Surge nerf is what killed the class not ward duration. for me anyways.
Ward duration, is an annoyance that doesn't need to be in the game. but that's about it.
Use liquid lightening and wall of elem for PvE and you don't even notice the difference. vMA is much easier to survive now. Health never drops as long as AoEs are down
Surge nerf is what killed the class not ward duration. for me anyways.
Ward duration, is an annoyance that doesn't need to be in the game. but that's about it.
Use liquid lightening and wall of elem for PvE and you don't even notice the difference. vMA is much easier to survive now. Health never drops as long as AoEs are down
I don't really care about that. it killed build diversity and made gameplay with the sorc stale.
the funny thing is people think this is about just shields or just surge but its more than that Sorc took a serious nerf to DPS since sorcs don't have access to a decent spammable
In light of all the sorcs complaining about their classes (and many even encouraging others to continue complaining) - If you look at the patch notes for your class, the only thing that got reduced was shield duration. Literally EVERY other change to your class abilitys was an increase.
Sylveria_Relden wrote: »Sorcs nerfed... LMAO
I still remember when at release Sorcs were THE FOTM- you saw about 75% Sorc and the rest were DK and a smattering of Templars and NBs.
rosendoichinoveb17_ESO wrote: »I agree with the OP.
You cannot simply go full magica and expect to have survivability. Its like going full ad with 10k health. Yes, going full AD can one shot people, but isn't Magica Sorcs meant to deal a lot of damage from a distance, adding survivability to that equasion will cause problems.
Imagine a Stamina DK with Obsidian shield that scales exactly as the old sorc shield - this will be unkillable.
And having so many rage posts form the same people over and over at multiple posts and threads makes for a poor discussion. Please have the spammers reported!
Shields are now an emergency sustain rather than relying on them 110% of the time just pop them when you get low and 6 seconds is MORE than enough time to replenish your health bar.
Surge nerf is what killed the class not ward duration. for me anyways.
Ward duration, is an annoyance that doesn't need to be in the game. but that's about it.
Use liquid lightening and wall of elem for PvE and you don't even notice the difference. vMA is much easier to survive now. Health never drops as long as AoEs are down
Ep1kMalware wrote: »jknight201 wrote: »Molag_Crow wrote: »Sorc's had it coming. Too many of you would faceroll through vMSA and get Flawless Conq like it was nothing.
Just ignore this idiot.
I play a sorc and I didn't faceroll vMSA. Now it's almost impossible to even get through it with a broken sorc. It's nice that most of the people wah-wahing about how the sorc nerf is no big deal don't actually play a sorc.
So, because I chose a sorcerer as a class months and months ago, now I deserve having the lowest survivability in the game? I deserve having the lowest dps in the game? I deserve having to play well to get the same dps as a Templar spamming a basic ability with zero skill? I deserve to have all my unique class abilities nerfed into uselessness while other classes get buffs to button-mashing skills? I deserve to have my PVE abilities wrecked because some crybaby complained that they couldn't kill a sorc in PVP? I deserve to have one of my few dps skills be so buggy as to be unusable (overload)?
No he's got a point, most FC are sorc/magblade.OPMolag_Crow wrote: »Sorc's had it coming. Too many of you would faceroll through vMSA and get Flawless Conq like it was nothing.
Nerf did not change much there. I got flawless within a couple days of practice at 325 CP. PVE sucks anyway.
try it on a stambuild
Sylveria_Relden wrote: »I still remember when at release Sorcs were THE FOTM- you saw about 75% Sorc and the rest were DK and a smattering of Templars and NBs.
Sylveria_Relden wrote: »I still remember when at release Sorcs were THE FOTM- you saw about 75% Sorc and the rest were DK and a smattering of Templars and NBs.
You are seriously talking about sorcs at release and thinking it adds *anything* to this discussion?
raidentenshu_ESO wrote: »As someone who plays strictly a mage in games that allows magic such as Dragon Age and in Elder Scrolls I tell you one thing playing as a sorcs in this game can be quite neurotic at times. For an example the spell under Light Armor "Annulment" only gives you the duration of 6 seconds of armor! WTF! Can anyone here seriously tell me that this is a balance trait for PvE? This is beyond insane to the point where what is the point of even adding this spell to our choice? Don't give us any wards nor shields. Let us go bare ass naked without any protection whatsoever.
The mechanics for the sorcs in this game is actually quite terrible considering the fact that in Skyrim is far more tolerant, even without mods.
hayaschwarz wrote: »raidentenshu_ESO wrote: »As someone who plays strictly a mage in games that allows magic such as Dragon Age and in Elder Scrolls I tell you one thing playing as a sorcs in this game can be quite neurotic at times. For an example the spell under Light Armor "Annulment" only gives you the duration of 6 seconds of armor! WTF! Can anyone here seriously tell me that this is a balance trait for PvE? This is beyond insane to the point where what is the point of even adding this spell to our choice? Don't give us any wards nor shields. Let us go bare ass naked without any protection whatsoever.
The mechanics for the sorcs in this game is actually quite terrible considering the fact that in Skyrim is far more tolerant, even without mods.
Buddy, this is an MMO and not single player RPG. True the game is an elder scrolls, and for that you have so many zones where you can enjoy the game as an RPG, but when you go to cyro or PvE Group Content, balanced classes and abilities are important!
And I feel sorry for everyone who is complaining and saying sorcs got nerfed, but I don't see it! If you look at the sorcs and compare them to 1.6, when you can see sorcs stacking shields over 30k, then yes I agree sorcs got nerfed! But in comparison to all other classes in magicka spec, sorcs are still very much balanced (And please don't pull the templar Card, as templars are bound to melee and don't have class escape ability).
Also saw plenty of crying on this post about thaumaturge and not scaling anymore both detonation or velocious curse, and that deserved a big LOL! You realize that it was a bug, and if you can play a game just based on exploiting bugs, then L2p!
If you just want to complain about a class not being OP as Long as you don't pull with one ability in PvE 40k DPS, or one shot ppl in PvP, then no one can help you, and this game will never give you what you want!
In comparison to other non-tanky PvP magicka builds, DKs are still with no change since 1.6 the worst in PvP. NBs had their ups an downs, and remember the burstiest NB build doesn't use funnel, and uses healing ward (so think again about surge), and their funnel in PvP (spammable class ability) hits for nothing! Templars are the strongest at the Moment, but nonetheless they don't have proper shield, and they are ineffective in range! So if you just Keep looking at your class, you will always find flaws, but each class has it's own strengths and flaws...
As for comparison with Stamina builds, all they have is weapons abilities (mostly 2H for Efficiency and that one got nerfed), and dodge roll which has the same rules like streak! They don't have healing ward, and they don't have shields. And I Need to remind you, that shields don't take crit damage, which makes a Stamina build required to hit the sorc twice with 1sec cast aboility to remove the hardened ward, what takes the sorc 1 sec to cast.
As for PvE imo sorcs are just fine, their numbers are very similar to magicka NBs or DKs, with the range Advantage to DKs! So again, I don't see the crying about sorcs being nerfed at all, I can imagone it is worse than it used to be, but the game needs some Balance and not shield stacking sorcs!
PS. Sorcs still hold the highest vMSA score on the EU Server!
rosendoichinoveb17_ESO wrote: »I agree with the OP.
You cannot simply go full magica and expect to have survivability.!
Sorc is now the best group utility in pvp
NEGATE
Negate is the decider of a battle now. even if u have cc immunity u cant do anything inside one.
Not to mention the fact that the healing and or damage is crazy depending on the morph u take.
Sorc implosion is OP with it proccing off any physical or shock damage. Pop down negate, caltrops, arrow barrage and hurricane and stand in a zerg on a stam sorc and bodies will just melt at your feet
andypappb16_ESO wrote: »Maybe a little comparison can help people understand this situation a little better.
- A )How much damage does a shield on a Mag Sorc block, how much health does he have and what kind of armor does he use?
- B )How much damage does a dodge roll on a Stam DK block, how much health does he have and what kind of armor does he/she use?
Maybe you can see where I'm going here.
A ) A shield costs about ~2.6k Magicka and absorbs 10-15k Damage in next 6 seconds. He has 15-20k health and He is wearing Light Armor.
B ) A dodge roll costs about ~3k Stamina and absorbs ALL damage in a small time frame, he has about 22-25k health and he is wearing Medium Armor
So what do we learn from this?
- A sorc
has to sacrifice health to have strong, timed Shields as replacement for low health, which lasts 6 seconds. Why not take Health instead? max Magicka is important for Damage, too! The fact that a shield Defends against Maybe 2 attacks and every 6 seconds he is back to ridiculous low health and that he has to use Light Armor, makes him in this meta so squishy, that he's scared of being sneezed at. Keeping Resistance Reduction + Ignores in mind, a Sorc effectively runs less than 0 - 5000 resistance and 15k health if shield is down, a reliable class heal does not exist and an emergency heal comes only in form of a resto staff ability which relies on shield strength which forces to use Resto Staves aswell. This leads to shield spamming, considering wreckingblow and surprise attack spam hitting for at least 6-10k or being crit rushed deals ~5k dmg itself and the low health leads to death any second, fighting back is impossible (due to shield spamming).The Low Stam pool allows for maybe 2-3 dodge rolls or break frees and leads to completely ignored shields anyway, leaving a Sorc with 15k health, 0-5000 Resistance and no possibility to dodge or break free, waiting for death.
- A Stam DK
Has overall higher health and due to wearing Medium Armor higher resistances, aswell as benefits from cheaper dodge rolls and mobility. The Shield a sorcerer has to spam, Is Kind of included here as Health and doesnt Need to be reactivated. Therefore a Stam DK relies on healing. He benefits from HoT from Rally as example which Can be used as emergency Heal or Vigor, which Is a very strong HoT, comparable to Rally, and both come improved from a class Major Mending(sorc has no Access to this buff) which costs a less important resource(Magicka).If everything fails and He Is surrounded by 10 Enemy Players, he can still Dodge Roll, negating ANY Damage in a Small Time Frame and if done repeatedly for increased Cost in a very Long Time Frame, which Is not a big Problem since regen usually Is higher, Damage as High or Even higher and abilities Cost Overall way less than on a Magicka Build . Combining that with a permanent 20% Dodge Chance and Slow Immunity from Shuffle, and keeping Ressource Return on Ultimate Use in mind, a Stam DK (and Overall Stam Builds) excell at survivability.
To make a sorc survive better without Falling behind too much (Damage wise) Is hard If not impossible when keeping in mind there are
- no reliable self heals(except stupid pets or easily interruptable and delayed Dark Exchange which heal is not that great to begin with)
- spamming shields leads to no Damage Output at all (too easy to be forced into defense)
- No variation due to underwhelming class abilities -> Same playstyle -> Same Problems -> same easiness to be countered
Now dont get me wrong, with that comparison im not asking for Stam DK or stam overall nerfs "because I'm a salty Mag Sorc git gud" or whatever, no I'm just pointing out how well it (Stam dk) works and how good a DK can put what he has available to use. This is how good and fluently every class should work. And it does so because of the tools available, exactly what a Sorc doesn't have.
These tools im talking about also include class abilities which is the biggest flaw of a sorc in my opinion.
The only tools a Sorc has for survival are
a
- (nerfed) Streak
- (nerfed) Surge (+ reliance on crit!)
- (nerfed) Shields (say what you want, reduced duration IS a nerf)
- (buffed but still wasteful) channelled heal: Dark Exchange
For Damage we got interesting abilities like
- a heavy-hitting, timed curse
- a heavy-hitting but easy to avoid/reflect Chrystal Fragment (with a useless 2nd morph)
- an execute with a not-so-good execute range
- A Stunning very short-range Teleport which deals Shock Damage, cost increae with every use
- a good ground based Shock AoE Ability
- a heavy-hitting but easy to avoid/reflect Overload Ultimate
- An Atronach Summon Ult which Stuns and Damages in AoE range, but afterwards is not doing too well.
- A great AoE Silence Ult which can either deal some damage or heal when inside, but is easy to avoid if not timed perfectly
This is where Sorc doesn't need much improvement actually.
The rest are utility Abilities, which either
- other classes also have and use more efficiently
- are Toggles with underwhelming Use
- are underwhelming summons(toggles, too)
- Are not contributing to Group/Dungeon Play in any way with let's say unique buffs
or
- are not useful to begin with, due to various other reasons (range/radius, cost per use, being bound to a stupid pet, etc.)
Some Active Abilitiy Change Suggestions:
- Empowered Ward: "Also grants Minor IntellectVitality to you and nearby allies for 10 seconds"
- Bound Aegis: "While equipped you receive Minor Mending, increasing healing done by 10%. Aditionally, you restore 2% Max Stamina, whenever you are attacked. This can happen once every 4 seconds."
- Surge: Remove the crit based proc and replace it with a constant 50% Chance while active
- Dark Exchange: Make the user uninterruptable while channeling + make the heal come instantly (seems delayed)
Passives:
- Most passives sorc use, have passive (no pun intended) improvements, like a little more spell dmg, more health regen, more weapon damage and so on. Now, This is not a bad thing, but these include nothing that helps during a fight. Also there are 2 Summon centred Passives, which are really useless.
- Rebate: When a Summon dies(doesnt include the Daedroth as example) you restore pathetic 1450 Magicka
How to improve Rebate: When a summon dies, it explodes for 3000 Shock Damage and knocks down the closest enemy. Additionally, you restore 1500 Magicka and gain Minor intellect for 8 seconds.
- Expert Summoner: 8% more Max Health if a Summon is active
How to improve: 2/4% more Max Health. If a summon is active, your Max Health is increased by 5/10% instead
The only potentially interesting Passives are
- "Blood Magic": 8% max health restore when dark magic ability used against an enemy
- "Implosion": Whenever you deal shock/physical dmg to a target under 15% health, you have a 6% chance to cause 4732 Shock/Physical Damage
Why potentially interesting?
- Blood Magic: 8% max Health restore sounds good at first, but 8% of already low Health, lets say from 20k is 1600, which still is low. Additionally it only happens when hitting an enemy, also only on the first hit. This means this Ability has a internal cooldown and it also doesnt work on more than 1 target hit(Tested Suppression Field, Restraining Prison)
- Implosion: The idea of this passive is great and works out very good on a Stam Sorc due to more Dots being avalaible and used. For Mag Sorc on the other hand, there are very few options to proc this Effect at all.
How to improve Blood Magic:
New Tooltip: Restore 8% max Health when a dark magic ability is used against an enemy
Restore 12% max Health whenever a dark magic ability is activated.
- Even if it still doesnt proc multiple times, it atleast works on every single ability from Dark Magic and overall proc more often
- Dark Exchange procs it now and heal + Blood Magic proc at same time is like a buff to Dark Exchange itslf (which is needed)
- Defensive Rune now also grants the heal, even if the attacking Enemy is cc immune
- (Obviously) more Healing
How to improve Implosion:
New Tooltip: : Whenever you deal physical(shock) dmg to a target under 15%(25%) health, you have a 6%(12%) chance to cause 4732 Physical (2742 Shock) Damage
- The Physical Dmg stays the same since it works well enough
- Shock Damage proc chance is now higher but in exchange the damage it can deal is lowered
I didnt get past the part where you said dodge rolling absorbs damage. Im sure everyone here knows what you mean by this, that dodge rolling ultimately negates damage however it just bothered me that you completely failed to describe the dodge roll mechanic.
And since you brought it up, sorcs are the only class that has streak. Which is basically just an "over powered" dodge roll (I am NOT saying imbalanced when I say "OP" because Im aware of the resource cost of streak, but its increased cost per cast is similar to dodge roll and you get way more distance out of a streak than you do a dodge roll). Sorcs are the only class to have this ability as well, in addition to being able to dodge roll despite having low stamina.