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
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.
rfennell_ESO 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.
rfennell_ESO 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.
rfennell_ESO 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.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Darkonflare15 wrote: »
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.
rfennell_ESO 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 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.
Costismaros 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)
Costismaros 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.
Sorcs are fine, what may have changed is your playstyle. But so did everyon elses in 1.6.
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
But if you are asking me if the Sorc is on par, absolutely.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.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.
Ok, I am quite serious then when I ask what are you basing that observation on?But if you are asking me if the Sorc is on par, absolutely.