PTS Update 20 - Feedback Thread for Sorcerer

  • Chilly-McFreeze
    Chilly-McFreeze
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    People Seem to forget that sorc has access to a Breath of Life equivalent : Twilight Matriarch. Although I would love for sorc's pet to be castable and not toggeable to make it more consistent with other classes and not waste a skill spot . Let's be real for a second : shield stacking has been a massive issue since day one. Already working on a heavy armor magicka sorc to show it won't be the death of the class.

    I'm waiting for your results. Not like people didn't already tried to make a no-shields magsorc work.

    But short question: how do you keep the twilight alive without instant wards? And where do you put all your skills when your two bars are riddled with toggles and your OL bar is gone?
  • Onmari
    Onmari
    People Seem to forget that sorc has access to a Breath of Life equivalent : Twilight Matriarch. Although I would love for sorc's pet to be castable and not toggeable to make it more consistent with other classes and not waste a skill spot . Let's be real for a second : shield stacking has been a massive issue since day one. Already working on a heavy armor magicka sorc to show it won't be the death of the class.

    I don't play a Templar, but don't remember Breath of Life taking up two spots on the bar. Or the other option is waiting on a summons time followed by another button push for the Matriarch to heal, right? If I am wrong, lemme know. Pets have always seemed clunky and costly on bar space to me so I went in another direction with my build.
  • firedrgn
    firedrgn
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    maboleth wrote: »
    If they didn't want to for shields to stack, they could have just make one to exclude another. Simple as that. Either use hardened (or conjured) or harness, but not both. One cancels the other.

    Ya but they sent us down this road years ago
  • cpuScientist
    cpuScientist
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    While we are all rightfully upset about magSorc. Please don't forget stamSorcs got murdered.

    Legit what does a stamSorc have over other classes now. Their sustain tool got destroyed. Their 3rd bar gone. They have no class abilities or passives.

    Please ZOS give them a melee frag or something. They have no in class workable burst ability. Make regular frag when hard cast work like crystal frag. And then when it gets procced it's the reduced cost crap. And then free up the other morph to be melee proc cast. Or something.

    StamSorc has nothing going for it that another class just flat does better.
  • Kerioko
    Kerioko
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    With the change to overload, will it now work with elemental weapon?
    Dinosaur Chicken Nuggets - Argonian mNB Tank/Heals (PVP)
    Strawberry Semifreddo - Dunmer mSorc DPS // Sunny D-Light - Breton mTemp Heals
    Peanut Butter Sandwich - Orc sDK DPS // Kellogg's Frosted Flakes - Argonian mWard Tank/Heals (PVE)
    Cor-Leonis
    friendship - integrity - perseverance
  • cpuScientist
    cpuScientist
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    Also overload change is not strong. If it added to your current weapons light attack damage it would be a strong single Target ulti option worth using. But as it is it replaces your normal light attack so you need to subtract what your average light attack damage is from the average overload. And you find that your better off casting the atro by a margin lol.

    And that's not to say Nerf overload. Because even destro ukti is better. And that's not to say Nerf destro ulti either lol.
  • WreckfulAbandon
    WreckfulAbandon
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    No compromise will work here. Any one of these awful changes sinks mSorc as a competitive spec in PvP outside of a zerg. Cast time kills mSorc. Crittable shields with resistances kills them as well. What someone about said about 10k+ Suprise Attacks is true. Looking at 20k Leaps and 20k+ Spectral Bows. mSorc won't survive that. The third bar from Overload is necessary to compete but the loss of that hurts less than the previous 2. Regardless, I'm switching to stamina toons next patch. They're better than mSorc on live already and these new changes are just completely ridiculous.

    Hope satisfying a bunch of PvEers and crappy PvPers is worth the loss of a lot of mSorc subscriptions, not to mention a lot of mSorcs just leaving the game for greener pastures. Actually, I don't really care anymore.
    PC NA

    All my comments are regarding PvP
  • Samsgaard
    Samsgaard
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    The nerf to Dark Deal is a blow to my hybrid but slightly-stamina-leaning sorc tank. She gets nothing in return. Meanwhile, as if the gap between DK tanks and sorc tanks wasn't wide enough already, DK tanks are getting buffs. DK shield still is insta-cast and now is way more powerful because it will have super high resistance. Also, if I understand the notes, DKs will be getting increased range with Puncture and Slash.

    The crippling nerf to Ward is a death blow to my up-and-coming high magicka sorc tank, who relies on shields. Light armor, frost staff...not going to cut it without shields. She may not even be able to stand her ground against (and drop the axe on) Knight Commander Panthius in Kvatch Arena anymore; much less, tank vet HM dungeons. One less tank I can queue with. One less tank to speed up queue times for DPS.
  • LadyNalcarya
    LadyNalcarya
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    People Seem to forget that sorc has access to a Breath of Life equivalent : Twilight Matriarch. Although I would love for sorc's pet to be castable and not toggeable to make it more consistent with other classes and not waste a skill spot . Let's be real for a second : shield stacking has been a massive issue since day one. Already working on a heavy armor magicka sorc to show it won't be the death of the class.

    Nah, I'm a templar and I dont need to double slot my breath of life and shield it so it doesnt die. Oh wait! Shields are nerfed so it's much more likely that braindead bird will just die at the worst possible moment.
    "Oh shi-" heal is supposed to be reliable. Pets are not reliable (their AI isnt very good) and summoning them takes a while.
    Edited by LadyNalcarya on September 21, 2018 8:44PM
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • Twohothardware
    Twohothardware
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    Seems like the easier fix than adding an initial cast time would be to just lower shield strength in PvE and add some kind of cast time delay between the use of two different shields to reduce shield stacking in PvP. On the PvP side the whole issue with shields is being able to repeatedly recast Hardened Ward + Harness Magicka + Healing Ward on top of each other. On the PvE side shields are just too big since they scale off damage and max magicka which is what you go for anyways in a DPS build.
    Edited by Twohothardware on September 21, 2018 9:17PM
  • Icarus42
    Icarus42
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    I have been playing this game since it came out. I have only played as a magsorc DW the whole time because I love the playstyle. I do pvp, pve and casual because I love the storyline as I am an old school Morrowind fan. I have seen this class get changed and morphed and nerfed into the ground. Each time I have rebuilt my magsorc DW and everytime I get it back up to snuff they nerf it again. I have learned to adapt and for the most part me and my toon have survived

    This by far is the worst I have ever seen, it is too much all at once!! Talk about having to completely retool a character crafting new gear etc. It does not even seem that I can retool my character with this. I have already tested out alternative builds and they are all very unforgiving and clunky. With the one second cast time on shields it completely breaks up any kind of close in high combat situation in pvp, and completely ruins rotation and dps in pve. The only thing I can resort to is casual game play.

    I am so disappointed in these projected changes. We as a community of sorcs are pretty good at rolling with the punches and I guess that is what we will have to do if we are to survive this knock out punch.
    Ebonheart Pact - PC NA - Magicka Sorcerer
  • bardx86
    bardx86
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    Seems like the easier fix than adding an initial cast time would be to just lower shield strength in PvE and add some kind of cast time delay between the use of two different shields to reduce shield stacking in PvP.


    But that is more or less the issue, 1 shield doesn't cut it in PVP. Adding crit damage to shield is going to make these even worst. Shield can be taken down faster than a Sorc can reapply them. I'm all for removing shield stacking but Sorcs will still need a valid defensive tool. 1 shield taking crits isn't going to cut it cast time or not.
  • Illuvatarr
    Illuvatarr
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    @ZOS_RobGarrett

    Sorc is the worst class in the game after the frenzy of nerfs you guys have done to the class.

    They have the worst sustain. They have the worst dps (their timed burst dps in pvp is comparable but is nothing compared to the upfront burst dps other classes can do and can SUSTAIN). They have the worst survivability. They have no debuffs. They have less buffs than any other class.

    Are you guys planning to destroy the class and then build it back up in some new format?

    Really curious how you guys can justify what you are doing. Seriously. The chart that guy posted earlier offers visually what alot of us are thinking and have been thinking.

  • Twohothardware
    Twohothardware
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    bardx86 wrote: »
    Seems like the easier fix than adding an initial cast time would be to just lower shield strength in PvE and add some kind of cast time delay between the use of two different shields to reduce shield stacking in PvP.

    But that is more or less the issue, 1 shield doesn't cut it in PVP. Adding crit damage to shield is going to make these even worst. Shield can be taken down faster than a Sorc can reapply them. I'm all for removing shield stacking but Sorcs will still need a valid defensive tool. 1 shield taking crits isn't going to cut it cast time or not.

    Most Sorcs haven't been making full use of the tools they're given to evade high damage. Most don't run pets, they don't use Streak unless they're running away, they don't make use of mines unless it's a duel, and they definitely don't switch to heavy armor like Stamina players have to, they just face tank with 50-55K Magicka Shields and kite a little around a proc pet from their monster set.

    Maybe it's time for the ESO devs to redevelop the Sorceror playstyle to get away from players stacking multiple shields and focus more on other tools for survivability.
    Edited by Twohothardware on September 21, 2018 9:42PM
  • waitwhat
    waitwhat
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    Perhaps the following suggestions may better adjust shields rather than a cast-time requirement:

    1. Do not allow shields to absorb damage from DoTs placed on a player PRIOR to the shield's application. It doesn't quite make sense for an external shield to start absorbing poison and bleed damage when the target is already poisoned or bleeding, particularly if the shields are gas-permeable, as one assumes them to be.

    2. Perhaps we should isolate a class of skills that require exponential cost increases for repeated casts in a short period of time, as we do with streak. Cloak could be a candidate, but I say that as a stamblade who doesn't need it as much. (Hint: it's no longer our most effective defense.) Snipe should definitely be a skill in this class. Do you know much strength it takes to bring a powerful non-compound bow to full draw? (Hint: A lot.) Damage reduction shields, as opposed to ability absorption skills like Absorb Magic and Shimmering Shield, could well be another candidate for inclusion in this hypothetical classification of abilities that need cost increases of successive casts. Unlike the absorption shields, which have a narrowly construed scope of effectiveness, harness and hardened ward reduce all damage taken by a player's health. Unlike igneous, harness and hardened ward both scale with the max damage resource of a build, tying augmentations to their defensive power with augmentations to a player's offensive power. Unlike healing ward, harness and hardened ward do not have a risky health threshold upon which they provide the full extent of their defensive benefit. As it stands, they are carte blanche damage mitigation without requiring significant sacrifices to offensive power and without requiring significant risks to a player's health. Imposing a repeat cast cost would increase the burden of using these abilities much as a cast time would.

    3. Do not allow damage mitigation shields to stack. Have harness, hardened, igneous, healing ward, and sun shield all replace one another on subsequent casts, rather than augment one another.

    Those ideas may not be the best, but hopefully they contribute enough to the conversation that we can move forward without a 1-second cast time.
    PS4 NA AD ScourgeVivec Loading Screen Simulator 2017
    Khajiit stamblade main - Walking the Two-Moons Path and robbing cute Breton boys.
    Breton magplar vet Trial Healer - Promoting wellness through self-reflection.
    Argonian Tripot DK Cyrodiil Tank - One with the Hist and guarding cute Breton boys.
    Altmer magsorc PvE DPS - Scamp tramp and unrepentant lush.

    "30s to eval"
    "Read the ******* lorebook."
  • waitwhat
    waitwhat
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    @ZOS_RobGarrett Perhaps, rather than a 1 second cast time, make Hardened Ward insta-cast, but have it take 1 second to take effect, similar to that one morph of Time Stop.
    Edited by waitwhat on September 21, 2018 10:04PM
    PS4 NA AD ScourgeVivec Loading Screen Simulator 2017
    Khajiit stamblade main - Walking the Two-Moons Path and robbing cute Breton boys.
    Breton magplar vet Trial Healer - Promoting wellness through self-reflection.
    Argonian Tripot DK Cyrodiil Tank - One with the Hist and guarding cute Breton boys.
    Altmer magsorc PvE DPS - Scamp tramp and unrepentant lush.

    "30s to eval"
    "Read the ******* lorebook."
  • Sange13
    Sange13
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    Considering all the feedback for the cast time is overwhelmingly against it, can someone @ZOS please just acknowledge that it's likely a mistake and investigate alternate methods of approaching the shield stacking issue?

    I haven't read every single comment, but I haven't seen anyone that thinks this is a good idea (outside of those who also expressed a hatred for Sorcs generally). At best, some people are willing to accept it, but most of those even acknowledge it's not the best approach too.
    IGN: Sange-13
  • CritsTheBed
    CritsTheBed
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    waitwhat wrote: »
    Perhaps the following suggestions may better adjust shields rather than a cast-time requirement:

    1. Do not allow shields to absorb damage from DoTs placed on a player PRIOR to the shield's application. It doesn't quite make sense for an external shield to start absorbing poison and bleed damage when the target is already poisoned or bleeding, particularly if the shields are gas-permeable, as one assumes them to be.

    2. Perhaps we should isolate a class of skills that require exponential cost increases for repeated casts in a short period of time, as we do with streak. Cloak could be a candidate, but I say that as a stamblade who doesn't need it as much. (Hint: it's no longer our most effective defense.) Snipe should definitely be a skill in this class. Do you know much strength it takes to bring a powerful non-compound bow to full draw? (Hint: A lot.) Damage reduction shields, as opposed to ability absorption skills like Absorb Magic and Shimmering Shield, could well be another candidate for inclusion in this hypothetical classification of abilities that need cost increases of successive casts. Unlike the absorption shields, which have a narrowly construed scope of effectiveness, harness and hardened ward reduce all damage taken by a player's health. Unlike igneous, harness and hardened ward both scale with the max damage resource of a build, tying augmentations to their defensive power with augmentations to a player's offensive power. Unlike healing ward, harness and hardened ward do not have a risky health threshold upon which they provide the full extent of their defensive benefit. As it stands, they are carte blanche damage mitigation without requiring significant sacrifices to offensive power and without requiring significant risks to a player's health. Imposing a repeat cast cost would increase the burden of using these abilities much as a cast time would.

    3. Do not allow damage mitigation shields to stack. Have harness, hardened, igneous, healing ward, and sun shield all replace one another on subsequent casts, rather than augment one another.

    Those ideas may not be the best, but hopefully they contribute enough to the conversation that we can move forward without a 1-second cast time.

    I don't think any more cast times should he added to skills like cloak because that's a class defining skill that makes them special. But I could be ok with the last bit of what you said. So shields don't stack. Frees up some bar space and I could wrap my head around changing my build and bars since my main ward doesn't have a cast time.

    Problem is I don't think the people in charge of combat have the ability or knowledge to make that happen. I know that sounds super insulting but check it out. So many problems could be avoided if pve and pvp could be balanced separately right? Well to me balancing pve and pvp serperately and your idea of negating a shield when a player tries to put up his stacks falls in into the same space. Things that seem possible. So far the former hasn't happened in these 4 years so I'm left with the conclusion that the combat team can only do things like cast times or add subtract damage.

    I'm sure that sounds crazy to some but zos not balancing or adjusting certain skills or mechanics the moment you step into a pvp environment tells me they're not able to do that at a base level. That's why they Nerf.

    Edited by CritsTheBed on September 21, 2018 10:22PM
  • Vahrokh
    Vahrokh
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    Hey all,

    First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting.

    Hello, @ZOS_RobGarrett, and thank you for replying to this uproar.

    The above quoted sentence is the foundation of the reason why you are nerfing shields.

    I find a massive contradiction in this foundation, though.

    Magicka Nightblades deal sensibly more damage than magicka and stamina sorcerers, despite stamina sorcerers risking much more.

    At the same time, Magicka Nightblades are as survivable as Magicka sorcerers, to the point they are the premiere class to enter Veteran Cloudrest portals and do quick, burst and safe damage in an hostile, high oblivion damage filled environment.

    At the same time, Magicka Nightblades are those who are invited in a number of 7 (seven) to complete Veteran Asylum / Cloudrest, while 1 (one) Magicka Sorcerer is invited as healbot and Alkosh buff bot.

    So, by your own statement, could you please elaborate on which kind of choice Magicka Nightblades are doing, to justify the most unfun, clunky and even bad looking (poop animation!!!) nerf on Magicka Sorcerers?

    Edited by Vahrokh on September 21, 2018 10:58PM
  • joaaocaampos
    joaaocaampos
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    @ZOS_RobGarrett The best way, the best solution.

    Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
    • Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
    • Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5160, 5440 or 5740.

    Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!

    If you want increased cost, press "Agree".
    If you want cast time, press "Insightful".
    Edited by joaaocaampos on September 21, 2018 11:31PM
  • Minalan
    Minalan
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    @ZOS_RobGarrett The best way, the best solution.

    Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
    • Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
    • Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.

    Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!

    If you want increased cost, press "Agree".
    If you want cast time, press "Insightful".

    How about neither, would that be "Awesome"?
  • Malamar1229
    Malamar1229
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    I forgot to mention one more thing....will you be changing shattering blows? Because that CP star is another huge issue now that shields are crittable.
  • Zer0oo
    Zer0oo
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    Btw why can you not crit cast shields now?
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • joaaocaampos
    joaaocaampos
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    Minalan wrote: »
    @ZOS_RobGarrett The best way, the best solution.

    Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
    • Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
    • Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.

    Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!

    If you want increased cost, press "Agree".
    If you want cast time, press "Insightful".

    How about neither, would that be "Awesome"?

    I also wish there was no cast time or increased cost, but... I'm trying to ease things.
  • Sange13
    Sange13
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    Minalan wrote: »
    @ZOS_RobGarrett The best way, the best solution.

    Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
    • Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
    • Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.

    Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!

    If you want increased cost, press "Agree".
    If you want cast time, press "Insightful".

    How about neither, would that be "Awesome"?

    I still think a 3-6 second cooldown would be a better solution.
    IGN: Sange-13
  • Malamar1229
    Malamar1229
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    Sange13 wrote: »
    Minalan wrote: »
    @ZOS_RobGarrett The best way, the best solution.

    Instead of increasing cast time to 1 second, the cost should be increased. Healing Ritual is an example: the ability had 1 sec cast time and now is instant cast, with increased cost.
    • Annulment costs have been increased to 7290 Magicka from 4590 Magicka. That is, an increase of 59%.
    • Conjured Ward costs have been increased to 5580 (+59%), 5890 (+68%) or 6210 (+77%) Magicka from 3510 Magicka. Respectively, the Empowered Ward cost would be 5570, 5440 or 5740.

    Unfortunately, something needs to be done. Increased cost has worked before, may work again. No shield spam!

    If you want increased cost, press "Agree".
    If you want cast time, press "Insightful".

    How about neither, would that be "Awesome"?

    I still think a 3-6 second cooldown would be a better solution.

    Sure. Let's put that same cooldown in everyone elses main defense too. Like cloak
  • Massacre_Wurm
    Massacre_Wurm
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    Add 1 second cast to light armor's shield but leave sorc's ward like it was before.
    Sorcs will still have their 911 button in pve but shield stacking will be harder.
    Edited by Massacre_Wurm on September 22, 2018 12:55AM
  • Stosstruppen
    Stosstruppen
    Soul Shriven
    I've been testing the Mag Sorc in the PTS, doing anything from vMA, parses and questing. I'll do my best to give my unbiased opinion of everything I've tested.

    1. Rune prison has become pointless now with how easy it'll be to avoid.

    2. Bound Armor still seems useless. probably should have just slightly extended the duration rather the damage mitigated.

    3. Conjured Ward, as I'm sure everyone as read from the feedback is completely broken. It seems clear that this, cast time, nerf is pointed directly at Sorcs seeing as no other class specific shield has been given a cast time. In addition, the so called buff to the duration doesn't help at all. Even with the resistance changes to shields they drop extremely fast it does not help light armor players( keep in mind Annulment is only there to help light armor players) who already have very little resistance.

    4. I'm going to lump all of the pet sorc cost reduction buffs into one. I think it's helpful for those learning rotations, but last I checked there was no problem with sustain in the first place. (I run a pve pet sorc)

    5. Overload, although I think it was in some cases over powered, I do think the nerf was a bit excessive. Admittedly I've tested this one the least, seeing as I don't often use it, but the buff to heavy attacks will always mean nothing. This is because it's AOE is too small, and it's technically channeled so you'll never maintain the dps that a decent rotation could do.

    As it stands, I think the sorc is no stronger than the other mostly balanced classes( NB, Warden and DK), especially with the buffs some of the others are getting. I think you will begin loosing several of your vet players if you continue this bipolar buff/debuff method where you can't seem to buff one class without killing another. In conclusion I've personally mained a pet sorc in PvE for as long as I've played this game, and I've come to terms with the fact that I can't hit the max dps of most the other classes, but the trade off was always survivability and if the shield cast time nerf goes through you've effectively killed the sorc.
  • DanteYoda
    DanteYoda
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    Hey all,

    Just wanted to let you know we've been monitoring the feedback on this thread and elsewhere on the forums. Clearly there's a lot of concern around the impact of adding a cast time to Conjured Ward and Annulment.

    First I'd like to talk about our motivation with the change. We believe choices between damage output and survivability make combat more interesting. There are a number of areas within our system that could better adhere to this philosophy, but these self-cast damage shield abilities stood out as being particularly out of line. It was too easy to throw a bunch of effective health on yourself while making a minimal sacrifice in terms of DPS itemization and rotation. This applied to both PvE and PvP scenarios.

    The addition of a cast time makes that choice between damage output and survivability more deliberate and strategic. However, as many of you have pointed out, there are several potential issues with this solution. We identified many of these risks prior to PTS, and we're actively monitoring feedback from the community, Class Reps, and PTS testers.

    If we decide to make significant changes to the abilities, those changes would not appear until at least PTS 3. However, we agree Conjured Ward and Annulment are too easy to interrupt in PvP, so we'll be making both spells immune to interrupts for PTS 2. We'll also be meeting with the Class Reps next week to discuss the changes.

    In the meantime, we encourage you to continue experimenting, evaluating, and providing feedback.

    Monitoring and actually doing something about it is big difference.
  • OrdoHermetica
    OrdoHermetica
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    Add 1 second cast to light armor's shield but leave sorc's ward like it was before.
    Sorcs will still have their 911 button in pve but shield stacking will be harder.

    I would flip that. Leave the non-class-specific shield instant, as every class has need of an instant-cast "911" shield (and some classes, like magplars, rely on the LA shield), and then give sorcs a more powerful cast-time shield instead. That way all classes have an emergency shield, and sorcs have the option of taking the time to add extra shields if needed.

    I mean, if they're dead-set on a cast time, anyway. I know I won't run a sorc shield with a cast time if I ever finish getting my magsorc set up, but I guess some people might.
    Edited by OrdoHermetica on September 22, 2018 3:47AM
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