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Why is Major Prophecy/Savagery on Bound Armaments instead of Crystal Frag/Crystal Weapon?

hoangdz
hoangdz
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It makes no sense to me why Major Prophecy is on Bound Armaments, which is a Daedric Summoning skill. This causes 2 main issues:

1) Dark Magic providing Minor Prophecy, yet lacking a source of Major Prophecy. Compared to Assassination which provides both Major and Minor Savagery, we can clearly see a disadvantage when choosing Dark Magic skill line

2) Limited options for single subclass builds. You either have to give up Minor Prophecy or be limited to running Grave Lord/Assassination if you want a damage subclass line.

I think moving Major Prophecy to Crystal Shard and its morph would clean up this issue.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Its on there for the same reason those buffs are on Grim Focus.
  • Morvan
    Morvan
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    Sorcerer wasn't designed like DLC classes where you clearly have very well defined roles for each line, so yes, it's all over the place, which can be weird when you're subclassing.

    Bear in mind that since hybridization, Prophecy and Savagery does the exact same thing, your skills will scale with your highest stat so as long as you have one of them you're not losing anything, which makes Dark Magic even easier to dump, considering it's also one of the worst skill lines in the game for PvE atm.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work
  • Tannus15
    Tannus15
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    Actually it makes a lot of sense to put it on the summoning line.
    due to pets taking up so many skill slots, slotting camo hunter or inner light on the front bar isn't really an option.

    but also they removed the max resource passive buff from BA and replaced it with major proph / sav.

    the real question is why is minor proph in the dark magic line instead of the storm calling line. and why is the sorc version of that passive so bad compared to the nightblade version.

    Hemorrhage II: WITH AN ASSASSINATION ABILITY SLOTTED Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.

    Exploitation II: When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.

  • Turtle_Bot
    Turtle_Bot
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    Tannus15 wrote: »
    Actually it makes a lot of sense to put it on the summoning line.
    due to pets taking up so many skill slots, slotting camo hunter or inner light on the front bar isn't really an option.

    but also they removed the max resource passive buff from BA and replaced it with major proph / sav.

    the real question is why is minor proph in the dark magic line instead of the storm calling line. and why is the sorc version of that passive so bad compared to the nightblade version.

    Hemorrhage II: WITH AN ASSASSINATION ABILITY SLOTTED Increases your Critical Damage by 10%. Dealing Critical Damage grants you and your group Minor Savagery, increasing your Weapon Critical rating by 1314 for 20 seconds.

    Exploitation II: When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.

    At this point, I'd rather ZOS just removed that line's "Summoner" aspect from Sorc altogether and create a separate summoner class.

    It's created nothing but massive balance and design headaches for ZOS (and players) when it comes to doing anything for the class.

    Let Sorcerers be the Mage class that has 1 "permanent" pet (familiar) that assists the sorcerer (see empowers while alive) with their arcane endeavors, be those endeavors elemental (shock), dark magic (crystals) or Daedric Magic (wards, magical armor/weapons, curses, etc).

    Let this new class (or just rework Necro) be the designated Summoner class that revolves around minions/summons and using themed magic to empower those.

    Also, yes, why is Exploitation an objectively worse version of Hemorrhage, but is also on an objectively worse line overall. It makes zero sense from a balance standpoint.



    To answer OPs question though, (ignoring things like incompetence, conspiracies, etc.) it really comes down to Sorcerer being forced into the "Summoner" class on top of being the "Mage" class with all of the mage class's associated sub-themes and thus preventing any true cohesion or direction that the class skills/passives/lines can be taken from a design perspective that doesn't completely throw out balance.
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