Septimus_Magna wrote: »Pvp can be very easy if you know what you're doing as sorcerer. Atm I have no problem with any class 1vs1. The trick is to use BE in combination with elusive mist form, this allows you to blink away without burning all magicka instantly because there is more than 4s between BE. You could even do it with Streak and Boundless Storm if you are not a vamp.
You should try 1v1ing good players then. The kind of players who still target and root you while you're in mist form.
Yolokin_Swagonborn wrote: »The meta has had a chance to evolve and there are plenty of counters for bolt escape now. The "spam punishment" is a very inconsistent design choice and doesn't fit the spirit of an elderscrolls game. Although many class skills are borderline OP if spammed, bolt escape is the only ability in game that punishes you for spamming it. In a game ostensibly designed with no cooldowns, this is a step in the wrong direction
So why was bolt given a magicka penalty and other "OP" spamable abilities were not? The best answer I could find for this is below:Yolokin_Swagonborn wrote: »I still don't get why every class has abilities that are borderline OP when spammed but sorcs are the only class in the game with an ability that punishes you for spamming it.
Spamming dragon blood/talons/flappy wings is just as powerful as spamming streak ever was. Same thing with blazing shield or sap essence.
Because its ok if the cookie looks tasty but is filled with nails rather then have the cookie running away from you.
Thats basically it. You won´t eat the cookie either way but the feeling is different. Sorcs getting away ppl feel cheated out of their "earned" victory over a class with no incombat heal. They lack the understanding that teleporting away is basically the same as a dk popping gdb and standard of might to go full health and resources again (and them ****ing them).
That's the real reason. People feel that they deserve the kill if they get a sorc to low health. If the sorc escapes, it bothers them infinitely more than a templar or DK coming back from the dead and stomping them - even though its the exact same thing!!!
But having high mobility in exchange for low survivability is part of the sorc toolkit. Bolt is well past due for an unnerf. I have a detailed write-up as to why it should be un-nerfed HERE. It is the most comprehensive argument on why BE should be unnerfed. Read it and click agree if you like it. I will edit any other arguments you would like to add.
Septimus_Magna wrote: »The combination of BE and mist form/boundless storm allows for fast retreat so I find it very useful in situations where Im outnumbered.
And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.
Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.
So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.
Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.
Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
CC immunity only works against hard CC, not roots and snares.Septimus_Magna wrote: »Septimus_Magna wrote: »Pvp can be very easy if you know what you're doing as sorcerer. Atm I have no problem with any class 1vs1. The trick is to use BE in combination with elusive mist form, this allows you to blink away without burning all magicka instantly because there is more than 4s between BE. You could even do it with Streak and Boundless Storm if you are not a vamp.
You should try 1v1ing good players then. The kind of players who still target and root you while you're in mist form.
Its hard for players to target or root me if I blink away out of their line of sight. You could also take a potion to become CC immune for 15 seconds to avoid roots in open field. But the most important thing is line of sight because it prevents them from charging in time after time.
The combination of BE and mist form/boundless storm allows for fast retreat so I find it very useful in situations where Im outnumbered.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Pancake-Tragedy wrote: »Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Literally everything listed in this post explains how little you know about sorcs.
2. If you are running in a group and you can't lock down a single sorc, then I'm not sure anyone on this forum can help you. Two players that know what they are doing can render a sorc trying to BE away useless. Unless the sorc sat 30+ meters out, in which case he was playing very conservatively and isn't posing much of a threat to anyone. Throw a couple of snipes his way and I bet he will f*** off really quick.
Pancake-Tragedy wrote: »Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Literally everything listed in this post explains how little you know about sorcs.
1. I agree, ambush is not a good gap closer against BE because of the cast time/pathing issues but crit charge and shield charge work just fine. As long as you were in range to activate the skill, you will follow the sorc even if he bolts out of the initial range requirement.
2. If you are running in a group and you can't lock down a single sorc, then I'm not sure anyone on this forum can help you. Two players that know what they are doing can render a sorc trying to BE away useless. Unless the sorc sat 30+ meters out, in which case he was playing very conservatively and isn't posing much of a threat to anyone. Throw a couple of snipes his way and I bet he will f*** off really quick.
3. I don't know of any sorc that slots purge in their setups unless they are doing so to assist Templars in cleansing, which is usually done in a group format, not the solo roaming sorc that most people complain about.
4. With food a sorc has 11.3k stamina without any other stat contributions. That allows a sorc to get 2 hard CC breaks (3 if you pop a tripot), or 3 dodge rolls, and that's assuming the sorc didn't block any attacks. Also, Light attack weaving (with a staff) does nothing to sustain stamina. In fact, light attack weaving in general (except for nightblades with siphoning attacks) does nothing to sustain resources. Only a fully charged heavy attack will replenish resources.
5. These sorcs that have 14k hp (17.4k with food) because they pump all of their stats into magicka. This is actually smart for survivability because of Hardened Ward, which scales off of magicka. This is a sorcs ONLY source of in-combat survivability. We don't get an in-combat heal (don't say clannfear, it is a joke if you need it more than once in a fight), so we rely on Ward and superior mobility via BE.
Pancake-Tragedy wrote: »Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Literally everything listed in this post explains how little you know about sorcs.
1. I agree, ambush is not a good gap closer against BE because of the cast time/pathing issues but crit charge and shield charge work just fine. As long as you were in range to activate the skill, you will follow the sorc even if he bolts out of the initial range requirement.
2. If you are running in a group and you can't lock down a single sorc, then I'm not sure anyone on this forum can help you. Two players that know what they are doing can render a sorc trying to BE away useless. Unless the sorc sat 30+ meters out, in which case he was playing very conservatively and isn't posing much of a threat to anyone. Throw a couple of snipes his way and I bet he will f*** off really quick.
3. I don't know of any sorc that slots purge in their setups unless they are doing so to assist Templars in cleansing, which is usually done in a group format, not the solo roaming sorc that most people complain about.
4. With food a sorc has 11.3k stamina without any other stat contributions. That allows a sorc to get 2 hard CC breaks (3 if you pop a tripot), or 3 dodge rolls, and that's assuming the sorc didn't block any attacks. Also, Light attack weaving (with a staff) does nothing to sustain stamina. In fact, light attack weaving in general (except for nightblades with siphoning attacks) does nothing to sustain resources. Only a fully charged heavy attack will replenish resources.
5. These sorcs that have 14k hp (17.4k with food) because they pump all of their stats into magicka. This is actually smart for survivability because of Hardened Ward, which scales off of magicka. This is a sorcs ONLY source of in-combat survivability. We don't get an in-combat heal (don't say clannfear, it is a joke if you need it more than once in a fight), so we rely on Ward and superior mobility via BE.
Learn from someone:
https://www.youtube.com/watch?v=CavgvcUe3i8
Pancake-Tragedy wrote: »Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Literally everything listed in this post explains how little you know about sorcs.
1. I agree, ambush is not a good gap closer against BE because of the cast time/pathing issues but crit charge and shield charge work just fine. As long as you were in range to activate the skill, you will follow the sorc even if he bolts out of the initial range requirement.
2. If you are running in a group and you can't lock down a single sorc, then I'm not sure anyone on this forum can help you. Two players that know what they are doing can render a sorc trying to BE away useless. Unless the sorc sat 30+ meters out, in which case he was playing very conservatively and isn't posing much of a threat to anyone. Throw a couple of snipes his way and I bet he will f*** off really quick.
3. I don't know of any sorc that slots purge in their setups unless they are doing so to assist Templars in cleansing, which is usually done in a group format, not the solo roaming sorc that most people complain about.
4. With food a sorc has 11.3k stamina without any other stat contributions. That allows a sorc to get 2 hard CC breaks (3 if you pop a tripot), or 3 dodge rolls, and that's assuming the sorc didn't block any attacks. Also, Light attack weaving (with a staff) does nothing to sustain stamina. In fact, light attack weaving in general (except for nightblades with siphoning attacks) does nothing to sustain resources. Only a fully charged heavy attack will replenish resources.
5. These sorcs that have 14k hp (17.4k with food) because they pump all of their stats into magicka. This is actually smart for survivability because of Hardened Ward, which scales off of magicka. This is a sorcs ONLY source of in-combat survivability. We don't get an in-combat heal (don't say clannfear, it is a joke if you need it more than once in a fight), so we rely on Ward and superior mobility via BE.
Learn from someone:
https://www.youtube.com/watch?v=CavgvcUe3i8
Pancake-Tragedy wrote: »Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Literally everything listed in this post explains how little you know about sorcs.
1. I agree, ambush is not a good gap closer against BE because of the cast time/pathing issues but crit charge and shield charge work just fine. As long as you were in range to activate the skill, you will follow the sorc even if he bolts out of the initial range requirement.
2. If you are running in a group and you can't lock down a single sorc, then I'm not sure anyone on this forum can help you. Two players that know what they are doing can render a sorc trying to BE away useless. Unless the sorc sat 30+ meters out, in which case he was playing very conservatively and isn't posing much of a threat to anyone. Throw a couple of snipes his way and I bet he will f*** off really quick.
3. I don't know of any sorc that slots purge in their setups unless they are doing so to assist Templars in cleansing, which is usually done in a group format, not the solo roaming sorc that most people complain about.
4. With food a sorc has 11.3k stamina without any other stat contributions. That allows a sorc to get 2 hard CC breaks (3 if you pop a tripot), or 3 dodge rolls, and that's assuming the sorc didn't block any attacks. Also, Light attack weaving (with a staff) does nothing to sustain stamina. In fact, light attack weaving in general (except for nightblades with siphoning attacks) does nothing to sustain resources. Only a fully charged heavy attack will replenish resources.
5. These sorcs that have 14k hp (17.4k with food) because they pump all of their stats into magicka. This is actually smart for survivability because of Hardened Ward, which scales off of magicka. This is a sorcs ONLY source of in-combat survivability. We don't get an in-combat heal (don't say clannfear, it is a joke if you need it more than once in a fight), so we rely on Ward and superior mobility via BE.
Learn from someone:
https://www.youtube.com/watch?v=CavgvcUe3i8
Pancake-Tragedy wrote: »Pancake-Tragedy wrote: »Teargrants wrote: »Some people don't seem to understand how Sorc plays in 1.6.And I've had a person spam crit rush on me all the way from glade lumber back to aleswell mine. The way 1.6 works, light and medium armor users can basically have infinite magicka or stamina. There are sacrifices required to do this, I only have 14k health in Cyrodiil and 8k stam. I can CC break once, if I get knocked down again without full shields up I get to watch myself die. The ones that don't do this can't kite zergs around effectively as you complain about.I have seen sorcerers kitting large groups by using 8-15 bolt escapes cast simultaneously. I will record this next time I am skirmishing.Gap closers ignore snares as well, and if you want to talk about roots, ambush ignores those too. In regards to disengaging from fights, I direct you to the preceding sentence: gap closers prevent sorcs from disengaging. Use them. Additionally, light armor + dodge/block/cc break nerfs means that magicka sorcs die fast without kiting. If I wait until I "feel I might lose" to disengage, it means I'm already dead.It is till the quickest mobility skill in the game whilst a user is in combat, it ignores snares (which I think is utterly imbalanced) and allows the user to disengage fights whenever they feel that they may lose. I do not see how any person can justify having the ability to remove themselves from danger after engaging in combat.So whereas DKs and temps can tank/sustain through multiple enemies, sorcs and non tank NB's should what, just die? Because that's what happens if you remove bolt escape and cloak as escape tools from those classes. What you state is exactly how I view combat playing on my sorc. When I go into a fight I'm committing to having people gap close me for the next few minutes. If I misjudge and there's archers in stealth, I die in about 5 sec.Players need to be mindful of the odds when they engage in combat, you are essentially gambling with your characters life and need to in some cases chose not to initiate combat because you might die. When you commit to a fight you should have to see that wager through, if you misjudged the situation and are losing as a result you should die from that mistake.Dude that was a joke, right? Snares and speed buffs to control combat range? You are aware gap closers exist? Bolt escape takes 2 slots on my bar + my entire gear build to sustain it.If you want to control combat range you should be taking a snare to slow your opponents and then be buffing your own speed. To do this should require a considerable investment of slots in one of your skill bars (2-3 of your skills) because it is such a powerful deciding factor in fights.Bolt escape is only a safety net against people that don't use any of the various counters. Gap closers are available to all in their class line as well as two hander and sword/shield. DKs can even chain pull themselves after sorcs now. What exactly is your alternative for how magicka sorcs are supposed to play?If anything I think that bolt escape is too much of a safety net to players unwilling to take risks to gain rewards. I have been playing PVP in open world MMO's since 2006 and find TESO to still be one of the more forging pvp experiences. TESO 1.6 was an update I was waiting for since 2 months after release. It has been a great improvement to an otherwise biased character build system.
I have used both critical charge and ambush in an attempt to keep up with bolt escape sorcs, they are not reliable in that they require LOS, often I find that bumps in the terrain will prevent the skill activation. Also worth mentioning the server delay on skill activation has on many occasions resulted in an animation and audio triggers associated with skill activation but my character has remained in the same spot without the skill effect taking place.
I normally run in a group or 3-8 people, many of whom are among the top 40 on Thornblade, when engaged by a good sorc unless we stun and kill him in the opening of a fight we know there is little to no chance of holding him down to apply DPS. Attempting to DoT the target is also pointless with most decent skirmish sorcs slotting condition removal. We do not chase, 60% of the time you will end up running after him into a trap/zerg (AD biggest culprits here), only idiots will charge blindly in combat areas after a player for more that 50-75 meters.
If you are having problems with low stamina whilst using an 8k pool you are clearly not using tri-boost food which should put you over 10k, a 10k pool purely for CC breaks and dodge rolling. If you are running out of stamina in combat you aren't weaving in light attacks between your skills which is essential for sustaining resources.
Also worth noting that on your 14k health buffer with light armour you are 1-shot target and should look at redistributing your attributes, you will never survive an engagement where the opponent is able to use at least 2 skills on you or 1 skill such as snipe on a crit. The mistake of using shields as your HP primary buffer in order to tank is no doubt also a large contributor to your lack of magika resource. Shields if anything require a combination of HP buffer and HP regen in order to yield best results, else any bleed through is going to kill you outright.
Literally everything listed in this post explains how little you know about sorcs.
1. I agree, ambush is not a good gap closer against BE because of the cast time/pathing issues but crit charge and shield charge work just fine. As long as you were in range to activate the skill, you will follow the sorc even if he bolts out of the initial range requirement.
2. If you are running in a group and you can't lock down a single sorc, then I'm not sure anyone on this forum can help you. Two players that know what they are doing can render a sorc trying to BE away useless. Unless the sorc sat 30+ meters out, in which case he was playing very conservatively and isn't posing much of a threat to anyone. Throw a couple of snipes his way and I bet he will f*** off really quick.
3. I don't know of any sorc that slots purge in their setups unless they are doing so to assist Templars in cleansing, which is usually done in a group format, not the solo roaming sorc that most people complain about.
4. With food a sorc has 11.3k stamina without any other stat contributions. That allows a sorc to get 2 hard CC breaks (3 if you pop a tripot), or 3 dodge rolls, and that's assuming the sorc didn't block any attacks. Also, Light attack weaving (with a staff) does nothing to sustain stamina. In fact, light attack weaving in general (except for nightblades with siphoning attacks) does nothing to sustain resources. Only a fully charged heavy attack will replenish resources.
5. These sorcs that have 14k hp (17.4k with food) because they pump all of their stats into magicka. This is actually smart for survivability because of Hardened Ward, which scales off of magicka. This is a sorcs ONLY source of in-combat survivability. We don't get an in-combat heal (don't say clannfear, it is a joke if you need it more than once in a fight), so we rely on Ward and superior mobility via BE.
Learn from someone:
https://www.youtube.com/watch?v=CavgvcUe3i8
Watch the last fight in that video
Spoiler alert: I win.
Edit: Not to say anything about Leper Si, I learn a lot from his videos and try to apply some of his methods to my own playstyle.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Need to make it so the balls actually absorb stuff 100% accurately then, instead of this roll of the dice it is now.ishilpatelb14_ESO wrote: »I think streak is perfectly fine the way it is. If you nerf it anymore it would become useless, and if you buff it even the slightest, it would become entirely OP. As it stands, it's a really good skill, but not OP, it would be OP if the cooldown was removed. That being said, I think ball of lightning shouldn't be able to absorb an infinite amount of spell projectiles, it should be nerfed to around 6 or so since another one can be produced after 4 seconds anyway if one waits for the cooldown. Alternatively, it can be changed so that when a new ball is produced the old one disappears.
Pancake-Tragedy wrote: »xsorusb14_ESO wrote: »Pancake-Tragedy wrote: »You're talking about whether or not there should be a mechanic that restricts consecutive bolt escapes.Pancake-Tragedy wrote: »The only argument people have for BE retaining its increased magicka cost is that a sorc can BE away. Sure sorcs can kite/run away very well, but most players also seem to look past the fact that any build that uses a charge can stick with them the entire time.
I'm talking about the fact that restricting bolt escapes is intended by ZOS and that there are better ways to do it, (namely ones that wouldn't so harshly impact stamina builds).
The restriction on BE came during a time when the entire community was crying about sorcs being able to run away from fights and no one figured out that a charge could follow a bolt escaping sorc.
You're right in that other mechanics would be irrelevant if they just gave up whole restriction concept. But they haven't. It has only gotten more restrictive over time because the method they are using is not a great way to do it.
Only one skill in the whole game has a restrictive mechanic. Can you guess which one it is?
Wait, you think people didn't know you could charge a sorc back then? That's why no one was doing it?
Charging a Sorc going in a straight line is all fun and dandy....But the second they broke LOS by Teleporting behind say a Tree or a Rock and you couldn't Charge them because your ability actually required LOS they'd be gone...and there is nothing you could do to stop them..They can do the same thing right now...only they can't come back 2 seconds later and open on ya again because Mana like before..That is really the only difference.
Everyone seems to have a story about the sorc that got away. You know, because escaping a fight is OP.
No one ever recalls how they "locked that noob streaking sorc" down with shield charges/talons/stampede/fear until the sorc was out of stamina and then that sorc turns into a punching bag.
xsorusb14_ESO wrote: »Talons doesn't stop Bolt Escape..neither does Stampede... Shield Charge will for 1 time.. At least till they make it behind a tree
ishilpatelb14_ESO wrote: »So you're problem with sorcs isn't their ability to win fights, but run away from them.
NB cloak can already be used for that, it force misses atks on activation.ishilpatelb14_ESO wrote: »So you're problem with sorcs isn't their ability to win fights, but run away from them.
If nightblades had a morph for cloak that made them immune to damage but unable to deal damage for the purpose of disengaging whenever they felt like it, would that be OK with you since they were simply running away? As in the effectiveness of an escape tool doesn't matter since you're not killing someone, (at least I think that's what you're saying).
I ask because some people talk about how you can easily counter BE, while others talk about how it's not a problem that BE is so effective because they're just disengaging. Those arguments seem kind of mutually exclusive to me.
xsorusb14_ESO wrote: »Pancake-Tragedy wrote: »xsorusb14_ESO wrote: »Pancake-Tragedy wrote: »You're talking about whether or not there should be a mechanic that restricts consecutive bolt escapes.Pancake-Tragedy wrote: »The only argument people have for BE retaining its increased magicka cost is that a sorc can BE away. Sure sorcs can kite/run away very well, but most players also seem to look past the fact that any build that uses a charge can stick with them the entire time.
I'm talking about the fact that restricting bolt escapes is intended by ZOS and that there are better ways to do it, (namely ones that wouldn't so harshly impact stamina builds).
The restriction on BE came during a time when the entire community was crying about sorcs being able to run away from fights and no one figured out that a charge could follow a bolt escaping sorc.
You're right in that other mechanics would be irrelevant if they just gave up whole restriction concept. But they haven't. It has only gotten more restrictive over time because the method they are using is not a great way to do it.
Only one skill in the whole game has a restrictive mechanic. Can you guess which one it is?
Wait, you think people didn't know you could charge a sorc back then? That's why no one was doing it?
Charging a Sorc going in a straight line is all fun and dandy....But the second they broke LOS by Teleporting behind say a Tree or a Rock and you couldn't Charge them because your ability actually required LOS they'd be gone...and there is nothing you could do to stop them..They can do the same thing right now...only they can't come back 2 seconds later and open on ya again because Mana like before..That is really the only difference.
Everyone seems to have a story about the sorc that got away. You know, because escaping a fight is OP.
No one ever recalls how they "locked that noob streaking sorc" down with shield charges/talons/stampede/fear until the sorc was out of stamina and then that sorc turns into a punching bag.
Talons doesn't stop Bolt Escape..neither does Stampede... Shield Charge will for 1 time.. At least till they make it behind a tree
Teargrants wrote: »NB cloak can already be used for that, it force misses atks on activation.ishilpatelb14_ESO wrote: »So you're problem with sorcs isn't their ability to win fights, but run away from them.
If nightblades had a morph for cloak that made them immune to damage but unable to deal damage for the purpose of disengaging whenever they felt like it, would that be OK with you since they were simply running away? As in the effectiveness of an escape tool doesn't matter since you're not killing someone, (at least I think that's what you're saying).
I ask because some people talk about how you can easily counter BE, while others talk about how it's not a problem that BE is so effective because they're just disengaging. Those arguments seem kind of mutually exclusive to me.
Teargrants wrote: »NB cloak can already be used for that, it force misses atks on activation.ishilpatelb14_ESO wrote: »So you're problem with sorcs isn't their ability to win fights, but run away from them.
If nightblades had a morph for cloak that made them immune to damage but unable to deal damage for the purpose of disengaging whenever they felt like it, would that be OK with you since they were simply running away? As in the effectiveness of an escape tool doesn't matter since you're not killing someone, (at least I think that's what you're saying).
I ask because some people talk about how you can easily counter BE, while others talk about how it's not a problem that BE is so effective because they're just disengaging. Those arguments seem kind of mutually exclusive to me.
You're under the impression that cloak works as well as BE for running away? No wonder nobody can agree on how it should work.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"