Elwendryll wrote: »So the point is the few magicka skills I do use, I don't need increased magicka by 5% because I do not have a sustain problem with magicka.
Most utility skills should have their cost in magicka, I don't have a sustain issue in magicka too, that's why I like that it costs magicka. For a pure tanking perspective, spending extra stamina for blocking isn't particularly good.
I occasionnaly tank on my Khajiit Stamsorc DD, some DLC HMs, with Yolna/Alkosh etc... And If I use bound armaments it's purely because I don't want to change morphs. I recently made a nord sorcerer for tanking, and I was going for bound aegis anyway. Spending magicka makes so much more sense for an utility like that. This skill is used when you have big incoming damage, you don't want to have to use it when you're low on stamina. With magicka, you don't care, you have plenty of it.
The abilities I had in mind were ultimates. DKs and necros can use those ultimate as last resort when they run out of stamina and magicka, when buffing the group isn't that necessary as simply surviving a fight. A dragonknight will even get stam/mag returned whereas necros will heal themselves. To use bound aegis you need to use 4k magicka and it works only for 3 seconds. Even wardens, templars and nightblades have cool cheap healing abilities with extra perks attached to them. Sorcerers have negate/absorbtion field which only heals because fighting a boss the stun will not work.
ZOS_GinaBruno wrote: »This is the official feedback thread for Sorcerer. Please read through all the changes in the patch notes and try them out on the PTS before providing feedback in this thread. Thank you!
3) Summon Unstable Familiar:
Reduced the damage of this ability and its morphs’ basic attack by approximately 17%.
Increased the cost of the special activate of this ability and the Volatile Familiar morph to 4500, up from 2808.
Increased the duration of the special activate to 10 seconds, up from 8.
The base cost of summoning these abilities has been streamlined to 3510.
Summon Unstable Clannfear (morph):
This morph’s damage now scales off your Max Stamina, rather than Magicka.
Decreased the cost of the special activate to 4500, down from 4808.
The Area of Effect attack now deals the same damage as the basic attack, but hits in a 6 meter radius, up from 5 meters.
Fixed an issue where the AoE attack would cause the Clannfear to re-evaluate its purpose in life for 1 second after casting, lowering its potential DPS.
Summon Winged Twilight: Increased the heal of this ability and the Twilight Matriarch morph to be closer to the heal power of Rushed Ceremony. This will result in approximately 87% increase for the base, and approximately 55% increase for the Matriarch. Note that these abilities will continue to scale exclusively with Max Magicka.
3) Stop wasting time on Pet balancing. Make them work like the Nightblade´s shade, including it´s one bar requirement and reduced dps, and be done with it.
Chilly-McFreeze wrote: »The weapons summoned by Bound Armaments don't seem to know whether they count as pets or not. You get the 8% max health from Expert Summoner, but no Magicka back from Rebate when the weapons are either triggered or expire and disappear. It works with Hunt Leader (you certainly get the Stamina back, didn't check the Health) but not Necropotence.
Are you sure about that? I Tester it too and HL doesnt work with the armaments proc. Even combat metrics doesnt show a hl proc. Tested hl with clannfear and the proc shows in metrics.
My feedback, which won't be popular with some, but here it is:
From a sorc tank perspective:
Do not listen to some and change the clanfear heal to use stamina instead. If it does this, then it will be much less useful for tanking, and with stam sorcs already having several great heal options, they do not need another stam based heal (esp burst). Making it cost magicka is actually a good way to balance someone trying to stack all the healing sources on a stamsorc.
And from a stamsorc perspective (one of my fav dd's to play):
Also, don't let stamsorcs push you into messing up the class with the constant request of 'class identity' or whatever the excuse of wanting more stam morphs of every skill. For one, stam sorcs have great class identity, I actually feel like a unique class when I'm running around as a ball of lightning, moving faster, using skills such as crit surge, dark deal, etc. in addition to weapon skills to create a build with abilities other classes don't have access to. Even before you added anything to bound armor, it was still great, offered a good buff just for being on bar. We do not need a stam morph of crystal blast (though if you were going to do a class stam spammable, that would probably be the one to tinker with), nor do we need to make more non damage skills use stamina, I like that my magicka is useful.
The one thing exception for me however would be the atro ultimate. There is usually one go to morph of storm atro that every mag DD will use and the other gets ignored. Stam sorcs should have a physical damage ulti, like maybe an Air Atro morph.
And last: Streak/BoL
BoL seems a bit strong right now, it should give snare immunity and absorb projectiles, not also stun. One should be more offensive and the other more defensive. I also still do not think this ability should stun through block, it already offers many other tools to make it a great skill to use before this was added in and sorcs already have an ability to stun through block available (although I guess not as useful as something like fossilize), but tacking this onto streak seemed a bit strong to me. Feels good when I'm using my sorc though lol.
I cannot believe this. You know, Sorcerer once was the best MagClass in the game?echo2omega wrote: »At this point the Sorcerer needs a rework from the ground up.
The Warden and Necromancer kits are quite well done.
Saril_Durzam wrote: »Twilight Matriarch... why healing buffed? we needed DPS buffed. Okay, Sorc healers will love it but honestly, at the level the Sorc healers play, they dont need such buff...
BrightOblivion wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for Sorcerer. Please read through all the changes in the patch notes and try them out on the PTS before providing feedback in this thread. Thank you!
3) Summon Unstable Familiar:
Reduced the damage of this ability and its morphs’ basic attack by approximately 17%.
Increased the cost of the special activate of this ability and the Volatile Familiar morph to 4500, up from 2808.
Increased the duration of the special activate to 10 seconds, up from 8.
The base cost of summoning these abilities has been streamlined to 3510.
Summon Unstable Clannfear (morph):
This morph’s damage now scales off your Max Stamina, rather than Magicka.
Decreased the cost of the special activate to 4500, down from 4808.
The Area of Effect attack now deals the same damage as the basic attack, but hits in a 6 meter radius, up from 5 meters.
Fixed an issue where the AoE attack would cause the Clannfear to re-evaluate its purpose in life for 1 second after casting, lowering its potential DPS.
Summon Winged Twilight: Increased the heal of this ability and the Twilight Matriarch morph to be closer to the heal power of Rushed Ceremony. This will result in approximately 87% increase for the base, and approximately 55% increase for the Matriarch. Note that these abilities will continue to scale exclusively with Max Magicka.
3) Stop wasting time on Pet balancing. Make them work like the Nightblade´s shade, including it´s one bar requirement and reduced dps, and be done with it.
I am fervently opposed to this suggestion and the mindset behind it. The concept of the pet sorcerer, or the magic wielder summoning the lesser beings of Oblivion to do their bidding, is just as much of an archetype in the Elder Scrolls as the concept of the spellsword that many would like to see from the stamsorc. To claim that trying to facilitate that and support those who enjoy that archetype is a "waste of time," that it should be turned into a knockoff daedra-shaped version of the nightblade shade, that they should just make it into an afterthought without any real reason to put it on your bar and "be done with it" is no less acceptable than claims that they should just stop trying to balance to give the stamsorc a niche or identity outside of weapon skills. Even worse, perhaps, given the bound armaments change is a (certainly shaky *first*) step toward giving stamsorcs an identity (with many more steps to go before they reach the destination), but enacting your suggestion regarding pets would absolutely obliterate an identity that is already there. Simply because it's an identity that you dislike doesn't mean that it's one others don't enjoy, or that it should be abandoned, eliminated, or marginalized.
"
Lord_Sando wrote: »Canned_Apples wrote: »@ZOS_BrianWheeler @ZOS_Gilliam
Conjured weapons do feel like a step in the right direction for a stamina sorc, but the damage and ability is underwhelming.
The Clannfear on the other hand.... why would anyone use it when Dark Deal only requires one slot, restores both health+stamina and also costs less magicka!
.
I tried it on PTS bound armor is tickling my target in pvp less damage than hurricane. please stop focusing on streak and give us stam frag or stam curse. also the bound armor daggers don't count as a pet so no increased hp. stam sorc gets a huge nerf to the class every patch it never fails. nerfing the class in ways I couldn't even dream of. GG ZOS
BrightOblivion wrote: »you can drop that heal, it's going to be extremely frustrating and unenjoyable. That was the case when pets were screwy and dying all the time, before Finn made them unkillable in 4 and 12 man content. It would be the case here. The 18 seconds seems like it wouldn't be long enough for such an integral part of one's kit, especially if your healing depends on it. I'm also not sure you're able to use the shade's toggle more than once, on the one morph of the shade that has it. If that's the case and you can only cast it once while summoned before having to summon it again, then that would make for an awful heal.
Given the shade is basically a shadowy turret that can't even move, and only one of the morphs has any interaction beyond summon and ignore it (and that one only has any value in PvP), I can't say I find it any less boring than the necromancer summons. Moreso, in fact, given its stationary nature. It's just...there.
Don't get me wrong. I agree that bar space is a pain. But I still strongly disagree that making them sorc shades is the direction to go with it, particularly if you're going to even pretend to give half a crap about class/role identity.
universal_wrath wrote: »FrancisCrawford wrote: »
Not even a werewolf, zos did a number on it this patch and made it even more useless and unplayable.
Turns out this was left out on the patch notes.
That’s pretty cool. Gonna combo it with the psijic spammable and i’ll feel like a spellsword.
Unfortunately, this negatively effects sorc tanks. Block mitigation is really nice to have and losing it so stamsorcs have something...is there nothing else that can be done? They already don't have a huge disposable of useful tanking skills within their class. And before someone tells me to switch to Bound Aegis: sorc tanks use very little magicka skills. Switching to Bound Aegis which increases my max magicka is not super helpful.
If you're going to try to update classes to function like warden/necro with tanking, healing, and stamina/magicka versions, this is not the way to go about it. The class will need far more of a rework. Maybe when some additional tanking options are made available within class abilities, then it will be okay to do something like this with Bound Armanents. It's not okay now though. (And, by the way, sorctank functions fairly well at being a stamsorc dps when needed and this is ALSO not the way to give stamsorc identity).
VaxtinTheWolf wrote: »Turns out this was left out on the patch notes.
That’s pretty cool. Gonna combo it with the psijic spammable and i’ll feel like a spellsword.
Unfortunately, this negatively effects sorc tanks. Block mitigation is really nice to have and losing it so stamsorcs have something...is there nothing else that can be done? They already don't have a huge disposable of useful tanking skills within their class. And before someone tells me to switch to Bound Aegis: sorc tanks use very little magicka skills. Switching to Bound Aegis which increases my max magicka is not super helpful.
If you're going to try to update classes to function like warden/necro with tanking, healing, and stamina/magicka versions, this is not the way to go about it. The class will need far more of a rework. Maybe when some additional tanking options are made available within class abilities, then it will be okay to do something like this with Bound Armanents. It's not okay now though. (And, by the way, sorctank functions fairly well at being a stamsorc dps when needed and this is ALSO not the way to give stamsorc identity).
What? I guess I'm doing it all wrong with mine then. I've got Magicka flying all over the place. Depending on food and gear used, around 25-31k health, 25-34k magicka, and 14-19k stamina with 1.6-2k magicka recovery. 14k hardened ward is nice with Matriarch off healing. Only active stamina abilities I'm using are Pierce Armor, Heroic Slash, and Silver Leash.
Not to say Tanking with stamina is wrong, as I am working on that with my Templar Tank, but you can't ignore the existence magicka based tanks either. My Nightblade is also Magicka based.
universal_wrath wrote: »If you have 1.6-2k magicka recovery, i don't see a reason why bound aegis is an issue to use for you.
CreepyPahuska wrote: »I keep seeing requests of an instant-cast for Dark Exchange and its morphs. I think it would be a huge mistake.
This patch is about class identity, and one thing is sure : a skill with a cast time that does a huge burst of ressources is quite unique. I understand that sorcerers have sustain issues (it's not new) and that such a skill doesn't fit in a DPS rotation, but it's just not intended to.
Removing the cast time means nerfing the skill as well. That means you can probably say goodbye to the healing it provides, because having a single slotted burst heal ability would make the clanfear worthless. The burst of stamina/magicka would probably get a nerf aswell, with less "burst" and more "over time" ressources, which would actually totally change the purpose of this skill.
IMO, Dark Exchange is perfectly fine in its current state. As a sorc tank, I think it makes our gameplay very dynamic. It's not a stupid buff that you just activate and forget until it runs out. It let's you go from empty to full in a few seconds. It's tricky to use but very rewarding in exchange.
If you guys want to do something about the sustain issues of the sorcerers, you should look at things that are currently useless like the Rebate passive, because getting magicka back when your pet dies is useless considering that it never dies.
Nomadic_Mind wrote: »from the perspective of a CP 440 player
LeoSzilard wrote: »
If new skills are desired/required, I think that there are better candidates than Bound Armor. I like the idea of the base skill and both morphs of Bound Armor being tank skills. Maybe they could have reworked secondary effects. Instead of passively increasing max mag or max stam, maybe activation of the skill can provide the user increased block mitigation as well as provide some group utility. Sorc tank really lacks unique group utility. Maybe activating the skill gives you and your group minor protection for a short length of time, or maybe it grants your group a couple stacks of empower or Minor Courage. But as far as stamina damage abilities are concerned, Crystal Blast might be the most obvious candidate for an overhaul. I recall that a statement was made by the combat team that providing ranged and melee damage options is more important than providing mag and stam skill morphs for all abilities. But Crystal Blast could address both issues--providing mag and stam morphs of a ranged damage ability. Blast is a skill that has received so many buffs over the years to try to entice players to use it, but it is still seldom used. Perhaps the base skill should inherit the proc effect of Crystal Frags. Then Frags and Blast can gain the proc damage increase and proc cost decrease, but Frag does magic damage while Blast does physical damage.