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Mag Sorc in PVP is riduclous atm

  • Joy_Division
    Joy_Division
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    Daus wrote: »
    Brrrofski wrote: »
    Rune cage and mages wrath are the issues.

    Revert rune cage to a non damaging disorient on taking damage and give e frag back the stun.

    Reduce the mages wrath window to 2 seconds from 4.

    Mag sorc would still be strong but not broken.

    2 seconds is too short. That's not enough time to throw a Cage and a Frag... The Frag will land too late because it has around a 500 ms travel time.

    Too bad. Some people like the ability to defend themselves.
    Daus wrote: »
    Brrrofski wrote: »
    Rune cage and mages wrath are the issues.

    Revert rune cage to a non damaging disorient on taking damage and give e frag back the stun.

    Reduce the mages wrath window to 2 seconds from 4.

    Mag sorc would still be strong but not broken.

    2 seconds is too short. That's not enough time to throw a Cage and a Frag... The Frag will land too late because it has around a 500 ms travel time.

    Too bad. Some people like the ability to defend themselves.

    Unfortunately, ESO is heading in the opposite direction.
  • Emma_Overload
    Emma_Overload
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    Juhasow wrote: »
    Brrrofski wrote: »
    Rune cage and mages wrath are the issues.

    Revert rune cage to a non damaging disorient on taking damage and give e frag back the stun.

    Reduce the mages wrath window to 2 seconds from 4.

    Mag sorc would still be strong but not broken.

    2 seconds is too short. That's not enough time to throw a Cage and a Frag... The Frag will land too late because it has around a 500 ms travel time.

    Umm this math is not adding up.

    Yeah it does:

    1) Cast Fury. Wait 1 GCD.

    2) 1 second later: Cast Rune Cage. Wait 1 GCD.

    3) 2 seconds after casting Fury: Cast Frag.

    4) 2.5 seconds after casting Fury, the Frag finally lands after a 500 ms travel time, but it's TOO LATE to trigger a Fury execute proc window that only lasts for 2 seconds!

    You the see the "math" now?

    Edited by Emma_Overload on July 2, 2018 12:43PM
    #CAREBEARMASTERRACE
  • SilverWF
    SilverWF
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    This forum never changes: like it was "Nerf Sorcs!!!!11111" 2 years ago, 1 year ago and it is still here :D
    • PC EU. Ebonheart Pact. CP 1k+
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    • EU players are humans too! We want our maintenances in the least pop time (at deep night) and not lasted for several hours!
    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
  • Apherius
    Apherius
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    Vapirko wrote: »
    Overload and rune cage do need some nerfs, other than that mag sorcs in general are fine.

    Overload do need a rework, they can't nerf the damage without making it useless for another 2 years. People don't accept to get killed by it, and if you need to throw more than 2 overload LA there is no reason to play with it except agaisnt those who don't know what " break and dodge " mean.
    We use that mainly for the third bar, maybe rework 1 morph and add a big audio clue on Overload ( now let me copy paste another time the suggestion I had about overload and morphs)

    Power Overload
    -Change it, so you could still do your rotation and swap bar, and each light attack with a weapon would consume ultimates and deal additional damage ( like elemental weapons) until you run out or toggle off the ultimate, or make it deplete ultimate every 2 sec, so it only work with a good weaving.
    - Remove the third bar for this morph.
    Charge your fists weapons with the power of the storm, Light attacks become Lightning bolts dealing X additional damage, and your heavy attacks blast enemies in target area near the target for X additional damage. Both attacks restores 300 magicka ( this would help with sustain a bit ) Attacks deplete Ultimate until you run out or the ability is toggled off. you can not gain ultimate while using this ultimate.
    Sorc do need a bit of originality, just look at our main skill ! it's potatoe who look meh when we compare it to merciless resolve.

    Energy Overload
    - Make The auditive clue more noticeable, you know, something that you can not miss, like the old jorvuld sound (but for the storm and each time you LA, it's already the case, but make it more noticeable). if you don't pay attention to it you would deserve to be ganked. isn't that fair ? There is like 0 clue when a NB is going to gank you with zaan.

    About rune cage, they can't remove the unblockable/undodgeable part, or there would be no point to use that over destructive reach:
    • Reach cost 250 more magicka
    • Reach requiere a destruction staff ofc, but a destruction staff is requiered on a sorc anyway.
    • Reach can be spammed.
    • Reach deal direct damage + damage over time while rune cage deal damage only if the CC is break early or end naturally.
    • Both would be avoidable and dodgeable if they nerf rune cage.
    • reach ignore 10% of enemy resistance
    • Reach can proc burn effect.

    They would need to change the whole skill if they remove the unblockable/undodgeable part.



    Edited by Apherius on July 2, 2018 1:02PM
  • ZOS_Mika
    ZOS_Mika
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  • Anti_Virus
    Anti_Virus
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    jaws343 wrote: »
    mb10 wrote: »
    This class is ridiculously easy to play and do damage especially with the rune cage change. Its such a ridiculously OP hard CC in PVP that also does damage when it ends.
    Wtf happened to "we cant hard CCs to not have much damage" Ive seen rune prisons with over 9k tooltip damage!

    You used to be able to block the Dark Curse ability but of course not anymore.

    They practically have unlimited sustain with Dark Deal.

    The class as a whole atm has become a joke again and almost every other person is running this along with stamina warden in PVP but thats a different topic.

    NERF (yes NERF) that idioticly designed rune prison skill and have a look at the way overperforming Dark Curse.


    I hate to make this thread but the next patch will be out in 2-3 months and I just hope something gets done about this mess.



    I always laugh when I read these points. It is definitely not easy to play. For the most part, getting CC'd on a sorc is death. So positioning and stamina management is the hardest in the game on this class.

    And Dark Deal is interruptible and a channel. Casting Dark Deal during combat is risking losing shields and being one shot by most abilities.

    Kill enemy Sorcs still takes a long time to complete. Not because they are hard to kill but because no one is playing them. I see far more Stam Sorcs running around using streak than Mag Sorcs.

    Anecdotal claim.
    Power Wealth And Influence.
  • Jsmalls
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    On the overpopulation of MagSorcs...

    This boils my blood, because we (MagSorcs) were not in a good spot the last 3-4 patches before this. Frags hit for 5-6k, curse 4-5k, and your ability weaves in between wouldn't allow for the "burst" class to burst anyone with more than 24k health and 20k Resistances in a 1v1 (No one complained about not getting killlled by MagSorcs 1v1 naturally). We were dead in the water against decent players that could block/Dodge or facetank our damage. Didn't matter if you were the better player, it just didn't.

    And during this "dry spell" MagSorcs were few and far between. And now.... We have hoards of them. Disgraceful. But meta players will be meta players.

    On Rune cage, the main harp of every player. What aggravates me most about the hate on this ability is it's considered overpeforming because it allows us to actually land our burst compared to every class and setup block/dodging every portion of it minus curse. It takes THE entire 4 ability setup to even have a chance of killing decent players in this iteration of the game. Endless for the setup, Curse for 4-5k, frag for 5-6k, light attack for 2-3k, enchant for 1k, and rune cage for 2-3k, and if they ALL connect for 18k-21k with crits then we have a CHANCE at getting a kill. Previous to this MagSorcs were doing closer to 12-15k damage on a perfect execution killing only players in light of medium armor with <24k health. But any competent player would negate at minimum a section of that burst nullifying the setup, forcing the MagSorc into the defensive with no ability to create pressure or having their pressure depend on frag procs every other ability cast (just doesn't happen).

    I'm all for changing Rune Cage, but if our setup can be so easily denied, then when we LAND it, it needs to hurt not tickle.
  • exeeter702
    exeeter702
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    Juhasow wrote: »
    Brrrofski wrote: »
    Rune cage and mages wrath are the issues.

    Revert rune cage to a non damaging disorient on taking damage and give e frag back the stun.

    Reduce the mages wrath window to 2 seconds from 4.

    Mag sorc would still be strong but not broken.

    2 seconds is too short. That's not enough time to throw a Cage and a Frag... The Frag will land too late because it has around a 500 ms travel time.

    Umm this math is not adding up.

    Yeah it does:

    1) Cast Fury. Wait 1 GCD.

    2) 1 second later: Cast Rune Cage. Wait 1 GCD.

    3) 2 seconds after casting Fury: Cast Frag.

    4) 2.5 seconds after casting Fury, the Frag finally lands after a 500 ms travel time, but it's TOO LATE to trigger a Fury execute proc window that only lasts for 2 seconds!

    You the see the "math" now?

    I do! I see the math the!
  • bardx86
    bardx86
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    Jsmalls wrote: »
    On the overpopulation of MagSorcs...

    This boils my blood, because we (MagSorcs) were not in a good spot the last 3-4 patches before this. Frags hit for 5-6k, curse 4-5k, and your ability weaves in between wouldn't allow for the "burst" class to burst anyone with more than 24k health and 20k Resistances in a 1v1 (No one complained about not getting killlled by MagSorcs 1v1 naturally). We were dead in the water against decent players that could block/Dodge or facetank our damage. Didn't matter if you were the better player, it just didn't.

    And during this "dry spell" MagSorcs were few and far between. And now.... We have hoards of them. Disgraceful. But meta players will be meta players.

    On Rune cage, the main harp of every player. What aggravates me most about the hate on this ability is it's considered overpeforming because it allows us to actually land our burst compared to every class and setup block/dodging every portion of it minus curse. It takes THE entire 4 ability setup to even have a chance of killing decent players in this iteration of the game. Endless for the setup, Curse for 4-5k, frag for 5-6k, light attack for 2-3k, enchant for 1k, and rune cage for 2-3k, and if they ALL connect for 18k-21k with crits then we have a CHANCE at getting a kill. Previous to this MagSorcs were doing closer to 12-15k damage on a perfect execution killing only players in light of medium armor with <24k health. But any competent player would negate at minimum a section of that burst nullifying the setup, forcing the MagSorc into the defensive with no ability to create pressure or having their pressure depend on frag procs every other ability cast (just doesn't happen).

    I'm all for changing Rune Cage, but if our setup can be so easily denied, then when we LAND it, it needs to hurt not tickle.

    This explains the problem pretty well.
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