bloodenragedb14_ESO wrote: »Gentlemen, it looks like we get 10 seconds on empowered ward now (the pet morph).
With 'Anulment' stacked on top of that, it works for PVE and PVP. It means we don't get instantly crit-killed in a fight after five seconds, and we can do most PVE content without dying constantly.
It's not perfect, but I'll take it at this point. At least it's a good reason to use empowered ward.
I still fail to see how that helps the underlying issue. True the shield rarely lasts much over 6 seconds in boss fights if you're under pressure, and the same can be said in PvP. This change in time seems to encourage shield stacking rather than discourage it. As further evidence of this, we now have two shields that absorb all damage types. I don't know about everyone else, but I don't want to lose another skill slot for a second shield when I can manage with one shield and healing ward for emergencies. Not to mention the fact that shield casting will now have to become part of our rotation while not under pressure. That's gonna be great for our dps though right?
Hardened Ward should be 10 seconds. Empowered 12.
But I don't expect it to happen.
Nope, that is not happening. I would like to see Ward heal pets though, that would at least give the little fellows a chance of surviving in the hand of competent summoners.
a reasonable change, and one that will largly buff pve, and give a small and needed buff to pvp pet builds, few though there are
The biggest problem with pet builds is a lot of people don't like running with them in group content. They increase your chance for lag, and they are the great healers bane. I can't tell you how many times my healing ward hit a pet instead of the player I was trying to keep alive. It's hard enough to be accepted as a sorc healer (or any other non Templar for that matter) with all the shard junkie tanks out there (which will only get worse with the change to CP), you hit a pet with ward a couple of times and you'll find yourself unceremoniously kicked from the group.
A few patches back pets were made immune to spells from the Restoration Tree, I do believe Healing Ward is among the spells that no longer affect pets. Lag also isn't so much a problem, they are not as heavy as for instance rendering AoE particles.
I will admit pets can make certain fights a little crowded, specially if you have more than one pet sorcerer in the raid group. On top of that pets can channel boss abilities unless that was recently changed, which can be a huge problem. The greatest issue with pet builds though is the critters survivability, they simply don't have the amount of health they need to survive boss level AoEs in a raid and with Ward so severely nerfed that survivability is even more shot.
Hmm, must not have been paying attention when that change to pets came about. I guess my prejudice against pet builds as a healer is now unfounded. So does that mean they can't be healed at all, or just can't be healed by others? Is it just me or do we get at least 2 nerfs for every half buff we get?
I believe they can only be healed by heals that specifically say they affect pets, meaning the heals the pets offer them selves. Matriarch and Clannfear have the ability to heal right now. Unfortunately that forces players away from the DPS pets, why I proposed the pet Ward would work as a heal besides being a short lasting shield.
Seems to me that if pet survivability is the main issue, I haven't run pets since early 1.7, then take that out of the equation. Make them instant cast like summon shade. Healing morphs heal on cast then run amuck for 15 seconds. As for the damage morphs some tweaking of their time, damage, and rate of attack may be needed for balancing, but maybe not. Reduce cast cost by 35%-50% to account for the change. Change bonuses given while pets are active to while pets are slotted (optional on sets).
This might make those that have written pets off take a second look at them. Most may feel they're worth a slot or two, since it's not a slot or two on both bars.
bloodenragedb14_ESO wrote: »Gentlemen, it looks like we get 10 seconds on empowered ward now (the pet morph).
With 'Anulment' stacked on top of that, it works for PVE and PVP. It means we don't get instantly crit-killed in a fight after five seconds, and we can do most PVE content without dying constantly.
It's not perfect, but I'll take it at this point. At least it's a good reason to use empowered ward.
I still fail to see how that helps the underlying issue. True the shield rarely lasts much over 6 seconds in boss fights if you're under pressure, and the same can be said in PvP. This change in time seems to encourage shield stacking rather than discourage it. As further evidence of this, we now have two shields that absorb all damage types. I don't know about everyone else, but I don't want to lose another skill slot for a second shield when I can manage with one shield and healing ward for emergencies. Not to mention the fact that shield casting will now have to become part of our rotation while not under pressure. That's gonna be great for our dps though right?
Hardened Ward should be 10 seconds. Empowered 12.
But I don't expect it to happen.
Nope, that is not happening. I would like to see Ward heal pets though, that would at least give the little fellows a chance of surviving in the hand of competent summoners.
a reasonable change, and one that will largly buff pve, and give a small and needed buff to pvp pet builds, few though there are
The biggest problem with pet builds is a lot of people don't like running with them in group content. They increase your chance for lag, and they are the great healers bane. I can't tell you how many times my healing ward hit a pet instead of the player I was trying to keep alive. It's hard enough to be accepted as a sorc healer (or any other non Templar for that matter) with all the shard junkie tanks out there (which will only get worse with the change to CP), you hit a pet with ward a couple of times and you'll find yourself unceremoniously kicked from the group.
A few patches back pets were made immune to spells from the Restoration Tree, I do believe Healing Ward is among the spells that no longer affect pets. Lag also isn't so much a problem, they are not as heavy as for instance rendering AoE particles.
I will admit pets can make certain fights a little crowded, specially if you have more than one pet sorcerer in the raid group. On top of that pets can channel boss abilities unless that was recently changed, which can be a huge problem. The greatest issue with pet builds though is the critters survivability, they simply don't have the amount of health they need to survive boss level AoEs in a raid and with Ward so severely nerfed that survivability is even more shot.
Hmm, must not have been paying attention when that change to pets came about. I guess my prejudice against pet builds as a healer is now unfounded. So does that mean they can't be healed at all, or just can't be healed by others? Is it just me or do we get at least 2 nerfs for every half buff we get?
I believe they can only be healed by heals that specifically say they affect pets, meaning the heals the pets offer them selves. Matriarch and Clannfear have the ability to heal right now. Unfortunately that forces players away from the DPS pets, why I proposed the pet Ward would work as a heal besides being a short lasting shield.
Seems to me that if pet survivability is the main issue, I haven't run pets since early 1.7, then take that out of the equation. Make them instant cast like summon shade. Healing morphs heal on cast then run amuck for 15 seconds. As for the damage morphs some tweaking of their time, damage, and rate of attack may be needed for balancing, but maybe not. Reduce cast cost by 35%-50% to account for the change. Change bonuses given while pets are active to while pets are slotted (optional on sets).
This might make those that have written pets off take a second look at them. Most may feel they're worth a slot or two, since it's not a slot or two on both bars.
GRYM.LOCKE wrote: »Can some one Post Picture of the new hurricane visual effect please?
ZOS has said that the Sorcerer class lacks a defined identity, looks like they are trying to define it by forcing Sorcerers to become a total PET class- much like what they did with Sorcerer over at DCUO. Although, at least over there they realized that if you're going to make a power set to be pet based, you should at least make the pet POWERFUL ENOUGH to actually make it worthwhile. Not like here where they give us weak pets and then force us to use how many skills just to try to keep them alive- instead of allowing us to focus on DPS while pets keep themselves alive.
bloodenragedb14_ESO wrote: »Gentlemen, it looks like we get 10 seconds on empowered ward now (the pet morph).
With 'Anulment' stacked on top of that, it works for PVE and PVP. It means we don't get instantly crit-killed in a fight after five seconds, and we can do most PVE content without dying constantly.
It's not perfect, but I'll take it at this point. At least it's a good reason to use empowered ward.
I still fail to see how that helps the underlying issue. True the shield rarely lasts much over 6 seconds in boss fights if you're under pressure, and the same can be said in PvP. This change in time seems to encourage shield stacking rather than discourage it. As further evidence of this, we now have two shields that absorb all damage types. I don't know about everyone else, but I don't want to lose another skill slot for a second shield when I can manage with one shield and healing ward for emergencies. Not to mention the fact that shield casting will now have to become part of our rotation while not under pressure. That's gonna be great for our dps though right?
Hardened Ward should be 10 seconds. Empowered 12.
But I don't expect it to happen.
Nope, that is not happening. I would like to see Ward heal pets though, that would at least give the little fellows a chance of surviving in the hand of competent summoners.
a reasonable change, and one that will largly buff pve, and give a small and needed buff to pvp pet builds, few though there are
The biggest problem with pet builds is a lot of people don't like running with them in group content. They increase your chance for lag, and they are the great healers bane. I can't tell you how many times my healing ward hit a pet instead of the player I was trying to keep alive. It's hard enough to be accepted as a sorc healer (or any other non Templar for that matter) with all the shard junkie tanks out there (which will only get worse with the change to CP), you hit a pet with ward a couple of times and you'll find yourself unceremoniously kicked from the group.
A few patches back pets were made immune to spells from the Restoration Tree, I do believe Healing Ward is among the spells that no longer affect pets. Lag also isn't so much a problem, they are not as heavy as for instance rendering AoE particles.
I will admit pets can make certain fights a little crowded, specially if you have more than one pet sorcerer in the raid group. On top of that pets can channel boss abilities unless that was recently changed, which can be a huge problem. The greatest issue with pet builds though is the critters survivability, they simply don't have the amount of health they need to survive boss level AoEs in a raid and with Ward so severely nerfed that survivability is even more shot.
Hmm, must not have been paying attention when that change to pets came about. I guess my prejudice against pet builds as a healer is now unfounded. So does that mean they can't be healed at all, or just can't be healed by others? Is it just me or do we get at least 2 nerfs for every half buff we get?
I believe they can only be healed by heals that specifically say they affect pets, meaning the heals the pets offer them selves. Matriarch and Clannfear have the ability to heal right now. Unfortunately that forces players away from the DPS pets, why I proposed the pet Ward would work as a heal besides being a short lasting shield.
Seems to me that if pet survivability is the main issue, I haven't run pets since early 1.7, then take that out of the equation. Make them instant cast like summon shade. Healing morphs heal on cast then run amuck for 15 seconds. As for the damage morphs some tweaking of their time, damage, and rate of attack may be needed for balancing, but maybe not. Reduce cast cost by 35%-50% to account for the change. Change bonuses given while pets are active to while pets are slotted (optional on sets).
This might make those that have written pets off take a second look at them. Most may feel they're worth a slot or two, since it's not a slot or two on both bars.bloodenragedb14_ESO wrote: »Gentlemen, it looks like we get 10 seconds on empowered ward now (the pet morph).
With 'Anulment' stacked on top of that, it works for PVE and PVP. It means we don't get instantly crit-killed in a fight after five seconds, and we can do most PVE content without dying constantly.
It's not perfect, but I'll take it at this point. At least it's a good reason to use empowered ward.
I still fail to see how that helps the underlying issue. True the shield rarely lasts much over 6 seconds in boss fights if you're under pressure, and the same can be said in PvP. This change in time seems to encourage shield stacking rather than discourage it. As further evidence of this, we now have two shields that absorb all damage types. I don't know about everyone else, but I don't want to lose another skill slot for a second shield when I can manage with one shield and healing ward for emergencies. Not to mention the fact that shield casting will now have to become part of our rotation while not under pressure. That's gonna be great for our dps though right?
Hardened Ward should be 10 seconds. Empowered 12.
But I don't expect it to happen.
Nope, that is not happening. I would like to see Ward heal pets though, that would at least give the little fellows a chance of surviving in the hand of competent summoners.
a reasonable change, and one that will largly buff pve, and give a small and needed buff to pvp pet builds, few though there are
The biggest problem with pet builds is a lot of people don't like running with them in group content. They increase your chance for lag, and they are the great healers bane. I can't tell you how many times my healing ward hit a pet instead of the player I was trying to keep alive. It's hard enough to be accepted as a sorc healer (or any other non Templar for that matter) with all the shard junkie tanks out there (which will only get worse with the change to CP), you hit a pet with ward a couple of times and you'll find yourself unceremoniously kicked from the group.
A few patches back pets were made immune to spells from the Restoration Tree, I do believe Healing Ward is among the spells that no longer affect pets. Lag also isn't so much a problem, they are not as heavy as for instance rendering AoE particles.
I will admit pets can make certain fights a little crowded, specially if you have more than one pet sorcerer in the raid group. On top of that pets can channel boss abilities unless that was recently changed, which can be a huge problem. The greatest issue with pet builds though is the critters survivability, they simply don't have the amount of health they need to survive boss level AoEs in a raid and with Ward so severely nerfed that survivability is even more shot.
Hmm, must not have been paying attention when that change to pets came about. I guess my prejudice against pet builds as a healer is now unfounded. So does that mean they can't be healed at all, or just can't be healed by others? Is it just me or do we get at least 2 nerfs for every half buff we get?
I believe they can only be healed by heals that specifically say they affect pets, meaning the heals the pets offer them selves. Matriarch and Clannfear have the ability to heal right now. Unfortunately that forces players away from the DPS pets, why I proposed the pet Ward would work as a heal besides being a short lasting shield.
Seems to me that if pet survivability is the main issue, I haven't run pets since early 1.7, then take that out of the equation. Make them instant cast like summon shade. Healing morphs heal on cast then run amuck for 15 seconds. As for the damage morphs some tweaking of their time, damage, and rate of attack may be needed for balancing, but maybe not. Reduce cast cost by 35%-50% to account for the change. Change bonuses given while pets are active to while pets are slotted (optional on sets).
This might make those that have written pets off take a second look at them. Most may feel they're worth a slot or two, since it's not a slot or two on both bars.
Yes, that would make them even more alike to DoTs but with the added element they actually have active abilities. Unfortunately for some unknown reason ZOS thinks sorcerers need cast times on pretty much everyone of their abilities. Crystal Shards and morphs? Sla
p a cast time on it. Pets, slap a cast time on it. Useless Exchange, slap a cast time on that as well. Curse? Why make it into a real DoT when we can have it delay for 5-6 seconds without doing a thing other than make the enemy a little more purple...
GRYM.LOCKE wrote: »Can some one Post Picture of the new hurricane visual effect please?
IMO it looks AWFUL now! Apparently people that complained don't know the difference between a Hurricane and a Tornado! They took away the awesome effects and slow the whirling motion and threw in a bunch of rocks... so now it looks more like a dust storm than a hurricane. I MUCH preferred the previous visual effects that made it feel more like a huge wind storm than walking in a pebble storm.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
You forgot an important detail. Strife can crit just as often as crushing shock. This increases the average significantly, though less than it did as the subsequential HoT ticks can't. I'm sure you'll get the heal from surge to crit less that strife itself will crit. I could be wrong, but I'll bet testing will show I'm not.
cpuScientist wrote: »Did anyone see the empowered war buff? Oh LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL ZOS thanks!
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
You forgot an important detail. Strife can crit just as often as crushing shock. This increases the average significantly, though less than it did as the subsequential HoT ticks can't. I'm sure you'll get the heal from surge to crit less that strife itself will crit. I could be wrong, but I'll bet testing will show I'm not.
Gentlemen, it looks like we get 10 seconds on empowered ward now (the pet morph).
With 'Anulment' stacked on top of that, it works for PVE and PVP. It means we don't get instantly crit-killed in a fight after five seconds, and we can do most PVE content without dying constantly.
It's not perfect, but I'll take it at this point. At least it's a good reason to use empowered ward.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
You forgot an important detail. Strife can crit just as often as crushing shock. This increases the average significantly, though less than it did as the subsequential HoT ticks can't. I'm sure you'll get the heal from surge to crit less that strife itself will crit. I could be wrong, but I'll bet testing will show I'm not.
Also strife will heal for every cast. If you cast it every second you get a heal every time.
It will also continue to heal you when you´re not attacking the enemy using line of sight for example.
Dots are not a relistic scenario for a sorcerer in comparison as the class simply does not even have a dot ability accessible and the only commonly used dot for sorcs provides the same buff as surge - entropy with major sorcery.
Surge as a result only works when actively attacking which is not the case for strife.
@STEVIL Your numbercrunching is exactly how i imagine the developers coming up with changes like the most recent ones to surge. In theory what you´re saying makes sense.
However if you just take 10 minutes and hop on the pts and compare a sorcs healing with powersurge in vMSA to a NB in the same gear (no shields used for both) you will notice the NB stays alive just fine spamming swallow soul while the sorc using Powersurge and Pulse is dead meat within the second round latest.
Theoretical numbercrunching without actually testing does very rarely work and in your case while it might all seem sound when looking at what you write it´s completely wrong when put into game practice. Go and try.
A little hint: It does not even work on live where surge heals are vastly more potent than currently on the pts.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
You forgot an important detail. Strife can crit just as often as crushing shock. This increases the average significantly, though less than it did as the subsequential HoT ticks can't. I'm sure you'll get the heal from surge to crit less that strife itself will crit. I could be wrong, but I'll bet testing will show I'm not.
Also strife will heal for every cast. If you cast it every second you get a heal every time.
It will also continue to heal you when you´re not attacking the enemy using line of sight for example.
Dots are not a relistic scenario for a sorcerer in comparison as the class simply does not even have a dot ability accessible and the only commonly used dot for sorcs provides the same buff as surge - entropy with major sorcery.
Surge as a result only works when actively attacking which is not the case for strife.
@STEVIL Your numbercrunching is exactly how i imagine the developers coming up with changes like the most recent ones to surge. In theory what you´re saying makes sense.
However if you just take 10 minutes and hop on the pts and compare a sorcs healing with powersurge in vMSA to a NB in the same gear (no shields used for both) you will notice the NB stays alive just fine spamming swallow soul while the sorc using Powersurge and Pulse is dead meat within the second round latest.
Theoretical numbercrunching without actually testing does very rarely work and in your case while it might all seem sound when looking at what you write it´s completely wrong when put into game practice. Go and try.
A little hint: It does not even work on live where surge heals are vastly more potent than currently on the pts.
@STEVIL talks a lot, but it is clear he never played a sorcerer as he doesn't even know the name of half our most important abilities.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
You forgot an important detail. Strife can crit just as often as crushing shock. This increases the average significantly, though less than it did as the subsequential HoT ticks can't. I'm sure you'll get the heal from surge to crit less that strife itself will crit. I could be wrong, but I'll bet testing will show I'm not.
Also strife will heal for every cast. If you cast it every second you get a heal every time.
It will also continue to heal you when you´re not attacking the enemy using line of sight for example.
Dots are not a relistic scenario for a sorcerer in comparison as the class simply does not even have a dot ability accessible and the only commonly used dot for sorcs provides the same buff as surge - entropy with major sorcery.
Surge as a result only works when actively attacking which is not the case for strife.
@STEVIL Your numbercrunching is exactly how i imagine the developers coming up with changes like the most recent ones to surge. In theory what you´re saying makes sense.
However if you just take 10 minutes and hop on the pts and compare a sorcs healing with powersurge in vMSA to a NB in the same gear (no shields used for both) you will notice the NB stays alive just fine spamming swallow soul while the sorc using Powersurge and Pulse is dead meat within the second round latest.
Theoretical numbercrunching without actually testing does very rarely work and in your case while it might all seem sound when looking at what you write it´s completely wrong when put into game practice. Go and try.
A little hint: It does not even work on live where surge heals are vastly more potent than currently on the pts.
@STEVIL talks a lot, but it is clear he never played a sorcerer as he doesn't even know the name of half our most important abilities.
It just annoys me when people post numbers they´ve only made up in their head. A simple test in the game on pts would have shown the error in his comparisons and assumptions.
BlackMadara wrote: »Couple of things I'd like to point out.
If too many comments in a thread are hate filled toward zos, tagging employees just to tell them to get their *** together, you are probably going be ignored. Put yourselves in their shoes. If 80% of the time you checked a comment you are tagged in this thread was one saying you suck, would you keep checking them or reply? Keep the comments limited to constructive criticism.
I only really pvp in this game, so I don't know much about pve dps. Imo the shield nerf should be a battle spirit debuff. From what I understand, pve sorcs don't need anymore nerfs, hopefully this is changed. Shield stacking is more of an annoyance in pvp than a truly op mechanic. The problem is that it causes some fights to last too long and allows sorcs to ignore other defensive mechanics (impen and having less than 20k HP). Is shortening the duration the right fix? Probably not, but at least pvp sorcs will spec into defensive stats.
For spammable pvp dps skills for sorcs, I have a few observations.
Comparison of spammable, single target skills with 3000 spell damage and 30000 max magicka
Crushing shock 5268 tooltip
Force pulse 5664 tooltip
Strife 5871 tooltip
Concealed weapon 6336 tooltip
Flame lash 5871 tooltip
So force shock and its morphs do slightly less damage compared to strife, another single target ranged skill. The question is if the utility of a ranged interrupt or more damage to status affected enemies outweighs the damage difference with strife and its HOT.
Something I've also wondered... if people succeed in pvp by spamming wrecking blow, what's wrong with spamming crystal frags? Is it the travel time? Can it be interrupted? A build with 3000 spell and weapon damage and 30000 magicka and stamina would have 9457 crystal frag and a 9454 wrecking blow. This is all without cp and passives of course.
THANKS FOR NUMBERS, really!!!
I am gonna work off your math for a moment.
Noticing no buffs or enchantments provided thats ok.
Lets take strife, swallow soul morph for extra heal slotted vs crushing shock ( chosen for interrupt vs damage.)
Strife/swallow has bern used as example of why surge needs it previous unlimited heal.
Strife at 5871 provines a hot of 1468 every 2 seconds.
Crushing shock at 5268 and a 50% crit chance provides about 2000 healing average EVERY 2 seconds assuming a 2k healing base and not DOT also being run.
Surge of course, can apply to any attsck needed, aoe, dmg plus stun, dot, reposition plus dmg as well as proc from dots when not attacking.
And unlike jabs, surge-buffed crushing is long ranged, single target instsnt just like swallow.
Maybe this 2k/3k surge isnt even out of whack too far with the most similar ATTACK-HEAL power.
You forgot an important detail. Strife can crit just as often as crushing shock. This increases the average significantly, though less than it did as the subsequential HoT ticks can't. I'm sure you'll get the heal from surge to crit less that strife itself will crit. I could be wrong, but I'll bet testing will show I'm not.
Also strife will heal for every cast. If you cast it every second you get a heal every time.
It will also continue to heal you when you´re not attacking the enemy using line of sight for example.
Dots are not a relistic scenario for a sorcerer in comparison as the class simply does not even have a dot ability accessible and the only commonly used dot for sorcs provides the same buff as surge - entropy with major sorcery.
Surge as a result only works when actively attacking which is not the case for strife.
@STEVIL Your numbercrunching is exactly how i imagine the developers coming up with changes like the most recent ones to surge. In theory what you´re saying makes sense.
However if you just take 10 minutes and hop on the pts and compare a sorcs healing with powersurge in vMSA to a NB in the same gear (no shields used for both) you will notice the NB stays alive just fine spamming swallow soul while the sorc using Powersurge and Pulse is dead meat within the second round latest.
Theoretical numbercrunching without actually testing does very rarely work and in your case while it might all seem sound when looking at what you write it´s completely wrong when put into game practice. Go and try.
A little hint: It does not even work on live where surge heals are vastly more potent than currently on the pts.
@STEVIL talks a lot, but it is clear he never played a sorcerer as he doesn't even know the name of half our most important abilities.
It just annoys me when people post numbers they´ve only made up in their head. A simple test in the game on pts would have shown the error in his comparisons and assumptions.
Oh, I agree... I am just so damn tired of people who never played a sorcerer coming into our feedback thread and saying 'the world is fantastic' and 'sorcerers are great' without taking in consideration how little identity our class has left, how horrible it has been in PvE for over a year... sigh... And to top that we have ZoS ignoring our pleads in every front... It is frustrating...
LOL 5 sorcerer threads with about 2000 posts with all put together and no answer... What do they choose to answer to?
https://forums.elderscrollsonline.com/en/discussion/comment/2985195#Comment_2985195
This. Werewolf fur recoloring...
cosmic_niklas_93b16_ESO wrote: »Lets just make a huge offering to Molag Bal and hope he can fix sorcs, as zenimax apparently can't.
The streaknerf is what got me into changing class from sorc to nb, you cant escape zergtrains as sorc anymore when youre solo, all you can do is take their *** right in the face. You can try to escape, but you wont get far, ppl can sprint after you with major expedition and still catch up with you with 50% of their stam left, but you will be completely out of magicka.
Since then, sorc has taken nerf after nerf, whiners got their way.
Yup... And the nerfs to Streak started really early in the game. Like 2nd or 3rd patch notes after release, I think.
cosmic_niklas_93b16_ESO wrote: »Lets just make a huge offering to Molag Bal and hope he can fix sorcs, as zenimax apparently can't.
Maybe a offering to Hircine so he can hunt down the Devs for us. Is there a Daedric Prince of lost causes?
LOL 5 sorcerer threads with about 2000 posts with all put together and no answer... What do they choose to answer to?
https://forums.elderscrollsonline.com/en/discussion/comment/2985195#Comment_2985195
This. Werewolf fur recoloring...