With 1.6 our thundering presence got a huge buff in duration...Shock as we know has the chance of applying the concussion status affect, reducing the damage a player deals by 15 %.
With 1.6 our thundering presence got a huge buff in duration...Shock as we know has the chance of applying the concussion status affect, reducing the damage a player deals by 15 %.
Two counterpoints:
- The duration of full medium armor is permanent. That's better than 20 seconds.
- Even if concussion were applied 100% of the time, light armor would mitigate far less than medium
Light armor is awful, and light armor users don't get massive DPS to make up for the loss in mitigation. That can still be ok, if frequent and smart use of active defenses can make up the gap. Right now, the math says it does not.
ThatHappyCat wrote: »I think Dark Exchange should be turned into a "buff" instead of a channel: cost a lot of stamina instantly (can't be a stamina drain since you cannot stop it) to restore health and magicka over time. The restore should be slower and last longer for balance. This way it wouldn't impact DPS more than Spell Symmetry and might even give Sorcerers a legitimate self-heal.
I would make Daedric Mines a gtAoE instead of a pbAoE. It doesn't need 28m range, maybe just 15m would be enough. The Tomb morph can remain as it is (maybe be a bit more instant). Minefield would increase the area covered without affecting mine density.
The new Bound Armour isn't redundant with Lightning Form and actually increases your maximum resources, so that might be worth using.
I dislike how players and developers alike seem to see Surge as the Sorc's class heal. That, IMO, is stupid. I'd rather see Dark Exchange turned into a legitimate heal and Surge be given a special effect that isn't as boring. Improving basic attacks would be nice and synergises well with Overload.
Whatever u say... u have to post ur numbers because u need to compare with the best possible sorc gameplay. How would ever find out if there is a way without saying ur numbers here. In case u compare urself to other classes, try to do a longer fight with its ups and downs to find out who really did what dmg over what time and has ressource probs etc. etc. and can do what for a group.
Its not all about stupid numbers no matter what happened or who takes tons of healing by casting that magikarefill.
From a scientific point of view i stopped reading ur comment because it simply failed the comparison aspect.
@Nihil the things about Entropy/Surge healing and minor buffs provided by Bound Armor make me wonder wether you are aware of just how small those numbers really are?
300 hps is like 30-40 hps on Live and the Armor gives you about 1,5% damage reduction for 2 slots (the Armor is about magicka/stamina increase and the heavy attack buff).
With the comparison of Entropy and surge I was trying to show how surge is a little stronger then what players are giving it credit for. The common complaint is that our DoT's eat up the heal, so I took the worse case scenario(with a template character with only like 36 % crit rate) and checked how much health you could gain in comparison to Entropy over the life of a fight. In many cases you could very well gain heals on non DoT's and increase spike heal to upwards of 3k (if you crit CF). CS does weaken its strength a bit due to hitting three times, and as now we don't wear off three of the DK's reflect could be a place to argue that all three should heal us ( I personally think CS should only deal the damage of the staff you are wielding, it kind of get's rid of the point of different staves as it can apply all three of the elements status effects). So no I was not trying to show how awesome the DoT's heals were, but show a comparison of 2 skills that are commonly compared, and that one has potential for healing us for quite a bit for casting it once every 23 seconds.
cschwingeb14_ESO wrote: »
Sorcs passive gives everyone around you spell 3% crit on using a dark magic spell. (Used to give caster 15% crit)
cschwingeb14_ESO wrote: »Sorcs passive gives everyone around you spell 3% crit on using a dark magic spell. (Used to give caster 15% crit)
@Nihil the things about Entropy/Surge healing and minor buffs provided by Bound Armor make me wonder wether you are aware of just how small those numbers really are?
300 hps is like 30-40 hps on Live and the Armor gives you about 1,5% damage reduction for 2 slots (the Armor is about magicka/stamina increase and the heavy attack buff).
With the comparison of Entropy and surge I was trying to show how surge is a little stronger then what players are giving it credit for. The common complaint is that our DoT's eat up the heal, so I took the worse case scenario(with a template character with only like 36 % crit rate) and checked how much health you could gain in comparison to Entropy over the life of a fight. In many cases you could very well gain heals on non DoT's and increase spike heal to upwards of 3k (if you crit CF). CS does weaken its strength a bit due to hitting three times, and as now we don't wear off three of the DK's reflect could be a place to argue that all three should heal us ( I personally think CS should only deal the damage of the staff you are wielding, it kind of get's rid of the point of different staves as it can apply all three of the elements status effects). So no I was not trying to show how awesome the DoT's heals were, but show a comparison of 2 skills that are commonly compared, and that one has potential for healing us for quite a bit for casting it once every 23 seconds.
Entropy also adds a dot that can proc item sets like Valkyn Skoria.
In 1.5 trials and DSA, Critical Surge was already overpowered by Power Surge because of the longer duration. I made do without that heal for months and I don't think that it will matter much to have it back now, especially if it comes with a loss of power and a reduced duration.
It's easier to compare the new surge with Structured Entropy (the non-healing morph) that adds 8% max health while on the active bar, which can easily be used to min/max stats, reducing base health to get more magicka and more damage. This is of course in addition to the 2% max magicka and 2% magicka regeneration from the Mages Guild passive.
Both skills grant the Major Sorcery buff. One adds healing, the other adds a substantial amount of DPS. Guess which one will be selected by 90% of magicka PVE players?
Entropy is overpowered and it makes Surge look lame.
What ZoS considers Damage over time for sorcs: lightning form, Lightning splash (liquid lightning too), daedric mines, daedric curse. Along with elemental wall (unstable as well), entropy, magicka detonation and volley. None of these skills can break the rune cage morph. Venom injections and rendering slash first hit broke the hold, but obviously the dot's didn't. It was amusing to beat up on npcs with these skills without repercussion.... but sadly don't know of any where that this will actually be of use. Maybe someone else might think of something but I can't off the top of my head.
What ZoS considers Damage over time for sorcs: lightning form, Lightning splash (liquid lightning too), daedric mines, daedric curse. Along with elemental wall (unstable as well), entropy, magicka detonation and volley. None of these skills can break the rune cage morph. Venom injections and rendering slash first hit broke the hold, but obviously the dot's didn't. It was amusing to beat up on npcs with these skills without repercussion.... but sadly don't know of any where that this will actually be of use. Maybe someone else might think of something but I can't off the top of my head.
Are you sure, lightning splash, lightning form, mines and curse don't break rune prison ?
Because they aren't DoTs in my eyes. A DoT, is something that is directly one the target (entropy, soul trap) Correct me if I'm wrong.
Obviously we're just supposed to Encase + Lightning Splash, just be happy it doesn't take sorcs 3 skills to do that.cschwingeb14_ESO wrote: »Now if we compare Talons to Encase:
After 1.6, where they dropped the cost of Encase:
Talons costs 5-8 % less still
Talons covers 112 sq ft compared to 45 sq ft for encase
Talons unmorphed does more damage than Encase does WITH the damage morph (shattering prison)
Talons lasts 4 sec, Encase 6 sec
Talons can be morphed for AE damage reduction, or DoT damage, Encase can be morphed for snare or damage.
Talons has a synergy
ThatHappyCat wrote: »I think Dark Exchange should be turned into a "buff" instead of a channel: cost a lot of stamina instantly (can't be a stamina drain since you cannot stop it) to restore health and magicka over time. The restore should be slower and last longer for balance. This way it wouldn't impact DPS more than Spell Symmetry and might even give Sorcerers a legitimate self-heal.
I would make Daedric Mines a gtAoE instead of a pbAoE. It doesn't need 28m range, maybe just 15m would be enough. The Tomb morph can remain as it is (maybe be a bit more instant). Minefield would increase the area covered without affecting mine density.
The new Bound Armour isn't redundant with Lightning Form and actually increases your maximum resources, so that might be worth using.
I dislike how players and developers alike seem to see Surge as the Sorc's class heal. That, IMO, is stupid. I'd rather see Dark Exchange turned into a legitimate heal and Surge be given a special effect that isn't as boring. Improving basic attacks would be nice and synergises well with Overload.
Lets completely forget PvP hum?
Teargrants wrote: »Obviously we're just supposed to Encase + Lightning Splash, just be happy it doesn't take sorcs 3 skills to do that.cschwingeb14_ESO wrote: »Now if we compare Talons to Encase:
After 1.6, where they dropped the cost of Encase:
Talons costs 5-8 % less still
Talons covers 112 sq ft compared to 45 sq ft for encase
Talons unmorphed does more damage than Encase does WITH the damage morph (shattering prison)
Talons lasts 4 sec, Encase 6 sec
Talons can be morphed for AE damage reduction, or DoT damage, Encase can be morphed for snare or damage.
Talons has a synergy
The 8% increased max health from Structured Entropy along with a cheap DoT and the Major Sorcery Buff make it insanely powerful. It was already a decent spell to have on the main bar in 1.5 to min/max health/magicka easily in PVE fights. I always had it on my tank and sometimes in specific DPS situations too.Some (more) thoughts on entropy and surge. With trying to think of a way to boost the effectiveness / want for sorcs to grab Power surge over entropy, but while keeping entropy viable (as all skills imo should be viable in their own rights) the one problem kept coming up that Entropy is purely offensive. From a strictly "increasing our dps" stand point I couldn't think of anything that would add strength to the skill but still leave a reason to grab entropy.
because light attacks with staves fail to fire reliably: About 60 % of my light attacks only cause my avatar to do the winding-up-to-fire animation and then canceling-itself without ever firing the shot. In contrast, if I do the same attacks with a one-handed or two-handed sword 95 % of my light attacks fire reliably. So, prior to implementing any buffs to light attacks a complete fix for the light-attacks-not-firing-reliably-with-staves-bug must be implemented - and no, 1.6.2 did not fix this bug.
nun_nonrb19_ESO wrote: »After seeing last Eso live I was shocked to see the lack of understanding the lead combat dev had of the inefficiencies of sorcs...
Sorry, but I have to disagree. Light attack weaving with staves is totally working. My light attacks do fire at the same time as my crushing shock beams once per GCD.
nun_nonrb19_ESO wrote: »and the nerfing continues....
"Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
Overload: Reduced the rank up bonus damage for this ability from 3% to 1%. Also, Overload and its morphs will no longer trigger Ultimate gain from Light and Heavy Attacks."