Contraptions wrote: »I'm quite pleased with the pet changes, but here's some more suggestions:
Add a short stun to the tail swipe of the Clannfear please. If the Unstable familiar is the DPS/support morph, the Clannfear should be the healing/support morph; and currently the Clannfear only heals.
Change the Winged Twilight Tormentor ability to add bonus damage to low health enemies please.
Khaos_Bane wrote: »I actually rather like the changes to Sorc.
Pets: i've never actually used pets in PvP till today. and i have been having a lot of fun with it actually. and i've seen a good deal of other sorcs using pets as well. I think the change to pets is pretty good. although, might wanna consider binding a seperate key for desummoning because they still don't stealth properly.
Is there a way to prevent pets from casting damage abilities so they don't get agro ? I think the winged twilight looks very interesting for sorc healing. However, if it's not dependable and dies all of the time in group dungeons, it's pointless.
And Sorcs seems to still be least diverse class, cant truly tank and no real single target options for stamina sorcs.
Well done (sarcastic clapping).
RinaldoGandolphi wrote: »RinaldoGandolphi wrote: »@RinaldoGandolphi I think the double pong makes more sense than a single pong because defensive posture is reactive and we have to do two abilities to make our one ability connect... Not to mention using a specific weapon to have access to the ability. Without the double pong we're basically unable to ever use frags against a dk. With double pong it was our choice to focus our build on it and use the resources to utilize it against a dk.
Ok, but Defensive Posture itself is broken and i'd be all about going back to the double reflect but Defensive Posture would have to be changed in order to do that.
right now a DK casts Wings it lasts 4 secs....very very short duration.
right now a Sword and Board user can cast Defensive Posture it lasts 30 seconds but it only reflects spells.
However here is the issue with Defensive Posture:
After casting Defensive Posture, you can switch weapons to a Destruction Staff or anything else and still reflect projectiles even though your not using the weapon
Change this and im all on board with double reflect.
Can I use Wrecking Blow while using a Bow?
Can i use Executioner while using a Resto Staff?
why are Sword and Board users able to use a Weapon Skill when the said weapon is not their active weapon?
In other words, change Defensive Posture to where:
If you cast Defensive Posture you must have a Sword and Shield on your active bar in order to reflect anything If you cast Defensive Posture then Swap Bars, Turn on Overload, etc, then it cancels the Defensive Posture buff and you lose it....thats only fair. Make this change and im all about doulbe reflect, until then, no way.
You shouldn't be able to reflect projectiles with Defensive Posture if the active weapon on your current bar is not a Sword and Shield, if you switch to a resto or anything else, you lose the reflect buff....Thats balanced, do that and im all for double reflect.
Rapid Regen keeps ticking away after you swap bars away from resto staff, healing ward doesn't dispel when you swap. Rally Still heals after you swap weapons, volley still does damage for the duration, and blade cloak still does it's thing. I don't really care one way or another about the balance of defensive posture, but you're argument is cherry picking. There are plenty of weapon abilities which work even after swapping bars, whole builds are based around doing just that.
Yeah but none of those abilities are allowing you to get a 100% unreflectable projectile back at a player either...
Honestly though, Absorb Magic is the king now...it absorbs like 15 k or something...who needs a reflect just absorb it and heal, its really really good now..
ZOS_KNowak wrote: »Hey guys,
Thanks for all the feedback on the Sorcerer changes so far. We're collecting everything posted in this thread and elsewhere and are still evaluating Sorcerer performance on the PTS realm, so keep all the feedback coming!
One thing we would like to clarify is that Sorcerer pets are intended to go into stealth when the player enters stealth. This is something that will be addressed before our Thieves Guild patch goes Live.
ZOS_KNowak wrote: »Hey guys,
Thanks for all the feedback on the Sorcerer changes so far. We're collecting everything posted in this thread and elsewhere and are still evaluating Sorcerer performance on the PTS realm, so keep all the feedback coming!
One thing we would like to clarify is that Sorcerer pets are intended to go into stealth when the player enters stealth. This is something that will be addressed before our Thieves Guild patch goes Live.
The Templar thread is over here:TheM0rganism wrote: »snip
jsynoski_ESO wrote: »Second, there really needs to be a way to unsummon the pets as at times they can just get in the way of your exploring an area.
ZOS_KNowak wrote: »Hey guys,
Thanks for all the feedback on the Sorcerer changes so far. We're collecting everything posted in this thread and elsewhere and are still evaluating Sorcerer performance on the PTS realm, so keep all the feedback coming!
One thing we would like to clarify is that Sorcerer pets are intended to go into stealth when the player enters stealth. This is something that will be addressed before our Thieves Guild patch goes Live.
ZOS_KNowak wrote: »Hey guys,
Thanks for all the feedback on the Sorcerer changes so far. We're collecting everything posted in this thread and elsewhere and are still evaluating Sorcerer performance on the PTS realm, so keep all the feedback coming!
One thing we would like to clarify is that Sorcerer pets are intended to go into stealth when the player enters stealth. This is something that will be addressed before our Thieves Guild patch goes Live.
Yolokin_Swagonborn wrote: »Damage shields need to be critable. at least make crits register against a damage shield even if they dont do extra damage so you can get the heals and other set effects off them.