anatole1234 wrote: »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.
anatole1234 wrote: »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.
anatole1234 wrote: »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.
Chilly-McFreeze wrote: »anatole1234 wrote: »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?
Initial and early feedback for Sorcerers is that their class is walking in place with the buff-nerf cycle to Rune Prison.
https://forums.elderscrollsonline.com/en/discussion/428310/sorcs-do-you-use-the-active-effect-of-bound-armor/p1Bound Armor needs to be more worthwhile
anatole1234 wrote: »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.
Shield stacking is the only defense magsorcs have and that is a problem to you after nerfs:
1) Shield strength reduced 50%
2) shield time reduced
3) magica harness nerfed to ONLY magic damage
4) magica harness nerfed to only 3 times magic damage
5) CP that counters shields giving a massive damage boost vs shielded enemies
6) shield breaker for an extra glimpse of skyrim life
7) oblivion damage in glyphs/sets
How many more nerfs shields need to make special snowflakes satisfied?
While most classes have MANY defensives + can mitigate damage in many ways sorc can only shield.
The changes are killing magsorc class, magsorc have NOT a dps constant like DK's have a heavy armor sorc will still be a dead sorc because he cannot apply any pressure to the enemy.
The revenge to ALL the forum whines is NO sorc in cyrodiil anymore, you are going to SUFFER from zergs that they will keep farming you all without nobody negating them. At least im gonna be laughing with this as i will go back to WoW when these atrocities called "class balance" gets live
1) Shield strength reduced 50%
2) shield time reduced
3) magica harness nerfed to ONLY magic damage
4) magica harness nerfed to only 3 times magic damage
5) CP that counters shields giving a massive damage boost vs shielded enemies
6) shield breaker for an extra glimpse of skyrim life
7) oblivion damage in glyphs/sets
How many more nerfs shields need to make special snowflakes satisfied?
1) Shield strength reduced 50%
2) shield time reduced
3) magica harness nerfed to ONLY magic damage
4) magica harness nerfed to only 3 times magic damage
5) CP that counters shields giving a massive damage boost vs shielded enemies
6) shield breaker for an extra glimpse of skyrim life
7) oblivion damage in glyphs/sets
How many more nerfs shields need to make special snowflakes satisfied?
That's actually a good summary of what happened due to constant QQing on the forums about shields.
Shields should be buffed instead, they are extremely weak in PvP already. Most of the above changes were not necessary, and the most recent idea to add a cast time is just ridiculous and simply fits into the general picture that there is apparently no clue about such a playstyle, using magicka resources with shields as main defense, in the first place.
All what is required is a better indication of the strength of the shield. If the HP of an opponent is full or low this is directly visible, but if you cast a shield, and you are not using any addons, it looks like all damage is mitigated somehow without compensation, leading to this endless QQ train of inexperienced players.
ZOS_RobGarrett wrote: »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.
gpiolettipreeb18_ESO wrote: »Hi all, it's long time i want to make this post.
I've been into this game since beta and StamSorc it's my main since 3 years, i agree with last changes and nerf to Dark Deal and Overload 3rd bar but after those changes a redesign of this class is mandatory because we are going to have even less buffs and chances to survive.
I'm writing all this text because i hope it will help to improve this game, i've appreciated many changes made by ZOS and i'm pretty sure you'll think also to sorc...if you finally nerfed shields after 4 years, we can always hope!
I'm sorry if i made some mistakes, please tell me.I made 4 tables to compare all stamina classes:
Into those tables i've put all Stamina relevant passives, stamina morph of skills and some magicka skills which you don't need to spam and you can sustain on a stamina char, tha's why you'll se Crit Surge and not Streak or Toppling Charge.
I'll draw my own conclusion first so those who don't want to read the wall of text are free to stop here, at the end you'll find all the 4 tables with the name of the skills taken in account.
Table 1 – Buffs
Warden and Nightblade both shine here, they got 10 official buffs and keep being buffed every patch.
Dragonknight and Templars follow with half the buffes, luckly Templars got buffed this patch.
Sorcerer is the last one and, apart from generic buffs like Major Ward and Major Resolve, we only get Minor Expedition...nothing compared to classes who got Mending, Berserk or Protection.
Table 2 – Debuffs
Again Warden and Nightblade to the very top with all the best debuffs into the game.
Dragonknight and Templars follow with minor things.
Sorcerer got nothing.
Table 3 – Generic Boons
Here things changes a bit.
Templars and Dragonknight are the best with bonus to nearly everything.
Sorcerers are finally average with some regen and reduce costs, but again nothing important like buffs to defences or healing, and a buff to damage which is useless since we need to use only weapon skill on our main damage bar and can't slot more than one or two class skills.
Warden and Nightblade are at the end, but not that much.
Table 4 – Class Skills
This table is different because you can usually have only one buff, a second of the same will overwrite, while you can have multiple skills with the same effect.
Here Wardens are at the top of the food chain (and of course of the fun), they have everything: ultimate, spammable skills, CCs endless regen.
Dragonknight and Nightblade follow very close with full of utilities, even if Dks still lack of a true spammable attack but at least got many Dots, powerfull ulties and lot of regen and defences.
Templars are behind and i repeat luckly they got buffed last patch.
Last AND Least Sorcerers with just Hurricane and Implosion to shine, no defences, no healing or sustain apart Dark Deal which is cast time and interruptable nothing compared to Bully Netch or whatever.
So after this comparison don't be surprised when you see many stamblade and stamwarden around, to be honest i dont want to change.
I mean i have every stam class maxed and i could start playing stamden, but I LIKE my stamsorc, i dont want to cast flowers and trees, i like hurricanes and thunders!
What i dont like is to be pushed to play something i dislike only because it's 200% more powerfull, please i bought your game, Morrowind and Summerset aswell...i dont want nobody to be nerfed, only that you make justice of a huge difference that even a blind man would see.
Thank you.
Follow tables
Table 1 – Buffs
Warden
Buffs (10): Major Mending, Major Endurance, Minor Toughness, Major Ward, Major Resolve, Minor Evasion, Major Expedition, Major Heroism, Minor Berserk, Minor Protection
Skills: Falcon’s Swiftness (active), Green Lotus (active), Accelerated Growth (passive), Ice Fortress (active), Shimmering Shield (active), Maturation (passive).
Nightblade
Buffs (10): Major Brutality, Minor Endurance, Major Ward, Major Resolve, Major Evasion, Major Expedition, Major Berserk, Minor Berserk, Minor Savagery, Minor Protection
Skills: Reaper’s Mark (active), Relentless Focus (active), Power Extraction (active), Hemorrhage (passive), Shadow Barrier (passive), Dark Cloak (active), Double take (active).
Templar
Buffs (6): Minor Mending, Major Ward, Major Resolve, Major Savagery, Major Protection, Minor Protection
Skills: Biting Jabs (active), Sacred Ground (passive), Restoring Focus (active), Empowering Sweep (ultimate).
Dragonknight
Buffs (5): Major Brutality, Minor Brutality, Major Mending, Major Ward, Major Resolve
Skills: Hardened Armor (active), Igneous Weapons (active), Mountain’s Blessing (Passive), Fragmented Shield (active).
Sorcerer
Buffs (4): Major Brutality, Major Ward, Major Resolve, Minor Expetition
Skills: Critical Surge (active), Hurricane (active).
Table 2 – Debuffs
Nightblade
Debuffs (3): Major Fracture, Major Defile, Minor Maim.
Skills: Reaper’s Mark (active), Surprise attack (active), Mass Hysteria (active), Incapacitating Strike (ultimate).
Warden
Debuffs (2): Major Fracture, Minor Lifesteal.
Skills: Subterranean Assault (active), Leeching Vines (active).
Dragonknight
Debuffs (1): Major Fracture.
Skills: Noxious Breath (active).
Templar
Debuffs (1): Minor Fracture.
Skills: Power of the Light (active).
Sorcerer
Debuffs (0): .
Table 3 – Generic Boons
Templar
Bonus (11): Health regen, Stamina regen, Magika regen, Ulti. regen, Ulti. reduce cost, Stamina reduce cost, Magika reduce cost, Bonus to critical, Bonus to damage, Bonus to healing, Bonus to resistances.
Skills: Piercing Spear (Passive), Balanced Warrior (passive), Prism (Passive), Restoring Spirit (Passive), Mending (passive), Repentance (active).
Dragonknight
Bonus (8): Max Stats, Health regen, Stamina regen, Ulti. regen, Stamina reduce cost, Bonus to damage, Bonus to healing, Bonus to resistances.
Skills: Searing Heat (passive), World in Ruin (passive), Burning Hearth (passive), Scaled Armor (passive), Elder Dragon (passive), Elder Dragon (passive), Mountain’s Blessing (Passive).
Sorcerer
Bonus (8): Max Stats, Health regen, Stamina regen, Magika regen, Ulti. reduce cost, Stamina reduce cost, Magika reduce cost, Bonus to damage.
Skills: Daedric protection (passive), Bound armaments (active), Energized (passive), Expert Mage (passive) irrelevant since Stam.Sorc. needs to use weapon skill on his main dmg bar), Power Stone (passive), Unholy Knowledge (passive).
Warden
Bonus (6): Stamina regen, Magika regen, Ulti. regen, Bonus to damage, Bonus to healing, Bonus to resistances.
Skills: Savage Beast (Passive), Flourish (Passive), Advanced Species (Passive), Emerald Moss (passive), Frozen Armor (passive).
Nightblade
Bonus (5): Max Stats, Health regen, Stamina regen, Magika regen, Ulti. regen.
Skills: Master Assassin (passive), Pressure Point (passive), Hemorrhage (passive), Refreshing Shadows (passive), Transfer (passive).
Table 4 – Class Skills
Warden: 14
Nightblade: 12
Dragonknight: 11
Templar: 9
Sorcerer: 6
Main Spammable
Warden: Cutting Dive (active), Subterranean Assault (active).
Nightblade: Surprise attack (active).
Templar: Biting Jabs (active).
Sorcerer: No
Dragonknight: No
Gapcloser
Nightblade: Ambush (active).
Templar: No
Sorcerer: No
Dragonknight: No
Warden: No
Dot
Dragonknight: Venomous Claw (active), Noxious Breath (active).
Sorcerer: Hurricane (active).
Templar: Power of the Light (active).
Nightblade: No
Warden: No
Regen Skill
Dragonknight: Combustion (passive), Battle Roar (passive), Helping Hands (passive).
Nightblade: Executioner (passive), Leeching Strikes (active), Catalyst (passive).
Warden: Bull Netch (active), Nature’s Gift (passive).
Sorcerer: Dark Deal (active), Capacitor (passive).
Templar: Restoring Focus (active).
Snares and CCs
Dragonknight: Take Flight (ultimate), Warmth (passive).
Nightblade: Incapacitating Strike (ultimate), Mass Hysteria (active).
Templar: Binding Javelin (active), Sacred Ground (passive).
Warden: Permafrost (ultimate), Glacial Presence (passive).
Sorcerer: No
Defense and Heals
Warden: Shooting Spores (active), Leeching Vines (active), Shimmering Shield (active), Green Lotus (active), Icy Aura (passive).
Nightblade: Double take (active), Dark Cloak (active), Shadow Image (actrive)
Dragonknight: Iron Skin (passive), Fragmented Shield (active).
Templar: Extended Ritual (active), Repentance (active).
Sorcerer: Critical Surge (active), Dark Deal (active).
Ultimate
Warden: Wild Guardian, Permafrost, Healing Thicket.
Dragonknight: Take Flight, Corrosive Armor.
Nightblade: Incapacitating Strike
Templar: Empowering Sweep
Sorcerer: No
Execute
Sorcerer: Implosion (passive).
Nightblade: Killer’s Blade (active).
Templar: Burning Light (Passive).
Dragonknight: No
Warden: No
Illuvatarr wrote: »1) Ball Lightning should be increased to 3 seconds and should absorb all incoming projectiles. If someone comes near one of the balls or if it takes X damage, the ball explodes for Y damage in Z radius and roots those nearby. Leave the 50 percent magicka cost to avoid cheese.
2) Pets should take up only one slot each and while alive should either apply minor maim or give Sorc minor berserk.
3) Matriarch/tormentor attack should be a Magicka and or health drain which heals the Sorc and gives magicka/health to the Sorc.
4) Crystal Blast (not crystal shards) should be unreflectable.
5) Power Surge crits should heal for percentage of health.
6) Sorcs should have 10 percent more Crit across the board.
7) Expert Mage should provide additional spell penetration against targets in 5 pieces or more of heavy armor. Alternatively, or in addition, expert mage should allow the Sorc a percentage chance to hit dodging targets.
8) Tormentor/matriarch should have a percentage chance to “gate” in an additional tormentor for 30 seconds similar to demons in Dungeons and Dragons.
9) Daedric summoning passive should give 20 percent magicka regent in addition to health and stamina.
Illuvatarr wrote: »1) Ball Lightning should be increased to 3 seconds and should absorb all incoming projectiles. If someone comes near one of the balls or if it takes X damage, the ball explodes for Y damage in Z radius and roots those nearby. Leave the 50 percent magicka cost to avoid cheese.
2) Pets should take up only one slot each and while alive should either apply minor maim or give Sorc minor berserk.
3) Matriarch/tormentor attack should be a Magicka and or health drain which heals the Sorc and gives magicka/health to the Sorc.
4) Crystal Blast (not crystal shards) should be unreflectable.
5) Power Surge crits should heal for percentage of health.
6) Sorcs should have 10 percent more Crit across the board.
7) Expert Mage should provide additional spell penetration against targets in 5 pieces or more of heavy armor. Alternatively, or in addition, expert mage should allow the Sorc a percentage chance to hit dodging targets.
8) Tormentor/matriarch should have a percentage chance to “gate” in an additional tormentor for 30 seconds similar to demons in Dungeons and Dragons.
9) Daedric summoning passive should give 20 percent magicka regent in addition to health and stamina.
I agree, but they dont care
Dont waste your time, sorc is a targeted class by forum whiners. Next nerf inc is fury, it steals their kills in BG.
Dont waste your time with them
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Illuvatarr wrote: »Until they figure out a solution, pets should be immune to siege in pvp and should be much tougher than they are. They die too quickly.
Yup I'm gonna be another person complaining about the shields, because these concerns need to be heard.
I'm a magsorc as one can tell. Its been my main and favourite class since I started playing ESO 3-4 years ago, starting on Xbox and migrating to PC only this year. With the nerf to shields now live, there is a significant problem with protecting myself in all game modes. I have been setting up a build for some time now meant to be a sort of glass cannon for a reason: I'm DPS, not a Tank or Healer, so the more damage I deal the better my build is to run veteran dungeons and trials. If I can't stay alive without having a healer attached to my hip, then what worth do I have? Dealing a burst of damage before dying nearly instantly because my only defense, a magicka shield, can't cover my small bit of base health? That cuts out my role significantly, making me as a DPS absolutely useless compared to the other classes.
DPS gives up the health stat for whatever main resource they use. Stamsorcs give up health for stamina, and magsorcs give up health for magicka. If I could focus on health stats, then I really wouldn't need my shield as badly would I?
This nerf is going to kill magsorcs real fast, in both pvp and pve.
If this isn't going to be changed, I think people have the right in general to a free class change. I'd suggest adding this to daily rewards; if this is permanent, let people choose their path without having to either kill a character they worked on for days, maybe even months, or making them pay you.