....
Zos can't balance sorcs because of their 2 op spells, bolt escape and cristal shard. They need to remove it completely before they can begin to work on this class. Otherwise, because of their existence, they can only nerf sorcs again and again in all of their spells and passives. If you play a sorc, ask zos to remove these two toxics spells.
IMO ZOS should have included the Daedric Summoning Skill line for EVERY class. In previous TES games you didn't have to be magicka based to summon help, you just had to have enough magicka to do so. I loved being in sneak mode in Skyrim with my bow and casting an atronach right in the middle of a bunch of falmers in a cave. Then pick them off one by one. It was a blast!
By adding this skill line ONLY to Sorcerer's, they made them dependent upon skills outside their own class to do decent damage when NOT using a pet. Want more DPS? You can take a spell from the Mages Guild for that. Want better healing? You can take a spell from Mages Guild or Restoration Staff skills for that.
ZoS isn't it about time you gave Sorcerers decent DPS spells that AREN'T from another Class and have NOTHING to do with Pets!
How are we supposed to "Play as we Like" when you don't really give us that option on Sorcerers.
Nightreaver wrote: »Ok, I get that pet builds do better DPS. But I'm curious how that build holds up in Trials and dungeons. Can anyone that has tried let us know how that went?
rogue_gamer32b14_ESO wrote: »Nightreaver wrote: »Ok, I get that pet builds do better DPS. But I'm curious how that build holds up in Trials and dungeons. Can anyone that has tried let us know how that went?
If you read over the whole thread here. You'll see multiple players don't give a [snip] about the pet build.
Completely agree. And you reminded me of my sneaky bow skyrim days of doing the same thing with an atronach.
Good idea on removing the daedric tree completely. Or at least make it to where we don't HAVE to have them equipped to be viable DPS... Currently now I know I'm not the 'best' DPS class in live, but I have fun with it. I didn't pick this class so I could literally babysit a pet... zzzzzz...
Holycannoli wrote: »Completely agree. And you reminded me of my sneaky bow skyrim days of doing the same thing with an atronach.
Good idea on removing the daedric tree completely. Or at least make it to where we don't HAVE to have them equipped to be viable DPS... Currently now I know I'm not the 'best' DPS class in live, but I have fun with it. I didn't pick this class so I could literally babysit a pet... zzzzzz...
My favorite character in Skyrim used a bow with summons - two permanent zombie thralls, a bandit leader and bandit marauder with maul. They kick serious butt and tank for me while I fire my bow and chain lightning enemies.
That is what I want for sorcerer summons. Reanimate any NPC corpse as a permanent zombie that follows you between zones and persists even when logged off. Be careful about zapping or frying potential zombies to ash!
Our current summons are so lackluster and boring it's painful to use them. We don't even get atronachs except a storm atronach as an ultimate that only lasts a few seconds and isn't even mobile. A proper summoner can summon a storm atronach to follow him around and command to do his bidding, and it won't disappear until dismissed or killed.
Anyway, my bigger concern is with stamina sorcerers. Magicka sorcerers at least get the benefit of strong shields. Not that I think magicka sorcerers are in a good place but wtf are stamina sorcerers supposed to do?
Any of these summons would make Sorcerers a funner class.
They still need greater DPS Spells outside of pets regardless of any changes made to pets. Sorcerers should be good at DPS regardless of whether they have a pet slotted or not.
I rerolled a stamina sorcerer so that I could have fun with surge and get a ton of weapon damage. Now all classes get access to the exact same thing with Momentum and I don't see any reason to be a sorcerer anymore.Holycannoli wrote: »Anyway, my bigger concern is with stamina sorcerers. Magicka sorcerers at least get the benefit of strong shields. Not that I think magicka sorcerers are in a good place but wtf are stamina sorcerers supposed to do?