If you could buff Sorcerer Class then what would you do?

Tasear
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And why?
  • templesus
    templesus
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    I wouldn’t. It’s in a good spot as is for PvP, it doesn’t need any buffs. I’d just nerf nightblade so MagSorc is competitive in PvE.

    I would however revert the healing ward change, but that’s not a Sorc buff that’s a general buff.
    Edited by templesus on January 16, 2019 3:15PM
  • Feanor
    Feanor
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    I would

    - ditch the whole Summoning line and replace it with class skills Sorc lacks, especially a reliable self heal and some sort of snare handling tool along with a low damage cheap cost class spammable
    - Rework Bolt Escape and morphs for a better distinction between offensive and defensive use, a rebalance of travel distance and magicka cost, and the overall feel (self snare, only one directional, loss of momentum on slopes and uneven terrain)
    - Rework iconic class skills: Frags get the stun back and a damage buff, Rune Cage gets changed to something entirely different, Hardened Ward gets a sizeable buff (for PvE's sake also), but the ability to shield stack gets removed
    - Overload is reworked into a lightning based non-projectile burst ultimate
    - Eliminate or rework "dead" skills like Encase, or one-dimensional support skills like Boundless Storm and Bound Aegis, to lessen the problem of bar space. Every skill should have a strong spot that makes it appealing to slot, with much more diversity and less "must-haves".

    That would be where I'd start and then fine tune the rest. So, not necessarily buffing the class but more of a rework. As I see it the class isn't dead but certainly not top tier in PvE or PvP.
    Edited by Feanor on January 16, 2019 3:27PM
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Galarthor
    Galarthor
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    1) Make Streak a viable Gap Opener / Escape - i.e. break root and snare. Also reduce or remove the penalty OR give a speed buff + sprint cost reduction. Also remove the self-stun from streak and make it fluid again.

    2) Make Rune Cage viable again so sorcs are not forced to use Destructive Reach + Master staff. This would enable sorc to use Force Pulse again and solve the issue of loss-by-class-choice when fighting DKs with wings.

    How to make Rune Cage viable again:
    i) Make it undodgable again
    ii) Add a strong secondary effect, similar to the root from Fossilize and the snare + minor maim from Fear

    3) Either reduce the cost of the skills directly or increase the cost reduction / regen bonus through passives

    4) Give Sorcs some more Buff / Debuffs of the Minor-Major-Buff-Debuff system.

    5) Convert the Dark Deal into some sort of Heal that befits the sorcs play style of using shields. Make it smiliar to how it restores Stamina. Restore X amount of Health immediately and Y amount over T seconds. The X allows the sorc to get out of execute range, while the Y heals the sorc up over time underneath the shield. And make it an instant cast. Possibly add a secondary effect that restores M amount of magicka over T seconds to help with the sustain issues - the latter depends on the solution found for class-wide sustain issue.

    This would sorcs finally allow to get away from resto staves, while at the same time not competing with the burst heal of Templars or the Pets.

    The Sorc would also remain vulnerable for quite some time, but would not remain in execute range indefinitely as they currently do since the nerf of Healing Ward.

    6) Remove the stupid "Minimum Traveling Time" for Fragments ... we don't get a minimum traveling time to dodge any other attacks either. This was just another unnecessary buff to stamblades.
  • royo
    royo
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    PvE:

    Buff the damage of the 2nd explosion of curse by 50%
    Have frags return their full cost if they hit an unblocked enemy
    Have one morph of the execute be instant, do more damage, and be 25% while the other morph can be delayed
    Increase the radius of liquid lightning to 8m. Change flood to a stamsorc spammable.
  • Tyrion87
    Tyrion87
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    Sustain buff for nonpet sorcs and one-bar pets.
  • gepe87
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    1.Streak update. More range or remove penalty.
    2.Overload ultimate to a cone aoe like DB.
    3.Only Defensive Rune to be undodgeable and unblockable again
    4. Reduce trigger Mines time by 1 sec due to high cost.
    5. Add more expedition duration to boundless or remove it and add snare /immobilization immunity same duration as DK wings.
    Edited by gepe87 on January 16, 2019 3:55PM
    Gepe, Dunmer MagSorc Pact Grand Overlord | Gaepe, Bosmer MagSorc Dominion General

    If you see edits on my replies: typos. English isn't my main language
  • WrathOfInnos
    WrathOfInnos
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    Buff overload light attacks to result in higher single target damage over a long fight than Meteor, Destro, or Atronach. Allow ulti regen while using overload. Then overload could be used as a sustain tool without a significant damage loss.

    Other options for sustain (probably don’t need to do all of these, but a couple would be nice) are:
    - Free Crystal Frags proc
    - Remove cast time from Dark Exchange (most or all resource return would have to be delayed to prevent spamming)
    - Add 20% Magicka recovery to Daedric Protection passive
    - Reduce cost on Lightning Flood since it must be recast more often than Liquid Lightning
    - Increase off-balance uptime allowed on PvE bosses from 25% to 50% to encourage use of lightning wall and make heavy attacks hit harder and restore more resources
    - Increase Mag and Stam cost reduction from Unholy Knowledge passive from 5% to maybe 7 or 8%

    Buff shields, especially sorcerer shields. They should be stronger than light armor shields. If we must keep a health % cap, I would recommend 50% Harness, 60% Dampen (5 Light), 64% Dampen (7 Light), 60% Empowered, 75% Hardened.

    Give Perfected Asylum destro a 1 pc bonus. This unique weapon is best utilized by Sorcerers, but is currently outclassed by using multiple 5-piece sets (since Summerset). Spell damage would be best since Sorcs have a good multiplier on it, but Magicka regen could also be nice to sustain a force pulse or crushing shock rotation. I would not want Spell Pen on this weapon (like Blackrose Destro) since that just leads to underpenetration on back bar or overpenetration on front bar.
    Edited by WrathOfInnos on January 16, 2019 4:18PM
  • JadonSky
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    Feanor wrote: »
    I would

    - ditch the whole Summoning line and replace it with class skills Sorc lacks, especially a reliable self heal and some sort of snare handling tool along with a low damage cheap cost class spammable
    - Rework Bolt Escape and morphs for a better distinction between offensive and defensive use, a rebalance of travel distance and magicka cost, and the overall feel (self snare, only one directional, loss of momentum on slopes and uneven terrain)
    - Rework iconic class skills: Frags get the stun back and a damage buff, Rune Cage gets changed to something entirely different, Hardened Ward gets a sizeable buff (for PvE's sake also), but the ability to shield stack gets removed
    - Overload is reworked into a lightning based non-projectile burst ultimate
    - Eliminate or rework "dead" skills like Encase, or one-dimensional support skills like Boundless Storm and Bound Aegis, to lessen the problem of bar space. Every skill should have a strong spot that makes it appealing to slot, with much more diversity and less "must-haves".

    That would be where I'd start and then fine tune the rest. So, not necessarily buffing the class but more of a rework. As I see it the class isn't dead but certainly not top tier in PvE or PvP.

    You sir are on point!
  • coj901
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    I mainly pvp and just made a magsorc. I think it's great! I was a little worried because apparently it's been nerfed but I sure am nuking folks. If streak and dark deal were not so clunky that would be neat.
  • Valykc
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    templesus wrote: »
    I wouldn’t. It’s in a good spot as is for PvP, it doesn’t need any buffs. I’d just nerf nightblade so MagSorc is competitive in PvE.

    I would however revert the healing ward change, but that’s not a Sorc buff that’s a general buff.

    This but with my a slight sustain buff. Maybe like to the Blood magic passive so when you hit an enemy with a dark magic ability it returns some magicka or stamina, whatever value is higher
  • frostz417
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    Galarthor wrote: »
    1) Make Streak a viable Gap Opener / Escape - i.e. break root and snare. Also reduce or remove the penalty OR give a speed buff + sprint cost reduction. Also remove the self-stun from streak and make it fluid again.

    2) Make Rune Cage viable again so sorcs are not forced to use Destructive Reach + Master staff. This would enable sorc to use Force Pulse again and solve the issue of loss-by-class-choice when fighting DKs with wings.

    How to make Rune Cage viable again:
    i) Make it undodgable again
    ii) Add a strong secondary effect, similar to the root from Fossilize and the snare + minor maim from Fear

    3) Either reduce the cost of the skills directly or increase the cost reduction / regen bonus through passives

    4) Give Sorcs some more Buff / Debuffs of the Minor-Major-Buff-Debuff system.

    5) Convert the Dark Deal into some sort of Heal that befits the sorcs play style of using shields. Make it smiliar to how it restores Stamina. Restore X amount of Health immediately and Y amount over T seconds. The X allows the sorc to get out of execute range, while the Y heals the sorc up over time underneath the shield. And make it an instant cast. Possibly add a secondary effect that restores M amount of magicka over T seconds to help with the sustain issues - the latter depends on the solution found for class-wide sustain issue.

    This would sorcs finally allow to get away from resto staves, while at the same time not competing with the burst heal of Templars or the Pets.

    The Sorc would also remain vulnerable for quite some time, but would not remain in execute range indefinitely as they currently do since the nerf of Healing Ward.

    6) Remove the stupid "Minimum Traveling Time" for Fragments ... we don't get a minimum traveling time to dodge any other attacks either. This was just another unnecessary buff to stamblades.

    1. Fair enough on only the root snare removal. Snares and roots are a big issue currently.
    2. Rune cage viable? Are you kidding? Do we want to go back to the atrocious summerset fiasco where it was just rune cage meteor thumbless sorcs running around? Rune cage is pretty decent right now. It’s dogable if you actually react to it but not blockable. It’ has fair counterplay. roots are already bad enough so no, and fear’s already such a broken ass cc we don’t need more cancer cc’s like fear. I’d take this rune cage or frag cc back any day before we dare go back to the summerset bs where it was a 5 seconds unavoidable burst cc that took 0 skill.
    3. Sustain could use some love not going to lie
    4. This is half/half. As sorcs are a burst class not a debuff class. They have very good burst.(if you disagree well.... lol)
    5. Fair enough
    6. Spectral bow has the same thing. Both have minimum travel times. It would be ridiculously broken if it didn’t. Why should frags and bow have none and just destroy other melee classes that aren’t stamblade just because “oh this is a buff to stamblades, they roll dodge my frag even though other melee classes can’t do the same” not very logical there.
  • twofaced
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    1) Directional streak
    2) Shield = MaxMagicka*0.2, HP independent
    3) Streak has dodge status.
    4) Faster overload projectile speed.
    5) Don't despawn a pet because other bar doesn't have it !!!!!!!!!!!!!!!!!!! >:(((((((
  • Apherius
    Apherius
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    I already gave my suggestions on another thread in September, this is just a copy paste with some typo fix, and updated for mukmire update.

    Overload:

    The idea is interesting but it could get some additional changes.
    • Make it deplete 5/10 ultimates every 1/2 seconds, it should reward skilful rotation. If your weaving is perfect you would make better use of this ultimate, get better damage and restore more magicka.
      Let's imagine you have 170 ultimate, the choice between an atronach and overload should be interesting ... Overload should deal more damage than the atronach IF your weaving is perfect ( + help with sustain ) WHILE atronach would be useful IF you can't weave properly or want to play a pet build or/and don't have any sustain issue and so want to grant major berserk to 1 ally.
    • What about the morphs ? One give 1K magicka each time you do an OL LA, the other morph increase the LA range and the HA radius, nobody care about OL HA, and the increased range on OL LA is not needed since the base range is the same as a standard LA = it mean you don't need to get closer to the boss when you active the ultimate ... They should better merge both morphs into one and keep the 3rd bar on a morph ( the 3rd bar is really useful and unique on both stam and magsorc for PVP ).
    • About the OL HA, Nobody is gonna use that ... I would prefer to charge the ultimate on trash and keep it for boss, I don't think i'm the only one. They should better make it a beam, unlike Soul assault you could only use it on your pets and atronach .. the longer your beam last (Hold the left click ), the longer your pets will get increased damage, while using the beam on your atronach would recharge it (= reset duration), increase it's damages AND allow it to move. The idea of an atronach that you could use and recharge via another ultimate look cool.
    • Make it faster ...


    Pets

    Pets take two bar slots, CC and prevent grab, no idea about scamp damage but I've heard it's not enough.
    • The tormentor change with mukmire is laughable, the few players who play a pet build in pve and pvp prefer the Matriarch morph , 15% reduced cost on tormentor special attack isn't gonna make it interesting when the special attack we are talking about is beyond uselessness.

    Dark Conversion
    • " Dark Conversion: Cost 2000 stamina ~ Cast-T : Instant ~ Duration: 20,4 sec ~ Self : Bargain with darkness, restore 8K health and 4400 Magicka after 1,2 sec. [ Then restore 1100 health and 230 magicka each 1,2 sec during 19,2 sec but deplete 350 stamina each second, until you run out of stamina or the ability is toggled off]. You can be interrupted within 1,2 sec after you used the ability, in this case it won't restore the cost of the skill.

      I really like this idea, make it a toogle like mend wound ( requiered on one bar only), toggle the skill on ... wait 1,2 sec then toggle it off, and repeat if you only care about the first part of the skill, or keep it on and it will start draining your stamina while restoring your health and magicka each 1,2 sec.

    • Dark Conversion: Cost 2250 stamina ~ Cast-T : Instant ~ Self : Bargain with darkness, restore 8K health and 4400 Magicka after 1,2 sec. and 2500 magicka over 20 second. you can be interrupted within 1,2 sec after you used the ability, in this case it won't restore the cost of the skill.


      ( This would make the ability useful in PVE cause the cast time is the main problem ) and keep it useful in PVP.

      In both case I think they should get rid of the cast-time, change the animation, make it easier to see (Important), make it instant but it would restore ress AFTER 1,2 sec ( instead of the current 1,2 sec cast-time) ... but players should still be able to interrupt you within 1,2 sec after you used the ability ( = before the pact with darness ends = before it restore ressource) even if you are using another ability ( because as I said, there would be no cast-time, so you could use other skills before the ability restore ressource). Yeah sound complex, hope you can understand what I mean.

    Rune cage
    Initial and early feedback for Sorcerers is that their class is walking in place with the buff-nerf cycle to Rune Prison.
    • Most of the time you won't stun anyone with that ... If you stun someone they will break free easily within 3 sec ... And if they break free it won't deal any damage ... make it deal deal damage when the stun ends ( even if the target break free) would be a good step, even though I don't think it would worth slotting ... Clench is FAR better and it's not even a class skill.

    Crystal

    Idea #1Nobody hard cast frag in pve, same thing in PVP.
    Crystal frag should work differently depending on how we use it ( see below )
    reducing the cast time would be a good start. We want it to be an unique ability since it's our main skill !

    A few example below for Crystal Frag and crystal Blast, both would be polyvalent, create different effect depending if you "hard-cast THEN use a frag proc" or "use a frag proc THEN hard-cast a frag" or just "keep the proc". In the following exemple we will consider Crystal blast can proc and deal aoe damage.
    • Crystal Frag: "[...] your next crystal fragment to be instant, deal 20% more damage, cost 50% less magicka and off balance the target."
      Crystal Blast: "[...] your next crystal to be instant deal 20% more damage, cost 50% less magicka and Stun the target."
    • Crystal Frag:" If you damage an enemy with a frag proc THEN hard cast a frag within X sec.. this will grab the enemy"
      Crystal Blast: " If you damage enemies with a frag proc THEN hard cast a frag within X sec ... this will grab the enemies"
    • Crystal Frag: "If you hard cast a frag THEN use a frag proc on the same enemy , it will increase Blood magic passive effectiveness" it mean the passive will heals you for 40% of your max health instead of 12% - I really like this idea, you engage the fight by hard-casting a frag ... Then you choose if you want to deal increased damage( = use the proc ) or keep it for later under 30/40% of your max health.
      Crystal Blast: "If you hard cast a frag THEN use a frag proc on the same enemy, it will increase the Persistence passive effectiveness" It mean the passive will reduce the cost of your next skill by 60%.
    • Crystal Frag:"[...] If you don't use the proc, fragments will turn arround you faster and faster and deal X damage up to 5 enemies in a X meters area arround you."
      Crystal Blast: "[...]If you don't use the proc, fragments will turn arround you during 3 sec and reduce your damage taken by 20%"

    - Idea #2 Make both morph interesting !
    • Crystal fragment Should cost 50% less when it proc, deal 20% more damage and apply off-balance.
    • Crystal Blast should also be able to proc, cost 50% less and stun the target.

    One should stun, the other should give utility and increased damage. This would make both choice interesting in PVP since we would need to choose between crystal frag/clench(CC) combo and Crystal Blast(CC)/force pulse combo.
    Off Balance would help with sustain ( this is what i mean by " utility" ).

    Oh and, maybe frag could proc on Both bar ?


    Bound armor
    Bound Armor needs to be more worthwhile
    https://forums.elderscrollsonline.com/en/discussion/428310/sorcs-do-you-use-the-active-effect-of-bound-armor/p1

    Add the block mitigation bonus in " Rebate " when we active bound armor ... or add an useful bonus when we active Bound Aegis.
    • Bound Aegis: Cost 3443 magicka ( reduce the cost ? ): Protect yourself and your pets ( cooool ) with the power of Oblivion, Creating a suit of Daedric mail for you and your pets that increases your block mitigation by 36% for 3 seconds, also anchor your Daedric Familiar in Tamriel during 30 sec. While slotted, your Max [...]

      Isn't that cool ? " Anchor " mean you would not need pets on Both bar ... If you don't refresh the buff you will need to reactive the pet, it's the risk and it reward skilful rotation. Of course they would need to slightly change the pet ( see below).
      If you have the scamp or the twillight on 1 bar and barswitch ... they would just stand where they are " screaming" during 1 sec then dissapear unless you active bound aegis or barswitch )
      When you active Bound aegis, it will give you a silver gauntlet for your left hand, and there will be a link between your gauntlet and your pet neck a purple link similar to the mist that surrounds us when we active the skill.
      + the player left hand could make 2 different gestures if you ask your pet to come back or attack a target.
    Edited by Apherius on January 16, 2019 5:50PM
  • ak_pvp
    ak_pvp
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    Make overload like little a super in D2, make it stronger, but allow regain, but have a constant drain + drain on usage.
    Fix pet tracking.
    Make frags stun.
    Remove bolt escape's cost increase, but slightly up the cost.
    Both morphs of bolt escape now remove snares/roots (no native immunity, its bad design imo)
    Fix bolt escape's momentum
    Boundless's damage is nearest only but has a high range. Rename to conduit, and have it give increased damage to them. Path of least resistance style

    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Aedrion
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    Not sure on the state of magsorcs right now so I shan't comment.
    For stamina though, to bring back some of the 90% of players who swapped to stamden.

    Dark Deal: Cast time reduced to 1 second
    Reason: 1.3 seconds is clunky and does't click with the GCD. Also, the skill was given that cast time for being so powerful and instantly delivering a lot of resources. Now that that is no longer the case, 1 second is better.

    Hurricane: Duration increased to 20 seconds where the last 10 seconds deal its full damage.
    Reason: It only does its full damage for those last 5 seconds, assuming you let it drop off. It's also your biggest defensive buff however so you will try to refresh timely. This means its full damage usually ticks only 3-4 times.

    Critical Surge: Grants Minor Savagery for its duration
    Reason: Sorcs lack buffs and since most have to use heavy armour due to having to eat most damage, crit isn't easy to acquire. The small buff would help stamsorcs keep their crit chance reasonably decent for this skill to heal.

    Chain Lightning: Merge both current morphs of Mage Fury and make the other one stamina. Deals about the same damage as Ransack and chains to 2 nearby enemies for 75% and 50% of its damage repectively. Deals an extra bunch of damage - but not as much as Fury - to the primary target if it's below 25% health. 10 meters range.
    Reason: Stamina sorcerer severely lacks usable class skills that can be spammed. By having a decent class skill that also pressures foes who are low on HP, the class won't need to rely on weapon skills as heavily as it does now.

    Air Atronach: Merge both morphs of Storm Atronach and make the other one summon a mobile but weaker air atronach. The air atronach has a 20 second duration and deals decent melee damage to 1 foe, applying major fracture. It will also spin its blades every once in a while, applying minor maim. It doesn't have a synergy and has less HP than Storm Atronach
    Reason: Give stamsorcs at least one ult that caters to their needs. Also, this one has been asked for by everyone, for ages. Immobile pets are meh.

    Cyclone:
    Merge both morphs of Encase and make the other one stamina. It hurls forth a cyclone of wind that immobilises enemies caught in its path for 3 seconds, as well as applying a physical damage DoT for 8 seconds after. The cyclone can be avoided by staying out of its path so it's a skillshot.
    Reason: Encase is the magicka immobilise that buffs the caster and deals instant damage. Cyclone offers stamina another useful class skill for damage and a way to exploit the class' main supposed strenght, speed.

    Unstable Clannfear: Make this morph stamina so the damage scales with stamina and weapon damage.
    Reason: Have at least 1 pet work while using stamina build. Instead of having no pet choices. Stamina renders Daedric Summoning a dead skill line.

    Bound Armaments: Remove the +11% light attack damage and make it grant +5% stamina instead of 8%. Make it increase blocking power by 20% when slotted and upon use, grants 3 stacks of empowerment, making next light attack deal 40% more damage for 5 seconds.
    Reason: This skill is so bad and feels so bad to slot, but we have to for the passives. This way, it actually serves a purpose and can be used defensively and offensively

    Badassery: Make more class skills look badass and flash lightning all over da place.
    Reason: No f'cking reason, son! UNLIMITED POWERRRR!
  • Illuvatarr
    Illuvatarr
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    1) Bolt Escape- The stun, magicka regen nerf both need to be removed. The increased cost needs to stay. This ability should work exactly like dodge. If I am in lightning form, I should be avoiding damage. If a bow shot is coming towards, it should not hit me if I bolt out of its path.
    2) Daedric Tomb- This morph needs to hit much harder per mine. The ability needs to cost less. The mines should have a larger detect radius so it does the job of keeping melee off of you and all three can be used in a burst combo.
    3) Pets- They need to be one slotted. If this requires rebalancing other sorc skills, so be it. If the intent is to have sorcs actively using pets for sustained dps, then make them much easier to use in pvp and pve. The AI needs a massive overhaul. Pets should target whatever target has daedric prey on it. Clanfear needs to jump and knockdown just like the mob clanfears. Clanfear attacks should either do bleeds, a defile or both. Just like werewolves and nightblades.
    4) Bound aegis- This needs to be an activated skill that lasts for 20 to 30 seconds so it can one barred. It should add block mitigation and minor ward/resolve. The passive magicka increase needs to be added to one of the sorc skill line passives
    5) 20 percent magicka regen should be added to the daedric summoning passive skill
    6) Crystal Fragments needs the stun added back to it.
    7) Overload, regardless of whining here, is actually really good now. However, it should be a continual part of dps and should gain ultimate as it is used. Furthermore, the light attacks should not be reflectable. The heavy attacks need to have a cc similar in power to permafrost. Shock/disorient/electrocute....you know....you are shooting lightning at someone.
    8) The game has changed dramatically since launch. The Sorc and DK matchup finally needs to be looked at. It is total horse crap and has been for a very long time. The DK is a direct hard counter to the sorcerer like no other matchup in game to be honest. The fight should be challenging and fun for both parties and not just either end in stalemate or having the DK win every fight. This should not be something that leads to DK nerfs.
  • Pelican
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    I would just like hardened ward animation to not get occasionally stuck, and frags to fire off properly when used against an enemy not in front of you or too close to you.
    I would also like to have the option for pets to automatically target whatever you put daedric curse on.
    PC NA - EP Solo PvP Player
    https://www.youtube.com/c/pelicaneso
  • rafaelcsmaia
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    At this point im just hoping for a harvest moon dlc so i can focus on the things my sorc does the best: harvesting, crafting and housing
  • firedrgn
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    Need stun removal like 2 hand has and need some kinda speed boost thats more than 4 seconds.
  • Beardimus
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    Frag CC back (how many issues have stemmed from this change)
    Streak distance increase or lessen cost if hits targets higher if used to run off
    Allow MagDW again on non staff options
    Single bar pets for class heal
    Better sustain so we can get damage back
    Bring back variety on traits
    OL bar space back

    Male us hard hitting, fast moving,very weak glass cannons. Not all of above, be OP. 1 or 2 tho
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • firedrgn
    firedrgn
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    Ua streakis too clunky for moving out of the way in pve. And the cost is a pvp thing really
  • Gilvoth
    Gilvoth
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    .
    Edited by Gilvoth on January 23, 2019 4:59PM
  • FrancisCrawford
    FrancisCrawford
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    1. Single-bar pets. Skill slots are precious.

    2. Buff Frags or replace it with something totally different. I'd still favor giving it the cc back. That's not quite as powerful as it sounds, since Frags and Familiar cc would step on each a bit immunity-wise.

    3. Lower the number of skills that are useful in PvP only, if there. Who uses Mines in PvE? Cage (either morph)? Streak (either morph)?

    4. Buff Overload or replace it with something totally different.

    5. Buff Boundless Storm.

    6. Boost sustain.
  • Cres
    Cres
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    Don't have any specifics just looking for some love for stamina. I'd like to run more than just hurricane, crit surge and dark deal
  • bardx86
    bardx86
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    right now in PvP sorcerers are overpowered.
    they do not need buffed.

    DUDE! get lost man it's getting old.
  • karekiz
    karekiz
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    Make pets not despawn themselves in combat in certain fights. Other than that pet sorcs are generally fine in PvE as is. Keep the unique skills sorcs have. Streak is stupidly fun in PvE - Hello fang lair HM streak through the ghosts and shrug off the mechanic - and the root is perfect for stuff like MHK HM as a tank - far above talons.

    Buff dark deal cause my tank sorc wants more love. I wouldn't mind that.

    Edited by karekiz on January 16, 2019 8:32PM
  • Beardimus
    Beardimus
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    right now in PvP sorcerers are overpowered.
    they do not need buffed.

    Lol, assume this post was a necro right
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • bardx86
    bardx86
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    Boost sustain. A good start would be to remove the stack cost of streak.If not completely removed drop it to 2 sec. I'd also like to see the animation changed on streak to be more of a teleport. It's just too slow to cast currently. A slight damage increase against heavy armor targets maybe add a penetration buff to frags. Remove the cast time on dark conversion, maybe make the resource return happen over time to keep it balanced. Remove pets they suck! Fix mages wrath it broken currently It doesn't land correctly.
    Edited by bardx86 on January 16, 2019 8:36PM
  • RebornV3x
    RebornV3x
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    • Streak range increase (since with swift jewellery and speed pots makes this skill useless in it current form) and having it not stop you a split second when the streak completes, reduce the penalty for recasting it to 25% from 50%
    • Liquid Lighting and morphs given a base 10% damage increase to close the gap between other DPS classes in PvE
    • Pets needing to be slotted on one bar only as to free up bar space
    • Rework Rebate passive (Now that pets can't be killed in group dungeons, trials and arenas) this passive is useless maybe a base 1452 increase in max magicka when you have a pet active.
    • Mag sorc needs more sustain so...
    • Unholy Knowledge passive increased to 10% from 5% magicka and stamina cost reduction at Rank 2
    • Capacitor passive increase to 15% from 10% magicka recovery at Rank 2
    • with frags I really don't care if it stuns or not maybe a slight damage increase would be fine on insta cast
    • Shield Cap increase from 50% to 75% or at least revert shields being critable OR BUFF Encase and Daedric Minefield by atleast 10-20% to give us an alternative way to defend ourselfs OR do something with
    • Bound Aegis that whole block mitigation by 36% for 3 seconds is a joke should be just a flat spell and physical resistance buff or something better
      simple put if your going to nerf shields give us something to better defend ourselfs with
    • A class single target spammable ability so were not stuck with destruction staves for a decent single target ability with a stam and mag morph.
    • And lastly with overload i don't mind the 3rd bar missing but the damage needs to be buffed up again not pre-murkmire but right now it tickles people its a joke
    Stamina needs more options but the class is called a Sorcerer not really a class I think of when it comes to stamina stuff and stam Sorc are more or less ok more stamina morphs for class skills would be a welcome.

    Edited by RebornV3x on January 16, 2019 8:49PM
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • Minalan
    Minalan
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    Sustain: rework sorc passives for better magicka sustain bonus. Nightblade get ten percent max magicka FFS, at least let sorcs Regen.

    Streak: reduce the cost increase penalty or reduce the stacking penalty duration to two or three seconds. Remove the delay between successive streak casts.

    Rune cage: this skill does damage again when broken, but still dodgeable. You can counter it easy, but if you neglect to dodge it will hurt.

    Crystal frags: remove the minimum travel time, it's already dodgeable, blockable, and reflectable. Being in short range to a melee class or DK is already a risk great enough to warrant a shorter travel time.

    Overload: either make the targeting less clunky and speed up the projectile. The current damage level does not justify it being this slow and difficult to strike with.

    Shields: change to 60 percent of health for hardened ward, 50 percent for harness. I don't think the cap is a horrible idea now that armor applies to shields, we just need to adjust the percentages.

    Bastion: rework this passive, it doesn't do anything with the hard cap. It needs to work exactly the opposite of shattering blows: reduce damage taken by damage shields to counter that CP. You currently have a shield destroying CP with no counter.

    Shield breaker: the game has moved on, the original purpose of this set has gone away. You can crit shields and they're capped. Remove this set or repurpose it to increase damage on shields by 20 percent or something.
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