Shattering Spines only has 3 effects, which is obviously completely lost to Scorch, Blighted Blastbones (in terms of damage), and Cephaliarch's Flail (in terms of number of effects)
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.
I feel like this comparison fails to truly compare Shattering Spines to other AOE abilities.
First of all, according to the old data (Shattering Prison) it can deal [4765 / 4816 / 4869 / 4920] Magic Damage, and other similar AOE skills.
For example:
lemental Ring [4765 / 4816 / 4869 / 4920], which has a variety of effects and includes execution effects (Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health).
Whirling Blades also have an execution effect: ([4765 / 4816 / 4869 / 4920] . Deals up to 100% more damage to enemies with less than 50% Health).
The same is true for Shrouded Daggers. Although it does not include execution, it has a variety of effects without any delay ([4765 / 4816 / 4869 / 4920], and If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.)
Additionally, in addition to the delay, Shattering Spines is an area of effect damage, so the target only needs to leave that area.
So instead, Shattering Spines still needs to be slightly buffed, otherwise it will still appear weak compared to other similar abilities.
I've done a comparison of Shattering Spines before (CTRL+C & CTRL+V):
Shattering Prison (Old) deal [4765 / 4816 / 4869 / 4920] Magic Damage, and according to U41's instructions, it will increase the damage of Shattering Spines by 10%, which is 4920*1.1=5412.
In comparison, Wardens' Scorch can cause [6641 / 6714 / 6787 / 6860] AOE magic damage (3 seconds delay) + [9223 / 9324 / 9426 / 9527] magic damage (6 seconds delay). Morphs even grant Major and Minor Breach .
Blighted Blastbones(old) (2.5 seconds delay) can cause [9529 / 9633 / 9737 / 9842] Disease Damage and give Major Defile.
Even compared with Cephaliarch's Flail, Cephaliarch's Flail is delayed by 0.3 seconds, causing
1.5303 damage (AOE)
2.healing
3.generating Crux
4.immobilized for 3 seconds
5. 5% increased damage
6. Execution (morph) or more damage (morph)
A total of 6 different effects are given. In contrast, Shattering Spines only has
1.Cause about 5412 AOE damage (delay)
2.immobilized for 4 seconds
3.Major Maim
Shattering Spines only has 3 effects, which is obviously completely lost to Scorch, Blighted Blastbones (in terms of damage), and Cephaliarch's Flail (in terms of number of effects)
I recommend:
1. Let Shattering Spines always give Overcharged(or Concussed) when it hits, and give the target another Overcharged(or Concussed) when it causes damage.
2. Or let Shattering Spines give the target an additional 10 seconds of magic damage after causing damage, making Shattering Prison worthy of being used in PVE.
3. Or gives [140 / 160 / 180 / 200] points of Weapon and Spell Damage after casting (similar to the 5% unique buff provided by Cephaliarch's Flail)
4. Or directly increase the damage of Shattering Spines by 40% (4920*1.4=6888), which is slightly higher than the [6574 / 6646 / 6718 / 6791] damage of Crystal Fragments. Considering that Shattering Spines is a delayed skill, And easy to dodge, it should be compensated for more damage. It needs to deal at least the same damage as Curse.
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.
I feel like this comparison fails to truly compare Shattering Spines to other AOE abilities.
First of all, according to the old data (Shattering Prison) it can deal [4765 / 4816 / 4869 / 4920] Magic Damage, and other similar AOE skills.
For example:
lemental Ring [4765 / 4816 / 4869 / 4920], which has a variety of effects and includes execution effects (Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health).
Whirling Blades also have an execution effect: ([4765 / 4816 / 4869 / 4920] . Deals up to 100% more damage to enemies with less than 50% Health).
The same is true for Shrouded Daggers. Although it does not include execution, it has a variety of effects without any delay ([4765 / 4816 / 4869 / 4920], and If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.)
Additionally, in addition to the delay, Shattering Spines is an area of effect damage, so the target only needs to leave that area.
So instead, Shattering Spines still needs to be slightly buffed, otherwise it will still appear weak compared to other similar abilities.
I've done a comparison of Shattering Spines before (CTRL+C & CTRL+V):
Shattering Prison (Old) deal [4765 / 4816 / 4869 / 4920] Magic Damage, and according to U41's instructions, it will increase the damage of Shattering Spines by 10%, which is 4920*1.1=5412.
In comparison, Wardens' Scorch can cause [6641 / 6714 / 6787 / 6860] AOE magic damage (3 seconds delay) + [9223 / 9324 / 9426 / 9527] magic damage (6 seconds delay). Morphs even grant Major and Minor Breach .
Blighted Blastbones(old) (2.5 seconds delay) can cause [9529 / 9633 / 9737 / 9842] Disease Damage and give Major Defile.
Even compared with Cephaliarch's Flail, Cephaliarch's Flail is delayed by 0.3 seconds, causing
1.5303 damage (AOE)
2.healing
3.generating Crux
4.immobilized for 3 seconds
5. 5% increased damage
6. Execution (morph) or more damage (morph)
A total of 6 different effects are given. In contrast, Shattering Spines only has
1.Cause about 5412 AOE damage (delay)
2.immobilized for 4 seconds
3.Major Maim
Shattering Spines only has 3 effects, which is obviously completely lost to Scorch, Blighted Blastbones (in terms of damage), and Cephaliarch's Flail (in terms of number of effects)
I recommend:
1. Let Shattering Spines always give Overcharged(or Concussed) when it hits, and give the target another Overcharged(or Concussed) when it causes damage.
2. Or let Shattering Spines give the target an additional 10 seconds of magic damage after causing damage, making Shattering Prison worthy of being used in PVE.
3. Or gives [140 / 160 / 180 / 200] points of Weapon and Spell Damage after casting (similar to the 5% unique buff provided by Cephaliarch's Flail)
4. Or directly increase the damage of Shattering Spines by 40% (4920*1.4=6888), which is slightly higher than the [6574 / 6646 / 6718 / 6791] damage of Crystal Fragments. Considering that Shattering Spines is a delayed skill, And easy to dodge, it should be compensated for more damage. It needs to deal at least the same damage as Curse.
Comparision was just a reference point to show where the damage of the new ability is to better illustrate its burst potential when combined into a combo. Yes other AoEs have additional effects but they have completly different uses, they can't be used in PvP as elem,ents of combo in the same way shattering spines will be. As for the additional effects itself keep in mind that shattering spines also applies major main and immobilizes enemies and 10 seconds major maim is a really big thing.
As for target leaving the area it's really not important. Not only sorc can just reposition himself to make enemy once again in the area of the ability, he will have to do it anyway since streak is part of whole combo. Ability itself synergizes well with streak since it covers 18x6 meters area in front of You and it applies a sticky dmg explosion debuff instantl so it enemy is in the ability's area when You cast it the explosion will be guaranteed to happen after 4 seconds.
I am talking purely from PvP perspective here and what I imagine is a combo that will go as follows :
1. You proc crystal frag on Your fron bat and You swap
2. You cast LA(proc wep dmg enchantment)+shattering spines+LA+haunting curse from the back bar and swap
3. You cast endless fury on front bar
4. You can either cast something else or just make short pause like 0,5 sec to make combo timing almost perfect
5. You do LA+streak
6. You turn Your camera quickly by 180 degrees and cast LA+frag that You procced earlier
Combo like this will result with enemy taking dmg from shattering spines, haunting curse, 2xLA (You can use overload LA), 2xdmg enchantments with possible status effects, streak, optional Ice comet, crystal frag, and if he goes down under 20% HP also endless fury execution proc all in around 1,2-1,5 second while he is also being stunned with streak. It's 9 up to 12 hits within that short time period where 4-6 of these hits are hard hitting abilities.
Changes to shields and shattering spines open that option for sorc because of two main reasons. One is the fact that due to getting a heal on shield sorc will be able to drop vigor and change it to bound aegis which provides him with minor resolve that vigor was giving but also 8% more mag meaning more dmg and minor protection on both bars which means temporal guard ulti is not longer needed to have that buff which frees up ulti slot so You can slot either dawnbreaker or meteor on front bar for even more passive dmg increase and optionall burst. Other thing is simply a fact that adding that bit of dmg from shattering prison gives sorc that slight dmg buff he was very often missing to drop enemies below 20% HP where endless fury explosion would proc. It's all theory and we willl see how it will go but as it is right now it looks really promising and opens up an option for sorc to be really dangerous nuke cannon especially in group play. Additional advantage that stattering spines is giving is the immobilize which will usually cause enemy to dodge but next ability in a combo is is curse which is undodgable so it does not mess up the combo but drains enemy a bit from stamina when he will be getting stunned with streak soon after so it increases the chances he may be low on stam.
MashmalloMan wrote: »Shattering Spines only has 3 effects, which is obviously completely lost to Scorch, Blighted Blastbones (in terms of damage), and Cephaliarch's Flail (in terms of number of effects)
Your first mistake is comparing this skill to other class burst/delayed burst skills. We already have ample damage opportunities with Curse/Fury/Frags/BA. This skill is in the utility category.
Could it be used for delayed burst? Sure, but any argument to buff its damage to match those skills is never going to happen because that isn't what the skill is meant for.
acastanza_ESO wrote: »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.
I feel like this comparison fails to truly compare Shattering Spines to other AOE abilities.
First of all, according to the old data (Shattering Prison) it can deal [4765 / 4816 / 4869 / 4920] Magic Damage, and other similar AOE skills.
For example:
lemental Ring [4765 / 4816 / 4869 / 4920], which has a variety of effects and includes execution effects (Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health).
Whirling Blades also have an execution effect: ([4765 / 4816 / 4869 / 4920] . Deals up to 100% more damage to enemies with less than 50% Health).
The same is true for Shrouded Daggers. Although it does not include execution, it has a variety of effects without any delay ([4765 / 4816 / 4869 / 4920], and If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.)
Additionally, in addition to the delay, Shattering Spines is an area of effect damage, so the target only needs to leave that area.
So instead, Shattering Spines still needs to be slightly buffed, otherwise it will still appear weak compared to other similar abilities.
I've done a comparison of Shattering Spines before (CTRL+C & CTRL+V):
Shattering Prison (Old) deal [4765 / 4816 / 4869 / 4920] Magic Damage, and according to U41's instructions, it will increase the damage of Shattering Spines by 10%, which is 4920*1.1=5412.
In comparison, Wardens' Scorch can cause [6641 / 6714 / 6787 / 6860] AOE magic damage (3 seconds delay) + [9223 / 9324 / 9426 / 9527] magic damage (6 seconds delay). Morphs even grant Major and Minor Breach .
Blighted Blastbones(old) (2.5 seconds delay) can cause [9529 / 9633 / 9737 / 9842] Disease Damage and give Major Defile.
Even compared with Cephaliarch's Flail, Cephaliarch's Flail is delayed by 0.3 seconds, causing
1.5303 damage (AOE)
2.healing
3.generating Crux
4.immobilized for 3 seconds
5. 5% increased damage
6. Execution (morph) or more damage (morph)
A total of 6 different effects are given. In contrast, Shattering Spines only has
1.Cause about 5412 AOE damage (delay)
2.immobilized for 4 seconds
3.Major Maim
Shattering Spines only has 3 effects, which is obviously completely lost to Scorch, Blighted Blastbones (in terms of damage), and Cephaliarch's Flail (in terms of number of effects)
I recommend:
1. Let Shattering Spines always give Overcharged(or Concussed) when it hits, and give the target another Overcharged(or Concussed) when it causes damage.
2. Or let Shattering Spines give the target an additional 10 seconds of magic damage after causing damage, making Shattering Prison worthy of being used in PVE.
3. Or gives [140 / 160 / 180 / 200] points of Weapon and Spell Damage after casting (similar to the 5% unique buff provided by Cephaliarch's Flail)
4. Or directly increase the damage of Shattering Spines by 40% (4920*1.4=6888), which is slightly higher than the [6574 / 6646 / 6718 / 6791] damage of Crystal Fragments. Considering that Shattering Spines is a delayed skill, And easy to dodge, it should be compensated for more damage. It needs to deal at least the same damage as Curse.
Comparision was just a reference point to show where the damage of the new ability is to better illustrate its burst potential when combined into a combo. Yes other AoEs have additional effects but they have completly different uses, they can't be used in PvP as elem,ents of combo in the same way shattering spines will be. As for the additional effects itself keep in mind that shattering spines also applies major main and immobilizes enemies and 10 seconds major maim is a really big thing.
As for target leaving the area it's really not important. Not only sorc can just reposition himself to make enemy once again in the area of the ability, he will have to do it anyway since streak is part of whole combo. Ability itself synergizes well with streak since it covers 18x6 meters area in front of You and it applies a sticky dmg explosion debuff instantl so it enemy is in the ability's area when You cast it the explosion will be guaranteed to happen after 4 seconds.
I am talking purely from PvP perspective here and what I imagine is a combo that will go as follows :
1. You proc crystal frag on Your fron bat and You swap
2. You cast LA(proc wep dmg enchantment)+shattering spines+LA+haunting curse from the back bar and swap
3. You cast endless fury on front bar
4. You can either cast something else or just make short pause like 0,5 sec to make combo timing almost perfect
5. You do LA+streak
6. You turn Your camera quickly by 180 degrees and cast LA+frag that You procced earlier
Combo like this will result with enemy taking dmg from shattering spines, haunting curse, 2xLA (You can use overload LA), 2xdmg enchantments with possible status effects, streak, optional Ice comet, crystal frag, and if he goes down under 20% HP also endless fury execution proc all in around 1,2-1,5 second while he is also being stunned with streak. It's 9 up to 12 hits within that short time period where 4-6 of these hits are hard hitting abilities.
Changes to shields and shattering spines open that option for sorc because of two main reasons. One is the fact that due to getting a heal on shield sorc will be able to drop vigor and change it to bound aegis which provides him with minor resolve that vigor was giving but also 8% more mag meaning more dmg and minor protection on both bars which means temporal guard ulti is not longer needed to have that buff which frees up ulti slot so You can slot either dawnbreaker or meteor on front bar for even more passive dmg increase and optionall burst. Other thing is simply a fact that adding that bit of dmg from shattering prison gives sorc that slight dmg buff he was very often missing to drop enemies below 20% HP where endless fury explosion would proc. It's all theory and we willl see how it will go but as it is right now it looks really promising and opens up an option for sorc to be really dangerous nuke cannon especially in group play. Additional advantage that stattering spines is giving is the immobilize which will usually cause enemy to dodge but next ability in a combo is is curse which is undodgable so it does not mess up the combo but drains enemy a bit from stamina when he will be getting stunned with streak soon after so it increases the chances he may be low on stam.
I'm just curious how many barslots y'all think sorc has anyway.
You listed:
Crystal Frags, Endless Fury, Streak
Shattering Spines, Haunting Curse
Not included; a spammable (Lets say Crushing Weapon), An Armor Buff (Hurricane, but could be replaced with Chuldan I suppose), Damage Buff (Crit Surge), a HOT (Vigor), Dark Exchange to manage resources and for the buffs. That's a full bar and doesn't include a damage shield (one of the main buffs this patch), or a crit buff. If you drop Hurricane for Chuldan you can fit one of those in, but still don't have room for the other, or for something like camo hunter. The math doesn't math on Sorc's barspace and actually being able to take advantage of the buffs this patch.
MashmalloMan wrote: »Shattering Spines only has 3 effects, which is obviously completely lost to Scorch, Blighted Blastbones (in terms of damage), and Cephaliarch's Flail (in terms of number of effects)
Your first mistake is comparing this skill to other class burst/delayed burst skills. We already have ample damage opportunities with Curse/Fury/Frags/BA. This skill is in the utility category.
Could it be used for delayed burst? Sure, but any argument to buff its damage to match those skills is never going to happen because that isn't what the skill is meant for.
Even compared to other Partially Disabling Effects skills, the benefits of Shattering Spines are significantly lower.
Eruption: ummon a scorching cloud of ash at the target location for 15 seconds, dealing [4765 / 4816 / 4869 / 4920] Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing [846 / 855 / 864 / 874] Flame Damage in the area every 1 second. The eruptive damage can occur once every 10 seconds.
1.deal 4920+[874*15] damage (better than Shattering Spines)
2. Damage without any delay (better than Shattering Spines)
3.educing enemy Movement Speed by 70% (tied with the immobilize effect of Shattering Spines)
4.Range 22m (better than Shattering Spines of 18m)
5. The new Shattering Spines have one more Major Maim debuff (better than Eruption)
Total 3 wins, 1 draw and 1 loss (Eruption won)
Crippling Grasp: Sap an enemy's agility and wrack them with pain, dealing [3176 / 3211 / 3245 / 3280] Magic Damage and an additional [11536 / 11648 / 11778 / 11914] Magic Damage over 20 seconds, immobilizing them for 2 seconds, and reducing their Movement Speed by 30% for 4 seconds.
1.deal 3280+11914 damage (better than Shattering Spines)
2. Damage without any delay (better than Shattering Spines)
3.immobilizing (tied with the immobilize effect of Shattering Spines)
4.Range 28m (better than Shattering Spines of 18m)
5. reducing their Movement Speed by 30% for 4 seconds. (Incomparable to the Major Maim debuff of the new Shattering Spines, let’s call it a tie)
6.Shattering Spines is AOE (win)
Total 3 wins, 2 draws and 1 loss (Crippling Grasp won)
The changes to Shattering Spines are appreciated, but they could be better. Because even compared to other Partially Disabling Effects skills, Shattering Spines is clearly lacking in damage, and is slightly inferior to other similar skills in other aspects (distance, delay, number of effects *compared to Abyssal Impact)
acastanza_ESO wrote: »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.
I feel like this comparison fails to truly compare Shattering Spines to other AOE abilities.
First of all, according to the old data (Shattering Prison) it can deal [4765 / 4816 / 4869 / 4920] Magic Damage, and other similar AOE skills.
For example:
lemental Ring [4765 / 4816 / 4869 / 4920], which has a variety of effects and includes execution effects (Fire Ring hits Burning enemies with Ring Afterburn, which deals more damage based on their missing Health).
Whirling Blades also have an execution effect: ([4765 / 4816 / 4869 / 4920] . Deals up to 100% more damage to enemies with less than 50% Health).
The same is true for Shrouded Daggers. Although it does not include execution, it has a variety of effects without any delay ([4765 / 4816 / 4869 / 4920], and If enemies hit are casting they are interrupted, set Off Balance, and stunned for 3 seconds. You also gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 20 seconds.)
Additionally, in addition to the delay, Shattering Spines is an area of effect damage, so the target only needs to leave that area.
So instead, Shattering Spines still needs to be slightly buffed, otherwise it will still appear weak compared to other similar abilities.
I've done a comparison of Shattering Spines before (CTRL+C & CTRL+V):
Shattering Prison (Old) deal [4765 / 4816 / 4869 / 4920] Magic Damage, and according to U41's instructions, it will increase the damage of Shattering Spines by 10%, which is 4920*1.1=5412.
In comparison, Wardens' Scorch can cause [6641 / 6714 / 6787 / 6860] AOE magic damage (3 seconds delay) + [9223 / 9324 / 9426 / 9527] magic damage (6 seconds delay). Morphs even grant Major and Minor Breach .
Blighted Blastbones(old) (2.5 seconds delay) can cause [9529 / 9633 / 9737 / 9842] Disease Damage and give Major Defile.
Even compared with Cephaliarch's Flail, Cephaliarch's Flail is delayed by 0.3 seconds, causing
1.5303 damage (AOE)
2.healing
3.generating Crux
4.immobilized for 3 seconds
5. 5% increased damage
6. Execution (morph) or more damage (morph)
A total of 6 different effects are given. In contrast, Shattering Spines only has
1.Cause about 5412 AOE damage (delay)
2.immobilized for 4 seconds
3.Major Maim
Shattering Spines only has 3 effects, which is obviously completely lost to Scorch, Blighted Blastbones (in terms of damage), and Cephaliarch's Flail (in terms of number of effects)
I recommend:
1. Let Shattering Spines always give Overcharged(or Concussed) when it hits, and give the target another Overcharged(or Concussed) when it causes damage.
2. Or let Shattering Spines give the target an additional 10 seconds of magic damage after causing damage, making Shattering Prison worthy of being used in PVE.
3. Or gives [140 / 160 / 180 / 200] points of Weapon and Spell Damage after casting (similar to the 5% unique buff provided by Cephaliarch's Flail)
4. Or directly increase the damage of Shattering Spines by 40% (4920*1.4=6888), which is slightly higher than the [6574 / 6646 / 6718 / 6791] damage of Crystal Fragments. Considering that Shattering Spines is a delayed skill, And easy to dodge, it should be compensated for more damage. It needs to deal at least the same damage as Curse.
Comparision was just a reference point to show where the damage of the new ability is to better illustrate its burst potential when combined into a combo. Yes other AoEs have additional effects but they have completly different uses, they can't be used in PvP as elem,ents of combo in the same way shattering spines will be. As for the additional effects itself keep in mind that shattering spines also applies major main and immobilizes enemies and 10 seconds major maim is a really big thing.
As for target leaving the area it's really not important. Not only sorc can just reposition himself to make enemy once again in the area of the ability, he will have to do it anyway since streak is part of whole combo. Ability itself synergizes well with streak since it covers 18x6 meters area in front of You and it applies a sticky dmg explosion debuff instantl so it enemy is in the ability's area when You cast it the explosion will be guaranteed to happen after 4 seconds.
I am talking purely from PvP perspective here and what I imagine is a combo that will go as follows :
1. You proc crystal frag on Your fron bat and You swap
2. You cast LA(proc wep dmg enchantment)+shattering spines+LA+haunting curse from the back bar and swap
3. You cast endless fury on front bar
4. You can either cast something else or just make short pause like 0,5 sec to make combo timing almost perfect
5. You do LA+streak
6. You turn Your camera quickly by 180 degrees and cast LA+frag that You procced earlier
Combo like this will result with enemy taking dmg from shattering spines, haunting curse, 2xLA (You can use overload LA), 2xdmg enchantments with possible status effects, streak, optional Ice comet, crystal frag, and if he goes down under 20% HP also endless fury execution proc all in around 1,2-1,5 second while he is also being stunned with streak. It's 9 up to 12 hits within that short time period where 4-6 of these hits are hard hitting abilities.
Changes to shields and shattering spines open that option for sorc because of two main reasons. One is the fact that due to getting a heal on shield sorc will be able to drop vigor and change it to bound aegis which provides him with minor resolve that vigor was giving but also 8% more mag meaning more dmg and minor protection on both bars which means temporal guard ulti is not longer needed to have that buff which frees up ulti slot so You can slot either dawnbreaker or meteor on front bar for even more passive dmg increase and optionall burst. Other thing is simply a fact that adding that bit of dmg from shattering prison gives sorc that slight dmg buff he was very often missing to drop enemies below 20% HP where endless fury explosion would proc. It's all theory and we willl see how it will go but as it is right now it looks really promising and opens up an option for sorc to be really dangerous nuke cannon especially in group play. Additional advantage that stattering spines is giving is the immobilize which will usually cause enemy to dodge but next ability in a combo is is curse which is undodgable so it does not mess up the combo but drains enemy a bit from stamina when he will be getting stunned with streak soon after so it increases the chances he may be low on stam.
I'm just curious how many barslots y'all think sorc has anyway.
You listed:
Crystal Frags, Endless Fury, Streak
Shattering Spines, Haunting Curse
Not included; a spammable (Lets say Crushing Weapon), An Armor Buff (Hurricane, but could be replaced with Chuldan I suppose), Damage Buff (Crit Surge), a HOT (Vigor), Dark Exchange to manage resources and for the buffs. That's a full bar and doesn't include a damage shield (one of the main buffs this patch), or a crit buff. If you drop Hurricane for Chuldan you can fit one of those in, but still don't have room for the other, or for something like camo hunter. The math doesn't math on Sorc's barspace and actually being able to take advantage of the buffs this patch.
This is a setup without regular spamable ability. Ideally You also don;t need use a staff on front bar but a dual wield to maximize offensive stats. It's all about blasting enemy away by taking his whole HP down in a second with a perfectly executed combo of abilities. It was a thing years ago when magicka detonation was added to the game. Base dmg of this ability was actually nerfed due to that particular sorc setup blasting people away. That nerf caused sorc to loose bit of dmg he needed to bring enemy down to 20% for endless fury to proc and shattering spines have a chance to bring that missing dmg back to the combo.
As for vigor like I mentioned You can change it to bound aegis which provides You with minor resolve that vigor is also giving and You no longer need healing from vigor that much after building for max mag and having 16k shield with a heal underneath. Bound aegis will also provide You with minor protection on both bars bar contrary to temporal guard which was only giving it to You on a back bar where it was slotted. 10 sec major maim from shattering spines will also increase Your defense so like I said vigor will not technically be not that needed anymore.
Armor buff is covered by chudan, You still have slot for dark exzchange and crit surge. Theoretical ability bar setup will go as follows :
Front - endless fury, crystal frag, hardened ward, streak, inner light, ulti ice comet
Back - shattering spines, haunting curse, critical surge, dark exchange, bound aegis, ulti overload
It's definietly not a classic cookie cutter setup that everyone follows. While it's usefulness solo remains to be seen it will be definietly worth trying in small scale where other allies will be able to emp up the combo even more with their buffs and debuffs and they will be also able to provide safety for those 4 seconds needed to prepare combo allowing for it to land more consistantly.
I am talking purely from PvP perspective here and what I imagine is a combo that will go as follows :
1. You proc crystal frag on Your fron bat and You swap
2. You cast LA(proc wep dmg enchantment)+shattering spines+LA+haunting curse from the back bar and swap
3. You cast endless fury on front bar
4. You can either cast something else or just make short pause like 0,5 sec to make combo timing almost perfect
5. You do LA+streak
6. You turn Your camera quickly by 180 degrees and cast LA+frag that You procced earlier
Combo like this will result with enemy taking dmg from shattering spines, haunting curse, 2xLA (You can use overload LA), 2xdmg enchantments with possible status effects, streak, optional Ice comet, crystal frag, and if he goes down under 20% HP also endless fury execution proc all in around 1,2-1,5 second while he is also being stunned with streak. It's 9 up to 12 hits within that short time period where 4-6 of these hits are hard hitting abilities.
Changes to shields and shattering spines open that option for sorc because of two main reasons. One is the fact that due to getting a heal on shield sorc will be able to drop vigor and change it to bound aegis which provides him with minor resolve that vigor was giving but also 8% more mag meaning more dmg and minor protection on both bars which means temporal guard ulti is not longer needed to have that buff which frees up ulti slot so You can slot either dawnbreaker or meteor on front bar for even more passive dmg increase and optionall burst. Other thing is simply a fact that adding that bit of dmg from shattering prison gives sorc that slight dmg buff he was very often missing to drop enemies below 20% HP where endless fury explosion would proc. It's all theory and we willl see how it will go but as it is right now it looks really promising and opens up an option for sorc to be really dangerous nuke cannon especially in group play. Additional advantage that stattering spines is giving is the immobilize which will usually cause enemy to dodge but next ability in a combo is is curse which is undodgable so it does not mess up the combo but drains enemy a bit from stamina when he will be getting stunned with streak soon after so it increases the chances he may be low on stam.
This is a setup without regular spamable ability. Ideally You also don;t need use a staff on front bar but a dual wield to maximize offensive stats. It's all about blasting enemy away by taking his whole HP down in a second with a perfectly executed combo of abilities. It was a thing years ago when magicka detonation was added to the game. Base dmg of this ability was actually nerfed due to that particular sorc setup blasting people away. That nerf caused sorc to loose bit of dmg he needed to bring enemy down to 20% for endless fury to proc and shattering spines have a chance to bring that missing dmg back to the combo.
As for vigor like I mentioned You can change it to bound aegis which provides You with minor resolve that vigor is also giving and You no longer need healing from vigor that much after building for max mag and having 16k shield with a heal underneath. Bound aegis will also provide You with minor protection on both bars bar contrary to temporal guard which was only giving it to You on a back bar where it was slotted. 10 sec major maim from shattering spines will also increase Your defense so like I said vigor will not technically be not that needed anymore.
Armor buff is covered by chudan, You still have slot for dark exzchange and crit surge. Theoretical ability bar setup will go as follows :
Front - endless fury, crystal frag, hardened ward, streak, inner light, ulti ice comet
Back - shattering spines, haunting curse, critical surge, dark exchange, bound aegis, ulti overload
It's definietly not a classic cookie cutter setup that everyone follows. While it's usefulness solo remains to be seen it will be definietly worth trying in small scale where other allies will be able to emp up the combo even more with their buffs and debuffs and they will be also able to provide safety for those 4 seconds needed to prepare combo allowing for it to land more consistantly.
I am talking purely from PvP perspective here and what I imagine is a combo that will go as follows :
1. You proc crystal frag on Your fron bat and You swap
2. You cast LA(proc wep dmg enchantment)+shattering spines+LA+haunting curse from the back bar and swap
3. You cast endless fury on front bar
4. You can either cast something else or just make short pause like 0,5 sec to make combo timing almost perfect
5. You do LA+streak
6. You turn Your camera quickly by 180 degrees and cast LA+frag that You procced earlier
Combo like this will result with enemy taking dmg from shattering spines, haunting curse, 2xLA (You can use overload LA), 2xdmg enchantments with possible status effects, streak, optional Ice comet, crystal frag, and if he goes down under 20% HP also endless fury execution proc all in around 1,2-1,5 second while he is also being stunned with streak. It's 9 up to 12 hits within that short time period where 4-6 of these hits are hard hitting abilities.
Changes to shields and shattering spines open that option for sorc because of two main reasons. One is the fact that due to getting a heal on shield sorc will be able to drop vigor and change it to bound aegis which provides him with minor resolve that vigor was giving but also 8% more mag meaning more dmg and minor protection on both bars which means temporal guard ulti is not longer needed to have that buff which frees up ulti slot so You can slot either dawnbreaker or meteor on front bar for even more passive dmg increase and optionall burst. Other thing is simply a fact that adding that bit of dmg from shattering prison gives sorc that slight dmg buff he was very often missing to drop enemies below 20% HP where endless fury explosion would proc. It's all theory and we willl see how it will go but as it is right now it looks really promising and opens up an option for sorc to be really dangerous nuke cannon especially in group play. Additional advantage that stattering spines is giving is the immobilize which will usually cause enemy to dodge but next ability in a combo is is curse which is undodgable so it does not mess up the combo but drains enemy a bit from stamina when he will be getting stunned with streak soon after so it increases the chances he may be low on stam.This is a setup without regular spamable ability. Ideally You also don;t need use a staff on front bar but a dual wield to maximize offensive stats. It's all about blasting enemy away by taking his whole HP down in a second with a perfectly executed combo of abilities. It was a thing years ago when magicka detonation was added to the game. Base dmg of this ability was actually nerfed due to that particular sorc setup blasting people away. That nerf caused sorc to loose bit of dmg he needed to bring enemy down to 20% for endless fury to proc and shattering spines have a chance to bring that missing dmg back to the combo.
As for vigor like I mentioned You can change it to bound aegis which provides You with minor resolve that vigor is also giving and You no longer need healing from vigor that much after building for max mag and having 16k shield with a heal underneath. Bound aegis will also provide You with minor protection on both bars bar contrary to temporal guard which was only giving it to You on a back bar where it was slotted. 10 sec major maim from shattering spines will also increase Your defense so like I said vigor will not technically be not that needed anymore.
Armor buff is covered by chudan, You still have slot for dark exzchange and crit surge. Theoretical ability bar setup will go as follows :
Front - endless fury, crystal frag, hardened ward, streak, inner light, ulti ice comet
Back - shattering spines, haunting curse, critical surge, dark exchange, bound aegis, ulti overload
It's definietly not a classic cookie cutter setup that everyone follows. While it's usefulness solo remains to be seen it will be definietly worth trying in small scale where other allies will be able to emp up the combo even more with their buffs and debuffs and they will be also able to provide safety for those 4 seconds needed to prepare combo allowing for it to land more consistantly.
This can already be done with Elemental Weapon instead of Shattering Spines, which has a higher tooltip.
But good luck getting all of that squeezed in a 4 second window for mages wrath.
Activate overload, Curse, into mages wrath, into elemental weapon (skipping the previous light attack to hold to hit with frag), into frag, then dawnbreaker.
I do it without mages wrath for tankier players on live (can't find room on my bar for mages wrath). It's a theoretical ~75k tooltip (14k curse, 10k overload, 10k elemental, 21k frag, 21k dawnbreaker) in ~one gcd.
@Galeriano
First I can confirm but from my testing Shattering Spine deals damage at the end (or if immune immediately) of the immobilize despite what the notes say (a bit ambiguous). So if they roll it immediately deals damage.
Past that though.
Elemental Weapon deals more damage than Shattering Spine. So by adding that timed ability into the mix instead it already deals more damage than your stated combo as they both use the same number of abilities.
Additionally you're spreading yours out over two gcds versus my one (hence you adding 2 LAs into your calculation).
You mention a gcd between frag cast but frag (and light attack with a staff) has travel time where as dawnbreaker does not (and the elemental weapon damage is tied to that light attack travel time). This allows them to land within less than a gcd of each other (once again I do this on live already). And gives you a guaranteed follow up to dawnbreaker (this is where I like to use streak because it's so instant but can also be a elemental weapon light attack).
Lastly, streak will ALWAYS allow your opponent to react to the frag due to the minimum travel time of frag. A great player will always be able to roll or block a frag used after a streak (it's just how the game works) this is the same concept for incap into merciless resolve.
Any other questions?
@Galeriano
Retested Shattering spines and what I was seeing was if cast twice it activates the previous proc immediately while starting a new 4 second timer.
So this is indeed another way to add delayed damage, agreed. It does hit lighter than elemental weapon and at a point you have to decide which abilities to take. Shattering, curse, frag, mages wrath, streak, elemental weapon is 6 bar spaces and 6 gcds (which is a lot of time spent doing "no damage") and you'll likely be forced to mess up your combo to heal because of this. Regardless definitely is interesting. I would probably recommend dropping 1-2 of the abilities and just working with 4 timed abilities to make it a more reliable burst that doesn't destroy your bar space.
As you stated I would recommend fragging before streaking (depending if you have dawnbreaker up). Because fragging after the streak will get avoided.
But yes Shattering, curse, wrath, elemental weapon (skip light attack), OL LA frag, streak/dawnbreaker would be an insane combo that would all hit in a single GCD.
Duke_Falcon wrote: »@Galeriano
Retested Shattering spines and what I was seeing was if cast twice it activates the previous proc immediately while starting a new 4 second timer.
So this is indeed another way to add delayed damage, agreed. It does hit lighter than elemental weapon and at a point you have to decide which abilities to take. Shattering, curse, frag, mages wrath, streak, elemental weapon is 6 bar spaces and 6 gcds (which is a lot of time spent doing "no damage") and you'll likely be forced to mess up your combo to heal because of this. Regardless definitely is interesting. I would probably recommend dropping 1-2 of the abilities and just working with 4 timed abilities to make it a more reliable burst that doesn't destroy your bar space.
As you stated I would recommend fragging before streaking (depending if you have dawnbreaker up). Because fragging after the streak will get avoided.
But yes Shattering, curse, wrath, elemental weapon (skip light attack), OL LA frag, streak/dawnbreaker would be an insane combo that would all hit in a single GCD.
I like your creative thinking, but brother that is a lot to try and line up. Its really not practical. 3 skills in a delayed damage burst combo is about as much as a person can practically carry out, because of CC timers and Line of Sight obstacles.
overall i'm happy with all the changes.
none of them are bad, all of them are welcome.
however.
the thing that scares me most is zos going "ok, job done" when sorc, mag sorc in particular, is so far behind all other classes in pve.
cleave matters and the sorc has terrible cleave.
if you try and use the skills sorc has to try and bring up your cleave, then your single target drops dramatically. apparantly we can't have both.
furthermore our single target isn't exceptional. it's good, but it's not like 10% higher than everyone else to compensate for our lack of cleave or buffs.
it's just as good as everyone else.
leaving me with the question, why bring a sorc? you can get similar damage with other classes while also getting cleave, so why bring a "specialist" that just isn't special?
overall i'm happy with all the changes.
none of them are bad, all of them are welcome.
however.
the thing that scares me most is zos going "ok, job done" when sorc, mag sorc in particular, is so far behind all other classes in pve.
cleave matters and the sorc has terrible cleave.
if you try and use the skills sorc has to try and bring up your cleave, then your single target drops dramatically. apparantly we can't have both.
furthermore our single target isn't exceptional. it's good, but it's not like 10% higher than everyone else to compensate for our lack of cleave or buffs.
it's just as good as everyone else.
leaving me with the question, why bring a sorc? you can get similar damage with other classes while also getting cleave, so why bring a "specialist" that just isn't special?
Sorc is second best dps behind arcanist? Or am i Tripping? Magsorc has been the king of dps since time itself was a thing. Even after oakensoul nerf magsorc was still wanted. Everyone was Magsorc right before Arcanist release. Then everyone was Arcanist.
When you compare sorc to other classes its a slap in the face. As sorc as one of the easiest rotations there is. its 2nd place to Arcanist. You see how popular they rose up to be because of how simpe they are. Before high isle, you can slap on perfected Maelstrom and do 80k dps with light attacks and elemental blockade. Literally so simple.
On a Necro/NB/Warden/ and even plar you have to juggle like 8 different timers that are all very short for the most part. Sorc is in an exceptional spot and with the buffs, they are even in a greater spot than before. I can't see how anyone says sorc still needs more.
Sorc on PTS as is easily S tier.
overall i'm happy with all the changes.
none of them are bad, all of them are welcome.
however.
the thing that scares me most is zos going "ok, job done" when sorc, mag sorc in particular, is so far behind all other classes in pve.
cleave matters and the sorc has terrible cleave.
if you try and use the skills sorc has to try and bring up your cleave, then your single target drops dramatically. apparantly we can't have both.
furthermore our single target isn't exceptional. it's good, but it's not like 10% higher than everyone else to compensate for our lack of cleave or buffs.
it's just as good as everyone else.
leaving me with the question, why bring a sorc? you can get similar damage with other classes while also getting cleave, so why bring a "specialist" that just isn't special?
Or am i Tripping?
overall i'm happy with all the changes.
none of them are bad, all of them are welcome.
however.
the thing that scares me most is zos going "ok, job done" when sorc, mag sorc in particular, is so far behind all other classes in pve.
cleave matters and the sorc has terrible cleave.
if you try and use the skills sorc has to try and bring up your cleave, then your single target drops dramatically. apparantly we can't have both.
furthermore our single target isn't exceptional. it's good, but it's not like 10% higher than everyone else to compensate for our lack of cleave or buffs.
it's just as good as everyone else.
leaving me with the question, why bring a sorc? you can get similar damage with other classes while also getting cleave, so why bring a "specialist" that just isn't special?
Sorc is second best dps behind arcanist? Or am i Tripping? Magsorc has been the king of dps since time itself was a thing. Even after oakensoul nerf magsorc was still wanted. Everyone was Magsorc right before Arcanist release. Then everyone was Arcanist.
When you compare sorc to other classes its a slap in the face. As sorc as one of the easiest rotations there is. its 2nd place to Arcanist. You see how popular they rose up to be because of how simpe they are. Before high isle, you can slap on perfected Maelstrom and do 80k dps with light attacks and elemental blockade. Literally so simple.
On a Necro/NB/Warden/ and even plar you have to juggle like 8 different timers that are all very short for the most part. Sorc is in an exceptional spot and with the buffs, they are even in a greater spot than before. I can't see how anyone says sorc still needs more.
Sorc on PTS as is easily S tier.
overall i'm happy with all the changes.
none of them are bad, all of them are welcome.
however.
the thing that scares me most is zos going "ok, job done" when sorc, mag sorc in particular, is so far behind all other classes in pve.
cleave matters and the sorc has terrible cleave.
if you try and use the skills sorc has to try and bring up your cleave, then your single target drops dramatically. apparantly we can't have both.
furthermore our single target isn't exceptional. it's good, but it's not like 10% higher than everyone else to compensate for our lack of cleave or buffs.
it's just as good as everyone else.
leaving me with the question, why bring a sorc? you can get similar damage with other classes while also getting cleave, so why bring a "specialist" that just isn't special?
Sorc is second best dps behind arcanist? Or am i Tripping? Magsorc has been the king of dps since time itself was a thing. Even after oakensoul nerf magsorc was still wanted. Everyone was Magsorc right before Arcanist release. Then everyone was Arcanist.
When you compare sorc to other classes its a slap in the face. As sorc as one of the easiest rotations there is. its 2nd place to Arcanist. You see how popular they rose up to be because of how simpe they are. Before high isle, you can slap on perfected Maelstrom and do 80k dps with light attacks and elemental blockade. Literally so simple.
On a Necro/NB/Warden/ and even plar you have to juggle like 8 different timers that are all very short for the most part. Sorc is in an exceptional spot and with the buffs, they are even in a greater spot than before. I can't see how anyone says sorc still needs more.
Sorc on PTS as is easily S tier.
Your tripping huge bllls.... Sorc has not been second or top dps for 3-4 years now I think.... It has always been a good noob or solo friendly class but not dpsing for a long while now.
How anyone could think sorc has recently been top for PvE until arcanist showed up baffles me.
As people have pointed out above, sorc excels at single target damage in short fights when it can abuse overload, but this doesn't apply to real content where it's at best going to be the equal in single target to many other classes.
Those same classes then out-perform it because of the cleave damage built into their single target rotations. A lot of trial fights need a certain amount of cleave. The end result is that something that is passable by a full group of arcanists or a full group of DKs, even a full group of plars, would be a lot rougher on a full group of sorcs because the cleave is harder to build in. I'd go as far as saying some content is borderline unclearable on a full sorc group. (Note I say borderline, not literally impossible.) The moment you see these kinds of discrepancy, you know there's a problem with balance.
Right now optimised groups might take ONE sorc for the atro synergy. That sorc may also be on support sets like MK. Sorcs are not seen as a good choice for parse DD. They lack the cleave of many other classes, and also lack bar spare to get all the buffs needed to be able to easily use ult pots, which further sets them behind classes which can do this at the highest levels.
I got excited when I read in the patch notes that sorc, especially no pet sorc (I wanted to play a lightning mage, not a zoo) was the focus for class changes, but the changes are not going to do much for dps and don't address the biggest pain points sorc mains have been facing in PvE for years (very low cleave damage, little to no bar space for utility, loss in damage if attempting no pet builds since so much of the power budget is caught up in the pets, can't easily use ult pots due to missing major buffs if they do).
Turtle_Bot wrote: »The thing is, popular does not always equal best. NB PvE DPS is a prime example of this.
Sorc was/is popular because of a few things:
- The only traditional "mage" style class in ESO (which is always very popular, right alongside any assassin/stealth class).
- Pets are super simple to manage (easier to play and some players like having pets/summons).
- The oakensoul heavy attack build made it a super easy build to play that was very forgiving thanks to the resistances provided by oakensoul while having good enough DPS (thanks to pets and the shock damage passive) and most importantly it used to have good cleave that was on par with classes like DK and plar which made it actually useful in real content and not just parsing a trial dummy.The build was never top tier meta in terms of pushing out raw (140k+) DPS and trying to play a sorc with a traditional LA weaving build (especially without pets) has been a huge struggle for actual content for literally years, due to:
- the lack of cleave
- too many abilities with cast times/cast delays/cast animations making them very clunky
- too much of the class's PvE DPS is locked behind the pets (and prey).
No, Lightning Splash/morphs are not good cleave options. Too much of that abilities power is tied to the synergy that the caster cannot activate and the ability is still extremely clunky to use because of its hidden cast delay despite being an "instant cast" ability. So realistically sorc has wall/orbs (which all classes have) and hurricane (which forces sorc into melee). The only time lightning splash is ran is when the group is desperate for 1 more synergy and already has every other synergy already covered, or hurricane is completely (and I mean, completely) useless.
The other thing is, we cannot simply compare a class to the worst option available for a specific role/mode and just say that the class is fine. If we do that, then we should be saying that all classes (even necro and plar) are all fine as is and don't need any changes, which we all know is not the case.
Just because sorc tank is better than (well has a niche over) a plar tank, or a Warden PvE DD, or a NB trial DD, or PvP Necro, doesn't mean sorc is top tier, or even in a good spot. Especially if the spot that sorcerer is good in, is not related to actual content being played (parse cheesing) or in a niche build that is easy to play, but significantly weaker compared to other builds (heavy attack builds).
Especially if we are to talk about no-pet sorc (the OG sorcerer playstyle from launch/first 2-3 years of ESO's lifespan), which until the proposed U41 changes currently being tested on the PTS, was even 10% behind Necro, Warden and NB DD for PvE (all PvE), even when using the same build where it parsed 110k with pre-nerf pillar (barely beating out a heavy attack build, but without any of the other benefits that build has).
ZOS made Pets mandatory for sorcerer in PvE (despite many not liking them and this not being sorcerers original design focus) and most of the time, pets are only really functioning because of ZOS giving pets immunity to boss mechanics and 99% incoming damage reduction to boss AoE's so the pets actually have a chance to survive in that content that would otherwise completely invalidate them as a playstyle.
For proof of this, go see what happened, and the outcry over it, in week 1 of IA release where pets were useless in IA outside of Arc 1, and even there, they were barely functional due to not being given those immunities/damage reduction. That hardly sounds like a viable/strong playstyle if is being propped up by ZOS approved cheats that force it to be viable.
In saying all that, we don't need a huge buff to no-pet sorcerer for PvE DPS.By tidying a few things up:- Remove the cast animation/delay on lightning splash/morphs and give it a really high base chance to proc concussed on every tick. (this makes it more in line with scamp for DPS).
- Give Bound Armor/morphs major Prophecy/Savagery while slotted on either bar (remove the bonus max stats) and armaments morph gets a small bonus to crit chance (1% to 1.5%) per active dagger, since they only last 10 seconds max unlike MR which lasts until cast. (This does a few things, (1) significantly reduces the viability of max stat stacking potential by up to 15%, balancing that niche sorc build for PvP, (2) allows sorcerer to finally use heroism pots since it now doesn't need crit chance from pots, (3) hybridizes this morph for all sorcs instead of limiting its max potential to stamina sorcerers only).
- Rework majority of Magic damage to be Shock damage instead, to get the boost from DPS passives and have better uptime on concussed. (The few damage passives sorc has only boosts the fewest (and weakest) of sorcs active abilities, not the majority, there's also a lot more physical damage weapon/global abilities than there are shock damage weapon/global abilities).
- Tidy up Expert summoner passive so the stats don't revert when using Atro ultimate (stats still revert if using permanent pets, but not temporary pets). (This allows no pet sorc to still play a support role like pet sorcs currently do since atro is sorcs best PvE ultimate, bar none).
- Adjust 1 morph of fury to be a more traditional execute or an instant cast spammable. (This is more of a nice thing to have so not really expected, but it would help in terms of bar space and would get the class using class DPS active abilities again, this is also the biggest change, so would be the least likely to occur/expect).
To prevent pet builds from being too strong with these changes, takes 1 simple change:- Revert the pet bonus damage granted by Prey from its current 45% back to its old 20% increased damage taken. (Could test out 25% if they really want to, to find that sweet spot that has both pet/no-pet sorcs on par with each other).
All the outrage, I said am i tripping? Because everyone i knew was throwing together sorcs for PvE, Mainly because it was easy, and Unless you were wanting to do vCR, you can easily get into groups as oakensorc.
When I started PvE, Years back I have always been a PvE sorc, Even today i still play my sorc for PvE purposes. Sure a lot of classes are decent now. But Before high isle, and after High Isle, it seemed like sorc was the most popular still.
I remember on the solo content leaderboards, Sorcs were usually doing really well. In trials Sorcs were still doing very well. They may not be number 1 but they definitely aren't last.
And for a PvP picture, The recent buffs have made them strong, almost too strong. Even Sorc mains know that a sorc meta is coming. But, for PvE I guess it can join the boat with Nightblade (getting over buffed in PvP, for minor changes in PvE).
Edit: Sounds like with the change to how Tri-Focus works on lightning staff, that people need to drop the oakensorc and go back to old playstyle. Or find a new playstyle. Most classes are using Ele blockade/ Orb for cleave dots. Add that with Lightning flood or the other morph, and you have decent cleave.
Also, I think its wierd how Sorc Tanks are actually really viable. Everyone always ignores the fact that Sorc tank> Plar tank LOL.
Another Edit: Also the original comment about 2nd place is sorc was actually a Question too. I wasn't stating they were 2nd best I was asking, because i know how popular they were.