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How do you feel about the lost of overload 3rd bar?

Tasear
Tasear
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  • Beardimus
    Beardimus
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    Angry.

    - it removes something unique about the class
    - sorcs struggle for bar space as already covered by the reps / ZOS and this creates us a further issue in particular as other changes means other skills needed (such as boundless for resistances, which before went on OL bar)
    - massive impact to full pet sorcs as space is worse
    - massive impact to sorc healers for same reason

    Lastly. Just the change in general, they are breaking a unique skill that was very sorc and balanced. It sealed huge damage, but was easy to dodge, very telegraphed and left you with no heal on that bar for non pet sorc.. The GCD in / Out meant you used it in combat at risk. It feels they broke the skill for no real reason, or at least not fixing a current issue.
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Rohamad_Ali
    Rohamad_Ali
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    FlipTable.jpg
  • Hotdog_23
    Hotdog_23
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    Indifferent, didn’t really like it so I never used it. Kind of always thought of it as unfair considering the other classes did not have access to a third bar. I say give everyone the same number of skill slots.
  • Morgul667
    Morgul667
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    Disappointed with ZOS

    We reported third bar was clunky, they remove it
  • Lord-Otto
    Lord-Otto
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    I personally never needed it, PvP nor PvE.

    But I specifically asked people who did need it in their builds, and I have to agree it left a hole, especially for stamsorcs. I think many skills need to be reworked to compensate. Too many, perhaps.

    Also, sorcs needed a small burst ult, like a magical Dawnbreaker. I'm not sure if a boost to light attacks is useful at all.
  • DoobZ69
    DoobZ69
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    Beardimus wrote: »
    Angry.

    - it removes something unique about the class
    - sorcs struggle for bar space as already covered by the reps / ZOS and this creates us a further issue in particular as other changes means other skills needed (such as boundless for resistances, which before went on OL bar)
    - massive impact to full pet sorcs as space is worse
    - massive impact to sorc healers for same reason

    Lastly. Just the change in general, they are breaking a unique skill that was very sorc and balanced. It sealed huge damage, but was easy to dodge, very telegraphed and left you with no heal on that bar for non pet sorc.. The GCD in / Out meant you used it in combat at risk. It feels they broke the skill for no real reason, or at least not fixing a current issue.

    This and:
    - massive impact to tanks.

    How. If you go skill by skill or tool by tool in terms of tanking vs a DK then the result becomes this:
    1.) DK can use every ultimate for tanking because of the Battle Roar passive and all of their ultimates have some sort of survivability/mitigation attached which is useful in tanking. A Sorcerer's only arguable ultimate is Absorption Field which in a boss fight only counts as a HoT and does not help with survivability in any way. Overload can be used for extra buffs and skills which could make up for that but in the new form all it is is a sparkly light and heavy attack and Magicka regen, which, again, adds nothing to survivability.

    2.) Passive for passive the DK has 11 (out of 12) passives useful for tanking in one form or another. In comparison the Sorc has 7 (out of 12) and that is being very loose and generous with the term "tanking" here. Again, the buffs and extra abilities from a 3rd bar could be used to make up for this imbalance and no longer do.

    3.) Tanking skill/tool of a DK vs a Sorc is, shockingly, also vastly superior when examined closely. Again, with Overload this gap could be narrowed.

    Now I'm not saying a Sorc was as good as a DK in tanking with Overload but it was tolerable in a certain sense. Now every skill and tool and passive has to be compared on face value and as far as I am concerned it is a 50% tanking nerf for my Sorc tank (from what it is with Overload). I've rerolled to a DK and had no problems at all running vet MHK without having levelled all the skill lines and keep getting one-shot on my Sorc almost the entire instance. I've exchanged gear from toon to toon so that isn't different. I've given them similar CP and attribute points and accounted for differences (such as Thief Mundus for my Sorc and CritSurge slotted for heals ((an absolute must in my opinion))).

    Someone else has already said this but I will say it again: Overload wasn't used by every Sorc build but they took a whole reason out of using it from a huge number of builds without any kind of consideration or a way to make up for it. It is a straight up gutting and nerf.

    The Overload itself and a third bar had to be fixed. These fixes should have been across the entire class with provision for all the roles and stamina/magicka in mind. Then the removal of a third bar could be justified and I would most likely have welcomed it. But they took a huge mechanic which makes up for massive downfalls from the healer and the tank role and cut it out completely.

    I could go on and on and on about how they are rebalancing the Sorc wrong with every single change but I think its most likely miscommunication. When we said "Pets" are the problem they thought pets needed to be made invincible when we really meant that there is a slotting issue with pets. When we said we needed PvP mobility they thought we couldn't keep the enemy at a distance and gave us an irremovable undodgeable killer stun. The problems are pretty obvious but they choose to fix them and just go about fixing AROUND them. It's game-breaking to say the least.

    PS: in case you missed it I am unhappy about the removal of the third bar.
  • StamWhipCultist
    StamWhipCultist
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    Well, my stamsorc lost few ground effects I used to keep on 3rd bar, like caltrops, rearming and similar. Will have to figure out how to implement rearming on my bars next patch for PvP BGs.
  • Beardimus
    Beardimus
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    DoobZ69 wrote: »
    Beardimus wrote: »
    Angry.

    - it removes something unique about the class
    - sorcs struggle for bar space as already covered by the reps / ZOS and this creates us a further issue in particular as other changes means other skills needed (such as boundless for resistances, which before went on OL bar)
    - massive impact to full pet sorcs as space is worse
    - massive impact to sorc healers for same reason

    Lastly. Just the change in general, they are breaking a unique skill that was very sorc and balanced. It sealed huge damage, but was easy to dodge, very telegraphed and left you with no heal on that bar for non pet sorc.. The GCD in / Out meant you used it in combat at risk. It feels they broke the skill for no real reason, or at least not fixing a current issue.

    This and:
    - massive impact to tanks.

    How. If you go skill by skill or tool by tool in terms of tanking vs a DK then the result becomes this:
    1.) DK can use every ultimate for tanking because of the Battle Roar passive and all of their ultimates have some sort of survivability/mitigation attached which is useful in tanking. A Sorcerer's only arguable ultimate is Absorption Field which in a boss fight only counts as a HoT and does not help with survivability in any way. Overload can be used for extra buffs and skills which could make up for that but in the new form all it is is a sparkly light and heavy attack and Magicka regen, which, again, adds nothing to survivability.

    2.) Passive for passive the DK has 11 (out of 12) passives useful for tanking in one form or another. In comparison the Sorc has 7 (out of 12) and that is being very loose and generous with the term "tanking" here. Again, the buffs and extra abilities from a 3rd bar could be used to make up for this imbalance and no longer do.

    3.) Tanking skill/tool of a DK vs a Sorc is, shockingly, also vastly superior when examined closely. Again, with Overload this gap could be narrowed.

    Now I'm not saying a Sorc was as good as a DK in tanking with Overload but it was tolerable in a certain sense. Now every skill and tool and passive has to be compared on face value and as far as I am concerned it is a 50% tanking nerf for my Sorc tank (from what it is with Overload). I've rerolled to a DK and had no problems at all running vet MHK without having levelled all the skill lines and keep getting one-shot on my Sorc almost the entire instance. I've exchanged gear from toon to toon so that isn't different. I've given them similar CP and attribute points and accounted for differences (such as Thief Mundus for my Sorc and CritSurge slotted for heals ((an absolute must in my opinion))).

    Someone else has already said this but I will say it again: Overload wasn't used by every Sorc build but they took a whole reason out of using it from a huge number of builds without any kind of consideration or a way to make up for it. It is a straight up gutting and nerf.

    The Overload itself and a third bar had to be fixed. These fixes should have been across the entire class with provision for all the roles and stamina/magicka in mind. Then the removal of a third bar could be justified and I would most likely have welcomed it. But they took a huge mechanic which makes up for massive downfalls from the healer and the tank role and cut it out completely.

    I could go on and on and on about how they are rebalancing the Sorc wrong with every single change but I think its most likely miscommunication. When we said "Pets" are the problem they thought pets needed to be made invincible when we really meant that there is a slotting issue with pets. When we said we needed PvP mobility they thought we couldn't keep the enemy at a distance and gave us an irremovable undodgeable killer stun. The problems are pretty obvious but they choose to fix them and just go about fixing AROUND them. It's game-breaking to say the least.

    PS: in case you missed it I am unhappy about the removal of the third bar.

    Agreed!
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Undefwun
    Undefwun
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    Yeah... i only recently learned of the value of the 3rd bar and a month later they announce the removal.

    I kept things like Crit Surge, Caltrops, Time Stop and Meditate on there
    Drank Sinatra Sr - PvP Magblade - DC
    Juggathot - PvP Mag Sorc - DC
    Jedi Mind Crits - PvP A-Hole Bowblade - DC
    Dollar Store Thor - PvP Stamplar - DC
    The Bone Sumpremacy - baby Stamcro - DC
    Wârden Freeman - PvP Stamden - DC (on hold)
    Lauryn Heal - PvE Magplar DPS - DC

    Lil Orc Chop - PvP Stam Sorc - EP
    Hamuel L Jackson - PvE DPS & PvP Stam DK - EP
    Chandler Bling - PvP Magden - EP

    Mahalia Lightborn - exiled crafting toon - cos you know, she's AD
  • Feanor
    Feanor
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    @Tasear

    The thing is that most Sorcs would probably be fine with the 3rd bar bring removed if the following conditions were met:

    - a solution to the tight bar space (and no Mr. Wrobel, this isn’t an issue because Sorcs “have to many good abilities”, but because the existing choices are both mandatory and one-dimensional, and also the double bar problem for pets and skills)

    - the rework of overload into a cheaper burst ultimate (other than the slow LA projectile it is now)

    - a rework of the passives (7 out of the 12 passives are not good or too situational)

    - better mobility with restoring Streak and adding something unique other than Hurricane for StamSorc

    This would also give Sorc some class identity back - much needed in my opinion.
    Edited by Feanor on October 5, 2018 8:20AM
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • CasNation
    CasNation
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    Feanor wrote: »
    @Tasear

    The thing is that most Sorcs would probably be fine with the 3rd bar bring removed if the following conditions were met:

    - a solution to the tight bar space (and no Mr. Wrobel, this isn’t an issue because Sorcs “have to many good abilities”, but because the existing choices are both mandatory and one-dimensional, and also the double bar problem for pets and skills)

    - the rework of overload into a cheaper burst ultimate (other than the slow LA projectile it is now)

    - a rework of the passives (7 out of the 12 passives are not good or too situational)

    - better mobility with restoring Streak and adding something unique other than Hurricane for StamSorc

    This would also give Sorc some class identity back - much needed in my opinion.

    @Tasear

    I came in here to say pretty much this ^

    Overload wasn't a fun ultumate to use really (to me). It was only there to solve the sorc's problem of not having enough bar space due to one-dimensional abilities, needing to double bar pets, and slot passive skills that do nothing like inner light and bound armor to stay effective.

    I think redesigning Overload is a good idea, but they removed the solution without solving the problem, making it very difficult to run the requisite abilities and still have some build freedom and versatility.

    Unlike other classes, every sorc's bars look pretty much the exact same depending on PvE or PvP. There is the variation of the pet sorc, but that is a highly contentios playstlye that many (myself included) dont like at all.
    PC NA AD
    Gamma Fyr: Dunmer Sorcerer Stamina DPS (the Missing Sister...props to those who get the reference)
    Samekh Fyr: Dunmer Nightblade Magicka DPS
    Claire Le'Rouge: Breton Templar Heal/Tank (the Resplendent Bastion)
    Augustus Constantine: Imperial Nightblade PvP (Blackwater Bandit)
    Shadow-of-Sundered-Star: Altmer Dragonknight Lowbie
  • Donnasnowheart_ESO
    Donnasnowheart_ESO
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    Horrible I've already stated how horrible the change is in other posts but really the biggest sad part for me is that the new one is outright bad.
  • Koolio
    Koolio
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    I love going in and out of overload in maelstrom and PvP. I feels so awesome to get it right and fluid.
  • Artim_X
    Artim_X
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    Before-and-after.
    giphy.gif
    For the last two weeks I've been running dungeons and playing PvP without using my 3rd bar in order to get used to the change. Although I have less tools at my disposal and my PvE builds all have less magicka (can't justify slotting bound aegis or inner light) I'm still able to have fun.

    I've decided to accept that this change is happening no matter what. However, even if sorcs get decent buffs down the line I'll never be happy about this change, since the 3rd bar was something I truly loved about the class and it was one of the main reason I would recommend the class to others.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Crixus8000
    Crixus8000
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    Annoyed. I rarely used it on my stamsorc but that was just because of how clunky and unreliable it was. It got me killed more often that helped me. I was waiting for a fix but instead it was removed.
  • AcadianPaladin
    AcadianPaladin
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    My sorcs (magstormsorc with matriarch and bowbowstamsorc) don't use it. Tried it, found it unsatisfactorily clunky and rejected using it further. That said, I lament the loss or nerf of any skill that other players find helpful - and clearly, many sorcs do find it helpful.
    PC NA(no Steam), PvE, mostly solo
  • redspecter23
    redspecter23
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    Overload was, and still is, a very wacky ability that warps various things about the game. If it never worked this way from the start, we wouldn't have missed what we never had. However, it was introduced in the way it was and players got used to the unique play aspects of it. Taking it away now seems like it's about 4.5 years too late. If the devs don't like the way overload works currently, why take so long to deal with it?
  • Starlock
    Starlock
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    I don't really care.

    For the longest time, I had no idea the third bar was even a thing. When I did learn it was a thing, I thought it was kind of neat, but didn't care to really use it regularly. My sorcerer is a lightning mage, and there are only so many lightning abilities. He's not a fan of dark magic, but will use it on rare occasion, so I put some of those on that bar. I won't miss it being gone.

    I will miss his light attacks on overload hitting like a truck. Not happy about that change. I would use it to ash mobs when I was feeling impatient. XD

  • Emma_Overload
    Emma_Overload
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    I feel fine.

    I like the new Overload better than the old Overload. Getting in and out of the old Overload was so clunky, it just seemed like a hazard in PvP.
    #CAREBEARMASTERRACE
  • Nox_Noir
    Nox_Noir
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    Really sucks to have another thing that made the class unique just deleted...
  • Itacira
    Itacira
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    sad
    PC/EU - PVE 2H stam orc petsorc (meta, what meta?) ww - terrible dps - mediocre player - fun times - free ww bites to whomever asks so don't be shy if interested
  • Fur_like_snow
    Fur_like_snow
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    I’ll be honest sorc was the last class I played after all the others so I feel like I never got to experience much of the overload bar. Now I have a Stam Sorc in rotation but I don’t bother with overload since it’s probably going extinct next patch.

    My limited experience with it was that it felt clunky sometimes to switch between but gave me another bar for utility skills I’d have otherwise had no room to slot at the cost of my second ultimate. It’s not a huge loss for me personally but it does feel like classes are becoming more similar.
  • Icarus42
    Icarus42
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    Having that third bar brought great versatility to this class. I used it in pvp used to put rapids dark deal, and for fun sometimes volcanic rune. There was something hilarious about launching someone in the air and nailing them with an overload a couple times!
    The loss of the third bar will really make people feel like they have to slot only the primary tools of a sorc, like frag, ward curse, mage wrath etc. We will no longer really be able to play around with that extra utility, which will make this class become a sad mundane task instead of a fun versatile class that it used to be.
    I guess being able to weave light overload attacks could be cool with mages guild degeneration empowering the light attack, as a duel wield magic sorc I will definitely use this to weave in with my burst rotation, but I did that anyway when it was a third bar, it was tricky but when you pulled it off it was very rewarding.
    Overall it feels like this class is being painted into a corner more and more after every patch, after these nerfs there isn't really anywhere else to go except to the dark side and reroll a stamina toon. After four years of working on my sorc and braving through all the changes cant believe I would even think of it, but I am now...
    Ebonheart Pact - PC NA - Magicka Sorcerer
  • pattyLtd
    pattyLtd
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    It makes me sad, it was unique and offered alot of options for diverse playstyles, there is a reason the original designers gave sorcerers this type of feature on a class full of togggles.

    I dont have it slotted all the time like i have before the change to max 500 ultimate but its a bad change imo.

    Now we can weave it, yay another unique ability destroyed!
    Unfortunatedly i am not even surprised by it anymore.
    English is not my native language, no grammar police please, tyvm
  • jeskah
    jeskah
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    Makes me kinda relieved. Dont get me wrong, in its current state for sure it needs adjustments and testing tothe extreme (ulti/dmg ratios, comparisons, does the original light attack damage considered when deciding the damage of the ultimate, etc). But with this change the crowded bar issues have to be adressed at last. No circumvention for that any more. No 3rd bar to idunno, hide these issues.
    Now, on the other hand, im curious to see the how the new OL will work with weapon passives - it should, btw - since it no longer a form. DW passives, bow passives, 2h passives, destro staff passives. Will it get the execute passives from dw? The stacking damage buff from bow? The cleave from 2h? Destro extra penetration? Etc. If not, why not. If yes, how would those affect pve and pvp.
    Not to mention, we still should have a stamina and a magicka morph of it, adjusted accordingly, and maybe if we use the magregen version as a template for both, we can adress the sustain issues too.
    Maybe! Personally i do not like that much to tie sustain to ultimates, see dks.

    However, one thing is clear. We are the very beginning of a route with these changes, and because of it, many more changes should, have to come in the neqr future, in this pts cycle.
  • Biro123
    Biro123
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    I'm one who often slotted overload just to fit in one 'must-have' skill. Basically giving up a useable ultimate for a standard ability to make up for sorcs bar-space issues.
    Now, like shields, they just rip off the band-aid without healing the wound it was covering.
    The problem is too many unspammable sorc' abilities, so you need loads of abilities
    on your bar just to fill up a rotation.
    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.
  • Morgul667
    Morgul667
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    I have no idea how ill manage my bar next patch. Thought about it today during pvp time ill have to choose carefully and sacrifice important skills for.... well nothing cause i didnt need to in the past.
  • Thraben
    Thraben
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    Betrayed
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • jeskah
    jeskah
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    Some words how the new OL supposed to work from ZOS would be nice...
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