Bit of a long one here, please do bear with me. I'm perhaps gonna buck a trend here among fellow Sorcs and say that power wise I think we're mostly in a good place.
That said, I do think the damage nerf on the frags needs to be reverted now the stun is gone. The class plays as a kiting class with burst and it's only got two core damage skills Curse and Frags. So nerfing frag (i.e. burst) damage in the first place was contradictory to how the class is supposed to play. A weird change considering it's already trailing behind StamDen, Stamplar, StamBlade and MagBlade in terms of burst damage, while being on a par with MagDen who is tankier. But apart from that I don't think the class really needs buffs.
The only major complain about Sorc (and I hear the same from most experienced Sorcs) is how due to low availability of buffs and a high number of very core skills, nearly every Sorc plays the same. I see some people drop Power Surge in favour of spell power pots and find a place for either Rune Cage or Daedric Mines.... but that's about it. The rest is frag, fury, curse, reach, streak/BoL and 3 shields on probably +95% of experienced Sorcs out there. There is no class with less variability than Sorcs, aside from complete novelty builds like pet or overload sniper.
So if anything, Sorc does not need buffs imo but a tiny bit of a rework. My personal recommendation has always involved suggestions to reduce reliance on shield stacking and that way open up slots for more skills and builds. I petitioned to remove Hardened Ward and in return:
- augment the Daedric Protection passive to reduce the cost of shields by, say, ~20% percent which would bring the cost of Harness/Dampen down to current Hardened Ward levels. So Sorcs would have Dampen/Harness and Heal Ward like anyone else, only cheaper.
- add some small mitigation like the Minor Protection buff that Warden has, to compensate for the loss of the 3rd shield
- create a wholly new skill to replace Hardened Ward in the skill tree, so long as it's not a freaking shield.
What that would do is free up a slot (Hardened) on the bar and create an opportunity for more diverse and interesting builds. Survivability will slightly go down in 1v1s due to the loss of the 3rd shield, but 3 shields especially in magicka vs magicka fights are ridiculously strong. The % damage mitigation however will scale better against many opponents than shields do and so survivability against many opponents (whether group vs group, or 1vX ) should be largely unaffected. Also the flat protection buff would work for a wider range of builds. Be it magicka builds that don't want to rely on Shields or StamStorc builds.
I like your thinking here. I've actually run my sorc without shields other than healing ward and just wizards riposte just to change up the play style. You can zerg surf like any other bad build and snipe some kills; but I wouldn't recommend it when isolated. It was kind of fun though to not have to keep recasting shields as part of a rotation and to streak around LOS when targeted spamming healing ward hoping help comes.
Savos_Saren wrote: »Savos_Saren wrote: »Savos_Saren wrote: »This thread blows my mind. I decided to roll a MagSorc in AvA the other day with my guild...
...in one night got 374 kills and 181 were killing blows. It was absolutely astonishing!
Here was my setup:
1 Molag Kena
5 Innate Axiom
5 Netch’s Touch
Front bar (Lightning Destro):
Mage’s Wrath, Haunting Curse, Inner Light, Boundless Storm, Restraining Prison Ultimate: Meteor
Back bar (Resto):
Power Surge, Empowered Ward, Cleanse, Healing Ward, Streak Ultimate: Suppression Field
If you think MagSorcs are weak and need a buff: You’re doing it wrong.
Sorcs register on average 2 KBs for every actual killing blow they get. Some times even 3. This is because of delayed burst and multiple abilities count as a killing blow. So those 181 killing blows are at least double the actual killing blows u get on a sorc. Thats 1 killing blow every 4-5 kills on the class that is prety much designed to get killing blows even when u literally dont actually do anything to the target. Those are not astonishing numbers, those are horrible numbers and u've set ur bar too low.
You were also running in a large group cause that build is simply trash for any actual solo/small scale PVP, so other people were covering your weaknesses so you basically still have no idea about what sorc is good or not good at other than just abusing people with roots, spamming fury and a couple of negates here and there thinking that you are actually doing good. This is the same like a mDK playing with a stamblade that executes people for fun and the DK thinking that his dots are those that kill people.
To wrap it up, you just experienced the enthusiasm of playing a new class, not playing an OP class. First learn the class and actually go and play solo, get some clips and then u can tell people how astonishing it is. Until then dont bother talking about sorc balance cause the only thing you prove with posts like that is what actual sorcs have been telling for years. That nerf sorc threads are filled with clueless people like you who have no idea about what they are talking about and they basically just talk out of their .....
Regardless of your fantastic knowledge- the kills/KBS were still higher than my mDK in the same group composition. So, there's that...
Which, by your own bolded statement means that mDKs are even worse in PVP than mSorcs... right? But hey... buff Sorcs!
I'll be the guy and speak out what everyone is thinking:
Your build is absolute sh... trash and you only have a sense of accomplishment because your zerg... I mean, guild, did the hard work for you. Your opinion on this matter is best ignored, as you clearly lack a lot of experience.
Right- so I guess everyone in the forums that has been acknowledging that sorcs have been OP for quite some time now... all of them are inexperienced and uninformed? Poor sorcs. You guys will never be happy until you can one-shot everyone and streak away unscathed.
It becomes abundantly clear you lack experience to be a source of discussion and have never engaged with a good player on your own. You're just hiding in your group.
In fact, you let it slip.
Whenever the tides turn against you or you see a difficult fight approaching, you run away. Your last comment clearly indicates that. Just wait until a good player finds you and you can't run away, you'll see...
Bit of a long one here, please do bear with me. I'm perhaps gonna buck a trend here among fellow Sorcs and say that power wise I think we're mostly in a good place.
That said, I do think the damage nerf on the frags needs to be reverted now the stun is gone. The class plays as a kiting class with burst and it's only got two core damage skills Curse and Frags. So nerfing frag (i.e. burst) damage in the first place was contradictory to how the class is supposed to play. A weird change considering it's already trailing behind StamDen, Stamplar, StamBlade and MagBlade in terms of burst damage, while being on a par with MagDen who is tankier. But apart from that I don't think the class really needs buffs.
The only major complain about Sorc (and I hear the same from most experienced Sorcs) is how due to low availability of buffs and a high number of very core skills, nearly every Sorc plays the same. I see some people drop Power Surge in favour of spell power pots and find a place for either Rune Cage or Daedric Mines.... but that's about it. The rest is frag, fury, curse, reach, streak/BoL and 3 shields on probably +95% of experienced Sorcs out there. There is no class with less variability than Sorcs, aside from complete novelty builds like pet or overload sniper.
So if anything, Sorc does not need buffs imo but a tiny bit of a rework. My personal recommendation has always involved suggestions to reduce reliance on shield stacking and that way open up slots for more skills and builds. I petitioned to remove Hardened Ward and in return:
- augment the Daedric Protection passive to reduce the cost of shields by, say, ~20% percent which would bring the cost of Harness/Dampen down to current Hardened Ward levels. So Sorcs would have Dampen/Harness and Heal Ward like anyone else, only cheaper.
- add some small mitigation like the Minor Protection buff that Warden has, to compensate for the loss of the 3rd shield
- create a wholly new skill to replace Hardened Ward in the skill tree, so long as it's not a freaking shield.
What that would do is free up a slot (Hardened) on the bar and create an opportunity for more diverse and interesting builds. Survivability will slightly go down in 1v1s due to the loss of the 3rd shield, but 3 shields especially in magicka vs magicka fights are ridiculously strong. The % damage mitigation however will scale better against many opponents than shields do and so survivability against many opponents (whether group vs group, or 1vX ) should be largely unaffected. Also the flat protection buff would work for a wider range of builds. Be it magicka builds that don't want to rely on Shields or StamStorc builds.
I like your thinking here. I've actually run my sorc without shields other than healing ward and just wizards riposte just to change up the play style. You can zerg surf like any other bad build and snipe some kills; but I wouldn't recommend it when isolated. It was kind of fun though to not have to keep recasting shields as part of a rotation and to streak around LOS when targeted spamming healing ward hoping help comes.
That's a rather ambitious set up in the current meta. I tried extensively with 2 shields, Hardened and Heal Ward, which is certainly easier than only one shield. It had some positive results and some negative ones.
The problem with two shields is that as soon as you meet another Sorc with 3 shields, you realise how inferior your set up is. They will have much better sustain than you, due to the Harness magicka return. Also the double stack of Harness-Hardened creates a larger protection buffer from burst and opens up a bigger window to set up your own burst. I found that by using only Hardened, I had to quite often break up my offensive rotation to re-apply Hardened. So eventually you fight a losing resource battle against any other Sorc that's remotely competent.
It's hard to accept that your build will always lose against a particular opponent especially when that is your own class. With 3 shields you can always force another MagSorc into a stale-mate at the very least.
So I personally agree that Sorcs need buffs.
However... This patch Dark Conversion is actually VERY strong, especially in conjuction with Immovability pots and those poisons that root the enemy and give you CC immunity (Escapist poisons I believe they are called?). You are able to Dark Conversion for days without being interrupted which is a huge thing for sustain.
The class is hopelessly broken since they took the stun off of crystal fragments.
We are asking for a few small, incremental buffs. Tiny things that could add up quickly.
More damage on frags - we have two damage skills that aren’t an execute or an ultimate. Fine, we can do without the stun, but please make crystal fragments do 20% more damage on a proc again.
Lower the cost penalty slightly on streak. I don’t see gap closers or mist form costing this much. If you lower the stacking cost penalty by just 5-10%, we will notice.
Make streak range just one meter further. Gap closers are longer than streak, cost far less to use over and over, and they snare. Just one meter or so will help with our mobility issues.
Lower the cost on shields because sustain is killing us. Seriously, unlike stamina classes you never ever see a Sorc with 5000-6000 spell damage. We have to stack far too much sustain to move and keep shields up. Lower the cost on hardened ward slightly. Even 10% would help.
We constantly get ignored by the devs. Most of us are getting tired of it. There are other games to spend money on, and my friends are leaving.
GeorgeBlack wrote: »Oh yeah?
You have every tool needed for pvp and you can't manage?
Do you want to swap with my stamDK?