@Joy_Division @Minno & Other Class Reps
The only feedback I would give about the Sorc Class is that due to the fact that gap closers do not have an increased cost while they are spammed Streak should not have an increased cost and should have it's stun duration increased to 2 seconds so that sitting in the stun is actually dangerous.
This would give us a reliable Lightning Direct Attack, that CC's, and provides mobility in small group, large group, and 1v1 scenarios with counter play.
Yes, Sorc would become much more mobile as people could streak away. But, I don't see this as being any different from the fact that NB's can cloak away. A ranged damage dealer should have significant mobility in a game where gap closers can be spammed and many of them come with a built in snare. The counterplay to me is obvious, if you're a stamDD or tankDD you'll need to have a snare on your bar or a poison on your weapon that will slow down streaking Sorc's in the same fashion that we need to bring either Magelight or Detect Pots when fighting NB's, etc.
Also, the damage is actually perfect where it's at and is one of our only lightning specific direct damage attacks. This is in line with the Sorcerer class - the Streak morph could have it's multiplicative cost removed when you take the morph while Bolt Escape could have it added so that Bolt Escape users cannot abuse the 2 second invuln window against other mag classes.
Streak has a cost of 3.2k which is reasonable and in-line with the Destructive Clench CC that we use now, meaning that using it as a Direct DD spammable in conjunction with Frags + Curse + Fury would be a legitimate combo that has real counterplay in the same way using Clench is. This would take out our necessity to rely on Destro/Resto as our survivability due to an increase in mobility would increase - the sorc community might actually shift to 2x Destro - and so we wouldn't be shield stacking as much because our kill power / mobility goes up but our defense goes down.
Streak would be a cool alternative CC but its just not quite there. Maybe a tad more damage, or remove stacking cost if used offensivly. Just stack if running away.
Streak would be a cool alternative CC but its just not quite there. Maybe a tad more damage, or remove stacking cost if used offensivly. Just stack if running away.
WreckfulAbandon wrote: »I see the recent CC duration reduction as a buff to sorcs using it in high level play.
No good player is gonna fail to CC break in 3.5 sec unless OOS or glitchy/laggy response.
The 2 sec stun allows sorcs to get the extra damage from Cage more often, providing more burst. As a sorc you don't need a long stun, you just need a stun to land your burst. The stun being 2 seconds makes it more likely they will take damage from Cage. I see this as a buff to sorcs playing smartly. Although the best CC for sorcs is still have your NB/DK buddy CC them.
the Cage deal 6K damage ... not that much, half the damage of a frag, and less damage than a force pulse.
[Master's Destro] Clench ~ 2092 magicka ~ 28 meters : Devastate an enemy with an enhanced charge from your staff, dealing 8338 fire damage and 6940 fire damage more over 8 seconds.
Also knocks back the enemy.
Rune cage ~ 2984 magicka ~ 28 meters : Imprison an enemy in a sphere of dark magic, stunning them for 2 seconds. Deals 5442 Magic Damage if the stun lasts the full duration.
This stun cannot be blocked.
Clench cost 1K less magicka than rune cage, deal more damage AND damage over time, can be used instead force pulse and free a bar slot.
Rune cage ... is unblockable and maybe deal damage and they said they would " improve the messaging of when the stun will apply."
What is the point of using rune cage instead of clench ? who is this skil for ? Bad PVE players and those who don't have the time to run Vdsa. ( Though, even without master destro, clench is still better than rune cage and free a bar slot)
@Joy_Division @Minno & Other Class Reps
The only feedback I would give about the Sorc Class is that due to the fact that gap closers do not have an increased cost while they are spammed Streak should not have an increased cost and should have it's stun duration increased to 2 seconds so that sitting in the stun is actually dangerous.
This would give us a reliable Lightning Direct Attack, that CC's, and provides mobility in small group, large group, and 1v1 scenarios with counter play.
Yes, Sorc would become much more mobile as people could streak away. But, I don't see this as being any different from the fact that NB's can cloak away. A ranged damage dealer should have significant mobility in a game where gap closers can be spammed and many of them come with a built in snare. The counterplay to me is obvious, if you're a stamDD or tankDD you'll need to have a snare on your bar or a poison on your weapon that will slow down streaking Sorc's in the same fashion that we need to bring either Magelight or Detect Pots when fighting NB's, etc.
Also, the damage is actually perfect where it's at and is one of our only lightning specific direct damage attacks. This is in line with the Sorcerer class - the Streak morph could have it's multiplicative cost removed when you take the morph while Bolt Escape could have it added so that Bolt Escape users cannot abuse the 2 second invuln window against other mag classes.
Streak has a cost of 3.2k which is reasonable and in-line with the Destructive Clench CC that we use now, meaning that using it as a Direct DD spammable in conjunction with Frags + Curse + Fury would be a legitimate combo that has real counterplay in the same way using Clench is. This would take out our necessity to rely on Destro/Resto as our survivability due to an increase in mobility would increase - the sorc community might actually shift to 2x Destro - and so we wouldn't be shield stacking as much because our kill power / mobility goes up but our defense goes down.
@Joy_Division @Minno & Other Class Reps
The only feedback I would give about the Sorc Class is that due to the fact that gap closers do not have an increased cost while they are spammed Streak should not have an increased cost and should have it's stun duration increased to 2 seconds so that sitting in the stun is actually dangerous.
This would give us a reliable Lightning Direct Attack, that CC's, and provides mobility in small group, large group, and 1v1 scenarios with counter play.
Yes, Sorc would become much more mobile as people could streak away. But, I don't see this as being any different from the fact that NB's can cloak away. A ranged damage dealer should have significant mobility in a game where gap closers can be spammed and many of them come with a built in snare. The counterplay to me is obvious, if you're a stamDD or tankDD you'll need to have a snare on your bar or a poison on your weapon that will slow down streaking Sorc's in the same fashion that we need to bring either Magelight or Detect Pots when fighting NB's, etc.
Also, the damage is actually perfect where it's at and is one of our only lightning specific direct damage attacks. This is in line with the Sorcerer class - the Streak morph could have it's multiplicative cost removed when you take the morph while Bolt Escape could have it added so that Bolt Escape users cannot abuse the 2 second invuln window against other mag classes.
Streak has a cost of 3.2k which is reasonable and in-line with the Destructive Clench CC that we use now, meaning that using it as a Direct DD spammable in conjunction with Frags + Curse + Fury would be a legitimate combo that has real counterplay in the same way using Clench is. This would take out our necessity to rely on Destro/Resto as our survivability due to an increase in mobility would increase - the sorc community might actually shift to 2x Destro - and so we wouldn't be shield stacking as much because our kill power / mobility goes up but our defense goes down.
FYI, I am not a class rep :P.
I do think sorc suffers from it's reliance on hardened ward but doesn't have a defense that stam sorc can take advantage of (which impacts sorc tanks as a role in a way and doesnt fit in with the "play as you want" mentality ZOS wants to foster). The class needs a defense that can work pro-actively and pets need to be removed so they can properly adjust the class to make it a little flexible in the gear selection. I do love how crits dictate their healing as a unique function of the class, and definitely feel like ZOS can explore this further (maybe an AOE control mechanic that procs off crits, extra healing off crits, etc).
And while they have a better regen passive than templars (both cost reduction and regen while templars only have a small cost reduction), dark deal is harder to manage than siphoning strikes or DK's sustain via burning/poison/ultimate use in combat. But idk what do here because my salty templar butt is sad we only have cost reduction and a slottable resource skill that uses dead bodies or a skill that provide the same minor mag steal as a free cost ranged ability yet ours costs over 3k after cost reduction and is AOE cast around us lol.
@Joy_Division @Minno & Other Class Reps
The only feedback I would give about the Sorc Class is that due to the fact that gap closers do not have an increased cost while they are spammed Streak should not have an increased cost and should have it's stun duration increased to 2 seconds so that sitting in the stun is actually dangerous.
This would give us a reliable Lightning Direct Attack, that CC's, and provides mobility in small group, large group, and 1v1 scenarios with counter play.
Yes, Sorc would become much more mobile as people could streak away. But, I don't see this as being any different from the fact that NB's can cloak away. A ranged damage dealer should have significant mobility in a game where gap closers can be spammed and many of them come with a built in snare. The counterplay to me is obvious, if you're a stamDD or tankDD you'll need to have a snare on your bar or a poison on your weapon that will slow down streaking Sorc's in the same fashion that we need to bring either Magelight or Detect Pots when fighting NB's, etc.
Also, the damage is actually perfect where it's at and is one of our only lightning specific direct damage attacks. This is in line with the Sorcerer class - the Streak morph could have it's multiplicative cost removed when you take the morph while Bolt Escape could have it added so that Bolt Escape users cannot abuse the 2 second invuln window against other mag classes.
Streak has a cost of 3.2k which is reasonable and in-line with the Destructive Clench CC that we use now, meaning that using it as a Direct DD spammable in conjunction with Frags + Curse + Fury would be a legitimate combo that has real counterplay in the same way using Clench is. This would take out our necessity to rely on Destro/Resto as our survivability due to an increase in mobility would increase - the sorc community might actually shift to 2x Destro - and so we wouldn't be shield stacking as much because our kill power / mobility goes up but our defense goes down.
FYI, I am not a class rep :P.
I do think sorc suffers from it's reliance on hardened ward but doesn't have a defense that stam sorc can take advantage of (which impacts sorc tanks as a role in a way and doesnt fit in with the "play as you want" mentality ZOS wants to foster). The class needs a defense that can work pro-actively and pets need to be removed so they can properly adjust the class to make it a little flexible in the gear selection. I do love how crits dictate their healing as a unique function of the class, and definitely feel like ZOS can explore this further (maybe an AOE control mechanic that procs off crits, extra healing off crits, etc).
And while they have a better regen passive than templars (both cost reduction and regen while templars only have a small cost reduction), dark deal is harder to manage than siphoning strikes or DK's sustain via burning/poison/ultimate use in combat. But idk what do here because my salty templar butt is sad we only have cost reduction and a slottable resource skill that uses dead bodies or a skill that provide the same minor mag steal as a free cost ranged ability yet ours costs over 3k after cost reduction and is AOE cast around us lol.
Pets are strong and a lot of people play with it and like it.
ZoS need to intruce a dark magic dot that would make the proc the 10% health passive every 2s. Make it with the useless crystal blast morph or the garbage rune cage.
@Joy_Division @Minno & Other Class Reps
The only feedback I would give about the Sorc Class is that due to the fact that gap closers do not have an increased cost while they are spammed Streak should not have an increased cost and should have it's stun duration increased to 2 seconds so that sitting in the stun is actually dangerous.
This would give us a reliable Lightning Direct Attack, that CC's, and provides mobility in small group, large group, and 1v1 scenarios with counter play.
Yes, Sorc would become much more mobile as people could streak away. But, I don't see this as being any different from the fact that NB's can cloak away. A ranged damage dealer should have significant mobility in a game where gap closers can be spammed and many of them come with a built in snare. The counterplay to me is obvious, if you're a stamDD or tankDD you'll need to have a snare on your bar or a poison on your weapon that will slow down streaking Sorc's in the same fashion that we need to bring either Magelight or Detect Pots when fighting NB's, etc.
Also, the damage is actually perfect where it's at and is one of our only lightning specific direct damage attacks. This is in line with the Sorcerer class - the Streak morph could have it's multiplicative cost removed when you take the morph while Bolt Escape could have it added so that Bolt Escape users cannot abuse the 2 second invuln window against other mag classes.
Streak has a cost of 3.2k which is reasonable and in-line with the Destructive Clench CC that we use now, meaning that using it as a Direct DD spammable in conjunction with Frags + Curse + Fury would be a legitimate combo that has real counterplay in the same way using Clench is. This would take out our necessity to rely on Destro/Resto as our survivability due to an increase in mobility would increase - the sorc community might actually shift to 2x Destro - and so we wouldn't be shield stacking as much because our kill power / mobility goes up but our defense goes down.
FYI, I am not a class rep :P.
I do think sorc suffers from it's reliance on hardened ward but doesn't have a defense that stam sorc can take advantage of (which impacts sorc tanks as a role in a way and doesnt fit in with the "play as you want" mentality ZOS wants to foster). The class needs a defense that can work pro-actively and pets need to be removed so they can properly adjust the class to make it a little flexible in the gear selection. I do love how crits dictate their healing as a unique function of the class, and definitely feel like ZOS can explore this further (maybe an AOE control mechanic that procs off crits, extra healing off crits, etc).
And while they have a better regen passive than templars (both cost reduction and regen while templars only have a small cost reduction), dark deal is harder to manage than siphoning strikes or DK's sustain via burning/poison/ultimate use in combat. But idk what do here because my salty templar butt is sad we only have cost reduction and a slottable resource skill that uses dead bodies or a skill that provide the same minor mag steal as a free cost ranged ability yet ours costs over 3k after cost reduction and is AOE cast around us lol.
Pets are strong and a lot of people play with it and like it.
ZoS need to intruce a dark magic dot that would make the proc the 10% health passive every 2s. Make it with the useless crystal blast morph or the garbage rune cage.
yea. Though in a way, id rather they remove all the pets from sorc, make a conjuration skilline and then add different types of utility/buffs for classes that want that RP value
@Joy_Division @Minno & Other Class Reps
The only feedback I would give about the Sorc Class is that due to the fact that gap closers do not have an increased cost while they are spammed Streak should not have an increased cost and should have it's stun duration increased to 2 seconds so that sitting in the stun is actually dangerous.
This would give us a reliable Lightning Direct Attack, that CC's, and provides mobility in small group, large group, and 1v1 scenarios with counter play.
Yes, Sorc would become much more mobile as people could streak away. But, I don't see this as being any different from the fact that NB's can cloak away. A ranged damage dealer should have significant mobility in a game where gap closers can be spammed and many of them come with a built in snare. The counterplay to me is obvious, if you're a stamDD or tankDD you'll need to have a snare on your bar or a poison on your weapon that will slow down streaking Sorc's in the same fashion that we need to bring either Magelight or Detect Pots when fighting NB's, etc.
Also, the damage is actually perfect where it's at and is one of our only lightning specific direct damage attacks. This is in line with the Sorcerer class - the Streak morph could have it's multiplicative cost removed when you take the morph while Bolt Escape could have it added so that Bolt Escape users cannot abuse the 2 second invuln window against other mag classes.
Streak has a cost of 3.2k which is reasonable and in-line with the Destructive Clench CC that we use now, meaning that using it as a Direct DD spammable in conjunction with Frags + Curse + Fury would be a legitimate combo that has real counterplay in the same way using Clench is. This would take out our necessity to rely on Destro/Resto as our survivability due to an increase in mobility would increase - the sorc community might actually shift to 2x Destro - and so we wouldn't be shield stacking as much because our kill power / mobility goes up but our defense goes down.
FYI, I am not a class rep :P.
I do think sorc suffers from it's reliance on hardened ward but doesn't have a defense that stam sorc can take advantage of (which impacts sorc tanks as a role in a way and doesnt fit in with the "play as you want" mentality ZOS wants to foster). The class needs a defense that can work pro-actively and pets need to be removed so they can properly adjust the class to make it a little flexible in the gear selection. I do love how crits dictate their healing as a unique function of the class, and definitely feel like ZOS can explore this further (maybe an AOE control mechanic that procs off crits, extra healing off crits, etc).
And while they have a better regen passive than templars (both cost reduction and regen while templars only have a small cost reduction), dark deal is harder to manage than siphoning strikes or DK's sustain via burning/poison/ultimate use in combat. But idk what do here because my salty templar butt is sad we only have cost reduction and a slottable resource skill that uses dead bodies or a skill that provide the same minor mag steal as a free cost ranged ability yet ours costs over 3k after cost reduction and is AOE cast around us lol.
Pets are strong and a lot of people play with it and like it.
ZoS need to intruce a dark magic dot that would make the proc the 10% health passive every 2s. Make it with the useless crystal blast morph or the garbage rune cage.
yea. Though in a way, id rather they remove all the pets from sorc, make a conjuration skilline and then add different types of utility/buffs for classes that want that RP value
6 nerfs to Rune Cage, that seriously has to be some kind of record. Wasn't a big fan of the ability myself but damn.
The patch doesn't hit till the 28th for me, so I must ask the MagSorc mains (not the meta jumpers), how's MagSorc performing in competitive PvP? My guess is subpar like we were two patches ago with not enough damage to burst players, and not enough sustained damage to threaten players?
Chilly-McFreeze wrote: »@Joy_Division @Minno & Other Class Reps
The only feedback I would give about the Sorc Class is that due to the fact that gap closers do not have an increased cost while they are spammed Streak should not have an increased cost and should have it's stun duration increased to 2 seconds so that sitting in the stun is actually dangerous.
This would give us a reliable Lightning Direct Attack, that CC's, and provides mobility in small group, large group, and 1v1 scenarios with counter play.
Yes, Sorc would become much more mobile as people could streak away. But, I don't see this as being any different from the fact that NB's can cloak away. A ranged damage dealer should have significant mobility in a game where gap closers can be spammed and many of them come with a built in snare. The counterplay to me is obvious, if you're a stamDD or tankDD you'll need to have a snare on your bar or a poison on your weapon that will slow down streaking Sorc's in the same fashion that we need to bring either Magelight or Detect Pots when fighting NB's, etc.
Also, the damage is actually perfect where it's at and is one of our only lightning specific direct damage attacks. This is in line with the Sorcerer class - the Streak morph could have it's multiplicative cost removed when you take the morph while Bolt Escape could have it added so that Bolt Escape users cannot abuse the 2 second invuln window against other mag classes.
Streak has a cost of 3.2k which is reasonable and in-line with the Destructive Clench CC that we use now, meaning that using it as a Direct DD spammable in conjunction with Frags + Curse + Fury would be a legitimate combo that has real counterplay in the same way using Clench is. This would take out our necessity to rely on Destro/Resto as our survivability due to an increase in mobility would increase - the sorc community might actually shift to 2x Destro - and so we wouldn't be shield stacking as much because our kill power / mobility goes up but our defense goes down.
FYI, I am not a class rep :P.
I do think sorc suffers from it's reliance on hardened ward but doesn't have a defense that stam sorc can take advantage of (which impacts sorc tanks as a role in a way and doesnt fit in with the "play as you want" mentality ZOS wants to foster). The class needs a defense that can work pro-actively and pets need to be removed so they can properly adjust the class to make it a little flexible in the gear selection. I do love how crits dictate their healing as a unique function of the class, and definitely feel like ZOS can explore this further (maybe an AOE control mechanic that procs off crits, extra healing off crits, etc).
And while they have a better regen passive than templars (both cost reduction and regen while templars only have a small cost reduction), dark deal is harder to manage than siphoning strikes or DK's sustain via burning/poison/ultimate use in combat. But idk what do here because my salty templar butt is sad we only have cost reduction and a slottable resource skill that uses dead bodies or a skill that provide the same minor mag steal as a free cost ranged ability yet ours costs over 3k after cost reduction and is AOE cast around us lol.
Pets are strong and a lot of people play with it and like it.
ZoS need to intruce a dark magic dot that would make the proc the 10% health passive every 2s. Make it with the useless crystal blast morph or the garbage rune cage.
yea. Though in a way, id rather they remove all the pets from sorc, make a conjuration skilline and then add different types of utility/buffs for classes that want that RP value
If you take away something so distinctive you better prepare for outrage. Or would you disagree that e.g. cloak is the reason people invested in nightblades? Take it away and see how that goes.
Emma_Overload wrote: »6 nerfs to Rune Cage, that seriously has to be some kind of record. Wasn't a big fan of the ability myself but damn.
The patch doesn't hit till the 28th for me, so I must ask the MagSorc mains (not the meta jumpers), how's MagSorc performing in competitive PvP? My guess is subpar like we were two patches ago with not enough damage to burst players, and not enough sustained damage to threaten players?
Crappy. I spend all my time testing weird, non-meta builds in a futile effort to make Sorc fun again. It doesn't help that everyone else is either a Nightblade who pops up out of nowhere and kills you in 2 seconds or some unkillable DK/Templar/Warden with 50K health.
6 nerfs to Rune Cage, that seriously has to be some kind of record. Wasn't a big fan of the ability myself but damn.
The patch doesn't hit till the 28th for me, so I must ask the MagSorc mains (not the meta jumpers), how's MagSorc performing in competitive PvP? My guess is subpar like we were two patches ago with not enough damage to burst players, and not enough sustained damage to threaten players?
gnarlyvandal wrote: »1) Sorcerer pets are the ugliest things in this game (excluding the atronach). So much so that I HATE using them yet feel like I need to for the dps. Why so much effort for the warden bear but giving the Sorc pets design job to a 5 year old....
2) Where are the rest of the schools of magic?
(Edit: Real (2) Actually would rather a way to heal the Sorc without having to slot inner light and surge, all the other classes have a single slot ability. NB’s even help with their magicka sustain (siphoning strikes))
Pretty happy with how the rest of the Sorc kit is performing tbh. Number one would have been a new spammable but you guys gave us that in the psijic skill line
PvP
1. Mobility, Sorcs are known for their mobility, or at least are supposed to be. Roots and snares have been running rampant in PvP. Having a snare/root removal tied to a class ability would be a significant push towards giving Sorcs their mobility back. Boundless storm would probably be the most common target as the name fits and it currently offers little too synchronize with a MagSorc. It gives resistances that don't apply to our main defense, and damage that is laughable, only reason I slot it is to defensively proc Power Surge.
2. Shield Stacking. I'm a huge offender of this. I have 55k magicka on my bar and use hardened and harness as my only defense. I see a lot of complaints against this defense mechanism, but it is the worst scaling defense ability for multiple enemies. The damage creep and increased proc set usage is annihilating this as a defense mechanism. I enjoy having a unique defense mechanism, but I also understand the frustration. Damage shields also work VERY well with LOS. Which I fear will make them OP given more mobility. A rework of this defense mechanism is needed in my opinion, unfortunately I have no immediate answers as to how.
NON-Sorc related.
The tank meta in PvP needs to be dealt with. PvP is currently stack defensive mechanics (aka Health, Resistances, Impen, defensive sets) and running in a large group. And there is no counter short of doing the same. Ever run into a 5-8 man group of 27k+ Health Templars/DKs. You'll bash your head against a wall trying to pick that group apart.
Emma_Overload wrote: »6 nerfs to Rune Cage, that seriously has to be some kind of record. Wasn't a big fan of the ability myself but damn.
The patch doesn't hit till the 28th for me, so I must ask the MagSorc mains (not the meta jumpers), how's MagSorc performing in competitive PvP? My guess is subpar like we were two patches ago with not enough damage to burst players, and not enough sustained damage to threaten players?
Crappy. I spend all my time testing weird, non-meta builds in a futile effort to make Sorc fun again. It doesn't help that everyone else is either a Nightblade who pops up out of nowhere and kills you in 2 seconds or some unkillable DK/Templar/Warden with 50K health.
s7732425ub17_ESO wrote: »1. Sorcerer cannot sustain a light attack build. Even with orbs + ele drain + witchmothers, it's very, very difficult to not run out of magicka. Compare this to a magblade. They basically have infinite sustain with orbs + ele drain + witchmothers.
s7732425ub17_ESO wrote: »1. Sorcerer cannot sustain a light attack build. Even with orbs + ele drain + witchmothers, it's very, very difficult to not run out of magicka. Compare this to a magblade. They basically have infinite sustain with orbs + ele drain + witchmothers.
What a load of crap.
I can sustain a LA build with ele drain, witchmothers and trash pots all done by myself..
With orbs and some1else ele drain its a walk in the park.