timidobserver wrote: »Clearly the skill would be OP if it didn't CC the user for 1 second.
Better question is who actually uses charges on loadouts in anything other than leveling and maybe the sick individuals who try to PVP without a bow or bathrobe and stick.
Joy_Division wrote: »It absolutely astounds my have obstinate ZoS is in keeping the unnecessary global cooldown on this skill.
If this had *anything* to do with balance concerns, then all the other gap-closers would have the same cooldown.
Better question is who actually uses charges on loadouts in anything other than leveling and maybe the sick individuals who try to PVP without a bow or bathrobe and stick.
I use Invasion all the time in PvE (that does not mean Trials). It's a great way to handle multiple mobs, Invasion, drop a DoT, turn to the next Mob repeat. Get the timing down, and 3 mobs are just perma stunned while I deal out damage.
I wanted to use the Templar Ability, but not after hearing about this cool down timer. Who's bright idea was that? The whole reason I use Invasion is so I can use another skill immediately after. I am glad I did not waste skill point on this.
Khivas_Carrick wrote: »I'm actually ok with that idea, a melee dot that is.
Khivas_Carrick wrote: »I'm actually ok with that idea, a melee dot that is.
Khivas, let's look at it this way:
How does it fit into the kit? Even if it worked like it was supposed to, would you prefer that as DPS or Critical Charge as a gap closer? Or would you prefer neither and simply swap to a bow to continue some pressure?
How about if you tanked? Would you prefer this or as somebody posted above, Invasion/Shielded Assault?
What about this ability improves the kit overall?
Because having leveled as a Tank-lar, I leveled both morphs of this to full and you know what?
I never used it. It never fit a loadout. As a tank, the best thing you can do is help heal. Spending a precious ability slot on this piece of junk compared to Invasion providing CC or Shielded Assault providing a shield that stacks with Sun Shield is a no brainer.
I have another interrupt. Explosive is a terrible morph and Toppling is very limited in what it actually works on.
So for a class with a 10 ability potential kit for damage dealing actives, where does this fit?
In my opinion it doesn't. It serves no purpose in any particular facet of ESO gameplay. It only offers redundancy and is inferior in so many ways to other abilities.
So here's a suggestion:
Replace it with Crowd Control or a melee DoT to maintain.