PTS Update 20 - Feedback Thread for Sorcerer

  • rosendoichinoveb17_ESO
    rosendoichinoveb17_ESO
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    I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.

    As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:

    - increase the cost of consecutive shield casts (the same as how streak functions)
    - decrease the the shield strength

    There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).
  • Destary
    Destary
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    I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.

    As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:

    - increase the cost of consecutive shield casts (the same as how streak functions)
    - decrease the the shield strength

    There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).

    This is a solution for PVE players but not for PVP players. At this time the sorc need to be up. Shields in PVP are useless against oblivion damage, we are the only class who have a counter set so, why nerf shields ?

    You proposed to increase the cost of consecutive shields. In PVP you need you shield all second, so you solution is crapy, like ZoS cast time.

    You proposed to decrease the shield strength ? Now the meta is full stamina and they can kill you shield in 1 seconde.

    So where is your solution ? If it's that, it's just crap and isn't sufficient.
  • rosendoichinoveb17_ESO
    rosendoichinoveb17_ESO
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    Destary wrote: »
    I just know that only the top leader-boards will be able to complete vAS+2 and vCR+3. My group does 100k+ score in vAS and I know that we will need at least 10 hours of practice to even clear the thing with the shield cast times as a lot of people will be dead and the group will wipe because of that. You cannot just avoid the one shot mechanics there if not casing a shield. If you have a one second of cast time on the shield while someone near you is targeted with the poison cone you are just going to die. Dodge rolling this mechanic also results in insta-deaths in most cases are usually people need to shield and block walk away from the cone. Also people will not be able to cast a shield while kiting the meteors as it will slow their movement and result in a certain death.

    As suggested by other members here there are a lot of better alternatives to nerf shields rather than that horrible cast time:

    - increase the cost of consecutive shield casts (the same as how streak functions)
    - decrease the the shield strength

    There are probably more good alternatives, but adding a cast time will kill the PvE trial environment for new players and progression groups. Basically the only groups that will be affected the least are the ones that can do no-death and speed runs which are only a few. This is a horrible idea and hopefully it gets changed or a lot of us will just stop going to trials (there is no point to struggle as a magicka character, better go with a full stamina group now with bow/bow for ranged setups except if you are part of that 0.0001% of the player-base).

    This is a solution for PVE players but not for PVP players. At this time the sorc need to be up. Shields in PVP are useless against oblivion damage, we are the only class who have a counter set so, why nerf shields ?

    You proposed to increase the cost of consecutive shields. In PVP you need you shield all second, so you solution is crapy, like ZoS cast time.

    You proposed to decrease the shield strength ? Now the meta is full stamina and they can kill you shield in 1 seconde.

    So where is your solution ? If it's that, it's just crap and isn't sufficient.

    As someone suggested they can make two morphs of the shields: one for PvP and one for PvE (with no cast time). This will make both parties happy.
  • cokkto
    cokkto
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    Sange13 wrote: »
    Cronopoly wrote: »
    Guess how many Sorcs toons are going to the bottom of the new list now that we will be able to re-order the character list.

    I can tell you there will be at least one...

    I can prove there will be more than two. All PVP/PVE arguments are clearly mentioned and there is nothing to add than this change is simply the mistake. Period.

    I'd like to shout for kinda mana character ban if this will go live, but people are free do think themselves. At least, I do quit my manasorc as vet dd/healer until it is yet again viable to play.

    There is still a "nevertheless wanna play this trash" opportunity, because manasorc is still possible as manatank with anyway certain limitations (lack of group utility due to sets' selection, incompetent stamina), but focusing on high hp and mana will let them have bone shield (instacast yet), block through ice staff on mainbar, thus save low stamina pool for silver bolt morph and occasional pierce armor (fractures) from S&B backbar. This kind of tank is cool with self-defending utilities, has ranged taunt by default, own healing pet, and ok-ish mana recovery opportunity. I do currently some training runs to check if this build is possible in vet dungeons, but I have strong concerns about vet trials.

    If ZOS wants sorc to be new mana tank default char, so let's give them a chance, even if this chance is almost deadborn )
    Edited by cokkto on September 25, 2018 9:03AM
  • Galarthor
    Galarthor
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    As someone suggested they can make two morphs of the shields: one for PvP and one for PvE (with no cast time). This will make both parties happy.

    So your solution is to have the cast time, which is only in the game b/c PvE healers apparently have not enough to do, on the PvP morph ... sounds legit.
  • kind_hero
    kind_hero
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    Remove the cast time for the shield and increase the mana cost, or whatever... 1 second is way to much for how fast the combat is.
    How about adding a 1 second cast duration for blocking too?
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • StamWhipCultist
    StamWhipCultist
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    kind_hero wrote: »
    Remove the cast time for the shield and increase the mana cost, or whatever... 1 second is way to much for how fast the combat is.
    How about adding a 1 second cast duration for blocking too?

    You should be aware that adding such thing would gimp sorcs even more, since then yet another defensive mechanics that sorcs will have to use would be cast timed.
  • Biro123
    Biro123
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    How about...?

    First:
    Keep the cast-time for annulment/harness, but have it still ignore crits/resists as before. Ability would have its PVE nerf for all classes - and the nerf to PVP may be a bit more palatable in that it would still be an effective shield for light armour.

    Second.
    Keep Hardened instant but have it affected by crits and resists. Allows for pets to be kept alive in both PVE/PVP - but encourages stacking magsorcs in PVP to build in some resists.. ?

    A halfway compromise?

    For all other 'minor' shields.. I'm not sure on the resists/crit thing.. feels like a substantionl buff to tanky setups - and not sure if that's intended. I probably don't mind too much at the mo - would have to see how it pans out.


    Edited by Biro123 on September 25, 2018 9:33AM
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Gnozo
    Gnozo
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    I hope devs would read this even tho, they dont want suggestions:

    Reduce shield size by 50 % but they dont get reduced by battlespirit anymore.

    For pvp: Shields have Resistences now and you can crit them. This is already really strong and could be monitored after it hits live servers to see how it will influence sorcs in pvp. More changes can be done with Update 21 if needed then.

    Pve: Shields are 50% weaker and wont protect you against everything in dungeons/trials making healers more welcome cause you cant shield everything.

    In addition to this, shield have Resistences now and since no end game dps runs an armor buff (besides NB with the passive) it would also make Warden Healers more viable cause they can provide Major Resistences Buff to the group making their shields a bit stronger.

    So, shields still got a hit with resist and crit resist. Arent 40k + in pve anymore but are not 100% useless, they still offer some protection and can be buffed by warden healers.

    Cast time needs to go.
  • joaaocaampos
    joaaocaampos
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    Let's make the Sorcerers less dependent on the damage shields, buffing Blood Magic Passive!
    • Blood Magic (Dark Magic Passive): Hitting an enemy with a Sorcerer Magicka ability heals you for 5%/10% Maximum Health. This effect can occur once every 2 seconds.
    • Conjured Ward: This ability and its morphs now have a 1-second cast time, previously an instant cast.
    • After using Conjured Ward, the next use within 4 or 6 seconds costs 35% more. That is...
    • Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within Y seconds cost 35% more Magicka.

    Obs.:
    • Blood Magic effect can occur once every 2 seconds (not 0.5 seconds) because it happens when hitting an enemy with any Sorcerer skill!
    • Y: 4 or 6 seconds. And the Magicka cost will increase by 35%, not 50% as Bolt Escape.

    Annulment will work the same way.
    • Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within Y seconds cost 35% more Magicka.

    Optional change
    • Conjured Ward and Annulment share the same cooldown. So...
    • "(...) Casting Conjured Ward or Annulment again within Y seconds cost 35% more Magicka."

    @ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear
    Edited by joaaocaampos on September 25, 2018 1:18PM
  • Galarthor
    Galarthor
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    And what Dark Magic ability are we supposed to use that frequently that we get a decent heal out of it.

    And how do you suggest to keep Light Armor builds from being one-shotted, the remaining 4 to 5 seconds after the shield is down?
  • Gnozo
    Gnozo
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    Let's make the Sorcerers less dependent on the damage shields!
    • Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
    • Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
    And, Sorcerers, don't forget to use Surge/Power Surge!

    So... Conjured Ward!
    • This ability and its morphs now have a 1-second cast time, previously an instant cast.
    • After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
    • Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Obs.:
    • Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
    • Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.

    Annulment will work the same way.
    • Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Optional change
    • Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
    • "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."

    @ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear

    As Galathor already said, what spammable to take viable use of Blood Magic?

    I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.
  • DoonerSeraph
    DoonerSeraph
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    Gnozo wrote: »
    I hope devs would read this even tho, they dont want suggestions:

    Reduce shield size by 50 % but they dont get reduced by battlespirit anymore.

    For pvp: Shields have Resistences now and you can crit them. This is already really strong and could be monitored after it hits live servers to see how it will influence sorcs in pvp. More changes can be done with Update 21 if needed then.

    Pve: Shields are 50% weaker and wont protect you against everything in dungeons/trials making healers more welcome cause you cant shield everything.

    In addition to this, shield have Resistences now and since no end game dps runs an armor buff (besides NB with the passive) it would also make Warden Healers more viable cause they can provide Major Resistences Buff to the group making their shields a bit stronger.

    So, shields still got a hit with resist and crit resist. Arent 40k + in pve anymore but are not 100% useless, they still offer some protection and can be buffed by warden healers.

    Cast time needs to go.

    I wholehearted agree and I dont even use any of the shields hit with the cast time nerf. I just find the change slow, dull and against what I love in ESO combat, how dynamic it is. Moron-wind nerfs already took a part of it, lets not start adding cast times otherwise ESO will just be another generic MMO full of cooldowns and delays and cast times :(

    Only point of attention to this suggestion is how sets that provide a damage shield shall be treated? Halve these too?
  • Gnozo
    Gnozo
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    Gnozo wrote: »
    I hope devs would read this even tho, they dont want suggestions:

    Reduce shield size by 50 % but they dont get reduced by battlespirit anymore.

    For pvp: Shields have Resistences now and you can crit them. This is already really strong and could be monitored after it hits live servers to see how it will influence sorcs in pvp. More changes can be done with Update 21 if needed then.

    Pve: Shields are 50% weaker and wont protect you against everything in dungeons/trials making healers more welcome cause you cant shield everything.

    In addition to this, shield have Resistences now and since no end game dps runs an armor buff (besides NB with the passive) it would also make Warden Healers more viable cause they can provide Major Resistences Buff to the group making their shields a bit stronger.

    So, shields still got a hit with resist and crit resist. Arent 40k + in pve anymore but are not 100% useless, they still offer some protection and can be buffed by warden healers.

    Cast time needs to go.

    I wholehearted agree and I dont even use any of the shields hit with the cast time nerf. I just find the change slow, dull and against what I love in ESO combat, how dynamic it is. Moron-wind nerfs already took a part of it, lets not start adding cast times otherwise ESO will just be another generic MMO full of cooldowns and delays and cast times :(

    Only point of attention to this suggestion is how sets that provide a damage shield shall be treated? Halve these too?

    Sets that provide a damage shields are actually pretty weak already in pvp and could kinda stay the same due to them not being viable. So not touching them could open more build diversity cause i guess some of them would become viable.

    Pve wise there is also no change needed. No DD would slot anykind of these sets cause it would result in a huge dps loss. And thats what Zos wants or? If you want to survive more (slot a set that gives a damage shield) you should trade damage for this.
  • Sebar80
    Sebar80
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    Jdiam427 wrote: »
    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_MattFiror @ZOS_Wrobel

    If a Sorc tank has to have a cast time on his/her shield, then it's honestly only fair if all others have the same. Bone Shield, Igneous Shield, Sun Shield, Crystalized Shield.

    Please level the playing field.

    Sorc got nerfed, better level entire game to the ground...

    Sorc tank is a meme anyways, and you advocate all other tanks to be weakened since you cannot think outside box.
    BTW, if you are sorc tank, bone shield would provide 20x more benefits to your group that ward.

    Yes, very insightful. Use bone shield for 3,5k stamina, main resource on tank for blocking for something that may or may not be needed and only to 4 people, while you could give minor intellect to the whole group using magica and empowered ward. STRONK logic and outside of the box thinking
    PC EU
    PVE

    Tanks all classes
  • DoonerSeraph
    DoonerSeraph
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    Gnozo wrote: »
    Gnozo wrote: »
    I hope devs would read this even tho, they dont want suggestions:

    Reduce shield size by 50 % but they dont get reduced by battlespirit anymore.

    For pvp: Shields have Resistences now and you can crit them. This is already really strong and could be monitored after it hits live servers to see how it will influence sorcs in pvp. More changes can be done with Update 21 if needed then.

    Pve: Shields are 50% weaker and wont protect you against everything in dungeons/trials making healers more welcome cause you cant shield everything.

    In addition to this, shield have Resistences now and since no end game dps runs an armor buff (besides NB with the passive) it would also make Warden Healers more viable cause they can provide Major Resistences Buff to the group making their shields a bit stronger.

    So, shields still got a hit with resist and crit resist. Arent 40k + in pve anymore but are not 100% useless, they still offer some protection and can be buffed by warden healers.

    Cast time needs to go.

    I wholehearted agree and I dont even use any of the shields hit with the cast time nerf. I just find the change slow, dull and against what I love in ESO combat, how dynamic it is. Moron-wind nerfs already took a part of it, lets not start adding cast times otherwise ESO will just be another generic MMO full of cooldowns and delays and cast times :(

    Only point of attention to this suggestion is how sets that provide a damage shield shall be treated? Halve these too?

    Sets that provide a damage shields are actually pretty weak already in pvp and could kinda stay the same due to them not being viable. So not touching them could open more build diversity cause i guess some of them would become viable.

    Pve wise there is also no change needed. No DD would slot anykind of these sets cause it would result in a huge dps loss. And thats what Zos wants or? If you want to survive more (slot a set that gives a damage shield) you should trade damage for this.

    Good thinking. I agree. That would promote choice because of opportunity cost.

    Sets like Iceheart, Parabellum, Hatchling's Shell, Prayer, Physician, all of these will take a hit with crit chance so keeping them out of Battle Spirit would bring new life to them.
    Edited by DoonerSeraph on September 25, 2018 11:03AM
  • joaaocaampos
    joaaocaampos
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    Galarthor wrote: »
    And what Dark Magic ability are we supposed to use that frequently that we get a decent heal out of it.
    Gnozo wrote: »
    As Galathor already said, what spammable to take viable use of Blood Magic?

    Crystal Shard (and morphs).

    Galarthor wrote: »
    And how do you suggest to keep Light Armor builds from being one-shotted, the remaining 4 to 5 seconds after the shield is down?
    Gnozo wrote: »
    I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.

    I have 7 chars max lvl/cp, and 5 are magicka: one from each class. And... Spam damage shield is ridiculous! Keeping the shield up for the whole fight is ridiculous! There's nothing funny about it! And hey, I only play often with my magicka chars!

    It could also be "Casting again within 4 seconds cost 35% more Magicka.

    Berenhir wrote: »
    Dark Magic already heals for 10%.

    Sorry, I didn't realize that little detail! So 6%/12%!
  • Jerdeh
    Jerdeh
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    Why can't they make 1 second cast time in Cyrodiil and BGs and leave PVE environment alone? The devs are completely clueless about the END GAME experience of the game they themselves designed.

    If that would be the case, it would have to be another way around. So that cast time would only be applied in PvE. Shields are more critical in PvP than PvE. But that comment about devs i agree.
    Been playing since betas 2014
  • Gnozo
    Gnozo
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    Galarthor wrote: »
    And what Dark Magic ability are we supposed to use that frequently that we get a decent heal out of it.
    Gnozo wrote: »
    As Galathor already said, what spammable to take viable use of Blood Magic?

    Crystal Shard (and morphs).

    Galarthor wrote: »
    And how do you suggest to keep Light Armor builds from being one-shotted, the remaining 4 to 5 seconds after the shield is down?
    Gnozo wrote: »
    I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.

    I have 7 chars max lvl/cp, and 5 are magicka: one from each class. And... Spam damage shield is ridiculous! Keeping the shield up for the whole fight is ridiculous! There's nothing funny about it! And hey, I only play often with my magicka chars!

    It could also be "Casting again within 4 seconds cost 35% more Magicka.

    Berenhir wrote: »
    Dark Magic already heals for 10%.

    Sorry, I didn't realize that little detail! So 6%/12%!

    Crystal shard or morphs as a SPAMMABLE? This ability has a 1 second cast time. I think you dont know what a spammable means...... where is my action combat. If i use craystal shard as a spammable i can go play WoW.

    Spamming shields is our main defense. We need to spam it otherwise we are dead.

    Oh Ye, increasing Blood Magic by 2% making it 1% more healing in pvp cause of battlespirit will definitly help. Thanks.
  • Biro123
    Biro123
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    Galarthor wrote: »
    And what Dark Magic ability are we supposed to use that frequently that we get a decent heal out of it.
    Gnozo wrote: »
    As Galathor already said, what spammable to take viable use of Blood Magic?

    Crystal Shard (and morphs).

    Galarthor wrote: »
    And how do you suggest to keep Light Armor builds from being one-shotted, the remaining 4 to 5 seconds after the shield is down?
    Gnozo wrote: »
    I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.

    I have 7 chars max lvl/cp, and 5 are magicka: one from each class. And... Spam damage shield is ridiculous! Keeping the shield up for the whole fight is ridiculous! There's nothing funny about it! And hey, I only play often with my magicka chars!

    It could also be "Casting again within 4 seconds cost 35% more Magicka.

    Berenhir wrote: »
    Dark Magic already heals for 10%.

    Sorry, I didn't realize that little detail! So 6%/12%!

    Not enough. Frags is only ever used on proc - so not exactly a spammable. - And not to forget, that 12% is halved in PVP and subject to heal debuffs. So, a frag roughly every 4 seconds, with maybe half of them dodged/reflected(being generous)... = a hit roughly every 8 seconds.. for, lets say with 22k health (I currently run with 17k, btw) = a 1.3k heal... = 165 health per second...

    Nah - this passive is ONLY worthwhile If there is a reasonably fast-ticking dot in the line. (why some have suggested cage does dmg over time)
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • joaaocaampos
    joaaocaampos
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    Gnozo wrote: »
    Crystal shard or morphs as a SPAMMABLE? This ability has a 1 second cast time. I think you dont know what a spammable means...... where is my action combat. If i use craystal shard as a spammable i can go play WoW.

    Spamming shields is our main defense. We need to spam it otherwise we are dead.

    Oh Ye, increasing Blood Magic by 2% making it 1% more healing in pvp cause of battlespirit will definitly help. Thanks.
    Biro123 wrote: »
    Not enough. Frags is only ever used on proc - so not exactly a spammable. - And not to forget, that 12% is halved in PVP and subject to heal debuffs. So, a frag roughly every 4 seconds, with maybe half of them dodged/reflected(being generous)... = a hit roughly every 8 seconds.. for, lets say with 22k health (I currently run with 17k, btw) = a 1.3k heal... = 165 health per second...

    Nah - this passive is ONLY worthwhile If there is a reasonably fast-ticking dot in the line. (why some have suggested cage does dmg over time)

    Sorry about "spam".

    BTW, they can change the passive!
    • Hitting an enemy with a Sorcerer ability heals you for X% Max Health. This effect can occur once every 2 seconds (not 0.5).
    This new Blood Magic heal + Surge heal = nice healing.
  • Aldul
    Aldul
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    Making Conjured Ward and Anullment and it's morphs non-interruptable does not solve the problem. Due to it being insta-cast, it has not been interruptable before and still it didn't go out well as soon as lag kicked in and there was delay to it (animation cancelling in your rotation, etc.) the global cd made it hard sometimes to even have that *** go out fine in cyrodiil, esp. prime time. It's too big of a nerf, understand it, guys. Make it fatigue and ppl will have to focus on offensive and the learning curve will change. Don't lock out everyone who isn't 100% pro. Show casuals some love, as well as PVP in general.
    - - PVP -only, sorc-only - AD Veteran - -
    - CULTURES Social Guild (EU) -
  • Gnozo
    Gnozo
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    Gnozo wrote: »
    Crystal shard or morphs as a SPAMMABLE? This ability has a 1 second cast time. I think you dont know what a spammable means...... where is my action combat. If i use craystal shard as a spammable i can go play WoW.

    Spamming shields is our main defense. We need to spam it otherwise we are dead.

    Oh Ye, increasing Blood Magic by 2% making it 1% more healing in pvp cause of battlespirit will definitly help. Thanks.
    Biro123 wrote: »
    Not enough. Frags is only ever used on proc - so not exactly a spammable. - And not to forget, that 12% is halved in PVP and subject to heal debuffs. So, a frag roughly every 4 seconds, with maybe half of them dodged/reflected(being generous)... = a hit roughly every 8 seconds.. for, lets say with 22k health (I currently run with 17k, btw) = a 1.3k heal... = 165 health per second...

    Nah - this passive is ONLY worthwhile If there is a reasonably fast-ticking dot in the line. (why some have suggested cage does dmg over time)

    Sorry about "spam".

    BTW, they can change the passive!
    • Hitting an enemy with a Sorcerer ability heals you for X% Max Health. This effect can occur once every 2 seconds (not 0.5).
    This new Blood Magic heal + Surge heal = nice healing.

    Evers build needs a spammable and since its not effective to spam Frag sorcs use Crushing shock or Flame Reach.

    While i appriciate your suggestion to change the Blood Magic Passive i personally dont feel comfortable to rely on a passive for a source of healing.

    Sorc has weak healing and is forced into using Shields to avoid damage and use healing ward to get reliable heal. Healing ward itself only works if you protect it to get the full heal after it expires. Either with a shield or with cloak as a NB.

    ZOS took shields away leaving us with no real option to protect healing ward cause the 1 second cast time allows your Opponent to damage healing ward reducing the heal from it significant.

    They took away shields and gave nothing in return.
  • joaaocaampos
    joaaocaampos
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    I edited my suggestion up there:
    Let's make the Sorcerers less dependent on the damage shields, buffing Blood Magic Passive!
    • Blood Magic (Dark Magic Passive): Hitting an enemy with a Sorcerer Magicka ability heals you for 5%/10% Maximum Health. This effect can occur once every 2 seconds.
    • Conjured Ward: This ability and its morphs now have a 1-second cast time, previously an instant cast.
    • After using Conjured Ward, the next use within 4 or 6 seconds costs 35% more. That is...
    • Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within Y seconds cost 35% more Magicka.

    Obs.:
    • Blood Magic effect can occur once every 2 seconds (not 0.5 seconds) because it happens when hitting an enemy with any Sorcerer skill!
    • Y: 4 or 6 seconds. And the Magicka cost will increase by 35%, not 50% as Bolt Escape.

    Annulment will work the same way.
    • Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within Y seconds cost 35% more Magicka.

    Optional change
    • Conjured Ward and Annulment share the same cooldown. So...
    • "(...) Casting Conjured Ward or Annulment again within Y seconds cost 35% more Magicka."

    @ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear

    Edited by joaaocaampos on September 25, 2018 1:19PM
  • Tendoshii
    Tendoshii
    ✭✭✭
    HaruKamui wrote: »
    Im actually excited to use the new overload. Gonna weave it with force pulse with queen’s elegance and amber plasm. Gonna use bloodspawn as my monster set too. It’s just the shield cast time that has to go. >:(

    The Overload change changes one subset of a playstyle for one class. The shield cast time ends an entire playstyle across all classes.

    All this because people can’t figure out how to burst a sorc and apply constant pressure.
  • ezio45
    ezio45
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    ✭✭✭
    Tendoshii wrote: »
    HaruKamui wrote: »
    Im actually excited to use the new overload. Gonna weave it with force pulse with queen’s elegance and amber plasm. Gonna use bloodspawn as my monster set too. It’s just the shield cast time that has to go. >:(

    The Overload change changes one subset of a playstyle for one class. The shield cast time ends an entire playstyle across all classes.

    All this because people can’t figure out how to burst a sorc and apply constant pressure.

    or refuse to slot a stun
  • Feric51
    Feric51
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    Gnozo wrote: »
    Let's make the Sorcerers less dependent on the damage shields!
    • Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
    • Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
    And, Sorcerers, don't forget to use Surge/Power Surge!

    So... Conjured Ward!
    • This ability and its morphs now have a 1-second cast time, previously an instant cast.
    • After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
    • Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Obs.:
    • Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
    • Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.

    Annulment will work the same way.
    • Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Optional change
    • Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
    • "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."

    @ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear

    As Galathor already said, what spammable to take viable use of Blood Magic?

    I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.

    I almost always have liquid lighting ticking away, pet attacks would be considered a "sorcerer ability," boundless storm/hurricane would count.... there are a lot of opportunities to deal damage with a sorcerer ability if you slot the right skills. Coupled with crit/power surge, there would be some nice healing ticks coming in pretty regularly.
    Feric51
    Xbox NA

    Darkness Falls: The Crusade survivor (you young kids will never know the struggle of text-based games)


  • Karm1cOne
    Karm1cOne
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    Feric51 wrote: »
    Gnozo wrote: »
    Let's make the Sorcerers less dependent on the damage shields!
    • Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
    • Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
    And, Sorcerers, don't forget to use Surge/Power Surge!

    So... Conjured Ward!
    • This ability and its morphs now have a 1-second cast time, previously an instant cast.
    • After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
    • Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Obs.:
    • Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
    • Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.

    Annulment will work the same way.
    • Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Optional change
    • Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
    • "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."

    @ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear

    As Galathor already said, what spammable to take viable use of Blood Magic?

    I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.

    I almost always have liquid lighting ticking away, pet attacks would be considered a "sorcerer ability," boundless storm/hurricane would count.... there are a lot of opportunities to deal damage with a sorcerer ability if you slot the right skills. Coupled with crit/power surge, there would be some nice healing ticks coming in pretty regularly.

    Key word there was blood magic abilities. And surge has a cooldown.
  • Gnozo
    Gnozo
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    Feric51 wrote: »
    Gnozo wrote: »
    Let's make the Sorcerers less dependent on the damage shields!
    • Blood Magic (Dark Magic Passive): Hitting an enemy with a Dark Magic ability heals you for 5%/8%10% Maximum Health. This effect can occur once every 0.5 seconds.
    • Implosion (Storm Calling Passive): Whenever you deal Shock Damage you have a 3%/ 6% chance to instantly disintegrate enemies under 15% Health, dealing X Shock Damage and healing you for Y Health. Whenever you deal Physical Damage you have a 3%/ 6% chance to instantly pulverize enemies under 15% Health, dealing X Physical Damage.
    And, Sorcerers, don't forget to use Surge/Power Surge!

    So... Conjured Ward!
    • This ability and its morphs now have a 1-second cast time, previously an instant cast.
    • After using Conjured Ward, the next use within 6 seconds costs 35% more. That is...
    • Conjured Ward: Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs X Damage for 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Obs.:
    • Implosion healing only activates using Shock Damage. By the way... This change is optional. But Blood Magic buff is necessary.
    • Yes, it's "within 6 seconds", but the Magicka cost will increase by 35%, not 50% as Bolt Escape.

    Annulment will work the same way.
    • Annulment: Surround yourself with a net of magic negation damage shield to absorb up to X Damage over 9 seconds. Casting again within 6 seconds cost 35% more Magicka.

    Optional change
    • Conjured Ward and Annulment share the same cooldown. Otherwise, every 3-4 seconds, the Sorcerer will use Conjured Ward > Annulment > Conjured Ward > Annulment > Conjured Ward > Annulment etc without the Magicka increase. So...
    • "(...) Casting Conjured Ward or Annulment again within 6 seconds cost 35% more Magicka."

    @ZOS_RobGarrett @ZOS_GinaBruno @ZOS_JessicaFolsom @Tasear

    As Galathor already said, what spammable to take viable use of Blood Magic?

    I dont know if you ever played magicka sorc and duelled a decent player but you need to recast your shields every 2 seconds cause they cut through it so fast. Would make shield cast so expensive that it will be impossible to maintain in a fight.

    I almost always have liquid lighting ticking away, pet attacks would be considered a "sorcerer ability," boundless storm/hurricane would count.... there are a lot of opportunities to deal damage with a sorcerer ability if you slot the right skills. Coupled with crit/power surge, there would be some nice healing ticks coming in pretty regularly.

    But in the current state Blood Magic only procs on Dark Magic abilities.

    So no liquid lightning or pet will proc it.
  • joaaocaampos
    joaaocaampos
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    Oh, dear, that will not work, because it would benefit Stamina Sorcerer as well. I'll edit it again.
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