YandereGirlfriend wrote: »I actually really love the visuals!
I'm fine with this as a spammable but it really does need to be tuned in such as a way so as to make it actually compete with Rapid Strikes and Wrecking Blow.
One thing that is overlooked is that we finally have a method of accessing the Blood Magic passive which will give us ENORMOUS class self-healing capability when paired with Critical Surge.

YandereGirlfriend wrote: »I think that you hit the nail on the head @Dracane .
It needs some combination of: a) more attractive base damage, b) stronger secondary effect or c) a buff for Dark Magic passives for it to be worth it on the merits versus, as you say, the strong passives of especially DW but also 2H (and Empower in the case of Wrecking Blow) that augment the damage and utility of its competitors.
There's also the aspect of a virtually guaranteed Poison or Bleed proc from Rapid Strikes and their correspondingly much lower chances to proc when not using a Weapon Ability as your spammable.
Overall, I would probably be the happiest if they simply buffed one or more of the Dark Magic passives to include something useful for damage. A change as simple as having Blood Magic heal you and damage the enemy for the healed amount would be a nice place to start.
Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.
Also im sure its duration will be reduced to 2s so it cant be used with crushing
Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.
Also im sure its duration will be reduced to 2s so it cant be used with crushing
Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.
And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.
Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.
Also im sure its duration will be reduced to 2s so it cant be used with crushing
Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.
And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.
Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive
In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.
Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.
Also im sure its duration will be reduced to 2s so it cant be used with crushing
Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.
And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.
Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive
In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.
I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.
It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.
Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.
Also im sure its duration will be reduced to 2s so it cant be used with crushing
Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.
And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.
Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive
In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.
I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.
It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.
Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.
Also im sure its duration will be reduced to 2s so it cant be used with crushing
Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.
And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.
Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive
In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.
I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.
It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.
Idk why you think the heal is weak, atleast for pvp it isnt, it is going to be a ~1800 to 2000 heal after battle spirit on a competent build every cast. Considering stamsorc's playstyle of surviving by being aggressive it pairs very well.
Dont know why they didnt just make it a single hard hit cast like old dizzy since the base morph is already a cast.
Also im sure its duration will be reduced to 2s so it cant be used with crushing
Yep, that's what I was expecting as morphs don't generally deviant from the base too significantly at times. Then theres this change...which fits thematically enough in that it affects light attacks for at least with Bound Armaments and Overload but doesn't actually add to the light attack's damage, so becomes a bit moot and functions too much like an existing skill.
And yep, Blood Magic is definitely in need of a rework, whether it would help push Crystal Weapon to doing more damage than weapon spammables or not.
Nah blood magic is good how it is, you actually wont need as much damage for crystal weapon in pvp due to it being able to be synced up closer to ultimates for burst compared to a normal ability. Not to mention how nice the heal from blood pairs with stamsorc's kit of surviving by being aggressive
In terms of the dizzy, they could have just reskinned the dizzy animation with a purple crystal sword animation....i wouldnt even care if it had the knockup like old dizzy, just that blunt damage was what was so nice. The current offbalance dizzy feels boring and weak, with a stun/snare not tied to any animation and seemingly random. Unlike swinging your sword upwards and knocking the opponent....you know....upwards. Obviously into the jump reverse slice for style points.
I mean, its not exactly the worse passive there ever was but looking at a lot of reworked passives for base classes and just all of the passives for the newer classes, it just feels too shoehorned into being something only tanks can capitalize on when it could be broadened a bit to still be used best by them.
It is understandable made so given its the "tank" skill line but with the way the sorcerer's skill lines blur between whats DD, tank and healer dedicated, didn't seem too out of the way. But besides the suggested heal + damage dealt equal to heal, which is nice, I considered something like scaling the highest stat between Health, Stamina and Magicka. It would still provide the best possible healing for tanks since they can generally stack their Health pretty high but still helps out DDs and healers a bit as well.
Idk why you think the heal is weak, atleast for pvp it isnt, it is going to be a ~1800 to 2000 heal after battle spirit on a competent build every cast. Considering stamsorc's playstyle of surviving by being aggressive it pairs very well.
I'm actually not familiar with the scaling to be honest having never used any skills that would proc it haha. Just assumed max Healh scaling wouldn't provide a lot but if its that much doesn't seem too bad.
And is it Daedric Summoning? I know technically Bound Aegis, Clannfear and Wards can be used for tanks but in traditional MMO heavy CC is what the tanks lean in to, on top of the passives synergizing more with tanks. Not that ESO is that traditional I suppose. Really the non-Storm Calling lines are a mix of everything.

this is the tooltip with 35k hp, which is what I will most likely be at in pvp, note it will be cut by 60% but buffed by healing passives up a bit. It also crits, I believe based on highest crit stat......but uses mag's elfborn cp
Sure, there are plenty of skills in ESO that don't make sense (unless you see all of them as combinations of different magic schools, like Destruction + Restoration). But at least Polar Wind and Lava Whip look decent on their own - the floaty crystal shards just seem lazy to me.ESO_Nightingale wrote: »I must have strange tastes, because that looks horrible to me.ESO_Nightingale wrote: »Crystalized weapons has the same animation as elemental weapons, yet looks and sounds a lot cooler.
By the way, you can stack crystalized weapons and crushing weapons together and have them hit together.Hello Stamsorc Overload Snipers and dizzying swing spammers. Perhaps it should be considered to only have crystalized weapons work with melee attacks.
oh ngl that's sick
How do floaty shards translate into more damage with a weapon? I would have expected the weapon itself to become crystalline.
how does cold wind heal you? how does doing a flip while whipping someone heal you?
