Precasting this and having it up by default, what I initially tried to do, is going to be a huge magicka drain. I am on NA and thus stuck using ZoS's templates, but in my estimation 300 CPs are more than enough to get the most important passives down and the job done. So I hopped into Vet Maelstrom Arena to play in a competitive setting with the new Sorcerer changes. I want to emphasize that I don't blame ZoS for being hesitant to take our feedback as much as we would like them since we rarely actually play the PTS they might want to see how the DB changes perform in gameplay situations as opposed to the theorycrafting and mathematical formulas we throw at them. For the sake of concision, I will condense my analysis of that set to a paragraph and then proceed to what matters most here. Originally, I described the DB surge as "completely inadequate." I would amend that now to just "inadequate." In my OP, I spent considerable time describing the shortcomings of the Galerion's Revenge, which I used on my first attempt. I am heavily editing the OP to incorporate more data and observations made on a completed PTS Maelstrom run that I did after writing it. I believe ZoS should offer both versions of Surge, PTS and Live, as morphs and allow sorcerers to choose which one they prefer. Most importantly, I did not have fun playing my sorcerer on the PTS. In my estimation, the surge heals are inadequate compared to self-healing capacity of other class. Couple with the lower duration on shields, I found net nerf to sorcerers problematic because in my estimation sorcerers were not superior to other classes. TL DR - The PTS Surge offer less healing per second than what's on Live and no burst heals. So, what will you do with your Magicka Sorcerer when the patch goes live, especially if you have been playing it as your main toon? On the other hand, some positive changes have been introduced with regard to Stamina Sorcerers, which still have very few class stamina abilities, but now can rely on some very good passives for stamina gameplay, and will probably become excellent in terms of AoE DPS. It still seems unclear whether ZOS has any ground concept in mind behind the development of the class. But then again, the nerf in the duration of our shields will affect pets' survivability as well, and with pets being a toggle it is very unlikey that new effective pet builds will ever be viable. The only positive change for Magicka Sorcerers is that now the resistance of our pets is no longer bugged, so they will be a bit harder to kill. And with no buffs to DPS, Sorcerer will still lag behind as the least effective class in terms of sustained DPS, over-relying on the accumulation of ultimate for Overload. It doesn't change the Magicka Sorcerer meta for PvE. At the same time, it brings no improvements to the rest of our skills to balance out these nerfs. The new patch brings some very significant nerfs to Magicka Sorcerers, especially in terms of their survivability, by reducing the duration of Hardened Ward and the healing we can get from Surge.
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