Yes but templars are the only class with a native cleanse, which btw is now a damaging AOE with the DB update. NB lost the cleanse from cloak with the Thieves Guild.
Dragonknights are the only class without access to an execute
Sorcerers are the only class without access to a spammable stamina skill
Nightblades are the only class not missing anything...
Okay?
Dragonknights lack an execute.
Sorcerers lack a viable single target and AoE ability.
Don't know what Nightblades lack.
Major Sorcery is the least of your issues. Slot entropy if you really need it, but drinking pots is the best way since you're not losing DPS by wasting a GCD
Sorcerers Lack of a viable single target and aoe ability??????????
I am sorry but i will be rude....
Are you blind?
Crystal Shard -> Crystal Fragments , its a powerful single target ability. Crystal Blast(Morph) is a average aoe ability.
Mages Fury -> A strong AoE ability.
Lighting Splash -> A strong AoE Ability.
Overload(Ultimate) -> A very powerful AoE/Single Target ability.
Daedric Curse -> A strong AoE Ability.
DragonKnights Execute is in the form of a Buff, Molten Weapons -> Molten Armaments(Morph), would have been better if it was on a damaging ability but its what DK got now.
Can't spam blast or frags and do good DPS. It's an oxymoron.
Mages' Fury is an execute, and not a good one.Okay?
Dragonknights lack an execute.
Sorcerers lack a viable single target and AoE ability.
Don't know what Nightblades lack.
Major Sorcery is the least of your issues. Slot entropy if you really need it, but drinking pots is the best way since you're not losing DPS by wasting a GCD
Sorcerers Lack of a viable single target and aoe ability??????????
I am sorry but i will be rude....
Are you blind?
Crystal Shard -> Crystal Fragments , its a powerful single target ability. Crystal Blast(Morph) is a average aoe ability.
Mages Fury -> A strong AoE ability.
Lighting Splash -> A strong AoE Ability.
Overload(Ultimate) -> A very powerful AoE/Single Target ability.
Daedric Curse -> A strong AoE Ability.
DragonKnights Execute is in the form of a Buff, Molten Weapons -> Molten Armaments(Morph), would have been better if it was on a damaging ability but its what DK got now.
You can't spam either morph of Crystal Shard and do good DPS, it's an oxymoron.
Mages' Fury is an execute, and not a very good one.
Overload lasts like 45 seconds? Barely worth it in an environment like vMoL.
Daedric Curse is a 3-second charge-up with mediocre DPS.
Try again, buddy.
I guess you answered his question, you are blind.
Crystal Shards hits like WB and has a similar cast time. While it isn't an insta cast like Flame Lash it does way more damage. Not to mention the fact that if you have an actual rotation you can insta cast frags. It's silly to say that Sorc's don't have strong single target DPS.
Overload is also one of the strongest single target ultimates.
I'm not blind, but I think you might be. Crystal Shard does hit pretty hard when you hardcast it, thought not quite to the extent of a Wrecking Blow spam. Then again, if you're using WB to DPS then you're just plain bad. Wrecking Blow blows in PvE, try Rapid Strikes (maybe Surprise Attack if you're a nightblade?). I think you'll find it does better overall DPS and gives you far more utility through the use of Dual Wield.
Overload is the strongest damage-wise, but it's sh*tty to rely on. vMoL fights last 5 minutes with a good group, which is over 5x the time you can Overload from 1000. Most good groups will ask you to use Shooting Star because it's better anyways. Overload can also now be out-DPSed by competent players.
You also didn't read my original post. I said they don't have access to viable single-target and AoE abilities (I assumed SOMEONE would be smart enough to see I meant actual abilities you can spam for instant damage but I suppose that's too much to ask). I didn't say they had bad DPS, though with DB they will have the worst sustained single-target DPS aside from maybe Stamina Sorcerer.
If you really want to start a debate about Sorcerers, we can. Then again I don't know much about the class...I've only been playing it for two-and-a-half years
Sorcs are crazy OP. Strongest class in game at everything. This one time in Azuras, I was killed by overload, and it made me feel bad about myself. #Nerfsorc #genericweaponskillplatform
Edited to remove baiting comment
Hm... I don't know if you're serious or trolling... Regardless, as a Sorcerer main, I can honestly say that we have numerous flaws as a class. But, a good Sorcerer (subjective) can mask these flaws. Something that a lot of Sorcerer mains won't be able to do once the Dark Brotherhood patch goes live.
You see, a lot of people think that Sorcerers are just about abusing Overload and stacking shields. I hate to break it to people who think this, but no. Any good Sorcerer (once again subjective) would not do this. No. Sure it's nice, but no. Shield stacking is a bad habit to get into, and can cause people to get destroyed in PVP from panicking and doing this. This is due to not paying attention to their magicka pool, as well as not paying attention to their environment (who's around and how many of who is around). And if you're engaged in combat with someone using the Shield Breaker set, it's pretty much GG.
As for Overload spam, Reflective Scales and its morphs stops that in the bud. Unless if you want to kill yourself, that is. So again, no. I wouldn't advise relying on that either. For PVE? Maybe. But PVP? It can be risky.
All and all, I think Dragonknights are the most balanced class currently available (when looking at it from both a magicka and stamina perspective). Notice I said most balanced, not overpowered and or strongest. Why? Because they can play well as phenomenal damage dealers (magicka or stamina), tanks, or even healers nowadays (though I wouldn't risk being a DK healer personally). Not to mention they (DKs) are statistically better for boss, trial, etc. fights than Sorcerers. So yeah...
Anyway, I hope Templars do gain access to the previously mentioned two buffs. It'll be interesting to see how they evolve as a class with those assets, and how they'll influence the meta.
Yes but templars are the only class with a native cleanse, which btw is now a damaging AOE with the DB update. NB lost the cleanse from cloak with the Thieves Guild.
Sounds more like you want every class to be the same with just different names to their skills. There's a game for that called WoW which has become utterly boring and every player complains of the lack to class diversity. And to be clear, it all started with players making suggestions just like this one and the game makers listened to the players and ruined the game experience.
Dragonknights are the only class without access to an execute
Sorcerers are the only class without access to a spammable stamina skill
Nightblades are the only class not missing anything...
Dragonknights are the only class without access to an execute
Sorcerers are the only class without access to a spammable stamina skill
Nightblades are the only class not missing anything...
No class shields, but the only class with Major Evasion and one of two classes with Major Endurance. Only class with a vanish and best Magicka OR Stamina viability of all 4 classes.
I looked it up and you're right.
HOWEVER, that is a very rare buff anyway. The class with the healing tree getting it makes sense.
Before DK"s got Igneous Weapons buffed, I was ok with the two "Tank/Support" classes not having either Brutality or Sorcery, but then DK's got both in one skill - and its a group wide buff.
SO many people in this thread are saying "if you give every class everything it will break the game" but I just dont see this as doing that. No one shouted out to the heavens about ZOS merging all the classes into one boring classless lump when Molten Weapons got buffed, giving DK's access to BOTH previously unattainable buffs.
Classes with solid Major Mending: Templar/Dragon Knight
Classes with Major Brutality/Sorcery: Everyone Else
That major mending was added very recently on top of that, and aside from it effecting Resto staff healing, was actually a 5% nerf.
I am curious if there was a developmental reason behind this choice, if it was a choice to leave Templars as the only class without access to either buff. Some may say "but Templars have a healing tree, no other class has that", and something similar could be said for any class. Nightblades can vanish. Sorcerers have pets and a third skill bar. Dragonknights are, well...Dragonknights.
Nightblades have Sap Essence. Sorcerers have Power Surge, Dragonknights now have Igneous Weapons (which even gives it to the whole group.)
Templars have seen some great buffs as of late, which is awesome - they need it. Stamina Templars are still behind, and Magicka Templars are still having resource management problems. (Please don't flame me if your experience is different, I'm just saying what I've noticed in my travels.)
In the spirit of "finding skills people aren't using, and making them useful", I would like to share an idea I have had for some time.
Restoring Aura. Buff Restoring Aura.
Include it in Focused Healing, make Major Intellect on activation part of the base skill.
Radiant Aura. Keep the skill as is, add Major Sorcery for 20 seconds to player.
Repentance. Keep the skill as is, however add Major Brutality for 20 seconds to player, with a stamina cost if no corpses are present.
This would give Magicka builds their Major Mending buff from Focused Healing on party members effected by the regen aspect of Restoring/Radiant aura, and Stamina builds will have the buff on themselves for the duration of Major Brutality.
I never see anyone using Radiant Aura. Repentance is even getting rare. This change would simply balance the Templar's access to these two buffs outside of Entropy and Momentum/Flying Blade, and completely revitalize a relatively underused skill. I hope others like this idea, and can get behind it!
I am curious if there was a developmental reason behind this choice, if it was a choice to leave Templars as the only class without access to either buff. Some may say "but Templars have a healing tree, no other class has that", and something similar could be said for any class. Nightblades can vanish. Sorcerers have pets and a third skill bar. Dragonknights are, well...Dragonknights.
Nightblades have Sap Essence. Sorcerers have Power Surge, Dragonknights now have Igneous Weapons (which even gives it to the whole group.)
Templars have seen some great buffs as of late, which is awesome - they need it. Stamina Templars are still behind, and Magicka Templars are still having resource management problems. (Please don't flame me if your experience is different, I'm just saying what I've noticed in my travels.)
In the spirit of "finding skills people aren't using, and making them useful", I would like to share an idea I have had for some time.
Restoring Aura. Buff Restoring Aura.
Include it in Focused Healing, make Major Intellect on activation part of the base skill.
Radiant Aura. Keep the skill as is, add Major Sorcery for 20 seconds to player.
Repentance. Keep the skill as is, however add Major Brutality for 20 seconds to player, with a stamina cost if no corpses are present.
This would give Magicka builds their Major Mending buff from Focused Healing on party members effected by the regen aspect of Restoring/Radiant aura, and Stamina builds will have the buff on themselves for the duration of Major Brutality.
I never see anyone using Radiant Aura. Repentance is even getting rare. This change would simply balance the Templar's access to these two buffs outside of Entropy and Momentum/Flying Blade, and completely revitalize a relatively underused skill. I hope others like this idea, and can get behind it!
I am curious if there was a developmental reason behind this choice, if it was a choice to leave Templars as the only class without access to either buff. Some may say "but Templars have a healing tree, no other class has that", and something similar could be said for any class. Nightblades can vanish. Sorcerers have pets and a third skill bar. Dragonknights are, well...Dragonknights.
Nightblades have Sap Essence. Sorcerers have Power Surge, Dragonknights now have Igneous Weapons (which even gives it to the whole group.)
Templars have seen some great buffs as of late, which is awesome - they need it. Stamina Templars are still behind, and Magicka Templars are still having resource management problems. (Please don't flame me if your experience is different, I'm just saying what I've noticed in my travels.)
In the spirit of "finding skills people aren't using, and making them useful", I would like to share an idea I have had for some time.
Restoring Aura. Buff Restoring Aura.
Include it in Focused Healing, make Major Intellect on activation part of the base skill.
Radiant Aura. Keep the skill as is, add Major Sorcery for 20 seconds to player.
Repentance. Keep the skill as is, however add Major Brutality for 20 seconds to player, with a stamina cost if no corpses are present.
This would give Magicka builds their Major Mending buff from Focused Healing on party members effected by the regen aspect of Restoring/Radiant aura, and Stamina builds will have the buff on themselves for the duration of Major Brutality.
I never see anyone using Radiant Aura. Repentance is even getting rare. This change would simply balance the Templar's access to these two buffs outside of Entropy and Momentum/Flying Blade, and completely revitalize a relatively underused skill. I hope others like this idea, and can get behind it!
itscompton wrote: »
I looked it up and you're right.
HOWEVER, that is a very rare buff anyway. The class with the healing tree getting it makes sense.
Before DK"s got Igneous Weapons buffed, I was ok with the two "Tank/Support" classes not having either Brutality or Sorcery, but then DK's got both in one skill - and its a group wide buff.
SO many people in this thread are saying "if you give every class everything it will break the game" but I just dont see this as doing that. No one shouted out to the heavens about ZOS merging all the classes into one boring classless lump when Molten Weapons got buffed, giving DK's access to BOTH previously unattainable buffs.
Classes with solid Major Mending: Templar
Classes with Major Brutality/Sorcery: Everyone Else
That major mending was added very recently on top of that, and aside from it effecting Resto staff healing, was actually a 5% nerf.
Lightspeedflashb14_ESO wrote: »don't touch repentance, it is necessary for every healer to run, having it do what you say would do nothing for healers, it is the only way to give stam back to the group without shards, so no es bueno. your change to the other morph is not good enough to replace it.
There would be no change then. Healers running Repentance would still not get Sorcery from it, just like now. If Radiant offered Major Sorcery on top of its 20% Stam return for the group, it might be a more viable option.
Pr0jektile wrote: »As with all of my other posts on class balance, you're playing outside your roles. You can't have any one, or every character type able to do all things.
The fact that the classes are imbalanced is what actually creates balance.
Nightblade - DPS (Single Target) - High DPS but giving up vitality and resistance to do so. Most effective on single targets, not great for jumping into a zerg and standing toe to toe. Utilize mobility and stealth.
Sorcerer - DPS (Multi-Target)/ minor CC - Great DPS for AOE Bombs. Again, gives up vitality and resistance, but can counter with shields at the cost of some DPS. Great for hanging toward the back and bombing with ranged attacks
DK - Tank/DPS/CC - Can really morph depending on necessity, but have great CC, well-developed for Heavy Armor. Stand in the sh*t and hope you have a good healer to keep you up
Templar - Heals, Heals, Heals - Trade off between Heals vs. DPS. IMO the most versatile class. Can really run it any direction you want, but will never stand out as THE best tank or DPS because their primary function is to heal.
I know better than to try to tank with my nightblade. I know that my healer templar is not going to throw out great dps. If you play like your class is designed, you'll see greater success. I suggest building your character to your play style.
Asking ZOS to nerf/buff certain classes or abilities takes away from the functions each class plays. Too many people are trying to run this like a pure Elder Scrolls game, and not accounting for the fact that it is competitive multi-player. There is no one godmode character, and there shouldn't be. Morrowind, Oblivion, and Skyrim offered an almost endless supply of skills, abilities, experience to create any master character you wanted. That's just not viable in an MMO.
If you're seeing something on your recap that doesn't make sense, it's probably because someone spent a lot of time and energy building around a specific purpose. Take a NB running Shield Breaker set. Pretty much a giant middle finger to sorcs, but it's very focused. Not going to matter much against a DK with great native resistance.
Think of Pokemon, as lame as it is...
Every element has a strength and a weakness. You have to be conscious of this while you're playing. The game was developed to create dependency on group play. If you're not ganking, your best chance at success is finding a group of a few people who have specialized skills, and know their roles.
There's really no truly overpowered class/ability in the game. Every single one can be countered by a build/ability, at the cost of effectiveness against something else. It's all give and take.
Pr0jektile wrote: »As with all of my other posts on class balance, you're playing outside your roles. You can't have any one, or every character type able to do all things.
The fact that the classes are imbalanced is what actually creates balance.
Nightblade - DPS (Single Target) - High DPS but giving up vitality and resistance to do so. Most effective on single targets, not great for jumping into a zerg and standing toe to toe. Utilize mobility and stealth.
Sorcerer - DPS (Multi-Target)/ minor CC - Great DPS for AOE Bombs. Again, gives up vitality and resistance, but can counter with shields at the cost of some DPS. Great for hanging toward the back and bombing with ranged attacks
DK - Tank/DPS/CC - Can really morph depending on necessity, but have great CC, well-developed for Heavy Armor. Stand in the sh*t and hope you have a good healer to keep you up
Templar - Heals, Heals, Heals - Trade off between Heals vs. DPS. IMO the most versatile class. Can really run it any direction you want, but will never stand out as THE best tank or DPS because their primary function is to heal.
I know better than to try to tank with my nightblade. I know that my healer templar is not going to throw out great dps. If you play like your class is designed, you'll see greater success. I suggest building your character to your play style.
Asking ZOS to nerf/buff certain classes or abilities takes away from the functions each class plays. Too many people are trying to run this like a pure Elder Scrolls game, and not accounting for the fact that it is competitive multi-player. There is no one godmode character, and there shouldn't be. Morrowind, Oblivion, and Skyrim offered an almost endless supply of skills, abilities, experience to create any master character you wanted. That's just not viable in an MMO.
If you're seeing something on your recap that doesn't make sense, it's probably because someone spent a lot of time and energy building around a specific purpose. Take a NB running Shield Breaker set. Pretty much a giant middle finger to sorcs, but it's very focused. Not going to matter much against a DK with great native resistance.
Think of Pokemon, as lame as it is...
Every element has a strength and a weakness. You have to be conscious of this while you're playing. The game was developed to create dependency on group play. If you're not ganking, your best chance at success is finding a group of a few people who have specialized skills, and know their roles.
There's really no truly overpowered class/ability in the game. Every single one can be countered by a build/ability, at the cost of effectiveness against something else. It's all give and take.
Hate to burst your bubble but although Stamplar has major mending now they have no native stamina heals and rely on Rally and Vigor for healing.
This is why that new Hybrid set looks so special to me.
Pr0jektile wrote: »As with all of my other posts on class balance, you're playing outside your roles. You can't have any one, or every character type able to do all things.
The fact that the classes are imbalanced is what actually creates balance.
Nightblade - DPS (Single Target) - High DPS but giving up vitality and resistance to do so. Most effective on single targets, not great for jumping into a zerg and standing toe to toe. Utilize mobility and stealth.
Sorcerer - DPS (Multi-Target)/ minor CC - Great DPS for AOE Bombs. Again, gives up vitality and resistance, but can counter with shields at the cost of some DPS. Great for hanging toward the back and bombing with ranged attacks
DK - Tank/DPS/CC - Can really morph depending on necessity, but have great CC, well-developed for Heavy Armor. Stand in the sh*t and hope you have a good healer to keep you up
Templar - Heals, Heals, Heals - Trade off between Heals vs. DPS. IMO the most versatile class. Can really run it any direction you want, but will never stand out as THE best tank or DPS because their primary function is to heal.
I know better than to try to tank with my nightblade. I know that my healer templar is not going to throw out great dps. If you play like your class is designed, you'll see greater success. I suggest building your character to your play style.
Asking ZOS to nerf/buff certain classes or abilities takes away from the functions each class plays. Too many people are trying to run this like a pure Elder Scrolls game, and not accounting for the fact that it is competitive multi-player. There is no one godmode character, and there shouldn't be. Morrowind, Oblivion, and Skyrim offered an almost endless supply of skills, abilities, experience to create any master character you wanted. That's just not viable in an MMO.
If you're seeing something on your recap that doesn't make sense, it's probably because someone spent a lot of time and energy building around a specific purpose. Take a NB running Shield Breaker set. Pretty much a giant middle finger to sorcs, but it's very focused. Not going to matter much against a DK with great native resistance.
Think of Pokemon, as lame as it is...
Every element has a strength and a weakness. You have to be conscious of this while you're playing. The game was developed to create dependency on group play. If you're not ganking, your best chance at success is finding a group of a few people who have specialized skills, and know their roles.
There's really no truly overpowered class/ability in the game. Every single one can be countered by a build/ability, at the cost of effectiveness against something else. It's all give and take.
Pr0jektile wrote: »Templar - Heals, Heals, Heals - Trade off between Heals vs. DPS. IMO the most versatile class. Can really run it any direction you want, but will never stand out as THE best tank or DPS because their primary function is to heal.
notimetocare wrote: »Lightspeedflashb14_ESO wrote: »don't touch repentance, it is necessary for every healer to run, having it do what you say would do nothing for healers, it is the only way to give stam back to the group without shards, so no es bueno. your change to the other morph is not good enough to replace it.
There would be no change then. Healers running Repentance would still not get Sorcery from it, just like now. If Radiant offered Major Sorcery on top of its 20% Stam return for the group, it might be a more viable option.
VERY VERY BAD LOGIC. Repent is far more valuable than major sorcery since healers can get it elsewhere. Nobody is going to trade massive healing and stam return for major sorcery...
Roehamad_Ali wrote: »