bloodenragedb14_ESO wrote: ».cpuScientist wrote: »Alright, since the discussion is turning a little towards What should benefit Stamina Builds and what should benefit Magika builds I think I should write down what I thought the game originally intended.
For me Stamina builds were supposed to heavily rely on weapon skills for their damage abilities and the use class skills, magika skills to buff their damage damage, survivability and utility. Thus the damage of Stamina based weapons would be very high.
On the other hand, magika users would rely mainly in class skills for their general build and utilize weapon skills for buffs and debuffs, heals, etc.
Stamina build would then vary depending on your weapon combination choices and how those choices interacted with the few stamina class abilities you have access to and the magika skills you are able to maintain in your bar, not to mention class passives.
Magika builds would similarly vary according to their use of class skills being supported by magika weapon skills, maintaining their stamina pool for blocking and running.
For me that is how it was supposed to be... Unfortunately it isn't like that. First weapons have no ultimates which was always very odd to me as weapons are built similarly in number of skills etc to class trees. They should have ultimates of their own that were related to the weapon. Having Ultimates for weapons would add tremendous diversity to builds.
Second, the weapon skills general DPS never seemed to keep up with Magika DPS (Except when Bows were ridiculous and that got nerfed very fast). How should the DPS pyramid be then? Well, melee DPS is supposed to be slightly more powerful than ranged DPS because melee DPS is under greater risk by being close to the enemy. At the same time magika DPS should be slightly higher than Stamina DPS because the armor used by stamina builds is slightly more powerful than the armor provided by light armor. That, I think, was supposed to be the balance. so:
Bow DPS < Melee Stamina DPS = Magika Ranged DPS < Melee Magika DPS
And every class DPS in the end should be reasonably in pair with each other within each of those categories. That isn't really the case and it has never been...
Now, I can't speak for the other classes for I haven't played them long enough, I can speak for sorcerers though as I played one since before the game was released.
For the magika sorcerers, our first great issue is the lack of direct hit, instant cast, class skill. Other classes have them and we don't (Don't tell me Crystal Frags is it, it isn't). Since we don't have that we are forced to rely on a weapon skill which supports only the ranged DPS style. Now, if the class had a single target, magika based skill, one of its morphs could be ranged and another could be melee, increasing play style variety.
On the other hand stamina sorcerers lack abilities and passives that interact well with weapon skills.
Bound Armaments is actually a pretty good skill, the increase of the stamina pool is a good DPS increase and I guess the increase of damage from heavy attacks does increase DPS as well, even if not significantly.
Unfortunately the summoning tree suffers with a good number of passives that aren't at all useful either for stamina or magika builds. Those passives focus too heavily on pets completely forgetting that only three out of the 6 skills in the three are actually pets.
And then the Dark Magic Tree. That ZoS made Dark Conversion into the skill with a stamina morph is an insult... I am sorry, but there is no other way to put it. That skill is useless for magika users and stamina users alike. I don't think even PvPers use it because usually standing still is bad at any time...
Why is it that Crystal Shard doesn't have a stamina based morph? Maybe make it a proc skill like Crystal Fragments that increases the damage of your next light attack by a great amount? Call it Crystal blade or whatever.
As for the passives, I have no issue with those, but it would be interesting if Exploitation could grant Weapon Crit as well.
Next we have the Storm calling tree and I will go straight to Critical Surge. It is actually a great skill, if you fix the bugs where it isn't procing properly. It would also be great if it wasn't so magika taxing. As for Thundering presence, all and all it is a nice skill and I do love the changes made to it this newest patch. Seems pretty interesting.
As for the passives, they are mostly alright, except that Expert Mage is definitely weaker for Stamina sorcerers...
Now, I realize that there are few stamina morphs to class skills and that few passives actually help, but to those that think that is a huge issue, I remind you that you have three weapon choices to create build diversity, magika DPS has one real weapon choice. Yes, we use dual wield to boost our spell damage, but the tree has one passive that is useful and nothing else and we only do this because somehow dual wield gives more spell power than a staff, which makes no sense at all...
Alas, as I was saying, we have one real weapon choice, destro staff and sorcerers are forced to have a destro staff none of our builds will ever work without Force Shock. So... Sorcerer Magika build is limited by the weapons we can choose and Sorcerer stamina build is limited by the class skills you can actually use in your build.
For stamina build we have to focus on tweaking which skills have stam morphs... Dark Conversion probaly shouldn't be it... It is a useless skill.
For Magika build, we need an efficient single target ranged / melee spell in the dark magic tree.
Give stamina builds a crystal shard morph and give magika sorcs a new spell to replace dark conversion... Direct damage, single target, one melee morph, one ranged morph, the melee morph slightly higher DPS, the ranged morph providing maybe a slight bonus to the sustain provided by blood magic.
Everything he said needs to be done. ZOS this is your game plan follow it to the letter
And also make pets non toggles that are desummoned on death and to use their skill you have to swap to the bar with the skill obviously, and the twilight tormentor acts more like inferno or whatever it is for DK that shoots out a fireball but instead make it a mini frag. Boom done. Sorc is good and fine. Everyone happy!
Yeah, I didn't get into pets on this post as I discussed them extensively before. I have to say though, that the fact the pets actually do have active skills that you can control does compensate a little for the fact they are toggles. I haven't actually tested numbers my self, but if the damage the pet abilities do equates to the damage done by other AoEs / Single Target Damage, I think it sounds pretty good. Same for the pet's heal. If anything, I would remove the heal from the clannfear as lore-wise clannfears don't heal. I think the Clannfear should have a on command taunt. That... That would be amazing.
a on command AoE Taunt.....gods i would actually pay for that, i mean, straight up just throw my money at zos
Alternatively:byrom101b16_ESO wrote: »The six second shield 'fix' is beyond pathetic.
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
Alternatively:byrom101b16_ESO wrote: »The six second shield 'fix' is beyond pathetic.
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
SHIELD FIX 102
1: Remove shield stacking
byrom101b16_ESO wrote: »The fix for this is simplicity itself, but ZOS refuse to do it without messing up other areas of play because it appears that they don't want to be seen to be agreeing with their players (or whetever their motivation is...).
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
That fixes PvP without borking PvE, and makes shield stacking a short-duration option for emergencies only, especially with the bar swap for mutliple shield applications so often used by people.
How is that hard?
ZOS - your solution is lazy and constitutes a nerf with no value.
byrom101b16_ESO wrote: »The fix for this is simplicity itself, but ZOS refuse to do it without messing up other areas of play because it appears that they don't want to be seen to be agreeing with their players (or whetever their motivation is...).
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
That fixes PvP without borking PvE, and makes shield stacking a short-duration option for emergencies only, especially with the bar swap for mutliple shield applications so often used by people.
How is that hard?
ZOS - your solution is lazy and constitutes a nerf with no value.
Here is where i disagree.
The suggestions listed above are PERFECT for leaving the existing one way only meta of max damage max crit blammo ignore sustain and frankly who cares about resist bc shield cracking is what matters model.
In that meta, the "only" optimal dbl-mundus TBS is the thief shadow.
And so the "only" armor trait worth it is impen, only wpn trait is nirn etc etc etc.
Or whatever.
I dont think zos efforts ACROSS THE PATCH are laxy but quite the opposite. I think they are trying to change the existing meta not just add to it. They are trying to create a much more dynamic combat play where everything has strengths and weakness to be exploited and trade-offs abound ubiquitously.
It would be EASY to just tweak here and there and allow the current meta to carry on into stagnation with a new better bang set or two per dlc... that would be easy and lazy and likely long term fail to remain dynamic and lively.
What they are doing this and the last patch may be many things but lazy is not one of them.
byrom101b16_ESO wrote: »The six second shield 'fix' is beyond pathetic.
There seems to be no capacity at ZOS to think through the full range of consequences to decisions like this, and you are very lucky if they fix their broken decisions later.
It has been suggested many times, that the only real problem with shields was stacking and the fact they cannot be critted.
The fix for this is simplicity itself, but ZOS refuse to do it without messing up other areas of play because it appears that they don't want to be seen to be agreeing with their players (or whetever their motivation is...).
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
That fixes PvP without borking PvE, and makes shield stacking a short-duration option for emergencies only, especially with the bar swap for mutliple shield applications so often used by people.
How is that hard?
ZOS - your solution is lazy and constitutes a nerf with no value.
byrom101b16_ESO wrote: »The fix for this is simplicity itself, but ZOS refuse to do it without messing up other areas of play because it appears that they don't want to be seen to be agreeing with their players (or whetever their motivation is...).
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
That fixes PvP without borking PvE, and makes shield stacking a short-duration option for emergencies only, especially with the bar swap for mutliple shield applications so often used by people.
How is that hard?
ZOS - your solution is lazy and constitutes a nerf with no value.
Here is where i disagree.
The suggestions listed above are PERFECT for leaving the existing one way only meta of max damage max crit blammo ignore sustain and frankly who cares about resist bc shield cracking is what matters model.
In that meta, the "only" optimal dbl-mundus TBS is the thief shadow.
And so the "only" armor trait worth it is impen, only wpn trait is nirn etc etc etc.
Or whatever.
I dont think zos efforts ACROSS THE PATCH are laxy but quite the opposite. I think they are trying to change the existing meta not just add to it. They are trying to create a much more dynamic combat play where everything has strengths and weakness to be exploited and trade-offs abound ubiquitously.
It would be EASY to just tweak here and there and allow the current meta to carry on into stagnation with a new better bang set or two per dlc... that would be easy and lazy and likely long term fail to remain dynamic and lively.
What they are doing this and the last patch may be many things but lazy is not one of them.
They are trying to change PvP meta while completely ignoring PvE viability and the general uniqueness of an entire class.
byrom101b16_ESO wrote: »The fix for this is simplicity itself, but ZOS refuse to do it without messing up other areas of play because it appears that they don't want to be seen to be agreeing with their players (or whetever their motivation is...).
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
That fixes PvP without borking PvE, and makes shield stacking a short-duration option for emergencies only, especially with the bar swap for mutliple shield applications so often used by people.
How is that hard?
ZOS - your solution is lazy and constitutes a nerf with no value.
Here is where i disagree.
The suggestions listed above are PERFECT for leaving the existing one way only meta of max damage max crit blammo ignore sustain and frankly who cares about resist bc shield cracking is what matters model.
In that meta, the "only" optimal dbl-mundus TBS is the thief shadow.
And so the "only" armor trait worth it is impen, only wpn trait is nirn etc etc etc.
Or whatever.
I dont think zos efforts ACROSS THE PATCH are laxy but quite the opposite. I think they are trying to change the existing meta not just add to it. They are trying to create a much more dynamic combat play where everything has strengths and weakness to be exploited and trade-offs abound ubiquitously.
It would be EASY to just tweak here and there and allow the current meta to carry on into stagnation with a new better bang set or two per dlc... that would be easy and lazy and likely long term fail to remain dynamic and lively.
What they are doing this and the last patch may be many things but lazy is not one of them.
lassitershawn wrote: »Really want to understand what the big deal is here...
- Small nerf in PvP, barely noticeable nerf versus a good opponent that knows how to do damage. Real nerf to sorcs was the nerf to our burst by getting rid of our Dawnbreaker of Smiting and Proximity Detonation. If you are competent, defenses in PvP should not be hurt. Yes, I played on PTS, and I did not really feel 6 second shields as a problem. We were overtuned in PvP last update, and we are going to have to work harder for a good burst now, especially since sustain will be more important this update with new poisons and cost increases to all skills (I do not know if this is a bug or not yet). Also having to refresh shields more often will hurt our ability to pressure enemies. I suspect magicka sorcs will still be excellent in solo PvP and also group PvP a lot more now with the new AWESOME negate.
- No nerf in competitive group PvE. Sorcs have six bar slots in PvE, because we have to slot two toggles. If you want to deal competitive DPS, you have no room for a shield. The ONLY place I use a shield in PvE is vMA and lamias on Serpent. I run minimum HP (16,809) and by simply not standing in red and trusting my healers and tank, I'm always fine. Lamias on Serpent are easy, so it isn't really an issue anyways, and in vMA if you are taking heavy incoming damage your shield will not last 6 seconds anyways. The only place the nerf will hurt in vMA is if you are DPSing and not taking heavy damage, and have to spend more time refreshing shields. And honestly Power Surge may very well keep you in good shape during these situations (after minor prophecy I have ~75% crit chance in vMA). Sorcs will still be excellent in vMA if for no reason other than Overload is easily the best tool in vMA.
The real issue with sorc changes is that stamsorc still sucks. I don't get why people want to play a stam sorcerer, but there are plenty that do, and as long as this is true stamsorc should be made more viable.
lassitershawn wrote: »The real issue with sorc changes is that stamsorc still sucks. I don't get why people want to play a stam sorcerer, but there are plenty that do, and as long as this is true stamsorc should be made more viable.
*******************************************************************************************
IF YOU DON"T UNDERSTAND THE ISSUE SORCS ARE HAVING WITH SHIELD REDUCTION AND OTHER NERFS PLEASE READ THIS BEFORE MAKING A POST STATING YOU DON'T UNDERSTAND. Thanks ~Broken'Stick
*******************************************************************************************
Why is the duration 6 seconds?
Because how long does fear last? right so u shield up. the NB gets a smirk, buffs up, fears you, u run around like and idiot lose ur shields, and he gets his combo in unmitigated. A well timed Dizzy swing and ur on the ground, ult time as soon as the shields expire. IT is basically just a way to give EVERY class their own shot at us without having to go through any mitigation. and lets not forget the dirty little secret of the transmutation set. If you are healed by a person and are wearing 7/7 impen... Sorcs CANNOT heal off you because you are immune to critical strikes. Also with everyone having shields...same issue. So sorcs cannot recover hp.
Why do I personally have an issue with the changes?
It isn't that they Changed just my shields and I'm QQing in the corner. let me try to paint a picture everyone can see.
In pvp... Every class has it's own damage mitigation techniques. NBs can stealth, shuffle, dodge. Dks Traditionally are the tankiest of builds and can mitigate damage greatly; they also get flappy wings to reflect direct damage projectiles such as crystal frags, overload, crushing shock, flame clench, and that sorta thing. Templars can out mitigate, out heal, and have insane resource management to get by, Sorcs have Streak, rune prison, soft CC, and Shields as our Damage mitigation techniques.
A broad description that isn't by any means absolute. or the entire story...but u get the idea...every class has it's own WAY of dealing with heavy damage.
So I'm playing a pet build...doing Awsome btw : https://www.twitch.tv/trixytricks/v/64395447 : And then Zos comes in and goes hey... shield duration reduced by 70%, Your pet curse now is not considered a dot and thus does not benefit from CP in thermaturge (these things are 2 major nerfs to my pets survival, my resource management, my ability to not get randomly ganked, etc) ..... okay awsome..... but they weren't finished. ALSO all shields now protect against all damage, every class can now shield stack, AND we're upping the damage of proxy. (5 pets x 25% more damage + me roughly means im going to take 20k damage from it by myself...if not more) So now all my opponents just got tougher, my dps just got lower, and they put in basically a kill switch to my pet build.
understand a little bit of my frustration here?
By no means is that all they did, nor all they will do... they gotta do something about stamina sorc now...which probably means magicka sorcs of all kinds are about to lose something.
And thats just talking about this specific build. Sorc shield tanks, CC sustain sorc builds, and others are on the chopping block too. It's a wide range of builds that are going to suffer by changing a "class defining" skill.
Why do I have problems with it in pve?
basically our BIS gear (to be remotely competitive) doesn't give HP, and our defenses are paper thin... like unshielded we get one shot thin. So traditionally we used shields so we didn't have to lose THAT much dps by dropping lots of points into hp or jumping heavy armor or the like. Now in pve they are basically making us take off our shields..because there is no way to run molag kena (skills cost 33% more) and do a skill rotation and be spamming shields every 6 seconds. Which means we have to adapt... Maybe slotting a pet in the place of the shield would give enough hp room for templar healer to keep us up...idk but either way it's a massive change to sorcs, and it's a tough bullet to swallow to have to depend on the competency of another for survival.
Why do I feel like a wet noodle next to other classes in the dps role?
have you been in a parse with someone on the higher end of the dps spectrum. aka actually wearing bis gear? a NB or DK can easily pull 50k dps. Templar HEALERS doing their job can do 20k+ dps. Sorcs doing all their rotations, perfectly buffed, and in cookie cutter builds struggle to break 25k.
And remember the other classes shield stacking too...so if your doing the same ur cutting your dps for a no win scenerio. Dk's are now the best shield stackers with flappy wings, thorn shield (reflects 33% damage back), and the fact they can self heal and pretty much already dominated the damage mitigation scene prior to this anyway.
Our shields where donated to the other classes. my honest opinion is to ditch em, and try to go for something else. otherwise it is kinda like the vanilla days of wow...paladin vs paladin.
What else do I hate about DB changes as far as sorcs are concerned?
Currently we lack Complete originality in the area of Stamina sorcs (which use very few class skills and basically just use being a "sorc" as a utility)
And With magicka sorcs being the bottom of the barrel dps wise across the board and the fact our class "unique-ness" has been lost due to the fact everyone is now inheriting our damage mitigation techniques while retaining their own...
Get ganked by a shielded NB from stealth...because you forgot to spam your shield Every 6 seconds while walking around.
Sorcs are no longer the best shielders... DK's are. With flappy wings, thorn shield, and heavy damage mitigation...they're the new kings.
I hate that I'm having to rethink and recraft all my gear now. No longer can I depend on shields to get me through...but im lost as to what to do.
Currently I'm thinking with our shields being reduced to 6 seconds and it just not being feasible to refresh them constantly on a pet build or CC based sustain build for pvp we need to invest in tactics that Don't use shields... for that we basically need to take all points out of magicka and invest in health instead... utilizing the new buffs in heavy armor, and the +8% max hp for having a pet summoned we stack that with entrophy + 8% and we'll see a build that can actually take a hit from enemy players. The problem with this idea is where is our damage coming from, and more importantly how are we sustaining such a build? There is a pvp set that combined with 7/7 impren makes builds uncritable , and therefor we can't rely on critical surge for anything at all. As for our pet... he's 15k hp in DB and shieldless he's pretty much a one shot. But maybe there is a way to mitigate damage enough to let mutagens or something do the work for us.
For pve... shields are pointless, we;re already the lowest dps...refreshing a shield every 6 seconds is absolutely pointless. Infact it is a liability. So we're going to have to rely on healers, Slot a pet instead of a shield for the extra 8% hp (since our best in slot gear doesn't give us hp) and try to do our basic OL set up (molag kena and shield casting every 6 seconds doesn't work, some come DB you have to lose one or the other)
Now here's the thing... these 2 builds are not transferable from one area to the other... therefor I think those of us who do pvp mostly will have to Tank in the pve setting. and those of us pveing mostly will either have to hide in the Zerg and hope to not get hit in the cross fire, or go cookie cutter sorc.(cookie cutter sorc is using burst damage, 1 resto staff, 1 destro staff with trade mark abilities like crushing shock, mines, streak, and frags to destroy opponents)
Niche builds are basically being annihilated by this DB patch...and proxy counting pets as targets and scaling much higher much faster means pet builds are pretty much done in pvp. Also with our primary curse damage being deemed not a dot...our damage has been nerfed there as well since we can't invest in thermaturge to get that higher amount of damage. So yeah... think pet builds are done for now.
CC sustain builds may still be viable but we're going to need to highly consider not running shields and instead running hp instead because you can't take an even larger dps hit on a low dps build.
Anyway I think since Stamina sorcs are going to be getting some stuff, Magick sorcs need some attention to their passives and abilities as well.
We have lost our Sorc-ness, and need a new identity. Now personally I kinda like the GW2 idea with the mesmer class... Lots of pets, executes, and CC/bleed/confusion/condition effects to take down opponents. For non pet builds I like the idea of having more AOE static (this is my house) type of damage builds to combat the whole invisible/untargetable/shuffle/shielded builds that are going to be new meta. AS for passives... Anything that gives us more life and more life steal at this point.. we're totally screwed on that end without shields.
*******************************************************************************************
IF YOU DON"T UNDERSTAND THE ISSUE SORCS ARE HAVING WITH SHIELD REDUCTION AND OTHER NERFS PLEASE READ THIS BEFORE MAKING A POST STATING YOU DON'T UNDERSTAND. Thanks ~Broken'Stick
*******************************************************************************************
Why is the duration 6 seconds?
Because how long does fear last? right so u shield up. the NB gets a smirk, buffs up, fears you, u run around like and idiot lose ur shields, and he gets his combo in unmitigated. A well timed Dizzy swing and ur on the ground, ult time as soon as the shields expire. IT is basically just a way to give EVERY class their own shot at us without having to go through any mitigation. and lets not forget the dirty little secret of the transmutation set. If you are healed by a person and are wearing 7/7 impen... Sorcs CANNOT heal off you because you are immune to critical strikes. Also with everyone having shields...same issue. So sorcs cannot recover hp.
Why do I personally have an issue with the changes?
It isn't that they Changed just my shields and I'm QQing in the corner. let me try to paint a picture everyone can see.
In pvp... Every class has it's own damage mitigation techniques. NBs can stealth, shuffle, dodge. Dks Traditionally are the tankiest of builds and can mitigate damage greatly; they also get flappy wings to reflect direct damage projectiles such as crystal frags, overload, crushing shock, flame clench, and that sorta thing. Templars can out mitigate, out heal, and have insane resource management to get by, Sorcs have Streak, rune prison, soft CC, and Shields as our Damage mitigation techniques.
A broad description that isn't by any means absolute. or the entire story...but u get the idea...every class has it's own WAY of dealing with heavy damage.
So I'm playing a pet build...doing Awsome btw : https://www.twitch.tv/trixytricks/v/64395447 : And then Zos comes in and goes hey... shield duration reduced by 70%, Your pet curse now is not considered a dot and thus does not benefit from CP in thermaturge (these things are 2 major nerfs to my pets survival, my resource management, my ability to not get randomly ganked, etc) ..... okay awsome..... but they weren't finished. ALSO all shields now protect against all damage, every class can now shield stack, AND we're upping the damage of proxy. (5 pets x 25% more damage + me roughly means im going to take 20k damage from it by myself...if not more) So now all my opponents just got tougher, my dps just got lower, and they put in basically a kill switch to my pet build.
understand a little bit of my frustration here?
By no means is that all they did, nor all they will do... they gotta do something about stamina sorc now...which probably means magicka sorcs of all kinds are about to lose something.
And thats just talking about this specific build. Sorc shield tanks, CC sustain sorc builds, and others are on the chopping block too. It's a wide range of builds that are going to suffer by changing a "class defining" skill.
Why do I have problems with it in pve?
basically our BIS gear (to be remotely competitive) doesn't give HP, and our defenses are paper thin... like unshielded we get one shot thin. So traditionally we used shields so we didn't have to lose THAT much dps by dropping lots of points into hp or jumping heavy armor or the like. Now in pve they are basically making us take off our shields..because there is no way to run molag kena (skills cost 33% more) and do a skill rotation and be spamming shields every 6 seconds. Which means we have to adapt... Maybe slotting a pet in the place of the shield would give enough hp room for templar healer to keep us up...idk but either way it's a massive change to sorcs, and it's a tough bullet to swallow to have to depend on the competency of another for survival.
Why do I feel like a wet noodle next to other classes in the dps role?
have you been in a parse with someone on the higher end of the dps spectrum. aka actually wearing bis gear? a NB or DK can easily pull 50k dps. Templar HEALERS doing their job can do 20k+ dps. Sorcs doing all their rotations, perfectly buffed, and in cookie cutter builds struggle to break 25k.
And remember the other classes shield stacking too...so if your doing the same ur cutting your dps for a no win scenerio. Dk's are now the best shield stackers with flappy wings, thorn shield (reflects 33% damage back), and the fact they can self heal and pretty much already dominated the damage mitigation scene prior to this anyway.
Our shields where donated to the other classes. my honest opinion is to ditch em, and try to go for something else. otherwise it is kinda like the vanilla days of wow...paladin vs paladin.
What else do I hate about DB changes as far as sorcs are concerned?
Currently we lack Complete originality in the area of Stamina sorcs (which use very few class skills and basically just use being a "sorc" as a utility)
And With magicka sorcs being the bottom of the barrel dps wise across the board and the fact our class "unique-ness" has been lost due to the fact everyone is now inheriting our damage mitigation techniques while retaining their own...
Get ganked by a shielded NB from stealth...because you forgot to spam your shield Every 6 seconds while walking around.
Sorcs are no longer the best shielders... DK's are. With flappy wings, thorn shield, and heavy damage mitigation...they're the new kings.
I hate that I'm having to rethink and recraft all my gear now. No longer can I depend on shields to get me through...but im lost as to what to do.
Currently I'm thinking with our shields being reduced to 6 seconds and it just not being feasible to refresh them constantly on a pet build or CC based sustain build for pvp we need to invest in tactics that Don't use shields... for that we basically need to take all points out of magicka and invest in health instead... utilizing the new buffs in heavy armor, and the +8% max hp for having a pet summoned we stack that with entrophy + 8% and we'll see a build that can actually take a hit from enemy players. The problem with this idea is where is our damage coming from, and more importantly how are we sustaining such a build? There is a pvp set that combined with 7/7 impren makes builds uncritable , and therefor we can't rely on critical surge for anything at all. As for our pet... he's 15k hp in DB and shieldless he's pretty much a one shot. But maybe there is a way to mitigate damage enough to let mutagens or something do the work for us.
For pve... shields are pointless, we;re already the lowest dps...refreshing a shield every 6 seconds is absolutely pointless. Infact it is a liability. So we're going to have to rely on healers, Slot a pet instead of a shield for the extra 8% hp (since our best in slot gear doesn't give us hp) and try to do our basic OL set up (molag kena and shield casting every 6 seconds doesn't work, some come DB you have to lose one or the other)
Now here's the thing... these 2 builds are not transferable from one area to the other... therefor I think those of us who do pvp mostly will have to Tank in the pve setting. and those of us pveing mostly will either have to hide in the Zerg and hope to not get hit in the cross fire, or go cookie cutter sorc.(cookie cutter sorc is using burst damage, 1 resto staff, 1 destro staff with trade mark abilities like crushing shock, mines, streak, and frags to destroy opponents)
Niche builds are basically being annihilated by this DB patch...and proxy counting pets as targets and scaling much higher much faster means pet builds are pretty much done in pvp. Also with our primary curse damage being deemed not a dot...our damage has been nerfed there as well since we can't invest in thermaturge to get that higher amount of damage. So yeah... think pet builds are done for now.
CC sustain builds may still be viable but we're going to need to highly consider not running shields and instead running hp instead because you can't take an even larger dps hit on a low dps build.
Anyway I think since Stamina sorcs are going to be getting some stuff, Magick sorcs need some attention to their passives and abilities as well.
We have lost our Sorc-ness, and need a new identity. Now personally I kinda like the GW2 idea with the mesmer class... Lots of pets, executes, and CC/bleed/confusion/condition effects to take down opponents. For non pet builds I like the idea of having more AOE static (this is my house) type of damage builds to combat the whole invisible/untargetable/shuffle/shielded builds that are going to be new meta. AS for passives... Anything that gives us more life and more life steal at this point.. we're totally screwed on that end without shields.
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IF YOU DON"T UNDERSTAND THE ISSUE SORCS ARE HAVING WITH SHIELD REDUCTION AND OTHER NERFS PLEASE READ THIS BEFORE MAKING A POST STATING YOU DON'T UNDERSTAND. Thanks ~Broken'Stick
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Why is the duration 6 seconds?
Because how long does fear last? right so u shield up. the NB gets a smirk, buffs up, fears you, u run around like and idiot lose ur shields, and he gets his combo in unmitigated. A well timed Dizzy swing and ur on the ground, ult time as soon as the shields expire. IT is basically just a way to give EVERY class their own shot at us without having to go through any mitigation. and lets not forget the dirty little secret of the transmutation set. If you are healed by a person and are wearing 7/7 impen... Sorcs CANNOT heal off you because you are immune to critical strikes. Also with everyone having shields...same issue. So sorcs cannot recover hp.
Why do I personally have an issue with the changes?
It isn't that they Changed just my shields and I'm QQing in the corner. let me try to paint a picture everyone can see.
In pvp... Every class has it's own damage mitigation techniques. NBs can stealth, shuffle, dodge. Dks Traditionally are the tankiest of builds and can mitigate damage greatly; they also get flappy wings to reflect direct damage projectiles such as crystal frags, overload, crushing shock, flame clench, and that sorta thing. Templars can out mitigate, out heal, and have insane resource management to get by, Sorcs have Streak, rune prison, soft CC, and Shields as our Damage mitigation techniques.
A broad description that isn't by any means absolute. or the entire story...but u get the idea...every class has it's own WAY of dealing with heavy damage.
So I'm playing a pet build...doing Awsome btw : https://www.twitch.tv/trixytricks/v/64395447 : And then Zos comes in and goes hey... shield duration reduced by 70%, Your pet curse now is not considered a dot and thus does not benefit from CP in thermaturge (these things are 2 major nerfs to my pets survival, my resource management, my ability to not get randomly ganked, etc) ..... okay awsome..... but they weren't finished. ALSO all shields now protect against all damage, every class can now shield stack, AND we're upping the damage of proxy. (5 pets x 25% more damage + me roughly means im going to take 20k damage from it by myself...if not more) So now all my opponents just got tougher, my dps just got lower, and they put in basically a kill switch to my pet build.
understand a little bit of my frustration here?
By no means is that all they did, nor all they will do... they gotta do something about stamina sorc now...which probably means magicka sorcs of all kinds are about to lose something.
And thats just talking about this specific build. Sorc shield tanks, CC sustain sorc builds, and others are on the chopping block too. It's a wide range of builds that are going to suffer by changing a "class defining" skill.
Why do I have problems with it in pve?
basically our BIS gear (to be remotely competitive) doesn't give HP, and our defenses are paper thin... like unshielded we get one shot thin. So traditionally we used shields so we didn't have to lose THAT much dps by dropping lots of points into hp or jumping heavy armor or the like. Now in pve they are basically making us take off our shields..because there is no way to run molag kena (skills cost 33% more) and do a skill rotation and be spamming shields every 6 seconds. Which means we have to adapt... Maybe slotting a pet in the place of the shield would give enough hp room for templar healer to keep us up...idk but either way it's a massive change to sorcs, and it's a tough bullet to swallow to have to depend on the competency of another for survival.
Why do I feel like a wet noodle next to other classes in the dps role?
have you been in a parse with someone on the higher end of the dps spectrum. aka actually wearing bis gear? a NB or DK can easily pull 50k dps. Templar HEALERS doing their job can do 20k+ dps. Sorcs doing all their rotations, perfectly buffed, and in cookie cutter builds struggle to break 25k.
And remember the other classes shield stacking too...so if your doing the same ur cutting your dps for a no win scenerio. Dk's are now the best shield stackers with flappy wings, thorn shield (reflects 33% damage back), and the fact they can self heal and pretty much already dominated the damage mitigation scene prior to this anyway.
Our shields where donated to the other classes. my honest opinion is to ditch em, and try to go for something else. otherwise it is kinda like the vanilla days of wow...paladin vs paladin.
What else do I hate about DB changes as far as sorcs are concerned?
Currently we lack Complete originality in the area of Stamina sorcs (which use very few class skills and basically just use being a "sorc" as a utility)
And With magicka sorcs being the bottom of the barrel dps wise across the board and the fact our class "unique-ness" has been lost due to the fact everyone is now inheriting our damage mitigation techniques while retaining their own...
Get ganked by a shielded NB from stealth...because you forgot to spam your shield Every 6 seconds while walking around.
Sorcs are no longer the best shielders... DK's are. With flappy wings, thorn shield, and heavy damage mitigation...they're the new kings.
I hate that I'm having to rethink and recraft all my gear now. No longer can I depend on shields to get me through...but im lost as to what to do.
Currently I'm thinking with our shields being reduced to 6 seconds and it just not being feasible to refresh them constantly on a pet build or CC based sustain build for pvp we need to invest in tactics that Don't use shields... for that we basically need to take all points out of magicka and invest in health instead... utilizing the new buffs in heavy armor, and the +8% max hp for having a pet summoned we stack that with entrophy + 8% and we'll see a build that can actually take a hit from enemy players. The problem with this idea is where is our damage coming from, and more importantly how are we sustaining such a build? There is a pvp set that combined with 7/7 impren makes builds uncritable , and therefor we can't rely on critical surge for anything at all. As for our pet... he's 15k hp in DB and shieldless he's pretty much a one shot. But maybe there is a way to mitigate damage enough to let mutagens or something do the work for us.
For pve... shields are pointless, we;re already the lowest dps...refreshing a shield every 6 seconds is absolutely pointless. Infact it is a liability. So we're going to have to rely on healers, Slot a pet instead of a shield for the extra 8% hp (since our best in slot gear doesn't give us hp) and try to do our basic OL set up (molag kena and shield casting every 6 seconds doesn't work, some come DB you have to lose one or the other)
Now here's the thing... these 2 builds are not transferable from one area to the other... therefor I think those of us who do pvp mostly will have to Tank in the pve setting. and those of us pveing mostly will either have to hide in the Zerg and hope to not get hit in the cross fire, or go cookie cutter sorc.(cookie cutter sorc is using burst damage, 1 resto staff, 1 destro staff with trade mark abilities like crushing shock, mines, streak, and frags to destroy opponents)
Niche builds are basically being annihilated by this DB patch...and proxy counting pets as targets and scaling much higher much faster means pet builds are pretty much done in pvp. Also with our primary curse damage being deemed not a dot...our damage has been nerfed there as well since we can't invest in thermaturge to get that higher amount of damage. So yeah... think pet builds are done for now.
CC sustain builds may still be viable but we're going to need to highly consider not running shields and instead running hp instead because you can't take an even larger dps hit on a low dps build.
Anyway I think since Stamina sorcs are going to be getting some stuff, Magick sorcs need some attention to their passives and abilities as well.
We have lost our Sorc-ness, and need a new identity. Now personally I kinda like the GW2 idea with the mesmer class... Lots of pets, executes, and CC/bleed/confusion/condition effects to take down opponents. For non pet builds I like the idea of having more AOE static (this is my house) type of damage builds to combat the whole invisible/untargetable/shuffle/shielded builds that are going to be new meta. AS for passives... Anything that gives us more life and more life steal at this point.. we're totally screwed on that end without shields.
byrom101b16_ESO wrote: »The six second shield
There are already plenty of comments about how much more prevalent the anti-shield set is going to be with this change... and they aren't complaints - they are playground-level taunts from those anticipating Sorc-wrecking in PvP.
lassitershawn wrote: »Really want to understand what the big deal is here...
- Small nerf in PvP, barely noticeable nerf versus a good opponent that knows how to do damage. Real nerf to sorcs was the nerf to our burst by getting rid of our Dawnbreaker of Smiting and Proximity Detonation. If you are competent, defenses in PvP should not be hurt. Yes, I played on PTS, and I did not really feel 6 second shields as a problem. We were overtuned in PvP last update, and we are going to have to work harder for a good burst now, especially since sustain will be more important this update with new poisons and cost increases to all skills (I do not know if this is a bug or not yet). Also having to refresh shields more often will hurt our ability to pressure enemies. I suspect magicka sorcs will still be excellent in solo PvP and also group PvP a lot more now with the new AWESOME negate.
- No nerf in competitive group PvE. Sorcs have six bar slots in PvE, because we have to slot two toggles. If you want to deal competitive DPS, you have no room for a shield. The ONLY place I use a shield in PvE is vMA and lamias on Serpent. I run minimum HP (16,809) and by simply not standing in red and trusting my healers and tank, I'm always fine. Lamias on Serpent are easy, so it isn't really an issue anyways, and in vMA if you are taking heavy incoming damage your shield will not last 6 seconds anyways. The only place the nerf will hurt in vMA is if you are DPSing and not taking heavy damage, and have to spend more time refreshing shields. And honestly Power Surge may very well keep you in good shape during these situations (after minor prophecy I have ~75% crit chance in vMA). Sorcs will still be excellent in vMA if for no reason other than Overload is easily the best tool in vMA.
The real issue with sorc changes is that stamsorc still sucks. I don't get why people want to play a stam sorcerer, but there are plenty that do, and as long as this is true stamsorc should be made more viable.
byrom101b16_ESO wrote: »Thank you NativeJoe & Drummerx04 for blowing the problem-deniers away with your posts.
A shame it won't make a blind bit of difference.
The points made are entirely self-evident once you think about them logically for more than 15 seconds.
Unfortunately the words 'think' and 'logic' are lost on people who either cannot, or will not see what is right in front of them.
Sorcerer's are to be hollowed out by this imbecilic 'fix'. It makes Sorcerer's the ONLY class that has to choose between offence or defence, the rest get to use both at the same time, and do greater damage doing it.
Do we REALLY have to suffer what is blindingly obvious to anyone with a hint of common sense and intelligence - weeks or months of getting dumped on from a great height BY DESIGN, before ZOS change this back with the suffix 'not intended', or is there the courage anywhere within the Dev. Team to put their hands up and admit this is a train crash before the train actually derails?
Hold your breath if you dare...
That's the best case scenario as far as I see it. To be honest, if was a betting man I'd put real money down that the 6 second shield fiasco is the 'bad news' which they will withdraw later giving us 12 second shields so all the 5-second-memory forum guppies will clap and cheer about how 'responsive' ZOS are and 'how they listened' whilst forgetting that we've been nerfed to the tune of 8 seconds and the other classes have been handed our mojo for free on top of their own.
I might just be cynical enough to be able to apply for a prole-manipulation job in the customer psy-ops and propaganda department at ZOS.
As for their motivations for crashing and burning an entire class - go figure?
byrom101b16_ESO wrote: »The fix for this is simplicity itself, but ZOS refuse to do it without messing up other areas of play because it appears that they don't want to be seen to be agreeing with their players (or whetever their motivation is...).
SHIELD FIX 101
1. Leave durations on shields cast by a character on themselves as they are, except where in some cases shields are already too short in duration - in which case increase it to something useful
2. Reduce durations of any second+ type of shield cast on a toon from any source to 6 seconds
3. Leave Light Armour shield as it is
4. Make all shields critable
That fixes PvP without borking PvE, and makes shield stacking a short-duration option for emergencies only, especially with the bar swap for mutliple shield applications so often used by people.
How is that hard?
ZOS - your solution is lazy and constitutes a nerf with no value.
Here is where i disagree.
The suggestions listed above are PERFECT for leaving the existing one way only meta of max damage max crit blammo ignore sustain and frankly who cares about resist bc shield cracking is what matters model.
In that meta, the "only" optimal dbl-mundus TBS is the thief shadow.
And so the "only" armor trait worth it is impen, only wpn trait is nirn etc etc etc.
Or whatever.
I dont think zos efforts ACROSS THE PATCH are laxy but quite the opposite. I think they are trying to change the existing meta not just add to it. They are trying to create a much more dynamic combat play where everything has strengths and weakness to be exploited and trade-offs abound ubiquitously.
It would be EASY to just tweak here and there and allow the current meta to carry on into stagnation with a new better bang set or two per dlc... that would be easy and lazy and likely long term fail to remain dynamic and lively.
What they are doing this and the last patch may be many things but lazy is not one of them.
They are trying to change PvP meta while completely ignoring PvE viability and the general uniqueness of an entire class.
Khaos_Bane wrote: »
As sorcs are finding out, their class skills are now even being handed out ALL STA and MAG users. Templars had their primary heal nerfed and it was given to sorcs. This is a bad trend for the game period. It's also unfortunate that class defining skills keep getting nerfed as well, it just compounds the problem and pushes the envelope towards all classes being the same.
@Wrobel has a tough job for sure.