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Sorcerer Feedback for Eric Wrobel and the Combat Team

  • XEVENEX
    XEVENEX
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    The only people in this thread who disagree arent even sorcerers. They either honestly dont get it or are purposefully taking what we say out of context. The only reason I even mentioned fragments in the OP is because Eric did in the show. He doesnt seem to know they're broken, and he doesnt seem to realize how dangerous it is to hard cast them in PvP. Fragments are fine as long as they're fixed.

    Im far more concerned about our shields and our expert mage passive.
    Edited by XEVENEX on February 15, 2015 5:14PM
  • rfennell_ESO
    rfennell_ESO
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    Aimelin wrote: »
    Lightning splash: Proposed changes seem good. wut? you're kidding right ? right ??


    Okay, lets say for a second thats true (which it isnt) sorcs still screwed then since they nerfed crushing shock dmg, wall of elements is a complete joke, destructive touch, meh ? impulse, meh? also situational / depends on build

    Extending lightning splashes duration for ae seems fine for me... You might note I proposed some changes (including 2 dots) to deal with single target sustain.

    I think with the extended duration lightning splash isn't a bad option for a class ae. I even proposed another ae in the daedric line as well...

    Obviously no one needs agree with anything I say.

  • rfennell_ESO
    rfennell_ESO
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    XEVENEX wrote: »
    The only people in this thread who disagree arent even sorcerers. They either honestly dont get it or are purposefully taking what we say out of context. The only reason I even mentioned fragments in the OP is because Eric did in the show. He doesnt seem to know they're broken, and he doesnt seem to realize how dangerous it is to hard cast them in PvP. Fragments are fine as long as they're fixed.

    Im far more concerned about our shields and our expert mage passive.

    I've done quite a bit of pvp and I can't think of a single time that I had CF interrupted... that's on live.

    Only issue I have is that it's such a blatantly telegraphed attack with a relatively slow moving projectile.
  • XEVENEX
    XEVENEX
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    XEVENEX wrote: »
    The only people in this thread who disagree arent even sorcerers. They either honestly dont get it or are purposefully taking what we say out of context. The only reason I even mentioned fragments in the OP is because Eric did in the show. He doesnt seem to know they're broken, and he doesnt seem to realize how dangerous it is to hard cast them in PvP. Fragments are fine as long as they're fixed.

    Im far more concerned about our shields and our expert mage passive.

    I've done quite a bit of pvp and I can't think of a single time that I had CF interrupted... that's on live.

    Only issue I have is that it's such a blatantly telegraphed attack with a relatively slow moving projectile.

    So your limited experience is what we should go by? Anyone with crushing shock, reflect, or any decent melee play will lock you out of any cast time abilities period.
    Edited by XEVENEX on February 15, 2015 5:55PM
  • Derra
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    XEVENEX wrote: »
    The only people in this thread who disagree arent even sorcerers. They either honestly dont get it or are purposefully taking what we say out of context. The only reason I even mentioned fragments in the OP is because Eric did in the show. He doesnt seem to know they're broken, and he doesnt seem to realize how dangerous it is to hard cast them in PvP. Fragments are fine as long as they're fixed.

    Im far more concerned about our shields and our expert mage passive.

    I've done quite a bit of pvp and I can't think of a single time that I had CF interrupted... that's on live.

    Only issue I have is that it's such a blatantly telegraphed attack with a relatively slow moving projectile.

    I don´t know what to say honestly. Every time the person i attack fights back there is no chance i will hardcast CF at all.

    Ofc keep guards don´t interrupt... Thats about the only occasion i can imagine where your statement for pvp is in line with my personal experience.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Tankqull
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    XEVENEX wrote: »
    The only people in this thread who disagree arent even sorcerers. They either honestly dont get it or are purposefully taking what we say out of context. The only reason I even mentioned fragments in the OP is because Eric did in the show. He doesnt seem to know they're broken, and he doesnt seem to realize how dangerous it is to hard cast them in PvP. Fragments are fine as long as they're fixed.

    Im far more concerned about our shields and our expert mage passive.

    I've done quite a bit of pvp and I can't think of a single time that I had CF interrupted... that's on live.

    Only issue I have is that it's such a blatantly telegraphed attack with a relatively slow moving projectile.

    its all depending on the enemy quality - vs skilled players casted frags are impossible to be finished, and like dark flare(wich is in an even worse position) the flight time is by far to high and obvious. a proper solution would be from my pov that magicaly started projectiles have a reduced chance to be dodged by roles(-50% chance?). some kind of magic cruisemissile as both have awefully obvious cast and flight animation unlike snipe wich looks like every other bow skill and the arrow is nearly invisable in flight.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Vis
    Vis
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    Instead of a spell power buff passive could we get a maximum magicka and/or stamina (whichever is greater) passive? It would have more utility and help us feel like we're getting something from it. Right now, 5% more spell power means about 1.5% increased damage on most of my skills. We're taking about ability bars here. The benefit needs to be large to make it worth it, and even larger so we don't get hit by another nerf when we lose cost reduction.
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Snit
    Snit
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    Extending lightning splashes duration for ae seems fine for me...

    I think with the extended duration lightning splash isn't a bad option for a class ae. I even proposed another ae in the daedric line as well...

    Obviously no one needs agree with anything I say.

    No, I think the idea of buffing Lightning Splash has merit. It is a clever way to boost sorc DPS in a way that would only effect PvE (and PvP players who are afk or lagged out, I suppose). I also like its spell and audio FX, so I'd like to see it become useful.

    The question remains as to whether it will earn a spot on the skill bar. Those spots are precious, particularly for a class reliant on toggles. Splash 2.0 will need to be significantly more damage per cast than Force Shock. It is also an incomplete solution, as one cannot count on PvE bosses standing still. Many of them don't.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Vis
    Vis
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    Tankqull wrote: »
    XEVENEX wrote: »
    The only people in this thread who disagree arent even sorcerers. They either honestly dont get it or are purposefully taking what we say out of context. The only reason I even mentioned fragments in the OP is because Eric did in the show. He doesnt seem to know they're broken, and he doesnt seem to realize how dangerous it is to hard cast them in PvP. Fragments are fine as long as they're fixed.

    Im far more concerned about our shields and our expert mage passive.

    I've done quite a bit of pvp and I can't think of a single time that I had CF interrupted... that's on live.

    Only issue I have is that it's such a blatantly telegraphed attack with a relatively slow moving projectile.

    its all depending on the enemy quality - vs skilled players casted frags are impossible to be finished, and like dark flare(wich is in an even worse position) the flight time is by far to high and obvious. a proper solution would be from my pov that magicaly started projectiles have a reduced chance to be dodged by roles(-50% chance?). some kind of magic cruisemissile as both have awefully obvious cast and flight animation unlike snipe wich looks like every other bow skill and the arrow is nearly invisable in flight.

    I have always begged them to cut the flight time to one thrd its current. Even my dk is so lazy I usually only cast scales once the sorc animation is near completion. Everything about casting frags feels like, "okay, HERE I COME. Are you ready? Get reflect up. Here I come..."
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Faulgor
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    I think I got it. I finally got it!

    With the increased duration for Lightning Armor and now Lightning Splash, ZOS wants us to keep these running to proc Disintegrate more often! It's the only explanation for increasing the duration, but not the damage itself. Of course, they could have just at least un-nerfed Disintegrate to proc at 10% chance, but let's not be that picky.

    So, we just have to stack Lightning Wall, Elemental Ring DOT, Splash, Armor and Overload Heavy Attacks for, let's say, about 8 shock hits per second, each hit with a 6% chance to Disintegrate mobs below 25% health ... a guaranteed hit almost every 2 seconds! That's not too bad, right?

    Except Disintegrate scales with shordamn Health!

    I have no idea who came up with this, or why I haven't noticed this before, but it's true. Some numbers I got from PTS:

    11375 Health > 5687 dmg
    31537 Health > 15769 dmg

    So, I suppose this is the Sorcerer ZOS wants us to play. High Health, waiting for others to drop mobs down to 25% so we can rush in with our shock damage hoping to proc Disintegrate for maybe 5k dps. Well, I know my sorc tank will be happy to contribute.

    Honestly, if this is the route they want to go, I think it has potential. But instead of increasing direct damage, we'll have to tweak Disintegrate.

    1) Rework the scaling to that of Templar's Burning Light. Magicka + Spell Power or Stamina + Weapon Power, whichever is higher.
    2) Increase the proc chance back to 10%, at least
    OR
    3) Let it proc on targets below 50% health.

    4) Further, Surge should add a little shock damage with every weapon attack. Forget the heal, with the cooldown it's useless anyway.

    This way, we have synergy throughout the skill tree, just like Templar's Aedric Spear. And we provide options for both magicka and stamina builds.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • XEVENEX
    XEVENEX
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    fzlxd3hbthlr.jpg
    2.jpg 359.7K
  • Dracane
    Dracane
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    Faulgor wrote: »
    I think I got it. I finally got it!

    With the increased duration for Lightning Armor and now Lightning Splash, ZOS wants us to keep these running to proc Disintegrate more often! It's the only explanation for increasing the duration, but not the damage itself. Of course, they could have just at least un-nerfed Disintegrate to proc at 10% chance, but let's not be that picky.

    So, we just have to stack Lightning Wall, Elemental Ring DOT, Splash, Armor and Overload Heavy Attacks for, let's say, about 8 shock hits per second, each hit with a 6% chance to Disintegrate mobs below 25% health ... a guaranteed hit almost every 2 seconds! That's not too bad, right?

    Except Disintegrate scales with shordamn Health!

    I have no idea who came up with this, or why I haven't noticed this before, but it's true. Some numbers I got from PTS:

    11375 Health > 5687 dmg
    31537 Health > 15769 dmg

    So, I suppose this is the Sorcerer ZOS wants us to play. High Health, waiting for others to drop mobs down to 25% so we can rush in with our shock damage hoping to proc Disintegrate for maybe 5k dps. Well, I know my sorc tank will be happy to contribute.

    Honestly, if this is the route they want to go, I think it has potential. But instead of increasing direct damage, we'll have to tweak Disintegrate.

    1) Rework the scaling to that of Templar's Burning Light. Magicka + Spell Power or Stamina + Weapon Power, whichever is higher.
    2) Increase the proc chance back to 10%, at least
    OR
    3) Let it proc on targets below 50% health.

    4) Further, Surge should add a little shock damage with every weapon attack. Forget the heal, with the cooldown it's useless anyway.

    This way, we have synergy throughout the skill tree, just like Templar's Aedric Spear. And we provide options for both magicka and stamina builds.

    Aha....
    So they want Sorcs to be strong against enemies, below 25% health, who would die through the next 1 or 2 hits anyway ? (besides bosses)

    I am shocked, you're acting so impressed by this. it's making me sad actually.
    Nightblades can use their finish against enemies below 25% health and Templars even at 50% health (envy all I do is envy, don't they know what's in me, nananananana ^^)

    Nothing against your suggestions though. If Disintegrate and mage's fury would proc at a way higher health pecentage, this would be awesome. Disintegration is only usefull against bosses below 20% health, to let it proc with mage's fury. But outside of this tiny boss phase, mage's fury and disintegrate are pooooor abilities in my opinion.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Snit
    Snit
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    This is my favorite post in the history of this forum :)
    XEVENEX wrote: »
    fzlxd3hbthlr.jpg
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Xeniph
    Xeniph
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    Dracane wrote: »

    There is none class skill that sustain damage. Every class in this game sustain with weapon abilities. I dont understand why Sorc are different than others ?

    Interesting, but ridicolous statement. How about lava whip, biting jabs, all the hard hiting Nightblade abilities ? Only to name one of each class

    Each class besides Sorcerer has a hard hiting instant ability, even more than only one. No Templar, no DK and no NB must rely on weapon abilities to be extremely strong. Sorcerer is the only class, that is forced to use weapon ablities, because it has no good class abilities to deal fast damage.

    Other classes can use them as well, but don't rely on weapon abilities. The oposite is the case: They are better of without weapons (from what I can see at least)

    This here just astounds me.

    Do you even play these other classes? The skills you named are all melee. You can't compare apple to oranges. If sorcs want a melee skill go for it. I for one would not use it. Secondly, you have the only ranged GTAOE that can be used to fill for dps, which is also untested until next week.
    Then there is the morph CS, it makes CF instant, cost 50% less and does 20% more damage, and you really think we need more! My sorc would like to have god mode too.

    We are just going to have to find a way to achieve good sustain with the abilities we have access to. Because our burst is unrivaled, considering class only skills.

    And to the arguments above between Snipe/CS.

    If they made Snipe the same range as CS, but gave it the proc effect, made it do 20% more damage and cost 50% less. I'll wager every bow user would do some sort of literal happy dance. I for one would spec every toon I had aside from my Sorc, to bow.

    And then, there's Disintegrate. Which moderately dps speced in 1.6 delves for just at 8k damage. Nobody ever seems to mention the fact that Sorcs have some of the best dps increasing passive in the game.

    Sorcs are fine, what may have changed is your playstyle. But so did everyon elses in 1.6.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Dracane
    Dracane
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    Xeniph wrote: »
    Dracane wrote: »

    There is none class skill that sustain damage. Every class in this game sustain with weapon abilities. I dont understand why Sorc are different than others ?

    Interesting, but ridicolous statement. How about lava whip, biting jabs, all the hard hiting Nightblade abilities ? Only to name one of each class

    Each class besides Sorcerer has a hard hiting instant ability, even more than only one. No Templar, no DK and no NB must rely on weapon abilities to be extremely strong. Sorcerer is the only class, that is forced to use weapon ablities, because it has no good class abilities to deal fast damage.

    Other classes can use them as well, but don't rely on weapon abilities. The oposite is the case: They are better of without weapons (from what I can see at least)

    This here just astounds me.

    Do you even play these other classes? The skills you named are all melee. You can't compare apple to oranges. If sorcs want a melee skill go for it. I for one would not use it. Secondly, you have the only ranged GTAOE that can be used to fill for dps, which is also untested until next week.
    Then there is the morph CS, it makes CF instant, cost 50% less and does 20% more damage, and you really think we need more! My sorc would like to have god mode too.

    We are just going to have to find a way to achieve good sustain with the abilities we have access to. Because our burst is unrivaled, considering class only skills.

    And to the arguments above between Snipe/CS.

    If they made Snipe the same range as CS, but gave it the proc effect, made it do 20% more damage and cost 50% less. I'll wager every bow user would do some sort of literal happy dance. I for one would spec every toon I had aside from my Sorc, to bow.

    And then, there's Disintegrate. Which moderately dps speced in 1.6 delves for just at 8k damage. Nobody ever seems to mention the fact that Sorcs have some of the best dps increasing passive in the game.

    Sorcs are fine, what may have changed is your playstyle. But so did everyon elses in 1.6.

    How about you adress the thing, that the other classes can perform perfectly with nothing but their class abilities, while Sorcs definately need weapon abilities ? Weapon abilities must be good and must have their place in the game. But other classes can choose, while we can't (if we want to be efficient.)

    Sorcerers are far from being god mode. We are probably the worst class in each area. DPS, Heal and tanking. People say, tanking got a bit better with 1.6. Can't comment on that.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Snit
    Snit
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    Xeniph wrote: »
    Sorcs are fine, what may have changed is your playstyle. But so did everyon elses in 1.6.

    @Xeniph Let me ask you this: Of the three major game modes, Tanking, Healing and DPS, are there any for which you think the sorc class brings the best tools?

    Are there any for which you think the sorc class brings even the second best tools?

    This assumes player skill and gear are equal. We all know that good players are better than bad ones ;)
    Edited by Snit on February 15, 2015 7:06PM
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Xeniph
    Xeniph
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    Snit wrote: »
    Xeniph wrote: »
    Sorcs are fine, what may have changed is your playstyle. But so did everyon elses in 1.6.

    @Xeniph Let me ask you this: Of the three major game modes, Tanking, Healing and DPS, are there any for which you think the sorc class brings the best tools?

    Are there any for which you think the sorc class brings even the second best tools?

    This assumes player skill and gear are equal. We all know that good players are better than bad ones ;)

    The goal of any MMO is to ensure no one class is capable of bringing the "best" tools. Otherwise you risk alienating a class/spec when it comes to endgame pve.

    But if you are asking me if the Sorc is on par, absolutely.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Snit
    Snit
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    Xeniph wrote: »

    But if you are asking me if the Sorc is on par, absolutely.

    At what? At what role are sorcs either the best- or second-best suited?

    EDIT: Obviously, DK's and Templars have the best class tools for tanking and healing, respectively. So this is a mostly rhetorical question. If you look at typical trials group composition, it's entirely rhetorical ;)
    Edited by Snit on February 15, 2015 7:14PM
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Dracane
    Dracane
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    Xeniph wrote: »
    Snit wrote: »
    Xeniph wrote: »
    Sorcs are fine, what may have changed is your playstyle. But so did everyon elses in 1.6.

    @Xeniph Let me ask you this: Of the three major game modes, Tanking, Healing and DPS, are there any for which you think the sorc class brings the best tools?

    Are there any for which you think the sorc class brings even the second best tools?

    This assumes player skill and gear are equal. We all know that good players are better than bad ones ;)

    The goal of any MMO is to ensure no one class is capable of bringing the "best" tools. Otherwise you risk alienating a class/spec when it comes to endgame pve.

    But if you are asking me if the Sorc is on par, absolutely.

    Sorc is not on par. In my opinion, each class should be equal in numbers.
    At least, each class should be able to deal the same DPS. The other roles are a bit harder to adress. Because of Templars being the best healers and DKs the best tanks.

    Sorc is always going to be the worst in healing and probably tanking. Shouldn't Sorcs at least have something ? Since we are not going to be good at healing and tanking, we should be good at DPS and we are way behind other classes.
    Edited by Dracane on February 15, 2015 7:14PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • rfennell_ESO
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    XEVENEX wrote: »

    So your limited experience is what we should go by? Anyone with crushing shock, reflect, or any decent melee play will lock you out of any cast time abilities period.

    I wouldn't categorize my experience as limited at all, I'd say experienced.

    I'm fine with the hard cast, like I said it's not something I see people interrupt. Now the lengthy cast time and animation process is what I take some issue with, as it becomes very telegraphed and you see people being given way too much notice that it's incoming. I'd speed up the casting animation and get rid of the crystal that appears and make it travel to target faster though.

    Now if you are talking duels and very small group combat... sure, that's the risk of a cast time ability. If they fix the instant cast portion of it on pts you can always wait for it in those cases.

    Edited by rfennell_ESO on February 15, 2015 7:54PM
  • rfennell_ESO
    rfennell_ESO
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    Xeniph wrote: »
    Snit wrote: »
    Xeniph wrote: »
    Sorcs are fine, what may have changed is your playstyle. But so did everyon elses in 1.6.

    @Xeniph Let me ask you this: Of the three major game modes, Tanking, Healing and DPS, are there any for which you think the sorc class brings the best tools?

    Are there any for which you think the sorc class brings even the second best tools?

    This assumes player skill and gear are equal. We all know that good players are better than bad ones ;)

    The goal of any MMO is to ensure no one class is capable of bringing the "best" tools. Otherwise you risk alienating a class/spec when it comes to endgame pve.

    But if you are asking me if the Sorc is on par, absolutely.

    Dk brings the best in every role, except healing where they are probably 2nd best.

    Sorc is bottom of barrel in nearly every role.

    Instead of par, did you mean triple bogey?

  • Faulgor
    Faulgor
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    Dracane wrote: »
    Faulgor wrote: »
    I think I got it. I finally got it!

    With the increased duration for Lightning Armor and now Lightning Splash, ZOS wants us to keep these running to proc Disintegrate more often! It's the only explanation for increasing the duration, but not the damage itself. Of course, they could have just at least un-nerfed Disintegrate to proc at 10% chance, but let's not be that picky.

    So, we just have to stack Lightning Wall, Elemental Ring DOT, Splash, Armor and Overload Heavy Attacks for, let's say, about 8 shock hits per second, each hit with a 6% chance to Disintegrate mobs below 25% health ... a guaranteed hit almost every 2 seconds! That's not too bad, right?

    Except Disintegrate scales with shordamn Health!

    I have no idea who came up with this, or why I haven't noticed this before, but it's true. Some numbers I got from PTS:

    11375 Health > 5687 dmg
    31537 Health > 15769 dmg

    So, I suppose this is the Sorcerer ZOS wants us to play. High Health, waiting for others to drop mobs down to 25% so we can rush in with our shock damage hoping to proc Disintegrate for maybe 5k dps. Well, I know my sorc tank will be happy to contribute.

    Honestly, if this is the route they want to go, I think it has potential. But instead of increasing direct damage, we'll have to tweak Disintegrate.

    1) Rework the scaling to that of Templar's Burning Light. Magicka + Spell Power or Stamina + Weapon Power, whichever is higher.
    2) Increase the proc chance back to 10%, at least
    OR
    3) Let it proc on targets below 50% health.

    4) Further, Surge should add a little shock damage with every weapon attack. Forget the heal, with the cooldown it's useless anyway.

    This way, we have synergy throughout the skill tree, just like Templar's Aedric Spear. And we provide options for both magicka and stamina builds.

    Aha....
    So they want Sorcs to be strong against enemies, below 25% health, who would die through the next 1 or 2 hits anyway ? (besides bosses)

    I am shocked, you're acting so impressed by this. it's making me sad actually.
    Nightblades can use their finish against enemies below 25% health and Templars even at 50% health (envy all I do is envy, don't they know what's in me, nananananana ^^)

    Nothing against your suggestions though. If Disintegrate and mage's fury would proc at a way higher health pecentage, this would be awesome. Disintegration is only usefull against bosses below 20% health, to let it proc with mage's fury. But outside of this tiny boss phase, mage's fury and disintegrate are pooooor abilities in my opinion.

    Heh, I'm not impressed by it. Not in its current state, anyway. I'm just saying it could be an alternative, unique and viable playstyle for Sorcerers if they adjusted the Disintegrate passive accordingly.
    Xeniph wrote: »
    And then, there's Disintegrate. Which moderately dps speced in 1.6 delves for just at 8k damage. Nobody ever seems to mention the fact that Sorcs have some of the best dps increasing passive in the game.

    Nothing about "dps specs" increases Disintegrate damage. Not spell or weapon power, not magicka or stamina, nothing. Just Health.
    And at 6% chance on targets below 25% health, it's not that great at all.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • daemonios
    daemonios
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    For those of you who keep poisoning these threads with melee vs. ranged bs, I have 2 words for you: trial. groups.

    Last time I checked, DKs were >40% of trial groups, NBs and Templars were about 25% each, Sorcs little more than 10%. Several groups didn't have a single sorc.

    Pardon my French, I don't give a flying f*** about ranged vs. melee. What I do care about is that is Sorc sustained DPS isn't fixed properly in 1.6, Sorcs will only be able to run trials if they get a group of buddies who'll put up with their sub-par performance, especially after the huge nerf that Negate got in 1.6.2.
  • Dracane
    Dracane
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    Faulgor wrote: »

    Heh, I'm not impressed by it. Not in its current state, anyway. I'm just saying it could be an alternative, unique and viable playstyle for Sorcerers if they adjusted the Disintegrate passive accordingly.

    Okay ;) Because when I was reading it, you seemed so impressed and thought, you would have discovered the revolution for Sorcerers :D
    But as I said, you brought up some good things. It was not meant as an offense <3
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Snit
    Snit
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    daemonios wrote: »
    For those of you who keep poisoning these threads with melee vs. ranged bs, I have 2 words for you: trial. groups.

    Last time I checked, DKs were >40% of trial groups, NBs and Templars were about 25% each, Sorcs little more than 10%. Several groups didn't have a single sorc.

    Pardon my French, I don't give a flying f*** about ranged vs. melee. What I do care about is that is Sorc sustained DPS isn't fixed properly in 1.6, Sorcs will only be able to run trials if they get a group of buddies who'll put up with their sub-par performance, especially after the huge nerf that Negate got in 1.6.2.

    I think that's an excellent post. But before we see whether sorcs are 'fixed' in 1.6, let's hope the Expert Mage change is a significant buff. We'll know soon :)

    As to your point about Trials composition, I hope the devs look at that. Opinions on forums are not always well informed, but over time, the playerbase does sort out class balance issues. When you leave behind all the whining, bad theorycraft and the like, you can determine what classes are generally considered best for tanking, healing and DPS by what the playerbase is actually doing.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Derra
    Derra
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    Snit wrote: »
    daemonios wrote: »
    For those of you who keep poisoning these threads with melee vs. ranged bs, I have 2 words for you: trial. groups.

    Last time I checked, DKs were >40% of trial groups, NBs and Templars were about 25% each, Sorcs little more than 10%. Several groups didn't have a single sorc.

    Pardon my French, I don't give a flying f*** about ranged vs. melee. What I do care about is that is Sorc sustained DPS isn't fixed properly in 1.6, Sorcs will only be able to run trials if they get a group of buddies who'll put up with their sub-par performance, especially after the huge nerf that Negate got in 1.6.2.

    I think that's an excellent post. But before we see whether sorcs are 'fixed' in 1.6, let's hope the Expert Mage change is a significant buff. We'll know soon :)

    As to your point about Trials composition, I hope the devs look at that. Opinions on forums are not always well informed, but over time, the playerbase does sort out class balance issues. When you leave behind all the whining, bad theorycraft and the like, you can determine what classes are generally considered best for tanking, healing and DPS by what the playerbase is actually doing.

    I think the playerbase has largely figured out what is best by now. I´ve tried to get into a random trial group this evening just for the lolz of it. There have been plenty of groups looking for DDs this evening (i´ve replied to 14 lfgs in zone chat).
    13 groups did not want to take me bc i was a sorc. 1 group asked for time trial achievement which i could not provide.
    The casuals know damn well that a random sorc is much likely the same as tying a rock to your feet before taking a swim.
    Edited by Derra on February 15, 2015 8:38PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • TheLaw
    TheLaw
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    Here are some ability ideas:

    Surge: Make this a magicka-based version of momentum. RNG based on crits is not reliable.

    Skill Description: Focus lightning to gain Major Sorcery for 30 seconds. Also heals X amount every 2 seconds for the duration.

    Morphs

    Power Surge: The ability now applies the Major Brutality and Major Sorcery buffs.

    Rejuvenating Surge: Heals for X amount when the effect ends. The final heal is increased based on the length of the time that Surge has been active. Press ability again to instantly use the heal and refresh the duration.

    New Ability

    Spell Strike: Sorcs need an instant/reliable damage ability.

    Skill Description: Conjure a bound weapon, instantly striking a single target for X amount of magic damage. (6 meter range)

    Morphs

    Lightning Strike: This ability now deals lightning damage and applies minor defile to the target for 6 seconds. (8 meter range)

    Hardened Strike: This this ability is now stamina-based and applies minor fracture to the target for 6 seconds. (5 meter range)
    -= Shahrzad the Great |Sorc| =-
  • ItsRejectz
    ItsRejectz
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    TheLaw wrote: »
    Here are some ability ideas:

    Surge: Make this a magicka-based version of momentum. RNG based on crits is not reliable.

    Skill Description: Focus lightning to gain Major Sorcery for 30 seconds. Also heals X amount every 2 seconds for the duration.

    Morphs

    Power Surge: The ability now applies the Major Brutality and Major Sorcery buffs.

    Rejuvenating Surge: Heals for X amount when the effect ends. The final heal is increased based on the length of the time that Surge has been active. Press ability again to instantly use the heal and refresh the duration.

    New Ability

    Spell Strike: Sorcs need an instant/reliable damage ability.

    This a million times over, I've been saying it since day one.
    Xbox EU - GT: o69 Woody 69o

    VR16 Sorc: Vlad V Impaler
    VR16 Sorc: Yes it's Woody
    VR16 NB: Prince of Wallachia
    VR16 Templar: Sir Lancelot the Brave
    VR16 DK: I'm Better Than You


  • Jahosefat
    Jahosefat
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    I thought I'd post this here for the benefit of my loyal sorc brethren in these dark times(with PVP in mind):

    Do not cling too tightly to your robes and staffs fellow sorcs, for a new oasis has risen from the desert we wander; an oasis full of direct damage, plentiful heals and boundless damage mitigation. This is the S&B/2H world filled with endless stamina pools and astronomical crits. In this world one not only has the power to smite his foe in 1 to 2 hits, he may also absorb a seemingly endless barrage that would undoubtedly crush any sorc propped up by magical bubbles. This land, once locked off to our kind has begun to flourish under the rains of 1.6, while our old oasis of magicka drowns in the flood of change. The only obstacle standing in our paths is the long road of champion points which may take some poor souls years to travel. So I say again sorcs, do not cling too tightly to your barren fields, take advantage of these new OP fields where one can roll dodge 20 time in a row while maintaining his ability to bolt escape 8 times consecutively while crushing his opponents with 20k crits and healing for 3000hp/s with the occasional 15k heal and nearly endless blocking with ones shield up. Why would one not drop thine robe and staff?
    Joeshock- AD NA AB Thorn Chill Sorc New Eden Low Sec Roamer

    Fight not with monsters lest ye become one
  • Nightreaver
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    Xeniph wrote: »
    And then, there's Disintegrate. Which moderately dps speced in 1.6 delves for just at 8k damage. Nobody ever seems to mention the fact that Sorcs have some of the best dps increasing passive in the game.
    As @Faulgor noted, Disintegrate scales with Health. If you are achieving 8K damage from Disintegrate then you are forfeiting DPS to do so, thereby decreasing your overall DPS, not increasing it.
    On Live Disintegrate more than doubles the damage of a normal CS attack.
    On PTS it does about 2/3 of the damage of a normal CS attack.
    Can't say I can really call it Disintegrate anymore. More of a static shock you might get from scrapping your feet along a carpet.

    Sorry, but I just can't see lowering my DPS throughout 80% of an encounter for a 6% chance of small increase during the final 20%.
    Xeniph wrote: »
    But if you are asking me if the Sorc is on par, absolutely.
    Ok, I am quite serious then when I ask what are you basing that observation on?
    I see many Sorcerers from PTS claiming Sorcerers are underpowered.
    I see many non-Sorcerers from PTS claiming Sorcerers are balanced or even OP.
    What I am not seeing are any examples comparing Sorcerers on an even playing field that would confirm one side or the other.

    You claim that Sorcs have some of the best DPS increasing passives in the game. The problem is that that means absolutely nothing unless those passives can increase the DPS to match the DPS of other classes.






    Edited by Nightreaver on February 15, 2015 10:34PM
    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
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