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A few suggestions for the Sorc pets

subtlezeroub17_ESO
subtlezeroub17_ESO
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To make them more...desirable

A separate pet command UI. Basic commands like Stay (which is also return as well), Attack, Passive


The clannfear could use an automatic ranged taunt ability, like a growl as well as a short term resis self buff making it the primary tank pet morph

The Volatile familiar could use a ranged AoE attack like a fire and forget lightning cloud much like the scamps make fire storms making it the primary AoE DPS pet

The twilight tormentor could use an AoE debuff, like a mag resist debuff and hard hitting shock spell making it the primary single target damage pet

The twilight matriarch could use a AoE magicka replenishment spell+ a single target Snare making it the primary support pet morph

Of course, to make it fair they would use these abilities automatic without player input but be subjected to certain parameters which they'd use these abilities. Like the Clannfear would use taunts when the caster is getting hit and use its' self buff when surrounded by x amount of enemies.


What do you think? Too OP?

  • Aedaryl
    Aedaryl
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    So stupid in my opinion.

    There is only 3 things to change.

    First, make pets affected by cps point (because it's actually don't receive any cps passive buff).

    The star should be thaumathurge, because we are toggle 2 pets in the bars, it take 4 slot, and you conjured them, so it's would be logical if pets was affected by thaumathurge cuz pets deal damage over the time.

    Make other stars affected pets will make them overpowered, or the user of the pet overpowered, sacrifise cps into taumathurge sis cool cuz some sorcs abilities like fury, mines, bouldness storm, negate, curse, liquid Lightning, ect, are dot, but it's don't improve the main dps abitily, make this star the perfect for a non overpowered sorc.

    Second change is the time cast, need to reduce it to 0.5 sec or remove it.

    Third is to make the deadric pray increasing the damage pets, not only to the ennemi affected (would increase the AoE pet build to all target, not only one)

    This is the change that would make pet's sorc desirable.
    Edited by Aedaryl on July 27, 2016 6:45PM
  • subtlezeroub17_ESO
    subtlezeroub17_ESO
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    Aedaryl wrote: »
    So stupid in my opinion.

    There is only 3 things to change.

    First, make pets affected by cps point (because it's actually don't receive any cps passive buff).

    The star should be thaumathurge, because we are toggle 2 pets in the bars, it take 4 slot, and you conjured them, so it's would be logical if pets was affected by thaumathurge cuz pets deal damage over the time.

    Make other stars affected pets will make them overpowered, or the user of the pet overpowered, sacrifise cps into taumathurge sis cool cuz some sorcs abilities like fury, mines, bouldness storm, negate, curse, liquid Lightning, ect, are dot, but it's don't improve the main dps abitily, make this star the perfect for a non overpowered sorc.

    Second change is the time cast, need to reduce it to 0.5 sec or remove it.

    Third is to make the deadric pray increasing the damage pets, not only to the ennemi affected (would increase the AoE pet build to all target, not only one)

    This is the change that would make pet's sorc desirable.

    the point of giving them extra utility is so that they don't become glorified DoTs.
  • Aedaryl
    Aedaryl
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    Yeah, but it still a spell casted hwo make damage over the time (the heal of matriarch shound't be increase in the idea, just the base Attack pets)

    Consider pets like DoT can be possible I think
  • subtlezeroub17_ESO
    subtlezeroub17_ESO
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    Aedaryl wrote: »
    Yeah, but it still a spell casted hwo make damage over the time (the heal of matriarch shound't be increase in the idea, just the base Attack pets)

    Consider pets like DoT can be possible I think

    Then there's other more potent DoTs that can't just be "killed" that would still make pets a useless choice other than for RP. In any kind of MMO, classes with pets typically have pets that can do more than be glorified DoTs. There's a reason for each pet given to said class so I made these different suggestions to further differentiate the pets.

    As for the Matriarch, the "magicka healing" aspect is to give healer Sorc something unique. Templars have Stam healing which makes them so unique so giving Sorc a mana heal along with the usual Pet HP heal would make Sorc healers have a place.
    Edited by subtlezeroub17_ESO on July 27, 2016 7:12PM
  • Mush55
    Mush55
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    My suggestion is remove them as they are a joke and replace with a frost/fire skill set.
  • Drdeath20
    Drdeath20
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    Is there any scenario where pets are usefull?
  • Aedaryl
    Aedaryl
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    They are not totaly useless, their abilities are great I think, they just need to change the cast time and increase pets damage by curse and cps points.

    Sorc pet is extremely good in duel, for exemple.
  • Izaki
    Izaki
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    Put em on a timer ! 30 seconds is fine ! Make cast time instant to make up for it and give better passives to sorcs. Give bound Armor a buff or put that thing on a timer too.

    I want to try out a pet build, I really do... But really with only 2 skill slots on each bar left to use : Hardened Ward, Power Surge,
    Curse, Force Pulse. Okay we do get the overload bar, but there you have to keep hardened ward and curse too.

    Pets need to get changed bad.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Izaki
    Izaki
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    But yeah like some people said before, remove the damn things already, because we all know they won't get good anytime soon. Just give us some more cool ACTIVE skills already
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Aedaryl
    Aedaryl
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    You make that bars :

    Crystal frag, force pulse, 2 pets, hardened ward bats/atronach/meteor/dbos/soul assault/negate

    And

    Fury, curse pet, 2 pets, streak Overload

    On the 3 bar : mines, lighting armor, 2 pets, critical surge

    This is viable for pvp.

    But if pets was not needed on the both bars, it will be awesome
  • Minalan
    Minalan
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    They should add a star for pet damage and one for pet survivability under thaumaturge. Problem is that no other class would use those.
  • Cronopoly
    Cronopoly
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    They are useless, and a DPS loss in almost all scenarios. Control is laughable. Daedric Prey, Yay it makes the pets hit harder than they use to which is still extremely weak lol, however the other Morph Volitious Curse Does more damage than pets combined.

    They are no better than a Crown Store Vanity Pet. In almost all group cases, PVP and PVE any Sorc would be better off without them.

    I lost hope with my normal PVP Magicka Sorc (sick of Perma Dodge,shuffle mechanics) and tired of paying money for this too so that was actioned as well...

    I started playing around and made a 5 Pet Sorc. 2 off procs (Morkuldin & Monster helm) and the 3 normal pets with the Ultimate of course.

    Was fun for the Crown Store like novelty only. Diminishing returns basically. Monster Helm set hardly ever hits anything and procs seemingly once per hour in PVP after nothing but Light and Heavy attacks.

    The Morkuldin set was fun admitedly while levelling a Stamina alt in PVE. That was on non Sorc toons I might add and the Proc rate was very decent. It's ironic to note this set is a Stamina set. Procs all damn day, While the Monster Magicka set procs hardly never. /tinfoil :neutral:
    Edited by Cronopoly on July 29, 2016 4:24AM
  • Dracane
    Dracane
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    Pets need to scale with elemental expert, thraumaturge, elfborn and spell erosion.

    Daedric prey needs a damage buff and conjured ward needs to add some kind of usefull buff to pets. Maybe a minor protection buff or a minor berserk buff.

    Rebate needs to be totally reworked. For example restoring 1% of your magicka when your pets hit something, with a 2s cooldown. Master Summoner needs to add Magicka instead of health.
    And pets could also use a secondary ability that is not tied to the summoner (like OP said)
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • WuffyCerulei
    WuffyCerulei
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    The cast time certainly needs to be reduced by at least a half-second. In PvP, taking 1.5 seconds to cast a pet back just leaves you a sitting duck for them peeps who can spam 10 moves in that amount of time. And a good command system instead of just "Press Y" to command pet would be most beneficial.
    And! For those who don't know how to Command Pet, for PC default, it is Y+Light attack to command an attack, and Y+Block to command pet to become passive.
    Edited by WuffyCerulei on July 29, 2016 8:15AM
    For the love of Kyne, buff sorc. PC NACP 2100+Star-Sïnger - Khajiit Magicka Sorc - EP Grand Overlord - Flawless Conqueror vMA/vBRP/vDSA no death/vHel Ra HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR+3/vSS HMs/vKA HMs/vVH/vRG Oax HM/vDSR
  • SanSan
    SanSan
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    Don't make me double bar that [snip] and i'll be happy.
    Edited by ZOS_KatP on May 21, 2018 7:29PM
  • hrothbern
    hrothbern
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    Pets do scale from CP's, from Elemental for Shock damage and from Mighty for Physical damage (Clanfear).

    Both the normal base damage as the special Volatile Familiar Puls damage.
    Both in live as in PTS this is the case.

    The NB pets, the Shades, do not scale from Thaumaturge.
    This kind of self initiated damage is not a DOT.
    To get the damage up we just need a buff on the base damage.


    The improvement points I have:
    1. If a pet is commanded to attack a target, he should keep on doing that, until he dies or the target dies.
    2. Daedric Prey should get a pet damage increase time of 15 seconds, alligned with the 15 seconds duration of the Twilight Tormentor's special ability. This timer resets every time you cast Daedric Prey. The direct and splash damage duration of Daedric stays 6 seconds.
    3. Master Summoner should add Health for the Clanfear morph (for the Health Sorcs) and Magicka for the other 3 morphs (for the Magicka Shield Sorcs). You get the benefit for each pet alive. I would be fine with 5% per pet.


    Edited by hrothbern on July 29, 2016 12:17PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Dracane
    Dracane
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    hrothbern wrote: »
    Pets do scale from CP's, from Elemental for Shock damage and from Mighty for Physical damage (Clanfear).

    Both the normal base damage as the special Volatile Familiar Puls damage.
    Both in live as in PTS this is the case.

    The NB pets, the Shades, do not scale from Thaumaturge.
    This kind of self initiated damage is not a DOT.
    To get the damage up we just need a buff on the base damage.


    The improvement points I have:
    1. If a pet is commanded to attack a target, he should keep on doing that, until he dies or the target dies.
    2. Daedric Prey should get a pet damage increase time of 15 seconds, alligned with the 15 seconds duration of the Twilight Tormentor's special ability. This timer resets every time you cast Daedric Prey. The direct and splash damage duration of Daedric stays 6 seconds.
    3. Master Summoner should add Health for the Clanfear morph and Magicka for the other 3 morphs. You get the benefit for each pet alive. I would be fine with 5% per pet.


    Pets are not affected by CP. Only the volatile pulse is affected by CP and the twilight heal, but that's because the players uses these abilities and count as player abilities.

    All their base attacks are not affected by CP and that's a big problem.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • hrothbern
    hrothbern
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    Dracane wrote: »
    hrothbern wrote: »
    Pets do scale from CP's, from Elemental for Shock damage and from Mighty for Physical damage (Clanfear).

    Both the normal base damage as the special Volatile Familiar Puls damage.
    Both in live as in PTS this is the case.

    The NB pets, the Shades, do not scale from Thaumaturge.
    This kind of self initiated damage is not a DOT.
    To get the damage up we just need a buff on the base damage.


    The improvement points I have:
    1. If a pet is commanded to attack a target, he should keep on doing that, until he dies or the target dies.
    2. Daedric Prey should get a pet damage increase time of 15 seconds, alligned with the 15 seconds duration of the Twilight Tormentor's special ability. This timer resets every time you cast Daedric Prey. The direct and splash damage duration of Daedric stays 6 seconds.
    3. Master Summoner should add Health for the Clanfear morph and Magicka for the other 3 morphs. You get the benefit for each pet alive. I would be fine with 5% per pet.


    Pets are not affected by CP. Only the volatile pulse is affected by CP and the twilight heal, but that's because the players uses these abilities and count as player abilities.

    All their base attacks are not affected by CP and that's a big problem.

    EDIT:

    I tested it up to the tooltip.
    In the tooltip the Damage goes up with 25% when you put 100 CP in Elemental.
    Also for example the normal Damage of the Twilight, that hits every 2 seconds.

    So, because of your answer @Dracane , I double checked, and included testing what the actual Damage was (on PTS).
    The result:
    Although the tooltip goes up with 25%, the actual Damage stays the same :'(
    So we have a bug.
    Either in the tooltip UI, or in the actual applied Damage.

    @ZOS_GinaBruno , @ZOS_JessicaFolsom ,
    Could you look into this and clarify what is the case here ?



    Wrong
    I tested it

    Check it out for yourself
    Cost you 6,400 Gold ;)
    And you will see that if you put 100 CP in Elemental, you get your 25% damage increase for all the Shock Damage.
    Likewise with Mighty.


    Edited by hrothbern on July 29, 2016 12:52PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • aidenmoore
    aidenmoore
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    If they don't want to improve pet at least rework Rebate passive. It should also add instant cast summoning after pet dies with 50% cost reduction just like how Crystal Fragment morph is.
    Daggerfall Covenant
    Gorrag gro-Gar - Dragonknight ( Vehemence )
    YT : Gorrag gro-Gar
  • Gargath
    Gargath
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    I desire that the unstable clannfear's summoning and ability costs be based on either max stamina or max magicka. Now on my stamina sorcerer the Magicka healing cost depletes half of the magicka pool.
    Edited by Gargath on July 29, 2016 2:38PM
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • Dracane
    Dracane
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    hrothbern wrote: »
    Dracane wrote: »
    hrothbern wrote: »
    Pets do scale from CP's, from Elemental for Shock damage and from Mighty for Physical damage (Clanfear).

    Both the normal base damage as the special Volatile Familiar Puls damage.
    Both in live as in PTS this is the case.

    The NB pets, the Shades, do not scale from Thaumaturge.
    This kind of self initiated damage is not a DOT.
    To get the damage up we just need a buff on the base damage.


    The improvement points I have:
    1. If a pet is commanded to attack a target, he should keep on doing that, until he dies or the target dies.
    2. Daedric Prey should get a pet damage increase time of 15 seconds, alligned with the 15 seconds duration of the Twilight Tormentor's special ability. This timer resets every time you cast Daedric Prey. The direct and splash damage duration of Daedric stays 6 seconds.
    3. Master Summoner should add Health for the Clanfear morph and Magicka for the other 3 morphs. You get the benefit for each pet alive. I would be fine with 5% per pet.


    Pets are not affected by CP. Only the volatile pulse is affected by CP and the twilight heal, but that's because the players uses these abilities and count as player abilities.

    All their base attacks are not affected by CP and that's a big problem.

    EDIT:

    I tested it up to the tooltip.
    In the tooltip the Damage goes up with 25% when you put 100 CP in Elemental.
    Also for example the normal Damage of the Twilight, that hits every 2 seconds.

    So, because of your answer @Dracane , I double checked, and included testing what the actual Damage was (on PTS).
    The result:
    Although the tooltip goes up with 25%, the actual Damage stays the same :'(
    So we have a bug.
    Either in the tooltip UI, or in the actual applied Damage.

    @ZOS_GinaBruno , @ZOS_JessicaFolsom ,
    Could you look into this and clarify what is the case here ?



    Wrong
    I tested it

    Check it out for yourself
    Cost you 6,400 Gold ;)
    And you will see that if you put 100 CP in Elemental, you get your 25% damage increase for all the Shock Damage.
    Likewise with Mighty.


    So end of the story: Pets don't scale with CP. They are not supposed to.
    Wrobel acknowledged it on ESO LIve a long time ago, but since then, we didn't hear anything about it.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Gothren
    Gothren
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    I miss the old volatile familar explosion. The burst damage was nice thing to have.
  • Dracane
    Dracane
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    Gothren wrote: »
    I miss the old volatile familar explosion. The burst damage was nice thing to have.

    I agree. That explosion was so great. That was the main damage ability on my summoner build. Curse, pet and frag, THAT was something I consider burst. But since we lost it, Sorc was no longer bursty in my book.

    The volatile familiar pulse really needs a damage buff.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • KundaliniHero
    KundaliniHero
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    Pets should not have stamina morphs - they can be magicka dumps if one wishes.

    FAMILIAR

    1. Clanfear operates like a mini personal tank taking damage intended for its controller (up to 15,000-20,000), this damage will factor in the Clanfears own resistances which should be fairly beefy etc. until dead. It will also attack the enemy you're attacking doing modest damage, nothing crazy. Basically a mobile bodyguard, this would help with the whole shield issue. The pet can not be healed, once dead you can summon it again.

    2. Volatile Familiar should be like the little portals that spawn in imperial city sewers where imps just pour out toward their target and explode until the duration ends or the portal is destroyed, also everything within the radius of the portal (like wall of elements range) is slowed by 40%. The amount of damage however should be increased all around to make the portal an actual threat rather than just eye candy, I would say imp spawns every 3 seconds and does 5k-6k damage, 42 second duration. The portal itself should be fairly easy to destroy to offset the damage capability and when cast should spawn randomly - also the imps will have a range from the portal with which they automatically explode regardless so that you can get away from it, it creates breathing room.


    TWILIGHT

    1. Restoring Twilight increases your magicka regen by 250 for 15 seconds while summoned, 30 second cooldown. Also does lightning based damage but would be on par with the damage it currently does. However its damage would be able to activate the disintegration passive. Can not be healed.

    2. Cunning Twilight increased lightning based damage that can activate the disintegration passive. Also once per summoning you can use teleportation to teleport to the twilights location. (like the shadow image ability)



    Edited by KundaliniHero on July 29, 2016 8:57PM
  • Jar_Ek
    Jar_Ek
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    How many times have we had this debate? @Dracane

    Anyway my view is basically this:
    1. Make pets work for magicka and stamina builds (ie resource scaling agnostic).
    Currently they scale only from magicka and grant health passively. Why? This makes little sense in real terms. If they scaled off either resource then they might be useful to more builds, esp tank builds.

    2. Make pets much more survivable.
    With the drop to a 6s ward, keeping peys alive is alot more difficult in almost all content for magicka builds. It was always difficult for stamina. Basically a pet build should not be required to run ward to keep pets alive. They should be more self sustaining than they are.

    3. Improve pet damage scaling.
    Make pets scale with cps and spell power. Thaumaturge cp and then by damage type (so clannfear would be phyical).
    Currently pet damage is solely down to max magicka stacking and daedric prey. They need to scale better with both gear choices and cps.

    4. Improve pet based passives
    Rebate is a terrible passive for so many reasons - it is not relevant for 1/2 the skill line but also only activates under (hopefully) rare circumstances (and ones you actively try to avoid at that) and provides a fixed and relatively low magicka return.
    Rebate could reduce cast time when a pet dies based on its up time (down to instant), or reduce pet recast cost in the same way. Or increase pet armour/resist the lower its health got or increase its healing/warding received in the same way. Lots of better options tbh.
    The other passive (Daedric Link?) should have it's passive benefit swapped with bound aegis / armour so that pets give max magicka and aegis gives defence (max health). It would also free up a slot for pet sorcerers and help sorcerer tanks.

    5. Control is still limited. We should be able to:
    Set pet to entirely passive stance (buff bot), less likely to be attacked.
    Set pet to aggressive stance (attack first thing in aggro range)
    Set pet to defensive stance (attack whatever first attacked caster)
    Set pet to hunter stance (attack current target of daedric prey)
    and on top of that also over ride this stance / default with a specific attack / return command.

  • Dracane
    Dracane
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    Jar_Ek wrote: »
    How many times have we had this debate? @Dracane


    @Jar_Ek
    I don't like Argonians.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Izaki
    Izaki
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    Make them sorta like NB shades. Those things are actually useful.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Gargath
    Gargath
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    Jar_Ek wrote: »
    5. Control is still limited. We should be able to:
    Set pet to defensive stance (attack whatever first attacked caster)
    I agree on this one especially. Sometimes pet runs for some far enemy, like on the other side of dolmen, where it's easily killed because I didn't have it under my control (had it out of the line of sight).
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • juhasman
    juhasman
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    Make bound armor count as pet ! Or make 8% max magicka buff applied when it's on bar and after using it some 3rd pet shows on 15 secs. Pretty similar to shadow image way of work. Would be nice to have something like this.
    Edited by juhasman on July 29, 2016 10:19PM
  • KundaliniHero
    KundaliniHero
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    The way it currently sits pets bring the sorcerer class down, might be best to make it a universal skill line, that way everyone has access to NOT USE IT as opposed to forcing the sorc to carry the burden alone.
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