acastanza_ESO wrote: »RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
Savage WW, Crystal Weapon, and Oakensoul were all nerfed at the same time iirc.
That one patch was crazy good though, it made the absentee defensive toolkit worth tolerating simply because you actually had a reasonable (okay, maybe too good) chance of bursting down your opponent before they could run you down, attrition you out, and then curbstomp you. I fully admit that the combination there needed to be nerfed, but that was also very clearly an anomaly that was being caused specifically by overperforming sets (Mainly OG Oakensoul, and Savage Werewolf. I still think they probably didn't need to nerf both Crystal Weapon and Savage Werewolf, but ZOS is notorious for overnerfs like that).
RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
acastanza_ESO wrote: »RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
Savage WW, Crystal Weapon, and Oakensoul were all nerfed at the same time iirc.
That one patch was crazy good though, it made the absentee defensive toolkit worth tolerating simply because you actually had a reasonable (okay, maybe too good) chance of bursting down your opponent before they could run you down, attrition you out, and then curbstomp you. I fully admit that the combination there needed to be nerfed, but that was also very clearly an anomaly that was being caused specifically by overperforming sets (Mainly OG Oakensoul, and Savage Werewolf. I still think they probably didn't need to nerf both Crystal Weapon and Savage Werewolf, but ZOS is notorious for overnerfs like that).
they also nerfed bound armaments to uselessness that patch.
Turtle_Bot wrote: »acastanza_ESO wrote: »RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
Savage WW, Crystal Weapon, and Oakensoul were all nerfed at the same time iirc.
That one patch was crazy good though, it made the absentee defensive toolkit worth tolerating simply because you actually had a reasonable (okay, maybe too good) chance of bursting down your opponent before they could run you down, attrition you out, and then curbstomp you. I fully admit that the combination there needed to be nerfed, but that was also very clearly an anomaly that was being caused specifically by overperforming sets (Mainly OG Oakensoul, and Savage Werewolf. I still think they probably didn't need to nerf both Crystal Weapon and Savage Werewolf, but ZOS is notorious for overnerfs like that).
they also nerfed bound armaments to uselessness that patch.
They nerfed bound armaments (and the class) so hard they had to completely revert the nerf to its damage during that same PTS cycle. I don't think I've ever seen that level of over nerfing and mistake realization/immediate band-aid fixing happen to another class before.
Turtle_Bot wrote: »acastanza_ESO wrote: »RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
Savage WW, Crystal Weapon, and Oakensoul were all nerfed at the same time iirc.
That one patch was crazy good though, it made the absentee defensive toolkit worth tolerating simply because you actually had a reasonable (okay, maybe too good) chance of bursting down your opponent before they could run you down, attrition you out, and then curbstomp you. I fully admit that the combination there needed to be nerfed, but that was also very clearly an anomaly that was being caused specifically by overperforming sets (Mainly OG Oakensoul, and Savage Werewolf. I still think they probably didn't need to nerf both Crystal Weapon and Savage Werewolf, but ZOS is notorious for overnerfs like that).
they also nerfed bound armaments to uselessness that patch.
They nerfed bound armaments (and the class) so hard they had to completely revert the nerf to its damage during that same PTS cycle. I don't think I've ever seen that level of over nerfing and mistake realization/immediate band-aid fixing happen to another class before.
they didn't fully revert it.
it was still a 11% damage nerf and they removed the passive light attack damage increase.
sorc is such a victim of the "stam / mag" build era then reversion into hybrid. this is the dev commnet:
basically they designed the skill as a stam version of frags, and then haven't redesigned it now that stam can run frags, leaving the entire crystal weapon / bound armament setup as a dead concept from a patched out version of the game.
acastanza_ESO wrote: »RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
Savage WW, Crystal Weapon, and Oakensoul were all nerfed at the same time iirc.
That one patch was crazy good though, it made the absentee defensive toolkit worth tolerating simply because you actually had a reasonable (okay, maybe too good) chance of bursting down your opponent before they could run you down, attrition you out, and then curbstomp you. I fully admit that the combination there needed to be nerfed, but that was also very clearly an anomaly that was being caused specifically by overperforming sets (Mainly OG Oakensoul, and Savage Werewolf. I still think they probably didn't need to nerf both Crystal Weapon and Savage Werewolf, but ZOS is notorious for overnerfs like that).
If you look at all the modifiers that effect healing the list is HUGE. However the list that effects shields is only 1 which is max magicka. That alone by simple logic just proves the argument that's shields are absolutely horrendous in comparison. That's just on paper. It's even worse in practicality xD
If you look at all the modifiers that effect healing the list is HUGE. However the list that effects shields is only 1 which is max magicka. That alone by simple logic just proves the argument that's shields are absolutely horrendous in comparison. That's just on paper. It's even worse in practicality xD
Zos in the past said specifically that sheilds are just an extension of HP. OK fine. But using that same logic. A 20k HP sorc with a 20k ward would by that logic have 40k HP ? SO, if someone HAS 40K HP they by default already have a 20k ward on them without casting 2 abilities that cost an insane amount of magicka and 2 global cooldowns. They also specifically said the reason shields was nerfed was because they could be applied prior to combat. OK then, let's use the same logic, 40K hp could be read as 20k HP and a 20K ward, right? As sheilds are just "An extension of HP" so if someone has 40K hp that means they have it ALSO before combat without even casting anything. Its flawed. Having 40k HP with all those modifiers effecting healing is drastically more powerful than 20K HP and 20K sheild. Not just that you would have more damage even with 40k HP because your not sacrificing raw wep/spell damage for it or sustain in magicka costing anything. To get wards you need to spend magicka and stack into Max magicka which is VASTLY less efficient for damage and healing
StaticWave wrote: »acastanza_ESO wrote: »RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
Savage WW, Crystal Weapon, and Oakensoul were all nerfed at the same time iirc.
That one patch was crazy good though, it made the absentee defensive toolkit worth tolerating simply because you actually had a reasonable (okay, maybe too good) chance of bursting down your opponent before they could run you down, attrition you out, and then curbstomp you. I fully admit that the combination there needed to be nerfed, but that was also very clearly an anomaly that was being caused specifically by overperforming sets (Mainly OG Oakensoul, and Savage Werewolf. I still think they probably didn't need to nerf both Crystal Weapon and Savage Werewolf, but ZOS is notorious for overnerfs like that).
Crystal Weapon 100% needed to be nerfed. It was too good of a buff.
It was the only offensive ability in the game that could be used as both a spammable and a delayed burst. It was actually on par with Spectral Bow, and in some cases better because the damage delivery is tied to landing a light attack which costs zero resources and can be quickly spammed.
The current version is more balanced. It's still better than vanilla Crystal Weapon, but not as broken.
pvp, sorc was the easiest to play in order to accomplish high results, over time changes not just to them but more to other classes made sorcs actually put up some effort, now the same high results are still accomplishable but harder, and they don't like it. Especially when competitors like dks are now in the easy mode.
sorcs were fine but still they got wards buffed, however they still complain that not enough has been done for them, they just miss having the easy mode that dks now have
Clearly you're just a victim. Like when I saw you lose to a magsorc 1v1 when templar was the strongest 1v1 class. No wonder you think magsorc is in a fine spot.
StaticWave wrote: »acastanza_ESO wrote: »RemoryAzure wrote: »Savage werewolf carried the damage. Not the class itself and its kit mechanically. It still had these defensive issues, even in that patch. We can't even use block man xD
i was playing MAGsorc that patch and its damage was somewhat op, critdmg oakensoul build with crushing shock (+elemental catalyst 15% crit damage), crystal weapon as a burst and overload. i was carried by these 3 damage sources stacked into 1 gcd, like 15-20k actual damage per second on BG's (CW and overload could crit up to 8k both + crushing shock and its procs), even more in cyro i guess, im not playing it much. havent seen anyone doing the same thing, but i still think it was better than savage builds.
p.s. or am i messed up with updates? was savage nerfed together with oakensoul or was it nerfed with oakensoul patch?
anyway, that was the only patch i was totally happy playing sorc, even if it still had his issues with dying pet and everything
Savage WW, Crystal Weapon, and Oakensoul were all nerfed at the same time iirc.
That one patch was crazy good though, it made the absentee defensive toolkit worth tolerating simply because you actually had a reasonable (okay, maybe too good) chance of bursting down your opponent before they could run you down, attrition you out, and then curbstomp you. I fully admit that the combination there needed to be nerfed, but that was also very clearly an anomaly that was being caused specifically by overperforming sets (Mainly OG Oakensoul, and Savage Werewolf. I still think they probably didn't need to nerf both Crystal Weapon and Savage Werewolf, but ZOS is notorious for overnerfs like that).
Crystal Weapon 100% needed to be nerfed. It was too good of a buff.
It was the only offensive ability in the game that could be used as both a spammable and a delayed burst. It was actually on par with Spectral Bow, and in some cases better because the damage delivery is tied to landing a light attack which costs zero resources and can be quickly spammed.
The current version is more balanced. It's still better than vanilla Crystal Weapon, but not as broken.
@StaticWave
I'd use imbue weapons over crystal weapons any day of the week. Functions the same (the second hit of crystal weapons is meh, and considering it'll take up your "spammable slot" it's not worth it to alternate between it and ANOTHER spammable.
But crushing weapons gives Major Breach, does the same initial hit damage (actually tooltips for a little more I believe), is partially refunded if you don't use it, procs the psjiic passive for extra damage, and gives a slight damage shield when blocking with it.
Crystal weapons gives 1000 penetration compared to 6000, gives a slight heal, gives spell crit instead of it's own damage type crit ([snip] Zos), reduces the cost of your next ability but, takes more micro management and another reliable skill to take advantage of it's second damage proc (not worth it).
They just function too similarly to pick the one with 5000 less penetration (a whole 5 piece bonus worth of extra damage), for that ability and all skills to follow. If Sorcs had a more reliable way of applying major breach then sure it would be better, but they don't so. Crystal weapons is a watered down Crushing Weapons.
That and your losing what's suppose to be your biggest burst skill Crystal Fragments to slot it.
Zos in the past said specifically that sheilds are just an extension of HP. OK fine. But using that same logic. A 20k HP sorc with a 20k ward would by that logic have 40k HP ? SO, if someone HAS 40K HP they by default already have a 20k ward on them without casting 2 abilities that cost an insane amount of magicka and 2 global cooldowns. They also specifically said the reason shields was nerfed was because they could be applied prior to combat. OK then, let's use the same logic, 40K hp could be read as 20k HP and a 20K ward, right? As sheilds are just "An extension of HP" so if someone has 40K hp that means they have it ALSO before combat without even casting anything. Its flawed. Having 40k HP with all those modifiers effecting healing is drastically more powerful than 20K HP and 20K sheild. Not just that you would have more damage even with 40k HP because your not sacrificing raw wep/spell damage for it or sustain in magicka costing anything. To get wards you need to spend magicka and stack into Max magicka which is VASTLY less efficient for damage and healing
@StaticWave
Maybe I should clarify, as a ranged spammable in PvP. Personally don't like Crushing Weapon as a melee spammable, feels clunky to me, but it works very well as a ranged spammable since you are able to apply it during the light attack travel time.
Don't think heavy attacks are being used by most ranged PvP players unless you're built for it. Too little damage for too much time.
Personally I'll take the extra 5k penetration over the heal. It's a heal tied to being offensive, which isn't nothing, but it's the most useful when it's a dps race to the death.
As for the 2 seconds versus 6 seconds, you're not preemptively applying it for the next attack, you're using it for the light attack that is traveling, so the time to apply really isn't a factor for it. (Unless it's used to setup burst which I do, and I'll skip a light attack gcd to have it apply with another damage skill). And if the light attack is dodge rolled you're refunded a large portion of the cost (sustain based on failed damage).
But as you said, we're talking about different applications of the skill. Ranged versus melee. I'm not a melee spec, so I can't speak on it's values for melee. But for ranged Crushing Weapons > Crystal weapons for me.
@StaticWave
But I don't like promoting 40k health setups. It's too forgiving, which makes it easy to play, and rises the skill floor. I prefer to rely on active defensives, and I prefer promoting active defenses (heals, blocking, rolling, shielding, CCing, etc) because in MY opinion its better for the "health" of the game, you make a couple mistakes and you die using those, as you should, you made a mistake. No one enjoys doing a full PvE rotation on another player like they are a PvE boss haha. And it's not fun when you take advantage of the other players mistakes but they survive because of a crutch like a 40k health pool. Just MY opinion. I'm sure you'd do great on other more risky setups too, and you just use that one because, well it's available and it makes things easier.
@StaticWave
Yeah definitely different play styles. I'm not saying you're a bad player, I've heard you are very good from other people posting and I believe it.
But I don't like promoting 40k health setups. It's too forgiving, which makes it easy to play, and rises the skill floor. I prefer to rely on active defensives, and I prefer promoting active defenses (heals, blocking, rolling, shielding, CCing, etc) because in MY opinion its better for the "health" of the game, you make a couple mistakes and you die using those, as you should, you made a mistake. No one enjoys doing a full PvE rotation on another player like they are a PvE boss haha. And it's not fun when you take advantage of the other players mistakes but they survive because of a crutch like a 40k health pool. Just MY opinion. I'm sure you'd do great on other more risky setups too, and you just use that one because, well it's available and it makes things easier.
Buuuut you can't deny that it brings the skill floor up haha.
Also don't love the idea of giving up a bar slot for breach. Unless it's for specifically dueling, but i don't have setups for dueling, and setups for open world, and setups for bgs, I just run the same stuff everywhere. The point of dueling to me is to get better for open world encounters, not to give myself an advantage in a strict 1v1, personally. And for me using ele sus in a small scale fight where you may need to change targets rapidly just doesn't seem like the best play. To each there own though of course. For my application, crushing is better!
Edit: I'm also a Breton so yeah I'm a Mag Sorc, can't slot too many stamina abilities otherwise I mine as well change my race or make a new character as a Stam Sorc with vigor heals and yada yada
@StaticWave
Yeah definitely different play styles. I'm not saying you're a bad player, I've heard you are very good from other people posting and I believe it.
But I don't like promoting 40k health setups. It's too forgiving, which makes it easy to play, and rises the skill floor. I prefer to rely on active defensives, and I prefer promoting active defenses (heals, blocking, rolling, shielding, CCing, etc) because in MY opinion its better for the "health" of the game, you make a couple mistakes and you die using those, as you should, you made a mistake. No one enjoys doing a full PvE rotation on another player like they are a PvE boss haha. And it's not fun when you take advantage of the other players mistakes but they survive because of a crutch like a 40k health pool. Just MY opinion. I'm sure you'd do great on other more risky setups too, and you just use that one because, well it's available and it makes things easier.
Buuuut you can't deny that it brings the skill floor up haha.
Also don't love the idea of giving up a bar slot for breach. Unless it's for specifically dueling, but i don't have setups for dueling, and setups for open world, and setups for bgs, I just run the same stuff everywhere. The point of dueling to me is to get better for open world encounters, not to give myself an advantage in a strict 1v1, personally. And for me using ele sus in a small scale fight where you may need to change targets rapidly just doesn't seem like the best play. To each there own though of course. For my application, crushing is better!
Edit: I'm also a Breton so yeah I'm a Mag Sorc, can't slot too many stamina abilities otherwise I mine as well change my race or make a new character as a Stam Sorc with vigor heals and yada yada
acastanza_ESO wrote: »Remember that if Snake in the Stars goes through, the Blood Magic passive is going to get us all killed next patch...
RemoryAzure wrote: »acastanza_ESO wrote: »Remember that if Snake in the Stars goes through, the Blood Magic passive is going to get us all killed next patch...
its better to have blood magic on top of vigor, rather than just let snake completely negate vigor and lead u to death