MADshadowman wrote: »Guys, the cost of an ability doesn't matter if you have to cast it once every 20 seconds. Surge is not expensive in any way. You can use whatever you like, but please don't say it's better because it costs less. You really need a crappy magicka management to worry about the costs of that ability, and if so, then you probably have bigger problems that that.
MADshadowman wrote: »Guys, the cost of an ability doesn't matter if you have to cast it once every 20 seconds. Surge is not expensive in any way. You can use whatever you like, but please don't say it's better because it costs less. You really need a crappy magicka management to worry about the costs of that ability, and if so, then you probably have bigger problems that that.
Are you seen any high end content? What your dps?
Such statements show you a beginner who nothing knows about the game.
@MADshadowman, I don't want to be rude at all - we all care for our class do the discussion gets a bit...heated sometimes, but it's still no reason to be outright rude - but what kind of content do you do, and what kind of content did you do well with on PTS? Upper Crag trash packs, dungeons, Trials?
Also, what makes you think sorc heals are stronger now? Unless I'm missing something, that can't be the case. We still have no class skills to contribute to healing aside from(arguably) surge(which I agree might be better for healer than Entropy since you might not be on the front line as a healer). Staves still scale off max magicka, nothing new there. Granted, you can now stack magicka higher without softcaps, but so can other classes. Staves now scale off spell damage instead of weapon damage, that's a big change. However, 1.5 Surge buffed weapon damage MORE than 1.6 Surge buffs spell damage and most sorcs were stacking weapon damage in 1.5 just as they will start stacking spell damage in 1.6. Do correct me if I'm missing something, but doesn't look like a buff to me.
There are also several single cast spells that have no reason to be that way. I can live with Curse being that way, but others should be able to be cast as long as you have the resources, such as:MADshadowman wrote: »But yeah, there is a lot of room for improvements.
We need:
- a class heal
- a instant cast spell with decent damage
- some stamina management (not dark deal)
- a poweful aoe ultimate (atro is just not good)
- we should be able to cast lightning flood multiple times (right now they overwrite each other)
Especially the class self heal is something that would give us more build options, cause we could drop the resto staff and still have a reliable heal.
Merlin13KAGL wrote: »There are also several single cast spells that have no reason to be that way. I can live with Curse being that way, but others should be able to be cast as long as you have the resources, such as:MADshadowman wrote: »But yeah, there is a lot of room for improvements.
We need:
- a class heal
- a instant cast spell with decent damage
- some stamina management (not dark deal)
- a poweful aoe ultimate (atro is just not good)
- we should be able to cast lightning flood multiple times (right now they overwrite each other)
Especially the class self heal is something that would give us more build options, cause we could drop the resto staff and still have a reliable heal.
- Fire/Volc Rune
- Mines
- Rune Prison
- Lightning Splash
- Wall of Elements (No clue why they changed this, let alone made unstable last longer...)
Also, no reason the toggles have to be toggles... Give them a time to expire or active until clicked again (dispelled) / dispatched.
Lighting Armor doesn't go away when I switch bars. Other status effects don't go away when I switch bars.
There is no reason some of these things can't be easily corrected for the betterment of the game.
MADshadowman wrote: »MADshadowman wrote: »Guys, the cost of an ability doesn't matter if you have to cast it once every 20 seconds. Surge is not expensive in any way. You can use whatever you like, but please don't say it's better because it costs less. You really need a crappy magicka management to worry about the costs of that ability, and if so, then you probably have bigger problems that that.
Are you seen any high end content? What your dps?
Such statements show you a beginner who nothing knows about the game.
Well, i always thought i was a pretty good player, since i'm playing this game everyday for almost a year now, but thanks to your endless knowledge and wisdom, i now know that i'm a beginner who knows nothing about this game.
The world really needs more people like you, that are running around spreading the truth. Thanks again for so much inteligence and constructiveness packed into one post.
God, Thanks so much For your Opinion
MADshadowman wrote: »I said this a couple of times before. Surge was not a self heal. A self heal is an ability that you can use anytime and that heals you reliably. The healing from surge is a secondary effect you couldn't count on, if you weren't using crit rush.
MADshadowman wrote: »From the PTS 1.6.1 Patch notes:
Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.
So, problem solved now?
MADshadowman wrote: »From the PTS 1.6.1 Patch notes:
Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.
So, problem solved now?
@GreyRanger , could you link/quote where you see this?GreyRanger wrote: »MADshadowman wrote: »From the PTS 1.6.1 Patch notes:
Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.
So, problem solved now?
It is pretty good, but not quite there. With a channeled ability such as Flurry it means that some blows will miss the chance to provide a heal because they are occurring at about .2s intervals. The key thing the revision clarifies is that the ZOS goal is just to prevent surge from synergizing the AOE damage powers. Assuming that is the case if they cut it to 0.1s that will accomplish it with only a rare other adverse effect.
It does raise the bigger question of why ZOS did not want Surge to synergize with AOE damaging attacks?
Pretty good, not quite there; in my view.
GreyRanger wrote: »If you make the cool down small or, better, very small the net effect is the only critical hits that get excluded are when an AOE goes off and all the hits are essentially simultaneous.
You are right about shock of course, I didn't think about that ability's damage coming in 3 packages. You are also right of course that any CD reduces an AOE to a single heal (which is what I surmise they are going for).Nightreaver wrote: »GreyRanger wrote: »If you make the cool down small or, better, very small the net effect is the only critical hits that get excluded are when an AOE goes off and all the hits are essentially simultaneous.
Shock is an ST attack that consists of 3 simultaneous attacks. As long as there is ANY CD on Surge then you will never get heal from more than one of those. This essentially reduces the already lowered heal amount to only a third of that value.
1) Crit values have been lowered making it harder to attain a heal.
2) Value of the heals have been lowered by more than a third so obviously healing for much less
3) Any CD causes abilities that have DOTs to lower healing.
4) Any CD lowers heals from Shock (Sorcerer main ST attack) by 66%.
5) Any CD reduces heals from AOE to just one.
I still can't see Surge worth taking up a slot on PTS.
Crit Surge heals for 40% of the damageMerlin13KAGL wrote: »The combination still seems a bit odd to me, rendering Crit Surge minimally more useful than Power Surge (10% more heals, but no Major Sorcery buff.)
If the addition of Magicka power is worth giving up the extra healing then I can see that as a good option..... for STAMINA builds.Merlin13KAGL wrote: »At present, I don't see many giving up Extra Spell Damage for 10% more heals.
Take that option + remove the CD (in light of abilities like Flurry, Force Shock, DOT, and AOE) and I think we would be all the way "there" in terms for this one ability.Nightreaver wrote: »It should be
Morph 1 - Increase Magicka Damage + 60% Heal off Crit
Morph 2 - Increase Weapon Damage + 60% Heal off Crit
GreyRanger wrote: »Take that option + remove the CD (in light of abilities like Flurry, Force Shock, DOT, and AOE) and I think we would be all the way "there" in terms for this one ability.Nightreaver wrote: »It should be
Morph 1 - Increase Magicka Damage + 60% Heal off Crit
Morph 2 - Increase Weapon Damage + 60% Heal off Crit
Abilities that apply a secondary effect, such as Caltrops, will only snare the 6 targets who take full damage.
Nightreaver wrote: »
Completely agree.
And now that both versions of Surge have Healing as a secondary effect I have a couple more questions based on what was posted in the 1.6 Patch notesAbilities that apply a secondary effect, such as Caltrops, will only snare the 6 targets who take full damage.
1) Does this mean that the healing would only be effected by the first 6 targets?
2) And if that is the case then is there any reason to keep the CD on the effect?
@Nightreaver, As of 1.61, Surge and Power Surge heals for 40%, Crit Surge heals for 50%. thus the 10% increase.Nightreaver wrote: »Crit Surge heals for 40% of the damageMerlin13KAGL wrote: »The combination still seems a bit odd to me, rendering Crit Surge minimally more useful than Power Surge (10% more heals, but no Major Sorcery buff.)
Power Surge heals for 60% of the damage. That's a 50% increase in amount healed.If the addition of Magicka power is worth giving up the extra healing then I can see that as a good option..... for STAMINA builds.Merlin13KAGL wrote: »At present, I don't see many giving up Extra Spell Damage for 10% more heals.
But for Magicka builds, an option that only provides weapon damage and only heals off weapon Crits would be completely worthless.
So it's NOT a case of the Magicka option being the better choice. It is the ONLY choice for Magicka builds and not a very good one.
It should be
Morph 1 - Increase Magicka Damage + 60% Heal off Crit
Morph 2 - Increase Weapon Damage + 60% Heal off Crit
Merlin13KAGL wrote: »@Nightreaver,
As of 1.61, Surge and Power Surge heals for 40%, Crit Surge heals for 50%. thus the 10% increase.
Sadly it doesn't take into account all three damages from Shock. If two or all three Crit only one procs the heal. Unless you are using a Fire staff and the burning affliction proc crits. Then none of the three main attacks will proc the heal. They will be replaced by the much smaller heal from the affliction proc.Merlin13KAGL wrote: »Equally, I would think the heals would come from the primary attacks (with things like Crushing Shock taking into account all three damages), things like Elemental Ring taking in the primary hit.
I do like the suggestion of the base level ability providing both the minor Weapon buff and the minor Spell buff. At least it would usable by Sorcerers leveling a Stamina build AND Sorcerers leveling a Magicka build, not just Stamina builds as is now the case. Though my preference would still be to include a smaller Heal even in the base and then one morph offering an improved Heal with a major Weapon buff while the other offers an improved Heal with a major Spell buff.Merlin13KAGL wrote: »My suggestion let you stay at base level skill for a minor buff in each (allowing a Major to be added via another separate skill) or let's you have a Major in the one of your choosing.