Illuvatarr wrote: »Illuvatarr wrote: »From my time in Cyrodil pvping about 200-300 kills daily, I can't stress enough about how annoying wingspammers are from DK's.(I main magsorc)
Reflecting every bit of sorcs frags, stun directed back to the caster with little effort. Nothing stops them from spamming wings because it costs cheaper than before, and they get a load of benefits with it.
Long story short, wings on DK need to be looked at. How can a sorc work on a burst on a DK with 30k hp and wingspams? Leaves you to the mercy of DK and hoping he'd make a mistake and not spam wing hard enough. Otherwise I'm just light attacking him waiting for wings to go down before i frag myself again.
In other words, if you don't think wings are disruptive. Imagine a shield that deflects all DOTS and bleeds to the caster, that's pretty disruptive because classes depend on it. I can say the same for Sorcs and magNB when it comes down to projectiles because our class is built around it. 1 skill shouldn't completely counter most of the burst, but I have a few ideas about DK wings.
Just take one of these examples for an idea, but they don't have to be a thing.
-Make wings cost more to prevent wingspammers.
-Take a % of dmg and deflect a % of dmg with wings. Allow sorcs and magNB have something to work on in the longterm run in pvp rather than hurting themselves entirely.
-Shorten the amount of projectiles blocked on DK
Any one of the 3 or an idea of your own rooted from this suggestion will help. DK's have such a strong CC, which is the focus. But they should not be entirely immune to all projectile abilities for as long as they like to spam wings. Force Pulse is a great way to counter it, but we don't have enough bar space to use it because we need a stun like Flame reach.
I only have a few things in my skill bar that I can do on a wingspammer, curse, ele drain, streak, execute.
That's it, tell me how you're going to solo a 30k hp DK with those 3 offensive skills and 1 debuff. We can try using ultimate like atro but they'll just run away and come back after it despawns lol
Daedric tomb/heavy overload/cyrodiils light armor/blockade/curse/force pulse
This here is absolutely hilarious heavy overload? Blockade?
I might as well drop my weapon and offer a slap fight.
Being 100 percent serious. Try it:) could also throw in silver leash if you are feeling risky. For a duel of course.
I've tried it, and no. It doesn't work and neither of those are good.
Atronach works, but a smart DK is just going to drool on their wings key and walk ten meters away then wait. Lol snares.
Healing is strong enough to outdo force pulse spam with curse. I'll have to give tomb a try, but getting that to hit just right is questionable.
Illuvatarr wrote: »With botIlluvatarr wrote: »Illuvatarr wrote: »From my time in Cyrodil pvping about 200-300 kills daily, I can't stress enough about how annoying wingspammers are from DK's.(I main magsorc)
Reflecting every bit of sorcs frags, stun directed back to the caster with little effort. Nothing stops them from spamming wings because it costs cheaper than before, and they get a load of benefits with it.
Long story short, wings on DK need to be looked at. How can a sorc work on a burst on a DK with 30k hp and wingspams? Leaves you to the mercy of DK and hoping he'd make a mistake and not spam wing hard enough. Otherwise I'm just light attacking him waiting for wings to go down before i frag myself again.
In other words, if you don't think wings are disruptive. Imagine a shield that deflects all DOTS and bleeds to the caster, that's pretty disruptive because classes depend on it. I can say the same for Sorcs and magNB when it comes down to projectiles because our class is built around it. 1 skill shouldn't completely counter most of the burst, but I have a few ideas about DK wings.
Just take one of these examples for an idea, but they don't have to be a thing.
-Make wings cost more to prevent wingspammers.
-Take a % of dmg and deflect a % of dmg with wings. Allow sorcs and magNB have something to work on in the longterm run in pvp rather than hurting themselves entirely.
-Shorten the amount of projectiles blocked on DK
Any one of the 3 or an idea of your own rooted from this suggestion will help. DK's have such a strong CC, which is the focus. But they should not be entirely immune to all projectile abilities for as long as they like to spam wings. Force Pulse is a great way to counter it, but we don't have enough bar space to use it because we need a stun like Flame reach.
I only have a few things in my skill bar that I can do on a wingspammer, curse, ele drain, streak, execute.
That's it, tell me how you're going to solo a 30k hp DK with those 3 offensive skills and 1 debuff. We can try using ultimate like atro but they'll just run away and come back after it despawns lol
Daedric tomb/heavy overload/cyrodiils light armor/blockade/curse/force pulse
This here is absolutely hilarious heavy overload? Blockade?
I might as well drop my weapon and offer a slap fight.
Being 100 percent serious. Try it:) could also throw in silver leash if you are feeling risky. For a duel of course.
I've tried it, and no. It doesn't work and neither of those are good.
Atronach works, but a smart DK is just going to drool on their wings key and walk ten meters away then wait. Lol snares.
Healing is strong enough to outdo force pulse spam with curse. I'll have to give tomb a try, but getting that to hit just right is questionable.
With both pets (Stronach and matriarch), boundless, curse, blockade and heavy overload you have 5 passive sources of sustained dos. Heavy overload and eke drain provide your sustain, add in entropy for healing and extra dps which add another source of passive dps. Pets on test hitting for 4-6k per shot, heavy overload will hit for 4K a shot, blockade hitting for 1-1.5k a shot, boundless 1-1.5k a shot and curse needs to be reapplied. Use lord wardens for the duel with boundless and defensive with ice staff on back bar. You will have about 35k resists on both physical and spell on your back bar( which is where you should be 90 percent of the fight). You will roast the DK in a duel. Open world is an entirely different discussion.
Illuvatarr wrote: »With botIlluvatarr wrote: »Illuvatarr wrote: »From my time in Cyrodil pvping about 200-300 kills daily, I can't stress enough about how annoying wingspammers are from DK's.(I main magsorc)
Reflecting every bit of sorcs frags, stun directed back to the caster with little effort. Nothing stops them from spamming wings because it costs cheaper than before, and they get a load of benefits with it.
Long story short, wings on DK need to be looked at. How can a sorc work on a burst on a DK with 30k hp and wingspams? Leaves you to the mercy of DK and hoping he'd make a mistake and not spam wing hard enough. Otherwise I'm just light attacking him waiting for wings to go down before i frag myself again.
In other words, if you don't think wings are disruptive. Imagine a shield that deflects all DOTS and bleeds to the caster, that's pretty disruptive because classes depend on it. I can say the same for Sorcs and magNB when it comes down to projectiles because our class is built around it. 1 skill shouldn't completely counter most of the burst, but I have a few ideas about DK wings.
Just take one of these examples for an idea, but they don't have to be a thing.
-Make wings cost more to prevent wingspammers.
-Take a % of dmg and deflect a % of dmg with wings. Allow sorcs and magNB have something to work on in the longterm run in pvp rather than hurting themselves entirely.
-Shorten the amount of projectiles blocked on DK
Any one of the 3 or an idea of your own rooted from this suggestion will help. DK's have such a strong CC, which is the focus. But they should not be entirely immune to all projectile abilities for as long as they like to spam wings. Force Pulse is a great way to counter it, but we don't have enough bar space to use it because we need a stun like Flame reach.
I only have a few things in my skill bar that I can do on a wingspammer, curse, ele drain, streak, execute.
That's it, tell me how you're going to solo a 30k hp DK with those 3 offensive skills and 1 debuff. We can try using ultimate like atro but they'll just run away and come back after it despawns lol
Daedric tomb/heavy overload/cyrodiils light armor/blockade/curse/force pulse
This here is absolutely hilarious heavy overload? Blockade?
I might as well drop my weapon and offer a slap fight.
Being 100 percent serious. Try it:) could also throw in silver leash if you are feeling risky. For a duel of course.
I've tried it, and no. It doesn't work and neither of those are good.
Atronach works, but a smart DK is just going to drool on their wings key and walk ten meters away then wait. Lol snares.
Healing is strong enough to outdo force pulse spam with curse. I'll have to give tomb a try, but getting that to hit just right is questionable.
With both pets (Stronach and matriarch), boundless, curse, blockade and heavy overload you have 5 passive sources of sustained dos. Heavy overload and eke drain provide your sustain, add in entropy for healing and extra dps which add another source of passive dps. Pets on test hitting for 4-6k per shot, heavy overload will hit for 4K a shot, blockade hitting for 1-1.5k a shot, boundless 1-1.5k a shot and curse needs to be reapplied. Use lord wardens for the duel with boundless and defensive with ice staff on back bar. You will have about 35k resists on both physical and spell on your back bar( which is where you should be 90 percent of the fight). You will roast the DK in a duel. Open world is an entirely different discussion.
I'll go and use two ultimates at the same time to kill a dragon knight. Atronach AND heavy overload at the same time.
And that's how you kill them sorcs, wings isn't overpowered.https://youtu.be/qHBQ0c5f-Zo
Illuvatarr wrote: »If you wish to champion a change to wings, one that would provide for good counter play would have it not function within 12 meter range as indicated or have it absorb as opposed to reflect. There IS a major balance issue when dks can use bow and wings together. However that has less to do with the DK class kit than it does with bow being yet another stamina ability line that trumps magicka. It makes no sense to give stam the best melee and ranged attacks which is what bow and stam melee weapon specs currently offers to stam players.
Ragnarock41 wrote: »Illuvatarr wrote: »If you wish to champion a change to wings, one that would provide for good counter play would have it not function within 12 meter range as indicated or have it absorb as opposed to reflect. There IS a major balance issue when dks can use bow and wings together. However that has less to do with the DK class kit than it does with bow being yet another stamina ability line that trumps magicka. It makes no sense to give stam the best melee and ranged attacks which is what bow and stam melee weapon specs currently offers to stam players.
Please don't tell me you got killed by a bow stamDkYou play in sotha eu right? If thats the case, I might be the one responsible for this
Edit: On the topic of wings I'm not against the idea of making it an absorb, if it means the class gets the attention it deserves, though I can assure you there are no problems about DKs using a bow. Its not an overperforming spec, Bow is not an overperforming weapon.
Illuvatarr wrote: »Ragnarock41 wrote: »Illuvatarr wrote: »If you wish to champion a change to wings, one that would provide for good counter play would have it not function within 12 meter range as indicated or have it absorb as opposed to reflect. There IS a major balance issue when dks can use bow and wings together. However that has less to do with the DK class kit than it does with bow being yet another stamina ability line that trumps magicka. It makes no sense to give stam the best melee and ranged attacks which is what bow and stam melee weapon specs currently offers to stam players.
Please don't tell me you got killed by a bow stamDkYou play in sotha eu right? If thats the case, I might be the one responsible for this
Edit: On the topic of wings I'm not against the idea of making it an absorb, if it means the class gets the attention it deserves, though I can assure you there are no problems about DKs using a bow. Its not an overperforming spec, Bow is not an overperforming weapon.
I will respectfully disagree. However my views on it are different from others that disagree. I think draining shot and scattershot should not have 41 meter range but until they resolve the resist issue in pvp, I think snipe should remain as is. It utterly sucks but in my view it helps to maintain overall pvp balance.
I don’t think they need to nerf any more class abilities to support the broken CP system. However it makes no sense to give a class the ability to use the strongest ranged spec line in game and concurrently have an ability that allows them to reflect ranged attacks. I am not going to get behind a nerf to DK’s. So bow it is.
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
Interesting take. PvP i gravitated back to a pet for a heal, not due to damage etc it LOS but healing ward being broke meant time to try other things, and actually using a class heal is cool. Not tied to a restro.
If we had a class heal, I'd have gone to that. So whilst i hear you i wouldn't want to revert to cage meta (strong but dull) nor tied to healing ward.
A one bar heal would be sweet.
And yes I'm all for Frag being returned, CC is our issue still.
And bar space, overload made that worse, so Pets have alot of downside with all those slots. So i don't fully agree, we have something different now, i for one have adapted, happy to roll with it than just revert.
Ward changes backfired, i had no impen before, now I'm tankier wards down but i lost damage, but the QQ brigade brought it on themselves with cries for ward nerf.
I will give this a try once I got access to Wrathstone.
What's your bars like? I assume you sacrificed Healing Ward and then Dark Conversion or Fury?
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
Sorry. I have a hard time taking anyone seriously that wants the instant stun and damage back on rune cage.
Sorc is competitive this patch, and feels just about right for the first time in I can't remember when. It's not overpowered, and the only people complaining about it are non pet sorcs.
Sorry pet haters, but you will perform less than optimal when you ignore a full third of your class toolkit and passives. What other class does that? Sorc could easily run without a pet before because we were ridiculously overtuned. Now we're not.
Just... Don't bring pets to a duel, they aren't balanced in the tiny box boundary.
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
Sorry. I have a hard time taking anyone seriously that wants the instant stun and damage back on rune cage.
Sorc is competitive this patch, and feels just about right for the first time in I can't remember when. It's not overpowered, and the only people complaining about it are non pet sorcs.
Sorry pet haters, but you will perform less than optimal when you ignore a full third of your class toolkit and passives. What other class does that? Sorc could easily run without a pet before because we were ridiculously overtuned. Now we're not.
Just... Don't bring pets to a duel, they aren't balanced in the tiny box boundary.
Or. Damage OR stun. And I think that's not asking for too much.
Pets mandatory? Uh-huh. And how does PvE fit into that assumption? When's the last time high-end guilds asked you to use your full class arsenal, pets, two of them, because that's supposedly your class identity? More over, pets are just two skills. TWO. Well, and an ultimate. Are we now balancing Nightblades around Malevolent Offering? Ripping off selfheals from all other NB skills to force you into using that weird one skill? Ugh.
No, you're just happy non-pet sorcs have been beaten down. Don't come up with some BS ideology that holds no water, just to hide that.
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
Sorry. I have a hard time taking anyone seriously that wants the instant stun and damage back on rune cage.
Sorc is competitive this patch, and feels just about right for the first time in I can't remember when. It's not overpowered, and the only people complaining about it are non pet sorcs.
Sorry pet haters, but you will perform less than optimal when you ignore a full third of your class toolkit and passives. What other class does that? Sorc could easily run without a pet before because we were ridiculously overtuned. Now we're not.
Just... Don't bring pets to a duel, they aren't balanced in the tiny box boundary.
Or. Damage OR stun. And I think that's not asking for too much.
Pets mandatory? Uh-huh. And how does PvE fit into that assumption? When's the last time high-end guilds asked you to use your full class arsenal, pets, two of them, because that's supposedly your class identity? More over, pets are just two skills. TWO. Well, and an ultimate. Are we now balancing Nightblades around Malevolent Offering? Ripping off selfheals from all other NB skills to force you into using that weird one skill? Ugh.
No, you're just happy non-pet sorcs have been beaten down. Don't come up with some BS ideology that holds no water, just to hide that.
Cage never needed the damage, and because of the range and effectiveness it needed some kind of counter. That being said, cage is still amazing when used against perma-blockers.
Pet. Not pets. Matriarch. Sit down and do a cost and benefit analysis of what you're leaving on the table without matriarch. It's actually pretty significant, because all of the bonuses and passives are (surprise, surprise) designed to make our class stronger.
On the other hand, it's a stupid pet that gets itself killed. I swear mine is a siege circle seeking missile, and Im working on a build without it for PVP.
With the new expansion coming, I suspect pets are going to be even more buffed/important because of the incoming Necromancer class. They're adding a class that summons dead pets, like it or not we are probably getting shoved in the pet direction too.
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
Sorry. I have a hard time taking anyone seriously that wants the instant stun and damage back on rune cage.
Sorc is competitive this patch, and feels just about right for the first time in I can't remember when. It's not overpowered, and the only people complaining about it are non pet sorcs.
Sorry pet haters, but you will perform less than optimal when you ignore a full third of your class toolkit and passives. What other class does that? Sorc could easily run without a pet before because we were ridiculously overtuned. Now we're not.
Just... Don't bring pets to a duel, they aren't balanced in the tiny box boundary.
Or. Damage OR stun. And I think that's not asking for too much.
Pets mandatory? Uh-huh. And how does PvE fit into that assumption? When's the last time high-end guilds asked you to use your full class arsenal, pets, two of them, because that's supposedly your class identity? More over, pets are just two skills. TWO. Well, and an ultimate. Are we now balancing Nightblades around Malevolent Offering? Ripping off selfheals from all other NB skills to force you into using that weird one skill? Ugh.
No, you're just happy non-pet sorcs have been beaten down. Don't come up with some BS ideology that holds no water, just to hide that.
Cage never needed the damage, and because of the range and effectiveness it needed some kind of counter. That being said, cage is still amazing when used against perma-blockers.
Pet. Not pets. Matriarch. Sit down and do a cost and benefit analysis of what you're leaving on the table without matriarch. It's actually pretty significant, because all of the bonuses and passives are (surprise, surprise) designed to make our class stronger.
On the other hand, it's a stupid pet that gets itself killed. I swear mine is a siege circle seeking missile, and Im working on a build without it for PVP.
With the new expansion coming, I suspect pets are going to be even more buffed/important because of the incoming Necromancer class. They're adding a class that summons dead pets, like it or not we are probably getting shoved in the pet direction too.
cpuScientist wrote: »MagSorc has now been forced into a new meta once again. That changes completely how they play. ZOS does this then nerfs the thing we were forced into and then gives us something else OP but 1 dimensional and nerfs that. Ever since the removal of the frag stun Sorc has been going down hill.
MagSorc at this moment using the matriarch and atro is unbelievably strong. Really hard to kill incredible damage output. Burst heals 2 shields and if your opponent fights you in the atro even better. HOWEVER this cannot last this playstyle is over tuned and has become a new meta and thus will be complained about and nerfed.
Now that sorc vs say a healing ward sorc perhaps using meteor or soul assault the difference in damage tankiness and healing is substantial. That version of a sorc is basically on the same level as a magBlade this patch. Some can make it work obviously but they would be MUCH stronger using at the very least the matriarch.
ZOS should have never taken the stun off frag or taken the heal off ward. These changes have made sorcs 1 dimensional and overly reliant on pets. Now I can and have made it work without. But it's silly to play as one without pets.
My problem is this will be nerfed as it should be. And ZOS will once again hurt PvE sorcs in the process.
Put the stun BACK or the damage back on rune cage and the heal back on ward. Or make wards pop alot sooner. 2-3 seconds.
Sorry. I have a hard time taking anyone seriously that wants the instant stun and damage back on rune cage.
Sorc is competitive this patch, and feels just about right for the first time in I can't remember when. It's not overpowered, and the only people complaining about it are non pet sorcs.
Sorry pet haters, but you will perform less than optimal when you ignore a full third of your class toolkit and passives. What other class does that? Sorc could easily run without a pet before because we were ridiculously overtuned. Now we're not.
Just... Don't bring pets to a duel, they aren't balanced in the tiny box boundary.
Or. Damage OR stun. And I think that's not asking for too much.
Pets mandatory? Uh-huh. And how does PvE fit into that assumption? When's the last time high-end guilds asked you to use your full class arsenal, pets, two of them, because that's supposedly your class identity? More over, pets are just two skills. TWO. Well, and an ultimate. Are we now balancing Nightblades around Malevolent Offering? Ripping off selfheals from all other NB skills to force you into using that weird one skill? Ugh.
No, you're just happy non-pet sorcs have been beaten down. Don't come up with some BS ideology that holds no water, just to hide that.
Cage never needed the damage, and because of the range and effectiveness it needed some kind of counter. That being said, cage is still amazing when used against perma-blockers.
Pet. Not pets. Matriarch. Sit down and do a cost and benefit analysis of what you're leaving on the table without matriarch. It's actually pretty significant, because all of the bonuses and passives are (surprise, surprise) designed to make our class stronger.
On the other hand, it's a stupid pet that gets itself killed. I swear mine is a siege circle seeking missile, and Im working on a build without it for PVP.
With the new expansion coming, I suspect pets are going to be even more buffed/important because of the incoming Necromancer class. They're adding a class that summons dead pets, like it or not we are probably getting shoved in the pet direction too.
Illuvatarr wrote: »Here's an odd opinion. Don't buff this class any more. We've had it with the nerf rollercoaster. It's not fun.
Instead, focus on small, meaningful quality of life improvements.
Bastion: this does nothing with the health cap. Shattering blows does. Fix that. We have an unbalanced CP working against all of us currently.
Streak: please get rid of the pause/delay after a steak. Especially when going downhill, the stop and drop is annoying and lethal.
Overload: given the current low damage, the clunky, difficult targeting and super-slow projectile speed is no longer warranted. Make it a tad faster, and it should be easier to hit with, like any ranged skill.
Bound Aegis: still not worth a slot, not that we have any to spare. Perhaps a bonus to health as well as Magicka? It's conjured heavy armor, it has to be double slotted, it needs to be stronger.Here's an odd opinion. Don't buff this class any more. We've had it with the nerf rollercoaster. It's not fun.
Instead, focus on small, meaningful quality of life improvements.
Bastion: this does nothing with the health cap. Shattering blows does. Fix that. We have an unbalanced CP working against all of us currently.
Streak: please get rid of the pause/delay after a steak. Especially when going downhill, the stop and drop is annoying and lethal.
Overload: given the current low damage, the clunky, difficult targeting and super-slow projectile speed is no longer warranted. Make it a tad faster, and it should be easier to hit with, like any ranged skill.
Bound Aegis: still not worth a slot, not that we have any to spare. Perhaps a bonus to health as well as Magicka? It's conjured heavy armor, it has to be double slotted, it needs to be stronger.
Some good points there. We aren't in a place where we need huge buffs I'm with that and actually a few small incremental changes would be sweet.
Bang on with Bound Aegis, its a hard business case to slot it vs Inner Light and there's certainly no way to slot then both without giving Frag its cc back to save a slot. We've lost a slot since ward Nerf to boundless, or we've lost a damage / regen helm with Chudan, likewise 2ndary mitigation gone with well fitted to impen and the majority of our 5 skill burst is doable...
Gives us a few QoL changes at least ZOS
I think Aegis should be a viable alternative to running a pet. It should get the same health bonus as having a pet from the passive and provide more straight up armor than the minor buffs it has now on activation.
Right now the best sorc builds all use matriarch and necro, we can really use another option for more Magicka and health without slotting a pet. It's not a buff, just an alternative with some armor instead of a burst heal.
I had an animosity group run over me with an ulti dump. I activated bound aegis and blocked all 8 of their or however many folks dps burst and was at half health. (With ice staff on backbar)
It’s passive effects (which add about 300 spell damage if you have the necro/shacklebreaker magicka on a pts Altmer of roughly 40k magicka) should apply to both bars but the activated ability should last 20 seconds as opposed to 3. It’s insanely good but the problem is there is no room for it on our bars due to the dispersion of our core abilities.
Gunna throw it out there, I'm actually happy with the pet changes. I've had a full dedicated PvE 4 pet pet build (Healer & DD) since launch, and the changes are just cool for her. (admittedly i know I'm niche in my dedication there lol)
also rocked the twilight on my PvP main since Nerfmire for heals (Clannfear tested too, run him on NA) and again its the happiest I've felt since 2017 so this is welcome gain. Not perfect, and a pure class BoL heal would have been my first choice but the pros and cons of a twilight (passives, los, side damage against pet dying no heal, dumb ass wandering off, health isnt huge it dies, siege magnet)
Only played 30 mins on each and still unsure about losing more execute burst in PvP but will see. First time ive not stressed a patch as a sorc for about 18 months......
Gunna throw it out there, I'm actually happy with the pet changes. I've had a full dedicated PvE 4 pet pet build (Healer & DD) since launch, and the changes are just cool for her. (admittedly i know I'm niche in my dedication there lol)
also rocked the twilight on my PvP main since Nerfmire for heals (Clannfear tested too, run him on NA) and again its the happiest I've felt since 2017 so this is welcome gain. Not perfect, and a pure class BoL heal would have been my first choice but the pros and cons of a twilight (passives, los, side damage against pet dying no heal, dumb ass wandering off, health isnt huge it dies, siege magnet)
Only played 30 mins on each and still unsure about losing more execute burst in PvP but will see. First time ive not stressed a patch as a sorc for about 18 months......