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Stamina Sorcerer Feedback Thread: Patch 2.4.3 Update - Crit surge now affected by Battle Spirit

  • Grao
    Grao
    ✭✭✭✭✭
    Erock25 wrote: »
    Cathexis wrote: »
    Erock25 wrote: »
    but I just don't see a melee ultimate pet working (unless it is absolutely useless for PVP)

    I'm curious if this is typo, I can't see why anything should be entirely useless for pvp, or how that would somehow make something balanced. Storc has serious pvp problems....

    I'm saying it would be useless in PvP and that would be bad. They'd have to make it cc immune to be useful and I don't see that happening.

    Considering this would be an Ultimate Pet and that Atronachs in game (the Elite ones) cannot be CCed, I'd say they might make it immune to CCs actually. To balance that out they'd likely want to shorten its duration though.
  • PainfulFAFA
    PainfulFAFA
    ✭✭✭✭✭
    Air Atronach causing physical damage.. damn that sounds good
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • Dyride
    Dyride
    ✭✭✭✭✭
    I agree the Crit surge change is nice, even with only 3 DoTs (Hurricane, Caltrops, Poison Injection) and <50% crit chance there was a steady heal. I'm pretty excited to be trying out DW/SNB or SNB/Bow builds.

    I do like the idea of Dark Deal being uninterruptable except for CC. The resource return does take about ~1.3 secs where the channel time is supposed to be 1 sec. Giving the Minor regen buff for 5 secs after the channel could be nice.
    V Є H Є M Є И C Є
      Ḍ̼̭͔yride

      Revenge of the Bear

      ØMNI
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      Revenge of the Hist
      Revenge of the Deer


      Remember the Great Burn of of the Blackwater War!


      #FreeArgonia
    1. Dyride
      Dyride
      ✭✭✭✭✭
      I agree the Crit surge change is nice, even with only 3 DoTs (Hurricane, Caltrops, Poison Injection) and <50% crit chance there was a steady heal. I'm pretty excited to be trying out DW/SNB or SNB/Bow builds.

      I do like the idea of Dark Deal being uninterruptable except for CC. The resource return does take about ~1.3 secs where the channel time is supposed to be 1 sec. Giving the Minor regen buff for 5 secs after the channel could be nice.
      V Є H Є M Є И C Є
        Ḍ̼̭͔yride

        Revenge of the Bear

        ØMNI
        Solongandthanksforallthef
        Revenge of the Hist
        Revenge of the Deer


        Remember the Great Burn of of the Blackwater War!


        #FreeArgonia
      1. PainfulFAFA
        PainfulFAFA
        ✭✭✭✭✭
        Dyride wrote: »
        I agree the Crit surge change is nice, even with only 3 DoTs (Hurricane, Caltrops, Poison Injection) and <50% crit chance there was a steady heal. I'm pretty excited to be trying out DW/SNB or SNB/Bow builds.

        I do like the idea of Dark Deal being uninterruptable except for CC. The resource return does take about ~1.3 secs where the channel time is supposed to be 1 sec. Giving the Minor regen buff for 5 secs after the channel could be nice.

        Yes, a minor buff at leasts makes Dark Deal's cast time worth it. Especially in PvP where WB spammers, gapclose spammers, and other melee range builds can simply bash to interrupt.
        PC NA
        Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
        MagDK | Magplar | Magward | Mageblade | Stamsorc

      2. Cathexis
        Cathexis
        ✭✭✭✭✭
        Erock25 wrote: »
        Cathexis wrote: »
        Erock25 wrote: »
        but I just don't see a melee ultimate pet working (unless it is absolutely useless for PVP)

        I'm curious if this is typo, I can't see why anything should be entirely useless for pvp, or how that would somehow make something balanced. Storc has serious pvp problems....

        I'm saying it would be useless in PvP and that would be bad. They'd have to make it cc immune to be useful and I don't see that happening.

        Maybe if it had some nice active abilities?.. Like if you press the ult again it aoe knockbacks? ...or something particularly useful..?
        Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
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        Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
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      3. PainfulFAFA
        PainfulFAFA
        ✭✭✭✭✭
        Cathexis wrote: »
        Erock25 wrote: »
        Cathexis wrote: »
        Erock25 wrote: »
        but I just don't see a melee ultimate pet working (unless it is absolutely useless for PVP)

        I'm curious if this is typo, I can't see why anything should be entirely useless for pvp, or how that would somehow make something balanced. Storc has serious pvp problems....

        I'm saying it would be useless in PvP and that would be bad. They'd have to make it cc immune to be useful and I don't see that happening.

        Maybe if it had some nice active abilities?.. Like if you press the ult again it aoe knockbacks? ...or something particularly useful..?

        A stationary Air Atronach thats does a spin attack with its swords. Activate again for it to blow up dealing X physical damage <3
        PC NA
        Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
        MagDK | Magplar | Magward | Mageblade | Stamsorc

      4. Cathexis
        Cathexis
        ✭✭✭✭✭
        Cathexis wrote: »
        Erock25 wrote: »
        Cathexis wrote: »
        Erock25 wrote: »
        but I just don't see a melee ultimate pet working (unless it is absolutely useless for PVP)

        I'm curious if this is typo, I can't see why anything should be entirely useless for pvp, or how that would somehow make something balanced. Storc has serious pvp problems....

        I'm saying it would be useless in PvP and that would be bad. They'd have to make it cc immune to be useful and I don't see that happening.

        Maybe if it had some nice active abilities?.. Like if you press the ult again it aoe knockbacks? ...or something particularly useful..?

        A stationary Air Atronach thats does a spin attack with its swords. Activate again for it to blow up dealing X physical damage <3

        Personally I think it's overdue for atro to be a moving pet. If we could get a morph that did melee attacks and could be exploded for like 15k physical damage that would be an adequate ult. At present atro is pretty much only useful in 1v1 as a mild DPS boost but primarily for turf control.
        Edited by Cathexis on May 13, 2016 4:53AM
        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
      5. Sparky617
        Sparky617
        ✭✭✭
        My Appologies if this was already mentioned. If it hasn't, then I hope you all like the idea.

        I have always enjoyed playing around with "Restraining Prison" as a sword and board, Khajjit Stam Sorc. That cat was my first serious character in ESO....Back when soft caps made a hybrid feel viable. It's not a PvP thing for me, it's more of a Solo thing that I use here and there. Either way, I'd really enjoy a stamina version of Restraining Prison that had applied a poison, DOT, or poison DOT... I'd even be willing to give up the snare since I have "Deep Slash" slotted anyways...
      6. Mettaricana
        Mettaricana
        ✭✭✭✭✭
        ✭✭✭
        Replies seem to be dwindling keep it up guys we wanna give devs a headache til they take us as serious as aspirin! Lol
      7. PainfulFAFA
        PainfulFAFA
        ✭✭✭✭✭
        Cathexis wrote: »
        Cathexis wrote: »
        Erock25 wrote: »
        Cathexis wrote: »
        Erock25 wrote: »
        but I just don't see a melee ultimate pet working (unless it is absolutely useless for PVP)

        I'm curious if this is typo, I can't see why anything should be entirely useless for pvp, or how that would somehow make something balanced. Storc has serious pvp problems....

        I'm saying it would be useless in PvP and that would be bad. They'd have to make it cc immune to be useful and I don't see that happening.

        Maybe if it had some nice active abilities?.. Like if you press the ult again it aoe knockbacks? ...or something particularly useful..?

        A stationary Air Atronach thats does a spin attack with its swords. Activate again for it to blow up dealing X physical damage <3

        Personally I think it's overdue for atro to be a moving pet. If we could get a morph that did melee attacks and could be exploded for like 15k physical damage that would be an adequate ult. At present atro is pretty much only useful in 1v1 as a mild DPS boost but primarily for turf control.

        I forgot to mention that part that since the air Atro is stationary, he should also have CC immunity the entire time. ;)
        PC NA
        Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
        MagDK | Magplar | Magward | Mageblade | Stamsorc

      8. Brrrofski
        Brrrofski
        ✭✭✭✭✭
        ✭✭✭✭
        Grao wrote: »
        Erock25 wrote: »
        Cathexis wrote: »
        Erock25 wrote: »
        but I just don't see a melee ultimate pet working (unless it is absolutely useless for PVP)

        I'm curious if this is typo, I can't see why anything should be entirely useless for pvp, or how that would somehow make something balanced. Storc has serious pvp problems....

        I'm saying it would be useless in PvP and that would be bad. They'd have to make it cc immune to be useful and I don't see that happening.

        Considering this would be an Ultimate Pet and that Atronachs in game (the Elite ones) cannot be CCed, I'd say they might make it immune to CCs actually. To balance that out they'd likely want to shorten its duration though.

        Summoned athos can be CCed currently, so can't see it being any different.
      9. exiledtyrant
        exiledtyrant
        ✭✭✭
        So after 5 days of using a stam sorc template with the new adjustments my second impression is this:

        Hurricane: This skill feels like it is pretty much complete now. It's not the end all be all damage attack that everyone was hoping for, but it does well in other areas. It is a great defensive utility that also happens to do damage. I am OK with that.

        Disintegrate: A good passive to have. I wish the execute range was a bit higher for both damage types but there are probably good reasons why it isn't.

        Energized: More damage to help balance out the passive disparity is always good.

        Surge: Surge is good and bad at the same time. It can be used in more builds now, but it is not really competitive with other Major brutality buffs. Its heal should be sufficient for group content and PvP because it plays out like a better vigor. However the healing is terrible for spike damage much like dark exchange. I have no real mitigation options to support this type of sustained healing. Granted this type of situation only feels relevant in VMA and ganking. I go into these issues more in-depth in the spoiler below.
        I like the direction of the current Surge. It allows for a heal that is competitive with other HOTs at 0 stat investment. It also allows for builds that do or do not use high crit chance the ability to make use of it. This allows various types of builds and weapon choices to make use of a class defining ability so I think that is a good direction. Much better than forcing certain build types and leaving everyone else without.

        My main issues with the ability stems from its competitiveness vs other Brutality buffs and the lack of Sorcerer mitigation in extended fights. Other potential brutality buffs for sorcerer would include Rally, Hidden Blade, and now the Dreugh Slayer 5 piece. When you look at potential utility the surge competes with it looks like this:

        Surge:

        Sustained heal
        Major Brutality buff


        or

        Sustained heal
        Major Sorcery buff


        Rally:

        Sustained Heal
        Burst Heal
        Major Brutality Buff


        Or

        Sustained Heal
        Root/Immobile immunity
        Major Brutality Buff


        Hidden Blade

        Ranged damage
        Snare
        Major Brutality buff


        Or

        Ranged AOE
        Snare
        Major Brutality Buff


        Dreugh Slayer

        Infinite Duration
        Major Expedition on kill
        1 - 2 extra skill slots
        Major Brutality Buff



        So at first glance you can see Surge appears under budget compared to other Major Brutality options. Also take into account that Surge is a class defining ability while the other options are not. This leads me to the conclusion that surge needs at least one more addition to become competitive with other buffs.

        Secondly the constant push towards sustained fighting has not come with options to increase mitigation in a sustained fight. I would get a lot more out of my heals, and I think a lot of people would stop pushing for higher burst heals if there were ways to stop our hp bar from spiking. More ways to slow the damage down would be a better addition , in my opinion, than over tuned healing that could become overpowered or trivialize content.

        Dark Exchange: A good heal and a unique resource restoration bonus. The ability is good when damage is not spikey and terrible when damage is spikey. The cast time is prohibitive past a certain % of health ( which seems to be about 25% or less). This will also not be the PvP heal that everyone can latch onto. I know it was said in ESO live that all skills don't have to be good for PvP and vice versa. I can accept that Dark exchange will basically be like the DK dragon blood, but if that's the case the heal has to be really good in all PvE situations. Right now it is not.

        I would personally like to see damage reduction applied to the caster while casting dark exchange ( in the 25-50% range). This would give the caster time to get off heals when their health spikes to low to wait for 1 second activation. Cast time could also be removed , but then this skill would be just like everything else that is spammed.

        **********************************************************************************************************

        Last but not least I would request some more defensive utility. I keep seeing all this attention brought to all forms of offense. I too once wanted more attacks implemented. After playing in the PTS these past few weeks my mind has changed. I am ok with the damage options I have now. Not every class has to or should be defined by how they blow things up. Unique utility and defensive options would make a lot more difference to me now. With the push to more sustained fighting and healing my stam sorcerer needs more ways to stay in the fight.

        Some examples would be:
        • Dark exchange reducing damage taken while casting and adding lingering protection buff after cast.
        • Gain a damage shield after traveling X distance every X seconds
        • Critical hits triggers minor maim, enemies below X health are inflicted with major maim instead.
        • X% of damage taken is transferred to your pet
        • Pets that can actually tank damage in today's content. That means high health and high mitigation pets. Basically like how they were useful when you start the game. I could summon a pet while I was leveling and there would actually be some merit to their existence. I can't summon a pet now at VR 16 and get the same mileage.
        • After X attacks release a static discharge stunning enemies in a area for X seconds.
        Edited by exiledtyrant on May 16, 2016 9:58AM
        If all are brethren
        How could my hands not tremble
        As breath fled my prey?

        What blinds my vision?
        My hands are tools; it must be
        The haze of blossoms

        -Salous the Penitent
      10. luxfreak
        luxfreak
        ✭✭✭
        So after 5 days of using a stam sorc template with the new adjustments my second impression is this:

        Hurricane: This skill feels like it is pretty much complete now. It's not the end all be all damage attack that everyone was hoping for, but it does well in other areas. It is a great defensive utility that also happens to do damage. I am OK with that.

        Disintegrate: A good passive to have. I wish the execute range was a bit higher for both damage types but there are probably good reasons why it isn't.

        Energized: More damage to help balance out the passive disparity is always good.

        Surge: Surge is good and bad at the same time. It can be used in more builds now, but it is not really competitive with other Major brutality buffs. Its heal should be sufficient for group content and PvP because it plays out like a better vigor. However the healing is terrible for spike damage much like dark exchange. I have no real mitigation options to support this type of sustained healing. Granted this type of situation only feels relevant in VMA and ganking. I go into these issues more in-depth in the spoiler below.
        I like the direction of the current Surge. It allows for a heal that is competitive with other HOTs at 0 stat investment. It also allows for builds that do or not use high crit chance the ability to make use of it. This allows various types of builds and weapon choices to make use of a class defining ability so I think that is a good direction. Much better than forcing certain build types and leaving everyone else without.

        My main issues with the ability stems from its competitiveness vs other Brutality buffs and the lack of Sorcerer mitigation in extended fights. Other potential brutality buffs for sorcerer would include Rally, Hidden Blade, and now the Dreugh Slayer 5 piece. When you look at potential utility the surge competes with it looks like this:

        Surge:

        Sustained heal
        Major Brutality buff


        or

        Sustained heal
        Major Sorcery buff


        Rally:

        Sustained Heal
        Burst Heal
        Major Brutality Buff


        Or

        Sustained Heal
        Root/Immobile immunity
        Major Brutality Buff


        Hidden Blade

        Ranged damage
        Snare
        Major Brutality buff


        Or

        Ranged AOE
        Snare
        Major Brutality Buff


        Dreugh Slayer

        Infinite Duration
        Major Expedition on kill
        1 - 2 extra skill slots
        Major Brutality Buff



        So at first glance you can see Surge appears under budget compared to other Major Brutality options. Also take into account that Surge is a class defining ability while the other options are not. This leads me to the conclusion that surge needs at least one more addition to become competitive with other buffs.

        Secondly the constant push towards sustained fighting has not come with options to increase mitigation in a sustained fight. I would get a lot more out of my heals, and I think a lot of people would stop pushing for higher burst heals if there were ways to stop our hp bar from spiking. More ways to slow the damage down would be a better addition , in my opinion, than over tuned healing that could become overpowered or trivialize content.

        Dark Exchange: A good heal and a unique resource restoration bonus. The ability is good when damage is not spikey and terrible when damage is spikey. The cast time is prohibitive past a certain % of health ( which seems to be about 25% or less). This will also not be the PvP heal that everyone can latch onto. I know it was said in ESO live that all skills don't have to be good for PvP and vice versa. I can accept that Dark exchange will basically be like the DK dragon blood, but if that's the case the heal has to be really good in all PvE situations. Right now it is not.

        I would personally like to see damage reduction applied to the caster while casting dark exchange ( in the 25-50% range). This would give the caster time to get off heals when their health spikes to low to wait for 1 second activation. Cast time could also be removed , but then this skill would be just like everything else that is spammed.

        **********************************************************************************************************

        Last but not least I would request some more defensive utility. I keep seeing all this attention brought to all forms of offense. I too once wanted more attacks implemented. After playing in the PTS these past few weeks my mind has changed. I am ok with the damage options I have now. Not every class has to or should be defined by how they blow things up. Unique utility and defensive options would make a lot more difference to me now. With the push to more sustained fighting and healing my stam sorcerer needs more ways to stay in the fight.

        Some examples would be:
        • Dark exchange reducing damage taken while casting and adding lingering protection buff after cast.
        • Gain a damage shield after traveling X distance every X seconds
        • Critical hits triggers minor maim, enemies below X health are inflicted with major maim instead.
        • X% of damage taken is transferred to your pet
        • Pets that can actually tank damage in today's content. That means high health and high mitigation pets. Basically like how they were useful when you start the game. I could summon a pet while I was leveling and there would actually be some merit to their existence. I can't summon a pet now at VR 16 and get the same mileage.
        • After X attacks release a static discharge stunning enemies in a area for X seconds.

        I personally realy like to idea of the chargin for stun for pvp,
        and generally the idea of inflicting minor/major maim.
        Second would give a Stamina Sorcer, or at least sorc at all, a sure place inside progress raids, as major maim would be so strong and would secure the kill in the execute phase.
        It would as well give the Stamina Sorc the power to use minor and major maim in an Area of Effect with steel tornato and Hurricane and caltrops, making him an powerhouse in Raid Trash and a real mean counter Zerg character, that would be supported by the new charged aoe stun.
        Overall your ideas sound realy nice and not too hard to balance.

        The Shield after Traveling would make up for the reduced duration of shields as a counter-gank measure.
        Tank/DD with Hof HM clear
      11. Jar_Ek
        Jar_Ek
        ✭✭✭✭✭
        I would concur with the above from my rather more limited testing:

        1. Damage output seems ok with passive changes and weapon skill changes (but I still need to test more to be sure of this and I would like a bound weapon attack).
        2. Surge is now a sustained HoT with no burst potential on a class with no stamina emergency defensive abilities. This is a problem.
        3. Surge having a major brutality buff is competing against other sources of the same buff and comes up short...
        4. Dark Deal cast time is still an issue as the ability is interruptable and stamina sorcerers cannot hide behind a strong ward as easily as magicka. It also isn't good for Tank builds with a cast time. If there needs to be a cast time then the stamina return needs to be better and using it needs to not be a death sentence.
        5. Pets die too easily for stamina sorcerer use and don't scale with stamina. We have no protective ward's for them.
        6. There are very few utility magicka abilities that are useful to stamina builds due to both scaling and cost. This makes many interesting options essentially unplayable.

        Ideas:
        Change rebate to a buff if Bound Armour / a Pet is slotted. 8% to highest resource stat.
        Change Bound Armour to a non toggle. It provides minor armour and spell resist buffs. It can be activated to provide a short term defensive effect (such as a minor protection buff). Morphs are for Bound weapon and Bound Fortress. Bound weapon adds heavy attack damage and activation summons a bound weapon (gives a berserk buff). Bound Fortress provides a better defensive buff on activation (such as a partial reflect, or a greater damage reduction)

        Place the ability to ward your pets with any ward that you cast into a passive.

        Change Dark Deal to instant cast, but very short duration HoT effect (same returns but over 2s) or add a damage reduction effect during an uninterruptible cast.
        Edited by Jar_Ek on May 13, 2016 12:34PM
      12. Cathexis
        Cathexis
        ✭✭✭✭✭
        Jar_Ek wrote: »
        I concur with the above from my rather more limited testing:

        1. Damage output seems ok with passive changes and weapon skill changes (but I still need to test more to be sure of this and I would like a bound weapon attack).
        2. Surge is now a sustained HoT with no burst potential on a class with no stamina emergency defensive abilities. This is a problem.
        3. Surge having a major brutality buff is competing against other sources of the same buff and comes up short...
        4. Dark Deal cast time is still an issue as the ability is interruptable and stamina sorcerers cannot hide behind a strong ward as easily as magicka. It also isn't good for Tank builds with a cast time. If there needs to be a cast time then the stamina return needs to be better and using it needs to not be a death sentence.
        5. Pets die too easily for stamina sorcerer use and don't scale with stamina. We have no protective ward's for them.
        6. There are very few utility magicka abilities that are useful to stamina builds due to both scaling and cost. This makes many interesting options essentially unplayable.

        Ideas:
        Change rebate to a buff if Bound Armour / a Pet is slotted. 8% to highest resource stat.
        Change Bound Armour to a non toggle. It provides minor armour and spell resist buffs. It can be activated to provide a short term defensive effect (such as a minor protection buff). Morphs are for Bound weapon and Bound Fortress. Bound weapon adds heavy attack damage and activation summons a bound weapon (gives a berserk buff). Bound Fortress provides a better defensive buff on activation (such as a partial reflect, or a greater damage reduction)

        Place the ability to ward your pets with any ward that you cast into a passive.

        Change Dark Deal to instant cast, but very short duration HoT effect (same returns but over 2s) or add a damage reduction effect during an uninterruptible cast.

        I agree with the changes to dark deal. I don't find the cast time particularly disabling on a health regen stam tank build but if you cant take a beating it definitely will lack utility. It would be much more versatile with the same returns tactically as a HoT. It seems like not a big deal to have a cast time until you realize you spend 70% of your down time spamming it. That said, when you cast it that much, you get really good at using it tactically - but there is no reason for it to be that way when the returns are meh at best.

        As for bound armor it needs an active cast component and they could scrap the heavy attack bonus if that would give them more wiggle room to give it something meaningful. Personally I would like to see something we actually need like major evasion and/or minor brutality.

        If we could get minor brutality on BA that would fill that gap and major evasion on hurricane, that would go a long way to condensing buffs and allow for flexibility with skill builds - and no I don't think that's a lot to ask when you look at this chart.

        NvOxZk9.png

        As a heavy build, we need to cast too many things to get all the necessary available buffs. It is really debilitating to stop mid combat rotate shuffle, hurricane/unstoppable, bound armor, rally/surge, rapid regen, vigor, and then spam dark deal/weave resto heavy attacks. It's a crazy amount of buffs and has a stupid high casting cost. Most opponents can get the same buffs faster and at a lower cost, and get at least some buffs from using offensive abilities. Not only that, but it leaves you with no room for offensive combos. I've actually reached a point now where one of my builds has actually started using NO offensive abilities short of ults (yes it can be done but it only works in PvP circumstantially).
        Edited by Cathexis on May 13, 2016 3:40PM
        Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
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        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
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      13. Brrrofski
        Brrrofski
        ✭✭✭✭✭
        ✭✭✭✭
        They missed a trick with morkuldin not being on bound armor instead. While active/slotted it has a chance to proc like morkuldin does. Weapon summing makes sense for a sorc anyway.
      14. SturgeHammer
        SturgeHammer
        ✭✭✭✭
        Cathexis wrote: »
        Personally I would like to see something we actually need like major evasion and/or minor brutality.

        Maybe access to minor berserk instead of minor brutality. Minor brutality doesn't stack with the the Major brutality provided by Crit Surge.

        Really though with the amount of raw weapon damage Stam Sorcs have as of 2.4.2 I don't think we will need another damage buff. Evasion would be fine, but I personally don't like passive dodge in any game. A major/minor mending buff would be nice to have.

        EDIT: Ignore the first two sentences, the buffs do stack, my information is not correct. Still would like to have access to Minor Berserk though.
        Edited by SturgeHammer on May 13, 2016 4:37PM
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      15. Jar_Ek
        Jar_Ek
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        I think the chances of getting evasion on Hurricane which already has 2 major, 1 minor buffs and a DoT are zero tbh.
      16. luxfreak
        luxfreak
        ✭✭✭
        Cathexis wrote: »
        Personally I would like to see something we actually need like major evasion and/or minor brutality.

        Maybe access to minor berserk instead of minor brutality. Minor brutality doesn't stack with the the Major brutality provided by Crit Surge.

        Really though with the amount of raw weapon damage Stam Sorcs have as of 2.4.2 I don't think we will need another damage buff. Evasion would be fine, but I personally don't like passive dodge in any game. A major/minor mending buff would be nice to have.

        Who told you that major and minor buffs would not stack itself, lol? major brutality of course stacks with minor brutality.
        Thats the whole point of tta major/minor system. Its limiting the amound of buffs we can get, but still allows us, and our group members, to make profit of each others aoe buffs.
        Tank/DD with Hof HM clear
      17. Tormjolnir
        Tormjolnir
        ✭✭
        At this point with the changes (granted I haven't tested them on PTS so this is all in my minds eye...) we now have options with weapon choices at least. Being all but forced into 2h before I think dual wield will be every bit as viable now and bow and sword and board were always workable. So I see that as good. The changes to our passives are also a good change.

        2 things I think that need to happen are:

        1) Bound Armaments toggle has to be removed and given the mage light treatment. ZOS has all but said they are doing away from toggle skills so see it done across all the skill lines. 11% increase to heavy attack damage is really weak compared to say 40% on the molten armaments. Boosting this to 25% would give us our spamable skill in the form heavy/light attacks if the skill was upgraded to include a damage bonus to our light attacks. Of course the max stam part needs to stay.

        2) Overload needs to have a physical damage morph or needs to properly scale with physical CP passives. Now Magika Sorcs get the bonus of extra damage on their ultimate via CP points. This needs to be made equal for Stam Sorcs. Overload is such a class defining skill. This to me is such a no brainer. I have no idea why this hasn't been addressed by ZOS for so long. I would also be ok with a physical damage Atro but I would prefer Overload.

        2 things I would also like to see are:

        1) A proper stam lightning gap closer that targets enemies to close gaps

        2) A proper stam lightning finisher

        Cheers,
        Jeremy (Torunnson)
      18. Cathexis
        Cathexis
        ✭✭✭✭✭
        Jar_Ek wrote: »
        I think the chances of getting evasion on Hurricane which already has 2 major, 1 minor buffs and a DoT are zero tbh.

        I don't disagree, and it may seem a bit excessive, but there is no rationalization why you couldn't add another buff beyond limiting for the sake of limiting.

        Looking at it in practice, unbreakable rooting > mobility = crippled expedition, and ward/resolve as far as I know always come as a package (I could be wrong) so it's conceivable to qualify them as one buff.

        Im not arguing it has to be that way, the critical point im trying to make is that the critical buffs need to be condensed (not only to reduce costs and down time but to make room for more offensive abilities as well), because there are too many. I don't care how they solve it, as much as that it gets solved.

        Also, I agree with minor berserk on BA if the other buff doesn't stack with surge/rally.
        Edited by Cathexis on May 13, 2016 4:35PM
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      19. Ajax_22
        Ajax_22
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        Replies seem to be dwindling keep it up guys we wanna give devs a headache til they take us as serious as aspirin! Lol

        I think pretty much everyone has said their piece. We've all given Wrobel things we would like to see changed, and talked about each others suggestions. The only thing to really talk about at this point is Surge, and no one wants to get into arguments about it anymore. Most people either hate it or love and aren't going to change their mind about how they feel on it, and further discussion about it is probably counter productive at this point.
      20. SturgeHammer
        SturgeHammer
        ✭✭✭✭
        luxfreak wrote: »
        Cathexis wrote: »
        Personally I would like to see something we actually need like major evasion and/or minor brutality.

        Maybe access to minor berserk instead of minor brutality. Minor brutality doesn't stack with the the Major brutality provided by Crit Surge.

        Really though with the amount of raw weapon damage Stam Sorcs have as of 2.4.2 I don't think we will need another damage buff. Evasion would be fine, but I personally don't like passive dodge in any game. A major/minor mending buff would be nice to have.

        Who told you that major and minor buffs would not stack itself, lol? major brutality of course stacks with minor brutality.
        Thats the whole point of tta major/minor system. Its limiting the amound of buffs we can get, but still allows us, and our group members, to make profit of each others aoe buffs.

        You are correct, I added a note to my older post to let people know to ignore that bit. It just comes up so rarely that I incorrectly assumed the Major overrode the Minor. Still would like to have access minor berserk though.
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      21. genjutsu_kami
        genjutsu_kami
        ✭✭✭
        Wrobel wrote: »
        Some great feedback in here. We're looking at addressing the following issues:
        • Lack of Sorcerer passives that are effective with stamina builds
        • Critical Surge doesn't proc with Flurry or DoT based builds
        • Stamina sorcerer doesn't feel unique from other stamina classes

        thank you!!!!!!

        please please give us an instant stam dps move, such as a stam crystal fragment, anything that is instant dps or cast dps but something stam based.

        the changes currently for stam sorc are great! please all we need is a instant stam ability and maybe some minor defence buffs but i don't want to get greedy like (night blades) *cough* *cough* but an instant stamina dps for stam sorc would be amazing.

        (if pets can be toggled on one bar and stay active...do high! physical damage.... I'm talking like 4k normal damage overtime and 8k crits...similar to concealed weapon then that would be great actually, id actually run around with pets. but this is a fantasy that you don't have to consider i don't want to take attention away from giving stam sorcs an instant dps ability thats the most important thing for me as an imperial stam sorc)
      22. STEVIL
        STEVIL
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        ✭✭✭
        Suggestions off of 2.4.2 to consider which IMo help both sta and mag a lot.

        TWO Shield morphs:
        EMPOWERED WARD lasts for 50% longer, so 9 secs off a base six sec shield.
        ENERGIZING WARD lasts for six seconds but at the end of six seconds its remaining strength converts to magica or magica/stamina at an X-to-1 ratio. (See blazing shield which goes boom at end with aoe burst and healing ward which converts remaining strength to health at end.)
        Consider scaling these off HEALTH so both STA and MAG get equal coverage. ratio of scale TBD by playtest.

        DARK NEXUS: Switch out dark exchange for a self-centered aoe burst damage with one magic damage morph (mag scaled) and one poison damage morph (sta based) giving both sorcs a rapid-cast spammable attack that procs the 8% dark magic heal as well as a change at procing the surge on crits.

        Keep surge as is in the 2.4.2 revision, allowing for playtest to possibly raise heal or quicken ticks. it SHOULD be and needs to be flat rate. but triggered by any attacks crit.
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      23. Spearblade
        Spearblade
        ✭✭✭✭
        Bound Weapon stam spam would be super cool. Stam spam in general...I just want the option to use a Class skill. I may still use Bloodthirst/Rapid Strikes. Options.

        Kill Ball of Lightning and make it a proper stamina gap closer. I want to go DW/Bow...but that leaves me with Silver Leash as closer...double press closer is dumb.
      24. Thal
        Thal
        ✭✭✭
        I LOVE the idea of a class-defining AOE with a mag and stam morph - something that you could spam in PvE to get out of a horde that does physical/magic damage (depending on morph) and is in the dark magic skill line. Perhaps it could apply a debuff to mobs or a buff to the group that is unique to Sorc.

        Overload morph scaled off stam, returning stam.. greedy perhaps, but it'd be fun.

        I still think that if stam sorc-ness (think You, Me, and Dupree here) is crit-based, that the passives or abilities need to give access to a maj/min Force buff. i.e. Crit surge major brutality removed (it's not unique) and replaced with force in some iteration. I can get major brutality via the weapon skill lines that we''ve been pushed toward.
      25. acw37162
        acw37162
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        Physical based ultimate.

        Bound armaments' while active after "x" number of hits taken gain a static charge' you can detonate a static charge for "y" damage by activating the ability for physical or shock damage depending on the morph or the set up.

        We need access to a summoning skill line for the 20% regen and BA could use the spectral bow treatment.

        Covers making the class unique
      26. Cathexis
        Cathexis
        ✭✭✭✭✭
        Spearblade wrote: »
        Bound Weapon stam spam would be super cool. Stam spam in general...I just want the option to use a Class skill. I may still use Bloodthirst/Rapid Strikes. Options.

        Kill Ball of Lightning and make it a proper stamina gap closer. I want to go DW/Bow...but that leaves me with Silver Leash as closer...double press closer is dumb.

        I'd really love to see the implementation of the passive that reduces the magicka cost of streak if you hit someone with it. As it's been said before, the nerf to bolt was implemented because people were giant forum DBs - sorry wait no I mean because people were mad sorcs could escape too easily. The argument was made that it SHOULD be used offensively. Well then in that case, make it able to be used offensively.

        I agree with you though. We need options, less restriction of skills for the passive regen bonus, and adequate buffs that cover all the basics without taking up all our skill slots.
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