Torchwick109 wrote: »I feel like there are too many skills that need to be updated, they feel pointless and unviable because there are better options. I'll make a list of skills that I think need to be updated, just to be clear there are more but I'm having trouble recalling them all and there are still plenty of skills I haven't used so I might not know of them. If anyone can think of more please comment them.
Storm Calling -
Overload + Morphs
Destruction Staff -
Frost Clench
Soul Magic -
Soul Trap + Morphs
Soul Strike + Morphs
Assault -
Magicka Detonation + Morphs
Torchwick109 wrote: »I feel like there are too many skills that need to be updated, they feel pointless and unviable because there are better options. I'll make a list of skills that I think need to be updated, just to be clear there are more but I'm having trouble recalling them all and there are still plenty of skills I haven't used so I might not know of them. If anyone can think of more please comment them.
Storm Calling -
Overload + Morphs
Destruction Staff -
Frost Clench
Soul Magic -
Soul Trap + Morphs
Soul Strike + Morphs
Assault -
Magicka Detonation + Morphs
If Dark Deal didn't have a cast time, it would be completely and utterly OP in both PvP and for (PvE) tanks. I remember ZOS tweaking this skill back in the day and Fengrush showing off the final version. You can move fluently while casting it, albeit it has the channel time. This is a common PvP skill in it's current form. Sorcerers, and possibly tanks, who say otherwise haven't discovered the Esoteric Greaves for one thing. It may be overshadowed by Hardened Ward at the moment, but the skill lends itself to making unique builds. I would rather Dark Exchange has the cast time and have it restore as much resources as it does, than making it a more generic skill with inevitably lower resource return to keep it balanced. Sorc's ability to trade mag for stam, or vice versa, is excellent from a build-crafting standpoint.Araneae6537 wrote: »I agree with what others have said — Frost Clench is a good taunt option and MUCH better than the old heavy attack ice staff taunt.
Alas, many of the sorcerer Storm Calling and Dark Magic abilities are sadly lacking, even useless. Dark Exchange shouldn't have a cast time to be on par with similar abilities and useful for tanks. And I would love for Mage’s Fury and Lightning Splash to be viable DPS.
..., I weakly taunt Ansuul with a chain pull, ready for another player to take over and get banished. However I then strongly taunt the vamp to come to Ansuul with Frost Clench. Frost Clench and chains are not mutual replacements. Clench is a strong taunt, has greater range, and additional effects, ...
Indeed. But there is now a two tier taunt system. "Proper" taunts take precedence over pulls. That's what I mean when I say "I 'weakly' taunt Ansuul" by chaining. When I know someone else is supposed to take over the taunt from me, but I'm finding it hard to judge exactly when, I switch from Pierce Armor to chains to keep up taunt. That way, if I accidentally taunt the target again, while my partner is taking over, they get precedence. On the other hand, in the Ansuul fight, the other player (tank or healer) may then bring the vampire to Ansuul, for me (the main tank) to take over. However they cannot come close, or they get insta-killed. I have to range-taunt and take the vamp from them. At that point I use a proper ranged taunt, not chains, since chains may not be good enough to grab the taunt from another player. Also, for clarification, I play a lot in PUGs, thus I am describing a safe strategy...., I weakly taunt Ansuul with a chain pull, ready for another player to take over and get banished. However I then strongly taunt the vamp to come to Ansuul with Frost Clench. Frost Clench and chains are not mutual replacements. Clench is a strong taunt, has greater range, and additional effects, ...
Chain is now an actual taunt btw.
I actually tried the Vateshran dagger setup as a ranged stamina execute once. It wasn't really good enough to justify the investment, basically only for shooting fleeing people in the back. People who flee are usually no problem to kill anyway, whereas a good dueller mostly faces you. So I agree. That said, Shrouded Daggers was nice before the latest changes. I liked it for doing vMA many patches ago. Damage is nerfed now, I think. Trapping Webs, I agree.The only skills I can think of off the top of my head that seem useless to me are Flying Dagger (unless you plan on pairing it for some kind of gank setup with the Vate dual wield) and that stupid spider thing from Undaunted.
Indeed. But there is now a two tier taunt system. "Proper" taunts take precedence over pulls. That's what I mean when I say "I 'weakly' taunt Ansuul" by chaining. When I know someone else is supposed to take over the taunt from me, but I'm finding it hard to judge exactly when, I switch from Pierce Armor to chains to keep up taunt. That way, if I accidentally taunt the target again, while my partner is taking over, they get precedence. On the other hand, in the Ansuul fight, the other player (tank or healer) may then bring the vampire to Ansuul, for me (the main tank) to take over. However they cannot come close, or they get insta-killed. I have to range-taunt and take the vamp from them. At that point I use a proper ranged taunt, not chains, since chains may not be good enough to grab the taunt from another player. Also, for clarification, I play a lot in PUGs, thus I am describing a safe strategy...., I weakly taunt Ansuul with a chain pull, ready for another player to take over and get banished. However I then strongly taunt the vamp to come to Ansuul with Frost Clench. Frost Clench and chains are not mutual replacements. Clench is a strong taunt, has greater range, and additional effects, ...
Chain is now an actual taunt btw.
I actually tried the Vateshran dagger setup as a ranged stamina execute once. It wasn't really good enough to justify the investment, basically only for shooting fleeing people in the back. People who flee are usually no problem to kill anyway, whereas a good dueller mostly faces you. So I agree. That said, Shrouded Daggers was nice before the latest changes. I liked it for doing vMA many patches ago. Damage is nerfed now, I think. Trapping Webs, I agree.The only skills I can think of off the top of my head that seem useless to me are Flying Dagger (unless you plan on pairing it for some kind of gank setup with the Vate dual wield) and that stupid spider thing from Undaunted.
DrNukenstein wrote: »
id rather have 2 usefull skill i'd use either way than waste an ult slot for only the 3% max hp passive
Beside Mirage/Blur is getting swaped with concealed weapon in the skill trees for that matter so even that use is out of the window
A lot more skills than you’d think have a purpose, even if you do not know the purpose. Some could certainly be buffed but I can’t think of very many who need a full rework.