Grim_Overlord wrote: »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.
Would it destroy any particular playstyle or be too overpowered to change regenerative to not target pets but instead target up to six allies with the lowest amount of shield while also giving a small HoT as well as the minor buffs it already provides? Obviously the strength of the shield would reduced in this situation to make up for it applying to everyone.
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.
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.
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: »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: »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.
Other classes just fine with no wards at all. Wards are the worst defensive mechanic in the game.
Stacking magicka is a bad investment all around. The best max mag sets are worse than hundings rage. Garbage tier sets. At least until this patch, mag/stam had worse multiplier options than almost any other stat in the game. The baseline is 20% from sorcery/brutality. Max resource is what, 15%?
40K health 18K resource, 7k spell damage is better than 27K health 48K mag and 4K spell damage - note the effective weapon damage is the same, 8.8K.
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.
acastanza_ESO wrote: »Not to mention they got this on Arcanist. Tidal Chakram when cast with 3 Crux gives you a heal over time, and it can affect you or an ally. Considering that Ward can only target you just giving it the heal over time is reasonable.
Turtle_Bot wrote: »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.
Honestly, give the new encase heal morph a go, I know its technically a mag skill, but all class burst heals are and it's actually a very good heal, especially if you are running ward as well.
I do agree that a HoT would be nice on ward, but imo if they just improved the reliability of being able to proc crit surge and the blood magic passive, that would definitely be enough as far as HoTs are concerned.
Small things like increasing lightning form base AoE to 7m to match the new melee attack range, reverting the nerf to its tick rate back to 1 second because its an AoE DoT, not a sticky target DoT so it should follow the AoE DoT standards for tick rate and also if they could find somewhere in the class kit to add major prophecy/savagery, that would help a lot as well.
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.
Other classes just fine with no wards at all. Wards are the worst defensive mechanic in the game.
Stacking magicka is a bad investment all around. The best max mag sets are worse than hundings rage. Garbage tier sets. At least until this patch, mag/stam had worse multiplier options than almost any other stat in the game. The baseline is 20% from sorcery/brutality. Max resource is what, 15%?
40K health 18K resource, 7k spell damage is better than 27K health 48K mag and 4K spell damage - note the effective weapon damage is the same, 8.8K.
On live the bonus is 21% for stats (inner light, bound aegis, undaunted). I whole heartedly agree stats has lower base damage 129 spell damage > 1096 resource on each item piece. But since our core defense (and our best defense) scales from this we have to make due.
On live I run 27k health, 58k magicka, ~4k spell damage ~10k effective spell damage. Grace of ancients is unique in what it offers for stats and crafty alfiq is very concentrated in what it does. So you get a lot of bonuses from these sets.
If ward scaled differently I would play differently but it doesn't.
This next patch gives me a free 4k magicka (another 400 effective spell damage), and a very strong ward (larger from the magicka buff and adding the heal).
Id argue that this setup will be one of the meta setups for Sorcs who can handle low health this coming patch. (Low health is a high risk high reward playstyle but if you can handle it no reason not to take the free damage it provides).
Turtle_Bot wrote: »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.
Honestly, give the new encase heal morph a go, I know its technically a mag skill, but all class burst heals are and it's actually a very good heal, especially if you are running ward as well.
I do agree that a HoT would be nice on ward, but imo if they just improved the reliability of being able to proc crit surge and the blood magic passive, that would definitely be enough as far as HoTs are concerned.
Small things like increasing lightning form base AoE to 7m to match the new melee attack range, reverting the nerf to its tick rate back to 1 second because its an AoE DoT, not a sticky target DoT so it should follow the AoE DoT standards for tick rate and also if they could find somewhere in the class kit to add major prophecy/savagery, that would help a lot as well.
Turtle_Bot wrote: »
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.
silentxthreat wrote: »changes are good but sheild needs to last longer since its our only defense. needing to cast it again every 4 sec doesnt feel good and makes it clunky especially in solo content
Duke_Falcon wrote: »What are people getting for the Normal & Crit Heal on Hardened Ward on actual usable builds on the PTS? Something with 2k Mag Recovery, 1k Stam recovery, 25-30k resistances front bar, and obviously as max mag as I can get balanced with Hp so my damage shields are as large as I can get. I know people may disagree about the stats, I see people on PC run way lower resistances than people on PlayStation. I've seen a few videos and it looks like 3-4k normal heal with 5-6k Crit ones. Does that sound about right?
I just watched Malcolm's video and It looks like he's only getting 3823 normal non-crit. I think we all have Stockholm syndrome, because thats not an OP heal. lol
Probably balanced though as we also get a Damage Shield with it. Comparing it to Arcanist Impervious Runeward I think its weaker, but I also think Impervious Runeward is a bit over tuned.
acastanza_ESO wrote: »I have to say, the sorcerer changes are a small step in the right direction this patch.
Putting a small heal on the shield is a good step, but it needs to also have a HoT component while the shield persists like Tidal Chakram.
The new Expert Summoner passive is interesting but it would be better swapped the other direction, this is mostly from a PVE perspective though where you're mostly using pet builds that benefit most from Max stats, and in PVP where you're making more use of things like Crystal Weapon to proc Blood Magic, and not running pets you want more Max Health. Swap these Bonuses
The changes to Encase are interesting, but the offensive morph needs to be brought up to a standard comparable with Deep Fissure. I can't really comment on the healing morph but generally looks useful.
Two things that weren't addressed but absolutely MUST be:
Remove the cast time from Dark Conversion/Dark Deal. Nightblade got its equivelent of these skills massively buffed. There is not any reason for keeping this a channel anymore. Nightblade's version is better and completely passive.
Move Minor Expedition to Lightning Form base skill and make it completely passive. Rework the morphs to increase damage (maybe with unnamed buffs like Nightblade gets), and give Major Expedition on activation. Nightblade was given completely passive access to Minor Expedition while Sorc's access is still neglected even though Sorc was supposed to be the fast class and nightblade the stealthy class. Nightblade is just as if not more maneuverable than sorc, while also doing massively more damage, and with better healing. Not an acceptable state of play.
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.
Has anyone thought about that Charged Atronarch could outperform Greater Atronarch by far with the safe Concussion proc and the Status effect buffs?
Maybe someone tested it?
Duke_Falcon wrote: »
I suspect it will be much like a block tank in Cyrodiil, but less effective defensively. Sure they can hold block while 12 people pound on them, but they have very little damage. Similarly a Sorc who just builds into Max Magic and stacks damage shields will be impossible for 1,2, maybe even 3 people to kill, but if 12 people pound on him he is toast.
I think the argument would be that,"Yes but the Sorcs will still have damage." To that I'll say they are gimping their damage by not building into Crit, Penetration, Spell Damage or Damage Done. Will they be able to kill better than a block tank who can hold off 12 guys, yes, but then shield stacking sorc can't hold off 12 guys.
A shield stacking sorc won't be able to kill like they used to in the old days because now skill damage scales primarily with Weapon & Spell Damage, not so much Max Resource.
I've tried many many builds, and if Sorcs don't build into Crit, Pen, Spell Damage and Damage Done they aren't killing any good player on literally any other class. All Classes heals will out preform the damage of a Max Mag Sorc who neglects Crit, Pen, Spell Damage, and Damage Done.
Aces-High-82 wrote: »Your not accounting other hps sources, chc, chd and pen. Equal tooltip isnt damage dealt to your target.
StaticWave wrote: »acastanza_ESO wrote: »I have to say, the sorcerer changes are a small step in the right direction this patch.
Putting a small heal on the shield is a good step, but it needs to also have a HoT component while the shield persists like Tidal Chakram.
The new Expert Summoner passive is interesting but it would be better swapped the other direction, this is mostly from a PVE perspective though where you're mostly using pet builds that benefit most from Max stats, and in PVP where you're making more use of things like Crystal Weapon to proc Blood Magic, and not running pets you want more Max Health. Swap these Bonuses
The changes to Encase are interesting, but the offensive morph needs to be brought up to a standard comparable with Deep Fissure. I can't really comment on the healing morph but generally looks useful.
Two things that weren't addressed but absolutely MUST be:
Remove the cast time from Dark Conversion/Dark Deal. Nightblade got its equivelent of these skills massively buffed. There is not any reason for keeping this a channel anymore. Nightblade's version is better and completely passive.
Move Minor Expedition to Lightning Form base skill and make it completely passive. Rework the morphs to increase damage (maybe with unnamed buffs like Nightblade gets), and give Major Expedition on activation. Nightblade was given completely passive access to Minor Expedition while Sorc's access is still neglected even though Sorc was supposed to be the fast class and nightblade the stealthy class. Nightblade is just as if not more maneuverable than sorc, while also doing massively more damage, and with better healing. Not an acceptable state of play.
I'm sorry but these suggested changes will just flat out make Sorc broken lol, and this is coming from a guy that always wants Sorc to be buffed.
Sorc balancing needs to be done carefully. Giving it the same level of buffs as NB would just turn it into another NB. Nobody wants to deal with that
Many people is talking about Vibrant Shroud (the new healing morph of encase) but seem to be missing the potential that changes to other morph, Shattering Spines are bringing. This ability was changed to be always a 4 seconds delay dmg explosion and it recived a dmg buff giving it a tooltip around 5% higher than AoEs like whirling blades.
That means it can potentially be combined with haunting curse explosion to increase sorc's burst potential. Those who remember good old days of DW or 2h one shot magsorcs with inevitable detonation on bar should know what I am talking about. In theory You should be able to basically combine vibrant shround, curse, crystal frag and endless fury explosion into one combo that explodes basically at the same time when target is being stunned by a streak. You can either add overload light attacks or ice comet to the combo. Theoretically with changes to shields You should have both enough bar space and survivability to make that setup possible.