We could always ask the devs to kindly change the kill recording mechanism to who did the most health damage.
But people are lazy, and not terribly bright. It’s our nature. Why do all of that hard math when the devs can just ruin wrath completely in ten minutes? Problem solved!
In case you haven't noticed, magsorcs are a ranged spec.
In case you haven't noticed, wrath is so weak compared to other executes that it's the first skill we drop in trials. It's weak exactly because to balance the fact it's ranged. I do more DPS without Mage's Wrath (and with another non-execute ability in place) than with it.
Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
„CAnt be casted beforehand“ - poison injections and potl+ Jesus beam would like to have a word with you
*yes, i know These are dots/ channels and not bursts and therefore not as effective. But still pre applied. Fury is not an unique mechanic.
LegendaryMage wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
„CAnt be casted beforehand“ - poison injections and potl+ Jesus beam would like to have a word with you
*yes, i know These are dots/ channels and not bursts and therefore not as effective. But still pre applied. Fury is not an unique mechanic.
That's arguable, radiant destruction is damn effective vs anyone low health, the damage is insane at 16k+ tooltip plus 300% - 350% extra percent plus another extra damage modifier based on your current magicka etc.
I'd definitely swap endless for radiant and that's coming from a mag sorc main + mag templar secondary. Not to mention that you can get a tick or two of radiant at 35-40% and go into heavy execute range with the skill itself.
The only time endless is actually more useful is vs very inexperienced players, but vs anyone competent at low health - distance + radiant, goodbye.
LegendaryMage wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
„CAnt be casted beforehand“ - poison injections and potl+ Jesus beam would like to have a word with you
*yes, i know These are dots/ channels and not bursts and therefore not as effective. But still pre applied. Fury is not an unique mechanic.
That's arguable, radiant destruction is damn effective vs anyone low health, the damage is insane at 16k+ tooltip plus 300% - 350% extra percent plus another extra damage modifier based on your current magicka etc.
I'd definitely swap endless for radiant and that's coming from a mag sorc main + mag templar secondary. Not to mention that you can get a tick or two of radiant at 35-40% and go into heavy execute range with the skill itself.
The only time endless is actually more useful is vs very inexperienced players, but vs anyone competent at low health - distance + radiant, goodbye.
I know you as a very skilled player but assume you didnt play magplar in a bit... they screwed the scaling and it has literally 3s delay before even casting. Unless rebuffed AND patched it will never be back on my bar. Definitely used to be brutal, but currently it is absolute garbage xD
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
„CAnt be casted beforehand“ - poison injections and potl+ Jesus beam would like to have a word with you
*yes, i know These are dots/ channels and not bursts and therefore not as effective. But still pre applied. Fury is not an unique mechanic.
cpuScientist wrote: »1. Lack of Stam passives and skills.
2. Lack of mag Regen. Really hard to sustain vs other mag classes.
Bonus round: lightning damage is once again crap compared to fire. Might as well be ice. Can lightning he reworked?
I wasn't aware a 5% passive execute, chance to apply vulnerability and an 8% difference between single target and aoe damage was so drastically impacting the ability to do any damage whatsoever to anything. Please tell me more about the hyperbolic gambreaking differences between fire and lightning elemental damage on a sorc.
LegendaryMage wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
„CAnt be casted beforehand“ - poison injections and potl+ Jesus beam would like to have a word with you
*yes, i know These are dots/ channels and not bursts and therefore not as effective. But still pre applied. Fury is not an unique mechanic.
That's arguable, radiant destruction is damn effective vs anyone low health, the damage is insane at 16k+ tooltip plus 300% - 350% extra percent plus another extra damage modifier based on your current magicka etc.
I'd definitely swap endless for radiant and that's coming from a mag sorc main + mag templar secondary. Not to mention that you can get a tick or two of radiant at 35-40% and go into heavy execute range with the skill itself.
The only time endless is actually more useful is vs very inexperienced players, but vs anyone competent at low health - distance + radiant, goodbye.
LegendaryMage wrote: »LegendaryMage wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
„CAnt be casted beforehand“ - poison injections and potl+ Jesus beam would like to have a word with you
*yes, i know These are dots/ channels and not bursts and therefore not as effective. But still pre applied. Fury is not an unique mechanic.
That's arguable, radiant destruction is damn effective vs anyone low health, the damage is insane at 16k+ tooltip plus 300% - 350% extra percent plus another extra damage modifier based on your current magicka etc.
I'd definitely swap endless for radiant and that's coming from a mag sorc main + mag templar secondary. Not to mention that you can get a tick or two of radiant at 35-40% and go into heavy execute range with the skill itself.
The only time endless is actually more useful is vs very inexperienced players, but vs anyone competent at low health - distance + radiant, goodbye.
I know you as a very skilled player but assume you didnt play magplar in a bit... they screwed the scaling and it has literally 3s delay before even casting. Unless rebuffed AND patched it will never be back on my bar. Definitely used to be brutal, but currently it is absolute garbage xD
I don't know man, I burned all them dueling magplars in Alik'r with it, doesn't look that weak to me at all.
I think there's a slight delay with the cast or the first tick, it's certainly clunky, but 3 seconds? That's a bit too much imo. Or maybe it didn't matter anyway.
I mean don't get me wrong, I'm not saying sorc's execute is bad or anything, I just find it often useless against players who know what's coming, while this other one can inflict so much pressure from a distance (when timed right) that they just don't know what to do about it if they're not in range to bash.
Emma_Overload wrote: »cpuScientist wrote: »1. Lack of Stam passives and skills.
2. Lack of mag Regen. Really hard to sustain vs other mag classes.
Bonus round: lightning damage is once again crap compared to fire. Might as well be ice. Can lightning he reworked?
I wasn't aware a 5% passive execute, chance to apply vulnerability and an 8% difference between single target and aoe damage was so drastically impacting the ability to do any damage whatsoever to anything. Please tell me more about the hyperbolic gambreaking differences between fire and lightning elemental damage on a sorc.
One of the biggest problems is poor synergy with gear sets. DKs get their Whips and a ton of other useful spells massively buffed by Silks of the Sun, but what does Netch's Touch do for Sorcerers? We don't even have a shock damage spammable!
LegendaryMage wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
„CAnt be casted beforehand“ - poison injections and potl+ Jesus beam would like to have a word with you
*yes, i know These are dots/ channels and not bursts and therefore not as effective. But still pre applied. Fury is not an unique mechanic.
That's arguable, radiant destruction is damn effective vs anyone low health, the damage is insane at 16k+ tooltip plus 300% - 350% extra percent plus another extra damage modifier based on your current magicka etc.
I'd definitely swap endless for radiant and that's coming from a mag sorc main + mag templar secondary. Not to mention that you can get a tick or two of radiant at 35-40% and go into heavy execute range with the skill itself.
The only time endless is actually more useful is vs very inexperienced players, but vs anyone competent at low health - distance + radiant, goodbye.
Have never died to radiant destruction once since it’s nerf. Terrible skill.
Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
Chilly-McFreeze wrote: »And how would you change wrath without making it a copy of Impale?
I think this was suggested before in this thread, but I would also suggest to make it function like other executes in the game, which can't be casted "beforehand."
This would remove an opportunity of timing many skills landing on the opponent at the same time and now the execute extra damage impact would apply directly, if the target is below execute HP range. That additional explosion damage dealt to nearby enemies can remain, that's fine imo.
This little adjustment wouldn't impact too much gameplay and it would be still very viable execute.
This. StamSorc needs more Stamina mophs, especially a spammable. Suggestion would be a spammable and a dot(maybe even paired with the spammable) which gives minor breach+fracture.My two pain points have probably all been stated over and over from a stamsorc point of view.
1. Most of the passives are mag focused and add nothing to the stamsorc tool kit.
2. Only 1 stam skill besides bound and dark deal. Outclassed by NB and Templar.
SelfTherapy wrote: »How the tables have turned. I remember doing trials and people only wanted sorcs.Priyasekarssk wrote: »Overpowered class with the highest burst damage, highest sustain and highest defence
Also streak is too effective and needs an even higher cost increase
Overpowered class with the highest burst damage, highest sustain and highest defence
Rofl. Play the tutorials NBs.
Magic sorc is easily underpowered class probably behind Magicka warden. In PVE NBs requires serious nerf or buff other classes. NBs easily outperform other classes by huge 15K dps . No wonder all Trial dps is only NBs. All other classes dps instant kick . In PVP except NB no other class can kill in 2 seconds.
Many sorc already left the class including me.
Still noob NBs not worry about the game and looking for more cheese. I am cheese lover. 50k dps from NB is really nice. I love to kick other class dps. ZOs love for NB will continue forever even all become NBS. Its waste of time to even discuss other classes.
My advice : - All switch to NB main. Trust me you dont regret. I didnt.
Emma_Overload wrote: »cpuScientist wrote: »1. Lack of Stam passives and skills.
2. Lack of mag Regen. Really hard to sustain vs other mag classes.
Bonus round: lightning damage is once again crap compared to fire. Might as well be ice. Can lightning he reworked?
I wasn't aware a 5% passive execute, chance to apply vulnerability and an 8% difference between single target and aoe damage was so drastically impacting the ability to do any damage whatsoever to anything. Please tell me more about the hyperbolic gambreaking differences between fire and lightning elemental damage on a sorc.
One of the biggest problems is poor synergy with gear sets. DKs get their Whips and a ton of other useful spells massively buffed by Silks of the Sun, but what does Netch's Touch do for Sorcerers? We don't even have a shock damage spammable!
Played sorc for as long as I remember, no they don’t need a shock spammable.
Facefister wrote: »This. StamSorc needs more Stamina mophs, especially a spammable. Suggestion would be a spammable and a dot(maybe even paired with the spammable) which gives minor breach+fracture.My two pain points have probably all been stated over and over from a stamsorc point of view.
1. Most of the passives are mag focused and add nothing to the stamsorc tool kit.
2. Only 1 stam skill besides bound and dark deal. Outclassed by NB and Templar.
Edit: Change the visuals of Hurricane. Character becomes "invisible" when stacking or standing on certain colors.