Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.
Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.
Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.
Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.
Lol. Hilarious NB feedback in a Sorc thread.
How about we delete cloak from the game as well?
WHY NOT BOTH?
Rune cage needs to be dodgeable and blockable. Keep the one that's applied on self as undodgeable/unblockable.
Mages wrath needs to be changed entirely. Buff the damage to make stronger in pve, but get rid of the 4 second timer. This ult makes magSorcs broken OP in battlegrounds.
Lol. Hilarious NB feedback in a Sorc thread.
How about we delete cloak from the game as well?
Whilst I disagree with the wrath comment, cage shouldn't exist and I have said this from the start. A class with that level of delayed burst shouldn't have a guaranteed hit. DKs and NBs, whilst having high potential burst, don't have 4 easily well timed hard hitting burst abilities from range.
The problem of sorcs burst hitting was a thing since the removal of frags, hence the use of clench, but that doesn't mean they should add something that makes it guaranteed.
Its also another way to communize DKs, which is triggering.
Above all, the clunkiness of shields needs fixing. I can't count how many times I've been Executioner'ed through my shields.
Shields are a proactive defense, just like dodge. I expect the same rules, minus the global cooldown ignorance. When I press the shield button, I expect the shield to be instantly there, like dodge, and take priority over incoming damage, just like dodge.
And I also expect the game to queue the shield command properly.
How the tables have turned. I remember doing trials and people only wanted sorcs.Priyasekarssk wrote: »Overpowered class with the highest burst damage, highest sustain and highest defence
Also streak is too effective and needs an even higher cost increase
Overpowered class with the highest burst damage, highest sustain and highest defence
Rofl. Play the tutorials NBs.
Magic sorc is easily underpowered class probably behind Magicka warden. In PVE NBs requires serious nerf or buff other classes. NBs easily outperform other classes by huge 15K dps . No wonder all Trial dps is only NBs. All other classes dps instant kick . In PVP except NB no other class can kill in 2 seconds.
Many sorc already left the class including me.
Still noob NBs not worry about the game and looking for more cheese. I am cheese lover. 50k dps from NB is really nice. I love to kick other class dps. ZOs love for NB will continue forever even all become NBS. Its waste of time to even discuss other classes.
My advice : - All switch to NB main. Trust me you dont regret. I didnt.
@TheYKcid
Sounds plausible.
Above all, the clunkiness of shields needs fixing. I can't count how many times I've been Executioner'ed through my shields.
Shields are a proactive defense, just like dodge. I expect the same rules, minus the global cooldown ignorance. When I press the shield button, I expect the shield to be instantly there, like dodge, and take priority over incoming damage, just like dodge.
And I also expect the game to queue the shield command properly.
@Lord-Otto @Biro123
I've had this same experience MANY times on my Magsorc, but I believe it's an issue with core game mechanics, not with wards.
Executioner/revslice has a tendency to cause a desync when landing a killing blow—if it's not ani-cancelled. Because, despite being an instacast ability, it has a pretty long animation (roughly 2/3rds of a second). So even when it has technically killed you already (as determined server-side), your client takes time to “catch-up” while the animation plays-through.
The probable sequence of events is:
- Enemy opens a CC+burst combo on you (DB/incap).
- You break free (which also consumes a GCD).
- Enemy follows-through with an executioner/revslice which deals the KB. This is immediately registered by the server, which acknowledges you as dead.
- You mash healing/hardened ward, and it gets casted 1 GCD after your CC-break. Your client legitimately displays all of this, since it still “thinks” you're alive.
- Executioner/revslice animation completes, and your client finally acknowledges your death.
The reason stam builds don't typically have this problem, as noted, is because dodging (and blocking) function separately from the GCD. So a stam toon can dodge immediately after breaking-free in the above scenario, avoiding the follow-up executioner/revslice.
Likewise, even on a Magsorc, you kinda have to grit your teeth and burn a bit of stam dodging/blocking after a CC-break if you judge that a combo IS going to kill you before you get a ward up. Personally I prefer blocking (when it's sufficient mitigation)—it's cheaper and has nice synergy with the Persistence passive this patch.
Shoutout to @exeeter702 for awaring me on these mechanics. Would appreciate if you could double-check what I've written to make sure I'm not wildly mistaken again lol.
exeeter702 wrote: »
As a long time stamina player recently moved to Mag Sorc and loving it for PvP and PvE, I have no idea what people are talking about when they say sustain is terrible. I’m playing an argonian and have no issues so BiS races are going to have more recovery andax stat. Maybe I could see a problem with longer PvE boss battles but they certainly don’t seem any worse off than other classes, and I would not say that stamina sustain is noticeably better with the exception of classes like Stamina DK due to their heavy attack rotation. I would agree that Stam Sorc sustain is an issue because if you don’t slot bound armaments you have terrible stats.
cpuScientist wrote: »1. Lack of Stam passives and skills.
2. Lack of mag Regen. Really hard to sustain vs other mag classes.
Bonus round: lightning damage is once again crap compared to fire. Might as well be ice. Can lightning he reworked?
cpuScientist wrote: »1. Lack of Stam passives and skills.
2. Lack of mag Regen. Really hard to sustain vs other mag classes.
Bonus round: lightning damage is once again crap compared to fire. Might as well be ice. Can lightning he reworked?
I wasn't aware a 5% passive execute, chance to apply vulnerability and an 8% difference between single target and aoe damage was so drastically impacting the ability to do any damage whatsoever to anything. Please tell me more about the hyperbolic gambreaking differences between fire and lightning elemental damage on a sorc.
For pvp only:
2. Change the damage from rune prison. Make it a dot or reduce the damage by a lot. (I love this skill but its to strong atm with the current dmg). The rest needs to stay. We need an unblockable and undogeable Cc cause all of our skills can be dodged. We this to fight tanks who block a lot and NB who dodge everything.
I've been lately playing a lot as Sorcerer in PvP and there are two pain points which I would like to mention:
1) Mage's Fury/Wrath as ranged execute:
Who thought this is a good idea? At kill based game modes in Battlegrounds this turns out to be often super easy way to steal kills from other players. I just need to find a player who's at execute HP range and I can cast the execute from distance and receive kill for my team. 0 % skill required. I may as well rename my Sorc as "Kill Stealerino".
Meanwhile Executioner skill from 2H skill line is way more fair execute since I need to be really close to my target, but this clearly is not a thing with Mage's Wrath - skill.
2) I also would like to see more stamina based class skills which deals damage and would be worth to slot. Currently Hurricane is most useful, but other worthy stamina damage skills are currently all found from weapon skill lines.
I've been lately playing a lot as Sorcerer in PvP and there are two pain points which I would like to mention:
1) Mage's Fury/Wrath as ranged execute:
Who thought this is a good idea? At kill based game modes in Battlegrounds this turns out to be often super easy way to steal kills from other players. I just need to find a player who's at execute HP range and I can cast the execute from distance and receive kill for my team. 0 % skill required. I may as well rename my Sorc as "Kill Stealerino".
Meanwhile Executioner skill from 2H skill line is way more fair execute since I need to be really close to my target, but this clearly is not a thing with Mage's Wrath - skill.
2) I also would like to see more stamina based class skills which deals damage and would be worth to slot. Currently Hurricane is most useful, but other worthy stamina damage skills are currently all found from weapon skill lines.
Wrath is not the problem its the way the score is determined. This thread is for Sorc pain points please keep it that way.
I've been lately playing a lot as Sorcerer in PvP and there are two pain points which I would like to mention:
1) Mage's Fury/Wrath as ranged execute:
Who thought this is a good idea? At kill based game modes in Battlegrounds this turns out to be often super easy way to steal kills from other players. I just need to find a player who's at execute HP range and I can cast the execute from distance and receive kill for my team. 0 % skill required. I may as well rename my Sorc as "Kill Stealerino".
Meanwhile Executioner skill from 2H skill line is way more fair execute since I need to be really close to my target, but this clearly is not a thing with Mage's Wrath - skill.
2) I also would like to see more stamina based class skills which deals damage and would be worth to slot. Currently Hurricane is most useful, but other worthy stamina damage skills are currently all found from weapon skill lines.
Wrath is not the problem its the way the score is determined. This thread is for Sorc pain points please keep it that way.
Battleground environment was mostly an example. It's still an issue in duels, Cyrodiil, IC, basically in any PvP environment.
It's not about "who receives the kill", it's about how high benefits ranged execute provides, which may cause issues.
You may not think it's a problem and see nothing wrong in Mage's Wrath, but I agree to disagree with you.
After all this was my feedback, I'm completely fine if there are people around who does not share the same opinion with me.
I've been lately playing a lot as Sorcerer in PvP and there are two pain points which I would like to mention:
1) Mage's Fury/Wrath as ranged execute:
Who thought this is a good idea? At kill based game modes in Battlegrounds this turns out to be often super easy way to steal kills from other players. I just need to find a player who's at execute HP range and I can cast the execute from distance and receive kill for my team. 0 % skill required. I may as well rename my Sorc as "Kill Stealerino".
Meanwhile Executioner skill from 2H skill line is way more fair execute since I need to be really close to my target, but this clearly is not a thing with Mage's Wrath - skill.
2) I also would like to see more stamina based class skills which deals damage and would be worth to slot. Currently Hurricane is most useful, but other worthy stamina damage skills are currently all found from weapon skill lines.
Wrath is not the problem its the way the score is determined. This thread is for Sorc pain points please keep it that way.
Battleground environment was mostly an example. It's still an issue in duels, Cyrodiil, IC, basically in any PvP environment.
It's not about "who receives the kill", it's about how high benefits ranged execute provides, which may cause issues.
You may not think it's a problem and see nothing wrong in Mage's Wrath, but I agree to disagree with you.
After all this was my feedback, I'm completely fine if there are people around who does not share the same opinion with me.
I've been lately playing a lot as Sorcerer in PvP and there are two pain points which I would like to mention:
1) Mage's Fury/Wrath as ranged execute:
Who thought this is a good idea? At kill based game modes in Battlegrounds this turns out to be often super easy way to steal kills from other players. I just need to find a player who's at execute HP range and I can cast the execute from distance and receive kill for my team. 0 % skill required. I may as well rename my Sorc as "Kill Stealerino".
Meanwhile Executioner skill from 2H skill line is way more fair execute since I need to be really close to my target, but this clearly is not a thing with Mage's Wrath - skill.
2) I also would like to see more stamina based class skills which deals damage and would be worth to slot. Currently Hurricane is most useful, but other worthy stamina damage skills are currently all found from weapon skill lines.
Wrath is not the problem its the way the score is determined. This thread is for Sorc pain points please keep it that way.
Battleground environment was mostly an example. It's still an issue in duels, Cyrodiil, IC, basically in any PvP environment.
It's not about "who receives the kill", it's about how high benefits ranged execute provides, which may cause issues.
You may not think it's a problem and see nothing wrong in Mage's Wrath, but I agree to disagree with you.
After all this was my feedback, I'm completely fine if there are people around who does not share the same opinion with me.
We could always ask the devs to kindly change the kill recording mechanism to who did the most health damage.
But people are lazy, and not terribly bright. It’s our nature. Why do all of that hard math when the devs can just ruin wrath completely in ten minutes? Problem solved!