VinnyGambini wrote: »Hello,
I have a feeling that basically nobody really tried to summarize how strong class masteries are, and how big the differences between classes are (I was shocked when I finished calculations). So I decided to calculate it myself. Please note that this is PvP perspective for every class chosing strongest possible class masteries, and summary shows how big the bonuses are when it comes to damage and survivability.
Sure there may be some miscalculations (I'm not an expert for every class) but it shows idea which class got bigger buff, and which got smaller buff, also it shows how big the differences are.
Conclussions, from weakest buffs to strongest ones:
1. NB masteries are a joke. Not worth to play pure NB, subclassing will be way stronger.
2. Arcanist looks second weakest, but I have no idea about this class, so I can't tell more. Probably should be buffed.
3. DK Passives seems ok when the fight is long enough, other than that the are not so strong. However it is not an issue, as DK is already reworked class. No point buffing it, no point subclassing.
4. Templar survivability increase is about 30%, which is very nice. However dmg increase is trash (10%). Templar only beats Arcanist and NB.
Note here, if judgment brand increase dmg by 2000 as original design, dmg increase in PvP would be 900. This is about 15% increase for hard hitting class abilities, and about 60% increase in jabs (2400/1500 = 1,6). Considering this skills dmg increase (no increase for LA or status effects), dps increase in original state would be about 25-30% (which would actually be perfect state).
5. Necro passives are super strong especially in terms of survivability. But personally I don't think they need nerf, as necro was the worst class, so the biggest buff is explainatory. Semms like very good state.
6. Warden passives are super strong, both survivability and damage. Personally I feel like they should be little nerfed, maybe reduce stacks from 5 status effects to 4 or even 3. So no disdain is needed for full bonus, but full bonus is lowered.
7. ELEPHANT IN THE ROOM, Sorcerer. Serioulsly 27% spell dmg (30k mag, you can go higher) is like 25% more damage and healing. This one passive ALONE is stronger than templar 2 passives (not to mention arcanist and NB). But gues what? Second passive is even stronger, much stronger. It gives you 1k stamina every second, even when you are blocking (remember DK's spamming cinder storm while blocking forever? THIS IS EXACTLY THIS PASSIVE, BUT WORKS WITH EVERY SKILL). But this is not the end, you also have 700 magicka recovery every second, so you can streak whenever you please. ALSO it gives you 3k HOT. ONE PASSIVE = 3K HOT, 2K stamina regen, 1,5k magicka regen. Lets compare it to templar - 2k HOT, no regen. Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
@ZOS_JessicaFolsom Please read my calculations, and act IMMEDIATLY. Sorcerer passives are 10x stronger than NB passives, and 2 times stronger than average class passives. This is absolute madness and can be easily fixed without touching PVE.
VinnyGambini wrote: »Hello,
I have a feeling that basically nobody really tried to summarize how strong class masteries are, and how big the differences between classes are (I was shocked when I finished calculations). So I decided to calculate it myself. Please note that this is PvP perspective for every class chosing strongest possible class masteries, and summary shows how big the bonuses are when it comes to damage and survivability.
Sure there may be some miscalculations (I'm not an expert for every class) but it shows idea which class got bigger buff, and which got smaller buff, also it shows how big the differences are.
Conclussions, from weakest buffs to strongest ones:
1. NB masteries are a joke. Not worth to play pure NB, subclassing will be way stronger.
2. Arcanist looks second weakest, but I have no idea about this class, so I can't tell more. Probably should be buffed.
3. DK Passives seems ok when the fight is long enough, other than that the are not so strong. However it is not an issue, as DK is already reworked class. No point buffing it, no point subclassing.
4. Templar survivability increase is about 30%, which is very nice. However dmg increase is trash (10%). Templar only beats Arcanist and NB.
Note here, if judgment brand increase dmg by 2000 as original design, dmg increase in PvP would be 900. This is about 15% increase for hard hitting class abilities, and about 60% increase in jabs (2400/1500 = 1,6). Considering this skills dmg increase (no increase for LA or status effects), dps increase in original state would be about 25-30% (which would actually be perfect state).
5. Necro passives are super strong especially in terms of survivability. But personally I don't think they need nerf, as necro was the worst class, so the biggest buff is explainatory. Semms like very good state.
6. Warden passives are super strong, both survivability and damage. Personally I feel like they should be little nerfed, maybe reduce stacks from 5 status effects to 4 or even 3. So no disdain is needed for full bonus, but full bonus is lowered.
7. ELEPHANT IN THE ROOM, Sorcerer. Serioulsly 27% spell dmg (30k mag, you can go higher) is like 25% more damage and healing. This one passive ALONE is stronger than templar 2 passives (not to mention arcanist and NB). But gues what? Second passive is even stronger, much stronger. It gives you 1k stamina every second, even when you are blocking (remember DK's spamming cinder storm while blocking forever? THIS IS EXACTLY THIS PASSIVE, BUT WORKS WITH EVERY SKILL). But this is not the end, you also have 700 magicka recovery every second, so you can streak whenever you please. ALSO it gives you 3k HOT. ONE PASSIVE = 3K HOT, 2K stamina regen, 1,5k magicka regen. Lets compare it to templar - 2k HOT, no regen. Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
@ZOS_JessicaFolsom Please read my calculations, and act IMMEDIATLY. Sorcerer passives are 10x stronger than NB passives, and 2 times stronger than average class passives. This is absolute madness and can be easily fixed without touching PVE.
Aces-High-82 wrote: »VinnyGambini wrote: »Hello,
I have a feeling that basically nobody really tried to summarize how strong class masteries are, and how big the differences between classes are (I was shocked when I finished calculations). So I decided to calculate it myself. Please note that this is PvP perspective for every class chosing strongest possible class masteries, and summary shows how big the bonuses are when it comes to damage and survivability.
Sure there may be some miscalculations (I'm not an expert for every class) but it shows idea which class got bigger buff, and which got smaller buff, also it shows how big the differences are.
Conclussions, from weakest buffs to strongest ones:
1. NB masteries are a joke. Not worth to play pure NB, subclassing will be way stronger.
2. Arcanist looks second weakest, but I have no idea about this class, so I can't tell more. Probably should be buffed.
3. DK Passives seems ok when the fight is long enough, other than that the are not so strong. However it is not an issue, as DK is already reworked class. No point buffing it, no point subclassing.
4. Templar survivability increase is about 30%, which is very nice. However dmg increase is trash (10%). Templar only beats Arcanist and NB.
Note here, if judgment brand increase dmg by 2000 as original design, dmg increase in PvP would be 900. This is about 15% increase for hard hitting class abilities, and about 60% increase in jabs (2400/1500 = 1,6). Considering this skills dmg increase (no increase for LA or status effects), dps increase in original state would be about 25-30% (which would actually be perfect state).
5. Necro passives are super strong especially in terms of survivability. But personally I don't think they need nerf, as necro was the worst class, so the biggest buff is explainatory. Semms like very good state.
6. Warden passives are super strong, both survivability and damage. Personally I feel like they should be little nerfed, maybe reduce stacks from 5 status effects to 4 or even 3. So no disdain is needed for full bonus, but full bonus is lowered.
7. ELEPHANT IN THE ROOM, Sorcerer. Serioulsly 27% spell dmg (30k mag, you can go higher) is like 25% more damage and healing. This one passive ALONE is stronger than templar 2 passives (not to mention arcanist and NB). But gues what? Second passive is even stronger, much stronger. It gives you 1k stamina every second, even when you are blocking (remember DK's spamming cinder storm while blocking forever? THIS IS EXACTLY THIS PASSIVE, BUT WORKS WITH EVERY SKILL). But this is not the end, you also have 700 magicka recovery every second, so you can streak whenever you please. ALSO it gives you 3k HOT. ONE PASSIVE = 3K HOT, 2K stamina regen, 1,5k magicka regen. Lets compare it to templar - 2k HOT, no regen. Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
@ZOS_JessicaFolsom Please read my calculations, and act IMMEDIATLY. Sorcerer passives are 10x stronger than NB passives, and 2 times stronger than average class passives. This is absolute madness and can be easily fixed without touching PVE.
Font of Power gives 1% per 1750 mag or stam whichever is higher. Please redo the math here.
VinnyGambini wrote: »So: normally sorcerer PvP build has around 4500 spell dmg *1,17= 5265. So it's 8265 / 7500 = 10% damage and healing increased. These values may vary, depending on the build, that's why I threw various values.
VinnyGambini wrote: »Sure, I made mistake with this 1 single passive, but the statement remains. 1st sorc passive = 10% more damage and maybe 8% survivability. 2nd passive = 30% more heals + 30-40% more tanky thanks to constant blocking + mag sustain = 60-70% more survivability, broken. Summarizing both passives sorc will be around 80% more effective in PvP, not 110% as previously stated, but still definetely the strongest.
VinnyGambini wrote: »"Just make Conservation of Energy work off class skills only and buff other class masteries."
I can't agree that this is a good solution. Streaking 3 times in a row to escape, will also restore resources and heal you. IMO This is bad idea.
VinnyGambini wrote: »Hello,
I have a feeling that basically nobody really tried to summarize how strong class masteries are, and how big the differences between classes are (I was shocked when I finished calculations). So I decided to calculate it myself. Please note that this is PvP perspective for every class chosing strongest possible class masteries, and summary shows how big the bonuses are when it comes to damage and survivability.
Sure there may be some miscalculations (I'm not an expert for every class) but it shows idea which class got bigger buff, and which got smaller buff, also it shows how big the differences are.
Conclussions, from weakest buffs to strongest ones:
1. NB masteries are a joke. Not worth to play pure NB, subclassing will be way stronger.
2. Arcanist looks second weakest, but I have no idea about this class, so I can't tell more. Probably should be buffed.
3. DK Passives seems ok when the fight is long enough, other than that the are not so strong. However it is not an issue, as DK is already reworked class. No point buffing it, no point subclassing.
4. Templar survivability increase is about 30%, which is very nice. However dmg increase is trash (10%). Templar only beats Arcanist and NB.
Note here, if judgment brand increase dmg by 2000 as original design, dmg increase in PvP would be 900. This is about 15% increase for hard hitting class abilities, and about 60% increase in jabs (2400/1500 = 1,6). Considering this skills dmg increase (no increase for LA or status effects), dps increase in original state would be about 25-30% (which would actually be perfect state).
5. Necro passives are super strong especially in terms of survivability. But personally I don't think they need nerf, as necro was the worst class, so the biggest buff is explainatory. Semms like very good state.
6. Warden passives are super strong, both survivability and damage. Personally I feel like they should be little nerfed, maybe reduce stacks from 5 status effects to 4 or even 3. So no disdain is needed for full bonus, but full bonus is lowered.
7. ELEPHANT IN THE ROOM, Sorcerer. Serioulsly 27% spell dmg (30k mag, you can go higher) is like 25% more damage and healing. This one passive ALONE is stronger than templar 2 passives (not to mention arcanist and NB). But gues what? Second passive is even stronger, much stronger. It gives you 1k stamina every second, even when you are blocking (remember DK's spamming cinder storm while blocking forever? THIS IS EXACTLY THIS PASSIVE, BUT WORKS WITH EVERY SKILL). But this is not the end, you also have 700 magicka recovery every second, so you can streak whenever you please. ALSO it gives you 3k HOT. ONE PASSIVE = 3K HOT, 2K stamina regen, 1,5k magicka regen. Lets compare it to templar - 2k HOT, no regen. Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
@ZOS_JessicaFolsom Please read my calculations, and act IMMEDIATLY. Sorcerer passives are 10x stronger than NB passives, and 2 times stronger than average class passives. This is absolute madness and can be easily fixed without touching PVE.
VinnyGambini wrote: »"Just make Conservation of Energy work off class skills only and buff other class masteries."
I can't agree that this is a good solution. Streaking 3 times in a row to escape, will also restore resources and heal you. IMO This is bad idea.
VinnyGambini wrote: »
Look guys, thx for feedback, but I think you missed a point. My post wasn't about getting exact values, it was about comparing power level, ans pointing overpowered and underpowered passives. Differences are big, no matter how you calculate.
This needs to be evaluated by ZOS.
VinnyGambini wrote: »Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
VinnyGambini wrote: »
Look guys, thx for feedback, but I think you missed a point. My post wasn't about getting exact values, it was about comparing power level, ans pointing overpowered and underpowered passives. Differences are big, no matter how you calculate.
This needs to be evaluated by ZOS.
No, I didn't miss a point. I think you're the one instead lol. If you have read my previous posts in this thread as well as several others, you would know that I have been advocating for adjustments to Conservation of Energy. I am fine with you comparing power levels between different class masteries because it's necessary for context, but when you say something like this:VinnyGambini wrote: »Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
Then unfortunately I have to disagree with you on that. Most Sorc builds will gain between 15-20% WD/SD from Font of Power and restore between ~3000-4600 HP (before Battle Spirit) from Blood Magic, ~500-800 for main resource, and ~350-550 for off resource from Conservation of Energy. If you halve these values, then Sorc would only get ~7.5-10% WD, ~1500-2300 HP, ~250-400 main resource, and ~175-275 off resource from these class masteries. That's too steep of a nerf and would result in these 2 scenarios:
1) Sorcs cannot compete with DK & Warden who can both deal 6k average DPS, and the upcoming WW spec that can easily deal 8k average DPS
2) Sorcs will now have to slot Dark Deal again, which completely kills build diversity
My suggestion ensures that Sorcs can still compete with meta classes and have the option to explore different build paths, while losing enough HPS that it doesn't feel impossible to kill.
VinnyGambini wrote: »
Look guys, thx for feedback, but I think you missed a point. My post wasn't about getting exact values, it was about comparing power level, ans pointing overpowered and underpowered passives. Differences are big, no matter how you calculate.
This needs to be evaluated by ZOS.
No, I didn't miss a point. I think you're the one instead lol. If you have read my previous posts in this thread as well as several others, you would know that I have been advocating for adjustments to Conservation of Energy. I am fine with you comparing power levels between different class masteries because it's necessary for context, but when you say something like this:VinnyGambini wrote: »Summary, sorcerer passives makes sorecerers 2x stronger in PvP. Halving this passives would make it 50% pvp effectiveness increase, making it perfectly balanced.
Then unfortunately I have to disagree with you on that. Most Sorc builds will gain between 15-20% WD/SD from Font of Power and restore between ~3000-4600 HP (before Battle Spirit) from Blood Magic, ~500-800 for main resource, and ~350-550 for off resource from Conservation of Energy. If you halve these values, then Sorc would only get ~7.5-10% WD, ~1500-2300 HP, ~250-400 main resource, and ~175-275 off resource from these class masteries. That's too steep of a nerf and would result in these 2 scenarios:
1) Sorcs cannot compete with DK & Warden who can both deal 6k average DPS, and the upcoming WW spec that can easily deal 8k average DPS
2) Sorcs will now have to slot Dark Deal again, which completely kills build diversity
My suggestion ensures that Sorcs can still compete with meta classes and have the option to explore different build paths, while losing enough HPS that it doesn't feel impossible to kill.
I am glad that your build works without Dark Deal. I don't want to be forced into Monomyth as other mythics are more interesting. So I still need minor berserk, and I also think the sustain from CoE gets greatly overestimated. Under pressure and outside of 1v1s, where mobility is also required, I still need help.
Dropping Dark Deal is not feasible. In a 1v1, all of this is easier, but not out there.
Then unfortunately I have to disagree with you on that. Most Sorc builds will gain between 15-20% WD/SD from Font of Power and restore between ~3000-4600 HP (before Battle Spirit) from Blood Magic, ~500-800 for main resource, and ~350-550 for off resource from Conservation of Energy. If you halve these values, then Sorc would only get ~7.5-10% WD, ~1500-2300 HP, ~250-400 main resource, and ~175-275 off resource from these class masteries. That's too steep of a nerf and would result in these 2 scenarios:
1) Sorcs cannot compete with DK & Warden who can both deal 6k average DPS, and the upcoming WW spec that can easily deal 8k average DPS
Its frankly insane that we are trying to downplay on average 1200 mag and stam sustain when templar gets a 300 mag and stam sustain that goes away when you blow air on their tiny shield, wardens get 125 mag and stam back every 2 seconds (lol) and arcanists got their whole sustain passive reworked with an equally worthless major vit and minor cowardice passive (lol)
Double that value for sorc, isn't it, since the recovery stat ticks every 2 seconds not every one. And ofc the whole "stam recovery turns off while blocking but the sorc passive won't"Again, 750 mag back and 450 stam back per second (and you can proc this more frequently than that but we are being generous just to downplay it), is roughly equivalent to 1200 mag and stam sustain.
Its frankly insane that we are trying to downplay on average 1200 mag and stam sustain when templar gets a 300 mag and stam sustain that goes away when you blow air on their tiny shield, wardens get 125 mag and stam back every 2 seconds (lol) and arcanists got their whole sustain passive reworked with an equally worthless major vit and minor cowardice passive (lol)
Magickasteal has a 1s icd dude, nice try.Let's also not pretend that anyone out there can't scribe Magickasteal to a Healing spell to synergize passive sustain. If the player hits 4 people (which I know is not going to always happen in PvP) they're going to cop 672 Mag/sec which isn't a ton less than CoE returns to the average Sorc. It's not exactly the deliverable that CoE is, I admit, but it's available to anyone in any class or subclass and synergizes with a common rotation. Even if I cut that and assume Contingency hits 2 people that's 336/s and if the player is running Wretched then that's 531/s vs CoE that's delivering 710. Yes, CoE is stronger but it's not as if it is light years ahead of what's achievable already.
ArctosCethlenn wrote: »Double that value for sorc, isn't it, since the recovery stat ticks every 2 seconds not every one. And ofc the whole "stam recovery turns off while blocking but the sorc passive won't"Again, 750 mag back and 450 stam back per second (and you can proc this more frequently than that but we are being generous just to downplay it), is roughly equivalent to 1200 mag and stam sustain.
Its frankly insane that we are trying to downplay on average 1200 mag and stam sustain when templar gets a 300 mag and stam sustain that goes away when you blow air on their tiny shield, wardens get 125 mag and stam back every 2 seconds (lol) and arcanists got their whole sustain passive reworked with an equally worthless major vit and minor cowardice passive (lol)
ArctosCethlenn wrote: »Magickasteal has a 1s icd dude, nice try.Let's also not pretend that anyone out there can't scribe Magickasteal to a Healing spell to synergize passive sustain. If the player hits 4 people (which I know is not going to always happen in PvP) they're going to cop 672 Mag/sec which isn't a ton less than CoE returns to the average Sorc. It's not exactly the deliverable that CoE is, I admit, but it's available to anyone in any class or subclass and synergizes with a common rotation. Even if I cut that and assume Contingency hits 2 people that's 336/s and if the player is running Wretched then that's 531/s vs CoE that's delivering 710. Yes, CoE is stronger but it's not as if it is light years ahead of what's achievable already.
ArctosCethlenn wrote: »Double that value for sorc, isn't it, since the recovery stat ticks every 2 seconds not every one. And ofc the whole "stam recovery turns off while blocking but the sorc passive won't"Again, 750 mag back and 450 stam back per second (and you can proc this more frequently than that but we are being generous just to downplay it), is roughly equivalent to 1200 mag and stam sustain.
Its frankly insane that we are trying to downplay on average 1200 mag and stam sustain when templar gets a 300 mag and stam sustain that goes away when you blow air on their tiny shield, wardens get 125 mag and stam back every 2 seconds (lol) and arcanists got their whole sustain passive reworked with an equally worthless major vit and minor cowardice passive (lol)
Recovery ticks every 2 seconds, yes, but CoE procs off of a per-cast basis so the optimal rate of recovery is per second as the Sorc (assumably) costs a per cast activity each second.ArctosCethlenn wrote: »Magickasteal has a 1s icd dude, nice try.Let's also not pretend that anyone out there can't scribe Magickasteal to a Healing spell to synergize passive sustain. If the player hits 4 people (which I know is not going to always happen in PvP) they're going to cop 672 Mag/sec which isn't a ton less than CoE returns to the average Sorc. It's not exactly the deliverable that CoE is, I admit, but it's available to anyone in any class or subclass and synergizes with a common rotation. Even if I cut that and assume Contingency hits 2 people that's 336/s and if the player is running Wretched then that's 531/s vs CoE that's delivering 710. Yes, CoE is stronger but it's not as if it is light years ahead of what's achievable already.
No, Magickasteal, as a named debuff, returns resources every second. Magickasteal via status effect applies for 4 seconds returning once per second; directly applied Magickasteal will return Mag every second for the stated duration.
Go scribe either of the skills, the return is per second.
ArctosCethlenn wrote: »ArctosCethlenn wrote: »Double that value for sorc, isn't it, since the recovery stat ticks every 2 seconds not every one. And ofc the whole "stam recovery turns off while blocking but the sorc passive won't"Again, 750 mag back and 450 stam back per second (and you can proc this more frequently than that but we are being generous just to downplay it), is roughly equivalent to 1200 mag and stam sustain.
Its frankly insane that we are trying to downplay on average 1200 mag and stam sustain when templar gets a 300 mag and stam sustain that goes away when you blow air on their tiny shield, wardens get 125 mag and stam back every 2 seconds (lol) and arcanists got their whole sustain passive reworked with an equally worthless major vit and minor cowardice passive (lol)
Recovery ticks every 2 seconds, yes, but CoE procs off of a per-cast basis so the optimal rate of recovery is per second as the Sorc (assumably) costs a per cast activity each second.ArctosCethlenn wrote: »Magickasteal has a 1s icd dude, nice try.Let's also not pretend that anyone out there can't scribe Magickasteal to a Healing spell to synergize passive sustain. If the player hits 4 people (which I know is not going to always happen in PvP) they're going to cop 672 Mag/sec which isn't a ton less than CoE returns to the average Sorc. It's not exactly the deliverable that CoE is, I admit, but it's available to anyone in any class or subclass and synergizes with a common rotation. Even if I cut that and assume Contingency hits 2 people that's 336/s and if the player is running Wretched then that's 531/s vs CoE that's delivering 710. Yes, CoE is stronger but it's not as if it is light years ahead of what's achievable already.
No, Magickasteal, as a named debuff, returns resources every second. Magickasteal via status effect applies for 4 seconds returning once per second; directly applied Magickasteal will return Mag every second for the stated duration.
Go scribe either of the skills, the return is per second.
Once. Per. Second. Not once per second per target you put Magickasteal on.
True. The main point of applying it to enemies is to maintain uptime. If one dies or is cleansed then you continue to receive the recovery. A player slotting MS on a burst skill and running Vitality is going to get less than the CoE passive gives Sorcs but having the debuff on multiple targets helps ensure consistency.
Do you maybe see the issue with your defense of Conservation of Energy now?If the player hits 4 people (which I know is not going to always happen in PvP) they're going to cop 672 Mag/sec which isn't a ton less than CoE returns to the average Sorc.
ArctosCethlenn wrote: »Edit: the comparison to wretched is also quite disingenuous since that means you're running wretched instead of a damage or stat set.
ArctosCethlenn wrote: »True. The main point of applying it to enemies is to maintain uptime. If one dies or is cleansed then you continue to receive the recovery. A player slotting MS on a burst skill and running Vitality is going to get less than the CoE passive gives Sorcs but having the debuff on multiple targets helps ensure consistency.Do you maybe see the issue with your defense of Conservation of Energy now?If the player hits 4 people (which I know is not going to always happen in PvP) they're going to cop 672 Mag/sec which isn't a ton less than CoE returns to the average Sorc.
And that's the point, that the mastery allows you to avoid building sustain on gear and instead stack even more raw damage and resources, amplifying the mastery's power vs someone who does need to run WV.ArctosCethlenn wrote: »Edit: the comparison to wretched is also quite disingenuous since that means you're running wretched instead of a damage or stat set.
Not at all. Wretched is a common high tier set in PvP for the purposes of sustain.
One could say the exact same for Rallying Cry, it'[s not a damage set but it's a staple among builds in PvP.
Just depends on the build. The Sorc CoE passive would allow one who is currently running Wretched to replace it with a damage set or something else buld-centric.
ArctosCethlenn wrote: »And that's the point, that the mastery allows you to avoid building sustain on gear and instead stack even more raw damage and resources, amplifying the mastery's power vs someone who does need to run WV.ArctosCethlenn wrote: »Edit: the comparison to wretched is also quite disingenuous since that means you're running wretched instead of a damage or stat set.
Not at all. Wretched is a common high tier set in PvP for the purposes of sustain.
One could say the exact same for Rallying Cry, it'[s not a damage set but it's a staple among builds in PvP.
Just depends on the build. The Sorc CoE passive would allow one who is currently running Wretched to replace it with a damage set or something else buld-centric.
Pretending rallying cry isn't a damage set is truly something special.
ArctosCethlenn wrote: »And that's the point, that the mastery allows you to avoid building sustain on gear and instead stack even more raw damage and resources, amplifying the mastery's power vs someone who does need to run WV.ArctosCethlenn wrote: »Edit: the comparison to wretched is also quite disingenuous since that means you're running wretched instead of a damage or stat set.
Not at all. Wretched is a common high tier set in PvP for the purposes of sustain.
One could say the exact same for Rallying Cry, it'[s not a damage set but it's a staple among builds in PvP.
Just depends on the build. The Sorc CoE passive would allow one who is currently running Wretched to replace it with a damage set or something else buld-centric.
Pretending rallying cry isn't a damage set is truly something special.
Correct, the mastery precisely allows that .. On a class with no real spammable damage skill and where the most commonly useful skills don't synergize well with the passive:
Frags has a 0.8 cast time so a Sorc isn't seeing optimum CoE return with that skill, almost half really. Haunting Curse is a not-tick DoT (which can be cleansed), Hurricane is cast once per 20 seconds, Bound Armaments has to be charged, If one is running Ward it's a 6 second duration, Surge is a 30 second duration, Streak has a progressive cost and we already established that's not a method to maintain CoE.
That's your top Sorc sourced skills in PvP and not a single one of them would support optimal uptime on CoE, which drives one to World/Weapon skills to maximize that, which is fine, but those skills don't synergize with the overall class, seeing a penalty to Expert Mage for each of those outside skills one needs to slot .. Exploitation is only on DM cast, so yes, it's strong but it also has some caveats.
Going outside of the class for skills is far more beneficial for Stam Sorcs than it is for Mag Sorcs which really affects how strong this passive is when it's applied to everyone in the class. Not everyone is a Stam Sorc.
As for Rallying Cry, no, it's not a "damage set". Rallying Cry doesn't deliver damage, it enhances your own damage so the amount of extra damage Rallying Cry buffs depends on what sort of damage you're putting out already and how many people it affects. The main point of Rally Cry is the Crit resist & chance, as far as damage sets or damage enhancing sets go there's stronger options out there than Rallying Cry so if one was looking to slot a set that's focused on purely damage then Rallying Cry wouldn't be at the top of that list.
ArctosCethlenn wrote: »But the mastery procs from casting anything, it can'tArctosCethlenn wrote: »And that's the point, that the mastery allows you to avoid building sustain on gear and instead stack even more raw damage and resources, amplifying the mastery's power vs someone who does need to run WV.ArctosCethlenn wrote: »Edit: the comparison to wretched is also quite disingenuous since that means you're running wretched instead of a damage or stat set.
Not at all. Wretched is a common high tier set in PvP for the purposes of sustain.
One could say the exact same for Rallying Cry, it'[s not a damage set but it's a staple among builds in PvP.
Just depends on the build. The Sorc CoE passive would allow one who is currently running Wretched to replace it with a damage set or something else buld-centric.
Pretending rallying cry isn't a damage set is truly something special.
Correct, the mastery precisely allows that .. On a class with no real spammable damage skill and where the most commonly useful skills don't synergize well with the passive:
Frags has a 0.8 cast time so a Sorc isn't seeing optimum CoE return with that skill, almost half really. Haunting Curse is a not-tick DoT (which can be cleansed), Hurricane is cast once per 20 seconds, Bound Armaments has to be charged, If one is running Ward it's a 6 second duration, Surge is a 30 second duration, Streak has a progressive cost and we already established that's not a method to maintain CoE.
That's your top Sorc sourced skills in PvP and not a single one of them would support optimal uptime on CoE, which drives one to World/Weapon skills to maximize that, which is fine, but those skills don't synergize with the overall class, seeing a penalty to Expert Mage for each of those outside skills one needs to slot .. Exploitation is only on DM cast, so yes, it's strong but it also has some caveats.
Going outside of the class for skills is far more beneficial for Stam Sorcs than it is for Mag Sorcs which really affects how strong this passive is when it's applied to everyone in the class. Not everyone is a Stam Sorc.
As for Rallying Cry, no, it's not a "damage set". Rallying Cry doesn't deliver damage, it enhances your own damage so the amount of extra damage Rallying Cry buffs depends on what sort of damage you're putting out already and how many people it affects. The main point of Rally Cry is the Crit resist & chance, as far as damage sets or damage enhancing sets go there's stronger options out there than Rallying Cry so if one was looking to slot a set that's focused on purely damage then Rallying Cry wouldn't be at the top of that list.
1) CoE procs from anything, not only sorcerer skills? EVERYTHING YOU CAN DO SYNERGIZES WITH THE PASSIVE. There are *two* free skills that won't proc it, total.
2) name some damage sets.
Ok but if you're running a heavy attack build it isn't a pvp build and has infinite mag anyways so who cares, if you're playing even just force pulse as long as you're not literally afk you're triggering the mastery almost every second.ArctosCethlenn wrote: »But the mastery procs from casting anything, it can'tArctosCethlenn wrote: »And that's the point, that the mastery allows you to avoid building sustain on gear and instead stack even more raw damage and resources, amplifying the mastery's power vs someone who does need to run WV.ArctosCethlenn wrote: »Edit: the comparison to wretched is also quite disingenuous since that means you're running wretched instead of a damage or stat set.
Not at all. Wretched is a common high tier set in PvP for the purposes of sustain.
One could say the exact same for Rallying Cry, it'[s not a damage set but it's a staple among builds in PvP.
Just depends on the build. The Sorc CoE passive would allow one who is currently running Wretched to replace it with a damage set or something else buld-centric.
Pretending rallying cry isn't a damage set is truly something special.
Correct, the mastery precisely allows that .. On a class with no real spammable damage skill and where the most commonly useful skills don't synergize well with the passive:
Frags has a 0.8 cast time so a Sorc isn't seeing optimum CoE return with that skill, almost half really. Haunting Curse is a not-tick DoT (which can be cleansed), Hurricane is cast once per 20 seconds, Bound Armaments has to be charged, If one is running Ward it's a 6 second duration, Surge is a 30 second duration, Streak has a progressive cost and we already established that's not a method to maintain CoE.
That's your top Sorc sourced skills in PvP and not a single one of them would support optimal uptime on CoE, which drives one to World/Weapon skills to maximize that, which is fine, but those skills don't synergize with the overall class, seeing a penalty to Expert Mage for each of those outside skills one needs to slot .. Exploitation is only on DM cast, so yes, it's strong but it also has some caveats.
Going outside of the class for skills is far more beneficial for Stam Sorcs than it is for Mag Sorcs which really affects how strong this passive is when it's applied to everyone in the class. Not everyone is a Stam Sorc.
As for Rallying Cry, no, it's not a "damage set". Rallying Cry doesn't deliver damage, it enhances your own damage so the amount of extra damage Rallying Cry buffs depends on what sort of damage you're putting out already and how many people it affects. The main point of Rally Cry is the Crit resist & chance, as far as damage sets or damage enhancing sets go there's stronger options out there than Rallying Cry so if one was looking to slot a set that's focused on purely damage then Rallying Cry wouldn't be at the top of that list.
1) CoE procs from anything, not only sorcerer skills? EVERYTHING YOU CAN DO SYNERGIZES WITH THE PASSIVE. There are *two* free skills that won't proc it, total.
2) name some damage sets.
No, not everything, any activity / ability with a cost. But in order to get the Mastery one needs to be pure-sorc which insinuates that the player is going to slot some degree of sorc skills on their bars. If the majority of those are slow and clunky then that's going to slow down the rate of recovery out of CoE.
Heavy or light attacks, for example, don't proc it. If one was already a heavy attack based Sorc (which many Mags are) then your main offensive action isn't proccing the passive. Again, that's fine, but it means that the player isn't realizing anywhere near the 1 per second return rate on CoE.
The majority of people citing CoE being broken are citing values that assume or factor in CoE being procced persistently and consistently every second. Even if we recognize a proc every 2 seconds that cuts the values people are citing in half. If a Sorc wanted to, for example, heavy attack and dodge persistently then we're realistically looking at a 3 second proc rate; and if the player is a Mag Sorc they're going to spend more Stam then they receive in rebate to do that.
So yes, the CoE synergizes with a lot but in terms of the "maximum scenario" of a proc every single second whilst also using majority Sorc skills that's where it becomes questionable.
The CoE passive allows a Sorc to lean into sustain outside of gear, which is fine, because, again, in the context of going up against subclassed metas hitting at or over 10k DPS a Sorc needs to be able to focus more directly on quick burst in order to compete with that and Sorc skills don't deliver those burst mechanics nearly as well as a subclassed build.
some better damage sets: Clever Alchemist, Orders Wrath, Deadly Strike, Dark Convergence, Vicious Death, Mechanical Acuity, Rush of Agony, etc.
ArctosCethlenn wrote: »True. The main point of applying it to enemies is to maintain uptime. If one dies or is cleansed then you continue to receive the recovery. A player slotting MS on a burst skill and running Vitality is going to get less than the CoE passive gives Sorcs but having the debuff on multiple targets helps ensure consistency.Do you maybe see the issue with your defense of Conservation of Energy now?If the player hits 4 people (which I know is not going to always happen in PvP) they're going to cop 672 Mag/sec which isn't a ton less than CoE returns to the average Sorc.
No, I had wrong math but the cornerstone of my defense of CoE is that it's a strong sustain in the context of a PvP meta that's delivering upwards of 10k+ DPS, enabling Sorcs to be more dynamic with build crafting and damage output.
Savagejack wrote: »Reading through these debates and use of math has been very insightful. So I want to thank you cuties for all this production effort. Keep it coming.
Savagejack wrote: »Reading through these debates and use of math has been very insightful. So I want to thank you cuties for all this production effort. Keep it coming.