@ ZOS...
Here is a list of suggested
SHIELD and
SORCERER changes which in my opinion would better serve the Shield Stacking issue and make a better stab at improving the Sorcerer in a way that balances the demands of PvP/PvE.
SHIELDS
- A shield applied when the target has no current shield has a duration of 12 seconds
- A second type of shield applied when the target already has a shield has a duration of 6 seconds
- A third type of shield applied when the target already has two shields does not apply
- Recasting the same shield on yourself within 3 seconds costs +25% resource
- All shields on a target have duration cut by 2 seconds if they are hit by a critical attack (but that is all the critical does). DoT criticals do not reduce shield duration.
SORCERERACTIVE SKILLSCrystal Blast (costs stamina) – 35% chance when using other stamina abilities that this ability becomes instant cast, using 50% less stamina and dealing 20% more damage. Damage is physical.
Note – Crystal should be green to differentiate it from its magicka counterpart.Encase – pbaoe – Immobilise for 5 seconds – 5 meter radius; costs +25% of the normal stamina cost to break out of
Restraining Prison (costs stamina) – adds a 5 second snare after immobilise ends.
Note – Crystals should be green as above.Shattering Prison – Explodes for aoe damage after effect ends.
Rune Prison – Disorientates target for 10 seconds. Applies 12 second Minor Mangle if target breaks out.
Rune Cage – DoTs do not break disorientate.
Defensive Rune (costs stamina) – First person to attack you is put in a Rune Prison.
Dark Exchange (zero cost) – For the next 20 seconds, caster suffers Minor Defile and gains Minor Intellect and Minor Endurance
Dark Magic – Whilst active, caster gains 5% spell cost reduction
Dark Vigor – Whilst active, user doesn’t suffer Minor Defile and gains 3% stamina cost reduction
Daedric Mines – summons 3 mines for 30 seconds – takes 2 seconds to arm. Immobilises targets for 2 seconds. Damage increased by 20% on current form
Daedric Device (costs stamina) – Summons 1 mine in front of you, with +50% damage from current based off stamina. The Device taunts target for 20 seconds
(green mine)Daedric Tomb – Summons 3 mines instantly at the target location with +10% damage from current
Unstable Familiar - +20% damage from current; +25% health
Unstable Clanfear – Pet does +15% damage (and also gains 10% of +spell damage); +25% health; can charge and tail swipe. Has +50% health (from current) and heals you for 10% of damage done.
Volatile Familiar – Pet does +15% damage (and also gains 5% of +spell damage); +25% health. Activating its special ability does 300% the damage of a single pulse currently does and immediately stuns enemies for 3 seconds. Note that this does not pulse after the first explosion damage.
Twilight – as per current but with +spell damage gain and +50% health.
Daedric Curse – as per current
Daedric Prey – Damage of all pets on the target scales off stamina and +weapon damage and magicka and +spell damage combined.
Velocitous Curse – In addition to the current effect – this morph retains the DoT element of Daedric Curse for the reduced duration.
Conjured Ward – damage shield for 12 seconds
Empowered Ward – same as current, but 12 seconds
Hardened Ward – same as current, but 12 seconds
Note – see my suggestions on shields in general.Summon Atronach – initial damage +10% from current, ranged damage +20%
Greater Storm Atronach – also Snares targets within the aoe
Charged Atronach – also applies Concussion for 6 seconds to all aoe targets
Mages Fury - +15% damage from current
Mages Fury – enjoys +25% critical damage bonus
Mageblades Wrath (costs stamina) – short range, scales from stamina and returns stamina when kills target
Lightning Form – same as current
Boundless Storm – same as current
Blade Storm – stamina version of Boundless Storm
Bolt of Escape – stuns for 3 seconds
Ball Lightning – same as current
Streak – stuns for 3 seconds
PASSIVESBlood Magic – Heals for 2% of damage done (see Dark Bolt below)
Daedric Protection – Increases Armour Rating and Spell Resistance by 5%
Expert Summoner – All pets have +20% health
Battle Mage (replaces Expert Mage) – Increases Spell Damage and Weapon Damage by 2% for each Sorcerer Ability slotted. Increases these by 1% for each Weapon Ability slotted.
ATERNATE STUFFSummon Toggles – have 1 summons toggle called ‘Summoner’ which summons those pets dragged and dropped into a sub-menu when cast – sub menu allows for allocating bespoke keys to each summon for re-summons and ability use.
Alternatively, have this set up but when a pet ‘dies’ it is just stunned for 4 seconds and revives afterwards (draining half the normal summon spell resource).
Dark Bolt – spammable energy dart-like ranged attack – does magicka damage and scales at the same level as Force Shock for cost and damage. This is a Dark Magic skill.
Baleful Bolt – applies 3 second Minor Breach to the target on a critical
Enervating Bolt – Interrupts spells; applies Minor Maim for 12 seconds on a successful interrupt
Note both Baleful and Enervating Bolts both have the same damage and cost as Force Pulse (Destro Skill).
I've undoubtedly not thought of a few things, and some suggestions will need modification. If you want to comment critically - please do so in a constructive way and take everything here as a whole - don't switch your brain off and highlight one thing as if the rest doesn't exist...
... thanks.