2 questions regarding the healing:
1.) Would Surge heal on all critical damage or only light/heavy attacks? Does the multitarget component heal, too?
2.) Would Surge still have the internal cooldown of 0.25 seconds on the heal?
I could also think of that skill as a toggle similar to Siphoning Strikes, draining magicka instead - if it wouldn't take 2 skill slots that way.
Edit:
3. question: Would Surge work with Overload light and heavy attacks, like Degeneration does? I think that would be a nice synergy and fits the sorcerer theme (lightning).
Having reread the OPs suggestion, it would be too powerful as it would do damage, buff damage, heal and regenerate resources! It does not need the base damage effect. The heal would need to work better than 1.6.3 surge (no random triggering with a cooldown), but I quite like the idea of a damage and regeneration buff... but the regeneration would be the same buff as a potion or other regeneration mechanisms and so would be of less utility than you might think.
TBH I think surge without the CD and with a number of targets cap would probably be ok. These morphs could replace the existing ones (ie buff + regeneration of one resource).
1. Add Major Endurance buff to Critical Surge morph. Right now all Critical Surge grants over Power Surge is 10% health returns from a crit. Sorc needs better stamina management and this is a perfect place for it. It also gives a stamina Sorc a reason to use Crit Surge over Rally. Right now, Rally is superior to Crit Surge in almost every way. Critical Surge lasts for 20 seconds, and I think Major Endurance should only last for the first 12 of those 20 seconds. Right now my Sorc on PTS has 760 stam regen, but I have more weapon dmg and crit rating set bonuses than stam regen ones, so let's just assume I can easily get to 1000 stam regen. Major Endurance for 12 seconds would result in 1800 additional stamina over that time frame. That sounds reasonable and far from overpowering to me, but makes Crit Surge use over Rally worth it.
Just quoting myself from my own post in regards to what I think will make Critical Surge worth using ....
1. Add Major Endurance buff to Critical Surge morph. Right now all Critical Surge grants over Power Surge is 10% health returns from a crit. Sorc needs better stamina management and this is a perfect place for it. It also gives a stamina Sorc a reason to use Crit Surge over Rally. Right now, Rally is superior to Crit Surge in almost every way. Critical Surge lasts for 20 seconds, and I think Major Endurance should only last for the first 12 of those 20 seconds. Right now my Sorc on PTS has 760 stam regen, but I have more weapon dmg and crit rating set bonuses than stam regen ones, so let's just assume I can easily get to 1000 stam regen. Major Endurance for 12 seconds would result in 1800 additional stamina over that time frame. That sounds reasonable and far from overpowering to me, but makes Crit Surge use over Rally worth it.
As far as Power Surge goes ..... it needs something as well in exchange for the weapon dmg as long as hybrid builds will never be optimal.
although it's toggle-able, it's still a channel. You can't do anything while channeling. The only difference is that you can press the skill hotkey again to interrupt the channel whereas before you had to block or wait it out.Thank you for your comments. I appreciate all the feedback.
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2) Dark Exchange is in a bad place as well. I'm not a fan of toggles, and from what I can tell, the stamina morph of Dark Exchange doesn't even have the toggle option. It's still a channel, leaving stamina Sorcerers out to dry again.
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Lonesniper wrote: »although it's toggle-able, it's still a channel. You can't do anything while channeling. The only difference is that you can press the skill hotkey again to interrupt the channel whereas before you had to block or wait it out.Thank you for your comments. I appreciate all the feedback.
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2) Dark Exchange is in a bad place as well. I'm not a fan of toggles, and from what I can tell, the stamina morph of Dark Exchange doesn't even have the toggle option. It's still a channel, leaving stamina Sorcerers out to dry again.
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Surge should be a magicka version of momentum.
Surge should be a magicka version of momentum.
I hate the idea of just copying an ability from another tree. I want it to feel unique and interesting. Although, a straight copy of Momentum, one morph for stamina and the other for magicka, would probably be better than Surge in it's current state.
While I like the idea in some respects, in others I think Surge is one of the big selling points of a Sorc at the moment for the massive 20% increase to both Spell and Weapon damage and a really nice self heal (which I know has been nerfed and should be reverted).
It makes the class naturally (well, almost) have higher Spell Damage than any other class and I think the loss of this would see a huge decrease in sustainable damage output.
It's a nice idea, but maybe one that could be implemented with another skill instead of changing this. There are some Sorc skill I have never used because of how useless they are. Maybe change one of those.
Surge should be a magicka version of momentum.
I hate the idea of just copying an ability from another tree. I want it to feel unique and interesting. Although, a straight copy of Momentum, one morph for stamina and the other for magicka, would probably be better than Surge in it's current state.
Except you wouldn't have to use a 2-hander. Even if it is a similar ability, it be a buff sorcs would use.
Hello, @TheLaw. Thank you for the feedback. Take a look at the changes in my reply above. While a Sorc version of Rally would be nice, I want to include the damage portion to make it on par with Entropy. Simply having entropy on your bar and using it gives you %max magicka, %magicka regen and an amazing on cast damage bonus for your next ability.
Hello, @TheLaw. Thank you for the feedback. Take a look at the changes in my reply above. While a Sorc version of Rally would be nice, I want to include the damage portion to make it on par with Entropy. Simply having entropy on your bar and using it gives you %max magicka, %magicka regen and an amazing on cast damage bonus for your next ability.
Here's one of my previous posts on Surge (I'd be happy with these changes alone):
Surge: Make this a magicka-based version of momentum. RNG based on crits is not reliable.
Skill Description: Focus lightning to gain Major Sorcery for 30 seconds. Also heals X amount every 2 seconds for the duration.
Morphs
Power Surge: The ability now applies the Major Brutality and Major Sorcery buffs.
Rejuvenating Surge: Heals for X amount when the effect ends. The final heal is increased based on the length of the time that Surge has been active. Press ability again to instantly use the heal and refresh the duration.
Having reread the OPs suggestion, it would be too powerful as it would do damage, buff damage, heal and regenerate resources! It does not need the base damage effect. The heal would need to work better than 1.6.3 surge (no random triggering with a cooldown), but I quite like the idea of a damage and regeneration buff... but the regeneration would be the same buff as a potion or other regeneration mechanisms and so would be of less utility than you might think.
TBH I think surge without the CD and with a number of targets cap would probably be ok. These morphs could replace the existing ones (ie buff + regeneration of one resource).
Thank you for the feedback. However, consider Degeneration, which does damage, buffs damage and provides 2 different sources of healing for a lot less cost than Surge. The only thing it doesn't do, is regenerate resources. Perhaps Surge could give you the Major or Minor Endurance/Intellect buff instead of a % value. Sorcerers need some love when it comes to stamina management.
After your original response, I reconfigured how the additional damage would work from weapon attacks. Please see the original post above for the edits.
Hello, @TheLaw. Thank you for the feedback. Take a look at the changes in my reply above. While a Sorc version of Rally would be nice, I want to include the damage portion to make it on par with Entropy. Simply having entropy on your bar and using it gives you %max magicka, %magicka regen and an amazing on cast damage bonus for your next ability.
Here's one of my previous posts on Surge (I'd be happy with these changes alone):
Surge: Make this a magicka-based version of momentum. RNG based on crits is not reliable.
Skill Description: Focus lightning to gain Major Sorcery for 30 seconds. Also heals X amount every 2 seconds for the duration.
Morphs
Power Surge: The ability now applies the Major Brutality and Major Sorcery buffs.
Rejuvenating Surge: Heals for X amount when the effect ends. The final heal is increased based on the length of the time that Surge has been active. Press ability again to instantly use the heal and refresh the duration.
I appreciate the feedback, but to me, this just seems too "lack-luster" compared to other classes self heals.
For Example:
Flame Lash, Burning Embers, Igneous Shield, Puncturing Sweep, Purifying Light, Killers Blade, Refreshing Path, Strife, Sap Essence - All of these abilities do damage, while simultaneously providing a healing component for the caster and/or allies. The only thing Sorcerers have that does this, "sort of," is Surge, and it's been nerfed into the ground.
Green Dragon Blood, Draw Essence, Luminous Shards, Radiant Aura, Channeled Focus/Restoring Focus, Siphoning Strikes - All of these abilities provide resource renewal, and some provide damage and healing. All instant abilities. The only thing Sorcerers have that could compare, if you want to call it that, is Dark Exchange.
Can you see the issues with the Sorcerers toolkit in comparison? I don't think it's too OP to provide a little more synergy with Surge by including a damage component and resource renewal.
Keep in mind, my suggestions are but a blueprint for the skill. If proper balance suggests Major Int/End is too powerful, by all means switch it to Minor Int/End, or use a different mechanic to replenish resources, but I still feel the benefit should be there.Actually look at the Mages Guild and Stormcalling Passives:
For having Entropy slotted, you gian 2% max magicka and 2% megicka regeneration.
For having Surge slotted, you gain 2% spell damage.
That way, Entropy will passively buff your damage more than surge, give you a higher resource pool to use and buff your regeneration.
However, I think Major Intellect buff is to much together with the other things and the passives must be balanced themselves, not improve the actives because the passives are weak.
Igneous Shield...
Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
However, it's a heal comparable to Green Dragon Blood, yet very different.
It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.
It is not overpowered because of these two things though:
1. It can not be spammed.
2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.
Igneous Shield...
Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
However, it's a heal comparable to Green Dragon Blood, yet very different.
It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.
It is not overpowered because of these two things though:
1. It can not be spammed.
2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.
This just seems wonky, doesn't it?
Igneous Shield...
Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
However, it's a heal comparable to Green Dragon Blood, yet very different.
It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.
It is not overpowered because of these two things though:
1. It can not be spammed.
2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.
This just seems wonky, doesn't it?
No... ?
I don't really like the design (healing from a Clannfear... ?) and I don't like to have to give up the AoE damage+stun with Volatile Familiar if I want to use it, but I don't think the heal is weak at all.
Igneous Shield...
Anyway, we have the Clannfear heal now. Not sure wether you'd put it in 1st or 2nd category...
However, it's a heal comparable to Green Dragon Blood, yet very different.
It will restore 35% max health when it dies or you desummon it. You can desummon it anytime, even while you're in hard CC.
It will also restore 15% max magicka. Since the heal is not very effective if you are having such a big magicka pool that you regenerate magicka with the process of summon + desummon, that is not a problem. You essentially safe magicka with a heal in your Clannfear until you need it.
It is not overpowered because of these two things though:
1. It can not be spammed.
2. To have it always ready, you need it on 2 (or 3 with Overload) skill bars.
This just seems wonky, doesn't it?
No... ?
I don't really like the design (healing from a Clannfear... ?) and I don't like to have to give up the AoE damage+stun with Volatile Familiar if I want to use it, but I don't think the heal is weak at all.
Sorry, @ToRelax . By wonky, I meant weird. It's just kind of a strange mechanic and I don't like it.