Ethromelb14_ESO wrote: »With all the attention to the new poison crafting, I'm thinking that this going to pose a serious problem for werewolves; maybe even more so than fire to vamps. It sounds like it's going to be possible to one-shot a werewolf player using a high crit - high weapon dmg - Fighters Guild passive - and poison enchantment of 60% potency combined. Am I wrong?
If I'm making a valid point ... My next question is: Why would ZoS want to do this? Isn't this already asking for the WW PvPers to scream for imbalance?
Are all the poisons a slow burn? Or can a player increase how quickly the poison takes affect? And how long will the poison stay? This is just something I was wondering.
Dagoth_Rac wrote: »Ethromelb14_ESO wrote: »With all the attention to the new poison crafting, I'm thinking that this going to pose a serious problem for werewolves; maybe even more so than fire to vamps. It sounds like it's going to be possible to one-shot a werewolf player using a high crit - high weapon dmg - Fighters Guild passive - and poison enchantment of 60% potency combined. Am I wrong?
If I'm making a valid point ... My next question is: Why would ZoS want to do this? Isn't this already asking for the WW PvPers to scream for imbalance?
Are all the poisons a slow burn? Or can a player increase how quickly the poison takes affect? And how long will the poison stay? This is just something I was wondering.
What is a poison enchantment of 60% potency? Please post a screenshot or more detailed information. I am not familiar with an enchantment that makes poison do 60% more damage, which is what that sounds like.
Name me 1 decent player who would use a ww Hunter build for pvp... If there is someone out there using a build for ww hunting, then good for him. But he won't stand a chance against non ww players.
My Stamblade laughs at this post, as he can already one shot several people from stealth. Really.
Ok. Now back to the point. Werewolves take extra poison damage, they will only take extra damage from the DoTs from the ravage health poisons. But the so called poisons does not really have high poison DoTs. There are stronger DoTs in the game. If anything, the new Poison Injection, StamDK skills and Dawnbreaker of Smiting would be the true bane of WWs when used by maxed out stamina players. And anyway Stamina Nightblades would defeat them easily as well.
Ethromelb14_ESO wrote: »My Stamblade laughs at this post, as he can already one shot several people from stealth. Really.
Ok. Now back to the point. Werewolves take extra poison damage, they will only take extra damage from the DoTs from the ravage health poisons. But the so called poisons does not really have high poison DoTs. There are stronger DoTs in the game. If anything, the new Poison Injection, StamDK skills and Dawnbreaker of Smiting would be the true bane of WWs when used by maxed out stamina players. And anyway Stamina Nightblades would defeat them easily as well.
I laugh at this post. Lets see how long that one-shot killing last after this update. As stealth is getting nerfed in it's function quite a bit. So being dependent on that style of play won't be to your advantage for too long. But you won't hear me, though, because your ego will have you talking like you're invincible. Anyway ...
To my understanding the poison potency can be controlled similar to the system that use to be in Oblivion for making spells.