Malamar1229 wrote: »@Derra
The class has issues. But it is far from bad.
They still have decent burst and mobility for 1vX, with great group support. And shields are strong af.
Issues being: Very pigeonholed/1d, everyone runs same abilities and are forced into the light/masters build. The burst, whilst OK, is quite telegraphed vs good players, and the mobility is pretty much a run away button since its too dangerous to use in combat.
Let's not kid ourselves. Shields are only strong in a 1v1 scenario.
And even then...
Takes-No-Prisoner wrote: »Malamar1229 wrote: »@Derra
The class has issues. But it is far from bad.
They still have decent burst and mobility for 1vX, with great group support. And shields are strong af.
Issues being: Very pigeonholed/1d, everyone runs same abilities and are forced into the light/masters build. The burst, whilst OK, is quite telegraphed vs good players, and the mobility is pretty much a run away button since its too dangerous to use in combat.
Let's not kid ourselves. Shields are only strong in a 1v1 scenario.
And even then...
I was grouped up with many good sorcs back in the day. One of them, was maaaaaaaaaaaaaad when he was kiting a bunch of zerglings. He told me, "This guy has nothing but snares on his bar". Wish there was a better mechanic over snare. Snare... like how do I explain this?
So I play stam and magic toons right? But when I go to use an ability, and it's got a snare as a second effect, I can't say it 'feels' good to snare an opponent the same way it is to score the C.Frag hitting face. Playing on the opposite end of the spectrum, it feels bad TO BE snared.
Takes-No-Prisoner wrote: »Malamar1229 wrote: »@Derra
The class has issues. But it is far from bad.
They still have decent burst and mobility for 1vX, with great group support. And shields are strong af.
Issues being: Very pigeonholed/1d, everyone runs same abilities and are forced into the light/masters build. The burst, whilst OK, is quite telegraphed vs good players, and the mobility is pretty much a run away button since its too dangerous to use in combat.
Let's not kid ourselves. Shields are only strong in a 1v1 scenario.
And even then...
I was grouped up with many good sorcs back in the day. One of them, was maaaaaaaaaaaaaad when he was kiting a bunch of zerglings. He told me, "This guy has nothing but snares on his bar". Wish there was a better mechanic over snare. Snare... like how do I explain this?
So I play stam and magic toons right? But when I go to use an ability, and it's got a snare as a second effect, I can't say it 'feels' good to snare an opponent the same way it is to score the C.Frag hitting face. Playing on the opposite end of the spectrum, it feels bad TO BE snared.
Wanna know what's more absurd? The fact that snares persist upon the caster's death... like I kill some stamdk, run away, 10 seconds later I'm still snared from his low slash.
It's getting absurd, if they don't plan to give us some immunity AT LEAST give them the shield treatment: 2-3 second cooldown on ALL of them.
Takes-No-Prisoner wrote: »Takes-No-Prisoner wrote: »Malamar1229 wrote: »@Derra
The class has issues. But it is far from bad.
They still have decent burst and mobility for 1vX, with great group support. And shields are strong af.
Issues being: Very pigeonholed/1d, everyone runs same abilities and are forced into the light/masters build. The burst, whilst OK, is quite telegraphed vs good players, and the mobility is pretty much a run away button since its too dangerous to use in combat.
Let's not kid ourselves. Shields are only strong in a 1v1 scenario.
And even then...
I was grouped up with many good sorcs back in the day. One of them, was maaaaaaaaaaaaaad when he was kiting a bunch of zerglings. He told me, "This guy has nothing but snares on his bar". Wish there was a better mechanic over snare. Snare... like how do I explain this?
So I play stam and magic toons right? But when I go to use an ability, and it's got a snare as a second effect, I can't say it 'feels' good to snare an opponent the same way it is to score the C.Frag hitting face. Playing on the opposite end of the spectrum, it feels bad TO BE snared.
Wanna know what's more absurd? The fact that snares persist upon the caster's death... like I kill some stamdk, run away, 10 seconds later I'm still snared from his low slash.
It's getting absurd, if they don't plan to give us some immunity AT LEAST give them the shield treatment: 2-3 second cooldown on ALL of them.
Remember when they added immunity to roots on roll dodge? We need to have some sort of cooldown as to how fast they can be reapplied. If not that, snare needs to be a different mechanic. It's just feels bad to be hit by it.
Malamar1229 wrote: »Malamar1229 wrote: »The current meta seems to be an unkillable “cockroach” Sorc build that also can’t get reliable kills without burning an ultimate.
While it’s hilarious to tank and outmaneuver huge ball groups without dying, I’m pretty sure this is badly broken. (Shield stack plus riposte plus lights champion plus immovable pots plus 14K Stamina plus clever use of LOS = Lulz)
These specs are totally unthreatening to well built players though. Shackle+Riposte is simply such inadequate damage that it’s not even funny. Kinda sad that’s considered the meta, speaks to how bad the class has fallen
I've been running that setup since MW dropped. My flame reach tool tip is 10k for 2k magicka cost. My frags is about a 15-16k tooltip. While neither set is a "dmg set," I can tell you I have done quite well 1vX with it and in duels.
I’m not sure that tooltip is accurate. Considering I’m stackig damage and scraping past that barely.MagSorc is in an absolutely fine place right now.
1. MagSorc has unmatched mobility. Streak is hilariously powerful, and it's possible to streak 3-4 times before running out of mag with a standard build (twice more with Dark Conversion) as well as having expedition up with Lightning form. It is very easy to get the hell out of dodge in bad situations that other classes would just outright die or be forced to 1vX in. (barring NBs, who can cloak out) It also makes sorcs exceptional at securing kills on running enemies, since you can "gapclose" on someone that is using terrain as cover. (something that no other class can do). Because of this mobility, sorcs are one of the safest classes to run damage sets on (light armor)
2. Endless fury and implosion are the best executes in the game. Hands-down. Not only do they automatically hit once the target gets under the threshold, but anyone you tag with the ability who uses stealth will get knocked out when the second hit of endless goes off. This ability is excellent in BGs, and functions very well in any open-world content as long as you have a solid team at your back.
3. Negate. Is. Amazing. Excepting earthgore, nothing stops it and nothing in the game *** up ENTIRE TEAMS of players more than an AoE silence. Negate is by far the easiest, safest, and most effective AoE ulti in the game. The only ults that really compare to it are Permafrost and Soul Tether (which are centered on caster, and thus far more high-risk high-reward).
4. Sorcs Synergize very, very well with lightning staves, and destructive reach/clench is a high-damage spamable that comes with a stun attached. Master staves, if you are able to get them, make the skill even better. (The ability has more damage than frags with a master lit staff!)
5. Frags is still a huge burst ability even without the stun. Once it procs you have in your pocket an excellent burst on an instant cast.
6. Sorc shields are pretty damn strong, and make the sorc themselves uncrittable while up. Unless you burn all your stam for a break free, get zerged (in which case, you will die), or unwittingly burn all of your mag so you can't streak out of a bad spot a sorc should never go down. All of these ways to die are mistakes on the sorcerer's part and can be remedied by experience, practice, and situational awareness.
7. Matriarch, if you are willing to use pets, is a fairly reliable non-directional heal that is equivalent to BoL. Very good in group play if you lack a warden or templar healer for your group.
8. Mines. Combine with streak for making people chasing your streaking ass absolutely hate you.
Mobility is key in PvP. Sorcs are the kings of mobility. While magsorcs are most certainly not the best class for 1vX (Stamsorcs do decently at it), their mobility means they really should never need to 1vX in an unfavorable situation. In a group fight they make excellent skirmishers and backline burst units, have strong support skills, and they have the most uniquely powerful ult in the game.
Frankly, I wish my DKs were nearly as easy and fun to play as my Sorc. Comparing a single night of PvP on sorc to almost a year on two flavors of DK, I can honestly say the Sorc was absolutely fun, and overall more useful.
Holy ****.. anyone else notice how dense this dude is.
Best mobility my ass.
My god sorc is in such a terrible place and then you have some dude who spams fury in a zerg surf saying it’s easy.
I want to headbutt a knife at this autistic comment.
I play magplar. Stamdk stamblade stamden and magsorc
But magsorc is the hardest out of them to make successful in open world. Get snared once and I’m done.
Bad sorc you might say.
That would be a lie.
have to agree on this. non 1vX players should really have their posting priviledges revoked in this sub section of the forum.
not even trying to troll here but zerg surfers really really shouldnt be able to comment on class balance as class balance doesnt matter in a zerg situation anyways and 20 years of MMO experience have shown me that developers are often incompetent enough to listen to those zero value comments.
Well technically since this game is supposed to be balanced around zergs and not 1vX, then they should be allowed to comment on balance...right? Especially the zerg surfers.
I am 100% 1vX but my play style isn't blinded by the goal of the developer team. This game was never meant to be balanced around solo pvp.
@Derra
The class has issues. But it is far from bad.
They still have decent burst and mobility for 1vX, with great group support. And shields are strong af.
Issues being: Very pigeonholed/1d, everyone runs same abilities and are forced into the light/masters build. The burst, whilst OK, is quite telegraphed vs good players, and the mobility is pretty much a run away button since its too dangerous to use in combat.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Takes-No-Prisoner wrote: »I think the biggest thing about snare that gets me is. The PvP action in general is fast paced yea? Animation canceling..hitting your favorite buttons..getting the execute or kill off. But when I get hit by a snare, all of that seems like it slows down the momentum of the fight.
It's like I'm driving down a road with no speed limit, I'm cruising in at 160mph, engine is purrring, I got my music blasting.
Then all the sudden
Someone throws a rock at my tire
Now I'm driving, but the tire is making noises, there is smoke and my speed is down to 20mph and I'm on the phone with my car insurance.
Takes-No-Prisoner wrote: »I think the biggest thing about snare that gets me is. The PvP action in general is fast paced yea? Animation canceling..hitting your favorite buttons..getting the execute or kill off. But when I get hit by a snare, all of that seems like it slows down the momentum of the fight.
It's like I'm driving down a road with no speed limit, I'm cruising in at 160mph, engine is purrring, I got my music blasting.
Then all the sudden
Someone throws a rock at my tire
Now I'm driving, but the tire is making noises, there is smoke and my speed is down to 20mph and I'm on the phone with my car insurance.
Imo ZOS should try to halve all snares in duration (maximum 4s for any snare).
Also they should double the duration of ALL hard ccs.
Imo that would greatly improve pvp as perma incapacitating an enemies movement would get harder and stamina management would be more important again.
At the moment some builds/classes have no access to cc that an enemy needs to break out of. Most build can take 2 gcd of dmg (meaning 3s ccs unless secondary effect) without dying.
Malamar1229 wrote: »Malamar1229 wrote: »The current meta seems to be an unkillable “cockroach” Sorc build that also can’t get reliable kills without burning an ultimate.
While it’s hilarious to tank and outmaneuver huge ball groups without dying, I’m pretty sure this is badly broken. (Shield stack plus riposte plus lights champion plus immovable pots plus 14K Stamina plus clever use of LOS = Lulz)
These specs are totally unthreatening to well built players though. Shackle+Riposte is simply such inadequate damage that it’s not even funny. Kinda sad that’s considered the meta, speaks to how bad the class has fallen
I've been running that setup since MW dropped. My flame reach tool tip is 10k for 2k magicka cost. My frags is about a 15-16k tooltip. While neither set is a "dmg set," I can tell you I have done quite well 1vX with it and in duels.
I’m not sure that tooltip is accurate. Considering I’m stackig damage and scraping past that barely.MagSorc is in an absolutely fine place right now.
1. MagSorc has unmatched mobility. Streak is hilariously powerful, and it's possible to streak 3-4 times before running out of mag with a standard build (twice more with Dark Conversion) as well as having expedition up with Lightning form. It is very easy to get the hell out of dodge in bad situations that other classes would just outright die or be forced to 1vX in. (barring NBs, who can cloak out) It also makes sorcs exceptional at securing kills on running enemies, since you can "gapclose" on someone that is using terrain as cover. (something that no other class can do). Because of this mobility, sorcs are one of the safest classes to run damage sets on (light armor)
2. Endless fury and implosion are the best executes in the game. Hands-down. Not only do they automatically hit once the target gets under the threshold, but anyone you tag with the ability who uses stealth will get knocked out when the second hit of endless goes off. This ability is excellent in BGs, and functions very well in any open-world content as long as you have a solid team at your back.
3. Negate. Is. Amazing. Excepting earthgore, nothing stops it and nothing in the game *** up ENTIRE TEAMS of players more than an AoE silence. Negate is by far the easiest, safest, and most effective AoE ulti in the game. The only ults that really compare to it are Permafrost and Soul Tether (which are centered on caster, and thus far more high-risk high-reward).
4. Sorcs Synergize very, very well with lightning staves, and destructive reach/clench is a high-damage spamable that comes with a stun attached. Master staves, if you are able to get them, make the skill even better. (The ability has more damage than frags with a master lit staff!)
5. Frags is still a huge burst ability even without the stun. Once it procs you have in your pocket an excellent burst on an instant cast.
6. Sorc shields are pretty damn strong, and make the sorc themselves uncrittable while up. Unless you burn all your stam for a break free, get zerged (in which case, you will die), or unwittingly burn all of your mag so you can't streak out of a bad spot a sorc should never go down. All of these ways to die are mistakes on the sorcerer's part and can be remedied by experience, practice, and situational awareness.
7. Matriarch, if you are willing to use pets, is a fairly reliable non-directional heal that is equivalent to BoL. Very good in group play if you lack a warden or templar healer for your group.
8. Mines. Combine with streak for making people chasing your streaking ass absolutely hate you.
Mobility is key in PvP. Sorcs are the kings of mobility. While magsorcs are most certainly not the best class for 1vX (Stamsorcs do decently at it), their mobility means they really should never need to 1vX in an unfavorable situation. In a group fight they make excellent skirmishers and backline burst units, have strong support skills, and they have the most uniquely powerful ult in the game.
Frankly, I wish my DKs were nearly as easy and fun to play as my Sorc. Comparing a single night of PvP on sorc to almost a year on two flavors of DK, I can honestly say the Sorc was absolutely fun, and overall more useful.
Holy ****.. anyone else notice how dense this dude is.
Best mobility my ass.
My god sorc is in such a terrible place and then you have some dude who spams fury in a zerg surf saying it’s easy.
I want to headbutt a knife at this autistic comment.
I play magplar. Stamdk stamblade stamden and magsorc
But magsorc is the hardest out of them to make successful in open world. Get snared once and I’m done.
Bad sorc you might say.
That would be a lie.
have to agree on this. non 1vX players should really have their posting priviledges revoked in this sub section of the forum.
not even trying to troll here but zerg surfers really really shouldnt be able to comment on class balance as class balance doesnt matter in a zerg situation anyways and 20 years of MMO experience have shown me that developers are often incompetent enough to listen to those zero value comments.
Well technically since this game is supposed to be balanced around zergs and not 1vX, then they should be allowed to comment on balance...right? Especially the zerg surfers.
I am 100% 1vX but my play style isn't blinded by the goal of the developer team. This game was never meant to be balanced around solo pvp.
well the thing is that
a) zerg surfers have no clue about anything as proven by the guy in the quote.
b) class balance is irrelevant in a zerg as its for the most part just decided by numbers.
c) bad players should never have the right to talk about anything regarding balance. you wouldnt ask a bronze player in starcraft 2 about balance issues either. you ask the pros cos they actually know what they talking about. same thing applies to MMO´s.
if they would listen to the zerglings then sorcs would get hit by the nerfbat even harder while stam warden would get major buffs cos they arent so great in a zerg. do we really want that? i dont think so. reality is whenever a zerg surfer voices his opinion it can safely be disregarded so might aswell stop them from speaking in the first place to spare the forum from all the useless clutter.
Takes-No-Prisoner wrote: »Though if perma snares or snares were gone MagDK should get some form of Major Expedition and increase range on their CQC tools.
Buuuut a total overhaul of how the class works in PvP is something I'd personally lean more towards. I played the class, I like their dots and roots. But their tools just don't work when purges and faster mobility is involved. Sustain for the class is another major hurdle. Doesn't matter how the DK is built, hes a sitting duck in large scale combat or grossly outnumbered.
Waffennacht wrote: »Takes-No-Prisoner wrote: »Though if perma snares or snares were gone MagDK should get some form of Major Expedition and increase range on their CQC tools.
Buuuut a total overhaul of how the class works in PvP is something I'd personally lean more towards. I played the class, I like their dots and roots. But their tools just don't work when purges and faster mobility is involved. Sustain for the class is another major hurdle. Doesn't matter how the DK is built, hes a sitting duck in large scale combat or grossly outnumbered.
I'm like... doesn't mDK have access to some sort of major Expedition?
Takes-No-Prisoner wrote: »Waffennacht wrote: »Takes-No-Prisoner wrote: »Though if perma snares or snares were gone MagDK should get some form of Major Expedition and increase range on their CQC tools.
Buuuut a total overhaul of how the class works in PvP is something I'd personally lean more towards. I played the class, I like their dots and roots. But their tools just don't work when purges and faster mobility is involved. Sustain for the class is another major hurdle. Doesn't matter how the DK is built, hes a sitting duck in large scale combat or grossly outnumbered.
I'm like... doesn't mDK have access to some sort of major Expedition?
Doesn't chains give it? I forgotThough, not everyone runs chains I thought... well. A more desirable running away tool. This is what I meant originally.
Takes-No-Prisoner wrote: »Waffennacht wrote: »Takes-No-Prisoner wrote: »Though if perma snares or snares were gone MagDK should get some form of Major Expedition and increase range on their CQC tools.
Buuuut a total overhaul of how the class works in PvP is something I'd personally lean more towards. I played the class, I like their dots and roots. But their tools just don't work when purges and faster mobility is involved. Sustain for the class is another major hurdle. Doesn't matter how the DK is built, hes a sitting duck in large scale combat or grossly outnumbered.
I'm like... doesn't mDK have access to some sort of major Expedition?
Doesn't chains give it? I forgotThough, not everyone runs chains I thought... well. A more desirable running away tool. This is what I meant originally.
Derra my friend you are dead on as always. I can’t describe how amazing PvP would be without permanent snares. That would pretty much gut magicka DK’s though, not that they don’t need more compelling gameplay than spamming the same talons/fossil over and over and over.
Sorc has basically zero chance of getting buffed. Just wanna put that out there. They’re still in the process of getting nerfed based on CWC’s notable Crystal Frag nerf
Malamar1229 wrote: »
Malamar1229 wrote: »
*** me that's a high tooltip
Malamar1229 wrote: »
*** me that's a high tooltip
And now you see why running a *** trial is absolutely necessary to run a Sorc now.
LFG VDSA.
Malamar1229 wrote: »
*** me that's a high tooltip
And now you see why running a *** trial is absolutely necessary to run a Sorc now.
LFG VDSA.