…. then why on earth would I play magSorc? For Streak? Or because my shield is cheaper?
To be honest. Nightblade is just better than any other class, magicka or stam. The class passives are really, really good. It has everything necessary built into the class...sustain, healing, damage, armor/spell pen debuffs, multiple Cc options, good ultimates, a class spammable, an execute. So you are not limited by either weapons, armor type, or sets to fill in the gaps.
On top of all of that you get cloak and shades, which are totally unique abilities that no other class has.
You could make the same argument on why choose a sorc over a nightblade even before the most recent PTS.
Because Sorc was a more mobile version with equally good survivability mostly thanks to those 20k shields stacks
Because Sorc was a more mobile version with equally good survivability mostly thanks to those 20k shields stacks
Really, more mobile? I sure see a lot of forum posts how streak is outpaced by swift+major expedition and gap closers. Shades lets you instantly port to a known location for a longer distance, and most players actually lose you, and have visually look for you. Even stam sorc's movement speed advantage has been neutralized now that everyone can reach speed cap.
I do agree that Sorc is probably not viable, and 100% not optimal, for pvp next patch, even after backing out the cast time. They have had the same basic build/playstyle for 4 years. Between the stream of nerfs, and not synergizing well with changes to the game, they are out dated.
@BaylorCorvetteBaylorCorvette wrote: »Ummm... think you are missing some items under the category of sorcerer. Check out this link for your missing information.
Yeah just Major Major Vitality per TeAlry's video at 1:09.0. I skimmed through his video since it is so long, but I think that's the only thing missing from the table?
First off, thanks for at least listening. Capping shields on Max HP is pretty brutal but certainly better than having cast times.
My honest, non-sarcastic, question is:
If shield-stacking is effectively removed due to this cap on shield-size and any LA build can throw on Dampen Magic and basically hit the cap at 25k HP, then what exactly is the special defence of magSorc?
The class has terrible hots/passive heals and terrible damage mitigation or avoidance tools. Let me rephrase the question in a way it gives some perspective....
If a MagBlade can throw on Dampen Magic and get same shield size as MagSorc all the while having:
- heals from many passive heals (Refreshing Path, Swallow Soul, Siphoning Attacks)
- free Major Resolve/Major Ward from passives (which makes shields better)
- 25% AoE damage reduction from Double Take.
- the ability to Cloak out, make attacks miss and suppress DoTs
- high Minor Maim uptime on targets due to Fear/Shadow Image
…. then why on earth would I play magSorc? For Streak? Or because my shield is cheaper?
I'll be honest, I like the intention with this change and I don't want to overthrow it. But something needs to change with MagSorc. Make Blood Magic a much better heal, add Major Evasion to Boundless Storm, maybe remove Conjured Ward and give a different defensive skill while making "cheaper shields by x %" a passive.
Something, anything, to boost survivability without relying only on spamming shields.
First off, thanks for at least listening. Capping shields on Max HP is pretty brutal but certainly better than having cast times.
My honest, non-sarcastic, question is:
If shield-stacking is effectively removed due to this cap on shield-size and any LA build can throw on Dampen Magic and basically hit the cap at 25k HP, then what exactly is the special defence of magSorc?
The class has terrible hots/passive heals and terrible damage mitigation or avoidance tools. Let me rephrase the question in a way it gives some perspective....
If a MagBlade can throw on Dampen Magic and get same shield size as MagSorc all the while having:
- heals from many passive heals (Refreshing Path, Swallow Soul, Siphoning Attacks)
- free Major Resolve/Major Ward from passives (which makes shields better)
- 25% AoE damage reduction from Double Take.
- the ability to Cloak out, make attacks miss and suppress DoTs
- high Minor Maim uptime on targets due to Fear/Shadow Image
…. then why on earth would I play magSorc? For Streak? Or because my shield is cheaper?
I'll be honest, I like the intention with this change and I don't want to overthrow it. But something needs to change with MagSorc. Make Blood Magic a much better heal, add Major Evasion to Boundless Storm, maybe remove Conjured Ward and give a different defensive skill while making "cheaper shields by x %" a passive.
Something, anything, to boost survivability without relying only on spamming shields.
I feel we´re getting to a workable solution.
What´s missing now is the previously mentioned feedback on cage (it should now deal dmg when it connects - not when the stun lasts its full duration).
Other minor tweaks that would be highly desireable could be:
- Boundless storm - cost reduction and maybe increase of the range to 7m (seriously why does this ability cost 4050 magica base when templar focus costs 1890 and dragonknights spiked armor 2700 - both unarguably way stronger)
- powersurge - make it heal for half the value when not critting (this would specifically benefit nonCP sorc)
maybe:
- convert part of dark conversions healing to a hot aswell (like the resource mechanic)
- bloodmagic make it heal on any sorcerer ability hitting a target - not only dark magic (excluding pets and petabilities as that would be overpowered)
AhPook_Is_Here wrote: »since the 40% health check is a greater than or equal to function it will likely be outside the brackets of the battle-spirit calculation and likely will also benefit from the additional health from battle spirit. I'd test it before too many hysterics, I'd think most reasonable people would assume that's the way the calculation would be handled, it would be weird to do a greater than or equal to check and then multiply it by .5 again.
Still at the usual 20k to 23k health that's just 8000 to 9000 shielding and the 12000 you currently get from Hardened is already not enough. Sure you could increase your HP, but sorc already have sustain issues. Decreasing your magicka pool will only make matters worse. Besides a large HP pool doesnt mean much when your resistences are low. The only way to get resistences up is through heavy armor, but when you stack heavy armor the shields will be too strong. Sets that give you resistences are also not an option due to the ever-repesent sustain issues that ZOS refuses to address.
Lord_Dexter wrote: »AhPook_Is_Here wrote: »since the 40% health check is a greater than or equal to function it will likely be outside the brackets of the battle-spirit calculation and likely will also benefit from the additional health from battle spirit. I'd test it before too many hysterics, I'd think most reasonable people would assume that's the way the calculation would be handled, it would be weird to do a greater than or equal to check and then multiply it by .5 again.
Still at the usual 20k to 23k health that's just 8000 to 9000 shielding and the 12000 you currently get from Hardened is already not enough. Sure you could increase your HP, but sorc already have sustain issues. Decreasing your magicka pool will only make matters worse. Besides a large HP pool doesnt mean much when your resistences are low. The only way to get resistences up is through heavy armor, but when you stack heavy armor the shields will be too strong. Sets that give you resistences are also not an option due to the ever-repesent sustain issues that ZOS refuses to address.
In PVP you will get half strength shield : 4500 instead of 9000
Good luck!
Lord_Dexter wrote: »AhPook_Is_Here wrote: »since the 40% health check is a greater than or equal to function it will likely be outside the brackets of the battle-spirit calculation and likely will also benefit from the additional health from battle spirit. I'd test it before too many hysterics, I'd think most reasonable people would assume that's the way the calculation would be handled, it would be weird to do a greater than or equal to check and then multiply it by .5 again.
Still at the usual 20k to 23k health that's just 8000 to 9000 shielding and the 12000 you currently get from Hardened is already not enough. Sure you could increase your HP, but sorc already have sustain issues. Decreasing your magicka pool will only make matters worse. Besides a large HP pool doesnt mean much when your resistences are low. The only way to get resistences up is through heavy armor, but when you stack heavy armor the shields will be too strong. Sets that give you resistences are also not an option due to the ever-repesent sustain issues that ZOS refuses to address.
In PVP you will get half strength shield : 4500 instead of 9000
Good luck!
I don't think they intend for the 40% to be affected by Battle Spirit. But I guess we'll see.
The target of this change was mostly PvE builds investing nothing on HP and having 15k HP but a +22k HP Hardened Ward due to how high the shields scale with max magicka and bastion when they are not affected by Battle Spirit.
If you try to play no-CP PvP today with only once shield (~10k Hardened Ward) you are mince meat and the squishiest class around. If they go beyond that they need their heads checked.
Lord_Dexter wrote: »Lord_Dexter wrote: »AhPook_Is_Here wrote: »since the 40% health check is a greater than or equal to function it will likely be outside the brackets of the battle-spirit calculation and likely will also benefit from the additional health from battle spirit. I'd test it before too many hysterics, I'd think most reasonable people would assume that's the way the calculation would be handled, it would be weird to do a greater than or equal to check and then multiply it by .5 again.
Still at the usual 20k to 23k health that's just 8000 to 9000 shielding and the 12000 you currently get from Hardened is already not enough. Sure you could increase your HP, but sorc already have sustain issues. Decreasing your magicka pool will only make matters worse. Besides a large HP pool doesnt mean much when your resistences are low. The only way to get resistences up is through heavy armor, but when you stack heavy armor the shields will be too strong. Sets that give you resistences are also not an option due to the ever-repesent sustain issues that ZOS refuses to address.
In PVP you will get half strength shield : 4500 instead of 9000
Good luck!
I don't think they intend for the 40% to be affected by Battle Spirit. But I guess we'll see.
The target of this change was mostly PvE builds investing nothing on HP and having 15k HP but a +22k HP Hardened Ward due to how high the shields scale with max magicka and bastion when they are not affected by Battle Spirit.
If you try to play no-CP PvP today with only once shield (~10k Hardened Ward) you are mince meat and the squishiest class around. If they go beyond that they need their heads checked.
They did not mention in Class Representative Notes if Battle Spirit will not affect shield so its obvious that shield is going to be ripped in half!
Our supposedly unique class shield is now pretty equal with Harness.
Our supposedly unique class shield is now pretty equal with Harness.
it shields the pets, that is what is unique.
Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.
If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.
With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.
Our supposedly unique class shield is now pretty equal with Harness.
it shields the pets, that is what is unique.
Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.
If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.
With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.
Today, In Light Armor on Live, Swift Stamblades are wrecking everyone with Bleeds, Dawnbreaker, Spin to Win. Hard to target them with very fast Sonic play and as soon as you do, "smoke", they dissappear. Kudos to them for their awesome tools. I just want to compete a little.
Crittable shields, 40% and scalable off Health..., which I think was the goal all along. Negotiating 101, initially propose something ridiculous, then settle on what you wanted , and have it seen like a compromise. Meanwhile the other side gets screwed.
This whole scalable off health, which is interesting that LA gets nothing that synergises with Health unlike Heavy.
Why run Light Armor and Magicka at all in PVP for any class? What is the upside I'm missing.
Our supposedly unique class shield is now pretty equal with Harness.
it shields the pets, that is what is unique.
Everything about the class is based around the mechanics of being a pet class. I think that is why there are so many fire and forget skills like curse, wrath, liquid lightning. Free up time to micro-manage pets. The overload third bar was specifically there to provide enough skill slots with all of the triple-bar toggles sorcs have.
If they are going to persist with a 40% cap, sorc health should include pet health in the cap or change the passive for 10% health if pet is active boosted to 15% health per pet. That would keep the shields, maybe, reasonably large enough to keep pets alive, and also encourage pet use for larger shields. ZOS is perpetually trying to get sorcs to use pets.
With these changes pets also need to scale from both spell damage and magicka, scale better with CP, maybe make the now useless bastion CP specifically buff pets.
Trying to make Sorcs use pets in PvP only achieves making them reroll magblades.
The vast, vast majority of magSorcs hate them. They hate that they need to be double barred, they hate the fact that they get stuck in obstacles, they hate that they can be easily killed (easier now with shield nerfs), they hate that they have cast-time to be re-spawned, they hate that they take 2-3 seconds to run up to targets before they start damaging. They hate them.
If the design was entirely different then maybe. But if my nana had nuts she'd be my grandad.
Honestly I dont know what to do at this point. We have been over this for weeks and their answer is this. This is as bad if not worse than the cast time