jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
So many rolling monkeys just dodging all over the bloody place, its annoying and broken.
I think their are posters in these forums that troll these pvp topics. Seems they involve themselves negatively on topics they dont agree with. Every post that is made by them is to derail or incite player to player conflict, thus in turn eventually shutting down the thread. FYI i have discovered their are groups of people that try to control threads by shutting them down this way. So greasy~ i encourage you to report these individuals for purposeful derailing and inciting negative nonconstructive conflict.
To keep on topic.
Yes i as well feel roll dodge is broken. I wish it could be fixed.
So many rolling monkeys just dodging all over the bloody place, its annoying and broken.
jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Magicka character shouldn't be dodge rolling. You're a sorc, shield, heal, streak. Your limited stam should be used for cc break.
kendellking_chaosb14_ESO wrote: »jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Yea show me a VR16 DK with 40k stamina and 1750 recovery the voodoo you can do with Battle Level and CP is not admissible for any argument.
So many rolling monkeys just dodging all over the bloody place, its annoying and broken.
sirrmattus wrote: »
jyates214b14_ESO wrote: »The extra Dodge roll cost hurts magicka builds waaay more than stamina build.
My Sorc gets one Dodge roll, two max, then I'm borderline unable to break CCs.
Just made a stamina DK, he can roll forever with 40k stamina and 1750 recovery. Granted I'm capped for champion points, but I seriously rolled from DC home base in the sewers to the bloodfiend spawn at level 10. Come on now lol.
Magicka character shouldn't be dodge rolling. You're a sorc, shield, heal, streak. Your limited stam should be used for cc break.
Ah, yes, "shield spam"...
Hardened Ward gives you 10k protection and costs you an action. Harness Magicka gives less protection and doesn't work against physical. Healing Ward only gets strong when you're in execute range, and it's also unreliable. But say, 13k+ shield on average use?
You know how much damage a dodgeroll mitigates?
INFINITE amounts! And it also breaks roots, so it's a free cc break on top of it.
A shield absorbs a frag while dodgeroll doesn't care about how many frags are hitting you. Could be one, could be two, could be infinite amounts. For the dodge duration, you are absolutely invincible. Quite different for shields. Also, you can ALWAYS dodge. Mid-swing, no problem. When I have to shield during a hard-cast of frags, I'm done for.
And the kicker?
SHIELD BREAKER.
I have yet to see a Dodge Breaker set.
Listen, ladies and gentleman, the combat text on consoles just revealed how absurdly powerful dodgerolling is. I don't think it should be removed completely, but some reduced mitigation to bring it on par with shielding or healing mitigation should be agreeable. It should either just weaken damage instead of completely ignoring it, or have the invincibility duration significantly reduced.
"At Veteran Rank 16 the base cost of a roll dodge is 3,654 Stamina." --ESO Academy.I can dodge roll 4 times with only 10 k stam.....soooooo if you have 28 k stam, yeah.....
The_Outsider wrote: »"At Veteran Rank 16 the base cost of a roll dodge is 3,654 Stamina." --ESO Academy.I can dodge roll 4 times with only 10 k stam.....soooooo if you have 28 k stam, yeah.....
Say it costs 3k for your first roll, which is quite low, if the above is anywhere near correct.
1) 3000 * .33 = 990
2) 3990 * .33 = 1317
3) 5307 * .33 = 1751
4) 7058
Unless you've got high stamina recovery on a magicka build, or my maths are wrong, you're just making up numbers to try and prove a point. You couldn't even complete 3 rolls, let alone 4.
I've said it before, if you somehow DO have the regen/cost reduction to sustain "infinite" dodge rolls, you're a non-issue because you can't do damage (and you're likely low on stam). I'm fine with a bunch of wet noodles rolling around pointlessly. We've got bigger fish to fry.