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.
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.
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.
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..?
PainfulFAFA wrote: »
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
PainfulFAFA wrote: »
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
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'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.
exiledtyrant wrote: »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 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.
Personally I would like to see something we actually need like major evasion and/or minor brutality.
SturgeHammer 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.
I think the chances of getting evasion on Hurricane which already has 2 major, 1 minor buffs and a DoT are zero tbh.
Mettaricana wrote: »Replies seem to be dwindling keep it up guys we wanna give devs a headache til they take us as serious as aspirin! Lol
SturgeHammer 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.
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
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.