IMO there are way less sorcs in Cyrodiil PC NA vivec.
BUT
The 3 or so running around that I run into are mostly god mode stronger than before.
The options I see here are:
1) they’re cheating; possibly but no proof
2) they’ve found a build that’s made them stronger than before; good on them although it’s probably cheese & needs tuned
3) the vast majority of pre-Murkmire sorcs were crutching on game-breakingly easy playstyle since launch; imagine if we had viper + velidreth since launch & it was never toned down; now their toys been taken away & they’re outraged at being told to git gud because they’ve never had to.
It could even be all 3 or any combination; fact is players gravitate to what’s easy b/c they just want to win, they don’t want to “try”.
The damage that is thrown around these days is ridiculous, but I don't want to play a tanky setup - sure, you can up the resists and drop sustain and damage. Not my favorite play style though. I'll probably try something different outside the tank style soon, but honestly Sorc lost a lot of its fun potential.
Ive still seen plenty if magsorcs and magblades do really well in cyrodiil and battlegrounds regularly. Their shields are plenty strong and do good damage. Whatever adjustments they made definitely worked.
What is magblade defense now? Broken shade and borked shields. So its just ride or die on cloak spam but anybody worth their salt is running detect. Also believe certain abilities that shouldnt be pulling magblade from invis are now. Either way I think the shield changes have affected magblade quite negatively and most magblades I speak to are struggling to find a setup that works. At least sorcs have armor master as a viable option.
I believe there were ways to tweak shields without the proverbial sledge hammer. When you experiment you only change one variable to understand how the changes affect the control. Shields being crittable AND capped out AND factor resistances was too much all in one go. It likely would have been enough to allow shields to be crittable with no other changes. See how that played out and go from there.
Waffennacht wrote: »WuffyCerulei wrote: »I've simply adapted. I changed the sets and traits I was wearing, and I've been doing fine since.
Every time I think of a sorc build I think about how any other mag class can do better with the gear I come up with.
Magden, mag NB, mag Templar and mag DK can take advantage better of resistance, health, heals, without losing so much without max mag
IMO there are way less sorcs in Cyrodiil PC NA vivec.
BUT
The 3 or so running around that I run into are mostly god mode stronger than before.
The options I see here are:
1) they’re cheating; possibly but no proof
2) they’ve found a build that’s made them stronger than before; good on them although it’s probably cheese & needs tuned
3) the vast majority of pre-Murkmire sorcs were crutching on game-breakingly easy playstyle since launch; imagine if we had viper + velidreth since launch & it was never toned down; now their toys been taken away & they’re outraged at being told to git gud because they’ve never had to.
It could even be all 3 or any combination; fact is players gravitate to what’s easy b/c they just want to win, they don’t want to “try”.
shields are stronger because they gave armor access to redcuing dmg first with impen dropping the modifer on the begining tooltip, instead of the old equation that made the damage hit your shield without crits but also without armor so you needed things like major protection which was harder to receive outside a few niche sets on a sorc.
Those changes alone made for some tanky shields.
Oreyn_Bearclaw wrote: »I would say on average, my shields feel overall weaker this patch, although the difference is admittedly less than I expected. I think a better term to use is that they are unpredictable, because it really depends on whom you are fighting. My current mag sorc build has 20-23K phys and spell resist (depends on my monster set) and 3k crit resist, which is noticeably up from last patch. My shield size per shield is largely unchanged. They are generally stronger against your average player, because my resistances are so high. The problem is against high crit stam builds where they literally disappear as fast as you can cast them because of all the crit damage.
I understand wanting to add resistances to shields to make them function more like your health bar. The problem is that the big hits (crits) cant be offset by the usual method to mitigate damage which is to simply block. So saying that shields equal a bigger health bar is actually highly misleading.
The problem is further compounded by the fact that sorcs have a skill designed to increase the amount of damage you can block. This is a completely out of place in the sorc toolkit, because their defense is based around shields. What the skill should perhaps do is to mitigate damage taken to shields by X amount for Y duration. This could actually be a nice tool for 1vXers because far and away the biggest problem with shields is that they scale very poorly when receiving damage from multiple sources.
To be fair, the shield changes made life harder for anyone in light armor. As I've said before, there is nothing that ZOS has done to really compensate light armor users for the changes. They essentially buffed heavy armor wearers and medium at the expense of light armor with the changes, when both heavy and medium stam players already had a massive advantage.
Snare reduction is not a replacement for the usefulness of shield. Not now, not ever.
If ZOS wants to "balance" shields as they have in this patch, they need to start looking at their costs and/or scaling in LA. Just because you can get max resists in LA doesn't mean that shields are better, esp. when you sacrifice 2-3 things from this list to do so: mag regen, max mag, spell damage, hp, max stam, stam regen, other defense, healing, weapon type, monster helm, bar skills. On stam you can ignore max mag and mag regen for the most part, which gives a huge advantage over mag and will keep doing so in the future.
In PvP, the result is literally that in light armor you run into people you cannot beat not because of skill, but because its mathematically impossible to do so, even on a pure glass build. A majority of these players are stam builds and have a massive advantage in every single way. How anyone finds that balanced is insane...but guess the ultra-broken stam builds haven't surfaced into mainstream yet.
Amdar_Godkiller wrote: »For the first time since OT, the game is somewhat balanced!
My personal feelings are that NIghtblades are finally not a mile ahead of everyone in pvp. Mag Sorcs are still super OP, and probably the best class in pvp this patch. Templars and dks seem pretty strong as well. I've definitely not faced many OP magblades this patch. Not sure if that's about people abandoning a class that is less forgiving now, or if the perception that they are now weaker is simply driving decreased demand.
Stamdens are top dog for stam I think, but they are all pretty close.
I think magdens are the only class that needs more than a minor buff. Maybe stam dk as well, though i've not fought against nor played as one this patch yet.
thankyourat wrote: »What is magblade defense now? Broken shade and borked shields. So its just ride or die on cloak spam but anybody worth their salt is running detect. Also believe certain abilities that shouldnt be pulling magblade from invis are now. Either way I think the shield changes have affected magblade quite negatively and most magblades I speak to are struggling to find a setup that works. At least sorcs have armor master as a viable option.
I believe there were ways to tweak shields without the proverbial sledge hammer. When you experiment you only change one variable to understand how the changes affect the control. Shields being crittable AND capped out AND factor resistances was too much all in one go. It likely would have been enough to allow shields to be crittable with no other changes. See how that played out and go from there.
On your magblade wear heavy armor and switch your invisibility morph of Cloak to the healing version and then use path instead of a damage shield. You will be pretty sturdy. It's been working pretty well for me.
Still loving mag sorc this patch.
Building tankier on a sorc might mean smaller tooltips, but it also means losing fewer GCDs to recasting shields and less fights ending before they begin because you get stuck on your backbar early on.
thankyourat wrote: »What is magblade defense now? Broken shade and borked shields. So its just ride or die on cloak spam but anybody worth their salt is running detect. Also believe certain abilities that shouldnt be pulling magblade from invis are now. Either way I think the shield changes have affected magblade quite negatively and most magblades I speak to are struggling to find a setup that works. At least sorcs have armor master as a viable option.
I believe there were ways to tweak shields without the proverbial sledge hammer. When you experiment you only change one variable to understand how the changes affect the control. Shields being crittable AND capped out AND factor resistances was too much all in one go. It likely would have been enough to allow shields to be crittable with no other changes. See how that played out and go from there.
On your magblade wear heavy armor and switch your invisibility morph of Cloak to the healing version and then use path instead of a damage shield. You will be pretty sturdy. It's been working pretty well for me.
That's not a good advice, light > heavy on open world magblade.
I say use concealed weapon for speed buff and good uptime on resists, bloodspawn for extra resists, stam regen and sick uptime on soul harvest, cloak to kite, shade to maim competent high-dmg stamina players and kiting people on the flat terrain. Defending resto back bar.
As a result you'll have 25k resists with bloowdspawn proc, 11.5k annulment, healing ward and syphoning / mutagen for heals (have to chose sadly since limited bar slots), really good mobility with cloak, concealed and shade. That's in 5 light, with 1700 mag regen, and ~46k max mag.
@Thogard
I’d be genuinely interested in where you get the damage from if you build with more resistances in noCP. Outside outright running damage proc sets and with no shield stacking.
@Thogard
I’d be genuinely interested in where you get the damage from if you build with more resistances in noCP. Outside outright running damage proc sets and with no shield stacking.
@Thogard
I’d be genuinely interested in where you get the damage from if you build with more resistances in noCP. Outside outright running damage proc sets and with no shield stacking.
Right now I’m in spinners / trans / 2pc bloodspawn / 2pc willpower.
I dropped crystal frags and run the placeable morph of mines instead. I also dropped a 2nd shield and run crushing shock which acts as a spammable. Infused frontbar with oblivion enchant.
None of my dmg is reflect-able except the light attack weaves. Less shields means more crushing shock spam, so it plays a bit more traditionally and less bursty compared to traditional sorcs.
Usual combo is curse, crushing, wait for 2nd curse pop, then wrath -> mines -> streak -> Soul assault (reapply wrath as needed)
That’s for a dueling situation but I’m admittedly not a dueler on any character.
I’m really liking the placeable mines this patch. Crushing shock feels great too.
I’ve done a lot of streaming on the mag sorc since it’s my main this patch. Check out some of my recent broadcasts on the videos section of my twitch.