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[kTERA]GM Note: Sorcerer revamp explanation and improvement notice
Hello-
I roughly translated a recent GM Note on some additional changes and rollback on Sorcerer and etc
If anyone wants to take a read it's here
- Changed skill display from player perspective and other players
- Planned for future raid content (hopefully no more Nexus/Dreamstorm-like lag)
- Sorcerer skill changes in respect to PvP
- Warp Barrier rollback: iframe and can use other skills while in effect - "공간 왜곡 스킬 효과 적용 중에도 스킬 시전이 가능하도록 변경 됩니다." and others
Cheers,
seraphinush
- Archer
- Ascension Valley
ps. if anyone sees any translation errors let me know! these GMs don't tend for grammar much
I roughly translated a recent GM Note on some additional changes and rollback on Sorcerer and etc
If anyone wants to take a read it's here
- Changed skill display from player perspective and other players
- Planned for future raid content (hopefully no more Nexus/Dreamstorm-like lag)
- Sorcerer skill changes in respect to PvP
- Warp Barrier rollback: iframe and can use other skills while in effect - "공간 왜곡 스킬 효과 적용 중에도 스킬 시전이 가능하도록 변경 됩니다." and others
Cheers,
seraphinush
- Archer
- Ascension Valley
ps. if anyone sees any translation errors let me know! these GMs don't tend for grammar much
10
Comments
But i wonder if by "Battleground gear" they mean the eq gear only..if the damage really is lower than it should that isnt a real fix but well better than nothing i guess.
Ty
More like another round of [filtered] that majority of players will diligently eat.
It seems like it's more of to reduce effects of abilities, so unless your issues come from that, it's not going to help at all other than for the future raid. For me the only ability that greatly decreases my performance is Growing Fury, for what ever reason.
Good to see that at least they were quick to realize their changes were not taking PvP into consideration.
But man, that's concerning. Non equalized PvP and duels are going to suck.
No [filtered] geniuses. Why did they think something so potent was a good idea for pvp in the first place?
Because sorc needed it. I'm pretty sure sorc was the weakest pvp class in a 1v1 scenario before the july patch of last year, if I remember well. Traps were half as fast as they are today, had only 1 single stagger (ranged and mostly useless against melee classes) and overall easily readable and countered by almost any class if you just payed attention to what the sorc was doing. Sorcs mostly only excelled in fight wheres the enemy lost focus on them and then they were able to aoe damage, cc healers and such. But with warp barrier as it is now, 25% of the time sorc has a chance of not being "kited" and predicted and make the opponent fear for their lives and get away as their staggers might not stop the stun trap or whetever, which in my opinion is only fair and balanced :^).
I mean look at the score boards for champion skyring on mt and tell me how many sorcs you see on top 10, you might see one 1 or 2, those 3 year old veterans who know the game pvp mechanics left and right and are the only ones allowed to play and practice since the new ones will most probably suck and will be kicked over and over until they will give up on the game. Then see how many brawlers, reapers, ninjas get on top, sure thing if warp barrier was that OP it needed to be removed you would see something different, right?
Sorc needed Warp Barrier, yes. But at the duration and cooldown it has? Absolutely not. 25% immunity uptime with freecast is dumb. Not seeing sorc at the top of the boards just means less people are playing sorc - most likely due to the fact that the class has a steep learning curve which turns a lot of players away, same as berserker. But played at their best, those two classes have the best all-around potential next to reaper. Even with BoC still being a thing, sorc has virtually no downtime and they have the luxury of being a ranged class despite being squishy. If you go on Tera EU, a lot more people play sorc because they have a concept of just how strong it is when utilized properly.
I do not think Warp Barrier needs to be removed, but rather it needs an increase in cooldown and decrease in duration or at least a removal of the glyphs so it remains an emergency skill and not a free pass to make everything slide off them a quarter of the time. Also of course brawlers, reapers, and ninjas are at the top of the boards; they're painfully easy to pick up with far more reward from less effort with reaper in particular being up and down broken with no redemption.
Also I know how weak sorc was 1v1; I mained sorc from VM1-2 and it's the exact reason I picked up melee classes. When Flame Pillar stagger and Warp Barrier became a thing I was happy for those that stuck with the class but I'll never concede at this point that WB hasn't become a tad out of hand with how frequent it's usable and for how long it lasts on top of the other two iframes, escape, and variety of (short and long-ranged) crowd control. Sorc has basically gone from being nearly unable to handle melee (with the exception of old slayer) to becoming the anti-melee class of choice. Between four slows, staggers at two ranges, four escapes, a root, a silence, a sleep that can reset (and is inescapable when scaled with attack speed upon staggering), a stun that can go through block, two knockdowns, two mana drains, and the best burst damage in the game, I really don't think sorc would suffer from a 0.5-1s duration nerf and 1.5x cooldown increase on WB.
If only we could use all that sorc CC in pve. >.<
Warp Barrier is fine. It's our only saving grace compared to other classes.
Every class has a skill that may or may not be as good as warp barrier.
Yes, of course the cooldown of WB is not comparable to the cooldown of other classes steroid and utility skills, but Sorc being super squishy as it is, especially with our lowered pvp defense, the skill is quite the saving grace when most classes can 1 shot or 1 combo us to zero.
Fireblast pvp damage has been reduced time over time to a total of 20%-25%.
Nova and void pulse pvp damage is 10%-15% weaker than what the base damage says on the tool tip.
Our CC has been rendered almost useless.
Mana draining skills can only help so much with high CDs and when our skills consume tons of mana.
Jaunt has a CD of 15 seconds now, 13 if glyphed, and 11 if running double CDR and energetics.
Backstep is our only reliable iframe when WB and jaunt are on CD. Glacial is just a repositioning skill that slows an opponent, but can be stun/staggered/KD at any time.
Stone skin has a long CD and a slight delay after the skill is over, which most people know how to take advantage of.
Our filler skills are only useful to stagger or stagger into sleep. Though, people playing with 40ms or lower have a chance to get out of the stagger, unless you as a Sorc stack max attack speed(+46) and with low ping would make it impossible to get out of, unless server delay/ping rise.
Warp barrier, or any iframe for that matter, can be pressured to be casted prematurely at times. It happens to the best of us.
And lastly, we depend on celerity. 10 second down time seems like forever. If running double CDR and energetic, then the downtime is 5 seconds. Though, unless someone is willing to stick to Sorc class, learn it, spend tons of gold to perfect roll and level 3 etch a BiS weapon/gear, 10 seconds is quite lengthy when against other classes with this current pvp meta.
So yes, warp barrier is our saving grace.
TL;DR
We've been nerfed and gutted quite a bit, and we highly depend on burst of celerity. Why nerf and gut us more by increasing the cooldown of one skill that help keep our clothy butts stay alive? Warp barrier is our saving grace, especially with all the revamp changes coming up.