dwemer_paleologist wrote: »right now in PvP sorcerers are overpowered.
they do not need buffed.
dwemer_paleologist wrote: »right now in PvP sorcerers are overpowered.
they do not need buffed.
If you could make one change to ESO, buff snipe or nerf sorc again, which would it be?
Your fans are dying to know...
Sustain: rework sorc passives for better magicka sustain bonus. Nightblade get ten percent max magicka FFS, at least let sorcs Regen.
Streak: reduce the cost increase penalty or reduce the stacking penalty duration to two or three seconds. Remove the delay between successive streak casts.
Rune cage: this skill does damage again when broken, but still dodgeable. You can counter it easy, but if you neglect to dodge it will hurt.
Crystal frags: remove the minimum travel time, it's already dodgeable, blockable, and reflectable. Being in short range to a melee class or DK is already a risk great enough to warrant a shorter travel time.
Overload: either make the targeting less clunky and speed up the projectile. The current damage level does not justify it being this slow and difficult to strike with.
Shields: change to 60 percent of health for hardened ward, 50 percent for harness. I don't think the cap is a horrible idea now that armor applies to shields, we just need to adjust the percentages.
Bastion: rework this passive, it doesn't do anything with the hard cap. It needs to work exactly the opposite of shattering blows: reduce damage taken by damage shields to counter that CP. You currently have a shield destroying CP with no counter.
Shield breaker: the game has moved on, the original purpose of this set has gone away. You can crit shields and they're capped. Remove this set or repurpose it to increase damage on shields by 20 percent or something.
1) Make Streak a viable Gap Opener / Escape - i.e. break root and snare. Also reduce or remove the penalty OR give a speed buff + sprint cost reduction. Also remove the self-stun from streak and make it fluid again.
2) Make Rune Cage viable again so sorcs are not forced to use Destructive Reach + Master staff. This would enable sorc to use Force Pulse again and solve the issue of loss-by-class-choice when fighting DKs with wings.
How to make Rune Cage viable again:
i) Make it undodgable again
ii) Add a strong secondary effect, similar to the root from Fossilize and the snare + minor maim from Fear
3) Either reduce the cost of the skills directly or increase the cost reduction / regen bonus through passives
4) Give Sorcs some more Buff / Debuffs of the Minor-Major-Buff-Debuff system.
5) Convert the Dark Deal into some sort of Heal that befits the sorcs play style of using shields. Make it smiliar to how it restores Stamina. Restore X amount of Health immediately and Y amount over T seconds. The X allows the sorc to get out of execute range, while the Y heals the sorc up over time underneath the shield. And make it an instant cast. Possibly add a secondary effect that restores M amount of magicka over T seconds to help with the sustain issues - the latter depends on the solution found for class-wide sustain issue.
This would sorcs finally allow to get away from resto staves, while at the same time not competing with the burst heal of Templars or the Pets.
The Sorc would also remain vulnerable for quite some time, but would not remain in execute range indefinitely as they currently do since the nerf of Healing Ward.
6) Remove the stupid "Minimum Traveling Time" for Fragments ... we don't get a minimum traveling time to dodge any other attacks either. This was just another unnecessary buff to stamblades.
I wouldn’t. It’s in a good spot as is for PvP, it doesn’t need any buffs. I’d just nerf nightblade so MagSorc is competitive in PvE.
I would however revert the healing ward change, but that’s not a Sorc buff that’s a general buff.
Sustain: rework sorc passives for better magicka sustain bonus. Nightblade get ten percent max magicka FFS, at least let sorcs Regen.
Streak: reduce the cost increase penalty or reduce the stacking penalty duration to two or three seconds. Remove the delay between successive streak casts.
Rune cage: this skill does damage again when broken, but still dodgeable. You can counter it easy, but if you neglect to dodge it will hurt.
Crystal frags: remove the minimum travel time, it's already dodgeable, blockable, and reflectable. Being in short range to a melee class or DK is already a risk great enough to warrant a shorter travel time.
Overload: either make the targeting less clunky and speed up the projectile. The current damage level does not justify it being this slow and difficult to strike with.
Shields: change to 60 percent of health for hardened ward, 50 percent for harness. I don't think the cap is a horrible idea now that armor applies to shields, we just need to adjust the percentages.
Bastion: rework this passive, it doesn't do anything with the hard cap. It needs to work exactly the opposite of shattering blows: reduce damage taken by damage shields to counter that CP. You currently have a shield destroying CP with no counter.
Shield breaker: the game has moved on, the original purpose of this set has gone away. You can crit shields and they're capped. Remove this set or repurpose it to increase damage on shields by 20 percent or something.
dwemer_paleologist wrote: »right now in PvP sorcerers are overpowered.
they do not need buffed.
If you could make one change to ESO, buff snipe or nerf sorc again, which would it be?
Your fans are dying to know...
WrathOfInnos wrote: »Buff overload light attacks to result in higher single target damage over a long fight than Meteor, Destro, or Atronach. Allow ulti regen while using overload. Then overload could be used as a sustain tool without a significant damage loss.
Other options for sustain (probably don’t need to do all of these, but a couple would be nice) are:
- Free Crystal Frags proc
- Remove cast time from Dark Exchange (most or all resource return would have to be delayed to prevent spamming)
- Add 20% Magicka recovery to Daedric Protection passive
- Reduce cost on Lightning Flood since it must be recast more often than Liquid Lightning
- Increase off-balance uptime allowed on PvE bosses from 25% to 50% to encourage use of lightning wall and make heavy attacks hit harder and restore more resources
- Increase Mag and Stam cost reduction from Unholy Knowledge passive from 5% to maybe 7 or 8%
Buff shields, especially sorcerer shields. They should be stronger than light armor shields. If we must keep a health % cap, I would recommend 50% Harness, 60% Dampen (5 Light), 64% Dampen (7 Light), 60% Empowered, 75% Hardened.
Give Perfected Asylum destro a 1 pc bonus. This unique weapon is best utilized by Sorcerers, but is currently outclassed by using multiple 5-piece sets (since Summerset). Spell damage would be best since Sorcs have a good multiplier on it, but Magicka regen could also be nice to sustain a force pulse or crushing shock rotation. I would not want Spell Pen on this weapon (like Blackrose Destro) since that just leads to underpenetration on back bar or overpenetration on front bar.
WrathOfInnos wrote: »Buff overload light attacks to result in higher single target damage over a long fight than Meteor, Destro, or Atronach. Allow ulti regen while using overload. Then overload could be used as a sustain tool without a significant damage loss.
Other options for sustain (probably don’t need to do all of these, but a couple would be nice) are:
- Free Crystal Frags proc
- Remove cast time from Dark Exchange (most or all resource return would have to be delayed to prevent spamming)
- Add 20% Magicka recovery to Daedric Protection passive
- Reduce cost on Lightning Flood since it must be recast more often than Liquid Lightning
- Increase off-balance uptime allowed on PvE bosses from 25% to 50% to encourage use of lightning wall and make heavy attacks hit harder and restore more resources
- Increase Mag and Stam cost reduction from Unholy Knowledge passive from 5% to maybe 7 or 8%
Buff shields, especially sorcerer shields. They should be stronger than light armor shields. If we must keep a health % cap, I would recommend 50% Harness, 60% Dampen (5 Light), 64% Dampen (7 Light), 60% Empowered, 75% Hardened.
Give Perfected Asylum destro a 1 pc bonus. This unique weapon is best utilized by Sorcerers, but is currently outclassed by using multiple 5-piece sets (since Summerset). Spell damage would be best since Sorcs have a good multiplier on it, but Magicka regen could also be nice to sustain a force pulse or crushing shock rotation. I would not want Spell Pen on this weapon (like Blackrose Destro) since that just leads to underpenetration on back bar or overpenetration on front bar.
That overload thing sounds nice. I don't see any sorc DPS using it in game last. Do you guys?
Rune cage: this skill does damage again when broken, but still dodgeable. You can counter it easy, but if you neglect to dodge it will hurt.

Sustain buff for nonpet sorcs and one-bar pets.