Tamriel Foundry

Sorcerer Class Impressions

I have the distinct privilege of being able to share with you my impressions of the Sorcerer class for the Elder Scrolls Online.   For my time as a Sorcerer, I have been playing primarily as a light armor wearing, destruction staff-wielding caster Sorcerer.  While this is my preferred style of play, the class has tools that lend itself to being utilized by any sort of build that you want.  Want to tank?  There's tools to do that.  Want to melee DPS?  Yep, tools exist to do that too.  Want to heal? No problem! In my personal opinion, I feel that the Sorcerer class is the most adaptable of the four classes that exist in ESO. This adaptability is a unique strength for the class and Sorcerers make for a strong starting point for practically any role.

 

Races, Racials, and Attributes

Breton Shrine Hard to argue against Breton as a great choice

While the primary purpose of this article is to provide you with my impressions of the Sorcerer class itself, I think that a basic summary of my choices in other areas may help provide a more complete picture of what I am doing with the class and to perhaps offer some ideas for others as to what they may wish to accomplish with their Sorcs.

To start with my character is an Altmer.  The combination of a 10% more Magicka, 10% more Magicka regen, and 6% more lighting/fire/frost damage are very strong.  The experience boost to Destruction Staff is nice, but completely unnecessary in the long-run.  When it comes to launch though?  Sadly, I may give up my Altmer in favor of Breton or Imperial.  I have no idea what the racials are for the Imperial race (at this point no one but ZOS employees do), but Bretons exchange Magicka regeneration and more damage for reduced spell costs and increased spell resistance.

Unfortunately in the Altmer vs. Breton debate, the increased Magicka regen cannot be something that I can put on the table.  Because of overcharging, a mechanic where things 'soft cap' and you gain less and less contribution from increased stats, a light-armor sorcerer is going to hit the Magicka regen soft cap without the Altmer racial bonus.  At that point the reduced costs offered by Bretons are a far more attractive option to me.  The final bonus comes down to offense versus defense, and when it comes to Cyrodiil, I think that increased defensiveness will be far more key to large group versus group fights.

When it comes to attribute points, each character starts off the same no matter what race you choose (150 Health, 100 Magicka, and 100 Stamina).  Each level, you gain 20 points in all three attributes for simply leveling up, and also are awarded 1 attribute point.  This attribute point can be spent to gain +10  Magicka or Stamina, or +20 Health.  While leveling up, my recommendation is that you skip Health in order to maximize your resource pools.  This may sound odd, but while leveling you want to ensure that you minimize your downtime and waiting for your resources to regenerate constantly will slow down your rate of killing.  Later on, you can respecialize your attribute points and spend them however you please, although survivability becomes much more important later on.

 

Weapons & Armor

For armor, I have chosen Light Armor & Heavy Armor (with a ratio of 5 light / 2 heavy).  The passives offered by light armor provide me with everything I could want for the my chosen style of play (reduced costs, more Magicka regen, spell critical, spell penetration).  Heavy armor is mixed in to provide a bit more survivability with increased armor and spell resistance.  Other play-styles may want to mix and match other styles in different ratios, but something to remember is that the more pieces of a type of armor you have equipped, the faster your armor skills will level up.  If there are certain passives you want to push for, you may even wish to put all 7 pieces of one armor type on at once to achieve your goal earlier.

The Destruction Staff offers a lot of complementary abilities The Destruction Staff offers a lot of complementary abilities

When it comes to a choice of a weapon, I have embraced the Destruction Staff.  Yes, the first few abilities for this weapon are slightly weak, but once you get to the point where you can unlock Force Shock, it does pick up quite a bit.  Destructive Touch (and its morphs, Destructive Clench & Destructive Reach) are pretty mediocre, and do not belong on my bars at all.  Wall of Elements is a solid frontal AOE ability that deals damage over time and has shifting effects based on the style of the Destruction Staff.  The frost staff version tends to be the best as it adds a movement snare to anyone caught in the path of your wall.  The two morphs for this ability, Unstable Wall of Elements and Blockade of Elements provide an interesting choice for players.  Blockade provides you with a larger frontal AOE while Unstable Wall adds an exploding damage element to the end of the damage over time.  Also, the passives are generally solid, and it is at the point right now where I have a fire staff for one weapon slot and a frost staff equipped in my secondary slot and I constantly toggle between the two, especially in PvP.

 

Daedric Summoning

Daedric Summoning is a tree that combines two summoning abilities (Unstable Familiar and Summon Winged Twilight) with two self-buffs (Bound Armor and Conjured Ward) with a single damaging ability (Daedric Curse).  While this mix of abilities make it a tree that can be dipped into for a wide variety of builds, I think the true strength of this tree are in its passives and the Ultimate (Summon Storm Atronach).  I will get into more detail on the ultimate later on, but let's take a moment to discuss the passives in this tree.

First up we have Rebate, which allows players to receive 15% of their max Magicka back when one of their summoned creatures are killed.  Sadly, as I will talk more about later when I discuss Unstable Familiar, I just cannot recommend putting points into this passive as summons in ESO have some serious issues right now.  Power Stone reduces the cost of Ultimate abilities by 15%, which is absolutely phenomenal and is worth spending skill points into whenever you can.  Reduced costs on all my beautiful, beautiful Sorc ulti's?  Yes please!

Daedric Protection provides 20% increased Health regeneration whenever you have a Summoning ability slotted.  This is okay, but unless you are stacking Health regeneration the benefits from it are not going to be all that high.  Finally we have Expert Summoner, which provides a bonus depending on the summoned creature (Winged Twilight has 10% increased damage, Familiar & Clannfear have 20% more movement speed, and the Atronach has a 30% increased range).  I invest points because of the buff to the Atronach more than anything else.

Storm Atronachs are pretty beefy, and make an excellent ultimate while leveling. Storm Atronachs are pretty beefy, and make an excellent ultimate while leveling.

Unstable Familiar (Active)

I have to be up front and honest here.  Until Zenimax does some significant changes to how summons work, this ability is absolutely useless in my view.  Summoners have zero control over how their summoned creature behaves in and out of combat, so it's not uncommon to see them break monsters that are crowd controlled (something that is, to be blunt, unacceptable).  The sole purpose of this ability is to put it on your bar, never use it, and then gain Daedric Summoning experience until you can unlock Daedric Curse.  The morphs for this ability turn it into Unstable Clannfear, a slightly more buff summon that is still generally useless and Volatile Familiar, which causes your summon to explode and do some decent damage and stun enemies.  I haven't tested this ability to see what it is capable of, but I don't have high hopes given that there are far more useful abilities that can be slotted.

Daedric Curse (Active)

Thankfully this ability can be unlocked when Daedric Summoning reaches level 4, but sadly it's initial usefulness is not all that high.  It does a large amount of damage (which also causes splash damage on other nearby enemies) after 6 seconds, but to be honest, most mobs die in under 6 seconds to start off the game.  The Velocious Curse morph shaves the time down to 3.5 seconds, which sets up a very nice combination effect with something like Mages Fury and Crystal Shard to unload a lot of damage within a short period of time, something that is effective in both PvE and PvP.  The  Explosive Curse morph retains the 6 second timer, but it increases the radius for the splash damage upon the explosion.  No matter which morph you select, the ability can only be used on one thing at a time, so it has more use against boss encounters or single targets in PvP than in large AOE type fights.

Summon Storm Atronach (Ultimate)

This is the ultimate you want to unlock first.  Hands down, this is the best ultimate Sorcerer's have for leveling up in PvE.  It tanks, it does damage, it stuns, and it lasts a really long time.  There is honestly nothing more you could ask for in an ultimate ability.  Basically, with this ultimate, I've been able to solo a lot of things that I could not have without it.  It's just that good.  Dark anchors?  Yep, I've soloed them.  Boss encounters that may require a second person due to the type of mob I'm fighting?  Soloed those too.  In PvP, you can drop this badboy on top of keep walls to help drive away the opposing faction.  I do not think I can stress the following point enough: this is the first ultimate you want to invest in.

Negate Magic is going to be crucial for large group PvP. Negate Magic is going to be crucial for large group PvP.

 

Dark Magic

The Dark Magic tree can be viewed as the Sorcerer's “crowd control” tree, though it offers tools to do much more than that.  Early on, Dark Magic is home to a bread & butter nuke spell (Crystal Shard) for the Sorcerer as well as a very solid AOE CC spell (Encase).  The other three actives within the tree are Rune Prison (a single-target CC), Dark Exchange (sacrifice Stamina to regen Health and Magicka), and Daedric Mines (a damage-dealing ability, which can also immobilize an enemy).

The tree also contains a number of key passives: Unholy Knowledge (reduces Magicka and Stamina costs for abilities by 5%), Blood Magic (hitting an enemy with a Dark Magic spell heals the player for 5% Health), Persistance (increases duration of Dark Magic spells by 20%), and Exploitation (increases Critical Strike chance by 15% when attacking targets affected by Dark Magic).

Crystal Shard (Active)

Crystal Shard is the first ability in Dark Magic, and it is fulfills the role of the classic 'nuke' ability.  It has a short cast time (1.3 seconds), and a reasonably high Magicka cost, but it does a significant amount of damage and knocks down the target by 2 seconds.  When I acquired my first skill point in Coldharbour, this was the first ability that I purchased.  It's that good.  It also remains a staple of Sorcerer damage throughout the leveling process thanks to its morphs.  As an early-level ability, Crystal Shard can be morphed quite early (usually before you reach level 5), and I recommend morphing it at your first opportunity.  What are the morphs?

The first morph is Crystal Blast, which adds an area-of-effect (AOE) splash effect to the ability.  Basically, when you cast Crystal Blast at a target, that target takes the brunt of the damage, and then targets near them take a small amount of damage just for standing in the vicinity.  The second morph, Crystal Fragment, is my preferred morph.  What this morph does is that it can trigger (at a rate of 35%) an instant-cast, half-cost use of the ability after using any ability that costs Magicka.

Encase (Active)

Encase is the second ability in Dark Magic, and it is an AOE crowd control ability.  It is instant-cast and immobilizes enemies in front of you for several seconds.  For PvE the ability has some limited usefulness when you are leveling up, though it is worth slotting it at some point to get it to the point where you can morph it.

Encase can morph into either Shattering Prison, which adds damage to the spell once the immobilizing effect has worn off, and Restraining Prison, which adds a movement debuff (or snare) to targets once the immobilizing effect has ended.  Both abilities can be quite useful, but in my view, I think Restraining Prison takes the cake.  The root + snare combo can be key in a number of different PvP situations, whereas the damage provided by Shattering Prison as well as the Magicka cost of this ability does not make it an effective ability to use for the damage aspect.

Negate Magic (Ultimate)

A class ultimate can be unlocked before level 15, but I cannot recommend new players pick up Negate Magic as their first ultimate.  It's not because this ability is bad, not at all, actually this ability is amazing, but more so for PvP than PvE.  Negate Magic can have devastating effects against groups of players in PvP as it dispels any effects the enemy has placed and it silences them (prevents them from using abilities) for a nice period of time.  Purchase this ability before 50 and morph it before hitting Cyrodiil, but while you are leveling up look to one of the other two trees for your ultimate needs.

 

Storm Calling

The third, and final, tree for the Sorcerer class is Storm Calling, which is a lightning-themed tree full of nukes (Mages' Fury and Lightning Splash), self-buffs (Lightning Form and Surge), and probably the best utility skill in the game (Bolt Escape).  Ability for ability, it is perhaps my favorite tree out of the three trees, especially when you throw in the ultimate (Overload) and the various passives the tree has to offer.

Storm Calling does the simple things well, like electrocuting people.Storm Calling does the simple things well, like electrocuting people.Storm Calling's first passive is sets this tree down a path of awesome.  Capacitor increases Magicka regeneration by 10%.  Energized, the second passive, increases the damage of every ability in this tree by 5%.  Disintegrate gives all Lightning spells a 10% chance to instantly disintegrate low Health targets, and the last passive, Expert Mage, reduces the cost of Storm Calling spells by 10%.  For those of you keeping score at home that means that every passive in this tree is both useful and awesome, something that none of the other two trees can really quite claim unless you have specific builds in mind to utilize them (well, I refer mostly Dark Magic, as I still cannot recommend that anyone uses summons until ZOS does something about them).

Mages' Fury(Active)

Mages' Fury is a small damage ability that has a huge damaging rider on it if a target is below 20% Health (or falls to below 20% within 4 seconds of casting it).  It is instant cast and can be spammed (a useful tactic on bosses in group dungeons) for as long as you have the Magicka to keep it up.  The execute effect also deals a small amount of shock damage to enemies within 4 meters of the target.  Once you can morph the abilty, you have two options:  Mages' Wrath causes the damage dealt to enemies within 4 meters to be increased while Endless Fury returns Magicka to you if kill the target with the ability.  I personally favor Endless Fury as the explosion damage can be nice, but 4 meters is a very short distance, and I would rather have that Magicka back so I can cast something else that can potentially deal far more damage, or perform some function that will be more useful to my group.

Lightning Form (Active)

Lightning Form is a short-duration (6 seconds) self-buff that adds a lot of Armor and Spell Resistance and deals Shock damage to nearby enemies every second.  Even if you decide to go 7 pieces in Light Armor, this ability will let you tank anything just based on the amount of armor and spell resist it provides, especially when combined with another other Sorc armor self-buffs (I'm looking at you Bound Armor).   For morphs, Lightning Form can be morphed into Thundering Presence, which adds to the duration of the ability, or to Boundless Storm, which adds a significant (and by this I mean that you will be faster than most people on horses until they have spent a good amount of time and money to upgrade their horse) movement speed buff for the duration of the ability.

Overload (Ultimate)

Overload is the unique child out of the three Sorc ultimates.  Whereas the Storm Atronach and Negate Magic are one-time ground-target effects, Overload is a toggle.  Basically, when you reach enough Ultimate, you can toggle this on and off to become Emperor Palpatine and zap tons of dudes with lots and lots of lightning.  It looks awesome, it does awesome damage, and everyone wants to be a Sith lord.  There are two attack types, a light single-target attack you can trigger by left-clicking, but hold that left click down?  That's when the party starts.  Overload doesn't quite match up to the Storm Atronach though when it comes to making rough PvE encounters far easier, but it can destroy large groups with lots of AOE damage, and can make AOE grinding somewhat easier if this is something you want to do.  My opinion though is to get Storm Atronach and hold off on Overload until later on.  It synergizes well with abilities you can obtain later in the game, and that's when it really comes into its own.

With the right build, a Sorcerer can really dominate the battlefield. With the right build, a Sorcerer can really dominate the battlefield.

 

Other Skill Lines

Once you reach your faction's first main zone (Glenumbra for Daggerfall Covenant, Stonefalls for Ebonheart Pact, and Auridon for Aldmeri Dominion), you have the option of joining the Fighters Guild and Mages Guild.  While both guilds provide a number of very good abilities to round out your character builds, the focus of this article is early-game content and thus I can only really talk about the first ability in each guild.

Silver Bolts is available upon achieving rank 2 in the Fighters Guild (which you can obtain by killing undead and daedra), and it is a Stamina-based nuke that can knock down undead and daedra and has a small chance to 'banish' these enemies for a huge amount of bonus damage.  The ability can be morphed to either Silver Shard, which hits two nearby targets for reduced damage, and Silver Leash, which allows you to pull the target to you after activating the ability twice against the same target.  Also, the animation for this ability is cool as it shows you firing a crossbow.  What more could you want?

Upon reaching the 2nd rank in the Mages Guild (requires you to go out and find specific lore books, there are enough in the first zones to reach rank 3, if you find them all), you will unlock the Magelight ability.  Magelight requires 5% of your Magicka to remain active as it is a toggle ability.  A rotating light will appear next to your character that will help reveal hidden and invisible enemies near you (useful for PvP), but it also increases your Spell Crit chance by 10%!  The Inner Light morph adds yet another 10% chance to crit for a whopping 20% Spell Crit chance when the ability is active!  Radiating Magelight makes it so that anyone who wants to get a sneak attack off on a nearby ally will have their damage dramatically decreased (unfortunately this damage debuff doesn't work against you, so while it can be useful, I personally find the 10% more crit to be far better).

The Undaunted are a third guild currently in the game, and they are something unique to ESO.  A group of hearty warriors, they seek to challenge players to go out and achieve great feats to earn reputation with them, or to put it more simply, go and do 4-man dungeons, earn achievements, get Undaunted XP.  There are 5 abilities, but the only one you can earn before level 15 (because you start with it unlocked) is Blood Altar.  This ability increases Health recovery of nearby allies and allows allies to activate a synergy to heal themselves.  I find this ability to be very situation, and it is not something I am going to invest one of my first few skill points into.

The last thing we can talk about here is the World skill line, Soul Magic.  Soul Magic progresses as you progress through the main story quests (they happen every 5 levels, basically), but to start off with you have access to the lone active ability, Soul Trap, which puts a small DOT on an enemy and fills an empty soul gem if the enemy dies while affected.   You can morph this ability to either fill up a second soul gem, or to restore Health, Magicka and Stamina when the target dies.  Personally, I put it on my bar when I desperately need more filled soul gems, but for the most part I don't use it.

Have Questions, Ask! Now that I have provided my impressions, I am going to open up the comment section of this article to answer any questions you may have regarding the Sorcerer.  Keep in mind that I can only answer questions that pertain to the early levels of ESO (levels 1 to 15).

About Nybling:

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152 Replies
  1. #21

    Nybling

    Contributor2079 Posts
    JustBarbaric wrote on February 12, 2014

    Great write-up @Nybling! I do have one question about the Sorcerer…

    From what I have researched about the Sorc and from reading this article it seems that the Sorc doesn’t really have a really great damage ability. It has some incredible control effects and Crystal Shards, Mages Fury and Bolt Escape definitely seem to be some of the best abilities I have come across… but compared to the DKnights “Searing Strike” or some of the Nightblades Siphoning abilities the Sorcerer doesn’t seem to be able to compare on a damage scale. Combined with the destruction staff (which I will be using) which seems to have practically no really useful abilities compared to other weapon skill the sorcerer really doesn’t seem to be able to pull off a huge amount of damage. I hope I missed something (I’m not the best theorycrafter nor do I have the most knowledge about the games classes and abilities) so I hope you can prove me wrong with a few abilities the sorc provides which my enemies should be afraid of xD

    So to summarise with a question… Do you think the Sorcerer has some really impressive damage abilities?

    I hope you understand what I am trying to say… I have probably shown the world what a newby I am with this post but the game hasn’t even launched yet so I may as well get as many questions as I can out now xD

    Sorc's have an amazing damage ability.  It's called Crystal Shards.  That thing hits like a truck.  Also, the execute portion of Mages' Fury hits super hard.  When doing the first dungeon (Banished Cells), I have been responsible for dropping a boss from 20% to dead in a matter of seconds by simply spamming this ability.  It's great.  Also, Daedric Cursed morphed for a 3.5 second countdown is also pretty good.  Against a tougher mob, you can Daedric Curse -> Crystal Shard combo for large chunks of damage, following it up with Mages' Furies to drop them to 0 health.

  2. #22

    Nybling

    Contributor2079 Posts
    mckeando wrote on February 12, 2014

    Nice article here Nybling, I wonder what the best combination of skills will be with the sorcerer. For some reason I feel having a physical presence as well as the magical one may make a very powerful hybrid. Nonetheless, one cannot overlook the great skills found under the Destruction Staff tree!

    A good early game build w/ a destruction staff would look like:

    1) Crystal Fragments (Crystal Shard morph)

    2) Velocious Curse (Daedric Curse morph)

    3) Endless Fury (Mages' Fury morph)

    4) Unstable Wall of Elements (Wall of Elements morph from Destro staff)

    5) Magelight (for more crit)

    Ultimate) Storm Atronach.

  3. #23

    Nybling

    Contributor2079 Posts
    Mrdstar wrote on February 12, 2014

    Thank you so much for the article. I was wandering if a bow sorc could easily be done?

    Yes, Sorcs are basically a class that can use any weapon and be awesome.  Bow sorcs can be really good, but I'm afraid I can't get into those details at this time.

  4. #24

    Antraeus

    Member2 Posts

    Magelight  crit morph is 17% not 20%

    Storm Calling's Ult gives you a temporary 5 extra ability slots because it is considered a weapon for its duration. This means you can be a healer support without a destruction staff or weapon and still be able to dish out a ton of DPS once the toggle is filled, replacing all your support abilities with raw damage ones.

    <redacted>

    Soul Trap becomes a highly efficient DoT when you use Restoring Trap morph, becoming gradually more effective the more you gain passives from Cloth and Sorcerer Passives. You can combine this DoT with other DoTs like Poison Arrow, increasing your DPS without resorting to magicka. Restoring Soul Trap Morph restores 7% on all stats can be exceedingly useful if you're constantly in combat. I made a Daedric Sorcerer and used it as supplemental damage with great effect, adding an easy 10DPS on the target, it filled the gap before I was able to morph Daedric Curse into Velocious. I was paying at one point 90 magicka for 100 damage over 10 seconds. In PvP I found it very useful, because it helps to counter health regeneration. I recommend putting Soul Trap on your bar if you're going the Daedric route as it fits in nicely with this play style of consistent DPS over burst.

     

    I don't realize whose censoring my posts, but why?

    ”And if you gaze for long into an abyss, the abyss gazes also into you.”

  5. #25

    JustBarbaric

    Member467 Posts
    Nybling wrote on February 12, 2014

    JustBarbaric said on February 12, 2014 :

    Great write-up @Nybling! I do have one question about the Sorcerer…

    From what I have researched about the Sorc and from reading this article it seems that the Sorc doesn’t really have a really great damage ability. It has some incredible control effects and Crystal Shards, Mages Fury and Bolt Escape definitely seem to be some of the best abilities I have come across… but compared to the DKnights “Searing Strike” or some of the Nightblades Siphoning abilities the Sorcerer doesn’t seem to be able to compare on a damage scale. Combined with the destruction staff (which I will be using) which seems to have practically no really useful abilities compared to other weapon skill the sorcerer really doesn’t seem to be able to pull off a huge amount of damage. I hope I missed something (I’m not the best theorycrafter nor do I have the most knowledge about the games classes and abilities) so I hope you can prove me wrong with a few abilities the sorc provides which my enemies should be afraid of xD

    So to summarise with a question… Do you think the Sorcerer has some really impressive damage abilities?

    I hope you understand what I am trying to say… I have probably shown the world what a newby I am with this post but the game hasn’t even launched yet so I may as well get as many questions as I can out now xD

    Sorc’s have an amazing damage ability. It’s called Crystal Shards. That thing hits like a truck. Also, the execute portion of Mages’ Fury hits super hard. When doing the first dungeon (Banished Cells), I have been responsible for dropping a boss from 20% to dead in a matter of seconds by simply spamming this ability. It’s great. Also, Daedric Cursed morphed for a 3.5 second countdown is also pretty good. Against a tougher mob, you can Daedric Curse -> Crystal Shard combo for large chunks of damage, following it up with Mages’ Furies to drop them to 0 health.

    Thanks for the quick response Nybling :) I can see combining crystal shard, daedric curse and mages fury being pretty hard to take particularly if you have enough magicka to drop 2-3 crystal shards after daedric curse with some magicka to spare for quick mages fury spam to finish it would be hard to take for even the tankiest build although it would require a ton of magicka.

    Again, thank you for the quick response and insight! :D

     

     

  6. #26

    Stonesthrow

    Member747 Posts

    Awesome article! I have played a Sorc for Aldmeri as well and that's as far as I'll go... so I know you speak the truth.

    Question: Mages Guild - you find books on the starter island... if any of them were what the mages guild were looking for prior to you joining, are they retroactive as far as experience or do we have to go back and "find" them again to fill up the lore book log and get "rep" for them? I wasn't paying attention. Obviously the fighters guild isn't going to reward you with any Daedric type kills before joining, which is why I was wondering if you knew. Either way, highly recommend joining any guild ASAP before anything else to not miss out on every drop of rep.

    I disagree about the altar ability from Undaunted as it can provide you with a self healing ring to hang out in during a tough fight even though you can't "pray" at yourself.

    The Sorc covers the well known class types of mage, hunter and warlock pretty well, so if you were ever wanting to play a character that could tap into those three... now's your chance folks!

    Wish I knew what we can and can't say so I could ask more important questions, but not worth angering the Gods of Zos. Keep up the good work!

     

     

  7. #27

    Nybling

    Contributor2079 Posts
    Antraeus wrote on February 12, 2014 Magelight crit morph is 17% not 20%

    Wrong.  It's 20% at rank 4.

    [quote]Storm Calling’s Ult gives you a temporary 5 extra ability slots because it is considered a weapon for its duration. This means you can be a healer support without a destruction staff or weapon and still be able to dish out a ton of DPS once the toggle is filled, replacing all your support abilities with raw damage ones.[/quote]

    Yes, but this is probably not intended.  I'm not going to give people information on something that may or may not be bugged until ZOS has a chance to respond to it.  If this is intended, I'll be the first person to toot the horn of this, but if it's not?  Well, then giving people the information would only prove to be false in that case.

    [quote]NDA breaking text.[/quote]

    Perhaps you missed the part where we can only talk about 1 to 15 content.  What you are saying is breaking NDA.

    [quote]Soul Trap becomes a highly efficient DoT when you use Restoring Trap morph, becoming gradually more effective the more you gain passives from Cloth and Sorcerer Passives. You can combine this DoT with other DoTs like Poison Arrow, increasing your DPS without resorting to magicka. Restoring Soul Trap Morph restores 7% on all stats can be exceedingly useful if you’re constantly in combat. I made a Daedric Sorcerer and used it as supplemental damage with great effect, adding an easy 10DPS on the target, it filled the gap before I was able to morph Daedric Curse into Velocious. I was paying at one point 90 magicka for 100 damage over 10 seconds. In PvP I found it very useful, because it helps to counter health regeneration. I recommend putting Soul Trap on your bar if you’re going the Daedric route as it fits in nicely with this play style of consistent DPS over burst.[/quote]

    Yeah, Soul Trap offers some good options for DOT-builds.  Personally that is not my style of play, but certainly the ability has a number of uses for various playstyles.

     

  8. #28

    Eric-Prydz

    Member281 Posts

    Give me Conjured Weapons already! That def needs to be part of the Sorcerer lines!

  9. #29

    Ruebs

    Member172 Posts

    @Nybling "a light-armor sorcerer is going to hit the Magicka regen soft cap without the Altmer racial bonus."

    Are sure about this? This is the information i've been searching for , fora loooonnng time!

     
  10. #30

    Cheers

    Member118 Posts

    Excellent, well written article!  I only played the last beta but your article has me second guessing my Templar.  Bolt Escape looks like one of the best abilities in the game on paper, would you be able to comment on it?  Also, the speed buff you mentioned from Lightning Form would seem to make the sorcerer the best class for kiting in the game.

     

    Cheers!

  11. #31

    Atropos

    Administrator3185 Posts

    Great job @Nybling!

    Old Night wrote on February 12, 2014

    I’m wondering if you think A Melee Sorc is a viable build?

    That's what I'll be playing at launch!

    Creator of Ashen Foundry and Tamriel Foundry. Former guildmaster of Entropy Rising. Economist and MMO enthusiast.

  12. #32

    Nybling

    Contributor2079 Posts
    Stonesthrow wrote on February 12, 2014

    Awesome article! I have played a Sorc for Aldmeri as well and that’s as far as I’ll go… so I know you speak the truth.

    Question: Mages Guild – you find books on the starter island… if any of them were what the mages guild were looking for prior to you joining, are they retroactive as far as experience or do we have to go back and “find” them again to fill up the lore book log and get “rep” for them? I wasn’t paying attention. Obviously the fighters guild isn’t going to reward you with any Daedric type kills before joining, which is why I was wondering if you knew. Either way, highly recommend joining any guild ASAP before anything else to not miss out on every drop of rep.

    Only certain books give you Mages Guild XP, but yes, any book you find that would normally grant you this XP will reward that XP retroactively once you join the Mages Guild.  the first books tend to be found out of the starter islands.

    [quote]I disagree about the altar ability from Undaunted as it can provide you with a self healing ring to hang out in during a tough fight even though you can’t “pray” at yourself.[/quote]

    Maybe, I've personally found it utterly underwhelming.  Even the morphs. :/  Using one that someone else has dropped is okay healing, but the actual health regen buffs from it are pretty minimal.

     

  13. #33

    ESeregon

    Member88 Posts
    Nybling wrote on February 12, 2014

    @ESeregon — You should. Sorc Master Class.

    Shall look into it.... when able :p

    A process cannot be understood by stopping it. Understanding must move with the flow of the process, must join it and flow with it.

  14. #34

    Burni

    Member426 Posts

    @Nybling

    I was wondering about the magelight ability... did you try if you can sneak while the ability is active?

    Also nice article,

  15. #35

    BTboom

    Member27 Posts

    Not really planning on making a Sorcerer build at all, but only time will tell

     

  16. #36

    Ascaweth

    Member16 Posts

    About destruction staff:

    Really ?

    First passive is useful mostly on Frost, less likely on others.

    Fourth is good on fire and frost, while no idea how it works on lightning.

    Third is vague, my guess is lower specific elements resistance, for instance Nords will have higher chance to resist chill from frost staff, unless countered by this passive.

    If this is how it works then it might be worth putting points there.

    But the second and fifth ? Total waste of points for sorcerer. They only apply to spells from staffs not attacks.

    For second spells from staff don't do good damage to actually benefit from it. And fifth, you will be using Mage's Fury to finish opponent.

    Overall i don't really see much point in putting points in there, there are much more useful things to do. And i honestly would prefer if they would redo all of them.

    Compared to other weapons, staff passives are the worst.

    In my opinion there are only 2 things redeeming staff for sorc: first is Weakness of Elements, and second is synergy with racial passives (Altmer, Dunmer),

    otherwise bow is simply superior.

  17. #37

    Nybling

    Contributor2079 Posts
    Ruebs wrote on February 12, 2014

    @Nybling “a light-armor sorcerer is going to hit the Magicka regen soft cap without the Altmer racial bonus.”

    Are sure about this? This is the information i’ve been searching for , fora loooonnng time!

    Yes.  Magicka regen softcap and I have been old friends.  /SIGH.

    @Cheers -- Unfortunately at this time I cannot provide more detail on Bolt Escape. :(  As to Lightning Form, yeah the morph to give run-speed is really, really good.  Hell, you can move faster than someone with a low level mount for a long time. :P

  18. #38

    Raven Ninjato

    Member12 Posts

    Great review and contribution - ty!

  19. #39

    Ruebs

    Member172 Posts
    JustBarbaric wrote on February 12, 2014

    From what I have researched about the Sorc and from reading this article it seems that the Sorc doesn’t really have a really great damage ability. It has some incredible control effects and Crystal Shards, Mages Fury and Bolt Escape definitely seem to be some of the best abilities I have come across… but compared to the DKnights “Searing Strike” or some of the Nightblades Siphoning abilities the Sorcerer doesn’t seem to be able to compare on a damage scale. Combined with the destruction staff (which I will be using) which seems to have practically no really useful abilities compared to other weapon skill the sorcerer really doesn’t seem to be able to pull off a huge amount of damage. I hope I missed something (I’m not the best theorycrafter nor do I have the most knowledge about the games classes and abilities) so I hope you can prove me wrong with a few abilities the sorc provides which my enemies should be afraid of xD

    So to summarise with a question… Do you think the Sorcerer has some really impressive damage abilities?

    I hope you understand what I am trying to say… I have probably shown the world what a newby I am with this post but the game hasn’t even launched yet so I may as well get as many questions as I can out now xD

    Bro, I've played Templar, Sorc and Dk in Beta, and so far Sorc does BY FAR the most damage. Take the first skills for example: (Full skill description and statistic write-up found here: http://skillcalc.massyx.de/)

    Sorc first skill 'Crystal Shard' Deals 2-3 time more damage then ANY other starting skills from any other class. "It also remains a staple of Sorcerer damage throughout the leveling process thanks to its morphs." As quoted in the OP.

     

     
  20. #40

    Stonesthrow

    Member747 Posts

    Thanks for the info about the books and I see what you mean about the Altar/Well... I found it useful a few times and yeah, better if someone else drops one.. lol. Frees up a slot.

    Since I didn't get zapped for that one, I'll go with this...

    I was just experimenting, so I went all Dark Magic / Destro Staff and found myself solo PVE killing multiple mobs regularly at 2 or 3 levels higher than me due to the crowd control ability. I was 25ish in Dark and Destro by level 12. Was a helluva lot of fun!

    Look forward to trying out some of the stuff you mentioned in the OP.

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