Sorcs weren't overnerfed. They are still very strong in PVP when played by SKILLED players and they still suck in PVE, nothing new here.
Edit: That being said, leaderboards are not just about time and DPS anymore and sorcs can complete any content the game has to offer and are actually more useful in PVE in 1.6 than they where in 1.5.
As long as you can complete everything and that leaderboards aren't majorly influenced by the time it takes you to kill stuff but more by the # of deaths and some other stuff, I don't really see why care if the DPS of the sorc is 2-3k below others
Septimus_Magna wrote: »Personally I really like the recent sorc changes. Ive finally been able to drop S&B/resto for destro/resto in pvp. But pvp is not the issue for most sorcs out there, high sustained dps in pve is. I mainly do pvp now so I only run 1-2 dungeons each night but I manage to do around 10k dps, depending on the fight even towards 13k on undead. I choose some pvp morphs (lightning splash and crushing shock) so dedicated pve-ers should be able to do 10-15% higher dps.
The way to do high sustained dps is pretty simple actually. Stack spell damage as high as possible, I get over 2500 (major sorcery buff active) with set everyone can get. Use nirnhoned fire destro staff, 3x gold magicka reduction (3*7%=21%) glyphs on jewelry and make sure the healer applies elemental drain and/or siphon spirit. The rotation is simple as well, inner light > power surge > ma > lightning splash > ma > crushing shock > ma > repeat until cystal frags procs > cast lightning splash every 6 seconds > cast power surge every 20 seconds. Drop shooting star when its ready AND make sure the tank keeps the boss on the ground effect, very important for high dps!
I hope this is helpful for my fellow sorcerers because its possible to do good dps, even for casual players.
byrom101b16_ESO wrote: »Septimus_Magna wrote: »Personally I really like the recent sorc changes. Ive finally been able to drop S&B/resto for destro/resto in pvp. But pvp is not the issue for most sorcs out there, high sustained dps in pve is. I mainly do pvp now so I only run 1-2 dungeons each night but I manage to do around 10k dps, depending on the fight even towards 13k on undead. I choose some pvp morphs (lightning splash and crushing shock) so dedicated pve-ers should be able to do 10-15% higher dps.
The way to do high sustained dps is pretty simple actually. Stack spell damage as high as possible, I get over 2500 (major sorcery buff active) with set everyone can get. Use nirnhoned fire destro staff, 3x gold magicka reduction (3*7%=21%) glyphs on jewelry and make sure the healer applies elemental drain and/or siphon spirit. The rotation is simple as well, inner light > power surge > ma > lightning splash > ma > crushing shock > ma > repeat until cystal frags procs > cast lightning splash every 6 seconds > cast power surge every 20 seconds. Drop shooting star when its ready AND make sure the tank keeps the boss on the ground effect, very important for high dps!
I hope this is helpful for my fellow sorcerers because its possible to do good dps, even for casual players.
All very short static fights where ground based LL was spammable and your Ulti was a high source of damage.
I am getting tired of Sorcerer players posting these things and thinking short term PvE fight burst that comes close to sustained long term other class dps is somehow comparable, or shows the class is fine.
Try getting those highly selective results on the Engine Guardian in Darkshade...
I'm all for people playing their classes the way they want to, I happen to want to play a Magicka based Sorcerer in end game PvE content. You want to to play a stamina based Sorcerer that's cool. It's counter intuitive in my mind but hey play the game the way that you find fun. The issue I'm having, as it stands right now, is I am being pressured to play the game in a way that I don't want to play.
I don't want to use stamina to do my DPS or use a two handed sword skill spam. It's bad enough that I have to use the Destro staff for the crushing shock and elemental ring spells. I want to duel wield swords, one with a fire enchant and a frost enchant on the other. But the group needs someone who can stop the enemy healer at range so destro staff and crushing shock it is. Elemental ring is the easiest AoE to use and it has a larger AoE than liquid lightning.
So what I suggest to ZOS is this. Please find a way to make the silly (in my opinion) stamina sorcerer builds viable, but don't do it at the expense of the more traditional Magicka based builds. Forcing me to spend, my gold, to respec my entire build both stats and skills. My time because I'll need to re-craft my armor then go farming dungeons for better gear, assuming I can get a group to do it with in the first place.
Please find a way to make the Magicka based sorcerer more sustainable in PvE either giving use better passives for lower spells costs. Or increase the damage output of the spells. As far a making it more balanced for PvP simply don't allow the augmented abilities affect other players, it's not like you haven't done something like that before with other skills or abilities. For example I have yet to see an NPC roll dodge out of my AoE or break out of a CC. Players in PvP do this all the time.
Sorcs weren't overnerfed. They are still very strong in PVP when played by SKILLED players and they still suck in PVE, nothing new here.
Edit: That being said, leaderboards are not just about time and DPS anymore and sorcs can complete any content the game has to offer and are actually more useful in PVE in 1.6 than they where in 1.5.
As long as you can complete everything and that leaderboards aren't majorly influenced by the time it takes you to kill stuff but more by the # of deaths and some other stuff, I don't really see why care if the DPS of the sorc is 2-3k below others
byrom101b16_ESO wrote: »Sorcs weren't overnerfed. They are still very strong in PVP when played by SKILLED players and they still suck in PVE, nothing new here.
Edit: That being said, leaderboards are not just about time and DPS anymore and sorcs can complete any content the game has to offer and are actually more useful in PVE in 1.6 than they where in 1.5.
As long as you can complete everything and that leaderboards aren't majorly influenced by the time it takes you to kill stuff but more by the # of deaths and some other stuff, I don't really see why care if the DPS of the sorc is 2-3k below others
Magicka Sorc will die more due to Light Armour nerfs, especially the current state of utterly pathetic spell resistance on LA wearers. That does have an impact on Trials, and as guilds get used to the new paradigm, and kill all without deaths, time will become most important once again.
At the end of the day, if your defences are the worst, your damage or utility should be the best. That's straight from the 'Dummies Guide to MMO Class Balancing'. Sadly, no-one at Zenimax seems to have read it, so this isn't true for magicka Sorceres in PvE.
Your statement here is very narrowly focussed TehMagus, and I hope you can see that being so, it's ultimately unhelpful in the wider balancing debate.
byrom101b16_ESO wrote: »Septimus_Magna wrote: »Personally I really like the recent sorc changes. Ive finally been able to drop S&B/resto for destro/resto in pvp. But pvp is not the issue for most sorcs out there, high sustained dps in pve is. I mainly do pvp now so I only run 1-2 dungeons each night but I manage to do around 10k dps, depending on the fight even towards 13k on undead. I choose some pvp morphs (lightning splash and crushing shock) so dedicated pve-ers should be able to do 10-15% higher dps.
The way to do high sustained dps is pretty simple actually. Stack spell damage as high as possible, I get over 2500 (major sorcery buff active) with set everyone can get. Use nirnhoned fire destro staff, 3x gold magicka reduction (3*7%=21%) glyphs on jewelry and make sure the healer applies elemental drain and/or siphon spirit. The rotation is simple as well, inner light > power surge > ma > lightning splash > ma > crushing shock > ma > repeat until cystal frags procs > cast lightning splash every 6 seconds > cast power surge every 20 seconds. Drop shooting star when its ready AND make sure the tank keeps the boss on the ground effect, very important for high dps!
I hope this is helpful for my fellow sorcerers because its possible to do good dps, even for casual players.
All very short static fights where ground based LL was spammable and your Ulti was a high source of damage.
I am getting tired of Sorcerer players posting these things and thinking short term PvE fight burst that comes close to sustained long term other class dps is somehow comparable, or shows the class is fine.
Try getting those highly selective results on the Engine Guardian in Darkshade...
Please don't forget sorc healers. There are literally no sorc actives that directly aid that role.
The Hit points per second are important as it is our healing ability after all... well it was anyway.
They nerfed its healing for casters to 40%, they nerfed it by adding a cooldown, they changed the passive thus nerfed it by making it cost 10% more....
Then there are the indirect nerfs... like reducing the light armor armor value so you now have to use at least 2 heavy armor pieces, this reduces the amount of spell cost reduction you get.
Surge used to give a lot of weapon damage, enough to make up for its high cost... and you could spec critical chance to get a reliable good heal vs single targets and an OP one for AOE. I get that the nerfed the AOE heal... but the way the implemented that and the buff changed ruined this loved ability. It now provides the same buff entropy does, yet entropy costs a lot less. Its cost was increased by the passive change and the other changed... yet its a lot less effective at both healing AND bonus damage.
They should have seen this coming, a game designer should have looked at every ability and think about how it will be impacted by the changes and modify cost/duration etc accordingly. Its pretty clear they did not do that... so they broke a lot of things.
What is bad for us and in the long run for them is that they literally do not care... they are ignoring this... maybe it will see some changes a few months from now, maybe it won`t. Or maybe they want to charge us for it, who knows?
Hopefully they reverse surge's healing CD when they patch for Tamerial unlimited on Monday. So at the very least there is reason to use this ability with DoT's and hoping we don't get screwed by the RNG of a crit healing us for 90 health while another crit inflicting 12,000 damage gets passed up.
Septimus_Magna wrote: »Hopefully they reverse surge's healing CD when they patch for Tamerial unlimited on Monday. So at the very least there is reason to use this ability with DoT's and hoping we don't get screwed by the RNG of a crit healing us for 90 health while another crit inflicting 12,000 damage gets passed up.
Yeah, Im also hoping for such a change but I highly doubt it. Without softcaps and the CS its very 'dangerous' for the balance of the game to have an ability that buffs damage and heals based off crit damage without a time limitation. End game spell crit calcualation: base spell crit 10% + 10% LA passive + 10% inner light + 12% 30CP passive + 25% 100CPs = 67% spell crit without any spell crit gear or pvp buffs.
A player with +50% spell crit and high spell damage would receive big heals very often while doing very high damage. Therefore the cooldown timer was introduced, reducing the frequency of received heals (with is necessary for game balance) but also reducing the value of each heal (it can heal for 40% of crit burning damage which will be next to nothing).
The best solution would be to change the heal to the average crit damage done during 0,25 second. Crits from dots and other low damage effects would decrease the heal you receive every 0,25 seconds but without completely negating the big crit damage from heavy attacks, crystal frags, meteor etc. It might be necessary to change the percentage of crit damage power surge heals for though. I hope you read this @ZOS_GinaBruno and consider this change, I know it would make many sorcs happy.
Septimus_Magna wrote: »Hopefully they reverse surge's healing CD when they patch for Tamerial unlimited on Monday. So at the very least there is reason to use this ability with DoT's and hoping we don't get screwed by the RNG of a crit healing us for 90 health while another crit inflicting 12,000 damage gets passed up.
Yeah, Im also hoping for such a change but I highly doubt it. Without softcaps and the CS its very 'dangerous' for the balance of the game to have an ability that buffs damage and heals based off crit damage without a time limitation. End game spell crit calcualation: base spell crit 10% + 10% LA passive + 10% inner light + 12% 30CP passive + 25% 100CPs = 67% spell crit without any spell crit gear or pvp buffs.
A player with +50% spell crit and high spell damage would receive big heals very often while doing very high damage. Therefore the cooldown timer was introduced, reducing the frequency of received heals (with is necessary for game balance) but also reducing the value of each heal (it can heal for 40% of crit burning damage which will be next to nothing).
The best solution would be to change the heal to the average crit damage done during 0,25 second. Crits from dots and other low damage effects would decrease the heal you receive every 0,25 seconds but without completely negating the big crit damage from heavy attacks, crystal frags, meteor etc. It might be necessary to change the percentage of crit damage power surge heals for though. I hope you read this @ZOS_GinaBruno and consider this change, I know it would make many sorcs happy.
I agree with what you are saying but I'm fairly certain that there is no 25% crit chance champion point passive. I believe the only passive dealing with crit increases crit damage and not chance.
Why is there such a push to destroy Magicka based Sorcs? Sorcerers are and have always been about Magic. If you want Stamina based characters play tradition stamina based characters like DK's. Do not destroy a class that most pick because they want a magicka based character.
Septimus_Magna wrote: »Septimus_Magna wrote: »Hopefully they reverse surge's healing CD when they patch for Tamerial unlimited on Monday. So at the very least there is reason to use this ability with DoT's and hoping we don't get screwed by the RNG of a crit healing us for 90 health while another crit inflicting 12,000 damage gets passed up.
Yeah, Im also hoping for such a change but I highly doubt it. Without softcaps and the CS its very 'dangerous' for the balance of the game to have an ability that buffs damage and heals based off crit damage without a time limitation. End game spell crit calcualation: base spell crit 10% + 10% LA passive + 10% inner light + 12% 30CP passive + 25% 100CPs = 67% spell crit without any spell crit gear or pvp buffs.
A player with +50% spell crit and high spell damage would receive big heals very often while doing very high damage. Therefore the cooldown timer was introduced, reducing the frequency of received heals (with is necessary for game balance) but also reducing the value of each heal (it can heal for 40% of crit burning damage which will be next to nothing).
The best solution would be to change the heal to the average crit damage done during 0,25 second. Crits from dots and other low damage effects would decrease the heal you receive every 0,25 seconds but without completely negating the big crit damage from heavy attacks, crystal frags, meteor etc. It might be necessary to change the percentage of crit damage power surge heals for though. I hope you read this @ZOS_GinaBruno and consider this change, I know it would make many sorcs happy.
I agree with what you are saying but I'm fairly certain that there is no 25% crit chance champion point passive. I believe the only passive dealing with crit increases crit damage and not chance.
I believe you can get up to 25% spell crit if you put 100 CP in Elfborn from the Apprentice. This is not realistic anytime soon but 10% spell crit is easily obtainable.
@Erock25 , the truth is that stamina based vs magicka based anything kind of creates a sub-class, which is not, in itself, a bad thing (options are good.)Why is there such a push to destroy Magicka based Sorcs? Sorcerers are and have always been about Magic. If you want Stamina based characters play tradition stamina based characters like DK's. Do not destroy a class that most pick because they want a magicka based character.
Why do you think adding two or three morphs that are beneficial to a stamina Sorc would destroy magicka Sorc? Would improving Crit Surge to be more stamina build friendly, changing Crystal Blast to stamina morph, and something like letting pets scale on magicka or stamina really DESTROY magicka Sorc?
Also, what do you mean by DK is traditionally a stamina based character? You are aware that as of 2 weeks ago or whenever it was, 100% of class abilities were magicka, right?
The timing on the heal is very silly anyway. If the clanfear just died it's most likely it and not you that was getting hit. You probably won't need the heal until a couple more seconds while your attempting to summon your next clanfear. A better passive would be a ward to protect you while you're resummoning not a premature heal.I just can't believe that BECAUSE they gave us a 35% heal on Clannfear they then double nerfed us with a cast time and rebate neutering. I wish they just never gave the Clannfear heal in the first place and we could keep Rebate. Even if you aren't using pets, it is nice to get that magicka back when your Atro dies. It is just a very Sorc like experience to be given a heal on PTS and then get double nerfed to make the heal useless while also nerfing other aspects of the class. And I [snip] you not, it is because quite a few high profile DKs, that for some reason have ZOS's ear, were giving tons and tons of feedback to get it removed. DKs putting in time to whine about another class, that's rich.
Are you using Radiant Magelight in PvP?cozmon3c_ESO wrote: »sure, any stealth attack is our death. anytime were up against 2 people we are dead, mostly. i have never died so much before even with damage sheilds.
I agree, they don't seem to understand the subtlety and how to make slight adjustments. Everything about this update shows that. The super inflated numbers and the ridiculous nerf to light armor while simultaneously making heavy armor powerful. The thing is nobody asked them to change light armor. We asked to make heavy armor better. Bound Armor used to have some use and now it's basically pointless. It doesn't even offer the same protection as medium armor. For something that takes up at least one spell slot, two if you keep it on both bars, it really should be a lot better than what it is.MADshadowman wrote: »They need to understand they should balance mitigation with damage, the less armor you have the more damage you should do....
They need to understand that balancing is not nerfing one thing til it becomes useless and buffing another thing til it's ridiculously OP. Before 1.6 light armor was awesome and medium and heavy were sub par/useless, now they nerfed light armor and buffed the other 2 and we're back at the same situation. why is it so hard to give all armor types/weapon types/class skills an equal strength and usefulness?
I actually like that we have more synergy with some of our spells and pets and I feel like being a summoner is a lot more viable than pre 1.6. It's really only good in PvE though.bloodenragedb14_ESO wrote: »ive returned to the game for the first time this year, and i felt my magicka pool dramatically increased, allowing to spam certian skills, but my damage was way down.
so long as i stick to healing me and my pets, the empowered ward, and the deadric prey spell, my survivablitiy is very high, it just takes me longer to kill mobs.
problem is thats the only build that really feels better, my other build, something i like to call the maelstrom, which was impulse, volcanic rune, that storm armor, magelight, and crit surge got nurfed bit time. Dont get me wrong, it still 'kinda' works, but its more vulnerable than before. even then it only worked on large groups.
so yes, i feel weaker dps speaking, but my resilience and magicka pool feels far better than before. we are meant to be glass cannons, yet i feel like a self repairing glass cannon shooting snowballs.
I agree. But I feel sorcerers should have the potential to be very versatile. I like pets for solo survivability but I should be able to forgo them in order to increase my DPS in groups and trials. I should be able to rely more on my bound armor in PvP instead of having to use crafted heavy armor and sacrificing any light armor bonuses.Psychobunni wrote: »ZOS_GinaBruno wrote: »We do still have plans to make stamina-based Sorcerer builds more competitive. That said, it’s going to take some time to make comprehensive changes that are balanced, fully tested (both internally and on the PTS), and also include appropriate visual effects. We’re currently keeping an eye on data since Update 6 was published, and have some ideas on what we’d like to pursue. What would you all like to see to make stamina Sorcs a more viable build to use?
No ma'am. Just No. I want my magicka based sorcerer to have comparative damage abilities without pets or toggles...just like the other classes. I didn't make her to pet wrangle or swing a sword I made her for awesome magic damage, she is just missing the awesome part.
After playing 1.6 and reading forum threads that "sorcs are nerfed", i start thinking that something really-really wrong with community. Be glad that after ocean of sorc QQ on forum they made them unkillable in pvp. If you nub and wanna rock in pvp just chose sorc and hit like a track (Crystal shards vs 12000 impenetrable in heavy armor and defensive CP hit for 15k damage, with abusing animation canceling you hitted by fury, shards and crash shock at same time=this is balance sorcs are dreamed of i guess).
As long as you can complete everything and that leaderboards aren't majorly influenced by the time it takes you to kill stuff but more by the # of deaths and some other stuff
I don't really see why care if the DPS of the sorc is 2-3k below others
Seriously mate, what the hell are you really trying to compare here? I guess you want Sorc DPS on EG to compare to DK burst DPS on a stationary target or what?
Psychobunni wrote: »Thread makes my head hurt. How about instead of arguing with words the ones that say magicka sorc's are fine...simply post the numbers from trials to show everyone instead of TLDR's? I mean if they are doing comparative dps, this should be easy right?
Seriously mate, what the hell are you really trying to compare here? I guess you want Sorc DPS on EG to compare to DK burst DPS on a stationary target or what?
I have seen a lot of different mobs being taken as reference. They won't really help making informed comparison.
What about measuring all the DPS over a standard boss?
I suggest the third boss in AA. Most guilds and even PUGs can get there. She goot beefy health and is THE DPS race encounter by definition. It's also one of the few where we don't get asked to do suboptimal DPS because of the need to cast negates or self heal and so on.
As said previously, sorcs weren't nerfed, at best you can say they are as limited as before. Everything else is just QQ to get more buffs.
As said previously, sorcs weren't nerfed, at best you can say they are as limited as before. Everything else is just QQ to get more buffs.
No they are somewhat better in certain aspects (finally using "native" class abilities), in others they became bland (must waste 2 + 2 ability slots to toggles, YAWN gameplay), in others they became buggier (pets now randomly aggro bosses, maybe it's luck but I have never seen this happen pre 1.6), in others they became worse.
In particular, having done AA enough to have 5 of every set piece, I can feel it's easier to die and DPS is somewhat less than before. Not by much, your "as limited as before" argument has its merits.
But become a bit worse when we were dead last DPS already... that does not sound right.
When I saw some guys triumphally show off their Sorc doing 1.2k DPS... others 1.4k DPS... well... you KNOW I play in a veeeeeeeery soft core guild, however we had NBs and DKs easily pulling 1.7-1.8k with 1/4 of the effort a sorc would take to do 1.4k. I repeat, NON hard core guild NBs and DKs pulling those numbers vs hard core sorcs pulling those lesser numbers. That in itself is not fair already.
Come patch 1.6, we lose an additional little terrain, but it's an addition to being dead last already.
As said previously, sorcs weren't nerfed, at best you can say they are as limited as before. Everything else is just QQ to get more buffs.
No they are somewhat better in certain aspects (finally using "native" class abilities), in others they became bland (must waste 2 + 2 ability slots to toggles, YAWN gameplay), in others they became buggier (pets now randomly aggro bosses, maybe it's luck but I have never seen this happen pre 1.6), in others they became worse.
In particular, having done AA enough to have 5 of every set piece, I can feel it's easier to die and DPS is somewhat less than before. Not by much, your "as limited as before" argument has its merits.
But become a bit worse when we were dead last DPS already... that does not sound right.
When I saw some guys triumphally show off their Sorc doing 1.2k DPS... others 1.4k DPS... well... you KNOW I play in a veeeeeeeery soft core guild, however we had NBs and DKs easily pulling 1.7-1.8k with 1/4 of the effort a sorc would take to do 1.4k. I repeat, NON hard core guild NBs and DKs pulling those numbers vs hard core sorcs pulling those lesser numbers. That in itself is not fair already.
Come patch 1.6, we lose an additional little terrain, but it's an addition to being dead last already.
The fact that pets aggro bosses is completely ridiculous, and needs to be fixed. No arguments there. I don't even use them because I think they're boring tho.
Overall, DPS should be more than before though for most classes, if you consider the average health buff is *7 you only need about 10K to equal 1,4K before.
I'm really and honestly super impressed if you've had NBs (especially) and DKs pull 1,7K+ single target in 1.5, that is absolutely amazing and if they had joined us they would be by far the highest DPS of their respective classes in a pretty good endgame guild (#7 AA, #5 HR). So they might be in a non hardcore guild, but they are not your average players, I can tell you that.
Watch this stream right now of Deltia playing an awesome Sorc build.
Then tell me sorc is underpowered. lol
Watch this stream right now of Deltia playing an awesome Sorc build.
Then tell me sorc is underpowered. lol