tennotsukai87 wrote: »Does anyone else see the unfairness between the skills, Encase and Talons? Both are decent CC's, but Talons seems to do way more than any morph of Encase.
For example, Shattering Prison may do a little over 3k damage after immobilization ends while Burning Talons, for the same resource cost, does a considerate amount of damage in whole, more than 10k. Not only this, but Talons gains a synergy effect for other players to use Impale.
ZOS, please buff Encase. I know you're reducing its cost by 6%, but that is not enough. Perhaps, I'm missing something to why Encase is just as good. It's a frontal AoE compared to a radius around the player, which I think both are effective in their own ways. Still, Encase seems far weaker than Talons.
DeadlyRecluse wrote: »If you want to root a breach with Talons, you need to be in the thick of things.
If you want to root a breach with encase, you can stay out of harms way.
Stop trying to make everything the same.
tennotsukai87 wrote: »So far, the only reasoning that makes sense is that it has long range. Honestly, that is a nice effect, though Talons does affect enemies behind and all around you. Both effects are very situational to their respective classes. Sorc is more range and DK is close. I don't believe one is better than the other in this situation. You actually have to be somewhat accurate with Encase if you want to immobilize more than one opponent, and I don't feel like the range is really that extravagant to brag about. It's not like you can immobilize someone as distant as a frost staff can with Destructive Reach.
As for the class passives, Minor Prophecy is nice. Unfortunately, the guy calling me unwise didn't do his research calling it Minor Sorcery. Blood Magic's 8% of 3.5k is garbage, definitely in pvp. DKs receive increased healing received and increased health regen (just for being slotted). Class passives should not matter in this case, but if they did, I would have to say both classes receive somewhat decent passives from their respective skill lines.
I'm not saying this skill is completely useless, but in comparison to Talons, it's a bit laughable. Talons can easily do over 12k dmg, but Encase or rather Shattering Prison does 30% of that. Seeing as how Sorc has so many skills, but so many are often not being utilized by decent players. Maybe it's time (it's been time for a while now) to reevaluate them.
Also, loved the "middle finger" analogy. Really shows how insignificantly insightful you are but thanks for the reply.
DeadlyRecluse wrote: »If you want to root a breach with Talons, you need to be in the thick of things.
If you want to root a breach with encase, you can stay out of harms way.
Stop trying to make everything the same.
yep.tennotsukai87 wrote: »So far, the only reasoning that makes sense is that it has long range. Honestly, that is a nice effect, though Talons does affect enemies behind and all around you. Both effects are very situational to their respective classes. Sorc is more range and DK is close. I don't believe one is better than the other in this situation. You actually have to be somewhat accurate with Encase if you want to immobilize more than one opponent, and I don't feel like the range is really that extravagant to brag about. It's not like you can immobilize someone as distant as a frost staff can with Destructive Reach.
As for the class passives, Minor Prophecy is nice. Unfortunately, the guy calling me unwise didn't do his research calling it Minor Sorcery. Blood Magic's 8% of 3.5k is garbage, definitely in pvp. DKs receive increased healing received and increased health regen (just for being slotted). Class passives should not matter in this case, but if they did, I would have to say both classes receive somewhat decent passives from their respective skill lines.
I'm not saying this skill is completely useless, but in comparison to Talons, it's a bit laughable. Talons can easily do over 12k dmg, but Encase or rather Shattering Prison does 30% of that. Seeing as how Sorc has so many skills, but so many are often not being utilized by decent players. Maybe it's time (it's been time for a while now) to reevaluate them.
Also, loved the "middle finger" analogy. Really shows how insignificantly insightful you are but thanks for the reply.
Sorcery/prophesy whatever - point was made.
8% of 3.5k??? Man, i typically wont leave the inn without at least 15k health or more commonly 20k where that turns into 1200 healing from dark magic for the 15k or 1600 for the 20k before any bonuses like powered, CP heal done, Cp heal rec etc. Depending on content, build, etc its not unusual for sorcerer's for instance to thrive on multiple "insignificant" by your standards heals all adding up and accuring as they fight without need for losing ticks for heals. Dark magic is in the same ballpark of healing as Surge but with only needing the damage from dark not crit to proc.
But to each his own.
Glad you liked my middle finger.
Enjoy.
DeadlyRecluse wrote: »If you want to root a breach with Talons, you need to be in the thick of things.
If you want to root a breach with encase, you can stay out of harms way.
Stop trying to make everything the same.
yep.tennotsukai87 wrote: »So far, the only reasoning that makes sense is that it has long range. Honestly, that is a nice effect, though Talons does affect enemies behind and all around you. Both effects are very situational to their respective classes. Sorc is more range and DK is close. I don't believe one is better than the other in this situation. You actually have to be somewhat accurate with Encase if you want to immobilize more than one opponent, and I don't feel like the range is really that extravagant to brag about. It's not like you can immobilize someone as distant as a frost staff can with Destructive Reach.
As for the class passives, Minor Prophecy is nice. Unfortunately, the guy calling me unwise didn't do his research calling it Minor Sorcery. Blood Magic's 8% of 3.5k is garbage, definitely in pvp. DKs receive increased healing received and increased health regen (just for being slotted). Class passives should not matter in this case, but if they did, I would have to say both classes receive somewhat decent passives from their respective skill lines.
I'm not saying this skill is completely useless, but in comparison to Talons, it's a bit laughable. Talons can easily do over 12k dmg, but Encase or rather Shattering Prison does 30% of that. Seeing as how Sorc has so many skills, but so many are often not being utilized by decent players. Maybe it's time (it's been time for a while now) to reevaluate them.
Also, loved the "middle finger" analogy. Really shows how insignificantly insightful you are but thanks for the reply.
Sorcery/prophesy whatever - point was made.
8% of 3.5k??? Man, i typically wont leave the inn without at least 15k health or more commonly 20k where that turns into 1200 healing from dark magic for the 15k or 1600 for the 20k before any bonuses like powered, CP heal done, Cp heal rec etc. Depending on content, build, etc its not unusual for sorcerer's for instance to thrive on multiple "insignificant" by your standards heals all adding up and accuring as they fight without need for losing ticks for heals. Dark magic is in the same ballpark of healing as Surge but with only needing the damage from dark not crit to proc.
But to each his own.
Glad you liked my middle finger.
Enjoy.
OP probably hasn't read the passive properly and thinks that it heals for 8% of damage done.