Only activating overload is on the GCD. Once it’s active each light and heavy attack consumes some ultimate until you don’t have enough ultimate, you toggle overload off, or bar swop if overload isn’t on your back bar.
I could make some cheeky comment about ‘see most sorcs don’t know how to LA weave’, but since overload is not popular I imagine most sorcs have no idea how it works and have never actually tried it.
LexrayEmberrr wrote: »
Only activating overload is on the GCD. Once it’s active each light and heavy attack consumes some ultimate until you don’t have enough ultimate, you toggle overload off, or bar swop if overload isn’t on your back bar.
I could make some cheeky comment about ‘see most sorcs don’t know how to LA weave’, but since overload is not popular I imagine most sorcs have no idea how it works and have never actually tried it.
It does persist through barswap, even if it's not slotted on both bars. It's kind of like the Psijic Order skill Mend Wounds in that regard.
Otherwise, yes, you're absolutely right; activating it does cost a global cooldown but the light/heavy attacks themselves are not on the GCD.
Ah okay. How does it interact with Symbiosis btw? I haven’t unlocked it yet on my sorc. What happens if you have Symbiosis toggled and then hit overload? Does the Symbiosis stay on when overload has expired or does it cancel Symbiosis?
Chilly-McFreeze wrote: »an other question : Why you don't give any spammable since years for the sorc' ? I don't understand what's wrong for sorc' to get a spammable ! For Stam I mean. Mago got it with staff..
To underline this I'd like to add that ZOS decided to nerf each and every weapon spammable skill.
Flurry got nerfed this patch, Dizzy as well. Both with the excuse that they exceed DoTs. Now dots are nerfed less but those two skills stay were they are.
Low Slash and Puncture got gutted by 31% resp. 37% damage in U23.
Hidden Blade dmg decreased by 25%, cost increased by 27% in U23.
Don't get me started about DoTs (Poison Injection etc.) and the situation about Ultimates (cast time, no physical dmg class alternatives).
But sure thing, I can use Silver Shards and Crushing Weapon, which both have their shortcommings in PvP. And funnily enough both are in the now-buyable guild lines *puts on tinfoil hat*
The issue is that stamsorcs heavily rely on those weapon skills. You're pulling the rug out from under our feets, ZOS.
If you continue to make generic skills inferior to class skills stamsorcs are running into issues. And no, Energized won't even that out in the long run.
Bound Armaments proc is really appreciated now but that neither gives us a spam nor real delayed burst (like shalks, curse, PotL).
Also where is the mentioned Air Atronach? Is something planned to make overload more useful? The announcement of this patch felt like we're finally heared. But it turns out to be just another missed opportunity.
Chilly-McFreeze wrote: »an other question : Why you don't give any spammable since years for the sorc' ? I don't understand what's wrong for sorc' to get a spammable ! For Stam I mean. Mago got it with staff..
To underline this I'd like to add that ZOS decided to nerf each and every weapon spammable skill.
Flurry got nerfed this patch, Dizzy as well. Both with the excuse that they exceed DoTs. Now dots are nerfed less but those two skills stay were they are.
Chilly-McFreeze wrote: »an other question : Why you don't give any spammable since years for the sorc' ? I don't understand what's wrong for sorc' to get a spammable ! For Stam I mean. Mago got it with staff..
To underline this I'd like to add that ZOS decided to nerf each and every weapon spammable skill.
Flurry got nerfed this patch, Dizzy as well. Both with the excuse that they exceed DoTs. Now dots are nerfed less but those two skills stay were they are.
That's b/c they are completely overperforming on live. I get that this might hurt stamsorcs more than other classes, but you cannot have something that overperforming in the game for the sake of 1 out of 12 classes.
ZOS has to address the issue from another angle. But without taking even more away from mag sorcs, b/c as was pointed out stamsorcs already got access to more active and passive abilities than mag sorcs.
There are plenty of unused active abilites that could see a similar conversion as bound armaments. Pets and the magicka version of bound armaments are a prime example for that. Who needs block potency increased on a magicka build, when shields are drained before block takes effect ... and the 8% max magicka? Inner Light gives me 7% plus a hefty crit bonus and some regen.
The passives could use an overhaul too. I mean 20% stam regen, but 10% mag regen. Wtf is up with that? Others are completely unused or offer little value added to all but some niche builds.
CambionDaemon wrote: »The biggest problem that they have with Sorcerer is that it is the only class with three classes within it, Pet/Stamina/Proper Sorcerer(non-pet). I see comments that say make one morph of Curse stamina and the other left for pets (Prey) with the 'kiss/curse' effect for the damage, but this then takes away from the non-pet.
The only way that this can be fixed, is to split the Sorcerer class in to Pet and Non-Pet. Non-pet cannot be buffed/fixed because it will buff Pet Sorc and changes to other skills for Stamina will take away from Non-Pet.
This doesn't take in to account, skills for Tanking/Healing etc, which is another problem altogether.
universal_wrath wrote: »CambionDaemon wrote: »The biggest problem that they have with Sorcerer is that it is the only class with three classes within it, Pet/Stamina/Proper Sorcerer(non-pet). I see comments that say make one morph of Curse stamina and the other left for pets (Prey) with the 'kiss/curse' effect for the damage, but this then takes away from the non-pet.
The only way that this can be fixed, is to split the Sorcerer class in to Pet and Non-Pet. Non-pet cannot be buffed/fixed because it will buff Pet Sorc and changes to other skills for Stamina will take away from Non-Pet.
This doesn't take in to account, skills for Tanking/Healing etc, which is another problem altogether.
You know, zos and always treat curse like souls trap, which ever highest offensive stat deals either physical or magical dmg. Likewsie, this treatment can be applied to any skill in the game and it can solve a lot of issue, but noo. Too easy for zos, they have to do it the hard way.
universal_wrath wrote: »CambionDaemon wrote: »The biggest problem that they have with Sorcerer is that it is the only class with three classes within it, Pet/Stamina/Proper Sorcerer(non-pet). I see comments that say make one morph of Curse stamina and the other left for pets (Prey) with the 'kiss/curse' effect for the damage, but this then takes away from the non-pet.
The only way that this can be fixed, is to split the Sorcerer class in to Pet and Non-Pet. Non-pet cannot be buffed/fixed because it will buff Pet Sorc and changes to other skills for Stamina will take away from Non-Pet.
This doesn't take in to account, skills for Tanking/Healing etc, which is another problem altogether.
You know, zos and always treat curse like souls trap, which ever highest offensive stat deals either physical or magical dmg. Likewsie, this treatment can be applied to any skill in the game and it can solve a lot of issue, but noo. Too easy for zos, they have to do it the hard way.
.universal_wrath wrote: »CambionDaemon wrote: »The biggest problem that they have with Sorcerer is that it is the only class with three classes within it, Pet/Stamina/Proper Sorcerer(non-pet). I see comments that say make one morph of Curse stamina and the other left for pets (Prey) with the 'kiss/curse' effect for the damage, but this then takes away from the non-pet.
The only way that this can be fixed, is to split the Sorcerer class in to Pet and Non-Pet. Non-pet cannot be buffed/fixed because it will buff Pet Sorc and changes to other skills for Stamina will take away from Non-Pet.
This doesn't take in to account, skills for Tanking/Healing etc, which is another problem altogether.
You know, zos and always treat curse like souls trap, which ever highest offensive stat deals either physical or magical dmg. Likewsie, this treatment can be applied to any skill in the game and it can solve a lot of issue, but noo. Too easy for zos, they have to do it the hard way.
We really don't need any more homogenization between magicka and stamina, do we?
Moloch1514 wrote: »Why the extra nerf to Daedric Prey @ZOS_BrianWheeler? Please give some feedback for once, would be great for PR if nothing else.
YandereGirlfriend wrote: »Honestly, WHO is the Sorcerer class representative?
If this were Congress, their phones and email would be blowing up with angry calls from their constituents.
Does that person just have no power/influence over development (in which case why does the program even exist--window dressing?) or are they the one actively advocating for these unceasing nerfs?
Regular magSorcs are also giving side-eye watching Nightblade Path get buffed to the moon (7k+ DPS!) while our own under-powered, prohibitively expensive Liquid Lightning is being removed from every player's bar.
VaxtinTheWolf wrote: »Don't know what the Tormentor would do.