grzes848909 wrote: »The second morph, the unstalbe clannfear, is rarely utilized at all due the fact that not only it has same active ability of twilight but also grants a weaker heal that only heals the user instead of additional targets. One could instead transform the instant heal to a aforementioned heal over time and perhaps add the effect of Unstable Clannfear to apply minor maim debuff upon its attack.
phaneub17_ESO wrote: »grzes848909 wrote: »The second morph, the unstalbe clannfear, is rarely utilized at all due the fact that not only it has same active ability of twilight but also grants a weaker heal that only heals the user instead of additional targets. One could instead transform the instant heal to a aforementioned heal over time and perhaps add the effect of Unstable Clannfear to apply minor maim debuff upon its attack.
Unstable Clannfear is mainly used by tanks as the heal scales with maximum health, for any build that is 64 Stamina or Magicka and doesn't utilize Heavy Armor, then yeah the heal is weak. While at 35k or higher health pools, the amount of healing from the Clannfear to you is quite substantial as you don't have to rely on Max Stats and Weapon/Spell Damage that other heals do.
grzes848909 wrote: »phaneub17_ESO wrote: »grzes848909 wrote: »The second morph, the unstalbe clannfear, is rarely utilized at all due the fact that not only it has same active ability of twilight but also grants a weaker heal that only heals the user instead of additional targets. One could instead transform the instant heal to a aforementioned heal over time and perhaps add the effect of Unstable Clannfear to apply minor maim debuff upon its attack.
Unstable Clannfear is mainly used by tanks as the heal scales with maximum health, for any build that is 64 Stamina or Magicka and doesn't utilize Heavy Armor, then yeah the heal is weak. While at 35k or higher health pools, the amount of healing from the Clannfear to you is quite substantial as you don't have to rely on Max Stats and Weapon/Spell Damage that other heals do.
I know, but I asked some people ingame and most common anwser is that they have nirnhoned greatsword on back for rally so they have increased stam recovery and a stamina heal along magicka based heal; which also increases healing from the twilight, and even if it were still a bit weaker then the ability to heal your teammates in an emergency is more valuable then some extra healing. Only time clannfear would be better if you are alone as a tank and have no weapon/spell damage but what content requires that ? Even the solo arenas require damage so you can kill mobs fast enough before they kill you so you would still need some damage. I also remember that it used to taunt enemies but I tested it recently it doesnt seem work; even with command pet it didn't work. Also the taunt on a pet is not that good, mostly because clannfear isn't tanky enough to taunt anything for long enough before it dies; one could try to heal it with the ability but it would tank (ba dum tss) your sustain just to keep the thing alive since it doesn't block; or juggle the taunt between you and pet but pet is dumb and often gets killed in aoes or one shot cause it can't block.
Nebula_DooM wrote: »Sorc pets should, in the long run, try and become what nightblade shade, necro pets and warden netch are by having a duration. I do dislike how much bar space sorcs have to give up in order to work especially since overload lost its 3rd bar ages ago.
Ideally, they should become untargetable and also buffed to the point where dps works out near the same on live. I'll give a few examples for the clannfear/matriarch heal and tormentor/volatile familiar.
Clannfear/Matriarch heal should work the same as cauterize for dragonknights. Casting it heals once every 5 seconds for x duration.
Another solution is to make it work like warden's budding seeds. It will provide a HoT for sorcs (which i think everyone will appreciate for sorcs), as well as a burst heal if you recast it before the duration expires. Clannfear will scale with max health and heal pet and player whereas matriarch heals players or pet.
As for the damage morphs, they could honestly remain the same but with a damage boost similar to single target dots and aoe dots (tormentor and volatile respectively). Food for thought tho...
Re skin at least, re work would be better, re think is what's really needed.
Sorcs needing familiars is lame.
Also, these.LukosCreyden wrote: »Bring back no-pet sorc.
BaalMelqartu wrote: »I have expressed before in other threads but sorc pets look like the most dated thing in the entire game to me. Yes please, at LEAST change their appearance, annoyance level and make non pet sorcs more viable. They have already stated that they are looking at non-pet sorc more viable in the future so there's a start at least.
Nebula_DooM wrote: »Sorc pets should, in the long run, try and become what nightblade shade, necro pets and warden netch are by having a duration. I do dislike how much bar space sorcs have to give up in order to work especially since overload lost its 3rd bar ages ago.
Ideally, they should become untargetable and also buffed to the point where dps works out near the same on live. I'll give a few examples for the clannfear/matriarch heal and tormentor/volatile familiar.
Clannfear/Matriarch heal should work the same as cauterize for dragonknights. Casting it heals once every 5 seconds for x duration.
Another solution is to make it work like warden's budding seeds. It will provide a HoT for sorcs (which i think everyone will appreciate for sorcs), as well as a burst heal if you recast it before the duration expires. Clannfear will scale with max health and heal pet and player whereas matriarch heals players or pet.
As for the damage morphs, they could honestly remain the same but with a damage boost similar to single target dots and aoe dots (tormentor and volatile respectively). Food for thought tho...
TES summons always had timers, but I understand the desire to differentiate the "pet class" in some way.
IMO, Sorc pets should have a duration, but with the ability to extend the duration either with Daedric Prey or Ward, or some other mechanic while in combat.
Currently, Necromancers have more interactivity with their pets through the corpse mechanic. While some might enjoy that Sorc pets are basically "slot and forget", they should remember that the pets received their activation abilities precisely because it was too boring before. IMO, a mechanic that intends to keep your pets alive in contrast to Necromancers that want to use their corpses would be a good way to do this. Maybe rework the useless Rebate passive to that effect, e.g. a buff that applies each time you extend your pets' duration.Re skin at least, re work would be better, re think is what's really needed.
Sorcs needing familiars is lame.Also, these.LukosCreyden wrote: »Bring back no-pet sorc.
BaalMelqartu wrote: »I have expressed before in other threads but sorc pets look like the most dated thing in the entire game to me. Yes please, at LEAST change their appearance, annoyance level and make non pet sorcs more viable. They have already stated that they are looking at non-pet sorc more viable in the future so there's a start at least.
There has always been the argument that they don't want to upgrade/change existing assets because people might get upset (like all the way back with the upgraded Redguard/Orc motifs) - but ever since the "new and improved" jabs that argument is out the window.
Ideally they'd offer up skins like they did for the Warden bear.
Nebula_DooM wrote: »Sorc pets should, in the long run, try and become what nightblade shade, necro pets and warden netch are by having a duration. I do dislike how much bar space sorcs have to give up in order to work especially since overload lost its 3rd bar ages ago.
Ideally, they should become untargetable and also buffed to the point where dps works out near the same on live. I'll give a few examples for the clannfear/matriarch heal and tormentor/volatile familiar.
Clannfear/Matriarch heal should work the same as cauterize for dragonknights. Casting it heals once every 5 seconds for x duration.
Another solution is to make it work like warden's budding seeds. It will provide a HoT for sorcs (which i think everyone will appreciate for sorcs), as well as a burst heal if you recast it before the duration expires. Clannfear will scale with max health and heal pet and player whereas matriarch heals players or pet.
As for the damage morphs, they could honestly remain the same but with a damage boost similar to single target dots and aoe dots (tormentor and volatile respectively). Food for thought tho...
TES summons always had timers, but I understand the desire to differentiate the "pet class" in some way.
IMO, Sorc pets should have a duration, but with the ability to extend the duration either with Daedric Prey or Ward, or some other mechanic while in combat.
Currently, Necromancers have more interactivity with their pets through the corpse mechanic. While some might enjoy that Sorc pets are basically "slot and forget", they should remember that the pets received their activation abilities precisely because it was too boring before. IMO, a mechanic that intends to keep your pets alive in contrast to Necromancers that want to use their corpses would be a good way to do this. Maybe rework the useless Rebate passive to that effect, e.g. a buff that applies each time you extend your pets' duration.Re skin at least, re work would be better, re think is what's really needed.
Sorcs needing familiars is lame.Also, these.LukosCreyden wrote: »Bring back no-pet sorc.
TES summons always had timers, but I understand the desire to differentiate the "pet class" in some way.
IMO, Sorc pets should have a duration, but with the ability to extend the duration either with Daedric Prey or Ward, or some other mechanic while in combat.
Currently, Necromancers have more interactivity with their pets through the corpse mechanic. While some might enjoy that Sorc pets are basically "slot and forget", they should remember that the pets received their activation abilities precisely because it was too boring before. IMO, a mechanic that intends to keep your pets alive in contrast to Necromancers that want to use their corpses would be a good way to do this. Maybe rework the useless Rebate passive to that effect, e.g. a buff that applies each time you extend your pets' duration.
Dark_Lord_Kuro wrote: »Also there is precedent to infinite summon time limit in other tes game also. Well at least in skyrim, not sure for others. In skyrim master conjuration spell summoned permanent version of the deadra/corpse which stay until killed.
Dark_Lord_Kuro wrote: »Also there is precedent to infinite summon time limit in other tes game also. Well at least in skyrim, not sure for others. In skyrim master conjuration spell summoned permanent version of the deadra/corpse which stay until killed.
Which is a master spell, couple centuries later, and to my knowledge is the only "permanent" summon across mainline TES games. (I am not counting the alchemy exploitation from morrowind allowing to get your hands on effectively infinite effects in here)