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Surge and Damage over time effects

mwd419_ESO
mwd419_ESO
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Can we get this change reverted? Or get some skills that shouldn't be flagged as damage over time (such as rapid strikes) flagged as something else?
  • Emma_Overload
    Emma_Overload
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    Yes, please @ZOS fix this! Rapid Strikes is now a suicide spell for Sorcs!
    #CAREBEARMASTERRACE
  • Erock25
    Erock25
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    It sure is fun to use Rapid Strikes with the new and improved Rune Cage though.
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  • Dracane
    Dracane
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    Erock25 wrote: »
    It sure is fun to use Rapid Strikes with the new and improved Rune Cage though.

    Rune Cage is not improved though. No casttime maybe.
    But you can no longer CC caged enemies, which is a huge nerf in my opinion. But it depend I guess :)

    I wish lightning splash would still trigger Surge.
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  • Jar_Ek
    Jar_Ek
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    Don't get the whole thing reverted!! Keep the reduced cooldown - hell reduce it down even further. The lower the cooldown the less chance of a dot and a big hit occurring at the same time.
  • mwd419_ESO
    mwd419_ESO
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    Jar_Ek wrote: »
    Don't get the whole thing reverted!! Keep the reduced cooldown - hell reduce it down even further. The lower the cooldown the less chance of a dot and a big hit occurring at the same time.

    Oh, of course. I'm only seeking to get the DoT part changed. Keep the cooldown reduction!
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    mwd419_ESO wrote: »
    Jar_Ek wrote: »
    Don't get the whole thing reverted!! Keep the reduced cooldown - hell reduce it down even further. The lower the cooldown the less chance of a dot and a big hit occurring at the same time.

    Oh, of course. I'm only seeking to get the DoT part changed. Keep the cooldown reduction!

    Not really sure why they removed the DoT component. Was anyone using it over Entropy anyway?
    :trollin:
  • mwd419_ESO
    mwd419_ESO
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    mwd419_ESO wrote: »
    Jar_Ek wrote: »
    Don't get the whole thing reverted!! Keep the reduced cooldown - hell reduce it down even further. The lower the cooldown the less chance of a dot and a big hit occurring at the same time.

    Oh, of course. I'm only seeking to get the DoT part changed. Keep the cooldown reduction!

    Not really sure why they removed the DoT component. Was anyone using it over Entropy anyway?

    Stamina sorcerers use surge. or at least, try to. It's going to be a death sentence in PvP and even PvE once the patch hits, though, since rapid strikes will not proc the heals because it is flagged as a damage over time effect. It's a stupid change.
  • jrkhan
    jrkhan
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    In pvp, I'll use lightening form, caltrops, 2-3 poison tics, and weapon procs that count as dots. On live, there is a very good chance one of those tics at the wrong time and I end up with a 300 point heal instead of an 8k heal.

    Dot change seems like a good idea, reliable heal so long as you can spam crit rush. Now that damage shields can be crit, this will really help - large unmitigated crit if your target casts a damage shield. I'm actually more excited about this change then any other for helping out stam sorcs.


    I agree with allowing rapid strikes to trigger the heal, but please do NOT have dots trigger it so long as it still has a cooldown.


    Edited by jrkhan on August 3, 2015 10:09PM
  • Plaid13ub17_ESO
    Plaid13ub17_ESO
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    This change SUCKS for sorc tanks that used it as a decent health regen using lightning form and liquid lightning to manage agro. Now sorc tanks will have no self healing since they are not doing any big hits.

    Would love to see this changed into a fixed heal amount that procs off any sort of attack.

    Sorc tanks are already going to suffer thanks to the block nerf and no class skills to refill stamina while in combat.
  • TBois
    TBois
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    jrkhan wrote: »
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    I agree with allowing rapid strikes to trigger the heal, but please do NOT have dots trigger it so long as it still has a cooldown.

    That's the thing though. They should just get rid of the cooldown.
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
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  • Jar_Ek
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    They added the cooldown because of aoe attacks providing too much healing, I doubt they will go back. I also suspect that they cannot simply reduce heals from aoe skills to one hit or they would have done it. I am guessing that they need to apply the cooldown as it is the only way to prevent multiple heals from aoe skills. However, they could instead reduce the healing provided additional crits within the cooldown period by a stàcking percentage (25% less effective, then 50%, etc).
  • TBois
    TBois
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    Jar_Ek wrote: »
    They added the cooldown because of aoe attacks providing too much healing, I doubt they will go back. I also suspect that they cannot simply reduce heals from aoe skills to one hit or they would have done it. I am guessing that they need to apply the cooldown as it is the only way to prevent multiple heals from aoe skills. However, they could instead reduce the healing provided additional crits within the cooldown period by a stàcking percentage (25% less effective, then 50%, etc).

    Then they should just limit the amount of players it can affect at one time like they have done in the past with sap essence.
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • Jar_Ek
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    But isn't sap an active skill, rather than an activated passive. So it is easy to limit an active skill and harder on an activated passive as you have to track every skill used and then modify the effect based on the passive.
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