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Few things about Defensive Rune that needs changed/added

Ankael07
Ankael07
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1- Dots (single target and aoe) consume the rune even if the enemy has CC immunity. Leaving me open mid fight for backstabbers.

2- Enemy NPCs shouldnt trigger the rune so that we dont get ambushed in the middle of farming in places like Imperial City. If I wanted to disorient an enemy in fight I'd choose the other morph that doesnt break by dot.

3-The tooltip says ''disorient'' enemy for 20 seconds and when its broken the enemy gets CC immunity. Not sure if this is a bug or not but disorienting doest provide CC immunity.I could be wrong

4- Allow sorcerers to cast the rune on 2 people of our choice. Personally I think sorcerers lack abilities for supporting groups and this would make a interesting addition.

That is all. Thanks for reading.
If you want me to reply to your comment type @Ankael07 in it.
  • Minalan
    Minalan
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    1. Actually NPC's should always trigger defensive rune.

    When dueling a pet sorc, easiest thing to do is to lock the pets down with def rune. The pets can't AOE, DPS, assist, or heal the pet sorc in any way while they're encased, and it lasts an eternity in a 1v1 fight.

    2. Def rune would be ridiculously OP if attackers didn't get an immunity to it for five seconds. People would literally rage quit.

    3. Nope. Not giving defensive rune to a nightblade ganker just because he has a sorc buff bot friend. Hell no.

    4. I agree, it shouldn't trigger on DOTS.
    Edited by Minalan on 6 December 2016 19:12
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    It should trigger on the initial DoT ability but not the subsequent ticks.
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