andypappb16_ESO wrote: »Bound Aegis:
The only reason people ever slot this Ability is because of 8% Max Magicka.
Better:
- Costs Magicka
- Increase Heavy Attack Damage by 11%
- Increase Max Magicka by 10%
- Minor Resolve
- Minor Ward
I disagree with Empowered Ward - my change would be a decrease to 10s and grant major mending, that way Sorcs become decently powerful healers like a DK can be. Afterall, the change made was obviously to try give Sorcs a boost to play group healer, but minor mending isn't enough.
mwd419_ESO wrote: »Your ideas for critical surge are bad. 35% is way too low.
And I like that it costs magicka. Otherwise I just have a bar of useless blue junk I never touch.
andypappb16_ESO wrote: »mwd419_ESO wrote: »Your ideas for critical surge are bad. 35% is way too low.
And I like that it costs magicka. Otherwise I just have a bar of useless blue junk I never touch.
@mwd419_ESO
Well you can chose the other morph then, its costing magicka and heals you for a way bigger amount of health
Dont forget this thread is aiming at adding and improving Stamina Sorcerers possible playstyles.
For the 35% heals on critical surge:
Well yea, I wasnt sure on this number, too since I tested alot on PTS and its 50% reduction rule.
The Surge we currently have does return 60% of dealt dmg, I ended up getting back around 1500-2000 per crit hit.
I think lowering the returned health(to 35%) and have longer duration + dots count in return is a nice way to not overpower it, yet still make it useful, imagine throwing caltrops and/or liquid Lighting into the crowd, using steeltornado and even bats at the same time... the dot will proc nonstop with this. To not overpower the critical surge we have to be careful, I think 35% could still be too much. But this needs lots of testing to tell for sure.
Anyway, as alternative I had maybe 30% and 40% in mind, too.
mwd419_ESO wrote: »
Are you serious? Making critical surge cost stamina doesn't help stamina sorcs, lol. As long as its our only skill that costs magicka on our bars(especially after the patch), we will ALWAYS have enough magicka to cast it when we need it. Instead, you'd rather it take our DPS resource instead of one that's otherwise useless?
Lol.
Emma_Eunjung wrote: »I disagree with the OP about Crystal Blast. It's a great spell, and I've used it to solo all but two of the normal instanced dungeons, every Craglorn delve that is physically possible to solo and even made it all the way to final boss of Veteran Elden Hollow, killing everything in my way:
I want Stamina Sorcs to be viable as much as anyone, but hijacking Crystal Blast is not the way to do it. Stamina builds ALREADY have the best single target and AOE weapon attacks in the game: Wrecking Blow and Brawler, Rapid Strikes and Steel Tornado, Focused Aim and Bombard, etc.
Do you REALLY want Stamina Sorcs to be viable? Then here's what we need, in order of importance:
1) Stamina morph of Conjured Ward that scales off STAMINA, not health or magicka.
2) Stamina morphs of utility spells like Encase and Bolt Escape.
3) Stamina morphs of summoned pets.
Lack of a full strength, spammable Ward is BY FAR the biggest thing holding Stamina Sorcs back, so that's the first thing that needs a morph.
Emma_Eunjung wrote: »I want Stamina Sorcs to be viable as much as anyone, but hijacking Crystal Blast is not the way to do it. Stamina builds ALREADY have the best single target and AOE weapon attacks in the game: Wrecking Blow and Brawler, Rapid Strikes and Steel Tornado, Focused Aim and Bombard, etc.
Do you REALLY want Stamina Sorcs to be viable? Then here's what we need, in order of importance:
1) Stamina morph of Conjured Ward that scales off STAMINA, not health or magicka.
2) Stamina morphs of utility spells like Encase and Bolt Escape.
3) Stamina morphs of summoned pets.
Lack of a full strength, spammable Ward is BY FAR the biggest thing holding Stamina Sorcs back, so that's the first thing that needs a morph.
I will address your changes one by one.
Crystal Blast - I wouldn't say no to your proposal but I think turning Crystal Blast into a stamina and melee version of Crystal Frag is the more elegant solution. They don't want to give sorc a spammable dps ability, and the proc mechanic of Crystal Frag is perfect for that. Also, because Wrecking Blow has a 1 second cast time, we could land Wrecking Blow plus a Heavy Attack and a procced Crystal Blast and have all the damage hit in the span of 0.2 or so seconds. Very good burst and it is what is missing from the Sorc stamina repertoire.
Empowered Ward - Yes yes yes. It is actually very close to what I suggested myself. PVE or even group PVP healing sorc can still use this ability if it is scaling on health and costing magicka. It also greatly helps Sorc tanks.
Thundering Presence - I think 10 seconds may be a little much. 6 seconds is very good still. Regardless, Thundering Presence needs Major Expedition or Stam Sorcs will still use Boundless. Another big negative of Thundering on PTS is that it hits for such paltry damage in PVP that the fact it scales on stamina/weapon dmg is useless. I'd rather they increase the time between procs to 2 or even 4 seconds if they significantly increased the damage it does per proc.
Critical Surge (and Power Surge) - They need to reduce the internal heal cool down as low as it goes and allow this to proc on dots. The healing is weak compared to other options and this skill really needs a significant buff. As long as there is any cooldown at all, you will not mass heal yourself with AOE, so dots must work with this.
Dark Deal - It certainly needs improvements, especially with the reduction in healing in PVP.
Bound Armaments - I much prefer Heavy Attack damage over Light Attack damage. In fact, I think they must increase the Heavy Attack damage to +20% instead of the current +11%. A toggle is very expensive slot wise to use and it must be damn worth it. Health regeneration is meh but I wouldn't say no to it.
Bound Aegis - Works for me
Daedric Protection - They already announce that Daedric Protection is switching to 20% Health Recovery and 10% Stam Recovery with a Daedric Summoning ability slotted and I prefer that over 6% weapon crit. Requiring 2 Daedric Summoning abilities to be slotted is too much to ask.
Blood Magic - I see no reason to change this. The heals are already very low against a single opponent and I don't want them even lower.
Exploitation - Adding weapon crit to it is much better change in my opinion.
Expert Mage - Because Stamina Sorc must rely on weapon and non class abilities more heavily than magicka sorc (even with the proposed changes) I think it is important to increase Weapon Power by at least 4% per sorc ability slotted. Prior to 1.6, Sorc could reach higher weapon damage than any other class because of Surge.
I will address your changes one by one.
Thundering Presence - I think 10 seconds may be a little much. 6 seconds is very good still. Regardless, Thundering Presence needs Major Expedition or Stam Sorcs will still use Boundless. Another big negative of Thundering on PTS is that it hits for such paltry damage in PVP that the fact it scales on stamina/weapon dmg is useless. I'd rather they increase the time between procs to 2 or even 4 seconds if they significantly increased the damage it does per proc.
Bound Armaments - I much prefer Heavy Attack damage over Light Attack damage. In fact, I think they must increase the Heavy Attack damage to +20% instead of the current +11%. A toggle is very expensive slot wise to use and it must be damn worth it. Health regeneration is meh but I wouldn't say no to it.
Daedric Protection - They already announce that Daedric Protection is switching to 20% Health Recovery and 10% Stam Recovery with a Daedric Summoning ability slotted and I prefer that over 6% weapon crit. Requiring 2 Daedric Summoning abilities to be slotted is too much to ask.
Blood Magic - I see no reason to change this. The heals are already very low against a single opponent and I don't want them even lower.
Expert Mage - Because Stamina Sorc must rely on weapon and non class abilities more heavily than magicka sorc (even with the proposed changes) I think it is important to increase Weapon Power by at least 4% per sorc ability slotted. Prior to 1.6, Sorc could reach higher weapon damage than any other class because of Surge.
Some good suggestions for zos to play with.
Encase - would be nice to see a morph that was stamina sorc tank friendly, but might be asking a bit too much.
Emma_Eunjung wrote: »If they got rid of the cooldown on Critical Surge heals, it's true that you wouldn't need a massive Ward anymore. A Dual Wield Sorc with high weapon crit would be VERY viable in that scenario, depending on Steel Tornado to hit as many targets as possible. I would love to go back to 7/7 Medium Armor and Dual Daggers!
I wouldn't cry too much over losing Crystal Blast IF they gave us other stuff to make Stamina Sorcs viable, like improved healing and shielding. What I'm afraid of is that ZOS will just give Crystal Shard a stamina morph and call it a day. It won't be enough to make Stamina Sorcs as survivable as their Magicka counterparts.
I like the changes proposed here a lot, however I have some gripes about a few things.
(1) Bound armaments needs to be flat damage, at least for both light and heavy (prefer all skills). Damage stacking heavy attacks on bows actually does work well if you do it correctly and it would suck to lose that.
(2) Heal sustainability isn't enough for stamina sorcerers, we need real sustained damage mediation whether that's through skills that provide shields, sword and board benefits, damage mitigation, attack reflection or absorption, and/or real mobility like other classes and magicka sorcerers
(3) Major expiration, by itself, will always be a poor man's substitute for real mobility skills. Bolt is the essence of the class and if we can't get real damage mitigation through previously mentioned facets we need a bolt equivalent.
You know I heard of some sweet changes in he last eso live about stam sorcerers coming in 1.7.2
I met a player who was testing the new stamina sorcerer on the pts just before, Interestingly he actually found that his sorcerer was doing more damage than his stam DK in Aoe and just below stam DK's in single target. The only issue is staying alive for long enough to deal those numbers :S
If they got rid of the cooldown on Critical Surge heals, it's true that you wouldn't need a massive Ward anymore. A Dual Wield Sorc with high weapon crit would be VERY viable in that scenario, depending on Steel Tornado to hit as many targets as possible. I would love to go back to 7/7 Medium Armor and Dual Daggers!
andypappb16_ESO wrote: »If they got rid of the cooldown on Critical Surge heals, it's true that you wouldn't need a massive Ward anymore. A Dual Wield Sorc with high weapon crit would be VERY viable in that scenario, depending on Steel Tornado to hit as many targets as possible. I would love to go back to 7/7 Medium Armor and Dual Daggers!
@Emma_Eunjung
I did some testing on Crit Surge and indeed its a little low. I adjusted the value to 45% (from 35%)
and halved the cooldown to 50 (from 100milliseconds)
Emma_Eunjung wrote: »You could take the cooldown all the way down to 1 ms, but it still wouldn't solve the problem: ESO records AOE damage as happening simultaneously to every target, so any kind of cooldown will dramatically reduce your crit heals. Even with a 1 ms cooldown, you're only going to get as much healing from ten targets as you would from one target.
This is why Magicka Sorcs don't build for crit anymore. There is hardly any statistical difference in Surge heals between 40% crit and 70% when you are fighting a bunch of mobs, because you can only crit heal off of ONE of them at a time. It is better now to build for a high magicka pool so your Ward is as big as possible.
Getting rid of the Surge cooldown wouldn't affect single target combat at all, but it would make AOE combat against large groups of mobs MUCH, MUCH easier to survive.
andypappb16_ESO wrote: »Hey everyone, thanks for your feedback!I will address your changes one by one.
Thundering Presence - I think 10 seconds may be a little much. 6 seconds is very good still. Regardless, Thundering Presence needs Major Expedition or Stam Sorcs will still use Boundless. Another big negative of Thundering on PTS is that it hits for such paltry damage in PVP that the fact it scales on stamina/weapon dmg is useless. I'd rather they increase the time between procs to 2 or even 4 seconds if they significantly increased the damage it does per proc.
Bound Armaments - I much prefer Heavy Attack damage over Light Attack damage. In fact, I think they must increase the Heavy Attack damage to +20% instead of the current +11%. A toggle is very expensive slot wise to use and it must be damn worth it. Health regeneration is meh but I wouldn't say no to it.
Daedric Protection - They already announce that Daedric Protection is switching to 20% Health Recovery and 10% Stam Recovery with a Daedric Summoning ability slotted and I prefer that over 6% weapon crit. Requiring 2 Daedric Summoning abilities to be slotted is too much to ask.
Blood Magic - I see no reason to change this. The heals are already very low against a single opponent and I don't want them even lower.
Expert Mage - Because Stamina Sorc must rely on weapon and non class abilities more heavily than magicka sorc (even with the proposed changes) I think it is important to increase Weapon Power by at least 4% per sorc ability slotted. Prior to 1.6, Sorc could reach higher weapon damage than any other class because of Surge.
Thundering Presence:
I made Thundering Presence' Major Expedition last 10 seconds because there is not really any other Mobility/Escape mechanic otherwise, except for Streak...but using that 2 or more times is just hella expensive and wont get you far. I think its more interesting when you think about using a bow and combine it with Minor Expedition, as mentioned in my (updated!) List on top. This would result in a Major Expedition+Minor Expedition+ Hasty Retreat 15% Bonus for a short time (include the dodge roll you need to activate here)
Bound Armaments:
Added the 20% Health Regen to open up opportunities for Tanks mainly (especially because Stam Regen on block is gone)
the main reason for Dps to slot should remain the Max Stamina increase and the added light damage of course,
Light Damage because I think Stamina Sorc needs to be more flexible and doesnt have time standing next to an enemy charging heavy attacks (thats why the Magicka equivalent has a heavy attack increase added instead, for "channel heavy hits" like Shock Destro Staff/ Resto Staff). Lets not forget the new Light Attack based Imperial City sets, they atleast dont feel completely wasted like this.
Daedric Protection:
Ah I guess I missed the 10% Stamina Regeneration, thanks, thats great information.
Actually I didnt want to add it in first place since it would benefit Magicka Sorc which have enough mobility in my opinion as they are now, and stamina should remain a weakness due to that(We want to keep it balanced right^^)
I think adding a second effect for 2+ Daedric Summoning abilities slotted is a nice first thought, but since we talk about Stamina Sorcerer who probably uses more Weapon Abilities, maybe you're right here. Will be updated.
Blood Magic:
The reason I lowered this is very simple!
Imagine you have 30k Health and use Encase: You hit lets say 5 people at once, but only get back a 8% max health heal ONCE, thats 2400 Health recovered.
So instead I lowered the healed amount and made it possible to proc the heal on ALL 5 people at ONCE, not just 1 at a time, resulting in 5* 4% max health heals = 5*1200 Health .Since you cant spam it (no effect on people already rooted via Encase) and its moderate cost, this gives some more utility to Encase as a healing possibiilty, aswell as to the changed Chrystal Blast (it hits up to 5 people aswell!) This change is meant to support all the new healing possibilities I mentioned before, so even being a lower percentage, this passive gives you back more than before!
Expert Mage:
I agree with you, for the same reason as for Daedric Protection.
Most likely there will be more Weapon Abilities be slotted, so the Weapon Power increase should be bigger in return, 4% sounds good. Will be updated.Some good suggestions for zos to play with.
Encase - would be nice to see a morph that was stamina sorc tank friendly, but might be asking a bit too much.
Dont worry, it is! Since you dont care for Damage too much as you are tanking, you can use it from time to time for healing yourself. Thinking about stamina regeneration to be gone and Encase costing magicka is supporting you here even more.
Also slotting Chrystal Frag is interesting here, if you recast any Magicka based Ability now and then (lets think about my Empowered Ward suggestion, increasing your heals by 30%), you can insta proc it from time to time, deal damage and heal yourself(if slotting encase isnt worth it in a boss fight with no other mobs around)Emma_Eunjung wrote: »If they got rid of the cooldown on Critical Surge heals, it's true that you wouldn't need a massive Ward anymore. A Dual Wield Sorc with high weapon crit would be VERY viable in that scenario, depending on Steel Tornado to hit as many targets as possible. I would love to go back to 7/7 Medium Armor and Dual Daggers!
I wouldn't cry too much over losing Crystal Blast IF they gave us other stuff to make Stamina Sorcs viable, like improved healing and shielding. What I'm afraid of is that ZOS will just give Crystal Shard a stamina morph and call it a day. It won't be enough to make Stamina Sorcs as survivable as their Magicka counterparts.
Hey there,
the changes I suggested are also meant to support a more bow or dualwield oriented Alternative, for DualWield having the possiblity to have lots of heals trough its highe crit chance (even more because of Dagger passives) and proc the effect often enough, to make the small 35% crit heals meaningful without overpowering them.
Concerning Chrystal Blast, that was EXACTLY my thought on making suggestions for the Chrystal Blast Morph.
I wanted to add something unique (a damaging ranged AoE Snare) so they dont just make it a boring stamina based Chrystal Frag.I like the changes proposed here a lot, however I have some gripes about a few things.
(1) Bound armaments needs to be flat damage, at least for both light and heavy (prefer all skills). Damage stacking heavy attacks on bows actually does work well if you do it correctly and it would suck to lose that.
(2) Heal sustainability isn't enough for stamina sorcerers, we need real sustained damage mediation whether that's through skills that provide shields, sword and board benefits, damage mitigation, attack reflection or absorption, and/or real mobility like other classes and magicka sorcerers
(3) Major expiration, by itself, will always be a poor man's substitute for real mobility skills. Bolt is the essence of the class and if we can't get real damage mitigation through previously mentioned facets we need a bolt equivalent.
1) Good Idea to have that on both
2) Well there is the possibility of getting creative at your build. As you m entioned, you can use S/B Defensive Stance to reflect or Absorb Magic to absorb^^ and the other skills, too since its all stamina based, so its not mainly about many small / few good heals.
3) The thing is, relying on Bolt Escape is something I wanted to avoid, same goes for Stamina Based Hardened Ward version aswell as Stamina Based Chrystal Frag. You see where this is going I hope^^ (right, all the same, just with other attribute to scale from -> boring and not big of a gameplay change/enhancement)
andypappb16_ESO wrote: »Hey everyone, thanks for your feedback!I will address your changes one by one.
Thundering Presence - I think 10 seconds may be a little much. 6 seconds is very good still. Regardless, Thundering Presence needs Major Expedition or Stam Sorcs will still use Boundless. Another big negative of Thundering on PTS is that it hits for such paltry damage in PVP that the fact it scales on stamina/weapon dmg is useless. I'd rather they increase the time between procs to 2 or even 4 seconds if they significantly increased the damage it does per proc.
Bound Armaments - I much prefer Heavy Attack damage over Light Attack damage. In fact, I think they must increase the Heavy Attack damage to +20% instead of the current +11%. A toggle is very expensive slot wise to use and it must be damn worth it. Health regeneration is meh but I wouldn't say no to it.
Daedric Protection - They already announce that Daedric Protection is switching to 20% Health Recovery and 10% Stam Recovery with a Daedric Summoning ability slotted and I prefer that over 6% weapon crit. Requiring 2 Daedric Summoning abilities to be slotted is too much to ask.
Blood Magic - I see no reason to change this. The heals are already very low against a single opponent and I don't want them even lower.
Expert Mage - Because Stamina Sorc must rely on weapon and non class abilities more heavily than magicka sorc (even with the proposed changes) I think it is important to increase Weapon Power by at least 4% per sorc ability slotted. Prior to 1.6, Sorc could reach higher weapon damage than any other class because of Surge.
Thundering Presence:
I made Thundering Presence' Major Expedition last 10 seconds because there is not really any other Mobility/Escape mechanic otherwise, except for Streak...but using that 2 or more times is just hella expensive and wont get you far. I think its more interesting when you think about using a bow and combine it with Minor Expedition, as mentioned in my (updated!) List on top. This would result in a Major Expedition+Minor Expedition+ Hasty Retreat 15% Bonus for a short time (include the dodge roll you need to activate here)
Bound Armaments:
Added the 20% Health Regen to open up opportunities for Tanks mainly (especially because Stam Regen on block is gone)
the main reason for Dps to slot should remain the Max Stamina increase and the added light damage of course,
Light Damage because I think Stamina Sorc needs to be more flexible and doesnt have time standing next to an enemy charging heavy attacks (thats why the Magicka equivalent has a heavy attack increase added instead, for "channel heavy hits" like Shock Destro Staff/ Resto Staff). Lets not forget the new Light Attack based Imperial City sets, they atleast dont feel completely wasted like this.
Daedric Protection:
Ah I guess I missed the 10% Stamina Regeneration, thanks, thats great information.
Actually I didnt want to add it in first place since it would benefit Magicka Sorc which have enough mobility in my opinion as they are now, and stamina should remain a weakness due to that(We want to keep it balanced right^^)
I think adding a second effect for 2+ Daedric Summoning abilities slotted is a nice first thought, but since we talk about Stamina Sorcerer who probably uses more Weapon Abilities, maybe you're right here. Will be updated.
Blood Magic:
The reason I lowered this is very simple!
Imagine you have 30k Health and use Encase: You hit lets say 5 people at once, but only get back a 8% max health heal ONCE, thats 2400 Health recovered.
So instead I lowered the healed amount and made it possible to proc the heal on ALL 5 people at ONCE, not just 1 at a time, resulting in 5* 4% max health heals = 5*1200 Health .Since you cant spam it (no effect on people already rooted via Encase) and its moderate cost, this gives some more utility to Encase as a healing possibiilty, aswell as to the changed Chrystal Blast (it hits up to 5 people aswell!) This change is meant to support all the new healing possibilities I mentioned before, so even being a lower percentage, this passive gives you back more than before!
Expert Mage:
I agree with you, for the same reason as for Daedric Protection.
Most likely there will be more Weapon Abilities be slotted, so the Weapon Power increase should be bigger in return, 4% sounds good. Will be updated.Some good suggestions for zos to play with.
Encase - would be nice to see a morph that was stamina sorc tank friendly, but might be asking a bit too much.
Dont worry, it is! Since you dont care for Damage too much as you are tanking, you can use it from time to time for healing yourself. Thinking about stamina regeneration to be gone and Encase costing magicka is supporting you here even more.
Also slotting Chrystal Frag is interesting here, if you recast any Magicka based Ability now and then (lets think about my Empowered Ward suggestion, increasing your heals by 30%), you can insta proc it from time to time, deal damage and heal yourself(if slotting encase isnt worth it in a boss fight with no other mobs around)Emma_Eunjung wrote: »If they got rid of the cooldown on Critical Surge heals, it's true that you wouldn't need a massive Ward anymore. A Dual Wield Sorc with high weapon crit would be VERY viable in that scenario, depending on Steel Tornado to hit as many targets as possible. I would love to go back to 7/7 Medium Armor and Dual Daggers!
I wouldn't cry too much over losing Crystal Blast IF they gave us other stuff to make Stamina Sorcs viable, like improved healing and shielding. What I'm afraid of is that ZOS will just give Crystal Shard a stamina morph and call it a day. It won't be enough to make Stamina Sorcs as survivable as their Magicka counterparts.
Hey there,
the changes I suggested are also meant to support a more bow or dualwield oriented Alternative, for DualWield having the possiblity to have lots of heals trough its highe crit chance (even more because of Dagger passives) and proc the effect often enough, to make the small 35% crit heals meaningful without overpowering them.
Concerning Chrystal Blast, that was EXACTLY my thought on making suggestions for the Chrystal Blast Morph.
I wanted to add something unique (a damaging ranged AoE Snare) so they dont just make it a boring stamina based Chrystal Frag.I like the changes proposed here a lot, however I have some gripes about a few things.
(1) Bound armaments needs to be flat damage, at least for both light and heavy (prefer all skills). Damage stacking heavy attacks on bows actually does work well if you do it correctly and it would suck to lose that.
(2) Heal sustainability isn't enough for stamina sorcerers, we need real sustained damage mediation whether that's through skills that provide shields, sword and board benefits, damage mitigation, attack reflection or absorption, and/or real mobility like other classes and magicka sorcerers
(3) Major expiration, by itself, will always be a poor man's substitute for real mobility skills. Bolt is the essence of the class and if we can't get real damage mitigation through previously mentioned facets we need a bolt equivalent.
1) Good Idea to have that on both
2) Well there is the possibility of getting creative at your build. As you m entioned, you can use S/B Defensive Stance to reflect or Absorb Magic to absorb^^ and the other skills, too since its all stamina based, so its not mainly about many small / few good heals.
3) The thing is, relying on Bolt Escape is something I wanted to avoid, same goes for Stamina Based Hardened Ward version aswell as Stamina Based Chrystal Frag. You see where this is going I hope^^ (right, all the same, just with other attribute to scale from -> boring and not big of a gameplay change/enhancement)
Its nice to want to avoid bolt and ward reliance, but the problem is that in doing that it takes far too many skills on your skill bar (currently I run sword and board with 4 defensive abilities on my flip). It's also not very effective because all of those are either passive buffs or only protect against spells (bol, defensive stance). To add to the problem bol is going to take a huge nerf. What we need is a spell that gives a tactical defensive advantage, sustained damage mitigation, and eliminates the need for an entire bar of defensive abilities (or opting for glass cannon mode).
sixuponthelot wrote: »As far as crit surge I am still for removing the cooldown but limiting the number of targets you can get heals from to 6 or 3. That is what they did with sap essence, and it is now usuable within what the skill was designed for but not OP
Emma_Eunjung wrote: »sixuponthelot wrote: »As far as crit surge I am still for removing the cooldown but limiting the number of targets you can get heals from to 6 or 3. That is what they did with sap essence, and it is now usuable within what the skill was designed for but not OP
I think 8 would be the best number if you had to have a limit, because that's pretty much the max number of mobs you have to deal with anywhere in the PvE side of the game. This would allow sufficient healing for PvE, while making hard to "Surge-tank" 20 guys in PvP.
Emma_Eunjung wrote: »I disagree with the OP about Crystal Blast. It's a great spell, and I've used it to solo all but two of the normal instanced dungeons, every Craglorn delve that is physically possible to solo and even made it all the way to final boss of Veteran Elden Hollow, killing everything in my way:
I want Stamina Sorcs to be viable as much as anyone, but hijacking Crystal Blast is not the way to do it. Stamina builds ALREADY have the best single target and AOE weapon attacks in the game: Wrecking Blow and Brawler, Rapid Strikes and Steel Tornado, Focused Aim and Bombard, etc.
Do you REALLY want Stamina Sorcs to be viable? Then here's what we need, in order of importance:
1) Stamina morph of Conjured Ward that scales off STAMINA, not health or magicka.
2) Stamina morphs of utility spells like Encase and Bolt Escape.
3) Stamina morphs of summoned pets.
Lack of a full strength, spammable Ward is BY FAR the biggest thing holding Stamina Sorcs back, so that's the first thing that needs a morph.