I'm fine with the concept of non pet sorcs should just replace the pet skill line. that makes total sense to me. you're intentionally ignoring a chunk of the base class, so just replace it.
however that very much exposes issues with the design of sorc recently.
Beacon of Oblivion
can we have a conversation about the class set for the sorc pet skill line and the only way to use it is to now remove the pet skill line. this is insane and makes no sense.
Scribing class mastery
this is only good if you remove the pet skill line.
again, what are we doing zos? instead of leaning into what sorcs do, summons, you are rewarding players for not doing the thing. it would be like making Aetheric Lancer only able to proc if you don't have jabs slotted on either bar.
I'm fine with the concept of non pet sorcs should just replace the pet skill line. that makes total sense to me. you're intentionally ignoring a chunk of the base class, so just replace it.
however that very much exposes issues with the design of sorc recently.
Beacon of Oblivion
can we have a conversation about the class set for the sorc pet skill line and the only way to use it is to now remove the pet skill line. this is insane and makes no sense.
Scribing class mastery
this is only good if you remove the pet skill line.
again, what are we doing zos? instead of leaning into what sorcs do, summons, you are rewarding players for not doing the thing. it would be like making Aetheric Lancer only able to proc if you don't have jabs slotted on either bar.
VoidCommander wrote: »I'm fine with the concept of non pet sorcs should just replace the pet skill line. that makes total sense to me. you're intentionally ignoring a chunk of the base class, so just replace it.
however that very much exposes issues with the design of sorc recently.
Beacon of Oblivion
can we have a conversation about the class set for the sorc pet skill line and the only way to use it is to now remove the pet skill line. this is insane and makes no sense.
Scribing class mastery
this is only good if you remove the pet skill line.
again, what are we doing zos? instead of leaning into what sorcs do, summons, you are rewarding players for not doing the thing. it would be like making Aetheric Lancer only able to proc if you don't have jabs slotted on either bar.
I mean I’m excited to have a free +15% damage set plus a class master script that makes a scribing spammable hit like a truck compared to everything else. Will it be top tier meta? No, but neither will anything that isn’t True arcanist with banner.
No one will care if non-pet sorc only deals 110k dps instead of a templar’s 120k dps, because the arcanist will be flinging out over 130k dps without effort.
your'e so off the mark i don't know what to say.
shocking soul with class mastery has a hard time keeping up with force pulse once you factor in the status effects and triple hits getting extra procs and the significantly higher cleave from force pulse.
and force pulse isn't even a good spammable.
hereforce pulse:
shocking soul with class mastery
it's just not good. you get no passives with shocking soul, the extra cleave damage is too little to matter and you have arbitrary restrictions to pull it off.
I really wanted sorc shocking soul to good, but it just isn't.
status effects from force pulse
vs class mastery and status from the shocking soul build
the numbers are right there.
the sorc banner is worse. it does a laughable amount of dps. no one should bother with it. ever. i think last i checked it was something like 1.5k dps. it's garbage.
i was going to do a parse comparing tide born to oblivion, but then i thought why bother. the result is obvious.
because of the way damage is calculated, damage to monsters is literally worth more than damage done. minor and major slayer, minor and major berserk, aplitude they all dilute the damage done pool making 15% damage done have less impact than 12% damage to monsters.
it's just math.
sorc mastery could be good, if we could use it with the stronger builds. maybe. with a little buff. but here is the thing, the "good" no pet builds need to run dread, so you should be running runeblades as spammable. want to know what that looks like?
here is one i prepared earlier
Yeah, you can see the grimoires on the top right of the second page
I was having sustain issues so i swapped sorc class mastery for druids. that 1800+ mag drain hurts
Turtle_Bot wrote: »Yeah, you can see the grimoires on the top right of the second page
I was having sustain issues so i swapped sorc class mastery for druids. that 1800+ mag drain hurts
dang, well thanks for testing my theory craft anyway.
chilled seems to hit decently hard though, so might be something there for frost DPS builds
on crystal frags:
"We've lagged a bit behind on updating this morph to persist through bar swap out of concern for making Sorcerer that much more powerful in PvP"
Daedric Prey should apply to all permanent summons.
This would make it great to use with multiple other class pets without letting it buff Blastbones.
Daedric Prey should apply to all permanent summons.
This would make it great to use with multiple other class pets without letting it buff Blastbones.
reduce the prey damage buff and buff sorc pets by a value that makes their dps the same as live overall. allow prey to buff all pets again and just enjoy the cool interaction.Daedric Prey should apply to all permanent summons.
This would make it great to use with multiple other class pets without letting it buff Blastbones.
Sorcerer
- Encase, Rune Prison, and Daedric Mines have swapped places with Daedric Curse, Conjured Ward, and Bound Armor. The objective being to provide a much stronger sense of the skill line identities towards a pet vs no pet playstyle. Many VFX and names of abilities have been altered to reflect their new purpose and homes.
- Daedric Summoning
- Daedric Protection passive - Receive Minor Vitality when you or an ally is effected by a Daedric Summoning skill, additionally you receive 5% mitigation.
- Defensive Rune - This skill now also applies to your pets. While slotted on either bar, if a permanent pet is killed, revive them automatically after a 2s delay. This effect has a 60s cooldown.
- Rune Cage - No longer stuns, majority of Sorc's rely on Streak as a class defining stun, little reason to have 2 options in 1 class. Additionally, long ranged stuns can be found elsewhere through Subclassing or Scribing when it was previously much rarer to find. This ability has been repurposed into a spammable that directs your pets to target the enemy hit. (Insert other effects here like Empower, see Shattering Spines below for pet damage amp).
- Shattering Spines - no longer Immobilizes, continues to deal damage after 4s. Now applies +40% damage received from Daedric Pets and +20% damage received from non Daedric Pets for 10s to any enemy hit instead of 10s of Major Maim. Yes, this is an AOE pet damage amp.
- Vibrant Shroud - no longer applies Minor Vitality as that's been moved to the Daedric Protection passive, now Immobilizes for 4s in addition to its original effects of 10s of Major Maim and a heal.
- Daedric Refuge - any time a ward is triggered, it also applies to a permanent pet with the lowest health in addition to its original effect.
- Twilight Tormentor and Volatile Familiar - passive damage increased by ~20% to make up for the lower pet damage amp moved from old Daedric Prey to new Shattering Spines.
- Dark Magic
- Blood Magic passive - reduced from 10% Max HP to 5% Max HP, Stamina, or Magicka, whichever is highest.
- Exploitation passive - additionally gives +2% direct damage done per Dark Magic skill slotted.
- Daedric Prey - no longer increases pet damage dealt, instead applies a strong DOT over the 6s duration.
- Haunting Curse - Now applies Major Breach (or something else, it's just completely overshadowed by Warden's Deep Fissure now).
- Bound Armor - All morphs now give 6% Stamina and Magicka instead of each morph giving only 8% Magicka or only 8% Stamina.
- Conjured Ward - this skill and all morphs now scale based on highest Max HP, Max Stamina, or Max Magicka, whichever is highest.
- Regenerative Ward - no longer heals for 5% Magicka or HP since the effect is now found via the Blood Magic passive. No longer shields pets, that effect is moved to Daedric Refuge.
MashmalloMan wrote: »This is my version of patch notes I would of loved to see:Sorcerer
- Encase, Rune Prison, and Daedric Mines have swapped places with Daedric Curse, Conjured Ward, and Bound Armor. The objective being to provide a much stronger sense of the skill line identities towards a pet vs no pet playstyle. Many VFX and names of abilities have been altered to reflect their new purpose and homes.
- Daedric Summoning
- Daedric Protection passive - Receive Minor Vitality when you or an ally is effected by a Daedric Summoning skill, additionally you receive 5% mitigation.
- Defensive Rune - This skill now also applies to your pets. While slotted on either bar, if a permanent pet is killed, revive them automatically after a 2s delay. This effect has a 60s cooldown.
- Rune Cage - No longer stuns, majority of Sorc's rely on Streak as a class defining stun, little reason to have 2 options in 1 class. Additionally, long ranged stuns can be found elsewhere through Subclassing or Scribing when it was previously much rarer to find. This ability has been repurposed into a spammable that directs your pets to target the enemy hit. (Insert other effects here like Empower, see Shattering Spines below for pet damage amp).
- Shattering Spines - no longer Immobilizes, continues to deal damage after 4s. Now applies +40% damage received from Daedric Pets and +20% damage received from non Daedric Pets for 10s to any enemy hit instead of 10s of Major Maim. Yes, this is an AOE pet damage amp.
- Vibrant Shroud - no longer applies Minor Vitality as that's been moved to the Daedric Protection passive, now Immobilizes for 4s in addition to its original effects of 10s of Major Maim and a heal.
- Daedric Refuge - any time a ward is triggered, it also applies to a permanent pet with the lowest health in addition to its original effect.
- Twilight Tormentor and Volatile Familiar - passive damage increased by ~20% to make up for the lower pet damage amp moved from old Daedric Prey to new Shattering Spines.
- Dark Magic
- Blood Magic passive - reduced from 10% Max HP to 5% Max HP, Stamina, or Magicka, whichever is highest.
- Exploitation passive - additionally gives +2% direct damage done per Dark Magic skill slotted.
- Daedric Prey - no longer increases pet damage dealt, instead applies a strong DOT over the 6s duration.
- Haunting Curse - Now applies Major Breach (or something else, it's just completely overshadowed by Warden's Deep Fissure now).
- Bound Armor - All morphs now give 6% Stamina and Magicka instead of each morph giving only 8% Magicka or only 8% Stamina.
- Conjured Ward - this skill and all morphs now scale based on highest Max HP, Max Stamina, or Max Magicka, whichever is highest.
- Regenerative Ward - no longer heals for 5% Magicka or HP since the effect is now found via the Blood Magic passive. No longer shields pets, that effect is moved to Daedric Refuge.
I didn't bother coming up with new names or VFX, I just pointed it out to show how silly it is to say x skill belongs in y location simply because of the name or style, I'd focus on the functionality and purpose of the skills used within pet vs no pet playstyles. The names and VFX if necessary can be adjusted, although I'd argue in most cases having all lines work towards a cohesive class is still fun. Haunting Curse and Daedric Mines exemplify ZOS's stance on the matter as well.
Also some passives like Persistence and Rebate could swap or change seeing as Daedric Summoning is more centered on support, I just didn't have a strong opinion about them to make a decision that would matter enough to mention. Also not touching on no pet vs pet DPS balance, for that there would need to be changes to Bound Armaments, Curse, Fury, Lighting Splash, and more.
Also also, yeah direct damage done per Dark Magic skill slotted seems strong on the surface, but this idea is bundled with other non 100% DPS subclassing lines receiving the same treatment. Lines like Dawn's Wrath and Earthen Heart which have terrible passives, but great damage skills which will inevitably die next patch unfortunately. Additionally, NB and DK's minor group buff passives still provide a bonus on the side, there is no argument as to why other classes like Sorc, Templar, Arc, and Warden can't do the same.
Actually to this last point, I'd suggest a change to move all group minor class buffs to the main class choice so you can't steal it via subclassing and they feel like integral parts to the class you pick seeing as the current incentives of 2-3 lines, class scripts, and class sets can be completely ignored.
reduce the prey damage buff and buff sorc pets by a value that makes their dps the same as live overall. allow prey to buff all pets again and just enjoy the cool interaction.Daedric Prey should apply to all permanent summons.
This would make it great to use with multiple other class pets without letting it buff Blastbones.
That would definitely have my preference. I don't like the pets myself, but it seems like quite a few players look forward to building some kind of zookeeper build when subclassing goes live. For them, it'd be cool if Daedric Prey would just buff all pets by 20% or something.
Besides, the base DPS of the Sorcerer's pets is so low that I'm not sure if Daedric Prey is even worth using for a subclassed build at the moment. I briefly tried an Animal Companions + Assassination + Daedric Summoning setup and my DPS was a smidge higher with Deep Fissure instead of Daedric Prey for example:
reduce the prey damage buff and buff sorc pets by a value that makes their dps the same as live overall. allow prey to buff all pets again and just enjoy the cool interaction.Daedric Prey should apply to all permanent summons.
This would make it great to use with multiple other class pets without letting it buff Blastbones.
That would definitely have my preference. I don't like the pets myself, but it seems like quite a few players look forward to building some kind of zookeeper build when subclassing goes live. For them, it'd be cool if Daedric Prey would just buff all pets by 20% or something.
Besides, the base DPS of the Sorcerer's pets is so low that I'm not sure if Daedric Prey is even worth using for a subclassed build at the moment. I briefly tried an Animal Companions + Assassination + Daedric Summoning setup and my DPS was a smidge higher with Deep Fissure instead of Daedric Prey for example:
I got the same results. in particular if you're not using the atro, prey just isn't strong enough to justify the slot.
prey should be a 20% buff (same as ritualist) that affects all pets and all sorc pets should be buffed to compensate.
Duke_Falcon wrote: »Please don't nerf Mag Sorc in pvp anymore, its going to be unplayable again. Curse damage was already nerf. The Max Mag is getting nerfed, and the heal is getting taken away. All of those changes together make it worse than it was when it was unplayable as a class.