With 22,5k health in PVP I get 12,4k harness magicka and 5730 hardened ward.
SammyFable wrote: »Hardened Ward is now completely useless, because a mag sorc will generally have enough Magicka to get Empowered Ward to the 40% Max Health Cap. So Hardened Ward will no longer grant the morph bonus of a stronger shield, it will just be a Morph that gives nothing. Obiously that applies for characters, that have enough Magicka to get Empowered Ward to hit the cap.
This screenshot shows, that this happens to a Mag Sorc in PvE Gear.
@ZOS_GinaBruno Please pass that issue along and get some changes to Hardened Ward (and probably Dampen Magic as well, but that's hard to test with the current bug on Harness Magic) to keep it a worthwile morph choice. Maybe increase the potency of the resistances that apply to them, or give them another passive buff.
They were talking about the difference between Hardened Ward I, Hardened Ward II, Hardened Ward III, and Hardened Ward IV. On live, the percentage boost over baseline increases from 20% to 23% as you rank it up, but they're removing that. Presumably it will be a flat +20% regardless of the rank.Biro123 wrote:One about hardened ward scaling.. are they saying that the increased size applies to both you and pets now?
Warden actually had a larger nerf, with Falcon's Swiftness going from 10 seconds to 4.Boundless? Really? You make this a must-have with the shield changes, then give it the biggest duration nerf out of all class mobility skills, with no cost reduction to compensate??
BrightOblivion wrote: »iDeadly_CTSV wrote: »Pets: The 0 damage change is good for boss fights that they die alot which makes them better. Some other changes that would make them less of an Eww another pet sorc would be removing the stun from the pulse (annoying for tanks to chain and manage ads), Chain lightning from AA HM (spreads chain lightning like the plague) , storms from asylum (just overall an issue)
I absolutely agree. In PvE at least, the stun just seems to be more of an irritant than actually something where I'm like "Yay! A stun!" It just serves to mess up tank pulls or strats like pulling Yokeda Kai and his copies into that hallway (I can't pulse my pet at all during that fight, because I have no idea what's going to be happening when he goes "Aaaaand stunned.") Maybe it's better in PvP land, but it just seems unpredictable and not really reliable.
I didn't really notice the scamp spreading chain lightning, but the Storm Atro totally still does. Also, I really wish they'd do something about him turning completely solid (can't DPS through him) as he despawns.
One thing I noticed, and maybe @ZOS_RobGarrett can answer, is that it specifies "Group Arenas." Does that mean that, in vMA (which is a solo arena), they still get bopped by the damages?
Warden actually had a larger nerf, with Falcon's Swiftness going from 10 seconds to 4.Boundless? Really? You make this a must-have with the shield changes, then give it the biggest duration nerf out of all class mobility skills, with no cost reduction to compensate??
Chilly-McFreeze wrote: »Warden actually had a larger nerf, with Falcon's Swiftness going from 10 seconds to 4.Boundless? Really? You make this a must-have with the shield changes, then give it the biggest duration nerf out of all class mobility skills, with no cost reduction to compensate??
But wardens also have better ways to heal, something that sorcs lack good options for. On one hand Zeni says we shouldn't rely on wards only but then they continue to nerf what else we could use to survive.
They designed the class in a way that screams mobility, yet they do everything they can to not allow us to be faster than others. Boundless nerfed, hurricane equalised by a single jewelry trait, streak got fatigue costs and is too easily countered by gap closers or simply sprint (if streak works at all. I don't even care to use it anymore when a pebble lies around).
Seems like they don't want us to use shields (gutted), heals (don't have good heals) or mobility (equalised and nerfed). So what shall we do?
Camb0Sl1ce wrote: »Well now with rebate being useless for all sorc specs, stam, no pet, and pet. Maybe no pet sorc can get some sustain love and would help stam sorc as well, something like with a daedric summoning ability slotted increase your mag recovery and stam recovery by x amount.
grannas211 wrote: »Chilly-McFreeze wrote: »Warden actually had a larger nerf, with Falcon's Swiftness going from 10 seconds to 4.Boundless? Really? You make this a must-have with the shield changes, then give it the biggest duration nerf out of all class mobility skills, with no cost reduction to compensate??
But wardens also have better ways to heal, something that sorcs lack good options for. On one hand Zeni says we shouldn't rely on wards only but then they continue to nerf what else we could use to survive.
They designed the class in a way that screams mobility, yet they do everything they can to not allow us to be faster than others. Boundless nerfed, hurricane equalised by a single jewelry trait, streak got fatigue costs and is too easily countered by gap closers or simply sprint (if streak works at all. I don't even care to use it anymore when a pebble lies around).
Seems like they don't want us to use shields (gutted), heals (don't have good heals) or mobility (equalised and nerfed). So what shall we do?
die
Chilly-McFreeze wrote: »What about rebate now? It does nothing for stam sorcs, non-pet magsorcs and pve pet sorcs now. Can we finally change it to something useful that every sorc profits from?
It’s plain stupid
What’s the point of releasing bugged shields for another PTS cycle? How they expect to get constructive feedback on new changes, if we can’t test them properly?
Chilly-McFreeze wrote: »What about rebate now? It does nothing for stam sorcs, non-pet magsorcs and pve pet sorcs now. Can we finally change it to something useful that every sorc profits from?
Pets won't take damage only in the group content Rob listed. They will still be able to die in overland PvE, PvP, vMA, etc. It still exists, although I must admit my pets usually only die when I unsummon them upon entering a town/bank/trader, etc. So i'm not really getting much use of the passive as it is.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »What about rebate now? It does nothing for stam sorcs, non-pet magsorcs and pve pet sorcs now. Can we finally change it to something useful that every sorc profits from?
Pets won't take damage only in the group content Rob listed. They will still be able to die in overland PvE, PvP, vMA, etc. It still exists, although I must admit my pets usually only die when I unsummon them upon entering a town/bank/trader, etc. So i'm not really getting much use of the passive as it is.
Okay, missed the vma part. But I still think petsorcs can bear the loss of rebate in overland content. This passive is just to niché now.
Chilly-McFreeze wrote: »Warden actually had a larger nerf, with Falcon's Swiftness going from 10 seconds to 4.Boundless? Really? You make this a must-have with the shield changes, then give it the biggest duration nerf out of all class mobility skills, with no cost reduction to compensate??
But wardens also have better ways to heal, something that sorcs lack good options for. On one hand Zeni says we shouldn't rely on wards only but then they continue to nerf what else we could use to survive.
They designed the class in a way that screams mobility, yet they do everything they can to not allow us to be faster than others. Boundless nerfed, hurricane equalised by a single jewelry trait, streak got fatigue costs and is too easily countered by gap closers or simply sprint (if streak works at all. I don't even care to use it anymore when a pebble lies around). Plus we neither have snares nor snare removal on our own skill trees.
Seems like they don't want us to use shields (gutted), heals (don't have good heals) or mobility (equalised and nerfed). So what shall we do?
Chilly-McFreeze wrote: »What about rebate now? It does nothing for stam sorcs, non-pet magsorcs and pve pet sorcs now. Can we finally change it to something useful that every sorc profits from?
Pets won't take damage only in the group content Rob listed. They will still be able to die in overland PvE, PvP, vMA, etc. It still exists, although I must admit my pets usually only die when I unsummon them upon entering a town/bank/trader, etc. So i'm not really getting much use of the passive as it is.
Time for the first part of feedback for 4.2.2
Shields without cast time feels normal, the shield size and strength is negligible for survival in PVP however.
As of now PVP 40.9 magicka and 22.7 health shield size is 4700 on conjured ward, hardened ward does 5000.
If i am getting hit with so much as a stick the shield is burst in one shoot 20k spell resistance and 15k physical resistance, crit resist 1,1k.
In my opinion 300 extra shield is worth nothing and in every situation conjured is better for extra sustain. Plays well in Zerg
In PVE the shield is slightly bigger 7200 conjured and 7800 hardened on the same setup with same resistances still gone in one shoot unless its a crab or rat than maybe two.
Went in to Cyro no one there, BGs are not active not possible to test properly, only few duels and again as before sorc is minced meat in just few seconds. Weaker shields are not enough to go turn the fight around. Using streak same old problem. to outrun 1 gap closer i need two streaks cost vs benefit 8k magica for no benefit at all, recovery animation from streak is slow opponent can break and gap close you before you can cast second streak. unless enemy is complete potato and allows sorc to be constantly on offensive there is no way to win.
Sorc is now nominated to the circus freak in PVE and a zerg surfer in PVP.
As again excellent job ZOS, subscriptions already cancelled so not much else i can do.
Time for the first part of feedback for 4.2.2
Shields without cast time feels normal, the shield size and strength is negligible for survival in PVP however.
As of now PVP 40.9 magicka and 22.7 health shield size is 4700 on conjured ward, hardened ward does 5000.
If i am getting hit with so much as a stick the shield is burst in one shoot 20k spell resistance and 15k physical resistance, crit resist 1,1k.
In my opinion 300 extra shield is worth nothing and in every situation conjured is better for extra sustain. Plays well in Zerg
In PVE the shield is slightly bigger 7200 conjured and 7800 hardened on the same setup with same resistances still gone in one shoot unless its a crab or rat than maybe two.
Went in to Cyro no one there, BGs are not active not possible to test properly, only few duels and again as before sorc is minced meat in just few seconds. Weaker shields are not enough to go turn the fight around. Using streak same old problem. to outrun 1 gap closer i need two streaks cost vs benefit 8k magica for no benefit at all, recovery animation from streak is slow opponent can break and gap close you before you can cast second streak. unless enemy is complete potato and allows sorc to be constantly on offensive there is no way to win.
Sorc is now nominated to the circus freak in PVE and a zerg surfer in PVP.
As again excellent job ZOS, subscriptions already cancelled so not much else i can do.
They acknowledged the shield cap and battle spirit issue, when fixed it should be about the same size as PVE.