The anti nerf sorc thread

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  • Drummerx04
    Drummerx04
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    Hurtfan wrote: »

    I agree with needing frags back. I hate to be the one crying about this nerf but I'm rethinking my abilities because of it, it sucks.

    I'm against the frags losing the knockdown, but I get why they did it. Any time someone lists out EVERYTHING frags did (high damage, instant cast, 20% damage boost, 50% cost reduction, 2 second CC) it sounds pretty broken... until you realize that's basically the backbone of the entire sorc rotation for 3 years in pvp.

    Alas, I've pretty much come to terms with it. Noobs still die easily to it, pros still dodge/reflect/block it.


    I do think they could add a buff in a cool gameplay mechanic to cfrag. The hard cast frag gets the stun back, the instant cast frag is cheaper and more damaging (but no CC).
    PC/NA - Nightfighters, Raid Leader and Officer
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  • Hurtfan
    Hurtfan
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    Drummerx04 wrote: »

    I'm against the frags losing the knockdown, but I get why they did it. Any time someone lists out EVERYTHING frags did (high damage, instant cast, 20% damage boost, 50% cost reduction, 2 second CC) it sounds pretty broken... until you realize that's basically the backbone of the entire sorc rotation for 3 years in pvp.

    Alas, I've pretty much come to terms with it. Noobs still die easily to it, pros still dodge/reflect/block it.


    I do think they could add a buff in a cool gameplay mechanic to cfrag. The hard cast frag gets the stun back, the instant cast frag is cheaper and more damaging (but no CC).

    I like this idea, I know it's futile at this point but great idea nonetheless
    For the Pact!
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  • Pinja
    Pinja
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    Drummerx04 wrote: »

    I'm against the frags losing the knockdown, but I get why they did it. Any time someone lists out EVERYTHING frags did (high damage, instant cast, 20% damage boost, 50% cost reduction, 2 second CC) it sounds pretty broken... until you realize that's basically the backbone of the entire sorc rotation for 3 years in pvp.

    Alas, I've pretty much come to terms with it. Noobs still die easily to it, pros still dodge/reflect/block it.


    I do think they could add a buff in a cool gameplay mechanic to cfrag. The hard cast frag gets the stun back, the instant cast frag is cheaper and more damaging (but no CC).

    Balance 'math'
    Reflecting on that list:
    1. (high damage, instant cast, 20% damage boost, 50% cost reduction, 2 second CC)
      Redundant 2 20%damage.
    2. (instant cast, 20% damage boost, 50% cost reduction, 2 second CC)
      Default for most pvp abilities.
    When you check for the quotient to that to other pvp abilities like ambush you have.
    • (instant cast, 20% damage boost, 2 second CC)
    With ambush having a naturally cheaper cast, greater hit guarantee(vs. projectile,) greater consistence(vs proc chance).
    For one balanced crystal frag. As it were before...
    Edited by Pinja on December 13, 2017 7:19PM
    Pinja for Dual Wands.
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  • I_killed_Vivec
    I_killed_Vivec
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    Narvuntien wrote: »
    The problem with Sorcs is all they are good at is damage.

    They have too many skills that are very similar, some CC and a little damage. The biggest offender of that is the dark magic tree that needs more varitey and honestly I'd rework it to be the tanking/ultility tree.

    Other than twlight all thier healing is self healing and all thier tankiness seems to come with damage or pets (which die when tanking) or costs a lot of resources a tank doesn't have.

    A bunch of skills and morphs and perhaps even passives, (Looking at you useless rebate passive) really need an update.

    Having to have everything double barred is a huge restriction particularly for tanks and healers who might need some situational skills. Sorcs need an update to work more like Wardens. Perhaps not every pet skill but a bunch of them (maybe even morphs) should be more one shot effects rather than perminate.

    As for weaknesses I think a suitable class weakness would be cast times, having to double bar some skills and well the derpiness of pets. whille I think they already have these weaknesses I'd like thier importance be shifted around a bit.

    All they are good at is damage...

    Oh, and self-heals.... and tankiness... let's not forget shields... oh, and an escape mechanism that is so effective people use it to race around between mat nodes...

    The problem with nerf/anti-nerf posts is that people are never honest about what they have. And usually throw in a few complaints against nerfs that affect all classes.
  • ToRelax
    ToRelax
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    All they are good at is damage...

    Oh, and self-heals.... and tankiness... let's not forget shields... oh, and an escape mechanism that is so effective people use it to race around between mat nodes...

    The problem with nerf/anti-nerf posts is that people are never honest about what they have. And usually throw in a few complaints against nerfs that affect all classes.

    They are neither particlularly tanky nor do they have good self heals outside of pets. They have one good shield.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Pinja
    Pinja
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    ToRelax wrote: »

    They are neither particlularly tanky nor do they have good self heals outside of pets. They have one good shield.

    Ya the healing ward isn't particularly reliable, and has the possibility of flying around you in any heated battle. Even though you have wards to fill gaps, until your actual health escapes 50% execute range there's trouble.
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