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Update 6 - the last nail in the coffin for sorcerer DPS/Healer in PVE

  • GreyBrow
    GreyBrow
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    Wtf you smoking? The dark magic tree is the best on Sorc. Dark deal is really good and has actual use. Mines are very strong and have use. Crystal shards is a huge ranged attack that can perma CC mons. Negate is very, very strong in PVE. Negate actually stuns/silences enemies for a very, very long time.

    What needs reworking is the summoning tree. Right now it's completely useless at endgame except for Hardened Ward.

    Obviously you've never done any of the hard mode 4 man dungeons, no death challenges, speed runs, or any of the trials.

    Let me assure you, you cannot get a top 100 weekly time for AA if you're a sorc running ANY of the abilities you listed. If you do, it's because you're being carried the whole way through.

    Do yourself a favor and install FTC, use those abilities, and post 1k DPS
  • Tankqull
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    well i don´t understand all this "crying" for sorcs it doesent matter if staffs are weapondmg or spell dmg affected, ZOS will balance the internal multiplicators to keep the dmg/heal values comparable between spell- and weapondmg as modificators.
    so sorcs do not have to fear anything i hardly doubt (or better hope) ZOS is not so dump to have simple 1:1 transition from weapon dmg to spelldmg. (as everyone else will kick their butts)

    what the problem for sorcs actually is is that they lose their advantage in using capped weapondmg while having capped magica and spelldmg over the other classes when using staffes where the other classes had to sacrify either of both. wich will be no longer the case than.
    so the actual problem is not sorcs becomming weaker but all other classes beeing buffed while sorcs do not get any benefit and thus will have a even harder standing than now to get a place in a group outside of being the negate magic spam bot.
    and this needs to be addressed wich is not possible by simply change surge to increase spelldmg aswell as that only camouflages the true problem of sorcs (same as range templars) of having a to slow main attack. maybe change the passive exploiting from the crit addition thats not helpfull anyway due to its restrictions (impenetrabe in pvp and cc immunity of boss mobs in pve) to a stacking casttime reduction of 0.25sec per shard up to a minimum of 0.6sec cast time for frags that lasts 2 secs.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Erock25
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    This fact of sorcerer dps being less effective than other classes....where did you get this fact? Your own personal experience?

    It is common knowledge by now. Sorc are firmly entrenched in 3rd place for sustained DPS.
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  • Murmeltier
    Murmeltier
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    GreyBrow wrote: »
    Murmeltier wrote: »
    Faulgor wrote: »
    Gyudan wrote: »
    3) Update 6 will change staff ability scaling from weapon power to spell power.

    That's not what he said, though. For all we know staff abilities will cost stamina, scale with weapon power and crit with weapon crit.

    Uhm, as i read this i was totally confused. The Source says:

    For Update 6 we are making a huge effort to make sure that everything that costs Magicka scales in damage based off your Max Magicka and Spell Damage, and uses Spell Critical as its Critical Strike Chance. Similarly, all abilities that cost Stamina will scale in damage based off your Max Stamina and Weapon Damage, and use Weapon Critical as their Critical Strike Chance.

    Read this above please. I really dont understand how you could say that Staff Abilities will cost Stamina? That means that all of the Destructionstaff Skills will cost Magicka and have Spellcrit/Spelldamage.

    So that what you say is wrong, maybe you can explain what you mean excactly?

    And for the second, why are the People are so angry about this Changes. As i said before, you can do all your Skills over Magicka/Spelldamage and Spellcrit with the Update 1.6, if it works like that.

    That means you dont have to split Jewels or Equip between Spelldamage and Weapondamage, no Splitting between Spellcrit and Weaponcrit anymore. You can put all your Stats in one Direction and push ALL your Classskills together .

    The only negative Side is for the Hybrids, but that is a good Thing too. Before it the Balance wasnt right.

    Old System = Weapondamage push the 2H Sword and Destructionstaff for an Example, count that together and you can boost both diffrent Things with the same Stat or Surge. That is one of the Reason why Sorcerers really hate this Change. But the Destructionstaff uses Magicka and do Spelldamage, the 2H Sword use Stamina, so the Changes are logical.

    If Surge ever change to Magicka my Sorcerer will love it, because i can push ALL of my Classskills and Staffskills with that then.

    This is an Advantage, all this talking about that Sorcerers will lose isnt right. A Magical Surge will boost ALL your Magicka Skills, Staffs too then. Before it pushes only the Weapondamage but no Classskills from the Sorcerer.

    Someone says here hat Crushing Shock isnt a good Damage Skill, sorry but that Skill is one of the best Staffskills, it procs the Shard too i mean. After 1.6 it will hit like a Truck.

    And no, now we dont have to play only Magicka or Stamina Classes now, we only to think more about the Hybrid Builds, they have Positives and Negatives and more Balance now. Like in other Games too, you can play what you want but you cant get all and be the Best in everything now.

    And for all other Classes, one Stat to push them all, its precious :D .

    tl:dr; you need to get off ESO and level up your reading comprehension skill tree.

    Any decent sorc wasn't splitting weapon damage and spell damage enchants anyway, they were going 100% weapon damage. l2p please

    A decent Reader of my Words could see that i doesnt speak only for the Sorceres. For me the whole change of the System is important. In your Words, l2read please and try not to be so arrogant.

    For all the Classes it is better, they get more Power in Staff and Classskills together with the same Stats. A Sorcerer get more Power for his Classskills and Staffskills with one Number too. I think this is a good Deal because the Shard and Crushing Shock would hit higher then. As a Templer i can specialize me on the Classskills and push my Staffskill now too, and so on.

    Maybe they change Surge, maybe not. The whole change of the System gives a lot of Advantages for ALL Classes. That is the intersting Point, not only Surge or some Sorcererbuilds.

    Edited by Murmeltier on November 13, 2014 4:12PM
  • Murmeltier
    Murmeltier
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    Gyudan wrote: »
    Murmeltier wrote: »
    And for the second, why are the People are so angry about this Changes. As i said before, you can do all your Skills over Magicka/Spelldamage and Spellcrit with the Update 1.6, if it works like that.

    That means you dont have to split Jewels or Equip between Spelldamage and Weapondamage, no Splitting between Spellcrit and Weaponcrit anymore. You can put all your Stats in one Direction and push ALL your Classskills together .

    The only negative Side is for the Hybrids, but that is a good Thing too. Before it the Balance wasnt right.

    Old System = Weapondamage push the 2H Sword and Destructionstaff for an Example, count that together and you can boost both diffrent Things with the same Stat or Surge. That is one of the Reason why Sorcerers really hate this Change. But the Destructionstaff uses Magicka and do Spelldamage, the 2H Sword use Stamina, so the Changes are logical.

    If Surge ever change to Magicka my Sorcerer will love it, because i can push ALL of my Classskills and Staffskills with that then.

    This is an Advantage, all this talking about that Sorcerers will lose isnt right. A Magical Surge will boost ALL your Magicka Skills, Staffs too then. Before it pushes only the Weapondamage but no Classskills from the Sorcerer.

    Someone says here hat Crushing Shock isnt a good Damage Skill, sorry but that Skill is one of the best Staffskills, it procs the Shard too i mean. After 1.6 it will hit like a Truck.

    And no, now we dont have to play only Magicka or Stamina Classes now, we only to think more about the Hybrid Builds, they have Positives and Negatives and more Balance now. Like in other Games too, you can play what you want but you cant get all and be the Best in everything now.

    And for all other Classes, one Stat to push them all, its precious :D .
    ZoS never said that surge will switch to increasing spell damage. If it does, it will have a very negative impact on stamina sorcerers (some of them are pure stamina, not hybrids). If it doesn't, it will weaken magicka sorcerers even more.

    Right now sorcerers don't have to split jewelry enchantments since they already softcap their weapon damage with surge. In my opinion magicka cost reduction is more effective than spell damage because of the uselessness of the class skills. Since Mage's Wrath is the only really valuable one for me, I usually pop a spell crit potion (+19 spell dmg) right before the start of the boss execute phase and it lasts for most of that phase (not on Sanctum/Arena though).

    I said, if they EVER Change this. I dont said they will do, i think it is possible that they will rework some Skills if this Update 1.6 Changes really comes.

    I am not a Sorcerer Expert, thats right but it doesnt change the Fact that Update 1.6 (If this will ever come like we discuss it all here), offers a lot of Advantages for all Classes.

    For Sorcerer too, or do you mean that a Sorcerer with Max Magicka / Spellcrit / Spelldamage and the new Changes will do lower Damage then a Sorcerer with maxed out Weapondamage and the Rest in Spelldamage and other Stats? Maybe i dont see it right, then please explain it to me.

    As i said before, Hybrids will suffer from that but the Balance wasnt right there.

    Edited by Murmeltier on November 13, 2014 4:05PM
  • seanvwolf
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    This change makes sense... and it would be actually easier for players to concentrate upping their spell damage if they are a sorc dps/healer than to concentrate on both spell and weapon damage.
  • Murmeltier
    Murmeltier
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    magnusnet wrote: »
    Murmeltier wrote: »
    That means you dont have to split Jewels or Equip between Spelldamage and Weapondamage, no Splitting between Spellcrit and Weaponcrit anymore. You can put all your Stats in one Direction and push ALL your Classskills together :D .

    True but if the softcap from spell dmg is kept at ~135, you won't necessarily gain DPS on the process... This has to be studied.

    Don't see though how this will affect sorcs as off healers, IMO it's the best class to heal(after mighty templars of course) since they regen ulti faster and thus can pop them op negates <3

    I am not 100% sure but wasnt it a Theme to raise the Caps of Stats in the Future, if they have implemented the Championsystem?

  • Erock25
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    seanvwolf wrote: »
    This change makes sense... and it would be actually easier for players to concentrate upping their spell damage if they are a sorc dps/healer than to concentrate on both spell and weapon damage.

    Problem is Sorc has no 'go-to' spammable DPS spell in class abilities, so we would in turn still be forced to use Crushing Shock spam which would be severely nerfed with no change to Crit Surge.
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  • Aeratus
    Aeratus
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    For Sorcerer too, or do you mean that a Sorcerer with Max Magicka / Spellcrit / Spelldamage and the new Changes will do lower Damage then a Sorcerer with maxed out Weapondamage and the Rest in Spelldamage and other Stats? Maybe i dont see it right, then please explain it to me.
    Yes. Because surge (a sorc skill) only increases weapon damage, if destro becomes spell damage rather than weapon damage, then a destro sorc will become terrible in dps.

    The sorc class skills that already use spell damage pretty much suck as far as pve dps goes.
  • Kalman
    Kalman
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    sky-is-falling-flickr-alan_levine_463x308.jpg
  • Murmeltier
    Murmeltier
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    Erock25 wrote: »
    seanvwolf wrote: »
    This change makes sense... and it would be actually easier for players to concentrate upping their spell damage if they are a sorc dps/healer than to concentrate on both spell and weapon damage.

    Problem is Sorc has no 'go-to' spammable DPS spell in class abilities, so we would in turn still be forced to use Crushing Shock spam which would be severely nerfed with no change to Crit Surge.

    I dont understand this, maybe you can help me out? If a Sorcerer maxed out his Magicka/Spelldamage and Spellcrit, he will max out his Staffdamage in the Future too.

    So if you use a Crushing Shock you will do max Damage with that Skill, right? And if you use the Morph from Crystal Shard that procs on using the Force Shock you can use it instantly for lower cost, or not? And that will be on Maxdamage too in the Future.

    Why the Crushing Shock Damage is nerfed then?
  • Aeratus
    Aeratus
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    Murmeltier wrote: »
    Erock25 wrote: »
    seanvwolf wrote: »
    This change makes sense... and it would be actually easier for players to concentrate upping their spell damage if they are a sorc dps/healer than to concentrate on both spell and weapon damage.

    Problem is Sorc has no 'go-to' spammable DPS spell in class abilities, so we would in turn still be forced to use Crushing Shock spam which would be severely nerfed with no change to Crit Surge.

    I dont understand this, maybe you can help me out? If a Sorcerer maxed out his Magicka/Spelldamage and Spellcrit, he will max out his Staffdamage in the Future too.

    So if you use a Crushing Shock you will do max Damage with that Skill, right? And if you use the Morph from Crystal Shard that procs on using the Force Shock you can use it instantly for lower cost, or not? And that will be on Maxdamage too in the Future.

    Why the Crushing Shock Damage is nerfed then?
    It's been explained many times in the above posts that Sorc's crushing shock relies on Surge to boost its damage. If crushing shock is no longer boosted by surge, then sorc destro becomes weak. Pretty simple if you consider what the effect of Surge is.

    Crystal Shards is no good at the moment, because the animation length of the instant-cast proc is much longer compared to skills like crushing shock. Therefore, no high end sorc dps even uses crystal shards at the moment.
    Edited by Aeratus on November 13, 2014 4:41PM
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    GreyBrow wrote: »

    Wtf you smoking? The dark magic tree is the best on Sorc. Dark deal is really good and has actual use. Mines are very strong and have use. Crystal shards is a huge ranged attack that can perma CC mons. Negate is very, very strong in PVE. Negate actually stuns/silences enemies for a very, very long time.

    What needs reworking is the summoning tree. Right now it's completely useless at endgame except for Hardened Ward.

    Obviously you've never done any of the hard mode 4 man dungeons, no death challenges, speed runs, or any of the trials.

    Let me assure you, you cannot get a top 100 weekly time for AA if you're a sorc running ANY of the abilities you listed. If you do, it's because you're being carried the whole way through.

    Do yourself a favor and install FTC, use those abilities, and post 1k DPS

    I'm not stupid, son. I've done every Vet dungeon multiple times (I am usually the group leader telling people what to do), and I also do Trials pretty regularly. Crystal fragments is super strong in PVP, but I don't use it in PVE. Dark Deal is really nice to have in PVP because they battles last 5+ minutes at a time, but it's not super great in PVE. Negate is a very, very underestimated ability in PVE. It basically takes out all chance of dieing in trash clears. Mines are strong in PVP, but I generally don't run with them.

    I know Sorc DPS sucks compared to DK. That's because DK just throws on multiple DOTs and then can go back to crushing shock or whatever else they're using. The issue with Sorc is that all of the class skills offer utility over damage. There is no Sorc DOT that ticks for 300 damage a second like DK. Also, the Sorc Ultimates hardly do any damage at all. The Storm Atro does 2500 damage over 23 seconds, and this is single target. A DK standard does this much damage in half the time and does all this damage in a huge radius. Templar ult is better than Atro. NB veil is better than Atro.
  • AhPook_Is_Here
    AhPook_Is_Here
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    An obvious fix is to just equalize it for critical surge to effect both weapon AND spell power. Considering it stacks with Molten/Igneous weapons, I think it would still be good.
    “Whatever.”
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  • glak
    glak
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    Push for a morph to Surge that boosts spell power instead. Or if that would be too OP in PvP, boost damage from any weapon not just stamina ones. Then the Critical Surge morph would have some competition.
    Edited by glak on November 13, 2014 5:02PM
  • Aeratus
    Aeratus
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    An obvious fix is to just equalize it for critical surge to effect both weapon AND spell power. Considering it stacks with Molten/Igneous weapons, I think it would still be good.
    No, we can't do that, because if that happens, then sorc would become OP, especially when it comes to PVP where the sorc skills have high utility.
    Edited by Aeratus on November 13, 2014 4:53PM
  • Erock25
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    Aeratus wrote: »
    An obvious fix is to just equalize it for critical surge to effect both weapon AND spell power. Considering it stacks with Molten/Igneous weapons, I think it would still be good.
    No, we can't do that, because if that happens, then sorc would become OP, especially when it comes to PVP where the sorc skills have high utility.

    What high utility in PVP do you speak of?
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  • Gyudan
    Gyudan
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    Erock25 wrote: »
    Aeratus wrote: »
    An obvious fix is to just equalize it for critical surge to effect both weapon AND spell power. Considering it stacks with Molten/Igneous weapons, I think it would still be good.
    No, we can't do that, because if that happens, then sorc would become OP, especially when it comes to PVP where the sorc skills have high utility.

    What high utility in PVP do you speak of?
    The super-cool ability to move faster than horses by teleporting at close range.
    Sadly it is useless for most of the PVE content.
    Wololo.
  • Faulgor
    Faulgor
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    Murmeltier wrote: »
    Faulgor wrote: »
    Gyudan wrote: »
    3) Update 6 will change staff ability scaling from weapon power to spell power.

    That's not what he said, though. For all we know staff abilities will cost stamina, scale with weapon power and crit with weapon crit.

    Uhm, as i read this i was totally confused. The Source says:

    For Update 6 we are making a huge effort to make sure that everything that costs Magicka scales in damage based off your Max Magicka and Spell Damage, and uses Spell Critical as its Critical Strike Chance. Similarly, all abilities that cost Stamina will scale in damage based off your Max Stamina and Weapon Damage, and use Weapon Critical as their Critical Strike Chance.

    Read this above please. I really dont understand how you could say that Staff Abilities will cost Stamina? That means that all of the Destructionstaff Skills will cost Magicka and have Spellcrit/Spelldamage.

    So that what you say is wrong, maybe you can explain what you mean excactly

    I'm just trying to stick to what he actually said, which is that they will streamline the attributes that influence abilities. I.e, there will no longer be abilities that scale with magicka and weapon damage or stamina and spell damage - it'll always be magicka/spell power/spell crit OR stamina/weapon power/weapon crit.
    However, he didn't mention staves or any other ability for that matter specifically.

    We know there will be a lot of ability changes in Update 6, and they have been open to the idea of certain class skills costing stamina instead of magicka. Similarly, they could - I'm not saying that this is the case - change staff abilities to cost stamina (and thus still scale with weapon power), which would also be compatible with their new streamlining-process.

    My point was that to implement their intended changes, they could either make staff abilities scale with spell power or let them cost stamina, but the dev quote isn't specific on this matter, while the OP in this thread assumes there is only one option.
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    Vivec: Worse, buddy. They're buying it.
  • Wreuntzylla
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    People saying it's to early for comments: Once a patch hits test, almost nothing changes unless it's a quick bug fix. You want to affect the outcome of a future patch, you start talking about issues as soon as any info is released. In other words, before they start work on it or early enough that they can add another item to their schedule.
  • Gyudan
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    Faulgor wrote: »
    My point was that to implement their intended changes, they could either make staff abilities scale with spell power or let them cost stamina, but the dev quote isn't specific on this matter, while the OP in this thread assumes there is only one option.
    I agree with you, if staff abilities get modified to cost stamina instead of magicka, then they'd keep scaling based on weapon power.
    Would that change make any sense though? At all?
    [...]
    This is why I dismissed this possibility.

    Typical staff user:
    Vanus_Galerion.jpg
    Edited by Gyudan on November 13, 2014 5:33PM
    Wololo.
  • NordJitsu
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    They could presumably change Crit Surge to increase both Spell and Weapon Damage.

    Would solve the problem.

    Before you know what else is coming in the patch, hold your horses.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • seanvwolf
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    NordJitsu wrote: »
    They could presumably change Crit Surge to increase both Spell and Weapon Damage.

    Would solve the problem.

    Before you know what else is coming in the patch, hold your horses.

    This would result in a big problem,... as if this is done Sorc could simply cast inner light, crit surge, negate magic and just drop crushing shock and liquid lightning and nothing would survive in the area.
  • Murmeltier
    Murmeltier
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    Aeratus wrote: »
    Murmeltier wrote: »
    Erock25 wrote: »
    seanvwolf wrote: »
    This change makes sense... and it would be actually easier for players to concentrate upping their spell damage if they are a sorc dps/healer than to concentrate on both spell and weapon damage.

    Problem is Sorc has no 'go-to' spammable DPS spell in class abilities, so we would in turn still be forced to use Crushing Shock spam which would be severely nerfed with no change to Crit Surge.

    I dont understand this, maybe you can help me out? If a Sorcerer maxed out his Magicka/Spelldamage and Spellcrit, he will max out his Staffdamage in the Future too.

    So if you use a Crushing Shock you will do max Damage with that Skill, right? And if you use the Morph from Crystal Shard that procs on using the Force Shock you can use it instantly for lower cost, or not? And that will be on Maxdamage too in the Future.

    Why the Crushing Shock Damage is nerfed then?
    It's been explained many times in the above posts that Sorc's crushing shock relies on Surge to boost its damage. If crushing shock is no longer boosted by surge, then sorc destro becomes weak. Pretty simple if you consider what the effect of Surge is.

    Crystal Shards is no good at the moment, because the animation length of the instant-cast proc is much longer compared to skills like crushing shock. Therefore, no high end sorc dps even uses crystal shards at the moment.

    Now the Sorcerer reach with Weapondamage a Damage-Cap for Crushing Shock. After the (maybe) coming Changes, the Sorcerer will reach the Cap with Magicka / Spelldamage.

    Maybe the Cap of Weapondamage now is higher than the Spelldamage, then it is a Disadvantage. I am not sure about this. But if not, i think, Cap is Cap or not?

    Or can you boost the Weapondamage higher with Surge than a Mage with pure Magicka and Spelldamage on Max-Cap in the Future? I am only curious how it works :) .
    Edited by Murmeltier on November 13, 2014 6:26PM
  • Kreetar
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    I have no valuable input here but oh my god, the pictures killed me. :joy:
    dip me in the blood of mortals and throw me to the Dremora

  • Rune_Relic
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    This is all part of making your choices have meaning.
    To have meaning requires two extremes at either end of the scale.
    Magicka for spell damage... stamina for weapon damage.
    Personally I would have seperated crit damage from those too and had that run off its own resource.

    The problem at the moment is people can do massive spell and weapon damage rather than an exclusive or that involves sacrifice and compromise.

    Anyway, they also said they will go through every skill with a fine tooth comb to make sure they all have value. All of this is welcome news to me.
    Edited by Rune_Relic on November 13, 2014 6:27PM
    Anything that can be exploited will be exploited
  • Murmeltier
    Murmeltier
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    seanvwolf wrote: »
    NordJitsu wrote: »
    They could presumably change Crit Surge to increase both Spell and Weapon Damage.

    Would solve the problem.

    Before you know what else is coming in the patch, hold your horses.

    This would result in a big problem,... as if this is done Sorc could simply cast inner light, crit surge, negate magic and just drop crushing shock and liquid lightning and nothing would survive in the area.

    As i know, if the Changes Comes. Everyone will have as a Sorcerer max Spelldamage and Magicka. If they are on a Cap, they have the same Scenario, because they can throw out a Liquid Lightning and Crushing Shock, or not?
  • Aeratus
    Aeratus
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    Murmeltier wrote: »
    Now the Sorcerer reach with Weapondamage a Damage-Cap for Crushing Shock. After the (maybe) coming Changes, the Sorcerer will reach the Cap with Magicka / Spelldamage.

    Maybe the Cap of Weapondamage now is higher than the Spelldamage, then it is a Disadvantage. I am not sure about this. But if not, i think, Cap is Cap or not?
    The soft cap is nothing. In this game, it isn't about reaching soft cap. It is about how far you can push beyond the soft cap.

    At the same level of weapon damage, a sorc using crushing shock is inherently weaker in dps compared to an NB or DK using crushing shock. DK has a more powerful ultimate, and more powerful dps class skills (namely DoTs). NB has passives that add to dps that sorc does not. Therefore, the only way Sorc can be competitive with NB or DK is by having a higher weapon damage than them.
  • Pyatra
    Pyatra
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    To sum it all up:
    ZOS, just make sure the Damage of the Staff skills actually scale appropriately where soft cap spell damage does the same as soft cap Weapon damage.

    See.... done. That is all that we need to make sure ZOS understands.

    Now to weigh in on the sorc issue:

    Actives
    Rune prison = suggest 1sec or less cast time as we cannot block during
    Daedric mines = are VERY situational/expensive skill, almost to the useless point
    Dark deal = only useful morph of Dark Exchange since you get to move
    Summon Winged Twilight/Unstable Familiar = most PvE content is ok, PVP bad
    Bound Armor = better below VR if going all light armor, takes up too many slots, morph for more armor is a waste, may be better when Champion levels hit and some big soft cap raises.
    Lightning Splash = It should have increase area in its base form or last 2x as long, and the morphs should do something else, anything else, this skill is the most MEH skill Sorcs have, it's not really that good, and even the skills I hate at least I can usually say "well they are very situational", not so much for this skill, it synergy is average for damage synergies, but just seems like it shouldn't be on a bar unless you just have nothing else to slot.


    Ultimate = They are fine.

    Passives
    Daedric Summoning = They are fine.
    Storm Calling = They are fine
    Dark Magic They are fine, except Blood magic works weird, I need to test exactly what "Hit" means given that most of these spells aren't instant casts I think this is not working on a lot of spells in dark magic.

    Edit: Sorcs rely on their weapons for damage and procs, without them we have nothing. Pleae ZOS just make sure staff damage scales Correctly with the smaller soft cap Spell Damage.
    Edited by Pyatra on November 13, 2014 8:00PM
  • Nightreaver
    Nightreaver
    ✭✭✭✭
    seanvwolf wrote: »
    NordJitsu wrote: »
    They could presumably change Crit Surge to increase both Spell and Weapon Damage.

    This would result in a big problem,... as if this is done Sorc could simply cast inner light, crit surge, negate magic and just drop crushing shock and liquid lightning and nothing would survive in the area.

    I'm still not understanding where this huge increase in DPS would be coming from, can someone please explain it to me?

    Weapon damage has a softcap of 203.
    Spell damage softcap is easily reached with only 2/3 of that at 135.
    Changing from weapon damage to spell damage will reduce damage from 203 to 135.
    So IF Critical Surge was changed to affect both Spell and weapon damage then using your example I would expect:
    1) Crushing Shock and Impulse to still be lower (211 current vs. 135 + Crit Surge buff which will be reduced due to exceeding the lower Spell damage cap)
    2) No effect on Inner Light
    3) No effect on Negate
    4) Small increase to Liquid Lightning (again, with Crit Surge buff being reduced due to exceeding Spell damage cap.

    So it seems to me that even IF Crit surge increased both Spell and Weapon damage the result would still be a loss of DPS for Sorcerers which are already on the bottom.


    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
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