I'm not gonna rain on this effort. While most Sorcs I've known from Cyrodiil are so massively overpowered no one can play against them, I've actually found parts of the Sorc class incredibly useful for other things. I've seen how annoying these DKs are now, and I don't care for most of the DK animation either tbh. It's hard to keep track of whats going on. Figures they'd come for Sorc sooner or later.
Best of luck with any effort to keep the class from getting the necro treatment, that is to say being broken with features we all liked getting ripped out then leaving it broken on the shelf for years now. While ignoring anyone who didn't go along with it, just like changes they made to jabs and flurry. Which are still broken and awkward. Just imagine them doing that to an entire class now.
New mythic is interacting very strongly with shock damage and therefore bloating sorc numbers. Anyone not running this mythic is also being pushed down. I would have preferred if they added a proc limit to the new mythic instead of trying to balance the sorc class just for that one item.
Monolith is just another parse set now like siroria let's face it. Dummy cheese, but not useful in a lot of content. Monolith in current form without reliable spammable to proc this set should imo just have stayed at 600 spell damage until rework. This nerf was needed, but is way ahead of its time.
Also not a fan on how much hinges on specific playstyle or key skills. Let's say I do not want to use liquid lightning for what ever reason. Well too bad you cannot proc monolith reliably and less mythic procs. One skill change and things already start to fall apart. All of the above interacts with eachother in a specific way, and mastery system is a big win in general but I wish these outliners could be addressed somehow rather than flat nerfs that affects the class in general.
The nerf to Stativ Rev was needed imo, so I guess i'm just not happy to see monolith changed in addition. Just a reminder that a specific combination is very strong, but the moment you opt-out of one of those you end up on the losing end.
I really hope the rework will be decent because much of the friction is actually also caused by the current sorc kit.
New mythic is interacting very strongly with shock damage and therefore bloating sorc numbers. Anyone not running this mythic is also being pushed down. I would have preferred if they added a proc limit to the new mythic instead of trying to balance the sorc class just for that one item.
Monolith is just another parse set now like siroria let's face it. Dummy cheese, but not useful in a lot of content. Monolith in current form without reliable spammable to proc this set should imo just have stayed at 600 spell damage until rework. This nerf was needed, but is way ahead of its time.
Also not a fan on how much hinges on specific playstyle or key skills. Let's say I do not want to use liquid lightning for what ever reason. Well too bad you cannot proc monolith reliably and less mythic procs. One skill change and things already start to fall apart. All of the above interacts with eachother in a specific way, and mastery system is a big win in general but I wish these outliners could be addressed somehow rather than flat nerfs that affects the class in general.
The nerf to Stativ Rev was needed imo, so I guess i'm just not happy to see monolith changed in addition. Just a reminder that a specific combination is very strong, but the moment you opt-out of one of those you end up on the losing end.
I really hope the rework will be decent because much of the friction is actually also caused by the current sorc kit.
Isn't the entire point of the mythic though to have high powered status effect synergy? How would you even go about nerfing that while avoiding making it lame.
The elephant in the room - Shattered Paths Signet
Shattered paths signet is a really cool mythic, with a serious downside that if you use your ult with it you lose a heap of damage.
Unless you're using overload.
This is a really cool interaction, where you can switch on and off overload to keep your ult above 170, keeping the full damage from the mythic.
in this parse, I start with 500 ult, burn to 175, disable overload until the last 20% and then use it in execute.
I get to use 702 ult over the parse while still getting the full benefit of shattered signet.
There are a couple of issues with this parse though compared to content.
The first is that I start with 500 ult. In almost no trials in the game, should you be starting a boss fight with 500 ult. If you're doing that then you're not using your ults on trash.
Secondly you get a burst of dps at the start, but you get it at a time when you're likely going to be getting ult gen from a set like pillagers. Overload stops ult gen, so you miss out on some of the more significant support buffs.
Thirdly sorcs have Atro, which in most groups is there for major berserk. In fact, they really really want atro right at the start for their main ult burn. What no one wants at that time is a selfish sorc using all their ult on an overload opening after they just banked it all though all the trash pulls so they can have bigga numba on the boss.
My point is that using overload in trials like we do on the dummy is incredibly selfish and not good for group content.
Finally, compare the signet parse to a warmask parse where i use overload to start the parse, then drop an atro at 185 ult and then reenable overload for the last 10%
it's a big dps drop. This is more representative of what you can expect in actual content.
Sorc's passive ability is terrible, practically malicious to Sorc players.
Sorc is the only class that cannot gain ultimate points through class abilities, and also the only one whose passive ability lacks additional penetration or critical damage. Furthermore, Sorc is the only class whose active ability doesn't provide an unnamed damage buff. Necromancer has GLS & Siphon, Arc has Tentacles, Dragon Knight has Dragon Leap, Nightblade has Shadowy Disguise, Temple has Solar Barage, and Warden has Netch. Sorc has nothing, and most of Sorc's skill effects are inexplicably tied to "Resource Recovery."
Sorc's class masteries are even worse. Of Sorc's five masteries, one cannot be triggered by a class skill, one has a shorter duration than other general-purpose shield abilities, one related to Resource Recovery is excessively inflated and has incurred widespread criticism, and the other two that increase DPS have been nerfed.
This is truly disheartening.
My average parse was 200kish, the best I've done before hitting this one was 206k but I wasn't recording so I decided to go once more and hit at least as much. I knew 210k was possible but I didn't realistically expect I'd be lucky enough to hit it



Quoted post has been removed
The elephant in the room - Shattered Paths Signet
Shattered paths signet is a really cool mythic, with a serious downside that if you use your ult with it you lose a heap of damage.
Unless you're using overload.
This is a really cool interaction, where you can switch on and off overload to keep your ult above 170, keeping the full damage from the mythic.
in this parse, I start with 500 ult, burn to 175, disable overload until the last 20% and then use it in execute.
I get to use 702 ult over the parse while still getting the full benefit of shattered signet.
There are a couple of issues with this parse though compared to content.
The first is that I start with 500 ult. In almost no trials in the game, should you be starting a boss fight with 500 ult. If you're doing that then you're not using your ults on trash.
Secondly you get a burst of dps at the start, but you get it at a time when you're likely going to be getting ult gen from a set like pillagers. Overload stops ult gen, so you miss out on some of the more significant support buffs.
Thirdly sorcs have Atro, which in most groups is there for major berserk. In fact, they really really want atro right at the start for their main ult burn. What no one wants at that time is a selfish sorc using all their ult on an overload opening after they just banked it all though all the trash pulls so they can have bigga numba on the boss.
My point is that using overload in trials like we do on the dummy is incredibly selfish and not good for group content.
Finally, compare the signet parse to a warmask parse where i use overload to start the parse, then drop an atro at 185 ult and then reenable overload for the last 10%
it's a big dps drop. This is more representative of what you can expect in actual content.
Sorc's passive ability is terrible, practically malicious to Sorc players.
Sorc is the only class that cannot gain ultimate points through class abilities, and also the only one whose passive ability lacks additional penetration or critical damage. Furthermore, Sorc is the only class whose active ability doesn't provide an unnamed damage buff. Necromancer has GLS & Siphon, Arc has Tentacles, Dragon Knight has Dragon Leap, Nightblade has Shadowy Disguise, Temple has Solar Barage, and Warden has Netch. Sorc has nothing, and most of Sorc's skill effects are inexplicably tied to "Resource Recovery."
Sorc's class masteries are even worse. Of Sorc's five masteries, one cannot be triggered by a class skill, one has a shorter duration than other general-purpose shield abilities, one related to Resource Recovery is excessively inflated and has incurred widespread criticism, and the other two that increase DPS have been nerfed.
This is truly disheartening.
Sorc get an unnamed, unique damage bonus in amplitude. 10% damage done reducing as the target health drops, which works nicely with static reverberation ramping up as aplitude ramps down.
Expert mage is really good if you're using pets, but kinda weak if you're not.
A non pet build has a front bar with 2 or 3 sorc skills, where a pet build is running 4 or 5 or even 6. so that's 216 weapon damage on the low end, 640 on the top end.
Sorcs do get 15% cost reduction on ults instead of ult gen, so it's weaker in general for something like war machine, but overall it's still pretty good.
Font of power is a really good mastery. Most builds sit at +20% weapon damage. I would be way happier if it was defaulting to 25%, because that's the magic number.
You need to hit +67% weapon damage for infused to be equal to blood thirsty over the coarse of the fight. Combinind Font of Power and Calculated Defence now give you the juice for that, and since pet builds suck with Static Reverberation, that's what people are doing now.
Static reverberation is a good passive that is way over nerfed if you're using pets. It would probablyt be ok if it was changed to only be nerfed by half, instead of adding an additional nerf if there are 2 pets active.
Pets are in a bad place at the moment now because you don't have enough bar space for daedric prey. Bound armaments is the strongest sorc skill by some margin, crystal frags is required for the blood magic passive for the all important 10% max resource.
Pinktraining wrote: »The elephant in the room - Shattered Paths Signet
Shattered paths signet is a really cool mythic, with a serious downside that if you use your ult with it you lose a heap of damage.
Unless you're using overload.
This is a really cool interaction, where you can switch on and off overload to keep your ult above 170, keeping the full damage from the mythic.
in this parse, I start with 500 ult, burn to 175, disable overload until the last 20% and then use it in execute.
I get to use 702 ult over the parse while still getting the full benefit of shattered signet.
There are a couple of issues with this parse though compared to content.
The first is that I start with 500 ult. In almost no trials in the game, should you be starting a boss fight with 500 ult. If you're doing that then you're not using your ults on trash.
Secondly you get a burst of dps at the start, but you get it at a time when you're likely going to be getting ult gen from a set like pillagers. Overload stops ult gen, so you miss out on some of the more significant support buffs.
Thirdly sorcs have Atro, which in most groups is there for major berserk. In fact, they really really want atro right at the start for their main ult burn. What no one wants at that time is a selfish sorc using all their ult on an overload opening after they just banked it all though all the trash pulls so they can have bigga numba on the boss.
My point is that using overload in trials like we do on the dummy is incredibly selfish and not good for group content.
Finally, compare the signet parse to a warmask parse where i use overload to start the parse, then drop an atro at 185 ult and then reenable overload for the last 10%
it's a big dps drop. This is more representative of what you can expect in actual content.
Sorc's passive ability is terrible, practically malicious to Sorc players.
Sorc is the only class that cannot gain ultimate points through class abilities, and also the only one whose passive ability lacks additional penetration or critical damage. Furthermore, Sorc is the only class whose active ability doesn't provide an unnamed damage buff. Necromancer has GLS & Siphon, Arc has Tentacles, Dragon Knight has Dragon Leap, Nightblade has Shadowy Disguise, Temple has Solar Barage, and Warden has Netch. Sorc has nothing, and most of Sorc's skill effects are inexplicably tied to "Resource Recovery."
Sorc's class masteries are even worse. Of Sorc's five masteries, one cannot be triggered by a class skill, one has a shorter duration than other general-purpose shield abilities, one related to Resource Recovery is excessively inflated and has incurred widespread criticism, and the other two that increase DPS have been nerfed.
This is truly disheartening.
Sorc get an unnamed, unique damage bonus in amplitude. 10% damage done reducing as the target health drops, which works nicely with static reverberation ramping up as aplitude ramps down.
Expert mage is really good if you're using pets, but kinda weak if you're not.
A non pet build has a front bar with 2 or 3 sorc skills, where a pet build is running 4 or 5 or even 6. so that's 216 weapon damage on the low end, 640 on the top end.
Sorcs do get 15% cost reduction on ults instead of ult gen, so it's weaker in general for something like war machine, but overall it's still pretty good.
Font of power is a really good mastery. Most builds sit at +20% weapon damage. I would be way happier if it was defaulting to 25%, because that's the magic number.
You need to hit +67% weapon damage for infused to be equal to blood thirsty over the coarse of the fight. Combinind Font of Power and Calculated Defence now give you the juice for that, and since pet builds suck with Static Reverberation, that's what people are doing now.
Static reverberation is a good passive that is way over nerfed if you're using pets. It would probablyt be ok if it was changed to only be nerfed by half, instead of adding an additional nerf if there are 2 pets active.
Pets are in a bad place at the moment now because you don't have enough bar space for daedric prey. Bound armaments is the strongest sorc skill by some margin, crystal frags is required for the blood magic passive for the all important 10% max resource.
I don't think this calculation is appropriate because each class has a unique "passive damage buff," and the other classes he mentioned are all active skills, not passive abilities.
He didn't mention prey, but the prey's influence is very limited, and in most cases, it doesn't affect Sorc's damage.
Furthermore, I think reducing ultimate point costs and gaining extra ultimate points are two different concepts, at least in Shattered Paths Signe. Gaining ultimate points faster in Shattered Paths Signe is more advantageous.
Font of Power seems redundant to me because Sorc doesn't need that much weapon damage, regardless of whether a pet is used; it needs penetration and critical damage, otherwise it will lag far behind other classes in PvE.
Static reverberation is indeed very good; it would be even better if the pet restriction were removed.
The 10% max resource from blood magic isn't important, even with Font of Power, because it only lasts 10 seconds. If you're unlucky, Sorc might not use crystals for more than 10 seconds. Not to mention that blood magic requires full health to gain the 10% max resource.
We warned this would happen when you took the 225k parses at face value, instead of understanding the mechanics of what is going on.
Turtle_Bot wrote: »
At this point, good.
Overload is just a buggy mess (that only gets worse with more bugs each new patch) that is only being used in game to cheese dummy parses to pretend sorc is still on par with the other classes. Just remove/redesign the skill from the ground up at this point, since the work required to fix it would be the same or more anyway.
pluvioisaplanet wrote: »Quoted post has been removed
The original commenter is wrong, but this is also incorrect, in content you can often end up hitting way higher than on the dummy due to a lot of buffs that are not present on the dummy. And a lot of the time, not all the time, the setups being used on dummy get used in content too exactly as is, for ST focused fights.
Now not directly responding to you, all the talk about damage having to come down is silly too, this is just what the game has come to and there's no going back. If you heavily nerf everything back to what some are suggesting as "normal" damage levels, the game dies, casuals will be upset, endgamers will be upset. Damage going up is natural for an MMO, but usually content also scales up according to the damage, which it hasn't in ESO at all. The problem present in ESO is that things just don't have enough health, but this is a small part in a different, larger conversation.
Also I kinda disagree that "more health" is the solution to this. Bullet sponges are never a good development methodology to have in relation to difficulty, and neverr will be. No one wants to sit doing the same stuff for a longer time. More health doesn't = more difficulty. What makes a games difficulty should be the damage dealt by the boss, combined with good tangible and learnable mechanics.
pluvioisaplanet wrote: »Also I kinda disagree that "more health" is the solution to this. Bullet sponges are never a good development methodology to have in relation to difficulty, and neverr will be. No one wants to sit doing the same stuff for a longer time. More health doesn't = more difficulty. What makes a games difficulty should be the damage dealt by the boss, combined with good tangible and learnable mechanics.
I'm not going to go further into this, generally this statement that more health isn't a good solution holds true. But in ESO's case, everything is way too squishy, bosses, trash, all die way too fast and it's been that way for a while, this is the case for dungeons and trials just the same.
The game already has a lot of rich mechanics, that never happen ever in a fight because a boss dies too fast. Look at Rakkhat in Maw of Lorkhaj, that fight has some of the most interesting and fun mechanics from bosses in the game, but you never get to see any of them because the boss dies way before he even gets to start doing any of them. That's only one example of many.
They never happen in a fight because of power creep.

I'm looking forward to seeing what this looks like
I was hoping for a slight bump for monolith from 100 per pylon to 150, but it might be fine. we'll see how it fares in actual content when it hits live.
it's so weird having monolith as a viable set isntead of the butt of a joke...
I'm looking forward to seeing what this looks like
I was hoping for a slight bump for monolith from 100 per pylon to 150, but it might be fine. we'll see how it fares in actual content when it hits live.
it's so weird having monolith as a viable set isntead of the butt of a joke...
I think Monolith of Storms is in a good position right now. Although it's been nerfed to 100 weapon damage, considering the potential for subclass builds to abuse the original 200 weapon damage, and the fact that Sorc will be reworked at the end of the year, if the Storms line gains spam skills or better DoT skills by then, Monolith of Storms would be even more likely to be abused by subclass builds. 100 might be the best compromise.
I'm looking forward to seeing what this looks like
I was hoping for a slight bump for monolith from 100 per pylon to 150, but it might be fine. we'll see how it fares in actual content when it hits live.
it's so weird having monolith as a viable set isntead of the butt of a joke...
I think Monolith of Storms is in a good position right now. Although it's been nerfed to 100 weapon damage, considering the potential for subclass builds to abuse the original 200 weapon damage, and the fact that Sorc will be reworked at the end of the year, if the Storms line gains spam skills or better DoT skills by then, Monolith of Storms would be even more likely to be abused by subclass builds. 100 might be the best compromise.
And sets decorating a class's performance to look better than it is is always bad. Which is why overperforming sets should be nerfed to see the ugliness that lies beneath. In the case of Sorc DPS, that became quite dramatically visible after the nerf.
Pinktraining wrote: »Sorc's AoE is already very strong; Monolith shouldn't provide an additional 100 weapon damage as a general bonus. In my opinion, the best approach would be to make Monolith only provide 150 weapon damage to Sorc's skills.
Pinktraining wrote: »Sorc's AoE is already very strong
BagOfBadgers wrote: »Pinktraining wrote: »Sorc's AoE is already very strong
For that you win comment of the week (as I type this while rolling around on the floor) and it's only Monday, well played, well played.






Pinktraining wrote: »Sorc's AoE is already very strong; Monolith shouldn't provide an additional 100 weapon damage as a general bonus. In my opinion, the best approach would be to make Monolith only provide 150 weapon damage to Sorc's skills.
things are looking pretty good overall imo
my only real complaint is exactly the issue that @Turtle_Bot raised about the specific combination of things working really well and everything else being very pale by comparison
no pet mag sorc with static
double pet with static
double pet with calculated defence
frost knife, signet and static reverb all play very well together for single target dps.
each step you move away from this build drops some more dps. there isn't a lot of flexibility for sorc, which personally i'm fine with.
let them be a single target specialist if they build for it properly. it's far and away better than live where they are the "cast atro" specialist
Pinktraining wrote: »Sorc's AoE is already very strong; Monolith shouldn't provide an additional 100 weapon damage as a general bonus. In my opinion, the best approach would be to make Monolith only provide 150 weapon damage to Sorc's skills.
also this is an amazing take. look at the above parses, of the top 10 damage skills how many are aoe? it's literally just monolith of storms. Sorc has terrible AoE.