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Official Feedback Thread for Sorcerers

  • Jar_Ek
    Jar_Ek
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    Please for stamina sorc @zos:
    If you do not want stamina sorcerers to have a direct damage ability then please do us the courtesy of saying so. Maybe you think that all sorcerers abilities "feel" magicka and so should magicka scale? If so tell us. We are intelligent, passionate players who are very able to brainstorm within constraints to achieve balance. Give us something to work with!

    As an example:
    A morph of daedric curse that causes poison damage and hence scales off Stamina but costs magicka.
    Lightning Explosion as a lightning splash morph which channels lightning into your weapon from the sky and is released when you slam it into the ground. This makes the sorcerer a living conduit briefly and hence requires great stamina to use. Basically provides a lightning aoe centred on the sorcerer with a DoT after.
    Costs stamina and scales off stamina.

    These are of course just spitballed ideas, but if you, @zos, talk to us then we can really be helpful.
  • Own
    Own
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    ZOS_KNowak wrote: »
    Hey guys,

    Thanks for all the feedback on the Sorcerer changes so far. We're collecting everything posted in this thread and elsewhere and are still evaluating Sorcerer performance on the PTS realm, so keep all the feedback coming!

    One thing we would like to clarify is that Sorcerer pets are intended to go into stealth when the player enters stealth. This is something that will be addressed before our Thieves Guild patch goes Live.

    @ZOS_KNowak

    Do you guys mind looking at stam sorc a bit? The stam sorc community has been asking for changes for over a year now and most of us feel that the thundering presence change was a step in the wrong direction. What we would like is a reason to use class abilities and put the Sorcerer back into stam sorc instead of just spamming wrecking blow.

    As a stamina build you use stamina for DPS and Magicka for utility. If you use stamina for both, you run out of stam and die. That's what happens when you try and re-apply the stamina lightning form for the speed buff. And that is why stamina sorcs don't use it. I don't know one serious stamina sorc in PvP that uses the stamina morph of lightning form.

    Stamina sorcerer has the potential to be the most fun build in the game. ZIpping around charged by lighting streaking and crit rushing things. But as it stands, stam sorc is basically a pure weapon build using very few sorcerer abilities.

    In short, here are the things that need to happen for stam sorc to be competative.
    1. Thundering presence needs to be reverted to a magicka utility and offer a longer duration on the speed buff.
    2. Stamina sorc needs a stamina based instant cast non-reflectable skill DPS skill (not dot).
    3. Overload ultimate needs to scale to stamina properly like all ultimates are supposed to when stamina is the higher resource pool.
    4. Streak should reset the cool down timer if you cause damage with the skill- this rewards sorcerers for staying in the fight (and using the skill offensively) but still punishes them for running away. Not being able to use our class defining ability more than once is a real letdown.
    5. Damage shields need to be critable. at least make crits register against a damage shield even if they dont do extra damage so you can get the heals and other set effects off them.
    6. Pet damage should scale off magicka or stamina and their physical attacks should do physical damage

    This would be a good start. I would like to see the sorcerer class reworked in the long run, have pets reworked and overload reworked but this would be a good start.


    More information about Stamina sorcerer and why the stamina sorc doesn't stack up to the stamina builds of other classes here.

    If you make shields critable, it will be the end of a magicka sorc. How do you crit a shield anyways? right in the nuts?
  • Tankqull
    Tankqull
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    olsborg wrote: »
    The twilight matriarch special ability (heal) cost too much, I think it cost me nearly 5k magicka to cast it, its a tad much imo.

    its cheaper than BoL and heals for (far) more (as the second healed is not effected by the 50% reduction BoL faces) ...
    D87weUg.pngjmgAAz1.png

    same race statpoints and equip on both chars.


    none theless pets should have a 4-5sec lingering effect before they got dispelled after a bar switch without double slotting wich gets refreshed once you are back on a bar with it slotted.
    Edited by Tankqull on February 6, 2016 3:30PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Emma_Overload
    Emma_Overload
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    iosis13 wrote: »
    Is there a nerf to Shieldstacking?
    I only see buffs for Magicka Sorcs.

    LOL, what buffs? Are you talking about the pets? They're still useless!

    Let me know if you get ganked by a Volatile Familiar, and I'll pull out a box of tissues for you :wink:
    #CAREBEARMASTERRACE
  • Emma_Overload
    Emma_Overload
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    Armann wrote: »
    Please rework Crystal Blast into a melee range stam morph.

    They can do this without losing current live functionality by making the current Crystal Blast the base ability and Crystal Fragments would add the proc. This way we keep the current Crystal Blast when hardcasting while keeping the SINGLE TARGET proc from Crystal Fragments. Nothing is lost and we gain a proper stamina based class attack.

    That's actually a really good solution. Nobody could complain about that!
    #CAREBEARMASTERRACE
  • Emma_Overload
    Emma_Overload
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    3. What makes your Reflect better then mine? Why should your reflect cancel mine? Why should you have the ability to superceed mine?
    4. Why should you get a 100% unreflectable projectile that you cna fire back at me?

    Because the Sorc PAID for it twice with both Magicka (for the Frag) and Stamina (for the reflect). All the DK did was pay for the reflect.

    Edited by Emma_Overload on February 6, 2016 3:48PM
    #CAREBEARMASTERRACE
  • ajwest927
    ajwest927
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    Tankqull wrote: »
    olsborg wrote: »
    The twilight matriarch special ability (heal) cost too much, I think it cost me nearly 5k magicka to cast it, its a tad much imo.

    its cheaper than BoL and heals for (far) more (as the second healed is not effected by the 50% reduction BoL faces) ...
    D87weUg.pngjmgAAz1.png

    same race statpoints and equip on both chars.


    none theless pets should have a 4-5sec lingering effect before they got dispelled after a bar switch without double slotting wich gets refreshed once you are back on a bar with it slotted.
    So the description say that the twilight heal itself and 2 other friendly targets, dose that mean it won't heal the castor at all?
  • Tankqull
    Tankqull
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    it heals the caster, as long as you feed it properly if it starts disliking you you are f... ;)
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • fred.thomsonb16_ESO
    I haven't had a decent look at the new jewellery and which sets are featured but we really need a mix of weapon damage and spell power for that side of our builds. Clever Alchemist and Molag Kena are an excellent pairing for stam sorcs, allowing us to step outside the very few class skills worth a damn. I hope to see more sets going down this route.

    As far as testing a viable hybrid, thankyou. 3.2k spell damage, 4.2k weapon damage, prismatic on all pieces....fantastic!

    What sets are you using to get that high for spell power and weapon power? I'm still on the fence for what hybrid set will pull ahead. I've been using the Skoria set with Bahara's Curse. I think Syvarra's Scales may be better for dot builds though.
    Twice born star 5 piece + 4 piece of clever alchemist is like wearing a better hundings + julianos together. Molag Kena + twice born or Molag Kena + clever alchemist may be better though with will power jewelry and agility weapons. Then there's maelstrom adding almost 3k weapon/spell power every flurry. Hard to decide.

    This is fully buffed with purple template gear, bow + 2h maelstrom, I tried the dual wield flurry with 2h axe brawler bleed and of course every other dot I could find, damage is not good enough to compare to bow + 2h overload combos. Once you proc Kena drop a pot and check your stats, 4.3 and 3.3 as far as weapon and spell damage goes, the build I tested need more than 300cp and as my account wasn't copied over I couldn't push it as far as I wanted but through a few runs of maelstrom and open world play I found it reasonably easy to hit over 20k dps, involves a lot of bar switching but with degeneration and frag on overload bar these were hitting up of 17k, overload light attacks with kena proc and clever alchemist were 24k +, this is with no cp into the magicka side. Anyone with cp cap will have alot of fun messing around with this build I would imagine.
    The uptime of the damage is around 30% of your combat time, damage shouldn't drop off because kena is pretty easy to proc with bow or light attack wb weaving. I was using 1 regen, 1 reduction, 1 damage ench on jewellery, switching all of these to pots refresh reduction would bring the uptime of alchemist buff to just under 50% of combat time. Will be testing this today. Agility or endurance for jewellery fyi, focussing mainly on stam damage but when runs low overload is viable and frag is a hard cc whilst in this more vulnerable state (this was the idea anyways). Use power surge instead of crit surge obviously.
    Edited by fred.thomsonb16_ESO on February 6, 2016 5:52PM
  • remilafo
    remilafo
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    BUG Report:

    The new pet abilities don't Trigger the 2% extra Spell/weapon damage bonus from Expert mage in the Storm tree.

    Once you summon a pet and the ability changes you get a drop in spell/weapon dmg.

    Basically they are not registering as sorc abilities, please fix.
  • remilafo
    remilafo
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    Knewos wrote: »
    So you delete all Toogles but stick with Bound Armor as a toogle?
    Can you explain why or did you just forget about that?

    yes please... give bound armor same treatment as Mage light please..
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    There was a good suggestion from @Lucky28 in another thread that I would like to share here.

    It has been a long time since Negate has felt like a true "Ultimate" worth saving up for. The nerf to negate preventing it from removing all ground effects was pretty harsh, since it does absolutely nothing against stamina builds and vigor spam. Plus every negate can be defeated by CC breaking inside of it then casting away. Which means it already has a strong counter for people that understand how it works. If you knew you could CC break, it was NEVER OP.

    Negate should be able to nullify prox det. With the buff to magicka, prox det is going to be very powerful and doesn't really have a counter in cramped fights like on keep flags. Negate should be able to remove prox det off enemies under the bubble when cast. This would create more nuanced gameplay then the simple stack and spam meta.

    It also would be great if you could remove inevitable det by casting negate on yourself. I guess it wouldn't be inevitable then but if you want to blow an ultimate to negate one skill, you should be able to. That's what ultimates are for.



    TL;DR: Negate should feel like an ultimate again. It is really lackluster at the moment and not worth the cost.
  • Thraben
    Thraben
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    Ah, and pleeeeeeease think of the poor console players and apply

    "Your summons are forced to attack your target
    There was a good suggestion from @Lucky28 in another thread that I would like to share here.

    It has been a long time since Negate has felt like a true "Ultimate" worth saving up for. The nerf to negate preventing it from removing all ground effects was pretty harsh, since it does absolutely nothing against stamina builds and vigor spam. Plus every negate can be defeated by CC breaking inside of it then casting away. Which means it already has a strong counter for people that understand how it works. If you knew you could CC break, it was NEVER OP.

    Negate should be able to nullify prox det. With the buff to magicka, prox det is going to be very powerful and doesn't really have a counter in cramped fights like on keep flags. Negate should be able to remove prox det off enemies under the bubble when cast. This would create more nuanced gameplay then the simple stack and spam meta.

    It also would be great if you could remove inevitable det by casting negate on yourself. I guess it wouldn't be inevitable then but if you want to blow an ultimate to negate one skill, you should be able to. That's what ultimates are for.



    TL;DR: Negate should feel like an ultimate again. It is really lackluster at the moment and not worth the cost.

    100% agree.
    Everyone will run now proximity detonation and/ or vigor (I´ll even run BOTH!), and Negate Magic MUST deal with both to save PvP.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Birdovic
    Birdovic
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    Matriarch Healing:
    Its pretty powerful and overall looks like healing can become more intereseting on Sorc finally.

    Still, something to report:
    When summoning the pet, and instantly trying to use its ability (healing), it de-summons most of the times, making it pretty damn annoying to use during a fight. Imagine you're pvping and the pet dies. You try to summon it and heal yourself with its ability, but instead you just de-summon it, losing precious time and healing(and your pets presence ofc).



    Empowered Wards Change:
    The Healing Buff (as long as shield is active) wasnt "great", but still better than the current PTS Empowered Ward.
    Honestly, thats just not needed at all, Magicka based Sorcerers will still use Hardened Ward and Stamina Users wont touch any of them at all, not with the healing buff nor the magicka reg buff.

    Here some alternatives to make it interesting atleast for Stamina Users instead.


    Alternative 1:

    Preserving Shield
    "As long as Preserving Shield is equipped, the caster is granted minor vitality, increasing every healing received by 8%.
    On Activation, the Caster receives X* Shield and Y** Healing every second as long as the Shield is up."

    Info:
    - Duration: 20 Seconds
    - Costs Magicka
    - Scales with Max Magicka
    - Less Shield (Focus is on the "Extras" of this ability, not its protective capability)

    * Shield scales the same way like before, but overall size is reduced to -75%~ of its current value on LIVE
    ** Scales with Max Stamina. Average 200-400 healing/second. Minor Vitality is already calculated



    Alternative 2: (my favourite)

    Scathing Shield

    "As long as Scathing Shield is equipped, the caster is granted minor vitality, increasing healing received by 8%.
    On Activation, the Caster receives X* Shield. After Activation, hit with 4 Light or Heavy Attacks to turn this into Battlemages Fury** to cause knockback and instant deal Y shock damage to a target."



    Info:
    - Duration: 20 Seconds
    - Costs Magicka
    - Scales with Max Magicka
    - Less Shield (Focus is on the "Extras" of this ability, not its protective capability)

    * Shield scales the same way like before, but overall size is reduced to 50%~ of its current value on LIVE
    ** Battlemages Fury:
    - 7m Range
    - Shock damage scales with Max Stamina&Weapon Damage and deals about 70% of chrystal frag (normal one, no insta proc)
    - Can trigger Sorcerer Passives
    Edited by Birdovic on February 7, 2016 12:02AM
  • TheValkyn
    TheValkyn
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    Matriarch Healing:
    Its pretty powerful and overall looks like healing can become more intereseting on Sorc finally.

    Still, something to report:
    When summoning the pet, and instantly trying to use its ability (healing), it de-summons most of the times, making it pretty damn annoying to use during a fight. Imagine you're pvping and the pet dies. You try to summon it and heal yourself with its ability, but instead you just de-summon it, losing precious time and healing(and your pets presence ofc).



    Empowered Wards Change:
    The Healing Buff (as long as shield is active) wasnt "great", but still better than the current PTS Empowered Ward.
    Honestly, thats just not needed at all, Magicka based Sorcerers will still use Hardened Ward and Stamina Users wont touch any of them at all, not with the healing buff nor the magicka reg buff.

    Here some alternatives to make it interesting atleast for Stamina Users instead.


    Alternative 1:

    Preserving Shield
    "As long as Preserving Shield is equipped, the caster is granted minor vitality, increasing every healing received by 8%.
    On Activation, the Caster receives X* Shield and Y** Healing every second as long as the Shield is up."

    Info:
    - Duration: 20 Seconds
    - Costs Magicka
    - Scales with Max Magicka
    - Less Shield (Focus is on the "Extras" of this ability, not its protective capability)

    * Shield scales the same way like before, but overall size is reduced to -75%~ of its current value on LIVE
    ** Scales with Max Stamina. Average 200-400 healing/second. Minor Vitality is already calculated



    Alternative 2: (my favourite)

    Scathing Shield

    "As long as Scathing Shield is equipped, the caster is granted minor vitality, increasing healing received by 8%.
    On Activation, the Caster receives X* Shield. After Activation, hit with 4 Light or Heavy Attacks to turn this into Battlemages Fury** to cause knockback and instant deal Y shock damage to a target."



    Info:
    - Duration: 20 Seconds
    - Costs Magicka
    - Scales with Max Magicka
    - Less Shield (Focus is on the "Extras" of this ability, not its protective capability)

    * Shield scales the same way like before, but overall size is reduced to 50%~ of its current value on LIVE
    ** Battlemages Fury:
    - 7m Range
    - Shock damage scales with Max Stamina&Weapon Damage and deals about 70% of chrystal frag (normal one, no insta proc)
    - Can trigger Sorcerer Passives


    No shields should scale off of max magicka.
  • Kova
    Kova
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    I'm honestly not enjoying the animation changes to shielding, curses, force pulse, surge, every skill but frags. Combat feels so friggen slow now. I tapped the new magelight frag combo and could count 2 seconds before the frag was "instant" thrown.

    I understand you put in cooldowns without telling us, (I know because I have a lua script that shows me the increase/change in active timings for skills and other stuff), so thanks for that. But spite aside, it's really slowed down reaction. I can't cancel a shield and I'm also getting my shield up AND STILL being damaged by a majority of attacks.

    I can AC wrecking blow and executioner on my stammies fine still, so I'm not sure why our only reactional defense would be slowed down like that :(

    As for bugs, that double atronach thing needs to be fixed pronto, (another hint at your cooldown instigation, seriously what gives?). Also, I've been testing frags with a couple different people. There are times where it can't be dodged and locks you in place like a gap closer would until it reaches and hits you.

    I hate to keep bringing up the animation and cooldown changes, but I don't think Cyrodiil lag really compliments that kind of system. I was able to win a majority of my fights by just force pulse spamming, thanks to the cp changes, my combos and setups took so long because of the animation fixes.

    Also, some combos are just ultra powerful now. Sorcs with dual swords running inev. det, and meteor can melt almost any player now. Even twinkle sticks are hitting hard.

    Fought @XEVENEX last night, fantastic player if you ever get the chance to fight him, and a detonation meteor combo took me from 20kish shields and 23k health to about 40% health, which is now execute range in case anyone is wondering.

    EP Sorc: Aydinn
    AD Stamplar: Verdant`Knight
    DC Stamblade: Apple`Punch
    EP Stam Sorc: Kós
    AD DragonKnight: Transmigrant
    EP NIghtblade: Aydinn
  • Birdovic
    Birdovic
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    No shields should scale off of max magicka.

    @TheValkyn

    Says who?
  • Valrien
    Valrien
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    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • Birdovic
    Birdovic
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    Fought @XEVENEX last night, fantastic player if you ever get the chance to fight him, and a detonation meteor combo took me from 20kish shields and 23k health to about 40% health, which is now execute range in case anyone is wondering.

    @Kova

    40% Execute Range? Where? When?Why?
  • Cathexis
    Cathexis
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    smacx250 wrote: »
    I can understand a desire to have a hybrid build and have access to both stamina skills and magicka skills, but somehow fit it into the current game system which seems to competitively disallows such builds. This appears to be what a "stam sorc" as being discussed here is trying to be? But frankly, the concept of a "stam sorc", as the requests being made seem to present, makes no sense to me. Stamina and Magicka are two different things, and provide two different types of skills - namely, those based on physical strength and prowess, and those based on drawing magical power from Aetherius, respectively. The desire to have stamina as a source for skills that clearly draw from Aetherius seems "wrong" in a TES world (e.g., the suggestion to make crystal blast use stam as a source). Is there more to this than a desire to mix and match stamina and magicka skills, but knowing that a hybrid isn't competitive given the current game system and so wanting them all to draw from one source? I mean, we may as well ask for a morph of wrecking blow that uses magicka as the source, no? At what point do we just decide that there is just "power"? Can someone help me to understand why I shouldn't feel so uneasy about all this (and for saying this)?

    Most stamina sorcerers are not interested in being hybrids in the current game climate. Older ones like me used to run hybrids back before 1.5 destroyed the game with damage focus and the stamina/magicka dichotomy. Stam sorcs need a stamina attack for the same reasons dks need a stamina whip. We have no stamina based class attack.

    To paraphrase my favourite forum quote of all time - it's nice to sit around and circle jerk lore, but at the end of the day you are left with *** class balance, missing essential skills, and a non-functional class spec in a style that - contrary to popular belief - many people enjoy.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Cathexis
    Cathexis
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    Changes on pets will not change because the pets are uncontrollable and often visible in PvP.
    You have a set of armor stamina based on the pets, but pets are based on the maximum magika ...

    @Ungernb16_ESO actually pets are controllable with the pet command button assigned in the controls menu. You have to press your assigned button + left click to attack (with or without a target), and + right click for follow mode.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Nahz
    Nahz
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    I cannot tell you how excited I was when I saw additions to the pets mentioned in the notes (from my previous forum posts, and my signature, you may be able to tell that I really enjoy pet builds). Being given a more active role in controlling the pets sounds like it will be very fun. The changes to the winged twilight pet are welcomed additions, and I'm honestly having trouble deciding which morph I want considering they both seem great.

    However, the changes to the volatile familiar are going to be extremely detrimental for my PVP build. When using my pet build in PVP, I depend on combining the damage from the scamp's explosion with some of my other abilities to burst down opponents. This burst is not quick. It takes me at least 8 (and usually more) seconds to set up, and competent players are able to recognize and counter it.

    The pulse ability of the scamp will not provide the necessary damage to make my build, which is already struggling, competitive. Considering the pets need a tremendous amount of TLC, it doesn't seem unreasonable for the scamp to have the death explosion, in addition to the pulse ability. This would allow it to be useful in both PVE and PVP, as the pulse will help it deal consistent damage to groups of stationary enemies (either monsters in dungeons or enemy players stacked on keep flags) and the explosion would allow for a quick burst of damage against more mobile targets.

    Below are a few suggestions that I think will improve the pets, particularly the volatile familiar:

    - In addition to giving the volatile familiar back the explosion effect, decrease the amount of time the assigned skill button must be held in order to dismiss the pets from 4 seconds to 2 seconds. This would allow players to make better use of the explosion without being vulnerable for a whole 4 seconds, but would still prevent the pet from accidently being dismissed. This just seems worthwhile all around considering 4 seconds is a long time to wait, especially in a fast-paced PVP scenario. When pets were going into stealth properly after 1.5 went live, I would dismiss my pets in order to help myself hide. Even though they were invisible, the fact that they were always slightly behind me meant that I had a larger detection radius.

    - The stun from the volatile familiar's pulse should be applied at the first pulse, not the last one. Applying the stun on the first pulse would help ensure that enemies remain in range for the second pulse which does not occur until a whole 2 seconds later. Enemy players would still be able to break free and move away from the scamp, assuming they were not already moving out of range due to CC immunity.

    - On that note, decrease the time between pulses to 1 second from 2 seconds. There are DOT abilities which tick faster and for more damage than this ability. This would make the pulse ability more useful against enemy players which will be constantly moving around. Faster ticks means the pulse would have more chances to actually hit them.

    - An alternative to applying the stun to the first pulse would be applying a snare effect to the first pulse to help keep enemies in range of the subsequent pulses. A better option would be to have each pulse (except maybe the final because it applies a stun) apply a snare. That would allow the volatile familiar to have an added debuff utility.

    - Before 1.6, I found the damage from the explosion to be adequate (there were, and still are, plenty of other abilities which hit much harder; but we made it work). With the 50% damage decrease introduced with the Imperial City update, I found the explosion damage to be lackluster. I wouldn't mind it being buffed, but I think a better option would be to scale the damage off of the familiar's missing health. Base damage for the explosion would still be 20% of your max magicka, but that damage would increase as the familiar's health dropped. However, if the explosion was triggered by the death of the familiar (not the dismissal), it would only cause the base 20% damage.

    This would introduce a new degree of strategy to the playstyle, as you would have to attempt to monitor your familiar's health (more on that below) and detonate the scamp at appropriate times. If you got too greedy, and kept pushing the familiar's health for that extra bit of damage, you would run the risk of losing all that extra effort. This would also mean that a horde of sorcerers couldn't just send their familiars into a blob of steel tornados and watch the fireworks.

    - With regards to monitoring the pets' health, we could really use health bars for all of our pets added to the UI. Other players in this thread have mentioned this, and agree that it would be a great addition. In could be expanded upon so that it indicates the strength of the shield on your pets, and the twilight tormentor would even have a glowing health bar when under the effect of its empower ability.

    EDIT:
    btw, brace for a wall of text
    Edited by Nahz on February 7, 2016 1:27AM
    Nahz - VR16 Sorcerer
    Paragon of Togglemancer Excellence
    Daggerfall Covenant | Trueflame NA PC

    #SeeYouInCU
  • Glantir
    Glantir
    ✭✭✭✭
    Tankqull wrote: »
    olsborg wrote: »
    The twilight matriarch special ability (heal) cost too much, I think it cost me nearly 5k magicka to cast it, its a tad much imo.

    its cheaper than BoL and heals for (far) more (as the second healed is not effected by the 50% reduction BoL faces) ...
    D87weUg.pngjmgAAz1.png

    same race statpoints and equip on both chars.


    none theless pets should have a 4-5sec lingering effect before they got dispelled after a bar switch without double slotting wich gets refreshed once you are back on a bar with it slotted.


    It seems that the skill costs are bugged too. For me (Template Charakter) the Twilight heal costs 2986 Magicka without any reduce enchantment as a Highelf and 70 points in the green tree with the cost reduction (I dont remember the name at the moment :D)
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • Birdovic
    Birdovic
    ✭✭✭✭✭
    Glantir wrote: »
    Tankqull wrote: »
    olsborg wrote: »
    The twilight matriarch special ability (heal) cost too much, I think it cost me nearly 5k magicka to cast it, its a tad much imo.

    its cheaper than BoL and heals for (far) more (as the second healed is not effected by the 50% reduction BoL faces) ...
    D87weUg.pngjmgAAz1.png

    same race statpoints and equip on both chars.


    none theless pets should have a 4-5sec lingering effect before they got dispelled after a bar switch without double slotting wich gets refreshed once you are back on a bar with it slotted.


    It seems that the skill costs are bugged too. For me (Template Charakter) the Twilight heal costs 2986 Magicka without any reduce enchantment as a Highelf and 70 points in the green tree with the cost reduction (I dont remember the name at the moment :D)

    I brought its cost down to 2449 per use, summoning was about 1.8k :blush:
    I went up to 19.6k crit heals. Thats just with template stuff^^
    Edited by Birdovic on February 7, 2016 2:02AM
  • Kova
    Kova
    ✭✭✭✭✭
    Fought @XEVENEX last night, fantastic player if you ever get the chance to fight him, and a detonation meteor combo took me from 20kish shields and 23k health to about 40% health, which is now execute range in case anyone is wondering.

    @Kova

    40% Execute Range? Where? When?Why?

    SOMETIMES HOW!

    I really should've mentioned that was a hyperbole. What I meant by it was that with the new elemental expert buff to magic damage, simple force pulses hit for almost 40% of someone's health now on crit.

    So in the specific case of having your standard high burst sorc with CP invested into elemental expert and thaum, 40% is execute range for most skills now if the attack isn't avoided somehow.
    EP Sorc: Aydinn
    AD Stamplar: Verdant`Knight
    DC Stamblade: Apple`Punch
    EP Stam Sorc: Kós
    AD DragonKnight: Transmigrant
    EP NIghtblade: Aydinn
  • Darkonflare15
    Darkonflare15
    ✭✭✭✭✭
    I would like a stamina base attack for a sorc. Negate magic to still silence enemies for a few seconds after they leave the sphere.Thunderous presence to be a lot more useful then it is now and a reason to benefit form getting more weapon damage from expert mage since there is no stamina base direct damge skill for sorc. If not make at least flurry to be proc critical surge to heal.
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    What reduced the costs @andypappb16_ESO ?
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Darkonflare15
    Darkonflare15
    ✭✭✭✭✭
    smacx250 wrote: »
    I can understand a desire to have a hybrid build and have access to both stamina skills and magicka skills, but somehow fit it into the current game system which seems to competitively disallows such builds. This appears to be what a "stam sorc" as being discussed here is trying to be? But frankly, the concept of a "stam sorc", as the requests being made seem to present, makes no sense to me. Stamina and Magicka are two different things, and provide two different types of skills - namely, those based on physical strength and prowess, and those based on drawing magical power from Aetherius, respectively. The desire to have stamina as a source for skills that clearly draw from Aetherius seems "wrong" in a TES world (e.g., the suggestion to make crystal blast use stam as a source). Is there more to this than a desire to mix and match stamina and magicka skills, but knowing that a hybrid isn't competitive given the current game system and so wanting them all to draw from one source? I mean, we may as well ask for a morph of wrecking blow that uses magicka as the source, no? At what point do we just decide that there is just "power"? Can someone help me to understand why I shouldn't feel so uneasy about all this (and for saying this)?

    The skilled line is called dark magic right? You can clearly sacrfice any thing to use dark magic like health, stamina and magicka does not matter. When it comes to cojuring things, you can conjure physical objects that can do physical damage just like the clanfear. All they have to do is state that your sacrificing stamina to conjure up a crystal weapon that does physical damage. Bam that solves lore issues and that solves stamina sorc problem. They can make it have an effect causing bleed damage because it is weapon that is created from hate and malice. Very daedric like since most of the sorcs abilities are base off the daedric magic. There you go, a morph that actaully feels like a morph and useful.
  • TheValkyn
    TheValkyn
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    No shields should scale off of max magicka.

    @TheValkyn

    Says who?

    The game's mechanics. Max magicka is an offensive stat and should not dictate defensive abilities. It's simple game logic and why other MMORPG will utilize an endurance, toughness or constitution stat.
  • Cathexis
    Cathexis
    ✭✭✭✭✭
    @Tankqull I agree that summons need a delay before disabling. While on paper it doesnt seem significant to require necessary buffs up first before summoning, it isn't always practical in a combat situation where you may need to suddenly run a counter that is on your back bar. A 3-4 second grace period when swapping bars would be sufficient.
    Edited by Cathexis on February 7, 2016 5:09AM
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
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