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PTS Update 20 - Feedback Thread for Sorcerer

  • NyxWrench
    NyxWrench
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    I do find it troublesome that some of the known bugs with shields were not fixed this patch. (The 3.3% overage, and the 0 strength shields if you had too much magicka.) Since this is the last week of testing, there will be no verification that those are working properly.


    On a different note, has anyone been doing any real testing of Dark Exchange? Since the over-time portion of the recovery lasts 20 seconds, that puts it on the same cycle time as Boundless Storm and Elemental Drain — something to activate every couple rotations.

    Dark Conversion morph on live: 8059 health and 4696 magicka in change for 2053 stamina. They seem fixed, not changing with different magicka or spell damage. So, according to the patch notes, it should be giving 6044 health and 3522 magicka immediately, and then 201 health and 117 magicka per second.

    Not as good as being able to spam it several times in a row, but it fits easily within a rotation. Conveniently, it also procs Minor Prophecy via passive, which itself has a 20 second duration. Given the shift of crit rates from the CP passive to Minor Prophecy, being able to have a steady means of keeping that up full time is nice. Though I tend to have a 90%-95% uptime from Crystal Frags anyway, this would also work if I'm in healer mode, and don't have slots for offensive abilities.

    I tried incorporating Dark Conversion into my rotation on live, and, while it's still a bit clumsy, I did manage to kill a test dummy without needing to use heavy attacks (though I'd still want to use them on groups of mobs), and keeping nearly the same total DPS. A modest improvement on the total magicka return, plus the fact that half of it is an over-time effect (and thus won't risk as much overfilling the resource bar) seems like it would help a fair bit with sustain.

    The gap it creates between light attacks is about 1.5 seconds, which is barely more than a good weave rate. The tradeoff of sustain for damage seems better than doing the same with, say, jewelry, since this substitutes only a single action period, whereas the the potential spell damage on the jewelry applies to all the ongoing DOTs.


  • phileunderx2
    phileunderx2
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    Pet sorcs are really going to be bad when Murkmire drops. They still die in dungeons. My scamp died to the second boss of Crypt of Hearts and in overland pve content they are very difficult to keep alive when fighting against any substantual monster. I went in Sunhold public dungeon and the Turtle boss on the dock his poison aoe one shots the scamp. The shield does nothing to protect him.
    Many casual players have pet sorcs and they are going to be wondering what is going on and why their pets are dieing all the time. So yeah zos this isn't a good thing you guys are doing. Lol
  • Tannus15
    Tannus15
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    Pet sorcs are really going to be bad when Murkmire drops. They still die in dungeons. My scamp died to the second boss of Crypt of Hearts and in overland pve content they are very difficult to keep alive when fighting against any substantual monster. I went in Sunhold public dungeon and the Turtle boss on the dock his poison aoe one shots the scamp. The shield does nothing to protect him.
    Many casual players have pet sorcs and they are going to be wondering what is going on and why their pets are dieing all the time. So yeah zos this isn't a good thing you guys are doing. Lol

    bug the CoH. they shouldn't be dying in dungeons.

    overland is a different matter.
  • Inklings
    Inklings
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    https://www.youtube.com/watch?v=q2bd5ex9PdQ

    Main point of this video is to show pets die to often to uncontrollable situations. Resummoning long cast time pets is not fun. The advantage players will get having non killable pets in this arena is small in comparison to the amount of frustration and just sloppy game play pets offer in vMA if it goes live like this. Make them non killable please. This is content that is years old and when you make sweeping changes, old content should not becoming harder or more frustrating. Yes vMA is still really easy to do for vet players as i show in this 40 min no death run, but i cant imagine the frustration a new player that is learning this arena would have with the current way pets are working in vMA. The amount of resummons by a new player will also eclipsed what i had and no one is going to enjoy that type of game play. You can get a full pet death recap in the video description. There are a total of 14 pet deaths in a 40 minute run.

    Sorry no sound. Was watching a hockey game online while i ran this and didnt want any copyright issues.
    Edited by Inklings on October 17, 2018 9:07AM
  • maboleth
    maboleth
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    Yay. So Zos guys are pushing loathed changes to the live, even though many are still known to be bugged or partly working. Nor did they fix those crucial skills (e.g. hardened, bastion cp) for people to actually test before hitting live, meaning the last two pts phases are basically useless for feedback. We can only hope they are somehow listening and will fix it before next week (and our exp. tells us otherwise)

    Gg zos. Your combat team is a mess. :angry:
  • ZOS_JesC
    ZOS_JesC
    admin
    Greetings, we've removed a few comments that were not on topic with the thread. This is a reminder to keep conversation pertaining to ESO. Thank you.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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    Staff Post
  • Irylia
    Irylia
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    Magsorc are absolutely fine on PTS now. Arguably stronger with the improved LA passives.

    You can’t face-tank unlimited amounts of damage anymore but forgive me for my limited sympathy on that front.

    The fact that a glass cannon Stamblade or Stamden could wail on you non-stop for over a minute without breaking through the shields was a little bit ridiculous.

    But it wasn’t ridiculous that both of those Stam classes have numerous mitigation tools and can also do the same through evasion/healing/negating damage altogether
  • Irylia
    Irylia
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    Nyladreas wrote: »
    Minalan wrote: »
    Daus wrote: »
    Minalan wrote: »
    Daus wrote: »
    Hello,

    For starters I'd like to say that what you've done to damage shields is wonderful for balance, and you should stick with your changes. Hardened Ward and Harness Magicka should be used pre-engagement, and Healing Ward (an instant cast) should be used as a life saving maneuver.

    Now that we've finally addressed shields we need to address sorcs. Their arsenal isn't very well equipped for survival without the use of shields so before these changes go live I would like to see two things happen:

    1) Blood Magic passive - have it so you are healed for a % of damage done by all class abilities. Not sure what number would be balanced; that would require testing.

    2) Bolt Escape - make this ability behave like dodge rolling in the sense that it breaks roots, and most importantly you can streak in any direction without changing your character's direction. Meaning you can continuously Bolt Escape backwards. This would greatly improve their ability to stay at range.

    I'm all for the damage shield nerfs, but magsorcs do need something to improve their survivability.

    P.S. Also make Crystal Blast proc like Frags please.

    Yes, please keep listening to the nightblades and balance sorc like this. Then the subscription losses will continue until the layoffs start. I have to wonder, how much money have you lost since yesterday, and how much more will you lose?

    When it comes to balance, damage shields is a topic that you and I are simply not going to agree on (it's like politics lol), but I would like to focus on the areas that we could agree on instead. Do you not like the suggestions I gave?

    Sure, they're great. That 800 heal I get from blood magic is going to save me from your 10K incap crit and defile while I'm busy recasting shield.

    You'll never kill me in two and a half seconds!

    The shield cast time is such a great idea, they should put it on cloak too!

    Sure I'll take 1 second cast on cloak. If you give me access to 17 different AoE abilities that completely remove all your defensives, dispel your shields, drop any player's block and make them unable to use any burst heal/oh crap ultimate.

    You want it fair, yes? Shields let you heal. How you get those heals is up to you. Perhaps invest into sets that provide healing/give you a ton of defense, like any other class in the game? There are tons that would help you. Also - you resto skill line? Where's stamina healing skill line?

    Ever heard of hist sap set for example?

    Oh but wait... you want to keep your dual damage sets and weapons right? Ah well...

    (Oh yeah and btw my main is a Sorc, not a NB)

    You mean double sustain sets just to survive.
    Then the moment you set up a 4 gcd combo the enemy blocks/rolls/los’/reflects/absorbs/cloaks. Among other things. And you have to start the combo all over again.
    Rolling is the most annoying thing that players can spam when anything is being lined up on them
  • Trinity_Is_My_Name
    Trinity_Is_My_Name
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    Hutch679 wrote: »
    Great changes tbh. The shield stacking has gotten out of control.....

    LOL. Shield stacking is still there.
  • bpmachete
    bpmachete
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    I agree man, takiing away a third bar for that weaving is useless.

    Maybe they are preparing to roll out with an undaunted utility kit ultimate, where you have an entire extra bar including an extra ultimate? That would be awesome and give life to the undaunted tree.

    My idea was to make certain class ultimates that are usually used by all classes become an overload type of bar. https://forums.elderscrollsonline.com/en/discussion/436143/dont-remove-overload-third-bar-spread-it-to-all-right-thread-page#latest
  • Didgerion
    Didgerion
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    Magsorc are absolutely fine on PTS now. Arguably stronger with the improved LA passives.

    You can’t face-tank unlimited amounts of damage anymore but forgive me for my limited sympathy on that front.

    The fact that a glass cannon Stamblade or Stamden could wail on you non-stop for over a minute without breaking through the shields was a little bit ridiculous.

    Hmm, it doesn't quite qualify to call them "Glass Canon" if they could keep pressure over a sorc for one minute.
    It doesn't look like you seek balance... Looks like your true desire is to kill every player within 1 minute.. ok sorcs are nerfed... Now what?... Will you cry for a 30s kill window now?
  • pizzaow
    pizzaow
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    I'm surprised by the posts about PvE Pet deaths (VMA/COH...). I thought they were supposed to be immortal in most pve places... Did I miss something?

    From the PTS 4.2.2 Patch Notes:
    * Combat pets will now take 0 damage while in a Dungeon, Trial, or Group Arena.
    XBox/NA GT: Pizzaow
  • karpok
    karpok
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    Actually pet are supposed to be immortal only in group PvE area. That mean not in vMA, delve, world boss and other open area.
    --
    Soumar, Aldmeri Sorcer
  • firedrgn
    firedrgn
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    Pets dont die in dungeons anymore when murkkire hits. So thats a big plus. But................
    They die if we die so ya it is what it is
  • Thraben
    Thraben
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    Pets won't die anyway when even diehard Petsorcs like me are not able to equip them any longer in Cyro.

    We have been thrown back to pre-Orsinium times when every grouped petsorc was either a fool or a roleplayer.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Lord-Otto
    Lord-Otto
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    Thraben wrote: »
    Pets won't die anyway when even diehard Petsorcs like me are not able to equip them any longer in Cyro.

    We have been thrown back to pre-Orsinium times when every grouped petsorc was either a fool or a roleplayer.

    Or both. *puts on Jester outfit*
    ;P
  • pieratsos
    pieratsos
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    Nyladreas wrote: »
    Minalan wrote: »
    Daus wrote: »
    Minalan wrote: »
    Daus wrote: »
    Hello,

    For starters I'd like to say that what you've done to damage shields is wonderful for balance, and you should stick with your changes. Hardened Ward and Harness Magicka should be used pre-engagement, and Healing Ward (an instant cast) should be used as a life saving maneuver.

    Now that we've finally addressed shields we need to address sorcs. Their arsenal isn't very well equipped for survival without the use of shields so before these changes go live I would like to see two things happen:

    1) Blood Magic passive - have it so you are healed for a % of damage done by all class abilities. Not sure what number would be balanced; that would require testing.

    2) Bolt Escape - make this ability behave like dodge rolling in the sense that it breaks roots, and most importantly you can streak in any direction without changing your character's direction. Meaning you can continuously Bolt Escape backwards. This would greatly improve their ability to stay at range.

    I'm all for the damage shield nerfs, but magsorcs do need something to improve their survivability.

    P.S. Also make Crystal Blast proc like Frags please.

    Yes, please keep listening to the nightblades and balance sorc like this. Then the subscription losses will continue until the layoffs start. I have to wonder, how much money have you lost since yesterday, and how much more will you lose?

    When it comes to balance, damage shields is a topic that you and I are simply not going to agree on (it's like politics lol), but I would like to focus on the areas that we could agree on instead. Do you not like the suggestions I gave?

    Sure, they're great. That 800 heal I get from blood magic is going to save me from your 10K incap crit and defile while I'm busy recasting shield.

    You'll never kill me in two and a half seconds!

    The shield cast time is such a great idea, they should put it on cloak too!

    Sure I'll take 1 second cast on cloak. If you give me access to 17 different AoE abilities that completely remove all your defensives, dispel your shields, drop any player's block and make them unable to use any burst heal/oh crap ultimate.

    You want it fair, yes? Shields let you heal. How you get those heals is up to you. Perhaps invest into sets that provide healing/give you a ton of defense, like any other class in the game? There are tons that would help you. Also - you resto skill line? Where's stamina healing skill line?

    Ever heard of hist sap set for example?

    Oh but wait... you want to keep your dual damage sets and weapons right? Ah well...

    (Oh yeah and btw my main is a Sorc, not a NB)

    Legends also say that when you put lich on a sorc the proc gives spell dmg equivalent to the amount of regen it gives and shacklebreaker gives 20k magicka instead of 2k. So i guess you are right. They are indeed in full offensive gear.
  • Cronopoly
    Cronopoly
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    I have not given up hope yet. In fact I'm rolling a new High Elf Sorc on NA PC. Bam. He's naked and while CP 897 has not allocated any points, skills, armors or learned any weapons. Hand to hand combat baby. Dies often lol.
    Nerfmiretoon.png
  • Derra
    Derra
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    Cronopoly wrote: »
    I have not given up hope yet. In fact I'm rolling a new High Elf Sorc on NA PC. Bam. He's naked and while CP 897 has not allocated any points, skills, armors or learned any weapons. Hand to hand combat baby. Dies often lol.
    Nerfmiretoon.png

    If only you hadn´t chose the now worst possible race for your sorcy.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Aldul
    Aldul
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    Derra wrote: »
    Cronopoly wrote: »
    I have not given up hope yet. In fact I'm rolling a new High Elf Sorc on NA PC. Bam. He's naked and while CP 897 has not allocated any points, skills, armors or learned any weapons. Hand to hand combat baby. Dies often lol.
    Nerfmiretoon.png

    If only you hadn´t chose the now worst possible race for your sorcy.

    Explain, pls. High Elf worst class for magsorc?
    - - PVP -only, sorc-only - AD Veteran - -
    - CULTURES Social Guild (EU) -
  • Chilly-McFreeze
    Chilly-McFreeze
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    Aldul wrote: »
    Derra wrote: »
    Cronopoly wrote: »
    I have not given up hope yet. In fact I'm rolling a new High Elf Sorc on NA PC. Bam. He's naked and while CP 897 has not allocated any points, skills, armors or learned any weapons. Hand to hand combat baby. Dies often lol.
    Nerfmiretoon.png

    If only you hadn´t chose the now worst possible race for your sorcy.

    Explain, pls. High Elf worst class for magsorc?

    I can only guess that the lack of health and mitigation makes shields weaker than on other races.
  • Biro123
    Biro123
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    Derra wrote: »
    Cronopoly wrote: »
    I have not given up hope yet. In fact I'm rolling a new High Elf Sorc on NA PC. Bam. He's naked and while CP 897 has not allocated any points, skills, armors or learned any weapons. Hand to hand combat baby. Dies often lol.
    Nerfmiretoon.png

    If only you hadn´t chose the now worst possible race for your sorcy.

    Nah, not the worst, surely..

    Just looking at those passives for the contenders (PVP perspective)..:

    High Elf
    9% mag recov
    10% max mag
    4% flame/frost/shock dmg.

    Breton
    10% Max Mag
    3960 Spell Resists
    3% mag cost reduction

    Argonian
    3% max mag + pot recov (4620 health/mag/stam)
    9% max health + poison/disease resist
    5% healing done and received

    Dark Elf
    6% Max mag/stam
    3% max mag, flame resists
    7% flame dmg, 2% frost/shock dmg

    My gut feel is that max mag will still be very useful for all builds.
    Mag Recov will be useful on almost all builds.
    Flame damage - very minor benefit to flame staff abilities only.
    Frost damage - very minor benefit if frost staff taken for blocking
    shock damage - benefit to builds using overload
    Max Health.. Only really useful, if you're shields are above cap. I've struggled to hit this so far with murkmire builds.
    Mag Cost Reduction - great for all builds
    Spell Resists - much more beneficial than before.. (would rather have physical though)
    Healing done/received.. welcome, but not too great on a class with poor healing.
    Argonian pots - can be great in certain setups - not sure if they go well with magsorc though..
    Max Stam - nice to have, but poor actual buff for off-stat.

    So overall, I think Altmer and Breton are pretty comparable, with Breton now edging it only slightly.
    Dark Elf falls behind with (slightly) lower max mag, nothing to help sustain, and sorcs benefitting very little from flame dmg

    Argonian is difficult to quantify. I've used the pot cooldown build on other classes, and it could be strong for frost-staff blocking, but leaves the main stat (notably magica) very low for shields.. I don't think sorc can be a very effective blocker without access to either stronger dots or the ability to cast heals while on the frost bar.. So it would have to be part of a mixed defence of blocks/dodges/shields... which will need plenty of magica. No, I'm not sure sorc synergises as well with Argonian as other classes do..
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Derra
    Derra
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    Biro123 wrote: »
    Derra wrote: »
    Cronopoly wrote: »
    I have not given up hope yet. In fact I'm rolling a new High Elf Sorc on NA PC. Bam. He's naked and while CP 897 has not allocated any points, skills, armors or learned any weapons. Hand to hand combat baby. Dies often lol.
    Nerfmiretoon.png

    If only you hadn´t chose the now worst possible race for your sorcy.

    Nah, not the worst, surely..

    Just looking at those passives for the contenders (PVP perspective)..:

    High Elf
    9% mag recov
    10% max mag
    4% flame/frost/shock dmg.

    Breton
    10% Max Mag
    3960 Spell Resists
    3% mag cost reduction

    Argonian
    3% max mag + pot recov (4620 health/mag/stam)
    9% max health + poison/disease resist
    5% healing done and received

    Dark Elf
    6% Max mag/stam
    3% max mag, flame resists
    7% flame dmg, 2% frost/shock dmg

    My gut feel is that max mag will still be very useful for all builds.
    Mag Recov will be useful on almost all builds.
    Flame damage - very minor benefit to flame staff abilities only.
    Frost damage - very minor benefit if frost staff taken for blocking
    shock damage - benefit to builds using overload
    Max Health.. Only really useful, if you're shields are above cap. I've struggled to hit this so far with murkmire builds.
    Mag Cost Reduction - great for all builds
    Spell Resists - much more beneficial than before.. (would rather have physical though)
    Healing done/received.. welcome, but not too great on a class with poor healing.
    Argonian pots - can be great in certain setups - not sure if they go well with magsorc though..
    Max Stam - nice to have, but poor actual buff for off-stat.

    So overall, I think Altmer and Breton are pretty comparable, with Breton now edging it only slightly.
    Dark Elf falls behind with (slightly) lower max mag, nothing to help sustain, and sorcs benefitting very little from flame dmg

    Argonian is difficult to quantify. I've used the pot cooldown build on other classes, and it could be strong for frost-staff blocking, but leaves the main stat (notably magica) very low for shields.. I don't think sorc can be a very effective blocker without access to either stronger dots or the ability to cast heals while on the frost bar.. So it would have to be part of a mixed defence of blocks/dodges/shields... which will need plenty of magica. No, I'm not sure sorc synergises as well with Argonian as other classes do..

    I´ve played all 4 races and for the next patch in a CP environment i´d rate:

    Breton >= Argonian > Dunmer > Altmer

    Healing being useless basically strawman argument at this point - sorc needs healing and the need for healing will increase instead of decrease this patch with the change to enchantments (oblivion enchant).

    Breton is probably best for things resembling pre murkmire setups - but if you´re pushing shields argonian will get better results due to their health passive which is more likely to cap shields than maxmagica is from my testing.
    Furthermore in CP breton resis now allow you to shift CP towards physical mitigation resulting in overall better survivability than any other race on sorc.

    Dunmer is a bit of mixed bag - sorc is a very stat dependant class and dunmer gets 15% stats total. Then dunmer is also the choice to run vamp builds because of the flame resis and complete burning immunity (remember you can actually apply statuseffects on shields now).
    It also has the greatest synergy with masterstaff builds.

    Altmer just offers nothing special. The elemental dmg increase is neglible and actually weaker than dunmers for most builds.
    It pales in comparison to the defensive benefits of dunmer or breton.
    The sustain passive is roughly comparable to what argonian or breton get.

    Altmer just has nothing really going for them at this point because the offensive advantages are so minimal compared to the defensive perks other races get they´re vastly outclassed.

    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • EPelite
    EPelite
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    I still don’t understand why ZOS wants this game to be a stamina game only.

    There is nothing a magicka toon can do in pvp that stam can’t do better.

    Damage: bleeds – steel tornado - dizzy swing – execute – dawn breaker, vastly outperforms destro staff and mage guild skills.

    Mobility: sprint – dodge roll – forward momentum – shuffle. Vastly outperforms any mobility magicka skill…….. oh wait there is only 1 of them and that’s streak that is worth **** due to increased cost…. But you can vampire mist…. Right…. If you want to get 1 shot by fire skills and dawn breaker go ahead mister vampire.


    Healing: Rally – forward momentum – vigor.
    Who was the brain that decided that vigor was a stamina only skill…? Great work…
    Oh, but you have healing ward… well had…. Now that you can crit it and it doesn’t give the indicial heal anymore… but you still have rapid regen right … yes I do and it was good to use under the cover of shields….. and we don’t have that anymore do to crits and health cap…

    Sustain: right I guess magicka has the same sustain as medium but HEY stam got heavy sets that gives a ton of…. WEAPON DAMAGE.. not spell damage but WEAPON DAMAGE… great work.. where is my spell damage fury and spell damage seventh legion.. and ooooo what is it that makes heavy so great… you are still mobile as you got the stamina to sprint..

    I loved my old magsorc and even my magwarden back when we had a stun but now I play stamina only as I can 1vx and small scale with minimum risk compared to my magicka toons.

    Yes you can play magicka toons in a zerg but to be honest when my 4-5 man group run in to 10-20 players. You smack them with 5 dawn breakers and spin to win like a *** and you kill them all 9 out of 10 times…

    AND THIS IS NOT ME CALLING FOR MORE NERFS TO STAM.. STOP NERFING STUFF YOU DON’T UNDERSTAND…. START BUFFING AND REFINING SKILLS THAT MAKE MABICKA MOBILE AND FUN TO PLAY…

    kind regards Malleus :)
    Edited by EPelite on October 22, 2018 11:28AM
  • Biro123
    Biro123
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    Derra wrote: »
    Biro123 wrote: »
    Derra wrote: »
    Cronopoly wrote: »
    I have not given up hope yet. In fact I'm rolling a new High Elf Sorc on NA PC. Bam. He's naked and while CP 897 has not allocated any points, skills, armors or learned any weapons. Hand to hand combat baby. Dies often lol.
    Nerfmiretoon.png

    If only you hadn´t chose the now worst possible race for your sorcy.

    Nah, not the worst, surely..

    Just looking at those passives for the contenders (PVP perspective)..:

    High Elf
    9% mag recov
    10% max mag
    4% flame/frost/shock dmg.

    Breton
    10% Max Mag
    3960 Spell Resists
    3% mag cost reduction

    Argonian
    3% max mag + pot recov (4620 health/mag/stam)
    9% max health + poison/disease resist
    5% healing done and received

    Dark Elf
    6% Max mag/stam
    3% max mag, flame resists
    7% flame dmg, 2% frost/shock dmg

    My gut feel is that max mag will still be very useful for all builds.
    Mag Recov will be useful on almost all builds.
    Flame damage - very minor benefit to flame staff abilities only.
    Frost damage - very minor benefit if frost staff taken for blocking
    shock damage - benefit to builds using overload
    Max Health.. Only really useful, if you're shields are above cap. I've struggled to hit this so far with murkmire builds.
    Mag Cost Reduction - great for all builds
    Spell Resists - much more beneficial than before.. (would rather have physical though)
    Healing done/received.. welcome, but not too great on a class with poor healing.
    Argonian pots - can be great in certain setups - not sure if they go well with magsorc though..
    Max Stam - nice to have, but poor actual buff for off-stat.

    So overall, I think Altmer and Breton are pretty comparable, with Breton now edging it only slightly.
    Dark Elf falls behind with (slightly) lower max mag, nothing to help sustain, and sorcs benefitting very little from flame dmg

    Argonian is difficult to quantify. I've used the pot cooldown build on other classes, and it could be strong for frost-staff blocking, but leaves the main stat (notably magica) very low for shields.. I don't think sorc can be a very effective blocker without access to either stronger dots or the ability to cast heals while on the frost bar.. So it would have to be part of a mixed defence of blocks/dodges/shields... which will need plenty of magica. No, I'm not sure sorc synergises as well with Argonian as other classes do..

    I´ve played all 4 races and for the next patch in a CP environment i´d rate:

    Breton >= Argonian > Dunmer > Altmer

    Healing being useless basically strawman argument at this point - sorc needs healing and the need for healing will increase instead of decrease this patch with the change to enchantments (oblivion enchant).

    Breton is probably best for things resembling pre murkmire setups - but if you´re pushing shields argonian will get better results due to their health passive which is more likely to cap shields than maxmagica is from my testing.
    Furthermore in CP breton resis now allow you to shift CP towards physical mitigation resulting in overall better survivability than any other race on sorc.

    Dunmer is a bit of mixed bag - sorc is a very stat dependant class and dunmer gets 15% stats total. Then dunmer is also the choice to run vamp builds because of the flame resis and complete burning immunity (remember you can actually apply statuseffects on shields now).
    It also has the greatest synergy with masterstaff builds.

    Altmer just offers nothing special. The elemental dmg increase is neglible and actually weaker than dunmers for most builds.
    It pales in comparison to the defensive benefits of dunmer or breton.
    The sustain passive is roughly comparable to what argonian or breton get.

    Altmer just has nothing really going for them at this point because the offensive advantages are so minimal compared to the defensive perks other races get they´re vastly outclassed.

    I'm not sure I entirely agree - and honestly I think the differences will be minimal.

    Anyways, I have a lot of experimenting to do, and currently have an altmer and an Argonian sorc on live, so will do a bit of experimenting with very different ideas for them.. I kind of think Argonian may be better for some of the build ideas I have - but I honestly don't know how viable those ideas will be. Altmer/Breton better for more traditional setups.
    Fair point on Dunmer though.. I never really run Vamp - so didn't take that into account.

    Just noticed the patch notes are already up... nothing to help with bar-space, I see - and looks like DW enchants haven't been touched... :-(
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • ezio45
    ezio45
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    EPelite wrote: »
    I still don’t understand why ZOS wants this game to be a stamina game only.

    There is nothing a magicka toon can do in pvp that stam can’t do better.

    Damage: bleeds – steel tornado - dizzy swing – execute – dawn breaker, vastly outperforms destro staff and mage guild skills.

    Mobility: sprint – dodge roll – forward momentum – shuffle. Vastly outperforms any mobility magicka skill…….. oh wait there is only 1 of them and that’s streak that is worth **** due to increased cost…. But you can vampire mist…. Right…. If you want to get 1 shot by fire skills and dawn breaker go ahead mister vampire.


    Healing: Rally – forward momentum – vigor.
    Who was the brain that decided that vigor was a stamina only skill…? Great work…
    Oh, but you have healing ward… well had…. Now that you can crit it and it doesn’t give the indicial heal anymore… but you still have rapid regen right … yes I do and it was good to use under the cover of shields….. and we don’t have that anymore do to crits and health cap…

    Sustain: right I guess magicka has the same sustain as medium but HEY stam got heavy sets that gives a ton of…. WEAPON DAMAGE.. not spell damage but WEAPON DAMAGE… great work.. where is my spell damage fury and spell damage seventh legion.. and ooooo what is it that makes heavy so great… you are still mobile as you got the stamina to sprint..

    I loved my old magsorc and even my magwarden back when we had a stun but now I play stamina only as I can 1vx and small scale with minimum risk compared to my magicka toons.

    Yes you can play magicka toons in a zerg but to be honest when my 4-5 man group run in to 10-20 players. You smack them with 5 dawn breakers and spin to win like a *** and you kill them all 9 out of 10 times…

    AND THIS IS NOT ME CALLING FOR MORE NERFS TO STAM.. STOP NERFING STUFF YOU DON’T UNDERSTAND…. START BUFFING AND REFINING SKILLS THAT MAKE MABICKA MOBILE AND FUN TO PLAY…

    kind regards Malleus :)

    because the mr (blank) is a stamblade my good sir
  • Miswar
    Miswar
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    So it nerfmire has rolled out on PC with these absurd nerfs.

    Well.. that is utter rubbish and personally ready for ESO exit once this nonsense comes into PS4.

    ZoS might want to pull out recent population regarding PS4 EU. The PvP = Rip, PvE seems very slow... and yes tons of people have already quit the game.

    Maybe next time use some common sense when you throw darts at what is going to get "nerfed". hoeever the population decrease in only on yourself. Also... remember when people leave the likeli hood they will comeback is low.

  • lokulin
    lokulin
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    Just did vet CoAII HM post the shield nerfs. Still a no death run but got to say the game feels a lot less fun. Basically dropped the shield, switched in surge and relied on the occasional reactive heal from the twilight. Lack of a proper HoT for sorc equivalent to vigor for stam feels very cumbersome. It would be nice to be able to throw a HoT in to the rotation rather than rely on the RNG of surge. Rather than just taking damage to the shield now it is a reactive cast of twilight to heal missing health.

    Once again, very disappointed in this change. I can't see people actually bothering with shields at all this patch. In light armor with plenty of CP put in to resistances they just disappear in seconds.

    Took one look at the wayshrine for the new zone and just felt like I couldn't even be bothered traveling to it to check it out.
    I've hidden your signature.
  • norrisnick
    norrisnick
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    karpok wrote: »
    Actually pet are supposed to be immortal only in group PvE area. That mean not in vMA, delve, world boss and other open area.

    I can live with them not being immortal in vMA. I can't live with them being dead at all times. I aborted a run in stage 4 because I'm constantly in that stupid 2s channel of resummoning them when I should just be activating their ability. They used to only die during the scream and ice island cleave. Now they are dead about as much as they are alive.

    I'm not pushing the tops of the lists or anything, but I make the cut most weeks and do have a flawless run.
  • lokulin
    lokulin
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    norrisnick wrote: »
    karpok wrote: »
    Actually pet are supposed to be immortal only in group PvE area. That mean not in vMA, delve, world boss and other open area.

    I can live with them not being immortal in vMA. I can't live with them being dead at all times. I aborted a run in stage 4 because I'm constantly in that stupid 2s channel of resummoning them when I should just be activating their ability. They used to only die during the scream and ice island cleave. Now they are dead about as much as they are alive.

    I'm not pushing the tops of the lists or anything, but I make the cut most weeks and do have a flawless run.

    I got flawless finally just last week. Suffice to say after playing around on the PTS before these changes went live, I won't be going back to vMA any time soon. Much less fun the way it is now.
    I've hidden your signature.
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