Oblivion_Protocol wrote: »Change it back? Absolutely not. Sorcs finally got a halfway decent burst heal that more than makes up for the swap from minor to major vitality. We’re not rolling that back just because you’re missing one small buff.
VaxtinTheWolf wrote: »The skill just functions differently between the morphs now. So like anything else with these updates, you'll just have to take whatever the most important effect is for your setup and deal with it. Don't ignore that the heal also effects your allies now, and your Ward is buffed through the Vitality effect with some small healing for yourself as well, if you are using that.
I was also using Restraining Prison on my tank, so I lost the 6 second immobilization which feels really bad. Now if I want it back, I'll have to exchange the heal for some unnoticeable damage and only 4 seconds of CC. Both morphs apply Minor Maim now for reducing enemy damage as a tiny bonus, I guess.
I'd like to use the healing morph, but I'll have to figure out if Shattering Prison still has more value because Crowd Control is Crowd Control and people like to whine when the enemies feet aren't glued to the ground.
I never used the vitality to be honest. I am unhappy about the essentially nerf from 6 to 4 seconds but 4 seconds seems to be the standard so can’t really complain. Doesn’t actually feel that bad in content but I haven’t pugged anything yet because I know random vet will be the new dungeons. I just swapped to shattering. Some damage is nice but the explosion randomly is a little alarming.
MashmalloMan wrote: »I never used the vitality to be honest. I am unhappy about the essentially nerf from 6 to 4 seconds but 4 seconds seems to be the standard so can’t really complain. Doesn’t actually feel that bad in content but I haven’t pugged anything yet because I know random vet will be the new dungeons. I just swapped to shattering. Some damage is nice but the explosion randomly is a little alarming.
Minor Vitality is 10s long, not 4s. It also does Major Maim for 10s so they line up perfectly.
Love the new skills, losing major vitality for minor with a guaranteed 10s duration instead of based on targets hit and gaining a burst aoe heal, with major maim as icing on the cake are huge. These skills were very niche before, seeing practically no use amongst the majority of players and being outpaced by just about every other comparable skill from other classes/skill lines.
This is one of the few times where I generally think ZOS nailed class skill/passive reworks across the board. Encase, Mines, Shields, and No Pet/Pet passive are all great, each have their uses now, but don't feel OP (so far).
MashmalloMan wrote: »I never used the vitality to be honest. I am unhappy about the essentially nerf from 6 to 4 seconds but 4 seconds seems to be the standard so can’t really complain. Doesn’t actually feel that bad in content but I haven’t pugged anything yet because I know random vet will be the new dungeons. I just swapped to shattering. Some damage is nice but the explosion randomly is a little alarming.
Minor Vitality is 10s long, not 4s. It also does Major Maim for 10s so they line up perfectly.
Love the new skills, losing major vitality for minor with a guaranteed 10s duration instead of based on targets hit and gaining a burst aoe heal, with major maim as icing on the cake are huge. These skills were very niche before, seeing practically no use amongst the majority of players and being outpaced by just about every other comparable skill from other classes/skill lines.
This is one of the few times where I generally think ZOS nailed class skill/passive reworks across the board. Encase, Mines, Shields, and No Pet/Pet passive are all great, each have their uses now, but don't feel OP (so far).
The 4 seconds I was referring to is the immobilize. But I’ve seen archers run out of group while they have the immob crystals at their feet so…
Just feels like tanks got their immob taken away and now one skill is for healers and one is for DPS, but it’s not the end of the world. Same duration as talons, just explodes violently.
MashmalloMan wrote: »MashmalloMan wrote: »I never used the vitality to be honest. I am unhappy about the essentially nerf from 6 to 4 seconds but 4 seconds seems to be the standard so can’t really complain. Doesn’t actually feel that bad in content but I haven’t pugged anything yet because I know random vet will be the new dungeons. I just swapped to shattering. Some damage is nice but the explosion randomly is a little alarming.
Minor Vitality is 10s long, not 4s. It also does Major Maim for 10s so they line up perfectly.
Love the new skills, losing major vitality for minor with a guaranteed 10s duration instead of based on targets hit and gaining a burst aoe heal, with major maim as icing on the cake are huge. These skills were very niche before, seeing practically no use amongst the majority of players and being outpaced by just about every other comparable skill from other classes/skill lines.
This is one of the few times where I generally think ZOS nailed class skill/passive reworks across the board. Encase, Mines, Shields, and No Pet/Pet passive are all great, each have their uses now, but don't feel OP (so far).
The 4 seconds I was referring to is the immobilize. But I’ve seen archers run out of group while they have the immob crystals at their feet so…
Just feels like tanks got their immob taken away and now one skill is for healers and one is for DPS, but it’s not the end of the world. Same duration as talons, just explodes violently.
Ahhh.. Fair enough, but major maim is so much more useful than the 2s immobilize. Plus, you're no longer locked into Clanfear, can use Hardened Ward instead and use the slot for something new.
I will agree that the "damage" morph is kind of weird. Damage dealers don't really need it, nor do they have the space for it. We have more than enough delayed burst skills and this one is too slow/random/low value. Talons deals instant damage, applies minor maim, does it around instead of in front of you and has a synergy. Still a better tank immobilize, if the damage on this scaled with HP or Armor... or swapped to a Synergy, no one would bat an eye and tank Sorcs would be more well rounded.
Oblivion_Protocol wrote: »Sorcs finally got a halfway decent burst heal that more than makes up for the swap from minor to major vitality.
Oblivion_Protocol wrote: »Change it back? Absolutely not.... We’re not rolling that back just because you’re missing one small buff.
I never was locked into clannfear, it puzzles me when people act like clannfear is needed most of the time haha. I only use it in particular situations, opting for dsa snb + puncture for my heal, or dark deal if not blocking, or hardened ward, if none of those are good enough only then do I slot clannfear.
Good suggestions on altering the immobilize though, havent seen any DD mention wanting to use this new ability as an aoe spammable.
VaxtinTheWolf wrote: »The skill just functions differently between the morphs now. So like anything else with these updates, you'll just have to take whatever the most important effect is for your setup and deal with it. Don't ignore that the heal also effects your allies now, and your Ward is buffed through the Vitality effect with some small healing for yourself as well, if you are using that.
I was also using Restraining Prison on my tank, so I lost the 6 second immobilization which feels really bad. Now if I want it back, I'll have to exchange the heal for some unnoticeable damage and only 4 seconds of CC. Both morphs apply Minor Maim now for reducing enemy damage as a tiny bonus, I guess.
I'd like to use the healing morph, but I'll have to figure out if Shattering Prison still has more value because Crowd Control is Crowd Control and people like to whine when the enemies feet aren't glued to the ground.
TheGodlyImage wrote: »VaxtinTheWolf wrote: »The skill just functions differently between the morphs now. So like anything else with these updates, you'll just have to take whatever the most important effect is for your setup and deal with it. Don't ignore that the heal also effects your allies now, and your Ward is buffed through the Vitality effect with some small healing for yourself as well, if you are using that.
I was also using Restraining Prison on my tank, so I lost the 6 second immobilization which feels really bad. Now if I want it back, I'll have to exchange the heal for some unnoticeable damage and only 4 seconds of CC. Both morphs apply Minor Maim now for reducing enemy damage as a tiny bonus, I guess.
I'd like to use the healing morph, but I'll have to figure out if Shattering Prison still has more value because Crowd Control is Crowd Control and people like to whine when the enemies feet aren't glued to the ground.
I just want to point out that Blood heal passive heals twice on the new shattering so if it's heals you're looking for, you'll get more from the immobilization one (with reduced cost) since it procs twice.
The new heal scales off of power so its not even worth for us to build it really.
TheGodlyImage wrote: »I just want to point out that Blood heal passive heals twice on the new shattering so if it's heals you're looking for, you'll get more from the immobilization one (with reduced cost) since it procs twice.
The new heal scales off of power so its not even worth for us to build it really.
VaxtinTheWolf wrote: »TheGodlyImage wrote: »I just want to point out that Blood heal passive heals twice on the new shattering so if it's heals you're looking for, you'll get more from the immobilization one (with reduced cost) since it procs twice.
The new heal scales off of power so its not even worth for us to build it really.
I made a mistake which I will edit in my previous post. It provides Major Maim, not Minor. If I recall, that might be how the passive worked even in the past but I rarely actually kept it in mind. I know for sure I tried to benefit from it by using the damaging Negate Ultimate, but it only procced once on the application of that skill. I'll try it out later, but I have yet to go into combat with my Sorcerer and mostly just looked after my Nightblades so far.
I will also mention that several of my character are.. non standard. I've always built my Sorc tank with a Magicka focus, and health second for large shields and utilizing the Twilight Matriarch. Something around 35k Magicka, 30-35k Health, with 15k Stamina. A few of the themes I had were from long ago, some before One Tamriel, and I've attempted to maintain their identity here and there over the years.