skillastatb16_ESO wrote: »
Then what does Stam Sorc builds need ?
- Stamina based passives:
Here is quick things I thought, maybe not the solution but that would be a start
Class Skills -> Dark Magic -> Exploitation passive ability (Activating a Dark Magic ability grants Minor Prophecy to nearby allies, increasing Spell Critical by [X amount] for 20 seconds.)
This passive should grant me Weapon Critical as well.
Class Skills -> Storm Calling -> Expert Mage passive ability (Increases spell power by 2% for each Sorcerer ability slotted.)
This passive should grant me Weapon Damage as well.
sixuponthelot wrote: »They have not stated which morph they will change for the Lightning Form stamina morph. Currently there is Thundering Presence and Boundless Storm. They give a longer duration and an increase in movement speed, respectively. I think that they will change Thundering Presence as it seems to be the less used morph. If this is the case, stam sorcs will have to choose between damage and mobility. Since mobility is the backbone of most stam sorc builds these days, most will chose Boundless Storm still. ZOS will replace an infrequently used morph with another infrequently used morph. Another issue is why are you changing a skill that stam sorcs currently use very frequently. What we need is more sorc skills that are viable in our builds. We don't need replacements for skills that we already use.
The Dark Deal change is also no good, as using the skill is just asking to be interrupted in most fights. Since most stamina weapons are melee range, thats an even easier interrupt for a stamina sorcerer. This base skill is just garbage. I don't see many magicka sorcs using it either, like no one uses this skill anymore. If the skill is changed to insta cast I would use it, but that's probably the only way.
They will also reduce the costs of critical surge and increase their duration
well, i think u have to use BE more tactical, the concerns about the stam verson of LF - well, we dont know exactly how it will look, maybe it will also add crit/stam/whatever.
I like the changes overall, especially the dodge roll nerf, -50% dmg etc., makes it all more tactical -> maybe the mobility of stam sorcs will help and we need kind of hybrid build
WarrioroftheWind_ESO wrote: »I'm not entirely sure where this 'general consensus' comes from. While I agree that changes need to be made to some under used or poorly performing abilities, not every sorc is on the sky is falling wagon
sixuponthelot wrote: »WarrioroftheWind_ESO wrote: »I'm not entirely sure where this 'general consensus' comes from. While I agree that changes need to be made to some under used or poorly performing abilities, not every sorc is on the sky is falling wagon
The general consensus came from the discussions in the previous threads about this topic in the PVP Combat & Skills forum. They are linked in the original post. It seems you can be added to that consensus. ZOS is looking to buff stamina sorcerers with these changes, but their proposed changes don't seem to excite you or anyone else for that matter. I hope the concerns expressed in this thread will be addressed in a future patch. I wanted that to be the 1.7 patch, but it seems we will have to wait for the changes that will help make stam sorcs a stronger class/resource combo and increase sorc build diversity overall.
sixuponthelot wrote: »They have not stated which morph they will change for the Lightning Form stamina morph. Currently there is Thundering Presence and Boundless Storm. They give a longer duration and an increase in movement speed, respectively. I think that they will change Thundering Presence as it seems to be the less used morph. If this is the case, stam sorcs will have to choose between damage and mobility. Since mobility is the backbone of most stam sorc builds these days, most will chose Boundless Storm still. ZOS will replace an infrequently used morph with another infrequently used morph. Another issue is why are you changing a skill that stam sorcs currently use very frequently. What we need is more sorc skills that are viable in our builds. We don't need replacements for skills that we already use.
The Dark Deal change is also no good, as using the skill is just asking to be interrupted in most fights. Since most stamina weapons are melee range, thats an even easier interrupt for a stamina sorcerer. This base skill is just garbage. I don't see many magicka sorcs using it either, like no one uses this skill anymore. If the skill is changed to insta cast I would use it, but that's probably the only way.
I agree that Dark Deal needs to be made insta cast, maybe a hot to which ever stat it heals but I disagree that Thundering Presence should be the stamina based one. I actually prefer that one to stay magicka based because it lasts longer compared to just a 6 second boost to speed that would be wasted on my build. If it does go stamina I'll be crushed but I'll adapt just like when they made the dk ability unstable flames stamina based. (Still hurt over that but gotta roll with the punches)
WarrioroftheWind_ESO wrote: »I'm not entirely sure where this 'general consensus' comes from. While I agree that changes need to be made to some under used or poorly performing abilities, not every sorc is on the sky is falling wagon.
I cannot think of anyone off the top of my head who uses Thundering Presence. I remember one person mentioning it in their build it didn't rely a great deal on magicka, so for them it was beneficial to have the extra time over speed. I would like for them to increase the armor/resistances gained a smidgin tho, as well as increase the damage. Honestly, triple digits is a kitten whisker tickle compared to the mana pools people are rocking these days. In PVE I'll occasionally roast a crocodile or welwa with the disintegration passive, but in PVP it's mostly just for the speed as well as resistances. Maybe not make it stam cost based, just scale off of highest stat perhaps and add increased resitances/dmg to presence and increase the duration of Boundless' speed by a couple seconds.
The biggest problem I see with sorcs is that they've been pidgeonholed into playing a handful of viable specs because those ARE the only 'viable specs' and proposed changes have people convinced that ZOS hates their class. I play a spec I like not because I can go on 200+ unbroken kill streaks but because I LIKE it, and I'd like it to be given a fair shake and not perform so badly because I don't use the same cookie-cutter setup as every other rank 40+ sorc.
Dark Deal definitely should be changed into a hot of some kind, either that or return more for its cost. I get its trying to emulate Equilibrium from Skyrim or the old Restore Fatigue spells from older ES games, but NPC mobs operate much differently there than in ESO where you have mobs that can close distances intelligently or perform interrupts, or Players who can easily break out of snares. Maybe add a cast timer to it where you can stop and go with small bursts between attacks to replenish your resources.
BE. I hate this skill. I hate it so much I refuse to use it at all, so I can't comment on it besides saying that I've seen some players use it very creatively in builds where they will take it just as readily as they dish it out, and others run away like schoolyard sissies and claim it's for 'survivability'.
I've never used crystal shard or any of its morphs at all, mostly because I see everyone and their mom using it. When I'm running a stam spec I aim to use sorc abilities to supplement my damage and utility such as shattering prison for snares and Bound Armaments for dmg. If I'm dealing damage I expect to use weapon abilities. I wouldn't object to a close range burst that would synergize well with melee, but it'd be tricky to work with with the limited bar space and so much that is integral to my setup.
The internal cd on Surge is kind of dumb. If DK's can heal themselves ad nauseum, or temps, or NB's, then why not sorcs? The point of no cooldowns is that resources have to be exhausted first. Throw the cooldown in the garbage and just bump the cost some. Or make it the self heal sorcs have been yammering about for months, make it a burst heal that adds weapon/spell crit/dmg.
Stormie: can you PLEASE make this guy not stunnable/knockdownable? I think its kind of dumb that NPC stormies are immune to stuns but mine can get dropped like a pancake by a little bitty clannfear. Except for one time where I saw a AD guild rolling around with sorcs leading the charge and dropping stormies simultaneously, I just don't see them used a great deal. They don't seem to do that much damage and they're too easily CCed. Meanwhile DK's can melt enemies like butter with an INVULNERABLE standard, NB's can suck life with an INVULNERABLE vampire pool of death, and temps can flatten people with an INVULNERABLE glowy swirly orb.
Pets: I think they could use some love. As much as ZOS tried to nerf everything else to make pets look more appetizing, they're not, and only new players or PVEers still use them. Occasionally I'll see them in PVP, but very rarely. Balance shouldn't involve making everything else suck then telling people to use what YOU want, but making everything that sucks look more appetizing so you think "Hrm...you know I might wanna try that".
I still want to summon a *** dremora lord one of these days, but that's still on the back burner afaik.
I remember there was a player who first started using stam sorc setups. I'm not sure if she still plays anymore, last I checked on her channel she had not updated any ESO videos for a long time, at least since last year. Alot of the abilities she used ended up getting the nerf hammer in 1.5 I believe, but I've seen other sorcs continue to build up on that style. I would like to see sorcs be able to sport a wider range of viable builds.
Attorneyatlawl wrote: »sixuponthelot wrote: »They have not stated which morph they will change for the Lightning Form stamina morph. Currently there is Thundering Presence and Boundless Storm. They give a longer duration and an increase in movement speed, respectively. I think that they will change Thundering Presence as it seems to be the less used morph. If this is the case, stam sorcs will have to choose between damage and mobility. Since mobility is the backbone of most stam sorc builds these days, most will chose Boundless Storm still. ZOS will replace an infrequently used morph with another infrequently used morph. Another issue is why are you changing a skill that stam sorcs currently use very frequently. What we need is more sorc skills that are viable in our builds. We don't need replacements for skills that we already use.
The Dark Deal change is also no good, as using the skill is just asking to be interrupted in most fights. Since most stamina weapons are melee range, thats an even easier interrupt for a stamina sorcerer. This base skill is just garbage. I don't see many magicka sorcs using it either, like no one uses this skill anymore. If the skill is changed to insta cast I would use it, but that's probably the only way.
I agree that Dark Deal needs to be made insta cast, maybe a hot to which ever stat it heals but I disagree that Thundering Presence should be the stamina based one. I actually prefer that one to stay magicka based because it lasts longer compared to just a 6 second boost to speed that would be wasted on my build. If it does go stamina I'll be crushed but I'll adapt just like when they made the dk ability unstable flames stamina based. (Still hurt over that but gotta roll with the punches)
I would hate all of these changes as a magicka sorc. Boundless storm gives 7.5 seconds of a major speed buff which is great for repositioning or kiting. (are you just looking at skill calculator sites? It isn't 6 seconds at max). Thunderous presence is the logical morph to change since in stam builds we get multiple gap closer options in the weapon lines. If magicka is an issue for someone as a stam build, so what everyone else does for a mag build and throw a few champion points in cost reduction and a jewelry glyph. All 3 damage ones only account for barely more than a set bonus combined, anyway. In pvp it's a non factor... In pve one cost reduction can make a big difference in changing a good but resourced starved build into a useful one.
Crystal blast is good in group play in Cyrodiil as a very hard hitting ranged aoe combo along with liquid lightning and velocious curse... Why change a ranged nuke to have one of its morphs be melee? Dark deal would become hysterically overpowered if it became a simple one off cast with the effect over time and no channel plus, it would kill the point of it as a situational recovery tool that combines well with sets like Cyrodiil's light just like for Templars, the 5pc which gives a 25 percent flat incoming damage reduction while casting or channeling.Being subject to interruption is what makes it balanced. You don't stop and use it while someone's hitting you you stun them or Los, and then channel a tick or two or three depending on how much time you have. It also gives you the crit buff for even one tick if you aren't using other dark magic skills much, , for you and your group.
Regarding passives, the physical crit buff is on Nightblades. Sorcs have spellcrit. DK gets weapon power. Templar gets spell power. These aren't self buffs. They go out to your entire group.
Attorneyatlawl wrote: »sixuponthelot wrote: »They have not stated which morph they will change for the Lightning Form stamina morph. Currently there is Thundering Presence and Boundless Storm. They give a longer duration and an increase in movement speed, respectively. I think that they will change Thundering Presence as it seems to be the less used morph. If this is the case, stam sorcs will have to choose between damage and mobility. Since mobility is the backbone of most stam sorc builds these days, most will chose Boundless Storm still. ZOS will replace an infrequently used morph with another infrequently used morph. Another issue is why are you changing a skill that stam sorcs currently use very frequently. What we need is more sorc skills that are viable in our builds. We don't need replacements for skills that we already use.
The Dark Deal change is also no good, as using the skill is just asking to be interrupted in most fights. Since most stamina weapons are melee range, thats an even easier interrupt for a stamina sorcerer. This base skill is just garbage. I don't see many magicka sorcs using it either, like no one uses this skill anymore. If the skill is changed to insta cast I would use it, but that's probably the only way.
I agree that Dark Deal needs to be made insta cast, maybe a hot to which ever stat it heals but I disagree that Thundering Presence should be the stamina based one. I actually prefer that one to stay magicka based because it lasts longer compared to just a 6 second boost to speed that would be wasted on my build. If it does go stamina I'll be crushed but I'll adapt just like when they made the dk ability unstable flames stamina based. (Still hurt over that but gotta roll with the punches)
I would hate all of these changes as a magicka sorc. Boundless storm gives 7.5 seconds of a major speed buff which is great for repositioning or kiting. (are you just looking at skill calculator sites? It isn't 6 seconds at max). Thunderous presence is the logical morph to change since in stam builds we get multiple gap closer options in the weapon lines. If magicka is an issue for someone as a stam build, so what everyone else does for a mag build and throw a few champion points in cost reduction and a jewelry glyph. All 3 damage ones only account for barely more than a set bonus combined, anyway. In pvp it's a non factor... In pve one cost reduction can make a big difference in changing a good but resourced starved build into a useful one.
Crystal blast is good in group play in Cyrodiil as a very hard hitting ranged aoe combo along with liquid lightning and velocious curse... Why change a ranged nuke to have one of its morphs be melee? Dark deal would become hysterically overpowered if it became a simple one off cast with the effect over time and no channel plus, it would kill the point of it as a situational recovery tool that combines well with sets like Cyrodiil's light just like for Templars, the 5pc which gives a 25 percent flat incoming damage reduction while casting or channeling.Being subject to interruption is what makes it balanced. You don't stop and use it while someone's hitting you you stun them or Los, and then channel a tick or two or three depending on how much time you have. It also gives you the crit buff for even one tick if you aren't using other dark magic skills much, , for you and your group.
Regarding passives, the physical crit buff is on Nightblades. Sorcs have spellcrit. DK gets weapon power. Templar gets spell power. These aren't self buffs. They go out to your entire group.
I'll never understand why you hate Sorc so much.
You are in here saying Crystal Blast is good and don't change it? What a joke.
Additionally, the excuse/reason provided by Wrobel recently in ESO live regarding uber-toggle builds is just lame. So sorc is the class that gets shorted on skills because some people don't want to work so hard and have pets do the work. Very sad.
So as the OP said, why take away highly used skills? Why don't we kill off one of the pets in lieu of something better?
By the time we hear about what's coming, it's too late for our feedback to really impact direction as most of the dev work is done. This is a crazy old school approach that most orgs have stopped for many good reasons. So ZOS, how about posting your ideas and reasons and let the players weigh in on it before you go code it all?
I understand what you're saying but ZOS isn't going to say, Okay, well we're fine with giving people 1/3 of the content we created. Cadwell Silver/Gold is here to stay and besides role playing reasons, I think it is a good mechanic. It is just too damn easy.
Attorneyatlawl wrote: »Additionally, the excuse/reason provided by Wrobel recently in ESO live regarding uber-toggle builds is just lame. So sorc is the class that gets shorted on skills because some people don't want to work so hard and have pets do the work. Very sad.
So as the OP said, why take away highly used skills? Why don't we kill off one of the pets in lieu of something better?
By the time we hear about what's coming, it's too late for our feedback to really impact direction as most of the dev work is done. This is a crazy old school approach that most orgs have stopped for many good reasons. So ZOS, how about posting your ideas and reasons and let the players weigh in on it before you go code it all?
I understand what you're saying but ZOS isn't going to say, Okay, well we're fine with giving people 1/3 of the content we created. Cadwell Silver/Gold is here to stay and besides role playing reasons, I think it is a good mechanic. It is just too damn easy.
It's unfortunately far too easy now, between extreme and repeated nerfing, no difficulty scaling upwards, and player power creep.
Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
You can't think that purposefully avoiding DOTs so they don't eat up your Surge healing is a good mechanic, can you? I understand the internal cooldown because AOE builds would have some insane healing, but getting those 400 point heals from Boundless Storm while your Wrecking Blow crit for what would be a 7k heal right afterwards is extremely frustrating. Add in the fact that you can not crit a blocking opponent, and for stamina builds, it will always be Rally over Crit Surge.
Not sure why you are talking about spell crit and such in a stamina thread, by the way.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
You can't think that purposefully avoiding DOTs so they don't eat up your Surge healing is a good mechanic, can you? I understand the internal cooldown because AOE builds would have some insane healing, but getting those 400 point heals from Boundless Storm while your Wrecking Blow crit for what would be a 7k heal right afterwards is extremely frustrating. Add in the fact that you can not crit a blocking opponent, and for stamina builds, it will always be Rally over Crit Surge.
Not sure why you are talking about spell crit and such in a stamina thread, by the way.
You're nitpicking, honestly here: substitute "weapon crit" and the exact same point applies. And in a single-target situation, you won't be using enough DOT's for it to be an issue. It's only once you're slamming down aoe's that it comes into play, but at that time the cooldown is being hit every single time and you're still getting nice amounts of healing in any case. I think that Eric Wrobel's solution, outlined on the last ESO Live broadcast, of potentially adding a minimum heal amount to the effect will be more than sufficient.