But what about PvE? Does everyone think they're fine there even though it's the main reason why competitive trials will go with magicka over stam even when stam is producing higher dps numbers?
But what about PvE? Does everyone think they're fine there even though it's the main reason why competitive trials will go with magicka over stam even when stam is producing higher dps numbers?
But what about PvE? Does everyone think they're fine there even though it's the main reason why competitive trials will go with magicka over stam even when stam is producing higher dps numbers?
ZOS_GinaBruno wrote: »Dragonknights
- Coagulating Blood and passive problems. Coagulating Blood is a good heal, but it’s secondary effect of major fortitude is often redundant and doesn’t feel useful enough for the cost of the skill.
- Some DK passives feel underwhelming like Elder Dragon and World in Ruin.
- PvP players feel overly reliant on Sword & Board and Vampire archetypes. Would like a bit more mobility. Adding a short snare immunity (2 seconds) on Wings might make non-vampire option attractive.
- Stamina Dragonknights don’t feel like Dragonknights. They were really strong prior in PvE because heavy attacks were strong, now that technique isn’t as good. Also there’s a feeling the stamina DKs don’t get much out of the class as some passives like World in ruin offer little value to them. Molten Armaments offers what they want but is the “wrong” buff.
- Several concerns were brought up for Magicka DK:
- Power Lash misses a lot
- Burning Breath cone also misses target. Noxious breath (stam morph) good for PvP, not as much for PvE.
- Sustain needs help
- Not wanted for melee DPS
- Key abilities like Flame Lash, Burning Breath and Burning embers feel clunky to use (different ranges, cone not hitting hit boxes, et al)
Rune Cage buff was too much. Ranged stuns that can’t be blocked or dodged shouldn’t do damage. Sorcs can line up some of the strongest burst in the game now. Especially with Caluurions.
Shield stacking and streak make sorc a monster in open world. The Sorc class excells at what every other class tries to do. Put all their damage on you in 1-3 seconds. Meteor, Rune, Curse, Frag, and Endless Fury see to this. All from range. Having the ability to stack 3 shields and insanely good maneuverability is icing on the cake.
I see a lot of Sorc advocates agree that they are super strong 1v1 now but shields lose effectiveness with the more people the sorc is fighting. But everyone loses effectiveness as people pile on. The argument that roll dodge mitigates 100% of damage simply isn’t true. There is way to many AOE’s and unblockable/undodgeable damage for that argument to carry much weight anymore. And sorcs are blowing up medium armor wearers in duels FYI.
A lot of people cheered when they nerfed gap closer damage saying that gap closers should only be a tool to close distances and not damage your opponent. Well the same can be said for Rune. It should only stun. And finally, why is it ok to have some of the best damage from range? This always seemed odd to me. Low risk high reward.
Rune Cage buff was too much. Ranged stuns that can’t be blocked or dodged shouldn’t do damage. Sorcs can line up some of the strongest burst in the game now. Especially with Caluurions.
I disagree. The damage is like 2k to 3k in PvP. When you get hit by Flame Reach you take more damage than that and get stunned as well. True, Flame Reach is dodgeable and blockable but it also get spammed a lot more b/c it is the class' spammable. So the only ones that really feel a big difference to before are the perma blockers and perma dodgers. The extreme tanky ones that you need an army for to kill and the ones that basically negated 90% of sorc damage (anything that isn't a haunted curse). Sorcs are finally given a tool to deal with these extremely pesky builds and those players don't like it.
Besides plenty of other classes got similar abilities.
Fear on the NB goes through block and dodge and stuns also applying a slow and the morphs either fear more targets or add minor main reducing the incoming damage by 15%.
Petrify of the DK stuns through block and dodge, deals damage, one of the morphs roots the target after the stun basically forcing it to CC break twice every 5 seconds which means the target spents 2 global cooldowns (GCD) CC-breaking while the DK only spents 1 GCD applying it. Which basically gives the DK an additional GCD over his target per 5 sec cycle. The other morph does not root but provides them with the highly sought after setting-off-balance.
Templars got Eclipse and Spear (which by now travels so fast it's very difficult to dodge or block it)
The only ones not having something similar are the Wardens. But they got access to basically everything else. No class has access to more utility and buffs / debuffs.
Finally, the range is not really an issue b/c the fights in ESO are almost exclusively fought at melee range thanks to CC, roots, slows, and gap closers. If the sorc keeps you at a constant 25-28m range and you are suffering a lot of damage then just walk the other way and use Line of Sight. The range works both ways! if you sprint away in the opposite direction for just a few meters you will be out of harms way. And if you use LoS you force the sorc to come to you if he wants to kill you. Besides, if a ranged class constantly keeps you at max range then you were simply too cheap to slot a gap closer to invest into sprinting. In that case you deserve what you are getting.Shield stacking and streak make sorc a monster in open world. The Sorc class excells at what every other class tries to do. Put all their damage on you in 1-3 seconds. Meteor, Rune, Curse, Frag, and Endless Fury see to this. All from range. Having the ability to stack 3 shields and insanely good maneuverability is icing on the cake.
Mobility on a sorc is actually pretty bad. Sprinting is far cheaper, faster, and more enduring than streak. It it also far superior for kiting b/c it allows you to hug walls, trees rocks, etc. quickly move up-/downholl, while streak bolts you forward in a straight line for 10m, stuns your before and after you use it and makes you very susceptible to gap closers which have a greater range, low cost, faster animation, work up-/downhill, even around corners (though the latter might be lag related) while also dealing damage to the streaking sorc. And sorry, if you dont slot a gap closer you don't deserve to catch and kill that sorc, the same way that sorc does not deserve to get away from you if he/she does not slot a gap opener aka streak.
The sorc can only hit you with his/her full rotation if you don't pressure him/her. Otherwise the sorc will have to reapply the shields far to often for a clean rotation. So it's more of an issue on your end than on the end of the sorc. The only problemantic build I currently see on sorcs is that overload gank build. That's almost as lame as the monster set stacking gankblades back in the days (still requires more skill than the gankblades back then). That build definitely needs a nerf as soon as possible.I see a lot of Sorc advocates agree that they are super strong 1v1 now but shields lose effectiveness with the more people the sorc is fighting. But everyone loses effectiveness as people pile on. The argument that roll dodge mitigates 100% of damage simply isn’t true. There is way to many AOE’s and unblockable/undodgeable damage for that argument to carry much weight anymore. And sorcs are blowing up medium armor wearers in duels FYI.
The opposite occurs more frequently: sorcs saying that the shields are too weak even in a 1on1 fight thanks to the constant power creep.
The argument regarding dodge roll is very much true. It's a relative mitigation tool, just like block, while shields and heals are absolute mitigation tools which are capped by their tool tip. True, not every damage can be evaded using dodge, but (1) the majority of damage can and even with the proportion of damage getting through a single dodge roll mitigates far more damage than a shield or heal does in such a scenario. There is a reason you see magicka builds dodge when under heavy pressure but you don't see stamina build putting on a shield. (2) Stamina builds (or other classes in general) have several distinct mitigation tools at their disposal. Therefore, the damage getting through the dodge is at least partially mitigated by these tools. The same is not true for magicka sorcs. All they have are their shields. What ever gets through those shields hits their HP and is there to stay.A lot of people cheered when they nerfed gap closer damage saying that gap closers should only be a tool to close distances and not damage your opponent. Well the same can be said for Rune. It should only stun. And finally, why is it ok to have some of the best damage from range? This always seemed odd to me. Low risk high reward.
That's also a bad arguement. You want a class that is supposed to rely on kiting to be required to go into melee range to apply a stun. The 2k or 3k damage you take from that build are not detrimental, but make it a viable alternative to Flame Reach and finally gives sorc a tool to deal with perma blockers and perma dodgers (the most cancerous builds in the game - especially when combined with proc sets).
As for your damage from range arguement: see above, there are basically no ranged fights in ESO except between ranged builds at which point your argument is obsolete anyway.
Shields need soft counters, stop being in denial. So does cloak whilst we are at it, and then nerf/remove the hard counters, on everything. Block has it, purge has it, reflects have it, heals have it though they went OTT. So shields need soft counters too.
Hardcounters suck both ways, either it completely kills the defense, and its too sacrificial to run solo, so only zergs can run it and use each other to fill their weaknesses.
Shields do need a nerf, and whilst NB has other defenses, sorcs other defense which should be mobility, (just like DKs should be mitigation, or templars, healing, and NBs hiding,) needs a buff on the mag end. That would help on both 1v1 fairness, and 1vX for not being melted.
Rune Cage buff was too much. Ranged stuns that can’t be blocked or dodged shouldn’t do damage. Sorcs can line up some of the strongest burst in the game now. Especially with Caluurions.
I disagree. The damage is like 2k to 3k in PvP. When you get hit by Flame Reach you take more damage than that and get stunned as well. True, Flame Reach is dodgeable and blockable but it also get spammed a lot more b/c it is the class' spammable. So the only ones that really feel a big difference to before are the perma blockers and perma dodgers. The extreme tanky ones that you need an army for to kill and the ones that basically negated 90% of sorc damage (anything that isn't a haunted curse). Sorcs are finally given a tool to deal with these extremely pesky builds and those players don't like it.
Besides plenty of other classes got similar abilities.
Fear on the NB goes through block and dodge and stuns also applying a slow and the morphs either fear more targets or add minor main reducing the incoming damage by 15%.
Petrify of the DK stuns through block and dodge, deals damage, one of the morphs roots the target after the stun basically forcing it to CC break twice every 5 seconds which means the target spents 2 global cooldowns (GCD) CC-breaking while the DK only spents 1 GCD applying it. Which basically gives the DK an additional GCD over his target per 5 sec cycle. The other morph does not root but provides them with the highly sought after setting-off-balance.
Templars got Eclipse and Spear (which by now travels so fast it's very difficult to dodge or block it)
The only ones not having something similar are the Wardens. But they got access to basically everything else. No class has access to more utility and buffs / debuffs.
Finally, the range is not really an issue b/c the fights in ESO are almost exclusively fought at melee range thanks to CC, roots, slows, and gap closers. If the sorc keeps you at a constant 25-28m range and you are suffering a lot of damage then just walk the other way and use Line of Sight. The range works both ways! if you sprint away in the opposite direction for just a few meters you will be out of harms way. And if you use LoS you force the sorc to come to you if he wants to kill you. Besides, if a ranged class constantly keeps you at max range then you were simply too cheap to slot a gap closer to invest into sprinting. In that case you deserve what you are getting.Shield stacking and streak make sorc a monster in open world. The Sorc class excells at what every other class tries to do. Put all their damage on you in 1-3 seconds. Meteor, Rune, Curse, Frag, and Endless Fury see to this. All from range. Having the ability to stack 3 shields and insanely good maneuverability is icing on the cake.
Mobility on a sorc is actually pretty bad. Sprinting is far cheaper, faster, and more enduring than streak. It it also far superior for kiting b/c it allows you to hug walls, trees rocks, etc. quickly move up-/downholl, while streak bolts you forward in a straight line for 10m, stuns your before and after you use it and makes you very susceptible to gap closers which have a greater range, low cost, faster animation, work up-/downhill, even around corners (though the latter might be lag related) while also dealing damage to the streaking sorc. And sorry, if you dont slot a gap closer you don't deserve to catch and kill that sorc, the same way that sorc does not deserve to get away from you if he/she does not slot a gap opener aka streak.
The sorc can only hit you with his/her full rotation if you don't pressure him/her. Otherwise the sorc will have to reapply the shields far to often for a clean rotation. So it's more of an issue on your end than on the end of the sorc. The only problemantic build I currently see on sorcs is that overload gank build. That's almost as lame as the monster set stacking gankblades back in the days (still requires more skill than the gankblades back then). That build definitely needs a nerf as soon as possible.I see a lot of Sorc advocates agree that they are super strong 1v1 now but shields lose effectiveness with the more people the sorc is fighting. But everyone loses effectiveness as people pile on. The argument that roll dodge mitigates 100% of damage simply isn’t true. There is way to many AOE’s and unblockable/undodgeable damage for that argument to carry much weight anymore. And sorcs are blowing up medium armor wearers in duels FYI.
The opposite occurs more frequently: sorcs saying that the shields are too weak even in a 1on1 fight thanks to the constant power creep.
The argument regarding dodge roll is very much true. It's a relative mitigation tool, just like block, while shields and heals are absolute mitigation tools which are capped by their tool tip. True, not every damage can be evaded using dodge, but (1) the majority of damage can and even with the proportion of damage getting through a single dodge roll mitigates far more damage than a shield or heal does in such a scenario. There is a reason you see magicka builds dodge when under heavy pressure but you don't see stamina build putting on a shield. (2) Stamina builds (or other classes in general) have several distinct mitigation tools at their disposal. Therefore, the damage getting through the dodge is at least partially mitigated by these tools. The same is not true for magicka sorcs. All they have are their shields. What ever gets through those shields hits their HP and is there to stay.A lot of people cheered when they nerfed gap closer damage saying that gap closers should only be a tool to close distances and not damage your opponent. Well the same can be said for Rune. It should only stun. And finally, why is it ok to have some of the best damage from range? This always seemed odd to me. Low risk high reward.
That's also a bad arguement. You want a class that is supposed to rely on kiting to be required to go into melee range to apply a stun. The 2k or 3k damage you take from that build are not detrimental, but make it a viable alternative to Flame Reach and finally gives sorc a tool to deal with perma blockers and perma dodgers (the most cancerous builds in the game - especially when combined with proc sets).
As for your damage from range arguement: see above, there are basically no ranged fights in ESO except between ranged builds at which point your argument is obsolete anyway.
uber mobility kit
Shields need soft counters, stop being in denial. So does cloak whilst we are at it, and then nerf/remove the hard counters, on everything. Block has it, purge has it, reflects have it, heals have it though they went OTT. So shields need soft counters too.
Hardcounters suck both ways, either it completely kills the defense, and its too sacrificial to run solo, so only zergs can run it and use each other to fill their weaknesses.
Shields do need a nerf, and whilst NB has other defenses, sorcs other defense which should be mobility, (just like DKs should be mitigation, or templars, healing, and NBs hiding,) needs a buff on the mag end. That would help on both 1v1 fairness, and 1vX for not being melted.
@Maulkin not trying to poke the bear here but @ak_pvp nailed it. Everyone in here downplaying the effectiveness of shields is conveniently forgetting that Sorc in particular has an absolutely uber control/kite/mobility kit but unfortunately stacking max magicka and using 2+ shields allows near complete circumvention of having to worry about those strategies. Throw in Undeath and/or a Light's Champ with Temporal Guard and those wards turn into Kevlar. Shields getting a soft counter would hopefully encourage a more appropriate playstyle for certain classes rather than just facetanking and laughing at everything that is thrown at them.
Shields need soft counters, stop being in denial. So does cloak whilst we are at it, and then nerf/remove the hard counters, on everything. Block has it, purge has it, reflects have it, heals have it though they went OTT. So shields need soft counters too.
Hardcounters suck both ways, either it completely kills the defense, and its too sacrificial to run solo, so only zergs can run it and use each other to fill their weaknesses.
Shields do need a nerf, and whilst NB has other defenses, sorcs other defense which should be mobility, (just like DKs should be mitigation, or templars, healing, and NBs hiding,) needs a buff on the mag end. That would help on both 1v1 fairness, and 1vX for not being melted.
@Maulkin not trying to poke the bear here but @ak_pvp nailed it. Everyone in here downplaying the effectiveness of shields is conveniently forgetting that Sorc in particular has an absolutely uber control/kite/mobility kit but unfortunately stacking max magicka and using 2+ shields allows near complete circumvention of having to worry about those strategies. Throw in Undeath and/or a Light's Champ with Temporal Guard and those wards turn into Kevlar. Shields getting a soft counter would hopefully encourage a more appropriate playstyle for certain classes rather than just facetanking and laughing at everything that is thrown at them.
Shields need soft counters, stop being in denial. So does cloak whilst we are at it, and then nerf/remove the hard counters, on everything. Block has it, purge has it, reflects have it, heals have it though they went OTT. So shields need soft counters too.
Hardcounters suck both ways, either it completely kills the defense, and its too sacrificial to run solo, so only zergs can run it and use each other to fill their weaknesses.
Shields do need a nerf, and whilst NB has other defenses, sorcs other defense which should be mobility, (just like DKs should be mitigation, or templars, healing, and NBs hiding,) needs a buff on the mag end. That would help on both 1v1 fairness, and 1vX for not being melted.
@Maulkin not trying to poke the bear here but @ak_pvp nailed it. Everyone in here downplaying the effectiveness of shields is conveniently forgetting that Sorc in particular has an absolutely uber control/kite/mobility kit but unfortunately stacking max magicka and using 2+ shields allows near complete circumvention of having to worry about those strategies. Throw in Undeath and/or a Light's Champ with Temporal Guard and those wards turn into Kevlar. Shields getting a soft counter would hopefully encourage a more appropriate playstyle for certain classes rather than just facetanking and laughing at everything that is thrown at them.
Mobility, sure it's uber. Some MagSorcs QQ about BoL/Streak, but even in its nerfed version it works great. Control, not at all. Sorc completely lacks tools to control fights. These tend to be roots and snares. If you got a MagSorc try fighting MageBlades, MagDKs or any Stam build with Heroic Slash and root poisons and see how much of that fight you control. If any part at all.
I have an entirely different experience to playing MagSorc from yours. And I'm not saying this to be derisive or to blindly defend MagSorc. I'm not interested in that, believe it or not. I'm genuinely sharing my long experience with the class here and how things stand.
In CP PvP, and with the damage increase we've seen in Summerset you can barely face-tank two people at the moment. I don't know of a single Sorc face-tanking outside of a Resto ult at the moment. That's a 6 second face-tank followed by 30-40 seconds of the strategic gameplay that you think Sorcs currently completely circumvent. And anyone can face-tank during a Resto Ult in some way or another. I don't know of a single capable MagSorc who doesn't play the class with the acute awareness that he has to keep and maintain a distance and an exit strategy into LOS, because when people are on top of him only a resto ult will save him. I would actually go so far as to say that the importance of using mobility and situational awareness over shield-spam has not been higher than now in the post-Morrowind era. It's now imperative.
Now, If you step into no-CP campaigns or BGs, shields are entirely unfit for purpose atm. At least what is common in no-CP is that any defensive mechanism is unfit for purpose because the damage is so obscene and the presence of defiles and procs so ubiquitous that anyone gets burst and blown up in 2-3" when focused. MagSorcs absolutely shine in the BGs atm, it's probably the strongest spec. I'm not a lunatic, I know where things stand trust me. But that's not because of shields, not in the slightest. It's primarily because of very high burst, Rune Cage (which did not need buffing) and Fury kill-stealing. Shields are not the thing that stands out when you look at what makes Sorcs so strong in no-CP. It's damage and mobility. Spamming shields will see you dead in 3-5 seconds flat. And the thing is, you have to include no-CP into the consideration. Both BGs and No-CP campaigns are an important part of the game
For the record I'm all for re-working shields and I've proposed in the past radical solutions like removing Hardened Ward altogether and getting a passive that reduces the cost of damage shields (namely Harness/Dampen and Healing Ward) and potentially some more mitigation and passive healing. Although that would move MagSorc closer to MagBlade. I've been a huge proponent of nerfing Harness Magicka at least. I don't mind the bear being poked, sort of speak. Shields stacks are kinda bland and boring when fighting 1v1 against another magicka spec and I'd like some change from the shield-stack meta like most old school MagSorcs I know.
I certainly though don't share the opinion that MagSorc is face tanking on shields right now. It doesn't match at all with the reality of what I see myself and other MagSorcs doing.
Yes.. Sorc does. And that is before we get into the argument of you assuming every stam character can run forward momentum. Ironically one of the classes that does pull it off is Sorc!
Ragnarock41 wrote: »I think you should have spent this time to improve your kiting instead of ranting here on forums. Tonight your people had a massive overpop in IC yet you ran into our 3 man group and died over and over and over again. I'm not here to bash you or anything, but you can't say that magsorc mobility is weak when you're clearly being an easy target by headbutting into 3 stamDks and expecting to survive.
(there was a magsorc with your name, so I'm assuming its you. Apologies if this is a mistake, buut I'm pretty sure it was you.)
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I agree on cage.. But it has been one of those psychological things, I think.
Before summerset, hardly anyone used it (I did - but then I played DW). Now, because of certain absurd comments from the pts of it doing 10k damage - lol, loads have switched to it.
Like sloads, it is now everywhere, and this unfortunately makes it an overly-effective Xv1 tool. Don't even need to time burst with it, just cage someone and they get light-attack-spammed to death by everyone else.
The point I'm getting at - it was fine pre-summerset when it was niche. Adding 2-3k dmg doesn't suddenly make it op, but having so many people using it in XvX or Xv1 in cyro pretty much kills a lot of builds.
Like sloads.. too many people using it in XvX or Xv1 again kills off too many builds.
I worry it will bring back the tank meta as people go looking for ways to survive this.. Already noticing more 50k+ health people out there.
This isn't a nerf NB thread .... that makes me so happy!
Yes.. Sorc does. And that is before we get into the argument of you assuming every stam character can run forward momentum. Ironically one of the classes that does pull it off is Sorc!
Ragnarock41 wrote: »I think you should have spent this time to improve your kiting instead of ranting here on forums. Tonight your people had a massive overpop in IC yet you ran into our 3 man group and died over and over and over again. I'm not here to bash you or anything, but you can't say that magsorc mobility is weak when you're clearly being an easy target by headbutting into 3 stamDks and expecting to survive.
(there was a magsorc with your name, so I'm assuming its you. Apologies if this is a mistake, buut I'm pretty sure it was you.)
That might have very well been me. I got no idea who you are so, so I am assuming you are referring to the unusually loarge fights in IC between 22:00 and 23:00 (CET+1) in IC yesterday nicht. I also assume either you or one of your teammates was a stamDK with an @name consisting of 2 letters and a 0.
So lets take a look at what you are saying:
1) Massive overpopulation?
AD the probably had more players but it was more of the scale 12 to 15 ADs versus 10 to 12 DCs. Just b/c they werent in your group doesnt mean they weren't there. DC was also clearly more organized than AD was. So I'd say population-wise AD had an edge, but skill- and team-wise DC had.
2) You imply that I am not qualified to make such statements regarding shields and mobility of sorcs, because you in a 3 man group killed me who was solo by focusing me down. Great argument. Really. Since all 3 stamDKs in that stamDK group were good players, I'd say it would be really weird if you couldnt kill me when you focus me down. In fact that would be a strong indicator that sorcs needed a nerf. See, that's asound argument: given equal or superior (which you obviously think) skill levels, 3 stamDKs are unable to kill a single magSorc. Therefore, there is a very high chance that either magSorcs are OP or stamDK in need of a buff. "I killed you yesterday twice together with 2 of my friends, you suck!" is not a good arguement. It's actually very childish and short-sighted. Personal "insults" are a last resort for those without any substantial arguments!
3) Did I play well yesterday? No, I'd say i played decently. I made it into IC at around 22:00 and there were 2 big groups (actully both sides consisting of several smaller groups and at least on AD side also solo players) clashing. Tired as I was after a day long MATLAB coding and troubleshooting I just entered the fray and started throwing punch (or Force Pulses and Curses) neglecting my shields and positioning for the most part (I simply didn't care. No TVs to lose, tired, and just wanted to have some fun before going to bed).
4) So from that one occasion where I am yolo'ing and you focus me down with your 2 friends you reach the conclusion that I am inept to analyze and talk about sorc and game mechanics in general. That's just sad.
5) Stooping to your level of argumentation I could now argue: I got killed by a stamDK on one occasion. I am the greatest b/c I think so! Therefore, sorcs need a buff.
6) As stated above, I don't expect to survive a 1v3 if the enemy has equal or superior skill. That would be sign imbalance or cheating.
I hope we will have plenty of interesting fights in IC in the future. Maybe also a few 1on1s or with equal groups. But until then, please if you want to challenge my arguments, bring real arguments not some playground 2 liners.
Of course any class can slot forward momentum and get vaporized because of poor healing. But only classes like stam warden and stam sorc (without sacrificing a lot of damage in your build), which have class based burst heals, can do it comfortably like you say. I hate forward momentum on NB and Stamplar. And just streak through the snares!
Of course any class can slot forward momentum and get vaporized because of poor healing. But only classes like stam warden and stam sorc (without sacrificing a lot of damage in your build), which have class based burst heals, can do it comfortably like you say. I hate forward momentum on NB and Stamplar. And just streak through the snares!