Quite a few comments for me..:
Sacrifices
After a complete re-build - they seem strong enough - but the sacrifices made have been painful... Dropping 10k mag, losing mag sustain, losing a lot of stam sustain, and having to slot 2 skills not needed (or only on overload bar) before.. Boundless and Dark Exch.
Sorc ability bars were already very crowded - now they are a nightmare. I only run one shield, one weak hot (and dark exch), and can't fit in an execute or a CC anymore (unless you count BoL or Atro landing as a CC...). This is VERY painful.
Options
I feel pidgeon-holed into running light transmutation and resists monster-sets. I still don't think heavy is viable with the sustain issues, and not using shields could only be possible with maybe Argonian.. maybe..
Synergies
Shields now work mechanic-wise exactly like health. EXCEPT when blocking comes into play. So WHY does magsorc now have buffs for blocking yet still has shield as his primary class-based defence. Blocking+heal is much, much more effective than blocking with shields.. Yet magsorc has trash heals to go with those block bonuses.. I don't get it. There is still the same issue that you can run a pet to get a decent instant heal to use with ice-staff blocking - but you STILL NEED A SHIELD TO KEEP PET ALIVE!!!! I hate this - another terrible synergy, and that shield uses the pet's poor resists, and is limited by his poor health, and gets no benefits from CP damage reductions, making it VERY costly to try to keep a pet alive via shielding.
Honestly, its the terrible synergies for sorc (related to shields) that annoys me more than anything.
Buggy casting
Something is broken - I made a separate post about it somewhere... https://forums.elderscrollsonline.com/en/discussion/445184/fix-shields-please#latest
Basically, as a primary defensive mechanic, they suffer from lag far, far worse than stam (off-cooldown) defences. This is all the more painful now with how impossible it is to build for stam sustain on a mag class while also having the resists/impen needed to keep shields worth casting.
Sorc Direction
A slight tangent to the original question, but related. What are sorc's meant to be? If the intention in nerfing shields was to make them more of a glass cannon - it fails. Sorcs cannot be a glass cannon this patch because to fire that cannon, they need to stand and cast only offensive stuff for 4 seconds against the same target. One defensive cast in there messes up the whole timing and the burst is ruined.
So, to be able to do this, sorc MUST be able to survive for 4 seconds without doing anything defensive. This used to be possible with a shield-stack before starting that 4-second rotation(but could still be interrupted by a CC or big incoming burst). Now, well, nothing changes except that for the sorc to build so that he can survive that 4 seconds with Murkmire shields, the cannon has gone (and to be fair - it hasn't been much of a cannon for a long while before that).
Others
As a result of building to make your shield worth the cooldown (or 5 - see above) needed to cast it, you're significantly tougher when unshielded (and gank-resistant - NB's gonna hate that) - making shields slightly LESS necessary - but the alternatives still aren't there to do away with them completely as a build choice.
Given the sacrifices that need to be made for shields now - there is no place in the game for shieldbreaker (and arguably infused torugs oblivion builds)
usmguy1234 wrote: »
CatchMeTrolling wrote: »Pretty terrible in bgs, which you’d expect since every change is made with cp in mind.
My bet would be - used healing ward as an in combat emergency heal.
This function is no longer existant not only because shields now take slightly more dmg - but also because one tremendously important function of the healing ward morph was the small initial heal taking you out of execute range.
Previously you could either cast multiple healing wards in a row to get out of execute range (that functionality is gone) OR
you could cast other shields and then healing ward and try to get the heal at the end (that functionality only partly exists now because shields generally take more dmg and you don´t get the heal if you can´t stop someone from attacking alltogether).
Healing ward is now just another shield - which can also target allies but since that makes it unreliable for personal defense it´s not really a desireable skill anymore compared to ward ally.
Both are really a bit too expensive for what they currently do to be worth a slot without blackrose resto imo.
Brutusmax1mus wrote: »usmguy1234 wrote: »
Ive been laughing at all the shield users trying magplar. Totally different style.
MetalHead4x4 wrote: »Get rid of the meager shock damage done by Boundless Storm and make the ability a health leech at melee range (say 4 seconds). Give Sorcs a chance to get out of close proximity (Streak) where they take the most damage so they can get back out into casting range to do their thing. Sorcs need to stay on the outside of the battle and cast, that shock damage does nothing, a little extra heal til they can get the hell out of the fight would be better than that weak shock damage.
As I expected the good players have no problems killing people and the bad ones still struggle even more. That said, it is no longer fun I don’t play a game to less effective patch after patch. Sorc is now my crafter where boundless storm and streak make writs pain free.
As I expected the good players have no problems killing people and the bad ones still struggle even more. That said, it is no longer fun I don’t play a game to less effective patch after patch. Sorc is now my crafter where boundless storm and streak make writs pain free.
As I expected the good players have no problems killing people and the bad ones still struggle even more. That said, it is no longer fun I don’t play a game to less effective patch after patch. Sorc is now my crafter where boundless storm and streak make writs pain free.
As I expected the good players have no problems killing people and the bad ones still struggle even more. That said, it is no longer fun I don’t play a game to less effective patch after patch. Sorc is now my crafter where boundless storm and streak make writs pain free.
oxygen_thief wrote: »As I expected the good players have no problems killing people and the bad ones still struggle even more. That said, it is no longer fun I don’t play a game to less effective patch after patch. Sorc is now my crafter where boundless storm and streak make writs pain free.
the question is who is being killed and how? you can get a lot of kills by just spamming wrath from the middle of a zerg, you can also kill a bunch of pvers which came to open vigor. does it mean the calss is still ok despite all nerfs? no it means nothing. try to win in a 1vs1 fight against a player of your onw skill level and you will understand that its a trash now.
My bet would be - used healing ward as an in combat emergency heal.
This function is no longer existant not only because shields now take slightly more dmg - but also because one tremendously important function of the healing ward morph was the small initial heal taking you out of execute range.
Previously you could either cast multiple healing wards in a row to get out of execute range (that functionality is gone) OR
you could cast other shields and then healing ward and try to get the heal at the end (that functionality only partly exists now because shields generally take more dmg and you don´t get the heal if you can´t stop someone from attacking alltogether).
Healing ward is now just another shield - which can also target allies but since that makes it unreliable for personal defense it´s not really a desireable skill anymore compared to ward ally.
Both are really a bit too expensive for what they currently do to be worth a slot without blackrose resto imo.
We're seeing a pattern here... Now Ward Ally is a much more interesting choice since Healing Ward got stomped into the ground - just like ZOS intended with Frags.
Our feedback still falls on deaf ears...
My bet would be - used healing ward as an in combat emergency heal.
This function is no longer existant not only because shields now take slightly more dmg - but also because one tremendously important function of the healing ward morph was the small initial heal taking you out of execute range.
Previously you could either cast multiple healing wards in a row to get out of execute range (that functionality is gone) OR
you could cast other shields and then healing ward and try to get the heal at the end (that functionality only partly exists now because shields generally take more dmg and you don´t get the heal if you can´t stop someone from attacking alltogether).
Healing ward is now just another shield - which can also target allies but since that makes it unreliable for personal defense it´s not really a desireable skill anymore compared to ward ally.
Both are really a bit too expensive for what they currently do to be worth a slot without blackrose resto imo.
We're seeing a pattern here... Now Ward Ally is a much more interesting choice since Healing Ward got stomped into the ground - just like ZOS intended with Frags.
Our feedback still falls on deaf ears...
Just that healing ward prior to the nerf had an entirely different function. It acted as the emengency "burst" heal for shield builds.
It was a core support and self defense skill.
It fails to act as an emergency heal mechanic now completely - the other function of a support skill is naturally done better by the support morph.
WuffyCerulei wrote: »I've simply adapted. I changed the sets and traits I was wearing, and I've been doing fine since.