MurkyWetWolf198 wrote: »Ok, how do people feel about changing pets to be 1-bar only to keep them active, and reworking some of the more weaker skills (not too familiar with Sorc, someone suggest what these should be) to include more buffs (also, what buffs do they not have access to but should?)
ForumBully wrote: »There are lots of good ideas for sorcs, in this cycle alone. And most don't boil down to just changing shields.
On this one point though, I don't mind that magsorcs are a standalone max stats class, as long as max stats doesn't lag so far behind in damage.
Others suggestions have been changes to damage types in the Sorc toolkit and changes to passives that would help sorcs improve damage output while still playing a resource pool play style.
MurkyWetWolf198 wrote: »Ok, how do people feel about changing pets to be 1-bar only to keep them active, and reworking some of the more weaker skills (not too familiar with Sorc, someone suggest what these should be) to include more buffs (also, what buffs do they not have access to but should?)
MetallicMonk wrote: »I think scaling shields off damage or a strong burst heal from a magsorc perspective would be too strong honestly, but I know many others seem to want it.
Turtle_Bot wrote: »MetallicMonk wrote: »I think scaling shields off damage or a strong burst heal from a magsorc perspective would be too strong honestly, but I know many others seem to want it.
It would only really be too strong if the class got access to both at once (like it used to have back in summerset where the pets weren't as easy to remove from the fight).
To get around this, make 1 morph of shields into a proper burst heal, leave the other as a strong shield, this way players get to choose which direction they wish to take their build, giving more options for sorcerer. Keep with the current shield + pet or shield + dark conversion set-up or run the new burst heal + vigor + crit surge for a more traditional style of defensive rotation.
To do this, I would remove the self burst heal from the clannfear (why this ability was given a self burst heal is still puzzling) and replace 1 of the morphs of shields with that burst heal, then give clannfear major prophecy/savagery while slotted and minor force for 10 seconds when activated while already summoned, this way its essentially a DoT that buffs crit modifiers similar to DK flames of oblivion, but its much more DoT focused instead of being a timed repeating delayed burst and it's not as important that it stays active the whole time, meaning you can choose to either single bar it and use it as a more traditional DoT that requires summoning and reactivating (2 casts + cast time on summon which is roughly 2.5-3 GCDs total) to get the bonus crit damage buff and not care if the pet despawns/is killed or you can choose to double bar it if you want the crit chance on both bars and to keep the pet up more often.
These changes would honestly fix the majority of the issues with the class without breaking it.
The shield cannot be stacked with a proper burst heal since they are different morphs of the same skill, but the burst heal is there as an option for shieldless magsorcs, hybridsorcs and stamsorcs alike and the new clannfear gives the class some much needed buffs to crit modifiers to make crit surge more reliable without forcing it onto both bars taking up extremely valuable bar slots, it also allows 1 of the pets to be usable in pvp as a DoT that provides a needed buff without forcing the pet to be active all the time or tying any class defense to it.
Of course if the bonus crit chance makes crit surge too strong the heal on crit surge could be toned down by 10%, but I doubt it will since expert hunter and magelight already provide that buff + have better passives but barely make it onto the bar as it is and it still requires dealing critical damage to get that heal which is also countered by that new snake in the stars set.
The only other thing I would like to see on top of the above changes is a consolidation of some of the overlapping passives (daedric protection and capacitor being the main ones). Those 2 passives should be combined into 1 passive and replace capacitor with a new passive that focuses on crit damage.
For example:
- Daedric protection would now grant +9/18% to all 3 recoveries if a daedric summoning ability is slotted instead of +20% to only health and stamina (NB gets 15% for free just for existing so an additional 3% for slotting an ability from a specific skill line seems fair, although I can see it being kept at 15% since the burst heal/shield are from that same skill line and would be slotted on every build anyway).
- Capacitor reworked to "dealing damage with a storm calling ability increases crit damage done by 8/15% for 4/8seconds" (NB gets 5/10% at all times for just slotting an ability so 8/15% on a duration for actually having to deal damage with an ability from a specific skill line seems about right).
MurkyWetWolf198 wrote: »Ok, how do people feel about changing pets to be 1-bar only to keep them active, and reworking some of the more weaker skills (not too familiar with Sorc, someone suggest what these should be) to include more buffs (also, what buffs do they not have access to but should?)
ForumBully wrote: »Pets should have always been timed and one slot. Bar space is such a valuable thing.
Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Shields don't allow block mitigation. Shields also don't make up for execute damage. Shields also require resources to keep up, they can be remove early and have zero way of regenerating without straight up recasting them.
Say I am a sorc with 30K health and a 10K shield. That doesn't mean I have 40K health. It just doesn't. When that sheild takes 5K damage, that shield will never be a 10K shield again until I fully recast it. When I block, that shield takes the full damage from the incoming hit. When I am in execute range, the value of that 10K shield is not taken into account. The shield doesn't cover up being in execute, you still take the full execute scaling damage, even if you are covering your health with a shield. Sure, the shield may absorb some of that, but it isn't adding to your health to pull you out of execute range.
Now, compare that to a player with 40K health. They can have HOTs active, that are constantly restoring their missing health values. On top of that they can have burst heals that restore the values. They also benefit from major and minor buffs that increase the ammount of health that can be restored. They also benefit from being able to utilize block mitigation for the entirety of their 40K health pool. When they are put into execute damage, casting a burst heal takes them out of execute range, rather than just putting a shield over them that doesn't effect the execute scaling at all.
The point is, Shields are not health. And this idea that they are is just a complete failure to understand how shields work and only works to add to the misinformation being spread by players that really have no clue how sorcs actually function.
Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Shields don't allow block mitigation. Shields also don't make up for execute damage. Shields also require resources to keep up, they can be remove early and have zero way of regenerating without straight up recasting them.
Say I am a sorc with 30K health and a 10K shield. That doesn't mean I have 40K health. It just doesn't. When that sheild takes 5K damage, that shield will never be a 10K shield again until I fully recast it. When I block, that shield takes the full damage from the incoming hit. When I am in execute range, the value of that 10K shield is not taken into account. The shield doesn't cover up being in execute, you still take the full execute scaling damage, even if you are covering your health with a shield. Sure, the shield may absorb some of that, but it isn't adding to your health to pull you out of execute range.
Now, compare that to a player with 40K health. They can have HOTs active, that are constantly restoring their missing health values. On top of that they can have burst heals that restore the values. They also benefit from major and minor buffs that increase the ammount of health that can be restored. They also benefit from being able to utilize block mitigation for the entirety of their 40K health pool. When they are put into execute damage, casting a burst heal takes them out of execute range, rather than just putting a shield over them that doesn't effect the execute scaling at all.
The point is, Shields are not health. And this idea that they are is just a complete failure to understand how shields work and only works to add to the misinformation being spread by players that really have no clue how sorcs actually function.
Most players have 30k health. The sorcerer can also run around with the same amount of health and have 44 thousand mana. As for the 40k health you are talking about, those players are sacrificing damage and self-healing in favor of health. I just do not understand why you should be afraid of those who sacrifice damage and destruction in favor of a pointless waste of points.
It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish. The shield can act as a heal if you are below 100% health and restore life with other skills. I don't understand your logic either. Others have hot healing and the sorcerer does not?? You only need one shield. I'm playing a necromancer with two healing skills with a hot effect and a dk who only has one skill with a hot effect. The necromancer and dk have bonuses that allow you to restore health in a dying state. This is the only advantage these two classes have over the sorcerer. Yes, healing and shield are different things, but it is unnecessary to underestimate the benefit of a mana shield. When you have 30k health but you only have 10k health left, the shield adds up to 20k health temporarily, at which point you can restore health healing with a hot effect. Also at full health you add a shield on top of your health but any hot healing or any other healing at full health goes to waste.
The sorcerer has access to hot healing. Sorcerer rely too heavily on the shield. It needs to be used properly and not spammed. You won't find a single DK spamming with their direct heals like a sorcerer does with his shield. Four or five times and there is no mana for the dk ...
Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Shields don't allow block mitigation. Shields also don't make up for execute damage. Shields also require resources to keep up, they can be remove early and have zero way of regenerating without straight up recasting them.
Say I am a sorc with 30K health and a 10K shield. That doesn't mean I have 40K health. It just doesn't. When that sheild takes 5K damage, that shield will never be a 10K shield again until I fully recast it. When I block, that shield takes the full damage from the incoming hit. When I am in execute range, the value of that 10K shield is not taken into account. The shield doesn't cover up being in execute, you still take the full execute scaling damage, even if you are covering your health with a shield. Sure, the shield may absorb some of that, but it isn't adding to your health to pull you out of execute range.
Now, compare that to a player with 40K health. They can have HOTs active, that are constantly restoring their missing health values. On top of that they can have burst heals that restore the values. They also benefit from major and minor buffs that increase the ammount of health that can be restored. They also benefit from being able to utilize block mitigation for the entirety of their 40K health pool. When they are put into execute damage, casting a burst heal takes them out of execute range, rather than just putting a shield over them that doesn't effect the execute scaling at all.
The point is, Shields are not health. And this idea that they are is just a complete failure to understand how shields work and only works to add to the misinformation being spread by players that really have no clue how sorcs actually function.
Most players have 30k health. The sorcerer can also run around with the same amount of health and have 44 thousand mana. As for the 40k health you are talking about, those players are sacrificing damage and self-healing in favor of health. I just do not understand why you should be afraid of those who sacrifice damage and destruction in favor of a pointless waste of points.
It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish. The shield can act as a heal if you are below 100% health and restore life with other skills. I don't understand your logic either. Others have hot healing and the sorcerer does not?? You only need one shield. I'm playing a necromancer with two healing skills with a hot effect and a dk who only has one skill with a hot effect. The necromancer and dk have bonuses that allow you to restore health in a dying state. This is the only advantage these two classes have over the sorcerer. Yes, healing and shield are different things, but it is unnecessary to underestimate the benefit of a mana shield. When you have 30k health but you only have 10k health left, the shield adds up to 20k health temporarily, at which point you can restore health healing with a hot effect. Also at full health you add a shield on top of your health but any hot healing or any other healing at full health goes to waste.
The sorcerer has access to hot healing. Sorcerer rely too heavily on the shield. It needs to be used properly and not spammed. You won't find a single DK spamming with their direct heals like a sorcerer does with his shield. Four or five times and there is no mana for the dk ...
Previously, the sorcerer had very little health and too strong shields. Their gameplay was kill or die. Since without shields they quickly died. Now you have the same amount of health as everyone else, and you only need two hot effects to keep your health at an acceptable level and not die from two hits. The exception is NB, as there is no way to play them differently. But it’s enough to have a battle cry and the ability to dodge and you won’t get 25 thousand damage each.
Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Shields don't allow block mitigation. Shields also don't make up for execute damage. Shields also require resources to keep up, they can be remove early and have zero way of regenerating without straight up recasting them.
Say I am a sorc with 30K health and a 10K shield. That doesn't mean I have 40K health. It just doesn't. When that sheild takes 5K damage, that shield will never be a 10K shield again until I fully recast it. When I block, that shield takes the full damage from the incoming hit. When I am in execute range, the value of that 10K shield is not taken into account. The shield doesn't cover up being in execute, you still take the full execute scaling damage, even if you are covering your health with a shield. Sure, the shield may absorb some of that, but it isn't adding to your health to pull you out of execute range.
Now, compare that to a player with 40K health. They can have HOTs active, that are constantly restoring their missing health values. On top of that they can have burst heals that restore the values. They also benefit from major and minor buffs that increase the ammount of health that can be restored. They also benefit from being able to utilize block mitigation for the entirety of their 40K health pool. When they are put into execute damage, casting a burst heal takes them out of execute range, rather than just putting a shield over them that doesn't effect the execute scaling at all.
The point is, Shields are not health. And this idea that they are is just a complete failure to understand how shields work and only works to add to the misinformation being spread by players that really have no clue how sorcs actually function.
Most players have 30k health. The sorcerer can also run around with the same amount of health and have 44 thousand mana. As for the 40k health you are talking about, those players are sacrificing damage and self-healing in favor of health. I just do not understand why you should be afraid of those who sacrifice damage and destruction in favor of a pointless waste of points.
It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish. The shield can act as a heal if you are below 100% health and restore life with other skills. I don't understand your logic either. Others have hot healing and the sorcerer does not?? You only need one shield. I'm playing a necromancer with two healing skills with a hot effect and a dk who only has one skill with a hot effect. The necromancer and dk have bonuses that allow you to restore health in a dying state. This is the only advantage these two classes have over the sorcerer. Yes, healing and shield are different things, but it is unnecessary to underestimate the benefit of a mana shield. When you have 30k health but you only have 10k health left, the shield adds up to 20k health temporarily, at which point you can restore health healing with a hot effect. Also at full health you add a shield on top of your health but any hot healing or any other healing at full health goes to waste.
The sorcerer has access to hot healing. Sorcerer rely too heavily on the shield. It needs to be used properly and not spammed. You won't find a single DK spamming with their direct heals like a sorcerer does with his shield. Four or five times and there is no mana for the dk ...
Magicka, please just say Magicka. Mana is not a thing in this game.
And no, a player running 40K health is not sacrificing damage or healing. They are stacking spell damage, which also increases their damage and their healing amounts.
And again, nothing you have described here leads me to believe that you understand how healing, health, or shields function in this game.
Shields DO NOT act as a heal with you are below 100%. That might be the most egregious claim you have here.
Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Shields don't allow block mitigation. Shields also don't make up for execute damage. Shields also require resources to keep up, they can be remove early and have zero way of regenerating without straight up recasting them.
Say I am a sorc with 30K health and a 10K shield. That doesn't mean I have 40K health. It just doesn't. When that sheild takes 5K damage, that shield will never be a 10K shield again until I fully recast it. When I block, that shield takes the full damage from the incoming hit. When I am in execute range, the value of that 10K shield is not taken into account. The shield doesn't cover up being in execute, you still take the full execute scaling damage, even if you are covering your health with a shield. Sure, the shield may absorb some of that, but it isn't adding to your health to pull you out of execute range.
Now, compare that to a player with 40K health. They can have HOTs active, that are constantly restoring their missing health values. On top of that they can have burst heals that restore the values. They also benefit from major and minor buffs that increase the ammount of health that can be restored. They also benefit from being able to utilize block mitigation for the entirety of their 40K health pool. When they are put into execute damage, casting a burst heal takes them out of execute range, rather than just putting a shield over them that doesn't effect the execute scaling at all.
The point is, Shields are not health. And this idea that they are is just a complete failure to understand how shields work and only works to add to the misinformation being spread by players that really have no clue how sorcs actually function.
Most players have 30k health. The sorcerer can also run around with the same amount of health and have 44 thousand mana. As for the 40k health you are talking about, those players are sacrificing damage and self-healing in favor of health. I just do not understand why you should be afraid of those who sacrifice damage and destruction in favor of a pointless waste of points.
It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish. The shield can act as a heal if you are below 100% health and restore life with other skills. I don't understand your logic either. Others have hot healing and the sorcerer does not?? You only need one shield. I'm playing a necromancer with two healing skills with a hot effect and a dk who only has one skill with a hot effect. The necromancer and dk have bonuses that allow you to restore health in a dying state. This is the only advantage these two classes have over the sorcerer. Yes, healing and shield are different things, but it is unnecessary to underestimate the benefit of a mana shield. When you have 30k health but you only have 10k health left, the shield adds up to 20k health temporarily, at which point you can restore health healing with a hot effect. Also at full health you add a shield on top of your health but any hot healing or any other healing at full health goes to waste.
The sorcerer has access to hot healing. Sorcerer rely too heavily on the shield. It needs to be used properly and not spammed. You won't find a single DK spamming with their direct heals like a sorcerer does with his shield. Four or five times and there is no mana for the dk ...
Magicka, please just say Magicka. Mana is not a thing in this game.
And no, a player running 40K health is not sacrificing damage or healing. They are stacking spell damage, which also increases their damage and their healing amounts.
And again, nothing you have described here leads me to believe that you understand how healing, health, or shields function in this game.
Shields DO NOT act as a heal with you are below 100%. That might be the most egregious claim you have here.
I wrote an example gameplay. Not that healing and shield are the same thing. I even wrote that it's not the same. I said that the shield is a temporary solution for a place of direct healing. And it acts as a pseudo heal so that you have time to restore health with a hot effect.
"It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish"
The fact your saying this speaks volumes at the state of Shields. How can you go from not wanting sorcerer to be buffed as wards are strong but then just say one of the primary defences they use is rubbish which is a shield? Do u genuinely have any idea what your even going on about
ForumBully wrote: »Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Shields don't allow block mitigation. Shields also don't make up for execute damage. Shields also require resources to keep up, they can be remove early and have zero way of regenerating without straight up recasting them.
Say I am a sorc with 30K health and a 10K shield. That doesn't mean I have 40K health. It just doesn't. When that sheild takes 5K damage, that shield will never be a 10K shield again until I fully recast it. When I block, that shield takes the full damage from the incoming hit. When I am in execute range, the value of that 10K shield is not taken into account. The shield doesn't cover up being in execute, you still take the full execute scaling damage, even if you are covering your health with a shield. Sure, the shield may absorb some of that, but it isn't adding to your health to pull you out of execute range.
Now, compare that to a player with 40K health. They can have HOTs active, that are constantly restoring their missing health values. On top of that they can have burst heals that restore the values. They also benefit from major and minor buffs that increase the ammount of health that can be restored. They also benefit from being able to utilize block mitigation for the entirety of their 40K health pool. When they are put into execute damage, casting a burst heal takes them out of execute range, rather than just putting a shield over them that doesn't effect the execute scaling at all.
The point is, Shields are not health. And this idea that they are is just a complete failure to understand how shields work and only works to add to the misinformation being spread by players that really have no clue how sorcs actually function.
Most players have 30k health. The sorcerer can also run around with the same amount of health and have 44 thousand mana. As for the 40k health you are talking about, those players are sacrificing damage and self-healing in favor of health. I just do not understand why you should be afraid of those who sacrifice damage and destruction in favor of a pointless waste of points.
It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish. The shield can act as a heal if you are below 100% health and restore life with other skills. I don't understand your logic either. Others have hot healing and the sorcerer does not?? You only need one shield. I'm playing a necromancer with two healing skills with a hot effect and a dk who only has one skill with a hot effect. The necromancer and dk have bonuses that allow you to restore health in a dying state. This is the only advantage these two classes have over the sorcerer. Yes, healing and shield are different things, but it is unnecessary to underestimate the benefit of a mana shield. When you have 30k health but you only have 10k health left, the shield adds up to 20k health temporarily, at which point you can restore health healing with a hot effect. Also at full health you add a shield on top of your health but any hot healing or any other healing at full health goes to waste.
The sorcerer has access to hot healing. Sorcerer rely too heavily on the shield. It needs to be used properly and not spammed. You won't find a single DK spamming with their direct heals like a sorcerer does with his shield. Four or five times and there is no mana for the dk ...
Magicka, please just say Magicka. Mana is not a thing in this game.
And no, a player running 40K health is not sacrificing damage or healing. They are stacking spell damage, which also increases their damage and their healing amounts.
And again, nothing you have described here leads me to believe that you understand how healing, health, or shields function in this game.
Shields DO NOT act as a heal with you are below 100%. That might be the most egregious claim you have here.
I wrote an example gameplay. Not that healing and shield are the same thing. I even wrote that it's not the same. I said that the shield is a temporary solution for a place of direct healing. And it acts as a pseudo heal so that you have time to restore health with a hot effect.
So, on this point, yes, you have the potential to HoT heal under a shield, but you can't do it well with low spell power. So as you're waiting for the heal to tick your shield is still being chopped down by whatever incoming damage you're facing, and it's being chopped down quicker than you can get a substantial heal from HoTs.
Part of the problem is you must stack Magicka and sustain to have an effective shield size AND sustain the constant reapplication, and this leaves no room to invest in spell power, which would make your HoT more potent.
"It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish"
The fact your saying this speaks volumes at the state of Shields. How can you go from not wanting sorcerer to be buffed as wards are strong but then just say one of the primary defences they use is rubbish which is a shield? Do u genuinely have any idea what your even going on about
The sorcerer's mana shield is strong, but the light armor's mana shield is weak. The meta has changed and now the sorcerer will not die from spitting without shields. You just need to have one or two hot effects on yourself and call the sorcerer's mana shield in the right circumstances. You keep your defense on hot effects like all players and use a shield to give these hot effects time to take effect.
Shields have fewer modifiers but count as extra health. Shields are buffed to defense and critical damage resistance. For example, you can make about 44 mana and get a shield for 11-12 thousand. The pirate hat gives 10 percent defense and the sorcerer's skill gives 5 percent defense. You can also take the battle cry to the back panel. In fact, all defense bonuses such as armor, critical damage resistance and defense buffs give a direct boost to your shield, since the shield is your additional health.
Heal modifiers increase healing, defense modifiers increase mana shield. In addition to having 50 thousand mana, you can increase your defense in other ways.
Many complain that sorcerers do not have direct healing. I personally don't care, but direct healing won't give you survivability. If you want to play through healing then you will have to take defense sets like mara to absorb damage otherwise even with good healing you will be cut like soft jelly. Mana shields are exactly what a sorcerer needs. They also will not be made so that they would be strengthened by spell damage, so this will give much more problems for pvp. You, being a mana sorcerer, will get more damage and defense, but sorcerers in melee combat will have this shield 20 percent stronger, so they will have more spell damage. Also, the mana shield is scaled from mana to save at least some semblance of the sorcerer's mana and limit their damage. Crystal hits 6000 in pvp and curse 5000. By switching to the power of spells, you will become more painful to beat, which will affect the balance. Even the DK whip hits 6,000. And the sorcerer has literally 3 skills that will hit 6-7 thousand each, which is 20 percent more than the current numbers.
Most crying players don't even know how much a mana shield protects. They don’t even know how battle spirit works on a mana shield and how to strengthen it ...
The whole problem of sorcerers is not in their skills, but in the high survival rate of players. It is trivial to reduce battle spirit from 50% to 44% and the sorcerer will become one of the strongest classes in the game. And probably the strongest.
"It's stupid for me to take two mana shields for protection, so a mana shield from a branch of light armor is rubbish"
The fact your saying this speaks volumes at the state of Shields. How can you go from not wanting sorcerer to be buffed as wards are strong but then just say one of the primary defences they use is rubbish which is a shield? Do u genuinely have any idea what your even going on about
The sorcerer's mana shield is strong, but the light armor's mana shield is weak. The meta has changed and now the sorcerer will not die from spitting without shields. You just need to have one or two hot effects on yourself and call the sorcerer's mana shield in the right circumstances. You keep your defense on hot effects like all players and use a shield to give these hot effects time to take effect.
Where exactly are we getting these 2 extra hots from on our bar space. So ur suggesting 1 sheild and 2 hots. Other classes need 1 hot and a burst heal. Why do we need 3 forms of defence and they need 2 ?