StarOfElyon wrote: »
So it needs a Magicka scaling cap, not a health cap. Let's all make sure the right issue gets addressed.
StarOfElyon wrote: »
So it needs a Magicka scaling cap, not a health cap. Let's all make sure the right issue gets addressed.
I am very adamant about insisting the heal scales from weapon/spell damage. This is the opportunity to fix that issue for Sorcs in general.... Helps Stam Sorcs as well. This is the solution.
I think @StaticWave is underselling it...
With over 60k magicka and bastion I have over a 16k ward and up to a 9k crit heal. That's 25k effective health....
I am a Mag Sorc main and in combat my stats look like:
62k magicka, 4k spell damage, 15k pen (with major breach), 35% crit chance, 2000 of each recovery. My crit damage is low but not many good options to bring that up with a staff (could go shadow but meh).
In a 1v1 I generally have no sustain issues and group play with synergies I definitely don't.
I can stalemate a fight if I choose and only really dying if I try to push the kill or am careless.
StaticWave wrote: »MashmalloMan wrote: »Turtle_Bot wrote: »The actual healing done is still halved by battle spirit though, so the heals from your 2 tooltips shown here would be 3.5k and 3k non crit heals respectively on top of the 13/11k shields respectively, which is 100% within tolerances for a balanced burst heal equivalent.StaticWave wrote: »JonnytheKing wrote: »StaticWave wrote: »Giving Conjured Ward a burst heal was a nice change but the value needs to be capped. On PTS magsorcs are stacking upwards of 60k max magicka to get an 8k heal tooltip on top of a 13k Hardened Ward size. That's too strong and singlehandedly makes it the best defensive skill in the game, even with the Minor/Major Defile change on PTS. Please consider capping the heal value to 50k max magicka.
i think your not seeing the big picture here, u have to give a lot up to get to 60k magic,
You won' be affected if you don't stack 60k max mag.
FYI, here are screenshots of 2 builds and Ward size + heal tooltip in PvP:
1) Crafty + Rally Cry + DDF + Chudan, all regen glyphs:
2) Wretched + Rally + DDF + Chudan, all spell dmg glyphs:
Crafty build has 48.5k max mag and Wretched build has 41k max mag. Slightly more sustain on Wretched build, but less damage than Crafty.
12.7k ward and 7.3k heal with 48.5k max mag, no Focused Mending CP or near a keep.
Yeah I really don't see the problem here. The shield can't crit, the heal can, but it will be a lower original value in comparison to any other burst heal that can crit. Benefit being the Sorc can use the shield proactively.
We have sets like Dragon's Appetite giving a free 10k heal every 5s when the main draw of the set is the damage bonus to your ticks, but for a skill it's suddenly too powerful?
Time will tell, for now it seems balanced, I don't see most builds going 60k+ Mag and if they do, they've got a pretty weak HP pool, pen, or crit chance so it's not like it was free to obtain.
I think most people will go the 30-40k HP route, which means the burst heal will be pretty minimal to begin with.
60k is for the extreme builds, but 50k+ is already doable, as demonstrated in my screenshot above. In that screenshot I had 48k+ max mag in crafty/rallying cry, and could pump it to 52k with the mage mundus and another piece of arcane trait. At 48k max mag the tool tip for the heal is at 7.3k, so at 52k mag it would be around 8k. That’s the almost the same tooltip value as Dark Deal, which can crit for 8k.
I am ok with the heal tooltip around 5-6k, but when it reached 7-8k then it becomes a problem.
I think @StaticWave is underselling it...
With over 60k magicka and bastion I have over a 16k ward and up to a 9k crit heal. That's 25k effective health....
I am a Mag Sorc main and in combat my stats look like:
62k magicka, 4k spell damage, 15k pen (with major breach), 35% crit chance, 2000 of each recovery. My crit damage is low but not many good options to bring that up with a staff (could go shadow but meh).
In a 1v1 I generally have no sustain issues and group play with synergies I definitely don't.
I can stalemate a fight if I choose and only really dying if I try to push the kill or am careless.
ESO_player123 wrote: »I have a question. As I understand, the calls for capping/nerfing is for PvP scenarios. If so, why not call for changes under Battle spirit (or whatever distinguishes PvP situations from PvE ones) instead of just calling for flat cap/nerf?
If anything is done at all, maybe cap the shield size to 12k when battle spirit is active. It keeps its current scaling so that all sorcs can use it effectively and still have a combined heal + shield value of around 11-15k (depending on active buffs) that is on par with every other classes burst heals even when the sorc is not stacking max mag, but it prevents max mag from getting a 6k heal + a 15-16k shield.
JonnytheKing wrote: »StaticWave wrote: »Giving Conjured Ward a burst heal was a nice change but the value needs to be capped. On PTS magsorcs are stacking upwards of 60k max magicka to get an 8k heal tooltip on top of a 13k Hardened Ward size. That's too strong and singlehandedly makes it the best defensive skill in the game, even with the Minor/Major Defile change on PTS. Please consider capping the heal value to 50k max magicka.
i think your not seeing the big picture here, u have to give a lot up to get to 60k magic,
Turtle_Bot wrote: »
I've tested that build as well, without meteor up it has very little kill potential due to slotting so many abilities to make hardened ward that strong. The main thing that does any damage on that build are the status effects from ele sus, with how they got buffed, they hard carry the damage for that build.
The heal portion actually seems fine in your example (assuming that was fully buffed like my heals were), what is not fine is the ward size, it should cap at 12k (in PvP). Read my previous post for more details.
Turtle_Bot wrote: »ESO_player123 wrote: »I have a question. As I understand, the calls for capping/nerfing is for PvP scenarios. If so, why not call for changes under Battle spirit (or whatever distinguishes PvP situations from PvE ones) instead of just calling for flat cap/nerf?
I'm trying.If anything is done at all, maybe cap the shield size to 12k when battle spirit is active. It keeps its current scaling so that all sorcs can use it effectively and still have a combined heal + shield value of around 11-15k (depending on active buffs) that is on par with every other classes burst heals even when the sorc is not stacking max mag, but it prevents max mag from getting a 6k heal + a 15-16k shield.
Turtle_Bot wrote: »StaticWave wrote: »MashmalloMan wrote: »Turtle_Bot wrote: »The actual healing done is still halved by battle spirit though, so the heals from your 2 tooltips shown here would be 3.5k and 3k non crit heals respectively on top of the 13/11k shields respectively, which is 100% within tolerances for a balanced burst heal equivalent.StaticWave wrote: »JonnytheKing wrote: »StaticWave wrote: »Giving Conjured Ward a burst heal was a nice change but the value needs to be capped. On PTS magsorcs are stacking upwards of 60k max magicka to get an 8k heal tooltip on top of a 13k Hardened Ward size. That's too strong and singlehandedly makes it the best defensive skill in the game, even with the Minor/Major Defile change on PTS. Please consider capping the heal value to 50k max magicka.
i think your not seeing the big picture here, u have to give a lot up to get to 60k magic,
You won' be affected if you don't stack 60k max mag.
FYI, here are screenshots of 2 builds and Ward size + heal tooltip in PvP:
1) Crafty + Rally Cry + DDF + Chudan, all regen glyphs:
2) Wretched + Rally + DDF + Chudan, all spell dmg glyphs:
Crafty build has 48.5k max mag and Wretched build has 41k max mag. Slightly more sustain on Wretched build, but less damage than Crafty.
12.7k ward and 7.3k heal with 48.5k max mag, no Focused Mending CP or near a keep.
Yeah I really don't see the problem here. The shield can't crit, the heal can, but it will be a lower original value in comparison to any other burst heal that can crit. Benefit being the Sorc can use the shield proactively.
We have sets like Dragon's Appetite giving a free 10k heal every 5s when the main draw of the set is the damage bonus to your ticks, but for a skill it's suddenly too powerful?
Time will tell, for now it seems balanced, I don't see most builds going 60k+ Mag and if they do, they've got a pretty weak HP pool, pen, or crit chance so it's not like it was free to obtain.
I think most people will go the 30-40k HP route, which means the burst heal will be pretty minimal to begin with.
60k is for the extreme builds, but 50k+ is already doable, as demonstrated in my screenshot above. In that screenshot I had 48k+ max mag in crafty/rallying cry, and could pump it to 52k with the mage mundus and another piece of arcane trait. At 48k max mag the tool tip for the heal is at 7.3k, so at 52k mag it would be around 8k. That’s the almost the same tooltip value as Dark Deal, which can crit for 8k.
I am ok with the heal tooltip around 5-6k, but when it reached 7-8k then it becomes a problem.
The actual heal in PvP on my 64k max mag build was 6k non crit though (completely buffed too, max DDF stacks, vitality from encase, etc). So it is already within tolerances. What was making the ability look so strong was the shield size. That is what needs adjusting, but it needs adjusting exclusively for mag stacking builds so that more well rounded builds don't get a what is supposed to be their bread and butter defensive option removed from them entirely.
If anything is done at all, maybe cap the shield size to 12k when battle spirit is active. It keeps its current scaling so that all sorcs can use it effectively and still have a combined heal + shield value of around 11-15k (depending on active buffs) that is on par with every other classes burst heals even when the sorc is not stacking max mag, but it prevents max mag from getting a 6k heal + a 15-16k shield.
Turtle_Bot wrote: »
I've tested that build as well, without meteor up it has very little kill potential due to slotting so many abilities to make hardened ward that strong. The main thing that does any damage on that build are the status effects from ele sus, with how they got buffed, they hard carry the damage for that build.
The heal portion actually seems fine in your example (assuming that was fully buffed like my heals were), what is not fine is the ward size, it should cap at 12k (in PvP). Read my previous post for more details.
@Turtle_Bot
Against good player it does lack kill potential. Generally I'll use dawnbreaker instead of meteor. But I do have overload back barred and Overload is an extremely good ultimate and creates extreme pressure and significantly increases kill potential. But that being said it's a projectile build which I feel like good players counter well.
And yes it has two abilities that are passive buffs. Dropping yourself down to 8 abilities. That being said Sorcs don't have a great arsenal to pick from. What dots are there to add degeneration? What execute is there to slot wrath? I'd rather my core abilities hit harder than having either of those on my bar. Wrath is usually not worth the gcds and if I'm only going to add one Dot it's not going to make a significant difference. That's my two sense.
As far as your suggestion, I think if you do that you nerf proactive defense while buffing reactive defense. Which may be a solution. But I also think scaling the heal on weapon/spell damage has better potential or rather helps create more diversification.
You have the option to stack into resources and have a larger proactive defense. Or you can stack into damage and have a better reactive defense.
The scaling would have to drop 4000~ spell damage down to a 3-4k heal (in PvP) while giving a ~8000 spell damage set a 8k heal (under a likely 8k ward).
This means if you choose the resource route you have less damage but a larger overall defense (4k+16k=20k) versus a higher damage lower defense (8k+8k=16k).
Something with scaling like that.
Feel like that is the best of both worlds and gives Sorcs some diversity....
StaticWave wrote: »Turtle_Bot wrote: »StaticWave wrote: »MashmalloMan wrote: »Turtle_Bot wrote: »The actual healing done is still halved by battle spirit though, so the heals from your 2 tooltips shown here would be 3.5k and 3k non crit heals respectively on top of the 13/11k shields respectively, which is 100% within tolerances for a balanced burst heal equivalent.StaticWave wrote: »JonnytheKing wrote: »StaticWave wrote: »Giving Conjured Ward a burst heal was a nice change but the value needs to be capped. On PTS magsorcs are stacking upwards of 60k max magicka to get an 8k heal tooltip on top of a 13k Hardened Ward size. That's too strong and singlehandedly makes it the best defensive skill in the game, even with the Minor/Major Defile change on PTS. Please consider capping the heal value to 50k max magicka.
i think your not seeing the big picture here, u have to give a lot up to get to 60k magic,
You won' be affected if you don't stack 60k max mag.
FYI, here are screenshots of 2 builds and Ward size + heal tooltip in PvP:
1) Crafty + Rally Cry + DDF + Chudan, all regen glyphs:
2) Wretched + Rally + DDF + Chudan, all spell dmg glyphs:
Crafty build has 48.5k max mag and Wretched build has 41k max mag. Slightly more sustain on Wretched build, but less damage than Crafty.
12.7k ward and 7.3k heal with 48.5k max mag, no Focused Mending CP or near a keep.
Yeah I really don't see the problem here. The shield can't crit, the heal can, but it will be a lower original value in comparison to any other burst heal that can crit. Benefit being the Sorc can use the shield proactively.
We have sets like Dragon's Appetite giving a free 10k heal every 5s when the main draw of the set is the damage bonus to your ticks, but for a skill it's suddenly too powerful?
Time will tell, for now it seems balanced, I don't see most builds going 60k+ Mag and if they do, they've got a pretty weak HP pool, pen, or crit chance so it's not like it was free to obtain.
I think most people will go the 30-40k HP route, which means the burst heal will be pretty minimal to begin with.
60k is for the extreme builds, but 50k+ is already doable, as demonstrated in my screenshot above. In that screenshot I had 48k+ max mag in crafty/rallying cry, and could pump it to 52k with the mage mundus and another piece of arcane trait. At 48k max mag the tool tip for the heal is at 7.3k, so at 52k mag it would be around 8k. That’s the almost the same tooltip value as Dark Deal, which can crit for 8k.
I am ok with the heal tooltip around 5-6k, but when it reached 7-8k then it becomes a problem.
The actual heal in PvP on my 64k max mag build was 6k non crit though (completely buffed too, max DDF stacks, vitality from encase, etc). So it is already within tolerances. What was making the ability look so strong was the shield size. That is what needs adjusting, but it needs adjusting exclusively for mag stacking builds so that more well rounded builds don't get a what is supposed to be their bread and butter defensive option removed from them entirely.
If anything is done at all, maybe cap the shield size to 12k when battle spirit is active. It keeps its current scaling so that all sorcs can use it effectively and still have a combined heal + shield value of around 11-15k (depending on active buffs) that is on par with every other classes burst heals even when the sorc is not stacking max mag, but it prevents max mag from getting a 6k heal + a 15-16k shield.
I am fine with a cap to shields. I enjoy the sorc buffs too and would love for them to go live, but we also have to be objective and non-biased. A 12k shield with a 6-7k heal tooltip is fine. A 15k shield with a 9-10k heal tooltip is not fine. It's like putting a 10k shield on a 15k heal Healthy Offering. I'm sure most people here would be against that.
StaticWave wrote: »It is capped.
Conjured Ward: This ability and the Hardened Ward morph will now heal you for 15% of your Max Health or Magicka (whichever is higher) if no pets were shielded by the abilities.
Regenerative Ward (morph): This morph now also heals you for 10% of your Max Health or Magicka, regardless of if a pet was affected by the shield or not.
No different from any other heal that has an arbitrary cap as opposed to just scaling from damage/resource like normal skills.
Not capped enough, especially with new sorc passive giving 10% mag.
With 50k mag which is easy to get next patch, Hardened Ward becomes an actual burst heal on top of a 13k ward. It’s too strong imo.
StaticWave wrote: »It is capped.
Conjured Ward: This ability and the Hardened Ward morph will now heal you for 15% of your Max Health or Magicka (whichever is higher) if no pets were shielded by the abilities.
Regenerative Ward (morph): This morph now also heals you for 10% of your Max Health or Magicka, regardless of if a pet was affected by the shield or not.
No different from any other heal that has an arbitrary cap as opposed to just scaling from damage/resource like normal skills.
Not capped enough, especially with new sorc passive giving 10% mag.
With 50k mag which is easy to get next patch, Hardened Ward becomes an actual burst heal on top of a 13k ward. It’s too strong imo.
Bah. I do that right now with my Arcanist. This just brings the Sorc wards in line with Impervious.
Look at what they did...add heals to sorc shields and add group shields to mines. Just a copying functionality.
StaticWave wrote: »StaticWave wrote: »It is capped.
Conjured Ward: This ability and the Hardened Ward morph will now heal you for 15% of your Max Health or Magicka (whichever is higher) if no pets were shielded by the abilities.
Regenerative Ward (morph): This morph now also heals you for 10% of your Max Health or Magicka, regardless of if a pet was affected by the shield or not.
No different from any other heal that has an arbitrary cap as opposed to just scaling from damage/resource like normal skills.
Not capped enough, especially with new sorc passive giving 10% mag.
With 50k mag which is easy to get next patch, Hardened Ward becomes an actual burst heal on top of a 13k ward. It’s too strong imo.
Bah. I do that right now with my Arcanist. This just brings the Sorc wards in line with Impervious.
Look at what they did...add heals to sorc shields and add group shields to mines. Just a copying functionality.
Sorc has way more damage than arcanist though. This change alone will make Sorc better, at least if we compare builds that don't use proc sets.
Bushido2513 wrote: »StaticWave wrote: »StaticWave wrote: »It is capped.
Conjured Ward: This ability and the Hardened Ward morph will now heal you for 15% of your Max Health or Magicka (whichever is higher) if no pets were shielded by the abilities.
Regenerative Ward (morph): This morph now also heals you for 10% of your Max Health or Magicka, regardless of if a pet was affected by the shield or not.
No different from any other heal that has an arbitrary cap as opposed to just scaling from damage/resource like normal skills.
Not capped enough, especially with new sorc passive giving 10% mag.
With 50k mag which is easy to get next patch, Hardened Ward becomes an actual burst heal on top of a 13k ward. It’s too strong imo.
Bah. I do that right now with my Arcanist. This just brings the Sorc wards in line with Impervious.
Look at what they did...add heals to sorc shields and add group shields to mines. Just a copying functionality.
Sorc has way more damage than arcanist though. This change alone will make Sorc better, at least if we compare builds that don't use proc sets.
Currently right now a sorc isn't killing an Arcanist with similar skill level but that Arcanist might kill the sorc if the sorc stays for the fight. This change would just even them out to where the sorc didn't have to immediately withdraw. As I said before though the game isn't really balanced around 1v1 so I think outnumbered the sorc would have a better overall chance but still be quite killable by a group.
Aces-High-82 wrote: »I just dont understand why this Long overdue improvement to magsorc should be butchered while Arcanist can Hit 2.4.0.K shield on pts.
Every other aspect of sorc kit issues went almost untouched eg CF travel time, no access to major savagery, bar space in general, ramping Streak cost....the list goes on.
Aces-High-82 wrote: »Looks absolutely acceptable compared to eg offering or coag but your already gimping your damage running a Max Stat Set.
To achieve higher mag you'd sacrifice even more gear traits, chc, chd, boon, racial choice, cp's.....
StaticWave wrote: »Aces-High-82 wrote: »Looks absolutely acceptable compared to eg offering or coag but your already gimping your damage running a Max Stat Set.
To achieve higher mag you'd sacrifice even more gear traits, chc, chd, boon, racial choice, cp's.....
Cmon man healthy offering and coag don’t always crit lol… that’s such a skewed comparison. 13.6k ward at all times + a 4k heal that can potentially crit for 6.5k is already stronger than a coag.
I don’t want sorc to become another NB tank class. This change going thru will make it just that.