Maintenance for the week of July 14:
• PC/Mac: No maintenance – July 14
The maintenance is complete, and the PTS is now back online and patch 11.1.1 is available.

So anyone want to Discuss the hidden changes to sorc passives

MincVinyl
MincVinyl
✭✭✭✭✭
Dark Magic

Unholy Knowledge- Reduces Magicka and Stamina costs for all abilities by 6%.
now reads as -Reduces the Health, Magicka, and Stamina costs of your abilities by 6%

Blood Magic- Hitting an enemy with a Dark Magic ability heals you for 10% Max Health. This effect can occur once every 0.5 seconds.
now reads as- When you hit an enemy with a directly applied Dark Magic ability, you heal for XXXX. This effect scales off your Max Health and can occur once every 0.5 seconds.

Persistence- After blocking an attack, your next Magicka or Stamina ability costs 15% less.
now reads as - After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.


So why make these hidden changes, if there are not really any abilities that cost health available?

Also on another note, blood magic will only be able to proc off daedric mines to get anywhere near that cooldown.
  • SaucyMcSauceface
    SaucyMcSauceface
    ✭✭✭✭
    There are bunch of abilities that cost health. More now since the patch.
  • Gnozo
    Gnozo
    ✭✭✭✭✭
    No real changes here tho.

    Unholy and blood magic just got their description updated to make them more clear.

    Persistence got a "buff" that it will also reduce skill cost that cost health.

    No big changes here
  • MincVinyl
    MincVinyl
    ✭✭✭✭✭
    you mean Equilibrium and Blood Alter?
  • phaneub17_ESO
    phaneub17_ESO
    ✭✭✭✭✭
    ✭✭✭✭✭
    Maybe they plan on adding another independent skill line in the future that has a skill that cost health.
  • MincVinyl
    MincVinyl
    ✭✭✭✭✭
    I mean they could possibly be planning on adding more health based abilities into sorc, but i don't see anything that would work with a health cost. Maybe complete ability reworks or something, or just zos being zos.
  • mikemacon
    mikemacon
    ✭✭✭✭✭
    MincVinyl wrote: »
    Also on another note, blood magic will only be able to proc off daedric mines to get anywhere near that cooldown.

    Because Negate Magic isn’t a thing.

    ::turns and stares into camera::
  • grannas211
    grannas211
    ✭✭✭✭✭
    Blood Magic is such a laughable passive.
  • Excelsus
    Excelsus
    ✭✭✭✭
    I like the idea of more Health costing skills. Especially since they now scale off your highest stat.
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Nothing hidden here. Those changes were mentioned in patch notes.
  • MincVinyl
    MincVinyl
    ✭✭✭✭✭
    mikemacon wrote: »
    MincVinyl wrote: »
    Also on another note, blood magic will only be able to proc off daedric mines to get anywhere near that cooldown.

    Because Negate Magic isn’t a thing.

    ::turns and stares into camera::

    Negate does do a 0.5 sec dot that doesn't proc the heal from blood magic
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    mikemacon wrote: »
    MincVinyl wrote: »
    Also on another note, blood magic will only be able to proc off daedric mines to get anywhere near that cooldown.

    Because Negate Magic isn’t a thing.

    ::turns and stares into camera::

    Sadly, negate only procs blood magic on cast. previously, people thought it was a bug since negate dots every 0.5 secs same as blood magic, this sounds op. Zos cleared this problem this patch when they clearly said "directly applied", this just make the passive all the more useless and heartbreaking. Nothing in dark magic skill line can proc blood magic on cool down unless someone has a death wish and dodge roll through all deadric mind with is highly unlikely to happen. Mine are expensive as hell and not a good way to rely on to activate blood magic as you rely on your opponet to step on the mine, otherwise you waste as skill that cost 4.5k magicka for nothing.
Sign In or Register to comment.