s7732425ub17_ESO 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.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Thechemicals wrote: »This fact of sorcerer dps being less effective than other classes....where did you get this fact? Your own personal experience?
Murmeltier wrote: »
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.
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
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.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.
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).
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.
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
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.
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.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.
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.
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.Murmeltier 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?
s7732425ub17_ESO 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
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.AhPook_Is_Here 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.AhPook_Is_Here 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.
The super-cool ability to move faster than horses by teleporting at close range.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.AhPook_Is_Here 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.
What high utility in PVP do you speak of?
Murmeltier wrote: »
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 agree with you, if staff abilities get modified to cost stamina instead of magicka, then they'd keep scaling based on weapon power.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.
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.
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.Murmeltier 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?
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.
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.
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.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?
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.