htltrashb16_ESO wrote: »spartaxoxo wrote: »htltrashb16_ESO wrote: »
Which, apart from the trials?
Quests that require standing on plates, activating levers together...
Teeba_Shei wrote: »Dark Convergence has no target limit, making it ideal for bombing PUGs. In contrast, Rush is capped at six targets. Dark Convergence also automatically stuns enemies, while Rush does not provide crowd control—you'll need to bring your own stun and a gap closer to use it effectively. Additionally, Rush puts you at greater risk by forcing you into melee range, whereas Dark Convergence can be safely deployed from a distance.
If they were to change it, it would probably just automatically CC the same way dark convergence does, which would be a buff for rush not a nerf.
Dark Convergence:
Pros:
No target limit – hits unlimited enemies in range
Automatically stuns all affected targets (built-in CC)
Can be activated from a safe distance
Ideal for bombing large groups (especially PUGs)
Rush of Agony:
Cons:
Hits a maximum of 6 targets
Does not apply any crowd control (requires separate CC)
Requires a gap closer to trigger
Puts you at risk by forcing you into melee range
Teeba_Shei wrote: »Dark Convergence has no target limit, making it ideal for bombing PUGs. In contrast, Rush is capped at six targets. Dark Convergence also automatically stuns enemies, while Rush does not provide crowd control—you'll need to bring your own stun and a gap closer to use it effectively. Additionally, Rush puts you at greater risk by forcing you into melee range, whereas Dark Convergence can be safely deployed from a distance.
If they were to change it, it would probably just automatically CC the same way dark convergence does, which would be a buff for rush not a nerf.
Dark Convergence:
Pros:
No target limit – hits unlimited enemies in range
Automatically stuns all affected targets (built-in CC)
Can be activated from a safe distance
Ideal for bombing large groups (especially PUGs)
Rush of Agony:
Cons:
Hits a maximum of 6 targets
Does not apply any crowd control (requires separate CC)
Requires a gap closer to trigger
Puts you at risk by forcing you into melee range
dk_dunkirk wrote: »spartaxoxo wrote: »
As one tech CEO put it, to paraphrase, AI is always available, it never needs to eat or sleep, and it doesn't need benefits.
And that's frankly an alarming mindset for all people because the scale of job loss that this can create if left unregulated and unchecked is unprecedented.
As a 30-year full-stack developer who uses "AI" every day, I don't know what these people are smoking. I have to fight with it to get it to do even simple things most of the time, and half the time it looks right, it's still wrong in subtle ways. I'm good at what I do because I understand the problem domain intimately, and can ask the right questions. Coding the answer is a relatively small part of the solving the problem. And yet I'm worried that I, too, will be made redundant because some middle manager thinks I am replaceable with a Copilot subscription.
madmufffin wrote: »GloatingSwine wrote: »madmufffin wrote: »Daedric Summoning(Tank) - Add Rune Prison or Encase. Either would work but I'm leaning towards Rune Prison as the cc component feels more tank oriented and taking the only outright heal from the class out of the healing line feels icky. I'd revert the nerfs to Bound Aegis as well since major resolve is in no way more valuable than 8% mag and minor protection. Passive wise the line already is pretty tank oriented, so I don't think it needs much change.
There's a problem with Daedric Summoning as the tank line which is that summons demand a slot on both bars and "what am I going to do with all these spare skill slots" is not a question tanks get to ask.
So even if they brought utility to the table for tanks you wouldn't be able to use them, and the only tank utility on this line right now is Atronach for team berserk.
Yeah the summons are largely worthless, but historically Clanfear has been the tank pet. Add in bound aegis, hardened ward, rune prison/encase, and atro and it makes it so that flappy bird is the only kinda dead slot as a tanking option.
madmufffin wrote: »GloatingSwine wrote: »madmufffin wrote: »Daedric Summoning(Tank) - Add Rune Prison or Encase. Either would work but I'm leaning towards Rune Prison as the cc component feels more tank oriented and taking the only outright heal from the class out of the healing line feels icky. I'd revert the nerfs to Bound Aegis as well since major resolve is in no way more valuable than 8% mag and minor protection. Passive wise the line already is pretty tank oriented, so I don't think it needs much change.
There's a problem with Daedric Summoning as the tank line which is that summons demand a slot on both bars and "what am I going to do with all these spare skill slots" is not a question tanks get to ask.
So even if they brought utility to the table for tanks you wouldn't be able to use them, and the only tank utility on this line right now is Atronach for team berserk.
Yeah the summons are largely worthless, but historically Clanfear has been the tank pet. Add in bound aegis, hardened ward, rune prison/encase, and atro and it makes it so that flappy bird is the only kinda dead slot as a tanking option.