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?
What does a stamina sorcerer have that a templar or a nightblade can't do better?
rogue_gamer32b14_ESO wrote: »
Agree'd completely. ZoS needs to simply remove the pets from the tree completely. Rebuild the tree from the ground up.
or
Improve the tree by revamping pets completely. We don't want to summon lesser daedra. And the pets need more control. Pets should have their own bar, stats, and abilities. If ZoS can't do this, then the pet tree doesn't need to exist at all.
To avoid the the 'togglemancer' trope. Why not just make some of the morphs duration based, so that you only have to put them on one bar?
Imagine if volatile familiar was a limited duration summon, that exploded for damage when the duration ran out or it was killed, but whose explosion did more damage based on the amount of damage that it did during the time it was alive.
ZOS is not going to undertake a fundamental class/ tree redesign this close to console launch. Our best path forward is not to dream of that, but to provide feedback and practical suggestions regarding what's actually on the test server.
Holycannoli wrote: »rogue_gamer32b14_ESO wrote: »
Agree'd completely. ZoS needs to simply remove the pets from the tree completely. Rebuild the tree from the ground up.
or
Improve the tree by revamping pets completely. We don't want to summon lesser daedra. And the pets need more control. Pets should have their own bar, stats, and abilities. If ZoS can't do this, then the pet tree doesn't need to exist at all.
My Rift necromancer had fun pets that were highly useful, even in PvP.
davedwildebeast wrote: »
templar for dps??? just cuz they got an execute???
only good templar dps that ive seen so far still in 1.6 is a stam build, and the only thing a stam build benefits from on a temp is radiant aura, which got hit by the nerf hammer hard.... so please explain to me what you mean...
You my friend, have no idea what a Stam templar can do nowadays. My tests on pts gave me approx 10k dps as Templar stam DD. And on top of that I had not the optimal gear, not the optimal buffs and not rotation lol.
Sure they nerfed our Biting jabs from 170% to 140%. But we will find ways
And yes, Magicka Sorc/Nbs totally broken. On the other hand, it seems all ranged classes do only like 8k dps. The only reason why Magicka DKs do more dmg is because they got DoTs.
A ranged DK also only does 8k dps. If a DK gets close he can do approx 10-12k
rogue_gamer32b14_ESO wrote: »If the following changes were made for Sorcerers. Our dps would be great again and these are simple changes.
CRYSTAL FRAGMENTS IV
Cast Time: 0.5 seconds
Deals XXXX Magic Damage to target. 45% chance to make your next use an instant cast and cost 100% less when activating ability with a Magicka cost.
Increase Damage by 20% on this ability. Remove the knock-back. Increase instant cast chance and make it free. Shorten cast time to 0.5 sec.
rogue_gamer32b14_ESO wrote: »VELOCIOUS CURSE IV
Cast Time: Instant
Target is cursed for 20.5 seconds. When effect completes target takes XXXX Magic Damage, and nearby enemies take XXX Magic Damage. While target is cursed, Sorcerer spells against the target do a additional 5% damage.
Increase Damage by 20% on this ability. Increase Velocious Curse duration to 20.5 seconds. Caster deals additional damage to cursed target. [/b]
http://tamrielfoundry.com/topic/1-6-x-nyblings-magicka-based-sorc-dps-champion-rank-71/page/4/#post-567158
The current last post in thread.
I want to see this man to do the DPS for more than 100 seconds... Impossible, the dps drops to 8k all the time...
Are you insane? If you increase curse time to 20.5 seconds and it still only hits at the end, you'd have to multiply the damage by 3 or more to keep around the same DPS as now. I would MUCH rather turn the curse into a proper DoT ability with damage spread over the duration of the curse. Your proposed 5% increase to spell damage against target wouldn't even come close to mitigating the DPS loss due to the increased duration.
rogue_gamer32b14_ESO wrote: »If the following changes were made for Sorcerers. Our dps would be great again and these are simple changes.
CRYSTAL FRAGMENTS IV
Cast Time: 0.5 seconds
Deals XXXX Magic Damage to target. 45% chance to make your next use an instant cast and cost 100% less when activating ability with a Magicka cost.
Increase Damage by 20% on this ability. Remove the knock-back. Increase instant cast chance and make it free. Shorten cast time to 0.5 sec.
No no no no no no noooooooo! What's wrong with you my friend ? O.O
REMOVE the KNOCKDOWN of Crystal shard ? This knockback is, what was keeping this class alive. The damage of crystal shard was never thaaaat insane (even though the number might look good on the paper)
We NEEEED this knockdown, it's what gives us strenght. I would only increase the proc chance or make the proc deal more damage. But Auri-El, Magnus and Nirn: KEEP the knockdown
http://tamrielfoundry.com/topic/1-6-x-nyblings-magicka-based-sorc-dps-champion-rank-71/page/4/#post-567158
The current last post in thread.
I want to see this man to do the DPS for more than 100 seconds... Impossible, the dps drops to 8k all the time...
I think you underestimate how sustainable overload is. Light Attacks w/ Overload regenerate Ultimate. After a minute I still had almost 700 ultimate left and that was with constant weaving after each crystal frags.
I think you underestimate how sustainable overload is. Light Attacks w/ Overload regenerate Ultimate. After a minute I still had almost 700 ultimate left and that was with constant weaving after each crystal frags.
Holycannoli wrote: »I think you underestimate how sustainable overload is. Light Attacks w/ Overload regenerate Ultimate. After a minute I still had almost 700 ultimate left and that was with constant weaving after each crystal frags.
For real? I know it's sustainable on live but I thought the ultimate regen change would seriously diminish the sustainability.
rogue_gamer32b14_ESO wrote: »Are you insane? If you increase curse time to 20.5 seconds and it still only hits at the end, you'd have to multiply the damage by 3 or more to keep around the same DPS as now. I would MUCH rather turn the curse into a proper DoT ability with damage spread over the duration of the curse. Your proposed 5% increase to spell damage against target wouldn't even come close to mitigating the DPS loss due to the increased duration.
Well if someone knew how to read.... You would have read increasing it's damage overtime and at the explosion...
rogue_gamer32b14_ESO wrote: »Are you insane? If you increase curse time to 20.5 seconds and it still only hits at the end, you'd have to multiply the damage by 3 or more to keep around the same DPS as now. I would MUCH rather turn the curse into a proper DoT ability with damage spread over the duration of the curse. Your proposed 5% increase to spell damage against target wouldn't even come close to mitigating the DPS loss due to the increased duration.
Well if someone knew how to read.... You would have read increasing it's damage overtime and at the explosion...
Well, if someone knew how to write... I quoted you directly, and all you said was:
- Increase duration to 20.5 seconds;
- When effect completes target takes XXXX Magic Damage, and nearby enemies take XXX Magic Damage;
- While target is cursed, Sorcerer spells against the target do a additional 5% damage; and
- Increase Damage by 20% on this ability.
Nowhere do you speak of damage over time. As for the 20% / 5% increases, I addressed them in my reply (they're not nearly enough to compensate). So, enlighten me - where exactly are my reading skills lacking? Or were you just trying to be perky?