Rush of Agony

Alchimiste1
Alchimiste1
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I think I initially read the changes wrong. I thought they were going to make people revert to their original positions from when the gap close took place. (like was mentioned on previous posts).
Isn't it just pulling to a static location basically just the same thing as on live? but without the shade bug possibilities?

I think if this is still the case it should still apply cc immunity.
Edited by Alchimiste1 on 27 July 2025 23:19
  • Decimus
    Decimus
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    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.
    PC/EU @ DECMVS
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Decimus
    Decimus
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    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build. Meanwhile proccing a pull straight off of your Colossus/Negate can be much stronger very often.

    A good example of proc condition changing the value of a set significantly would be Way of Fire - extremely strong pressure set when it procced off of DoT ticks... And now kinda meh when it "only" procs off of lights/heavies (despite having the same 2s CD).

    I think the warden charm problem is also something you have to worry a lot less about when the people chasing you can't pull you into it because you'll be out of the pull radius if moving away from someone, rather than someone being able to sprint after you and pull you to it no matter what (unless you perfectly block tap some invisible pull from outside your FOV).

    For a while in previous patch there was an addon called AgonyWarning that put a big red box in middle of your screen saying "block now" whenever Rush of Agony was activated nearby and based on my experience this made the set a complete non-issue. They removed this from the API however in the subclassing patch... But now with the new functionality and very obvious AoE we're basically getting it back built-in and it'll be much easier to outrange.


    TLDR: I'd say try out the changes they've got on PTS, I'd be very surprised if the set is still problematic like it is on Live.
    Edited by Decimus on 28 July 2025 12:50
    PC/EU @ DECMVS
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Decimus wrote: »
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.

    Rush is generally used in 2 scenarios
    1) Group pvp
    2) Bombing (both solo and smallscale bombing)

    In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.

    The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
    The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.

    There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.

    Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't
    Edited by Izanagi.Xiiib16_ESO on 28 July 2025 15:37
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Teeba_Shei
    Teeba_Shei
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    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
    Edited by Teeba_Shei on 28 July 2025 17:26
  • Alchimiste1
    Alchimiste1
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    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

    No a cc on it would definitely be a nerf and rightfully so imo.
  • Alchimiste1
    Alchimiste1
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    Decimus wrote: »
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build. Meanwhile proccing a pull straight off of your Colossus/Negate can be much stronger very often.

    A good example of proc condition changing the value of a set significantly would be Way of Fire - extremely strong pressure set when it procced off of DoT ticks... And now kinda meh when it "only" procs off of lights/heavies (despite having the same 2s CD).

    I think the warden charm problem is also something you have to worry a lot less about when the people chasing you can't pull you into it because you'll be out of the pull radius if moving away from someone, rather than someone being able to sprint after you and pull you to it no matter what (unless you perfectly block tap some invisible pull from outside your FOV).

    For a while in previous patch there was an addon called AgonyWarning that put a big red box in middle of your screen saying "block now" whenever Rush of Agony was activated nearby and based on my experience this made the set a complete non-issue. They removed this from the API however in the subclassing patch... But now with the new functionality and very obvious AoE we're basically getting it back built-in and it'll be much easier to outrange.


    TLDR: I'd say try out the changes they've got on PTS, I'd be very surprised if the set is still problematic like it is on Live.

    I don't think that solves the charm issue, but I don't want to highlight how to maximize its effectiveness on this post.
  • CameraBeardThePirate
    CameraBeardThePirate
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    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

    Claiming that adding CC immunity to Rush would be a buff is wild lol
  • The_Meathead
    The_Meathead
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    There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.

    This.

    This.

    And this.
  • MincMincMinc
    MincMincMinc
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    There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.

    Better hold this thought till next pts
    We should use the insightful and awesome buttons more
  • Decimus
    Decimus
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    Decimus wrote: »
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.

    Rush is generally used in 2 scenarios
    1) Group pvp
    2) Bombing (both solo and smallscale bombing)

    In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.

    The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
    The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.

    There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.

    Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't

    But which CC is going to hit you if you're not pulled? You have a lot more mobility to avoid getting ulti dumped when you're not dislocated into a negate and bunch of dawnbreakers etc.

    Also how does the set giving CC immunity or not make any difference if you don't get pulled? You wouldn't have CC immunity from a pull that never happened in the first place since you block tapped the very obvious cue or got out of the AoE in time.


    I really don't think the set is much of an issue as it is on PTS, and we've all seen how many sets have been made completely useless and/or boring due to an overcorrection based on player feedback (whether justified or not - one could say Azureblight changes didn't make the game better, despite ball groups campaigning for them).
    PC/EU @ DECMVS
  • Theignson
    Theignson
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    Decimus wrote: »
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.

    Rush is generally used in 2 scenarios
    1) Group pvp
    2) Bombing (both solo and smallscale bombing)

    In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.

    The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
    The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.

    There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.

    Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't

    I noticed that agony warning stopped working…. Does any add on still work for this?

    It seems to me warden charm also does not give CC. immunity can anyone confirm?

    It seems the changes will be a first step but RoA still needs to apply CC immunity.
    3 GOs, a Warlord, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • CameraBeardThePirate
    CameraBeardThePirate
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    Theignson wrote: »
    Decimus wrote: »
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.

    Rush is generally used in 2 scenarios
    1) Group pvp
    2) Bombing (both solo and smallscale bombing)

    In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.

    The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
    The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.

    There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.

    Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't

    I noticed that agony warning stopped working…. Does any add on still work for this?

    It seems to me warden charm also does not give CC. immunity can anyone confirm?

    It seems the changes will be a first step but RoA still needs to apply CC immunity.

    Warden charm does give CC immunity. It's just rush that doesn't.
  • The_Meathead
    The_Meathead
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    Pull sets are just such a miserable experience and rarely come without buggy performance.

    I simply don't get the need to make herding a massive number of enemies so easy. That difficulty should be the whole point/display of skill/etc. for Bombers and especially for Ball Groups. Why automate it and make it so simple?

    I get that the ship has sailed, and the horse is out of the barn on that, but it's just always seemed like such a tragically unnecessary downer of an addition for gameplay.
  • Thumbless_Bot
    Thumbless_Bot
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    Pull sets are just such a miserable experience and rarely come without buggy performance.

    I simply don't get the need to make herding a massive number of enemies so easy. That difficulty should be the whole point/display of skill/etc. for Bombers and especially for Ball Groups. Why automate it and make it so simple?

    I get that the ship has sailed, and the horse is out of the barn on that, but it's just always seemed like such a tragically unnecessary downer of an addition for gameplay.

    Honestly, I think this set, like heavy attack builds, are designed to be inclusive for folks who otherwise might not be able to make all of the complex moves required to gather a lot of enemies to one spot to drop damage on them. I get that and i am all for getting as many people engaged in this gaming experience as possible. However, this set needs a pve only qualifier. Aoe pulls in a pvp game are just bad game design.
    Edited by Thumbless_Bot on 29 July 2025 00:27
  • Tonturri
    Tonturri
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    Pull sets are just such a miserable experience and rarely come without buggy performance.

    I simply don't get the need to make herding a massive number of enemies so easy. That difficulty should be the whole point/display of skill/etc. for Bombers and especially for Ball Groups. Why automate it and make it so simple?

    I get that the ship has sailed, and the horse is out of the barn on that, but it's just always seemed like such a tragically unnecessary downer of an addition for gameplay.

    Honestly, I think this set, like heavy attack builds, are designed to be inclusive for folks who otherwise might not be able to make all of the complex moves required to gather a lot of enemies to one spot to drop damage on them. I get that and i am all for getting as many people engaged in this gaming experience as possible. However, this set needs a pve only qualifier. Aoe pulls in a pvp game are just bad game design.

    This is fair imo. I was fine with things when it was just vicious death + that one other set I don't recall the name of. They did damage and were suited for bombing, but didn't feel like they did the work for you. The enemy had to actually make the mistake of not paying much attention, be squishy enough to get a kill for VD to go off, and be close enough together that it could work. These auto-pull-damage-CC sets just do too much...But at the moment, they feel kinda needed with the state of coordinated groups. Maybe in a gazillion years when ZOS gets around to looking at coordinated groups and large-scale PvP balance, the sets can be made PvE only.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Decimus wrote: »
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build. Meanwhile proccing a pull straight off of your Colossus/Negate can be much stronger very often.

    A good example of proc condition changing the value of a set significantly would be Way of Fire - extremely strong pressure set when it procced off of DoT ticks... And now kinda meh when it "only" procs off of lights/heavies (despite having the same 2s CD).

    I think the warden charm problem is also something you have to worry a lot less about when the people chasing you can't pull you into it because you'll be out of the pull radius if moving away from someone, rather than someone being able to sprint after you and pull you to it no matter what (unless you perfectly block tap some invisible pull from outside your FOV).

    For a while in previous patch there was an addon called AgonyWarning that put a big red box in middle of your screen saying "block now" whenever Rush of Agony was activated nearby and based on my experience this made the set a complete non-issue. They removed this from the API however in the subclassing patch... But now with the new functionality and very obvious AoE we're basically getting it back built-in and it'll be much easier to outrange.


    TLDR: I'd say try out the changes they've got on PTS, I'd be very surprised if the set is still problematic like it is on Live.

    I don't think that solves the charm issue, but I don't want to highlight how to maximize its effectiveness on this post.

    I think it should be highlighted. Surely it's an intended mechanic right?

    1) Be a Warden
    2) Cast Ulfsilds Contingency
    3) Subclass Assassination and Cast Lotus Fan (or Ambush)
    4) Ulfsilds activates when you hit the target with your gap close* at the same time Rush of Agony procs.
    5) Rush of agony pulls after 0.8s
    6) Warden Charm stun procs 1.2s later

    *Other gap close skills it procs at the start of the charge not at the end

    No reaction possible really if you get caught by the pull.

    But no, the set is for sure nerfed.


    Edited by Izanagi.Xiiib16_ESO on 29 July 2025 15:34
    @Solar_Breeze
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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Theignson wrote: »
    Decimus wrote: »
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.

    Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill

    The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.

    I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.

    What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.

    Rush is generally used in 2 scenarios
    1) Group pvp
    2) Bombing (both solo and smallscale bombing)

    In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.

    The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
    The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.

    There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.

    Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't

    I noticed that agony warning stopped working…. Does any add on still work for this?

    I haven't tested it recently but try Miats it might still work. Otherwise it will have to be a custom addon some still work yes

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  • blktauna
    blktauna
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    Theignson wrote: »

    I noticed that agony warning stopped working…. Does any add on still work for this?

    I haven't tested it recently but try Miats it might still work. Otherwise it will have to be a custom addon some still work yes

    apparently the info for this to work was removed from the api
    PCNA
    PCEU
  • MashmalloMan
    MashmalloMan
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    *Other gap close skills it procs at the start of the charge not at the end
    All the more reason to change Ambush into a linear gap closer instead of a teleport via cast time.

    Don't worry. I gotchu NB mains lol. Down with cast times!
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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    blktauna wrote: »
    Theignson wrote: »

    I noticed that agony warning stopped working…. Does any add on still work for this?

    I haven't tested it recently but try Miats it might still work. Otherwise it will have to be a custom addon some still work yes

    apparently the info for this to work was removed from the api

    There's a custom addon I have which still works so it's still possible, idk the code behind it.
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