WrathOfInnos wrote: »Just use Structured Entropy instead. Basically the old Power Surge + a strong DoT.
...Yep, slot entropy. Also slot crit surge. Entropy gives you major sorcery and a very strong single target damage skill and a heal that can crit and stack (hit multiple targets entering a fight with entropy, and the incoming heals stack), while crit surge heals for more than what power surge did.
Yup, had to drop a skill on the back bar - bound Aegis for me. And had to add entropy into the rotation. But both were exceedingly minor changes.
If I don’t want to use entropy for whatever reason I can still slot crit surge and use spell power pots (but I generally don’t, between entropy and inner light I’ve got that covered and can keep using tripots)...
WrathOfInnos wrote: »Just use Structured Entropy instead. Basically the old Power Surge + a strong DoT.
. waste resources and time/damage by casting Structured Entropy multiple times before a fight (or during) to get the healing for 10(!!!) and Major Sorcery for 20 seconds, not 33
OG_Kaveman wrote: ». waste resources and time/damage by casting Structured Entropy multiple times before a fight (or during) to get the healing for 10(!!!) and Major Sorcery for 20 seconds, not 33
Entropy is 12(!!!!) Seconds and you are going to have it on your bar regardless, it is just too good of dps to not have it there.
OG_Kaveman wrote: ». waste resources and time/damage by casting Structured Entropy multiple times before a fight (or during) to get the healing for 10(!!!) and Major Sorcery for 20 seconds, not 33
Entropy is 12(!!!!) Seconds and you are going to have it on your bar regardless, it is just too good of dps to not have it there.
"Bind an enemy with chaotic magic, dealing X Magic Damage over 10 seconds, and healing you for Y every 2 seconds. Excess magic spills out from them, granting you Major Sorcery, increasing your Spell Damage by 20% for 20 seconds." - from eso-skillbook.com
"Entropy: Redesigned this ability and its morphs to operate as a DoT, rather than the strange HoT/DoT/Buff hybrid it previously was.
- Increased the cost of these abilities to 2970 from 1620 at base.
- Entropy and Degeneration no longer heal over time.
- Increased the damage from all morphs by approximately 220%.
- Decreased duration to 10 seconds from 12 seconds. Major Sorcery remains at 20 seconds, and fixed an issue where the Major Sorcery was not increasing in duration with the Everlasting Magic passive.
- Structured Entropy (morph): This morph no longer grants Max Health for slotting. Instead, it now heals you every 2 seconds for 10 seconds.
- Degeneration (morph): This morph no longer has a 15% chance to heal you when you deal Light or Heavy Attack damage to the target. Instead, it returns 100 Magicka when dealing Light or Heavy Attack Damage to the target while the DoT persists. Also reduced the cost of the ability as it ranks up, down to 2700." - from the Scalebreaker patchnotes
so you're mistaken there, @OG_Kaveman ..
Everlasting Magic II: Increases the duration of your Mages Guild abilities by 20%
OG_Kaveman wrote: »...You are the one who is mistaken, babe.
https://en.uesp.net/wiki/Online:Everlasting_MagicEverlasting Magic II: Increases the duration of your Mages Guild abilities by 20%
20% of 10 is 2. 10+2=12. Basic math.
This passive also impacts the major sorcery, so that 20 seconds is actually 24 seconds. As 20% of 20, is 4. And 4+ 20=24.
Hope this is simple enough for you.
weird thing is that the Stamina version of Surge (the one that gives us only Major Brutality) remained unchanged. but... why?
when you say "Sorcerer" do you imagine a Stamina bow/weapons kind of character, or do you imagine a mage, wielding a staff and casting powerful spells around? so why does the Stamina version have a great class utility skill that provides the perfect combination of damage and survivability but a Magicka version doesn't? it makes no sense. at all..
so why does the Stamina version have a great class utility skill that provides the perfect combination of damage and survivability but a Magicka version doesn't? it makes no sense. at all..
Sorcerers a class healing skill they could have changed the Power Surge to the version we have now and added the Major Sorcery to the Critical Surge version.
OG_Kaveman wrote: »...You are the one who is mistaken, babe.
https://en.uesp.net/wiki/Online:Everlasting_MagicEverlasting Magic II: Increases the duration of your Mages Guild abilities by 20%
20% of 10 is 2. 10+2=12. Basic math.
This passive also impacts the major sorcery, so that 20 seconds is actually 24 seconds. As 20% of 20, is 4. And 4+ 20=24.
Hope this is simple enough for you.
sure is, if you have the passive. i was talking about base skills (as i have no passives in Mages guild skill line now that i'm a Stam. Sorc. so i kind of forgot about that passive), you were talking about all the passives unlocked and stuff. basic misunderstanding. there was no need to be condescending. does it really matter, though? 2 seconds more? is that what makes the whole "just slot Entropy" justified?
Chilly-McFreeze wrote: »
weird thing is that the Stamina version of Surge (the one that gives us only Major Brutality) remained unchanged. but... why?
Because stam sorcs get far less out of their class kit than their magicka equivalent. Why gut that too? For the sake of "because muh magsorc"?when you say "Sorcerer" do you imagine a Stamina bow/weapons kind of character, or do you imagine a mage, wielding a staff and casting powerful spells around? so why does the Stamina version have a great class utility skill that provides the perfect combination of damage and survivability but a Magicka version doesn't? it makes no sense. at all..
Here we go again. Why is it so hard for people to grasp the class concept of this game? And yes, if you talk about a sorcerer in the elder scrolls universe, I imagine a heavy armored spellcaster with a melee weapon, just like in the previous TES games. What you mean is simply called a "Mage" in the TES universe.so why does the Stamina version have a great class utility skill that provides the perfect combination of damage and survivability but a Magicka version doesn't? it makes no sense. at all..
Reeks of resentment. Before you imply to take away stamsorc toys and put it on mag, you should first ask to throw them a bone that is outside of the utility section. I know magsorcs got hit. I dropped Matriarch on my magsorc this patch in favor of Entropy + Crit Surge but our class won't be better if with gut it's bretheren.Sorcerers a class healing skill they could have changed the Power Surge to the version we have now and added the Major Sorcery to the Critical Surge version.
At least everyone can agree on that.
OG_Kaveman wrote: »...You were condescending first. And of course it matters. You have to take into account everything when you talk about a skill, or you look uninformed. Which you did.
I already made my point, zos ought to have put the AOE healer skill in dark magic. Though I will tell you this, using entropy , which I swapped out for surge whole sale, I ran vMA no problem. DPS is about the same too, even using the matriarch.
what i fail to understand in this whole situation is why nobody thought of putting the Major Sorcery in the Critical Surge skill? why keep the great utility of damage and healing for only one version of a Sorcerer? they (ZOS) have mentioned some time ago that they would like to decrease the gap between "the floor and the ceiling", meaning making the difference between the top players and casuals somewhat lower. now this change made magSorcs a lot squishier, harder to survive, harder to sustain and generally not really attractive for many players..
That would make a lot of sense, actually.Chilly-McFreeze wrote: »Or an Encase morph as AoE heal?
LightMaster7 wrote: »Seriously I want the ZOS team to weigh in here and give us a damn good reason why you nerfed this skill?
It is literally one of the CORE critical skills for MagSorcs for healing during combat. Not to mention you already nerfed our shields.
This is INEXCUSEABLE. Prove to us why you nerfed this skill and what skill we should use in place of this and drop in our 5 *** limited skill bar and not drop our current DPS which you ALSO *** nerfed before?
I swear. At this rate who the *** would play this nerfmire game?
InvictusApollo wrote: »LightMaster7 wrote: »Seriously I want the ZOS team to weigh in here and give us a damn good reason why you nerfed this skill?
It is literally one of the CORE critical skills for MagSorcs for healing during combat. Not to mention you already nerfed our shields.
This is INEXCUSEABLE. Prove to us why you nerfed this skill and what skill we should use in place of this and drop in our 5 *** limited skill bar and not drop our current DPS which you ALSO *** nerfed before?
I swear. At this rate who the *** would play this nerfmire game?
Both morphs should be giving Major Sorcery. One would be for healers and the other for DDs and PvP. And eveyone would be happy.
That would make a lot of sense, actually.Chilly-McFreeze wrote: »Or an Encase morph as AoE heal?
Something along the lines of:
Restoring Shards
"Call forth Daedric shards from the earth to immobilize enemies heal allies in front of you for X health over [4 / 4.7 / 5.3 / 6] seconds. Gain Major Vitality Minor Mending for 2 seconds plus 1 second per enemy (or maybe ally???) in the area, up to 6."
Daedric Tomb is a great, powerful spammable for heavy attack builds.
Sorc already has some decent burst heal capability - what's needed is a usable AoE HoT.
New Power Surge is kinda crap, area is large but the healing is very low. Never mind the proc condition.
Anyway, that was just an idea with one of the Encase morphs. ZOS probably won't listen to any of this though