@Biro123
Or, in a much shorter version - if I want to play a PvP tank, I can do that much better on any other class.
Thanks for writing this out. I feel like a lot of people dont really understand how a sorc is built in PvP, or how they operate.
I have seen the argument recently that sorc just needs to "swap out one of their 2 damage sets for Impreg"...not sure what damage sets they are talking about since sorc doesn't run any pure damage sets....
I think a lot of the problems peolple have with sorcs (both those who play sorcs and those who don't) are centered around their very powerful (but highly telgraphed and interruptable) burst combo. Literally every damage-oriented sorc runs it. If you take all of the burst, you die, pretty much no matter what. But, you remove one piece and the whole thing falls apart because the sorc has no sustained pressure.
It's unfortunate, but it feels like the sorc's whole kit needs a rework at this point.
Even that Im against the nerf why were you able to wear 4 well fitted. If that forces you to have to wear impen like the rest of the world, then this change is fine.
And every stam builds, run around with 28k/32k stamina, even redguards can most have 35/36k, so I dont get why are you complaining about the 38k magicka
Even with this, I do hope they increase the shield cap to 60% health.
Even that Im against the nerf why were you able to wear 4 well fitted. If that forces you to have to wear impen like the rest of the world, then this change is fine.
And every stam builds, run around with 28k/32k stamina, even redguards can most have 35/36k, so I dont get why are you complaining about the 38k magicka
Even with this, I do hope they increase the shield cap to 60% health.
What kind of weapon damage and stamina recovery do those stam builds you're referring to run? I bet both are a lot higher than the typical light armor magicka build.
I don't see the problem, just use siege if you want to DD.Urgh.
usmguy1234 wrote: »Thanks for writing this out. I feel like a lot of people dont really understand how a sorc is built in PvP, or how they operate.
I have seen the argument recently that sorc just needs to "swap out one of their 2 damage sets for Impreg"...not sure what damage sets they are talking about since sorc doesn't run any pure damage sets....
I think a lot of the problems peolple have with sorcs (both those who play sorcs and those who don't) are centered around their very powerful (but highly telgraphed and interruptable) burst combo. Literally every damage-oriented sorc runs it. If you take all of the burst, you die, pretty much no matter what. But, you remove one piece and the whole thing falls apart because the sorc has no sustained pressure.
It's unfortunate, but it feels like the sorc's whole kit needs a rework at this point.
Problem is most sorcs are running 2 sustain sets or sets that stack max magicka to have better defenses. We can nuke most medium and light armor opponents but your average fotm heavy wearer has to make many mistakes to get in to execution range vs a sorc.
usmguy1234 wrote: »Thanks for writing this out. I feel like a lot of people dont really understand how a sorc is built in PvP, or how they operate.
I have seen the argument recently that sorc just needs to "swap out one of their 2 damage sets for Impreg"...not sure what damage sets they are talking about since sorc doesn't run any pure damage sets....
I think a lot of the problems peolple have with sorcs (both those who play sorcs and those who don't) are centered around their very powerful (but highly telgraphed and interruptable) burst combo. Literally every damage-oriented sorc runs it. If you take all of the burst, you die, pretty much no matter what. But, you remove one piece and the whole thing falls apart because the sorc has no sustained pressure.
It's unfortunate, but it feels like the sorc's whole kit needs a rework at this point.
Problem is most sorcs are running 2 sustain sets or sets that stack max magicka to have better defenses. We can nuke most medium and light armor opponents but your average fotm heavy wearer has to make many mistakes to get in to execution range vs a sorc.
This is really the issue. The Heavy Armor stam meta with 2 proc damage sets, permanent Major Expedition (+ a swift or minor) + permanent snare immunity is too strong. Someone in heavy armor should not be able to be nuked, but they should also not have that much mobility and damage.
I know sorcs don't like to hear it, but shielding was too strong in PvE and PvP. A sorc should be able to nuke light and medium armor targets from range but should have significant issues if being attacked. I've seen sorcs face tank multiple players wailing on them because of shields. I would rather see the cost increase on streak reduced than uber shields again. I want light armor to be the high mobility based on using skills, medium to be high mobility based on armor passives, and heavy to not be very mobile. The problem is that Heavy Armor stam is just too good.
Waffennacht wrote: »
Even then...
Sorc doesn't get passive mitigation (such as dmg reduction passives, HoTs, vitality or mending, Trellis, DK's HoTs, Templar purge/hot, cloaks mitigation or spot heal)
You mentioned fortified brass, well unfortunately for Sorcs that whole set is countered by major fracture.
As you already mentioned spell damage takes a huge dive - in No CP spell damage has more modifiers, therefore spell damage is the more efficient choice (and sorc can't get it)
Sorc has half a tree soley scaling to Max mag - unviable in PvP
Even as a full blown tank, every class does That better too.
(I have created or attempted to, create full blown sorc tanks - why bother when healthden blows it away?)
Oh and crit resistance (or any resistance) costs the same spots as max mag
On every other mag class you can run below 30k max mag and still be viable; not true with sorc
Oh and cast times, not even Templars have as many cast time abilities now
FlamingBeard wrote: »Magicka Sorcerers up to this point have been able to stack Max Magicka (even with Swift jewelry, you can stack Magicka like pancakes on a Sorcerer) and be effectively as tanky as most heavy armor users (if the Sorcerer in question is a good player) while still finding enough room for sustain mechanisms and plenty of burst damage, due to the high Max Magicka. And on top of all this, Sorcerer is the most mobile Magicka spec in the game.
Now, the direction ZOS is headed, they want everyone to be forced to sacrifice tankiness for damage, or damage for sustain, etc.
Sorcerers on Live are pretty strong compared even to other magicka specs in terms of learning curve, viability in most PvP situations, and the return on investment you receive for becoming good at the class.
In comparison, magTemplars or MagDKs have been a lot harder to manage in PvP than Sorcerer because these other two classes lack any self-mobility functions whatsoever and they've gradually lost passives and had skills nerfed which made it so that neither of these two snail-speed classes can be very strong AND tanky AND sustain their resources at the same time.
Magplars and magDKs (who both rely on DoTs and wearing an enemy down at melee range) have had to deal with the Forward Momentum/Swift meta rendering Templar's snares and DK's immobilizations unviable or outright useless in many situations in PvP.
Compare this to Sorcerer, with Ball of Lightning which absorbs projectiles and beams and teleports the user + can stun enemies, Boundless Storm the defense buff which also gives Major Expedition, as well as a long-range unblockable stun and the largest damage shield in the game and some of the best long-range damage in all of PvP... no good Sorcerer has had any excuse for the past couple updates to complain at all.
Sure they're still sorting out the issues of rebalancing, but something needed to be done about damage shields and their over-tuned effectiveness.