Spearblade wrote: »
Side note, I had a thought a bit earlier...do Lightning weapon enchantments proc Disintegrate?
Yes they do.
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.
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.
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.
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.
OrphanHelgen wrote: »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.
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
Tyrannitar 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.
+1 Wrobel
Mettaricana wrote: »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...
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]
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
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.
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
Emma_Eunjung 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?
@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.
@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.
PainfulFAFA 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