As far as I'm concerned, i just abandonned the idea of playing a magika base dps sorcerer.
Lots of Sorc magika builds are still fun to play in solo pve content, and sorc is still enjoyable in PVP with multiple play styles as well.
But there is no way any sound mind would group a magika based Sorcerer in HL PVE (dunjeons or trials).
Magika Based Sorc does about 2/3 of the DPS a Stam Sorc does... At best.
Sorc players still have the option to turn stam-based if what they want is a decent DPS, but i can understand one wanting to have the opportunity to play magika. (damn, i'm a magika based sorc dps myself on 1.5)
As for the Sorc skills revamp, i don't think a full revamp is needed, but sorcerer class still lacks a class dps skill. (no, cristal frag is not a dps skill)
In order to find a use to my 1.6 Sorc, i'm gonna make him a tank.. i think that's a viable option (except for vet arena)
As far as I'm concerned, i just abandonned the idea of playing a magika base dps sorcerer.
Lots of Sorc magika builds are still fun to play in solo pve content, and sorc is still enjoyable in PVP with multiple play styles as well.
But there is no way any sound mind would group a magika based Sorcerer in HL PVE (dunjeons or trials).
Magika Based Sorc does about 2/3 of the DPS a Stam Sorc does... At best.
Sorc players still have the option to turn stam-based if what they want is a decent DPS, but i can understand one wanting to have the opportunity to play magika. (damn, i'm a magika based sorc dps myself on 1.5)
As for the Sorc skills revamp, i don't think a full revamp is needed, but sorcerer class still lacks a class dps skill. (no, cristal frag is not a dps skill)
In order to find a use to my 1.6 Sorc, i'm gonna make him a tank.. i think that's a viable option (except for vet arena)
Stam sorc is pretty good, but you run into serious stam sustain issues especially with the expert Mage change. Idk how viable stam sorc is as I haven't tested stam sorc on the pts since the Expert Mage change. Bu just base on the passive tooltip change it causes more issues than before
I see in your build you call Bound Armaments one of the key abilities on your bar. If that's the case, you should be more incensed than your magicka sorc commrads about the changes in 1.6.That being said, I could be selfish and view everything done to the sorcerer so far as a buff for the specific way I play; Deadric Tank
Saint_JiubB14_ESO wrote: »As far as I'm concerned, i just abandonned the idea of playing a magika base dps sorcerer.
Lots of Sorc magika builds are still fun to play in solo pve content, and sorc is still enjoyable in PVP with multiple play styles as well.
But there is no way any sound mind would group a magika based Sorcerer in HL PVE (dunjeons or trials).
Magika Based Sorc does about 2/3 of the DPS a Stam Sorc does... At best.
Sorc players still have the option to turn stam-based if what they want is a decent DPS, but i can understand one wanting to have the opportunity to play magika. (damn, i'm a magika based sorc dps myself on 1.5)
As for the Sorc skills revamp, i don't think a full revamp is needed, but sorcerer class still lacks a class dps skill. (no, cristal frag is not a dps skill)
In order to find a use to my 1.6 Sorc, i'm gonna make him a tank.. i think that's a viable option (except for vet arena)
Stam sorc is pretty good, but you run into serious stam sustain issues especially with the expert Mage change. Idk how viable stam sorc is as I haven't tested stam sorc on the pts since the Expert Mage change. Bu just base on the passive tooltip change it causes more issues than before
Same, the stam sorcs I know only usually used a couple abilities (most from Storm Calling) so the cost reduction loss is a big hit for them. same with the cooldown on surge.
I feel like ZoS is afraid to give sorcs too much cc. The class description in game basically implies CC (as part of the Dark Magic tree) was supposed to be a major factor for them. But the knockdown on CF and Negate are all anybody uses. Encase is buggy and doesn't compare to Talons, Rune Prison is worthless, and Daedric mines CC aspect is minimal. If that line is supposed to be about control, in a game where CC is already weak, shouldn't those skills be powerful?
It doesn't directly relate to the DPS problems, but it is just a point about the lack of direction in the class. Pets have been awful until now. It feels like they had concepts for the skill lines, but they were never fully realized at launch. So the whole class is behind and needs a lot of work. I think these problems have led to where we are now, with very little build diversity.
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I agree @Derra. From my limited previous testing it appeared that max magicka affected my damage more than my spell power. So when I saw the change to Expert Mage I didn't think it would be that great. I waited until 1.6.3 came out and I have to say that it is majorly underwhelming. At this stage it looks like I will not be changing my build around to take advantage of this passive. So for my sorc it is a major nerf ... because I lost the spell cost reduction and got nothing in return.
I watched ESO live and they stated several times that they are talking with members of the community to help them with changes and I really do have to wonder just "who" is talking for the sorcs?
To "help us" ZoS:
- made the magicka build that is dependant on light armor super squishy, then you nerfed our pvp bubbles.
- nerfed the worst class self heal in game ... I'm a ranged magicka user and not a melee aoe staff spammer.
- determined that I have one dps staple in CS, gave it an unreliable insta-cast proc. It is reflected more than it hits.
- gave me a laughable passive to increase spell damage when max magicka is a more viable dps increase.
- took away my spell cost reduction making me more dependant on light armor usage. (see first point)
- nerfed the negate ultimate, which I am pretty much required to have on my bar to help my group.
On top of all this, and as far as I know, we are the only class that has a skill with a timer on it to increase it's cost when spammed. You think that is fair? Put that timer on some of the other classes skills and see what they say!
I created this character so I could be a magic user, a mage, but most of my class skills sit unused as abilities from other areas outshine my own. I am not giving up on my sorc, but I have to admit that it feels like "the red-headed step child" right about now.
I could not have said it better myself, however, Ive already given up on sorc, more or less, im now leveling other classes for 1.6.3. Its a shame, yes, but ZOS didnt really give me another choice since they pushed me ever closer to switching class with every update.
WarrioroftheWind_ESO wrote: »I would like it for them to buff storm atronach, charged variety. IMO he seems the weakest of the ults. Negate has wide applications and utility, overload turns you into a DBZ chara for a few seconds, but every time I deploy stormie he gets knocked flat on his tummy and doesn't get more than a tickling shock off for a few seconds before expiring. Sometimes he gets negated outright and goes poof! At the very least he should be un-stunnable and immune to knockdown/dispel. His aoe is kinda meh too with its limited range.
Sorc pets are still pretty weak too. Scamps are scamps, they're supposed to be expendable little dudes, but twinkies. If you ever ran into a twinkie out in the Grazelands, they'd fly into our face, smack you with their wings, rip you with their talons, and stab you with their tails. Twinkies in ESO however just spit shock bolts. Very weak ones. The last time I tried a template with pets they did barely any damage and I spent more time resummoning them than actual dpsing. Just felt very clunky.
ZOS you need to revert all the changes you've made to sorcs thus far or completely redesign the class. If nothing is done and this goes live, it'll be very unfeasible.
cozmon3c_ESO wrote: »I don't agree with the velocious curse change, as it stands it's the only realiable burst that we have to catch the enemy off guard in pvp. It would be nice if we instead add another damage spell worth something instead. What could a sorc live without, oh yeah rune prison. Why don't we get a decent damage spell instead of that bs.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Teargrants wrote: »the only saving grace is 8% stam.
I make Breton sorc v14 template on pts.Here is numbers without CP and food,with major buff.
[pics]
Even with breton who specialized on magicka build stamina>magicka
So did anybody actually spend some hours and tested the new sorcerer and other classes in-game and can post for example comparable DPS test results? I see much drama here but I miss such posts with hard numbers which should be a good basis for any discussion, should they not?
In the DPS results some nice people posted on Tamirel Foundry the (pet-less) sorcerer doesn't look worse then other classes.
The norm seems to be that about everyone there does around 10k sustained unbuffed dps. The dragonknight does 10-20% more but the fights were short and it should get closer to the same 10k if the fights are longer and the relative uptime of their ultimate decreases. Are those test results there wrong and people here have completely other numbers? Please post!
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
My friends have 13k DPS as sorcs. So I dunno what you guys do wrong. (that is approx for 40sec)
It is now one of the stronger classes, so why do you keep moaning about weak sorcs.
As i wrote
Here is numbers without CP and food,with major buff.
Now proof with CF 7,5 k unbuffed,with template gear,without CP and spent characteristics
well in your tamriel post you call liquid lightning a strong dot.
just in comparison bow user dont even feel "scorced earth" to be mentioned in pve wich is a even better/stronger dot than liquid lightning...
i guess that says all about the current standing of sorc abilities...
My friends have 13k DPS as sorcs. So I dunno what you guys do wrong. (that is approx for 40sec)
It is now one of the stronger classes, so why do you keep moaning about weak sorcs.
Have you tried bow on the PTS? Now that *** is broken. I can barely do 8K with it.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Lastly Sorcerers need a simply redesign effort put into them. You currently have the time and man power to do this. It needs to be a top issues to be worked on. Currently many Sorcerer spells aren't even used. The VAST majority of our 3 skill trees are simply worthless. Sorcerers need at least a few new spells that offer the class sustained damage throughout a encounter, without being completely reliant on burst dps or Force Pulse.
In short the Sorcerer class needs to be fixed before 1.6 goes live. If you plan to release 1.6 in it's current state... my gaming community I play with and myself... have sadly decided to find another game to play together. Your lack of effort and concern for these serious issues is to say the....saddening.
Lightning Field : The duration of this ability has been increased from 4 to 6 seconds.
Lightning current (change of lightning field): The duration of this ability has been increased to 10 seconds, and removed the extra damage of the first match.
As you see from above. This is the laziest fix ever implemented in the history of mankind. This changes very little about this skill. As a matter of fact, it was nerfed... the extra damage on the first hit was it's one redeeming quality. However the duration increase, without a over all damage increase...still leaves this spell seriously lacking and over all more worthless than ever.
Magic Expert : Passive ability that has been changed. Now granted 2% magic force for each equipped magician ability rather than the cost of lightning spells to reduce by 10%.
This has to be the most silly fix implemented in a game thus far. While it is a over all good change...the spell power gained for each slotted Sorcerer spell is only 26 spell power. This means that even if you have all 6 slot filled, you will only gain 156 spell power. Which is simply laughable. Screenshots have been provided to show spell power changes. On the live stream Sorcerer player were informed we had a massive change to a passive granting us a large amount of additional spellpower. However this was simply a lie on the developers behalf. The spell power bonus per slotted Sorcerer spell should be at the very least 75 spell power. For a maximum bonus of 450 spell power. Which would have made a serious impact. However as it stands...it's currently just another worthless lazy change.
With all this said. Changes are needed to improve Sorcerer magicka based damage. Crystal Fragments which is supposed to be our main damage spell...isn't even used in pvp. Instead it is now Force Pulse spam. Crystal Fragments needs a serious change and to be frank... none of your player currently playing care what happened within pvp... so stop balancing based off it. Only a seriously small fraction from player play ESO to pvp. So it stands to reason, that you simply don't balance based off pvp.
Suggested Crystal Fragments Change:
Current Effect: Cast time 1.3 seconds. Deals XXXX Magic Damage to target and knocks down for 2 seconds. 35% chance to make your next use an instant cast and cost 50% less when activating ability with a Magicka cost.
New Effect: Cast time 0.25 seconds. Deals XXXX Magic Damage to target and knocks down for 2 seconds. 75% chance to make your next use an instant cast and cost 75% less when activating ability with a Magicka cost.
This is a EXTREMELY simply change, that makes the instant cast more reliable for Sorcerer dps. Which makes it once again worth casting.
Suggested Velocious Curse Change:
Current Effect: Target is cursed for 3.5 seconds. When effect completes target takes XXXX Magic Damage, and nearby enemies take XXXX Magic Damage. Only 1 curse may be active at a time.
New Effect:Target is cursed for 15.5 seconds. When effect completes target takes XXXX Magic Damage, and nearby enemies take XXXX Magic Damage. Curse may be applied up to 6 targets.
This is another simple change. Velicious Curse would deal more damage over a longer period of time. Provided sustained damage. Being able to be applied to multiple targets allows the spell to be far more effect in aoe situations as well .
[/quote]Suggested Mages Wrath Change:
Current Effect: Deals XXXX Shock Damage to target. Explodes for an additional XXXX Shock Damage if the target falls below 20% health within 4 seconds. The explosion deals XXXX Shock Damage to enemies within a 4m radius of the target.
New Effect: Deals XXXX Shock Damage to target. Explodes for an additional XXXX Shock Damage if the target falls below 50% health within 4 seconds. The explosion deals XXXX Shock Damage to enemies within a 4m radius of the target.
This is a EXTREMELY simply change, that makes the execute more reliable for Sorcerer dps. Which makes it once again worth casting. This change makes the boss executable at 50% rather than 20%....it's that simple to fix.
Sorry to post again, but a lot of other threads are saying people need to adapt and use pets etc. got it, pets make higher dps now, but what other class has to fill t4 slots of their bar (unless you want to toggle the. On every weapon swap) and be gimped into 1 build to pull the necessary DPS to be viable? I get it, some classes have to slot ability "x" or ability "y" to maximize DPS output. But they can be diverse. Sorc atm on pts has "the pet build", which doesn't fit my play style, I'm not willing to use, and honestly I think are silly. So I'll play my NB or my Templar unless ZOS makes the necessary changes to sorc. The most revealing thing to me was when they were doing the live show a few weeks ago, and asked the devs about the sorc class. In reply they said "they have the pet builds which is fun". I don't want my class to be a novelty. Sorry, not my play style.