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

  • Orious13
    Orious13
    I think the main question that we and ZoS should be asking is... "What do you want the Sorcerer to be?"

    In other words.. What is the point of the Dark Magic skill line? What is the point of the Daedra Summoning Skill line? What is the point of the storm calling skill line?

    For instance... you have Daedric mines in the Dark Magic skill line and Daedric Curse in the Daedric Summoning Skill line. To me Daedric mines acts more like a summon and Curse acts more like Dark magic. The point of me mentioning this is I feel since we have Staves that do their own elemental damage, the Sorc skills were just thrown in there to take up space and jumbled together. Then you have defensive skills like damage shield and bone armor in the Deadric Skill line and then hurricane (a defensive skill) also in the storm summing line...

    Let me break it down another way. Dark Magic seems to be more of a single and multiple target CC skill line. Summing is the defensive skill line. Storm Calling is the DPS skill line. I would say ZoS needs to reorganize these skill lines for specific purpose (not a specific class) so the entire class can make sense. Then from there tailor the active and passive skills for magicka or stamina based in a logical way.

    For example for the Storm Skill Line:
    • Lightening Form/Hurricane: MUCH Higher DPS/DOT, Keep movement speed buff and/or Slow all Enemies in AOE range, and remove armor bonus. Or instead of slowing enemies make it mana steal them since that kinda makes the lore people happy. Hybrid Offense+Defense skills SUCK. This skill should be something like a blitz krieg, a burst of offensive "bang and smash". Surge+Lightening Form should wreck with high DPS.

    Anyways... I just feel like the Sorc skills are all over the place and need some focus rather than trying to make them all cool hybrids of offense and defense. That sort of thing just doesn't work on an individual skill level. Let the individual skills be specific and let the players mix and match skills to create their own hybridity.


  • Cathexis
    Cathexis
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    Ahzek wrote: »
    Spearblade wrote: »

    Side note, I had a thought a bit earlier...do Lightning weapon enchantments proc Disintegrate?

    Yes they do.
    TBois wrote: »
    Yes thank you @Yolokin_Swagonborn for taking the time to put to paper what many of us are too tired to repeat. You are a gentleman and a scholar

    The most troublesome changes for my Stam sorc is the increased cost of streak and that the change to thundering presence didn't increase the major expedition time. What Stam sorcs have that is unique from other classes is crit surge and mobility. Crit surge is on the right track with the recent changes ZOS has implemented but no where close to where it should be or used to be. As for mobility ZOS has nerfed it with every patch since they have said they are working on improving Stam sorc gameplay.

    @TBois I agree about mobility being particularly essential, since we lack any defense that protects us from multiple attacks from different sources. We will see if that changes with boneshield. But with regard to mobility, gap closer unbreakable stun/snare has severely crippled stam sorc play, not even looking at the decrease in PvP gameplay quality across the board.
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  • Essiaga
    Essiaga
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    pjwb16_ESO wrote: »
    I actually do not think there should be any available Stamina Sorcerer Class. Sorcerers as the name implies are using sorcery to achieve their goals. They do not take a large two-handed sword and smash stuff with pure brutality, they use finesse and magical skills to do it. Therefore Stamina Sorcerers would largely break the immersion @Wrobel

    If you really want to have a Sorcerer Class which uses Stamina as their main pool instead magicka, I would say that the animations of the stamina skills should keep the flair of magic. Take for example Magicka Skills and just make morphs available that use stamina e.g. a stamina morph of force pulse for a staff or at least make it like you are able to summon a melee weapon and then use stamina as a ressource for this summoned weapons skill. This would require a new weapon skill line "summoned weapon" or something similar. Maybe put it in the Sorcerers class tree or in the weapon trees but do not just make a sorcerer just another melee berseker without any individuality.

    Please consider what it would do with the immersion and lore of the game.

    Its kinda like saying a scientist is educated therefore he can not be athletic. Or that a football player is athletic, therefore can't be educated ... I think it silly that i can't dodge roll because i can cast spells on a magicka character. Why not? There's nothing IRL or in fantasy that says you can't be good or capable at more then one thing. At one point I could dodge roll and block on Magicka builds because it was counter productive to be a full magicka or stamina class. Those were the days. Damn ZOS.

    I do think there is an issue with classes not feeling special because of non-class skills and the utter destruction of unique class skills (Templar).

    I just don't see much in sorc or templar for stam builds. NB and DK have class defining magicka abilities that don't SCALE on magicka ... reflect, cloak, etc... they just use magicka to cast and still do what they do. So they've got defensive skills and some physical attacks. Templar is pretty much the same as magicka attacks, with out quality Defensive skills. All out DPS ... that's not at all what the templar identity was. Stand Your Ground.

    Sorc is Lightning Form and Streak? They really need SOMETHING ... and it should have been given at the time that WB was altered.

    Templar was cool at one point but ZOS nerfed them due to healing not being balanced properly - Battle Spirit nerfs proves that. Magicka templar is pretty much BoL and non-class shields (yet they have class shields ... odd) now that Purifying Ritual has been crushed, which pretty much kills the main class skill Templar have to help them to survive. But hey, nothing says "Stand Your Ground" like more DPS.

    ZOS seems to be treading water more then swimming. It's like they don't have a plan, just reactions. They're tinkering, rather than designing/engineering.
  • Ajax_22
    Ajax_22
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    Ahzek wrote: »
    Something most of you dont seem to realize is that crit surge actually works off shields.
    It has done so for quite some time, but only recently it has been fixed to actually heal at a reasonable level.
    Whenever you attack a shielded target there is a chance = your crit chance to heal off 60% of the damage done to the shield (sneak attacks and crit charge heal 100% of the time).

    The biggest counter to crit surge is not shields anymore, but block. A blocking DK can simply wear a stam sorc down without giving any window of catching back up via crit surge healing simply due to the Dk blocking all the big hits.

    IF we get surge to be able to heal off DoTs that counter will get its own counter ( stacking DoTs, which are unblockable) and can lead to interesting dynamics in fights. This change alone would go a long way to make stam sorcs a competetive PvP class.

    Was that actually fixed? I remember them adding a Crit Surge proc to damage shields back around IC release, but the heal was so low that it might as well have not existed. If that was fixed then awesome; it makes Crit Surge much more viable. However, we still have the issue of the Impenetrable item trait. Against any good PvPer our only class heal is reduced by Battle Spirit, Impenetrable, Resistant (most builds put at least 10-20 points in it), and any damage mitigation the enemy has. Every other form of healing is only reduced by Defile and Battle Spirit. Taking all of this into account when comparing Crit Surge to Rally the only reason Crit Surge come close to being comparable is that it doesn't require a Two-Hand to use, and you can get 2% more weapon damage if it's slotted on your main DPS bar.
  • PainfulFAFA
    PainfulFAFA
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    Ajax_22 wrote: »
    Ahzek wrote: »
    Something most of you dont seem to realize is that crit surge actually works off shields.
    It has done so for quite some time, but only recently it has been fixed to actually heal at a reasonable level.
    Whenever you attack a shielded target there is a chance = your crit chance to heal off 60% of the damage done to the shield (sneak attacks and crit charge heal 100% of the time).

    The biggest counter to crit surge is not shields anymore, but block. A blocking DK can simply wear a stam sorc down without giving any window of catching back up via crit surge healing simply due to the Dk blocking all the big hits.

    IF we get surge to be able to heal off DoTs that counter will get its own counter ( stacking DoTs, which are unblockable) and can lead to interesting dynamics in fights. This change alone would go a long way to make stam sorcs a competetive PvP class.

    Was that actually fixed? I remember them adding a Crit Surge proc to damage shields back around IC release, but the heal was so low that it might as well have not existed. If that was fixed then awesome; it makes Crit Surge much more viable. However, we still have the issue of the Impenetrable item trait. Against any good PvPer our only class heal is reduced by Battle Spirit, Impenetrable, Resistant (most builds put at least 10-20 points in it), and any damage mitigation the enemy has. Every other form of healing is only reduced by Defile and Battle Spirit. Taking all of this into account when comparing Crit Surge to Rally the only reason Crit Surge come close to being comparable is that it doesn't require a Two-Hand to use, and you can get 2% more weapon damage if it's slotted on your main DPS bar.

    this
    crit surge gonna need more to make it viable for pvp. Somebody mentioned a major/minor force buff (increase crit dmg) or a major/minor berzerk (increase overall dmg) could offset those mits you mentioned.

    OR
    they can add something else like major/minor fracture or a % ignore enemy's defenses to make crit surge heals reliable. just a thought.
    Edited by PainfulFAFA on May 5, 2016 12:27AM
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  • OrphanHelgen
    OrphanHelgen
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    My khajiit sorc did veteran maelstrom arena without vigor, using snipe on bow as main dps.
    I used hunt gear and briarheart, alot of healing recieved in cp, and in crit dmg and heal.
    I healed to full hp on every snipe.
    I had thief mundus, but for some reason with low cost as sorc and stamina back on hunt set, I managed to stamina sustain.
    I was tanky af with both major and minor armor and spell ressist buffs easy acces.
    High stamina pool.
    Had this clanfear out attacking mobs gave me stamina back from hunt gear, and I also had this emergency heal from the pet.
    I had to use sigils ofcourse.

    You dont replace sorc skills (2% weapon dmg) with fighters guild skills (3% weapon dmg), you combine them BOTH, giving sorcs very high stats.

    I also find bound armor so good pure passive skill, that I have no problem slotting it on both bars.
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  • Cathexis
    Cathexis
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    You dont replace sorc skills (2% weapon dmg) with fighters guild skills (3% weapon dmg), you combine them BOTH, giving sorcs very high stats.

    I also find bound armor so good pure passive skill, that I have no problem slotting it on both bars.

    Lets not paint this as better than it is now, that means your getting a maximum combined skill bonus of 17%, or 18% with pure fighters guild. Not saying you are wrong, but its just as easy to just post the hard numbers, and is far more meaningful.
    Edited by Cathexis on May 5, 2016 12:33AM
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  • exiledtyrant
    exiledtyrant
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    After testing the DB changes for a little over a week I am pretty content with my stamina sorcerer. The dual wield and fighter's guild lines got some very good tweaks. Now I finally feel like I have a skill that fits for every situation where as before I felt lacking. In general I agree that stamina sorcerer struggles with having an identity.

    If Hurricane is any indication that stamina sorc will be centered around sustained damage I think stamina pet morphs would be a great option. They are an easy way to add more sustained damage without effecting many other sorcerer skills. It would also allow the combat team to focus on finishing their pet initiative.

    Hurricane itself has been pretty great. I wish stage three of the storm did max damage right away. It didn't really feel impactful when only the last hit of 15 equaled the same damage as my light attack. Hitting hard after waiting for three stages should be the reward. The skill has great ramp up and visual feedback outside of that however.

    As far as passives go they still look fairly competitive compared to other classes. Maybe dark magic or storm calling could be a little more physical focused but most of the stuff that is there is good.

    As far as crit surge goes. I'm not even sure I care anymore. Dual wield has great healing now. Well around 3k+ HPS just from using Bloodthirst and blood craze together. Bloodthirst heals for 66% damage done and blood craze heals for around 50% damage done per tick. I'd take consistent healing over fishing for criticals every time. Two handed can combine rally + vigor for a very good heal as well.

    Crit surge won't find it's place in PvP because impen is needed to help control burst damage and damage shields are fairly prolific throughout. In PvE better healing options have surfaced. Honestly I wish the skill just did some else at this point.
    Edited by exiledtyrant on May 5, 2016 5:21AM
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  • Tyrannitar
    Tyrannitar
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    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

    .... Obligatory apology for all of the Hurricane Wrobel memes. Reading this summary lets me know you've read this stuff extensively and I appreciate that more than you know. B)

    +1 Wrobel
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  • Ajax_22
    Ajax_22
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    Tyrannitar wrote: »
    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

    .... Obligatory apology for all of the Hurricane Wrobel memes. Reading this summary lets me know you've read this stuff extensively and I appreciate that more than you know. B)

    +1 Wrobel

    I apologize for nothing. Wrobel was actually a good sport about the whole Hurricane Wrobel thing.
  • Mettaricana
    Mettaricana
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    In response to asking what we see a stam sorc being.

    I see a stam sorc as a spell blade a armored warrior who's primary dmg is phsyical but able to effectively and devastatingly use magic at range and sling spells at range and melee at close range.

    Which was exactly what I did when I made my stam sorc high elf back in pre 1.6 I had wrecking blow and crystal frags and endless fury along with surge and overload even sometimes using ward ran 2 light 5 medium greatsword on front bar and a staff on back bar. Did amazing then they did the changes removed soft caps etc making me redo stats to be one or other. Soft caps let me toss excess stats into magicka and let me hit a soft cap of wep dmg and then get to soft cap on spell dmg... basically cut my build in half I lost all my ranged and utility skills became either wrecking blow spam or a frag slinger or a pokemon trainer... since then the entire class has been circling the drain as a wannabe of all other classes performance.

    If they offered me a class change to keep my char level and skill points but relevel all class skills I'd buy it right now and be done with the class since this game only has 3 classes and a joke tossed in as a 4th...
    Edited by Mettaricana on May 5, 2016 9:34AM
  • Roymachine
    Roymachine
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    If they offered me a class change to keep my char level and skill points but relevel all class skills I'd buy it right now and be done with the class since this game only has 3 classes and a joke tossed in as a 4th...

    That is pretty harsh really. Lots of people, myself included, enjoy playing magicka sorc and even stam sorc despite it's current state.
  • Erock25
    Erock25
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    Thanks @Yolokin_Swagonborn for making this thread. I'm not sure if the new clickbait title will get the feedback you want, however.

    Thanks @Wrobel for making it public that you were indeed looking at improvements for stam sorcs. I know there is a lot of feedback in this thread now with 100's of ideas floating around and a lot of the ideas are good and some are a bit too much. I'm going to frame my specific feedback in regards to the Wrobmeister's comment ...
    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 [1]
    • Critical Surge doesn't proc with Flurry or DoT based builds [2]
    • Stamina sorcerer doesn't feel unique from other stamina classes [3]

    ... and I'll also mention that I have been out of the game in high end PVE for a while so most of this is from a PVP perspective but I will mention PVE benefits from time to time as well.

    MUST HAVE CHANGES
    • Exploitation passive in the Dark Magic tree must also provide weapon critical. This allows us some extra weapon crit after we use Negate, Rune Prison, Encase, or Dark Exchange. The new Negate may be nice, but the rest of the abilities only fit into very focused builds, if it all. Adding weapon crit to this passive will make some of these skills more desirable while not even coming close to making stam sorc overpowered. [1]
    • Streak should reset its cost increase mechanic if you damage someone with it. The main reason Bolt Escape was giving this cost stacking mechanic was to prevent escape. If you're hitting someone with this, it means you aren't repeatedly casting it to escape and are instead playing elusive within the fight. Ball of Lightning can't receive the same treatment however, because of it's self centered AOE dmg. [3]
    • Critical Surge procing with DOTS. Keep the current internal cooldown and allow it to proc on dots and we're good to go. The only place this is overpowered will be in solo PVE and honestly, solo PVE is so easy anyway that it doesn't matter. In PVP, Crit Surge heals are countered in many ways (CC's, Block, Impen, Battle Spirit Debuff) and allowing it to proc on DOTs opens up amazing new build possibilities. [2] [3]
    • An Atro morph or Power Overload needs to scale from weapon CP. I personally prefer the Atro route because I dislike Overload mechanics so make it an Air Atronach and let it move around and do melee dmg just like current NPCs. This gives us access to some nice passives in Daedric Summoning tree as well. If it is Overload route then I think Energy Overload and Power Overload should be the exact same except one scales from spell CP and restores magicka and the other from weapon CP and restores stamina. Easy and quick fix. Magicka sorc are losing a little PVE DPS but they hate relying on an ultimate for their dmg anyway and need their PVE DPS buffed in other ways. I really think every ultimate should scale from the proper CP (based on whether stam/weapon or magicka/spell is higher) but ZOS seems to be avoiding this option.[1] [3]
    • One of the Mage's Fury morphs should scale from stamina based stats. Have it do wind dmg or whatever so it scales from Mighty CP. This is where we get that extra killing blow burst damage that also frees us from using 2h for the execute. Keep it ranged so it works better with a bow and after streaking. [3]

    The Stam Sorc / Deadric Summoning disconnect

    There are a few ways to solve stam sorc issues with this skill line and they all require a decent amount of work. I can't say I expect ZOS to make these changes, but I do think the ideas are worth considering and fit with the overall vision of the stam sorc and should be considered now or down the line.
    • The main issue I have is that Bound Armaments and Aegis are boring skills and they should get the new toggle ability treatment where just having them on your bar (no need to activate) provides the bonuses and the active component does something else. This allows us to place Armaments on our DPS bar (or gank bar) only. Some ideas for the active component of the skill is an Armor Debuff, a knockback/stun ability (stam sorc only has class CCs of Rune Prison/Streak, both of which are lacking), or allow it to infuse our weapons with a certain number of charges of extra lightning (procs disintegrate but doesn't scale with CP) or wind dmg. [1]
    • Unstable Clannfear should cost magicka (summoning and active component) but the dmg of the Clannfear itself should scale on Stamina/Weapon Power/Weapon Crit. Frankly, pets are tough to use in PVP, especially if they rely on doing melee dmg. The AI just isn't up to snuff and I highly encourage ZOS to increase the Clannfears speed and melee range. I'm not sure if ZOS is willing to implement a magicka costing skill that scales with stamina/weapon power, but I believe it fits because the active component of the Clannfear (35% heal on ability use) scales from neither. [1] [3]


    Thanks for reading and cheers to hopefully getting some stam sorc abilities to play test soon.

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  • Thal
    Thal
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    I could be wholly incorrect here, but I believe there is a 1 second ICD on Crit Surge procs - I'm all for DOTs proccing Surge, but would much rather a Wrecking Blow for 30k have heal priority over a 2k crit on a poison proc.

    Now if there is no ICD on Surge, that's a different story.

    Excited to see what comes on Monday
  • Ahzek
    Ahzek
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    @Thal the ICD of surge has been lowered to 0.1 seconds on the 1.6 PTS already. With that low of a ICD there would be very few cases of a small crit actually stealing the healing of a big crit, and even if it does, the amount of small ticks you will get will surely make up for that one burst tick loss.
    Jo'Khaljor
  • Thal
    Thal
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    Perfect then! Thanks @Ahzek
  • Orious13
    Orious13
    I think recasting Hurricane should recharge the cool down, but keep the size and damage.
  • Cathexis
    Cathexis
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    Thal wrote: »
    I could be wholly incorrect here, but I believe there is a 1 second ICD on Crit Surge procs - I'm all for DOTs proccing Surge, but would much rather a Wrecking Blow for 30k have heal priority over a 2k crit on a poison proc.

    Now if there is no ICD on Surge, that's a different story.

    Excited to see what comes on Monday

    The critical heal is far to inconsistent with the 1s cooldown as healing regardless of whether or not it procs off of dots I find. I really think the skill in general needs a HoT equivalent to rally. Now I realize I might be biased because I'm a tank spec and I don't run a crit build, but I think it would be better because it gives you some control over the healing you are receiving, you still get the critical heal bonus, and then you don't have to worry about whether it procs on dots or not. Sure, the crit heal may be more reliable if you are like 50%+ crit or spamming crit rush, but if you don't use crit rush and/or stack crit, there is little reason to take surge over rally. This becomes a problem when you use certain weapon spec combinations with a tank orriented design - bow/sword board, bow/dw, and dw/sword board all lose that reliable hot + burst heal from rally, and with no crit chance to compensate, the only other way to compensate is to use clanfear. Unfortunately, clanfear has a massive magicka cost and dies really fast, rendering it borderline completely ineffective in pvp for a stamina based build. Adding a HoT to surge makes surge vs rally a play style choice instead of an "apples vs oranges" kind of dichotomy. In its present state, the effectiveness of surge locks players into using a crit based design. For me, the only time I ever use surge is when it is stacked with rapid regen, and even then I am using power surge instead of crit surge.

    As a separate note, I also think its important to make note of the problem with magicka costs for stam sorcs in general. Most magicka costs are way too high for stam sorcs... one idea might be to introduce a passive bonus that reduces the cost of magicka abilities by a significant % when you cast and/or slot stamina abilities.
    Edited by Cathexis on May 5, 2016 5:13PM
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  • PainfulFAFA
    PainfulFAFA
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    Cathexis wrote: »
    Thal wrote: »
    I could be wholly incorrect here, but I believe there is a 1 second ICD on Crit Surge procs - I'm all for DOTs proccing Surge, but would much rather a Wrecking Blow for 30k have heal priority over a 2k crit on a poison proc.

    Now if there is no ICD on Surge, that's a different story.

    Excited to see what comes on Monday

    As a separate note, I also think its important to make note of the problem with magicka costs for stam sorcs in general. Most magicka costs are way too high for stam sorcs... one idea might be to introduce a passive bonus that reduces the cost of magicka abilities by a significant % when you cast and/or slot stamina abilities.

    Oab7AF2.gif
    Edited by PainfulFAFA on May 5, 2016 5:14PM
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  • Orious13
    Orious13
    Surge to me is definitely not a tanking skill and relies on Crit for it to be the most effective on purpose. I'd rather choose apples vs orange than two apples... They are already copying and pasting some of the shield abilities to other classes. Then again wasn't there another skill in the mage line that is pretty much the same as surge? Entropy or something?

    If you went 2Hand you could also use cleave and rally for tanking instead of needing to change surge into another rally to go with your sword and shield if you didn't want to spam dmg shields.
  • Erock25
    Erock25
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    Yep surge must be crit based.
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  • Emma_Overload
    Emma_Overload
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    Thal wrote: »
    I could be wholly incorrect here, but I believe there is a 1 second ICD on Crit Surge procs - I'm all for DOTs proccing Surge, but would much rather a Wrecking Blow for 30k have heal priority over a 2k crit on a poison proc.

    Now if there is no ICD on Surge, that's a different story.

    Excited to see what comes on Monday

    The cooldown got lowered a long time ago because of the very issue you mentioned. Some people say it's 0.10 seconds, while others say it's 0.25 seconds. Could a developer please clarify this?
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  • Ajax_22
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    Thal wrote: »
    I could be wholly incorrect here, but I believe there is a 1 second ICD on Crit Surge procs - I'm all for DOTs proccing Surge, but would much rather a Wrecking Blow for 30k have heal priority over a 2k crit on a poison proc.

    Now if there is no ICD on Surge, that's a different story.

    Excited to see what comes on Monday

    The cooldown got lowered a long time ago because of the very issue you mentioned. Some people say it's 0.10 seconds, while others say it's 0.25 seconds. Could a developer please clarify this?
    • Surge:
      • Increased the duration of this ability by 50%.
      • Reduced the cost of this ability by 24%.
      • The healing from this ability no longer procs off damage over time effects.
      • Reduced the cooldown on the healing proc to 100 milliseconds from 250 milliseconds.

    Source
  • Cathexis
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    @Erock25 @Orius13 I'm not saying remove the critical component, I'm saying allow it to proc on dots and add a HoT to compensate.And Orius, why do you want less build diversity and not more when it comes at no cost to the current design? I do use two hand, but stam sorcs who are not crit based should not HAVE to use just 2 hand or resto. I like to use almost all the weapon skill lines, and I switch between them a lot. As I explained, without 2 hand or resto, you lose an essential heal, and it really limits your design choices.

    It's not about making it a tanking ability at all. In its current state, surge has a lot of build diversity limitations, stemming from its crit orientation and from the excessive number of buffs you have to stack

    Also.... Cleave....?...Really...? I have yet to see a pvp tank build that uses cleave effectively without shield stacking (maybe on the pts I could see it) ... But I mean, prove me wrong by all means.
    Edited by Cathexis on May 5, 2016 6:14PM
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  • Erock25
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    Cathexis wrote: »
    @Erock25 @Orius13 I'm not saying remove the critical component, I'm saying allow it to proc on dots and add a HoT to compensate.And Orius, why do you want less build diversity and not more when it comes at no cost to the current design? I do use two hand, but stam sorcs who are not crit based should not HAVE to use just 2 hand or resto. I like to use almost all the weapon skill lines, and I switch between them a lot. As I explained, without 2 hand or resto, you lose an essential heal, and it really limits your design choices.

    A non-crit based stamina sorc has Vigor, Dark Deal, Clannfear, and the new Flurry morph in dual wield. I just think if ZOS added a HOT to surge they would remove or lower the critical based healing and I personally like building into crit for sustain in PVP, even if it comes with a lot of downsides.
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  • Cathexis
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    @PainfulFAFA look at the base magician cost of most sorcerer skills, the higher end skills basically can't be used effectively. There is no way to use deadric mines effectively, for example, on a stam sorc. Not to mention the compounding cost of bolt.
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  • Thal
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    With the thought of enhancing passives to synergize a bit better with both sides of the sorc house (stam and mag), perhaps a passive which promotes the sorc to utilize a 2 hand weapon (i.e. a weapon which is not dual wieldable - staff/2H/bow) could fill a lot of gaps? Dual wield already has a boost within its passives and higher S/W damage, which is why I excluded it. Could make an argument to exclude bow as well to avoid the QQ on 1 shot snipes

    For instance, "Non-ultimate abilities cast with 2H equipped receive 10% damage bonus" - Could go a long way in upping mag sorc non-overload DPS to something non-trivial.

    I can't imagine that would push a destro/medium attack weave over the top of anything the other classes can put out, which is fine. I think the standard DPS needs to stay a bit lower to account for the overload blitzkrieg
  • PainfulFAFA
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    Cathexis wrote: »
    @PainfulFAFA look at the base magician cost of most sorcerer skills, the higher end skills basically can't be used effectively. There is no way to use deadric mines effectively, for example, on a stam sorc. Not to mention the compounding cost of bolt.

    yeah i absolutely agree. The most i can streak in a row is 2, MAYBE 3 depending on food and because of that:
    No mines
    No pets
    No dark deal
    No runes
    No shields

    Capacitor would be a place to start. It gives 10% magicka regen but they could make it so that when you take X amount of hits, the cost for all sorcerer magicka abilties is reduced by X amount. Fits the whole idea of a capacitor. :P
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  • Yolokin_Swagonborn
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    Cathexis wrote: »
    @PainfulFAFA look at the base magician cost of most sorcerer skills, the higher end skills basically can't be used effectively. There is no way to use deadric mines effectively, for example, on a stam sorc. Not to mention the compounding cost of bolt.

    yeah i absolutely agree. The most i can streak in a row is 2, MAYBE 3 depending on food and because of that:
    No mines
    No pets
    No dark deal
    No runes
    No shields

    Capacitor would be a place to start. It gives 10% magicka regen but they could make it so that when you take X amount of hits, the cost for all sorcerer magicka abilties is reduced by X amount. Fits the whole idea of a capacitor. :P

    We had cost reduction before "expert mage" was changed from 10% reduction in storm calling to increased damage.

    I initially wanted a 10% reduction in magicka costs if your stamina pool was bigger than your magicka pool but I like @Cathexis of a magicka cost reduction per stamina ability slotted. It's a much more elegant way to do it. I have added it to the "Solutions" post on the first page.

    How about 2 or 3% reduction of magicka costs for every stamina costing ability slotted?

    That would make streak a bit more affordable on your front bar with all your weapon skills and would be an awesome spellswordy type of identity passive for sorcerer.
    Edited by Yolokin_Swagonborn on May 5, 2016 8:06PM
  • CP5
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    One old idea for Capacitor was, going back to what defined sorcerer's in past games, is a pseuto magicka absorb. The lower the sorcerer's magicka %, the more spell resist they gain. When hit by a form of magic damage you proc a magicka restore (could be based off of size of largest resource pool) similar to heavy armor. Magicka sorcs gain sustain if they stay active in combat, and stamina sorcs gain the ability to reliably recharge magicka (and can gain spell resist by burning their magicka pool).
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