starkerealm wrote: »You're not using spell power pots?
starkerealm wrote: »
starkerealm wrote: »You're not using spell power pots?
I go for the regen ones personally, because I HAD a reliable major sorcery built into my self-sustain...
starkerealm wrote: »You're not using spell power pots?
I go for the regen ones personally, because I HAD a reliable major sorcery built into my self-sustain...
Yep, welcome to update 23, where Unstoppable means you slog forward, Immovable means you can be moved, and a Sorcerer has no practical class means of getting Major Sorcery.
starkerealm wrote: »You're not using spell power pots?
starkerealm wrote: »You're not using spell power pots?
Spell power pots are a very expensive way to keep up SP. They last less than a minute. It's like tearing up £50 notes. Fine for the multi-millionaires in the game, but crippling for most of us.
Also they don't even restore health, which is something you are likely to need in a hurry unless you have dark exchange/deal (which has a cast time) taking up a slot. With good management you are less likely to run out of magicka.
.
starkerealm wrote: »starkerealm wrote: »You're not using spell power pots?
Spell power pots are a very expensive way to keep up SP. They last less than a minute. It's like tearing up £50 notes. Fine for the multi-millionaires in the game, but crippling for most of us.
Also they don't even restore health, which is something you are likely to need in a hurry unless you have dark exchange/deal (which has a cast time) taking up a slot. With good management you are less likely to run out of magicka.
.
So, spell power pots are too expensive, but tripots are fine? Right.
Here's a wild thought: You don't need Major Sorcery in most content. Yes, there is stuff like vet trials, vet DLC dungeons, things where you need to plan ahead and go, "okay, I'm going to be burning resources in there," just like before. But, for basic overland trash, for non-DLC vets, for normal dungeons and trials? You don't need that.
If you look at that and say, "no, I still need 100% uptime on Major Sorcery," then your options are to pack Entropy, or to realize you don't know what you're talking about. For the vast majority of the game, on a sorc, Major Sorcery is unnecessary. It can make your life easier, but you don't need it to perform adequately.
If you're having issues with survival and need health pots, then you're, either, already doing content that doesn't require Major Sorcery, or your healer sucks.
Earlier someone in another thread suggested using Critical Surge for the heal, and Degeneration, since it also grants Major Sorcery.
I have yet to jump in game to try this though!
starkerealm wrote: »starkerealm wrote: »You're not using spell power pots?
Spell power pots are a very expensive way to keep up SP. They last less than a minute. It's like tearing up £50 notes. Fine for the multi-millionaires in the game, but crippling for most of us.
Also they don't even restore health, which is something you are likely to need in a hurry unless you have dark exchange/deal (which has a cast time) taking up a slot. With good management you are less likely to run out of magicka.
.
So, spell power pots are too expensive, but tripots are fine? Right.
Here's a wild thought: You don't need Major Sorcery in most content. Yes, there is stuff like vet trials, vet DLC dungeons, things where you need to plan ahead and go, "okay, I'm going to be burning resources in there," just like before. But, for basic overland trash, for non-DLC vets, for normal dungeons and trials? You don't need that.
If you look at that and say, "no, I still need 100% uptime on Major Sorcery," then your options are to pack Entropy, or to realize you don't know what you're talking about. For the vast majority of the game, on a sorc, Major Sorcery is unnecessary. It can make your life easier, but you don't need it to perform adequately.
If you're having issues with survival and need health pots, then you're, either, already doing content that doesn't require Major Sorcery, or your healer sucks.
starkerealm wrote: »starkerealm wrote: »You're not using spell power pots?
Spell power pots are a very expensive way to keep up SP. They last less than a minute. It's like tearing up £50 notes. Fine for the multi-millionaires in the game, but crippling for most of us.
Also they don't even restore health, which is something you are likely to need in a hurry unless you have dark exchange/deal (which has a cast time) taking up a slot. With good management you are less likely to run out of magicka.
.
So, spell power pots are too expensive, but tripots are fine? Right.
Here's a wild thought: You don't need Major Sorcery in most content. Yes, there is stuff like vet trials, vet DLC dungeons, things where you need to plan ahead and go, "okay, I'm going to be burning resources in there," just like before. But, for basic overland trash, for non-DLC vets, for normal dungeons and trials? You don't need that.
If you look at that and say, "no, I still need 100% uptime on Major Sorcery," then your options are to pack Entropy, or to realize you don't know what you're talking about. For the vast majority of the game, on a sorc, Major Sorcery is unnecessary. It can make your life easier, but you don't need it to perform adequately.
If you're having issues with survival and need health pots, then you're, either, already doing content that doesn't require Major Sorcery, or your healer sucks.
Cornflower by itself is 85-90k per stack rn on console. Tri pots are much cheaper. MUCH
WuffyCerulei wrote: »starkerealm wrote: »starkerealm wrote: »You're not using spell power pots?
Spell power pots are a very expensive way to keep up SP. They last less than a minute. It's like tearing up £50 notes. Fine for the multi-millionaires in the game, but crippling for most of us.
Also they don't even restore health, which is something you are likely to need in a hurry unless you have dark exchange/deal (which has a cast time) taking up a slot. With good management you are less likely to run out of magicka.
.
So, spell power pots are too expensive, but tripots are fine? Right.
Here's a wild thought: You don't need Major Sorcery in most content. Yes, there is stuff like vet trials, vet DLC dungeons, things where you need to plan ahead and go, "okay, I'm going to be burning resources in there," just like before. But, for basic overland trash, for non-DLC vets, for normal dungeons and trials? You don't need that.
If you look at that and say, "no, I still need 100% uptime on Major Sorcery," then your options are to pack Entropy, or to realize you don't know what you're talking about. For the vast majority of the game, on a sorc, Major Sorcery is unnecessary. It can make your life easier, but you don't need it to perform adequately.
If you're having issues with survival and need health pots, then you're, either, already doing content that doesn't require Major Sorcery, or your healer sucks.
Cornflower by itself is 85-90k per stack rn on console. Tri pots are much cheaper. MUCH
Cornflower may be expensive, but getting Major Sorcery, Major Prophecy, and Major Intellect from one source instead of skills makes life easier. Just #magickalife.
Now that it only triggers on critical heals instead of damage and the other morph only gives weapon damage... what the hell am I supposed to replace it with?
Is my rattlecage set finally useful?
starkerealm wrote: »You're not using spell power pots?
I go for the regen ones personally, because I HAD a reliable major sorcery built into my self-sustain...
Yep, welcome to update 23, where Unstoppable means you slog forward, Immovable means you can be moved, and a Sorcerer has no practical class means of getting Major Sorcery.
starkerealm wrote: »You're not using spell power pots?
I go for the regen ones personally, because I HAD a reliable major sorcery built into my self-sustain...
Yep, welcome to update 23, where Unstoppable means you slog forward, Immovable means you can be moved, and a Sorcerer has no practical class means of getting Major Sorcery.
Yeah, because every class always has access to every possible buff / debuff all the time. Of course.
Let me look at my Nightblade for a second... Ah, yep, Minor Berserk is no longer a buff we can get. Major Berserk requires a specific targeted debuff that only gives the buff once the target is dead, meaning there is no way to have Major Berserk affecting an opening strike. Lovely, for an assassin type, right ? Same for major Brutality, cannot pre-buff, it requires to be in melee range and hit something. So again, no buffed opening strike. And I don't even recall ever having access to Minor Brutality.
So maybe it's not so bad (never thought I'd see the day when Nightblades could say "at least we're not getting it as bad as that other class") because we can still have access to some of those buffs, but the way we get them kinda defeats the whole idea of an assassin. Should be obvious when looking at assassination's top skill, which became a weak defense buff, that being able to burst a *** ton of damage is not what ZOS wants for anyone now. Going the DoT way was the next logical step.
Welcome to Nightblade Hell. Lot of room to spare to accomodate future nerfs.
starkerealm wrote: »You're not using spell power pots?
I go for the regen ones personally, because I HAD a reliable major sorcery built into my self-sustain...
Yep, welcome to update 23, where Unstoppable means you slog forward, Immovable means you can be moved, and a Sorcerer has no practical class means of getting Major Sorcery.
Yeah, because every class always has access to every possible buff / debuff all the time. Of course.
Let me look at my Nightblade for a second... Ah, yep, Minor Berserk is no longer a buff we can get. Major Berserk requires a specific targeted debuff that only gives the buff once the target is dead, meaning there is no way to have Major Berserk affecting an opening strike. Lovely, for an assassin type, right ? Same for major Brutality, cannot pre-buff, it requires to be in melee range and hit something. So again, no buffed opening strike. And I don't even recall ever having access to Minor Brutality.
So maybe it's not so bad (never thought I'd see the day when Nightblades could say "at least we're not getting it as bad as that other class") because we can still have access to some of those buffs, but the way we get them kinda defeats the whole idea of an assassin. Should be obvious when looking at assassination's top skill, which became a weak defense buff, that being able to burst a *** ton of damage is not what ZOS wants for anyone now. Going the DoT way was the next logical step.
Welcome to Nightblade Hell. Lot of room to spare to accomodate future nerfs.