MashmalloMan wrote: »GusTheWizard wrote: »
With 60k magicka You will be getting around 16k shield and 10k heal tooltip in PvP even more near the keeps and resources. Even after halving that heal value it will be still strong because it's covered by a 16k shield. 5k heal covered by a 16k shield is worth more than 16k heal covered by nothing and keep in mind that heals with 16k tooltip are also halved in PvP.
Shields are halved too. That's a 8k shield, with a 4.5k heal after battlespirit. That 60k mag player also had to use underperforming sets like Crafty Alfiq to achieve it.
Most burst heals from other classes scale much higher than a 9k tooltip and don't have to sacrifice all their set bonuses. Weapon/Spell damage is king right now, a mag stacking Sorc has very little of it. Most builds you watch now have 20-24k of their main resource because it doesn't scale well with proc sets or damage in general to begin with.
Idk, I have no leg in this race. I don't play mag Sorc for pvp, but are we all forgetting that CP use to give +20% mag/stam/hp only a few years ago? Let's be real. Max mag stacking Sorcs are very 2019.
Also. It's not like this was a free trade. No pets and no more HP passive. You're gonna have to make up that HP elsewhere. Shields are still capped by HP.
MashmalloMan wrote: »GusTheWizard wrote: »
With 60k magicka You will be getting around 16k shield and 10k heal tooltip in PvP even more near the keeps and resources. Even after halving that heal value it will be still strong because it's covered by a 16k shield. 5k heal covered by a 16k shield is worth more than 16k heal covered by nothing and keep in mind that heals with 16k tooltip are also halved in PvP.
Shields are halved too. That's a 8k shield, with a 4.5k heal after battlespirit. That 60k mag player also had to use underperforming sets like Crafty Alfiq to achieve it.
Most burst heals from other classes scale much higher than a 9k tooltip and don't have to sacrifice all their set bonuses. Weapon/Spell damage is king right now, a mag stacking Sorc has very little of it. Most builds you watch now have 20-24k of their main resource because it doesn't scale well with proc sets or damage in general to begin with.
Idk, I have no leg in this race. I don't play mag Sorc for pvp, but are we all forgetting that CP use to give +20% mag/stam/hp only a few years ago? Let's be real. Max mag stacking Sorcs are very 2019.
Also. It's not like this was a free trade. No pets and no more HP passive. You're gonna have to make up that HP elsewhere. Shields are still capped by HP.
No that is 16k shield is a PvP value. Outside PvP it's like 21k shield. Keep in mind that sorc shields are not excatly halved in PvP when comparing to their PvE values since they operate on cap rules so when You have 21k shield in PvE it doesn't mean it will be 10-11k in PvP because that 21k is a value alrealy hold back by a cap meaning it would be higher if cap wouldn't exist so when You enter into PvP a shield value that is being halved is actually a non caped value. Basically in PvE when You have around 29-30k HP You will have a 21k shield wheter You have 50k or 60k magicka but when You enter into PvP You will notice a different shield values based on depends which max magicka value You have.
RaptorRodeoGod wrote: »I like how they made Nightblades heal passive and active on both bars, but didn't touch Crit Surge 🙃
MashmalloMan wrote: »GusTheWizard wrote: »
With 60k magicka You will be getting around 16k shield and 10k heal tooltip in PvP even more near the keeps and resources. Even after halving that heal value it will be still strong because it's covered by a 16k shield. 5k heal covered by a 16k shield is worth more than 16k heal covered by nothing and keep in mind that heals with 16k tooltip are also halved in PvP.
Shields are halved too. That's a 8k shield, with a 4.5k heal after battlespirit. That 60k mag player also had to use underperforming sets like Crafty Alfiq to achieve it, so they have low sustain, low pen, low armor, low crit.. all of those are key to pvp right now.
Most burst heals from other classes scale much higher than a 9k tooltip and don't have to sacrifice all their set bonuses. Weapon/Spell damage is king right now, a mag stacking Sorc has very little of it. Most builds you watch now have 20-24k of their main resource because it doesn't scale well with proc sets or damage in general to begin with.
Idk, I have no leg in this race. I don't play mag Sorc for pvp, but are we all forgetting that CP use to give +20% mag/stam/hp only a few years ago? Let's be real. Max mag stacking Sorcs are very 2019.
Also. It's not like this was a free trade. No pets and no more HP passive. You're gonna have to make up that HP elsewhere. Shields are still capped by HP.
MashmalloMan wrote: »GusTheWizard wrote: »
With 60k magicka You will be getting around 16k shield and 10k heal tooltip in PvP even more near the keeps and resources. Even after halving that heal value it will be still strong because it's covered by a 16k shield. 5k heal covered by a 16k shield is worth more than 16k heal covered by nothing and keep in mind that heals with 16k tooltip are also halved in PvP.
Shields are halved too. That's a 8k shield, with a 4.5k heal after battlespirit.
You should get on the PTS and test these changes before talking about how it needs more. Magsorc is shaping up to be one of the strongest classes in the game (pvp wise) with these changes.
Turtle_Bot wrote: »The ward changes are good, definitely a step in the right direction.
I need to test the healing potential of encase morph, I can see it being very good, but also mid. Needs testing.
The mines changes are interesting for sure, needs testing and thinking about.
Lightning splash was a swing and a miss. too much of its damage is tied to the synergy, it needs that changed and its damage over time buffed before it will be considered over better global options.
Expert summoner missed the mark unless I am missing something with it. It sounds good in theory, but when you look at it deeper, it just doesn't synergize with how sorc is played. in PvP sorc wants more health for bigger wards, but it cannot fit the pets, while in PvE it wants the max stats for damage, but the pets are the best damage (for PvE) the class has, so it loses the bonus stats by using its best DPS tools.
Overall the changes look fine, but there's still the most important issue, bar space. Until this is addressed, the class will always have overarching issues, especially when the inevitable nerf hammer comes down on the new abilities because the flashy new skills ZOS tried out were made too strong to try and make up for this issue.
Grim_Overlord wrote: »Thinking about a potential Sorcerer healing kit, now that the class has a group burst heal, what purpose does Twilight Matriarch have? Clannfear heal is bigger if you need a selfish heal and want a pet, and Matriarch, while giving some utility on a DPS is wholly outshined by Twilight Tormentor even though its recast ability is nigh worthless.
What I'm trying to say here is that these changes to Sorcerer give it some great support potential, but also make both morphs of the Twilight seem lackluster overall. This is a good thing, but it also means that the Twilight would benefit from an overhaul as well.
acastanza_ESO wrote: »Turtle_Bot wrote: »The ward changes are good, definitely a step in the right direction.
I need to test the healing potential of encase morph, I can see it being very good, but also mid. Needs testing.
The mines changes are interesting for sure, needs testing and thinking about.
Lightning splash was a swing and a miss. too much of its damage is tied to the synergy, it needs that changed and its damage over time buffed before it will be considered over better global options.
Expert summoner missed the mark unless I am missing something with it. It sounds good in theory, but when you look at it deeper, it just doesn't synergize with how sorc is played. in PvP sorc wants more health for bigger wards, but it cannot fit the pets, while in PvE it wants the max stats for damage, but the pets are the best damage (for PvE) the class has, so it loses the bonus stats by using its best DPS tools.
Overall the changes look fine, but there's still the most important issue, bar space. Until this is addressed, the class will always have overarching issues, especially when the inevitable nerf hammer comes down on the new abilities because the flashy new skills ZOS tried out were made too strong to try and make up for this issue.
Yeah if these are the only sorc changes we're going to get (which I hope not) we really need to rally around them swapping the Max Health and Max Mag/Stam buffs so that you get max resource when pets/hardened ward is active (e.g. when you're on the offensive) and Max Health when you have no pets/no ward (e.g. on the defensive, or need it more to contribute to Blood Magic more)
MashmalloMan wrote: »acastanza_ESO wrote: »Turtle_Bot wrote: »The ward changes are good, definitely a step in the right direction.
I need to test the healing potential of encase morph, I can see it being very good, but also mid. Needs testing.
The mines changes are interesting for sure, needs testing and thinking about.
Lightning splash was a swing and a miss. too much of its damage is tied to the synergy, it needs that changed and its damage over time buffed before it will be considered over better global options.
Expert summoner missed the mark unless I am missing something with it. It sounds good in theory, but when you look at it deeper, it just doesn't synergize with how sorc is played. in PvP sorc wants more health for bigger wards, but it cannot fit the pets, while in PvE it wants the max stats for damage, but the pets are the best damage (for PvE) the class has, so it loses the bonus stats by using its best DPS tools.
Overall the changes look fine, but there's still the most important issue, bar space. Until this is addressed, the class will always have overarching issues, especially when the inevitable nerf hammer comes down on the new abilities because the flashy new skills ZOS tried out were made too strong to try and make up for this issue.
Yeah if these are the only sorc changes we're going to get (which I hope not) we really need to rally around them swapping the Max Health and Max Mag/Stam buffs so that you get max resource when pets/hardened ward is active (e.g. when you're on the offensive) and Max Health when you have no pets/no ward (e.g. on the defensive, or need it more to contribute to Blood Magic more)
I don't want that, I don't support that idea.
What does a pve no pet sorc need with 10% hp? Nothing. The issue @Turtle_Bot brought up is that a pve sorc does not currently want to drop their pets because they deal too much of our DPS. So how would the solution be to give pet sorcs the 10% mag/stam when they're not the ones that need it? That defeats the entire purpose of adding this new passive in the first place. The solution is to start updating no pet sorc skills like Lightning Flood, Haunting Curse, Bound Armaments, and Mages Fury that would be the first skills you go to when you start removing pets. While they're at it, reverse the Daedric Prey buff from 20% to 45% which is severely overtuned and meant as a bandaid because our DPS tanked with U35.
For pvp, this is net gain for most players seeing as having a multiplier for your main and off resource is beneficial. If you lack HP, you can simply invest less stam or mag to pump up your hp to a suitable level. You're more likely to find a mag sorc with higher max magicka than a mag sorc with higher max hp, so while those builds exist, why would we have to flip the passives specifically for 1 niche. For stam sorc which doesn't typically stack high stamina, yes, it's a bit of a loss, but marginal all things considered.
Turtle_Bot wrote: »MashmalloMan wrote: »acastanza_ESO wrote: »Turtle_Bot wrote: »The ward changes are good, definitely a step in the right direction.
I need to test the healing potential of encase morph, I can see it being very good, but also mid. Needs testing.
The mines changes are interesting for sure, needs testing and thinking about.
Lightning splash was a swing and a miss. too much of its damage is tied to the synergy, it needs that changed and its damage over time buffed before it will be considered over better global options.
Expert summoner missed the mark unless I am missing something with it. It sounds good in theory, but when you look at it deeper, it just doesn't synergize with how sorc is played. in PvP sorc wants more health for bigger wards, but it cannot fit the pets, while in PvE it wants the max stats for damage, but the pets are the best damage (for PvE) the class has, so it loses the bonus stats by using its best DPS tools.
Overall the changes look fine, but there's still the most important issue, bar space. Until this is addressed, the class will always have overarching issues, especially when the inevitable nerf hammer comes down on the new abilities because the flashy new skills ZOS tried out were made too strong to try and make up for this issue.
Yeah if these are the only sorc changes we're going to get (which I hope not) we really need to rally around them swapping the Max Health and Max Mag/Stam buffs so that you get max resource when pets/hardened ward is active (e.g. when you're on the offensive) and Max Health when you have no pets/no ward (e.g. on the defensive, or need it more to contribute to Blood Magic more)
I don't want that, I don't support that idea.
What does a pve no pet sorc need with 10% hp? Nothing. The issue @Turtle_Bot brought up is that a pve sorc does not currently want to drop their pets because they deal too much of our DPS. So how would the solution be to give pet sorcs the 10% mag/stam when they're not the ones that need it? That defeats the entire purpose of adding this new passive in the first place. The solution is to start updating no pet sorc skills like Lightning Flood, Haunting Curse, Bound Armaments, and Mages Fury that would be the first skills you go to when you start removing pets. While they're at it, reverse the Daedric Prey buff from 20% to 45% which is severely overtuned and meant as a bandaid because our DPS tanked with U35.
For pvp, this is net gain for most players seeing as having a multiplier for your main and off resource is beneficial. If you lack HP, you can simply invest less stam or mag to pump up your hp to a suitable level. You're more likely to find a mag sorc with higher max magicka than a mag sorc with higher max hp, so while those builds exist, why would we have to flip the passives specifically for 1 niche. For stam sorc which doesn't typically stack high stamina, yes, it's a bit of a loss, but marginal all things considered.
Honestly, if ZOS are that determined to keep this change for expert summoner, it should have kept the Health buff as it currently is (essentially up all the time), then if you have no pets active, you also get the bonus magicka and stamina. This way it has the same baseline utility for all sorcerers that the passive currently provides, but it would also provide a small additional bonus for those sorcerers who choose to not run the pets. This small change would also prevent the issue of constantly fluctuating max stats due to atro being summoned/ending or twilight/scamp being killed etc. This would be less of an issue if sorc had an ultimate as reliable as atro, alas, until overload or negate get a morph reworked, this won't be the case.
In saying that, I do like the idea behind this change to expert summoner because it allows for what we discussed on the other thread about changing armaments to give crit chance/major prophecy/savagery while still keeping that max stat feature available to sorcerers, but it just needs some tweaks to remove the conflicts in the current design of the passive and it needs armaments to get that change to buff crit chance.
MashmalloMan wrote: »acastanza_ESO wrote: »Turtle_Bot wrote: »The ward changes are good, definitely a step in the right direction.
I need to test the healing potential of encase morph, I can see it being very good, but also mid. Needs testing.
The mines changes are interesting for sure, needs testing and thinking about.
Lightning splash was a swing and a miss. too much of its damage is tied to the synergy, it needs that changed and its damage over time buffed before it will be considered over better global options.
Expert summoner missed the mark unless I am missing something with it. It sounds good in theory, but when you look at it deeper, it just doesn't synergize with how sorc is played. in PvP sorc wants more health for bigger wards, but it cannot fit the pets, while in PvE it wants the max stats for damage, but the pets are the best damage (for PvE) the class has, so it loses the bonus stats by using its best DPS tools.
Overall the changes look fine, but there's still the most important issue, bar space. Until this is addressed, the class will always have overarching issues, especially when the inevitable nerf hammer comes down on the new abilities because the flashy new skills ZOS tried out were made too strong to try and make up for this issue.
Yeah if these are the only sorc changes we're going to get (which I hope not) we really need to rally around them swapping the Max Health and Max Mag/Stam buffs so that you get max resource when pets/hardened ward is active (e.g. when you're on the offensive) and Max Health when you have no pets/no ward (e.g. on the defensive, or need it more to contribute to Blood Magic more)
I don't want that, I don't support that idea.
What does a pve no pet sorc need with 10% hp? Nothing. The issue @Turtle_Bot brought up is that a pve sorc does not currently want to drop their pets because they deal too much of our DPS. So how would the solution be to give pet sorcs the 10% mag/stam when they're not the ones that need it? That defeats the entire purpose of adding this new passive in the first place. The solution is to start updating no pet sorc skills like Lightning Flood, Haunting Curse, Bound Armaments, and Mages Fury that would be the first skills you go to when you start removing pets. While they're at it, reverse the Daedric Prey buff from 20% to 45% which is severely overtuned and meant as a bandaid because our DPS tanked with U35.
For pvp, this is net gain for most players seeing as having a multiplier for your main and off resource is beneficial. If you lack HP, you can simply invest less stam or mag to pump up your hp to a suitable level. You're more likely to find a mag sorc with higher max magicka than a mag sorc with higher max hp, so while those builds exist, why would we have to flip the passives specifically for 1 niche. For stam sorc which doesn't typically stack high stamina, yes, it's a bit of a loss, but marginal all things considered.
MashmalloMan wrote: »Turtle_Bot wrote: »MashmalloMan wrote: »acastanza_ESO wrote: »Turtle_Bot wrote: »The ward changes are good, definitely a step in the right direction.
I need to test the healing potential of encase morph, I can see it being very good, but also mid. Needs testing.
The mines changes are interesting for sure, needs testing and thinking about.
Lightning splash was a swing and a miss. too much of its damage is tied to the synergy, it needs that changed and its damage over time buffed before it will be considered over better global options.
Expert summoner missed the mark unless I am missing something with it. It sounds good in theory, but when you look at it deeper, it just doesn't synergize with how sorc is played. in PvP sorc wants more health for bigger wards, but it cannot fit the pets, while in PvE it wants the max stats for damage, but the pets are the best damage (for PvE) the class has, so it loses the bonus stats by using its best DPS tools.
Overall the changes look fine, but there's still the most important issue, bar space. Until this is addressed, the class will always have overarching issues, especially when the inevitable nerf hammer comes down on the new abilities because the flashy new skills ZOS tried out were made too strong to try and make up for this issue.
Yeah if these are the only sorc changes we're going to get (which I hope not) we really need to rally around them swapping the Max Health and Max Mag/Stam buffs so that you get max resource when pets/hardened ward is active (e.g. when you're on the offensive) and Max Health when you have no pets/no ward (e.g. on the defensive, or need it more to contribute to Blood Magic more)
I don't want that, I don't support that idea.
What does a pve no pet sorc need with 10% hp? Nothing. The issue @Turtle_Bot brought up is that a pve sorc does not currently want to drop their pets because they deal too much of our DPS. So how would the solution be to give pet sorcs the 10% mag/stam when they're not the ones that need it? That defeats the entire purpose of adding this new passive in the first place. The solution is to start updating no pet sorc skills like Lightning Flood, Haunting Curse, Bound Armaments, and Mages Fury that would be the first skills you go to when you start removing pets. While they're at it, reverse the Daedric Prey buff from 20% to 45% which is severely overtuned and meant as a bandaid because our DPS tanked with U35.
For pvp, this is net gain for most players seeing as having a multiplier for your main and off resource is beneficial. If you lack HP, you can simply invest less stam or mag to pump up your hp to a suitable level. You're more likely to find a mag sorc with higher max magicka than a mag sorc with higher max hp, so while those builds exist, why would we have to flip the passives specifically for 1 niche. For stam sorc which doesn't typically stack high stamina, yes, it's a bit of a loss, but marginal all things considered.
Honestly, if ZOS are that determined to keep this change for expert summoner, it should have kept the Health buff as it currently is (essentially up all the time), then if you have no pets active, you also get the bonus magicka and stamina. This way it has the same baseline utility for all sorcerers that the passive currently provides, but it would also provide a small additional bonus for those sorcerers who choose to not run the pets. This small change would also prevent the issue of constantly fluctuating max stats due to atro being summoned/ending or twilight/scamp being killed etc. This would be less of an issue if sorc had an ultimate as reliable as atro, alas, until overload or negate get a morph reworked, this won't be the case.
In saying that, I do like the idea behind this change to expert summoner because it allows for what we discussed on the other thread about changing armaments to give crit chance/major prophecy/savagery while still keeping that max stat feature available to sorcerers, but it just needs some tweaks to remove the conflicts in the current design of the passive and it needs armaments to get that change to buff crit chance.
I'll agree with that, but it seems a bit overtuned in the current state. Like I could see 7 or 8% instead.
acastanza_ESO wrote: »Max health is simply more useful in the circumstances where you're most likely to not have pets. Giving it to the pet builds is a bad decision. Nothing they've done here is going to even come close to providing a viable non-pet option for PVE so putting the most impactful max stat on the build that it works best on is the best thing for all Sorcerer builds. The most impactful stat is health for non-pet and mag/stam for pet.
But that is only if they insist on keeping the core idea of this change and don't adopt one of the other better ideas people have given here.
Duke_Falcon wrote: »acastanza_ESO wrote: »Max health is simply more useful in the circumstances where you're most likely to not have pets. Giving it to the pet builds is a bad decision. Nothing they've done here is going to even come close to providing a viable non-pet option for PVE so putting the most impactful max stat on the build that it works best on is the best thing for all Sorcerer builds. The most impactful stat is health for non-pet and mag/stam for pet.
But that is only if they insist on keeping the core idea of this change and don't adopt one of the other better ideas people have given here.
I understand that your arguing for a buff to pve Sorcs by switching HP/Mag on the Expert Summoner passive with Pet vs NonPet Sorcs. However for PvP NonPet Sorcs, Max HP is trash, complete trash. No Pvper is going to agree with that change.
acastanza_ESO wrote: »Lol, I literally main pvp on a Sorc I just don't stack max mag because it isn't 2017 anymore. If you're not pumping up your health, sorry but you're the one VDing everyone around you.
acastanza_ESO wrote: »Lol, I literally main pvp on a Sorc I just don't stack max mag because it isn't 2017 anymore. If you're not pumping up your health, sorry but you're the one VDing everyone around you.
If you're a MagSorc and don't have your Ward up (bumps effective health to over 40k) then that's a skill issue.
I run with 27k health and have no issues surviving bombs.
acastanza_ESO wrote: »acastanza_ESO wrote: »Lol, I literally main pvp on a Sorc I just don't stack max mag because it isn't 2017 anymore. If you're not pumping up your health, sorry but you're the one VDing everyone around you.
If you're a MagSorc and don't have your Ward up (bumps effective health to over 40k) then that's a skill issue.
I run with 27k health and have no issues surviving bombs.
Ward is not a reliable counter to bombs lol, 27k health magsorcs are some of the the first to pop and tend to be who I target first with my pulls. Not to mention you're no longer going to be getting a passive bump to your max health from running ward if this change goes through as it is currently (read the wording of the change carefully). Ward is simply not as reliable protection as max health and running max health and stacking weapon/spell damage is just as effective and ultimately more survivable when fighting coordinated groups.
I like the changes so far, but what I lack as a Stamina Sorcerer with no pets is a reliable self heal.
Yes, I have Crit Surge active as an Orc.. so staying on target keeps me alive.. but when I can't do that I am forced to run around spamming Dark Conversion. I shouldn't need to explain why doing that feels terrible.
My proposition is a simple one.
The new Conjured Ward heal is a great addition.. but due to the 15% max health heal.. its still almost better to rely on Dark Conversion, as the heal is likely larger.
Ember's Companion skill for Conjured Ward is a Heal Over Time. YOU GOT THIS RIGHT!
Please make the new Conjured Ward heal a HoT, to match what you did with the companion skill line.
acastanza_ESO wrote: »acastanza_ESO wrote: »Lol, I literally main pvp on a Sorc I just don't stack max mag because it isn't 2017 anymore. If you're not pumping up your health, sorry but you're the one VDing everyone around you.
If you're a MagSorc and don't have your Ward up (bumps effective health to over 40k) then that's a skill issue.
I run with 27k health and have no issues surviving bombs.
Ward is not a reliable counter to bombs lol, 27k health magsorcs are some of the the first to pop and tend to be who I target first with my pulls. Not to mention you're no longer going to be getting a passive bump to your max health from running ward if this change goes through as it is currently (read the wording of the change carefully). Ward is simply not as reliable protection as max health and running max health and stacking weapon/spell damage is just as effective and ultimately more survivable when fighting coordinated groups.
Once again it's definitely a skill issue. Keeping up your Ward is a requirement for advanced Mag Sorc playstyle. I'm sure you're popping pugs, but a good player using ward correctly won't get caught by the bomb.
Please make the new Conjured Ward heal a HoT, to match what you did with the companion skill line.
grzes848909 wrote: »
Sorc will be having 4 instant health abilites
- 2 pets with each having a morph that gives you instant heal
- dark deal that gives you instant(ish considering cast time but upfront heal nonetheless)
- and soon new morph of entomb ''Vibrant Shroud''
But no heal overtime. Moreover for comparison majority of other classes already have access to a HoT thanks to their class abilities. And top it all off you could add the heal overtime to the regenerative ward morph to make it more competitive against hardened ward and to give players more options; hardened for bigger shield and heal upfront; more utility and small bonuses for regenerative
As for the exact number values and details I and rest of us should leave them to the devs.