I also think pets should go. Hopefully you are more creative than me but a minimal change could look like this:Of course a full rework is welcome, as long as we do not end up with perma pets
- Rename Deadric Summoning to Deadric magic.
- Rework the two pet skills, so they are not permanent pets but something else in the deadric theme.
I’ll die on that hill but : Sorcerers ARE lightning.
The Sorcerer is the mage archetype of ESO. Not a faction, not a doctrine, not an organized order. In tes lore, a “sorcerer” is simply a mage who relies on personal power rather than institutional teaching. That freedom is exactly what defines the class.
If we look at the roots of the archetype across the series, Sorcerers embody raw magic force: Destruction for offense, Alteration for protection, and sometimes Conjuration as a tool. But their identity has never been “Daedra specialist” or “dark ritualist”. That fantasy belongs to conjurers, necromancers, or cultists.
The visual identity that consistently defines the Sorcerer fantasy is shock.
(Shock magic in Elder Scrolls has always represented uncontrolled, volatile power. Lightning is fast, violent, and overwhelming. It doesn’t creep like frost or burn steadily like fire. It strikes. It feels like raw magick made visible.)
When you think of a Sorcerer, the fantasy isn’t “Daedric circles and pets everywhere”. It’s a mage standing in the middle of a storm, magicka crackling through the air, electricity dancing across their body.
Look at the original class imagery:
No pets. No Daedric summoning circles. No dark rituals.
What defines the Sorcerer visually is shock energy surrounding them.
That’s the core fantasy.
when the class is being reworked, the direction should embrace that identity. Daedric tools can remain part of the kit, but they shouldn’t dominate the visual language of the class. The Sorcerer shouldn’t feel like a Daedric handler. It should feel like a living storm.
Every ability should feel infused with electricity. Even defensive or utility skills could carry arcs of energy, static effects, or storm auras. Casting should feel like charging the air. Movement should leave traces of lightning. The battlefield should feel saturated with static when a Sorcerer is present.
The fantasy isn’t “summoner with some lightning”.
The thing with adding new classes is, if people want to use that new class (not just the one line from multi/subclassing) then they have to make a whole new character.
I'd rather see them introduce more diverse morphs. For Daedric summoning, have the base pet be one role, a morphed pet be another role, and allow one of the morphs to not be a pet at all but some other form of spell.
There's no good reason that the unmorphed skills have to just be a worse version of the morphs. Yes, there's a very very short window of a sense of progression when leveling up the skill, but that is trivial compared to player options and role diversity, etc.
@ZOS_Kevin For an unthought example: The base twilight can be the one that heals, a morphed twilight can be the dps, and the other morph can be a player aura that reduces enemy damage and armor.
So, in just one skill you have the choice between which role you play, and for people who don't like to use pets we still get some sort of useful skill.
@NxJoeyD Volatile Scamp is incredibly strong in PvP on the right build, it functions as a delayed CC, and with Daedric Prey and Maw of the Infernal, your pets put out pretty decent pressure.
Even still, for two bar spaces, the skill should be more strong, and I would love for Clannfear to have a place in ESO.
How?your going to get a useless class that is bad at both spell casting and pets that suck.
Why?Unless ZOS is gonna give Sorcerer another skill line or two to accommodate both play styles they have to choose battle mage or summoner.
Why?The Sorcerer can not continue to be pulled in two different directions at once
@NxJoeyD Volatile Scamp is incredibly strong in PvP on the right build, it functions as a delayed CC, and with Daedric Prey and Maw of the Infernal, your pets put out pretty decent pressure.
Even still, for two bar spaces, the skill should be more strong, and I would love for Clannfear to have a place in ESO.
The Scamp really isn’t IMO. Now with Subclassing there’s so much CC being spammed because so many more sources are available to so many more people. The Scamps CC potential isn’t like a direct cast or even a ground based AoE cast that you can precisely manage, it’s chance based and most experienced players know how to avoid Sorc pets. We see so much more CC immunity out there the prospect of a Scamp stun doesn’t amount to much anymore.
I do see a couple of MoI sets still in PvP but not nearly as many. I see them mostly in Sorcs running the old default heavy attack builds which I see fewer and fewer of in PvP. HA Sorc builds are relatively low tier anymore in terms of PvP effectiveness given how combat has changed since subclassing.
Subclassing brought such a new dynamic to combat because it enabled combinations of skills and mechanics which were never available before and which (in come cases) probably shouldn’t exist, but here we are. Those changes have really made the flaws in the design of Sorc pets much more apparent.
PvP combat has a faster pace. No longer is it feasible for a Sorc to sit behind pets and heavy attack and think that they’re going to be effective or contribute in PvP; if that’s a Sorcs play style they’re going to fall behind.
There’s so many gap closers and hard + soft CC combinations, various range debuffs, etc available and the need to swap focus on a target will change at a lightning pace, more than in the past. Sorc pets are just too slow to respond.
I’m a Sorc and no Scamp poses even a slight threat to me, the damage is too low even with Daedric Prey to even scratch the surface of people’s damage mitigation. You have players running persistent HoT that crit every 8 or 9 out of 10 ticks! That means they’re out healing even the strongest Pet output and that’s assuming they wanted to stand there and take it, which they don’t, they just avoid them. Sorc pets don’t leap across the screen like a Blas Bones and to direct them is clumsy, especially when you have to refocus.
the Sorcs I see running these pets find them easily avoided and the Sorcs immediately placed on the defense, doing the ‘ol “run & heal” combo to get out of town. I can easily deal with these builds and I’m not a Crit Sorc.
I can scribe Weld Soul to be more effective, in just about any combination, than either Sorc pet when it comes to what you get for the cost.
Sorcs with pets are essentially cheerleaders. If they have squad mates constantly covering them then they can get a few licks in but they can’t hold their own, and that’s a problem.
How?your going to get a useless class that is bad at both spell casting and pets that suck.Why?Unless ZOS is gonna give Sorcerer another skill line or two to accommodate both play styles they have to choose battle mage or summoner.Why?The Sorcerer can not continue to be pulled in two different directions at once
@NxJoeyD Volatile Scamp is incredibly strong in PvP on the right build, it functions as a delayed CC, and with Daedric Prey and Maw of the Infernal, your pets put out pretty decent pressure.
Even still, for two bar spaces, the skill should be more strong, and I would love for Clannfear to have a place in ESO.
The Scamp really isn’t IMO. Now with Subclassing there’s so much CC being spammed because so many more sources are available to so many more people. The Scamps CC potential isn’t like a direct cast or even a ground based AoE cast that you can precisely manage, it’s chance based and most experienced players know how to avoid Sorc pets. We see so much more CC immunity out there the prospect of a Scamp stun doesn’t amount to much anymore.
I do see a couple of MoI sets still in PvP but not nearly as many. I see them mostly in Sorcs running the old default heavy attack builds which I see fewer and fewer of in PvP. HA Sorc builds are relatively low tier anymore in terms of PvP effectiveness given how combat has changed since subclassing.
Subclassing brought such a new dynamic to combat because it enabled combinations of skills and mechanics which were never available before and which (in come cases) probably shouldn’t exist, but here we are. Those changes have really made the flaws in the design of Sorc pets much more apparent.
PvP combat has a faster pace. No longer is it feasible for a Sorc to sit behind pets and heavy attack and think that they’re going to be effective or contribute in PvP; if that’s a Sorcs play style they’re going to fall behind.
There’s so many gap closers and hard + soft CC combinations, various range debuffs, etc available and the need to swap focus on a target will change at a lightning pace, more than in the past. Sorc pets are just too slow to respond.
I’m a Sorc and no Scamp poses even a slight threat to me, the damage is too low even with Daedric Prey to even scratch the surface of people’s damage mitigation. You have players running persistent HoT that crit every 8 or 9 out of 10 ticks! That means they’re out healing even the strongest Pet output and that’s assuming they wanted to stand there and take it, which they don’t, they just avoid them. Sorc pets don’t leap across the screen like a Blas Bones and to direct them is clumsy, especially when you have to refocus.
the Sorcs I see running these pets find them easily avoided and the Sorcs immediately placed on the defense, doing the ‘ol “run & heal” combo to get out of town. I can easily deal with these builds and I’m not a Crit Sorc.
I can scribe Weld Soul to be more effective, in just about any combination, than either Sorc pet when it comes to what you get for the cost.
Sorcs with pets are essentially cheerleaders. If they have squad mates constantly covering them then they can get a few licks in but they can’t hold their own, and that’s a problem.
It’s incredibly rare to find people who know how to use the pets, so I get the skepticism, but an AoE unblockable CC that is timed, and ranged, is not something to scoff at.
Is it annoying when your Scamp gets stunned and is sitting there helpless? Yeah. But you can command your pet to retreat back to you for a reset, if need be.
Some builds take advantage of the LoS the skills provide, like my Max Stam pet Sorc. Being able to kite my pet to avoid overpowered Spec Bows, Incaps, and Jesus Beams has saved my life countless times. Ignoring the LoS potential, chip damage is everything, and while Scamp hits nowhere near a Spammable, it functions as an incredibly strong DoT when activated and attacking a cursed target. I often hear people I fight complain and say that it feels like fighting a DoT DK, and the only chip damage I have is Hurricane, Vateshran, Scamp, and Daedroth. And on top of that…
Hurricane is AoE
Scamp is AoE
Curse is AoE
Reverse Slice is AoE
Black Rose Greatsword is AoE
Daedroth is AoE
When I say that I’m topping every Battlegrounds leaderboard for damage and kills on a Pet Build, it’s no joke. This is my one of my favorite builds, and is why I’m in favor of adding a Conjuration Skill line and yanking it away from Sorcerer… then I could make even crazier combinations with LESS limitation.
I just wish Scamp & Matriarch weren’t the only viable PvP pet skills, as the activated abilities of every other morph, along with Bear taking a ult spot, provide less than 200% value when they take up 200% bar space.
But these are just some thoughts. If I could choose, no pets summoning at all! Give it to warden, necro, or move it to another class like OP suggests. The idea of potentially replacing summoning with a difference school of magic is actually very very interesting.
Thanks for your insights.How?your going to get a useless class that is bad at both spell casting and pets that suck.Why?Unless ZOS is gonna give Sorcerer another skill line or two to accommodate both play styles they have to choose battle mage or summoner.Why?The Sorcerer can not continue to be pulled in two different directions at once
I’ve spent a lot of time comparatively looking at our abilities as well as combat mechanics post subclassing; happy to give my insights here:
1) How would we end up with a useless class?: Well, that’s a bit of an extreme statement but, to be fair, the 3 Sorc pets are mechanically inferior to other Summons that now exist in the game, namely Necromancers. Sorc pets deal very little damage by way of scaling, don’t provide much utility, and worse of all, their UI / control factor make them incredibly poor contributors in current combat. .. Sorcs have a strong self heal by way of Vibrant Shroud so the Twlight pets main benefit is redundant. When compared to Necros Colosus the Sorc Atronach doesn’t come close to being as effective. The Famialir really brings noting of benefit. Each of these pets take up a potential ability space and cost resources to summon and additional resource to trigger.
The mechanics of the pets are just as bad as their tooltip values and that’s the real crutch here.
When we look at all of the things Sorcs are lacking in terms of buff & utility we can start to see where opportunity cost of running these pets hurts. While Sorc won’t be useless with pets they will be far less competitive.
2) ZoS will need to choose between battle mage or summoner: I agree with this. Remover, we play in a game state that has subclassing and every class is receiving reworks. Subclassing alone raises the bar on combat mechanics and output so trying to split Sorc between two types of concentration will only see the class being mediocre at both rather than good at either.
There are only a limited number of skill lines & passives available to offer. In order to properly support summoners we have to allocate the skill spaces, plus, to do it properly; we’d need associated passives. This takes up a lot of our skill spaces which means that any Sorc not choosing to run pets becomes limited in the choices they can make.
Part of these class refreshes aren’t just to address subclassing, yes that’s part of it, but we also want to encourage people to choose to play an all Sorc build. In order to do that we have to offer compleling choices that make sense and bring value.
3) The Sorcerer cannot continue to be pulled in two different directions at once: .. When ZoS made Necromancers the effective summer, power & mechanics wise, they immediately eroded the summoning potential of Sorcs. They gave Necros an array of pets that behave very differently (mechanically), most being temporary. As a result we’re seeing those skills flourish whereas Sorc pets went by the wayside. Again, it’s not just low numbers but it’s how poorly Sorc pets are mechanically built.
Splitting the class focus takes away potential to give the class much needed skills that fill in the gaps Sorcs currently have.
Look at all of the current Sorc skills; we have a slew of crowd control, limited damage mechanics, and a handful of actually good utility. .. Sorcs bring tools to the table, currently, but not a lot else. This is why we’ve historically seen Sorcs lean on limited play styles such as heavy attack or switching to Stam based and running world skills.
If Sorcs had pets that mechanically behaved with more dynamic such as quicker responsiveness to target or refocus, better damage application mechanics then we’d still have something solid that we could modify and get a benefit from. But as it is, even if you made a Scamp or Twilight tool tip goo gobs of damage it still wouldn’t matter because the pets are too slow, don’t apply rapidly enough, aren’t quick to control and refocus, and are just too easy to avoid by your opponents.
Look at Betty Netch, that’s a great example of a powerful passive utility pet. Not in the way, provides self cleanses / buffs, requires cost to reactivate so it’s not permanent; it’s well thought out and provides value.
@NxJoeyD, Xbox NA, I can message you both variants of the build if you want to try it, and none of the listed AoE are avoidable, Scamp and Daedroth chase people, Hurricane is on top of me, and I’m on top of my opponents with Black Rose Greatsword and Reverse Slice, and if you want to throw on Tether instead of the Greatsword, that works too.
Melee can take great advantage of Scamp LoS, as your primary target marked by Daedric Prey (another AoE) is immediately under aggro from all of your pets.
You say good pet build players are uncommon, I agree, and that’s my favorite part of the skill line. It’s incredibly accessible, and has a steep skill curve with knowing how to command your pets, and a knowledge check with several “pet sets” that all suck and tank your build if you’re unaware of how damage works.
Thanks for your insights.How?your going to get a useless class that is bad at both spell casting and pets that suck.Why?Unless ZOS is gonna give Sorcerer another skill line or two to accommodate both play styles they have to choose battle mage or summoner.Why?The Sorcerer can not continue to be pulled in two different directions at once
I’ve spent a lot of time comparatively looking at our abilities as well as combat mechanics post subclassing; happy to give my insights here:
1) How would we end up with a useless class?: Well, that’s a bit of an extreme statement but, to be fair, the 3 Sorc pets are mechanically inferior to other Summons that now exist in the game, namely Necromancers. Sorc pets deal very little damage by way of scaling, don’t provide much utility, and worse of all, their UI / control factor make them incredibly poor contributors in current combat. .. Sorcs have a strong self heal by way of Vibrant Shroud so the Twlight pets main benefit is redundant. When compared to Necros Colosus the Sorc Atronach doesn’t come close to being as effective. The Famialir really brings noting of benefit. Each of these pets take up a potential ability space and cost resources to summon and additional resource to trigger.
The mechanics of the pets are just as bad as their tooltip values and that’s the real crutch here.
When we look at all of the things Sorcs are lacking in terms of buff & utility we can start to see where opportunity cost of running these pets hurts. While Sorc won’t be useless with pets they will be far less competitive.
So is this point based off of current pets then? How will we know that they will still underperform after the class refresh?
2) ZoS will need to choose between battle mage or summoner: I agree with this. Remover, we play in a game state that has subclassing and every class is receiving reworks. Subclassing alone raises the bar on combat mechanics and output so trying to split Sorc between two types of concentration will only see the class being mediocre at both rather than good at either.
There are only a limited number of skill lines & passives available to offer. In order to properly support summoners we have to allocate the skill spaces, plus, to do it properly; we’d need associated passives. This takes up a lot of our skill spaces which means that any Sorc not choosing to run pets becomes limited in the choices they can make.
Part of these class refreshes aren’t just to address subclassing, yes that’s part of it, but we also want to encourage people to choose to play an all Sorc build. In order to do that we have to offer compleling choices that make sense and bring value.
Yes, there are finite amount of skills. ZOS has already begun experimenting with supporting both playstyles in skill lines and gear by adding dual-functionality to them. This heavily negates the concern about limited skills and passives, and it is a trend that can be expanded.
3) The Sorcerer cannot continue to be pulled in two different directions at once: .. When ZoS made Necromancers the effective summer, power & mechanics wise, they immediately eroded the summoning potential of Sorcs. They gave Necros an array of pets that behave very differently (mechanically), most being temporary. As a result we’re seeing those skills flourish whereas Sorc pets went by the wayside. Again, it’s not just low numbers but it’s how poorly Sorc pets are mechanically built.
Splitting the class focus takes away potential to give the class much needed skills that fill in the gaps Sorcs currently have.
Look at all of the current Sorc skills; we have a slew of crowd control, limited damage mechanics, and a handful of actually good utility. .. Sorcs bring tools to the table, currently, but not a lot else. This is why we’ve historically seen Sorcs lean on limited play styles such as heavy attack or switching to Stam based and running world skills.
If Sorcs had pets that mechanically behaved with more dynamic such as quicker responsiveness to target or refocus, better damage application mechanics then we’d still have something solid that we could modify and get a benefit from. But as it is, even if you made a Scamp or Twilight tool tip goo gobs of damage it still wouldn’t matter because the pets are too slow, don’t apply rapidly enough, aren’t quick to control and refocus, and are just too easy to avoid by your opponents.
Look at Betty Netch, that’s a great example of a powerful passive utility pet. Not in the way, provides self cleanses / buffs, requires cost to reactivate so it’s not permanent; it’s well thought out and provides value.
So if pets are underperforming mechanically, how will they do better by being shoved into somewhere else? It's the mechanics and function that are one of the major things that need addressed in the refresh. Doing this alongside supporting non-pet skills doesn't need to detract or "take away potential" from its development. The purpose of a dedicated refresh is to give the class the proper attention it deserves, yes?
But these are just some thoughts. If I could choose, no pets summoning at all! Give it to warden, necro, or move it to another class like OP suggests. The idea of potentially replacing summoning with a difference school of magic is actually very very interesting.
Conjuration Staff when?
Turtle_Bot wrote: »Surprising as it sounds, the Vengeance tests actually showed that pet abilities can maintain their theming while making them actually functional and viable abilities that would work for both PvP and PvE (with some smaller adjustments). The key to this working though, was the fact that they became actual DoTs instead of body blocking pets with health bars and AI.The Scamp became a targeted sticky DoT that spawned a scamp on the target that dealt damage over it's duration. Take this concept and make it a long duration targeted AoE DoT and give it a synergy that could function as the "secondary ability".
The Matriarch became a proper single target heal like HtD. Take this concept then have the synergy that gives a HoT and a buff (being a synergy gives it an inherent (forced) cooldown, prevent the HoT/buff from being spammed).
Clannfear and Tormentor would need their own similar adjustments, but I would assume Clannfear would get tanking mechanics such as a taunt/CC and tormentor might get some sort of execute mechanic.
Turtle_Bot wrote: »For those who are unaware, ZOS tried to buff non-pet Sorcerers back in U41, but there were so many issues (both back then and since then) that meant it failed completely, because it was essentially just a tooltip adjustment, not the full rework that the class needed:
1. The sheer tooltip values required to make the abilities competitive, made them broken at a fundamental level, see Hardened Ward.
2. Many fundamental non-pet abilities (ward, aegis/armaments, curse, max stat passives) were tied to the pet skill line but none of the fundamental pet abilities (at least in terms of the active skills) were tied to the other sorc lines.
3. Many of the Sorcerer class skills were still clunky to use, awkward radius/AoE sizes, hidden cast times/cast delays, etc.
This is the issue with the 2 class split that Sorcerer has. To make either playstyle functional, with the current designs/mechanics it requires broken tooltip values or secondary effects that just don't fit the game as evidenced in U41 and compounded with the introduction of sub-classing because it's trying to fit 6 skill lines worth of abilities/effects into just 3 and that just doesn't work from a fundamental level.
Untying a lot of Sorcerer from the pets (not complete separation, but bringing it back to focusing on conjuration to enhance the Sorcerer similar to how non-pet abilities (and atro) from the daedric summoning line do this, instead of being full on summoner), shifting pets/summons focus over to Necro (a class/theme that revolves around summons as it's main "gimmick"/mechanic) would help a lot and would actually fit with ZOS's timeline with Necro being one of the latter classes to get it's rework (which could potentially indicate it's getting the pets as it's main theme alongside a proper pet system rework being so far in the future).
Surprising as it sounds, the Vengeance tests actually showed that pet abilities can maintain their theming while making them actually functional and viable abilities that would work for both PvP and PvE (with some smaller adjustments). The key to this working though, was the fact that they became actual DoTs instead of body blocking pets with health bars and AI.The Scamp became a targeted sticky DoT that spawned a scamp on the target that dealt damage over it's duration. Take this concept and make it a long duration targeted AoE DoT and give it a synergy that could function as the "secondary ability".
The Matriarch became a proper single target heal like HtD. Take this concept then have the synergy that gives a HoT and a buff (being a synergy gives it an inherent (forced) cooldown, prevent the HoT/buff from being spammed).
Clannfear and Tormentor would need their own similar adjustments, but I would assume Clannfear would get tanking mechanics such as a taunt/CC and tormentor might get some sort of execute mechanic.
Some may have forgotten, but before subclasses were introduced, the most commonly used Mythic Item in Sorc was Oakensoul. Besides the fact that Sorc's class skills at the time contained almost no necessary buffs, the most important reason was that Sorc's pets wasted too many skill slots, making it difficult for Sorc to obtain necessary buffs through other general skills without sacrificing DPS. This is why many Sorc players at the time could only choose an Oakensoul + heavy attack build.
Moreover, even with subclasses, creating a viable pet build in endgame is difficult; at least ESO-LOG data has shown that pet builds have completely failed in endgame PvE.
Admit it, Sorc now faces a cruel choice: either completely abandon pets and move towards more modern skills, or give pets the most extreme buffs to compensate for all the system's shortcomings.
While I've tried to consider whether there are compromises, I'm also very clear that unless the entire pet system is reworked and the AI is rewritten, Sorc's pet is doomed.
This is a great opportunity for Sorc mains to give suggestions on the layout of skills that we actually need to be competitive.