Hard to believe it is ranged skill. It surely must be better than some popular melee CC, right?
- Piercing Javelin - stun+knockback - 28m
- Spear Shards - disorient - 28m
- Dragon Leap - stun+knockback - 20-28m
- Stonefist - stun - 28m
- Petrify - disorient/root - 15m
- Crystal Shard - stun - 28m
- Rune Prison - disorient - 28m
- Agony - disorient - 28m
- Crippling Grasp - root - 28m
- Destructive Touch - stun/knockback/root - 17-28m
- Meteor - knockback+stun - 28m
- Drain Essence - stun - 12m - Whaat, you can even feed on enemy from bigger range than arrow shot
- Scatter Shot - disorient+knockback - 10m
Special cases or other position altering skills
- Fiery Grip - pull - 22m
- Every gap closer - 22m
- Bolt Escape - "how much you have magicka to spam it"m
Wrong. If you don't count 2-3m as something noticeable.
- Dizzying Swing - stun+knockback - 7m
- Power Bash - stun - 7m
- Dawnbreaker of S - stun - 10m
- Roar - fear - 8m
- Piercing Howl - knockback+stun - 10m
- Reach - 5m to abilities with 15m and more
- Propelling Shield - 4m to abilities with 20m and more
- Battle Spirit - 8m to abilities with 28m and more
tl;dr versionIncreasing the range on this morph to 28 meters matches the range of other Magicka Nightblade damage abilities such as Strife or Cripple, and makes this morph work cohesively with a ranged ability kit.
Scatter shot is bad. All ranged CCs have up to 4 times the range usually with better bonus effects. Many melee skills have better effects and same or just slightly worse range.
It should be ranged skill and it shouldn't have 2 bad morphs that barely work.
worsttankever wrote: »Wow, I didn't realize that if opponent doesn't have cc immunity, you don't get the heal
Re: Bombard. Still love it. Great spammabke AOE.
deepseamk20b14_ESO wrote: »That's the main reason I stopped incorporating draining shot into builds. It seemed pointless.
Toc de Malsvi wrote: »Didn't used to use this skill at all.
During the height of WB spam I would spam Magnum to keep out of WB range, only because a little bit of lag(I always have a lot) and you are up in the air and dead.
Once the heal was fixed for Draining Shot and WB was reined in a bit, I switched to Draining Shot and haven't looked back.
It is core to any PVP archer build, but only because it serves as a much needed stamina utility on a bow bar. It is both one of your biggest heals and your only stamina CC's(albeit calling it a CC could be debated). It is also generally the most responsive bow skill, by a long shot.
Greater range would be nice, a legitimate CC would be better, a reliable heal would also be better.
Also of note, if the target blocks, or absorbs the damage, if you have shuffle or if they break free too quickly, you can totally miss out on the heal.
It only reliably heals when they are for sure disoriented and on the ground with their head in their hands, otherwise its a coin flip.
I have a pure archer build that uses draining (magnum messes it up when facing a ball and can potentially send you in middle of the zerg, though the dmg is a little better) the heal is somewhat useful. But both, dmg and CC are crap.
Compared to flame/shock clench, it has nothing to do. Other CC are much stronger, including the one from bombard. In fact, scatter does similar dmg than bombar, though bombard hits multiple targets.
What would I do? I'll take away the knock back, increase the dmg while keeping the range, so it becomes a short range spammable skill. Draining can keep a heal (not the one right now but something similar to strife), while magnum could give a bleed dot.
sodantokb16_ESO wrote: »I have a pure archer build that uses draining (magnum messes it up when facing a ball and can potentially send you in middle of the zerg, though the dmg is a little better) the heal is somewhat useful. But both, dmg and CC are crap.
Compared to flame/shock clench, it has nothing to do. Other CC are much stronger, including the one from bombard. In fact, scatter does similar dmg than bombar, though bombard hits multiple targets.
What would I do? I'll take away the knock back, increase the dmg while keeping the range, so it becomes a short range spammable skill. Draining can keep a heal (not the one right now but something similar to strife), while magnum could give a bleed dot.
Glad we agree it is crap, but what you suggested is... any melee weapon skill. No CC, 10m range, heal/bleed? Why not use 2H skills then. The whole point of this thread was how its bad as CC (and should get better) and how it is bad as bow skill (since its ranged weapon benefiting from range).
sodantokb16_ESO wrote: »I have a pure archer build that uses draining (magnum messes it up when facing a ball and can potentially send you in middle of the zerg, though the dmg is a little better) the heal is somewhat useful. But both, dmg and CC are crap.
Compared to flame/shock clench, it has nothing to do. Other CC are much stronger, including the one from bombard. In fact, scatter does similar dmg than bombar, though bombard hits multiple targets.
What would I do? I'll take away the knock back, increase the dmg while keeping the range, so it becomes a short range spammable skill. Draining can keep a heal (not the one right now but something similar to strife), while magnum could give a bleed dot.
Glad we agree it is crap, but what you suggested is... any melee weapon skill. No CC, 10m range, heal/bleed? Why not use 2H skills then. The whole point of this thread was how its bad as CC (and should get better) and how it is bad as bow skill (since its ranged weapon benefiting from range).
You can easily CC enemies through class skills. Anyway I don't see a bad spot for a short range spamable in a bow... or maybe a midle range one (like arrow spray but single target)
Other suggestion is a different mechanic. Maybe an arrow with a rope as a gap opener (you fire the bow anywhere and puts you 22 mts away from your last position, in the direction you pointed out).
sodantokb16_ESO wrote: »sodantokb16_ESO wrote: »I have a pure archer build that uses draining (magnum messes it up when facing a ball and can potentially send you in middle of the zerg, though the dmg is a little better) the heal is somewhat useful. But both, dmg and CC are crap.
Compared to flame/shock clench, it has nothing to do. Other CC are much stronger, including the one from bombard. In fact, scatter does similar dmg than bombar, though bombard hits multiple targets.
What would I do? I'll take away the knock back, increase the dmg while keeping the range, so it becomes a short range spammable skill. Draining can keep a heal (not the one right now but something similar to strife), while magnum could give a bleed dot.
Glad we agree it is crap, but what you suggested is... any melee weapon skill. No CC, 10m range, heal/bleed? Why not use 2H skills then. The whole point of this thread was how its bad as CC (and should get better) and how it is bad as bow skill (since its ranged weapon benefiting from range).
You can easily CC enemies through class skills. Anyway I don't see a bad spot for a short range spamable in a bow... or maybe a midle range one (like arrow spray but single target)
Other suggestion is a different mechanic. Maybe an arrow with a rope as a gap opener (you fire the bow anywhere and puts you 22 mts away from your last position, in the direction you pointed out).
There isnt really many stam based ranged CC and a lot of magicka ones are too expensive to sustain. Bow is range weapon with 5 skills, so it shouldnt have waste one space melee one (like right now). They promised some ranged stam skills with warden, but currently there just arent many.
Tho I like your idea, something like stam streak. They would never implement it unfortunately, "running away" skill on bow would be too easily accessible to every stam build in PVP.
NightbladeMechanics wrote: »Saw this in your signature on another post, and it turns out I had the following response already typed out from ages ago... lol
I can get behind buffs, including range buffs, but not beyond 12 or 15 meters. I think it might be too strong beyond that, plus I like the concept of a short ranged projectile designed to create space. Bow is a ranged weapon line, so it makes sense that it would have a skill for repelling melee attackers after they close the gap.
Regarding draining shot, many other ccs don't apply their secondary effects if you cast them on cc immune targets. I don't see why you should get a spammable burst heal against a cc immune target.
I'll add that they do need to fix dodge rolling your own draining shot heal, though.
https://forums.elderscrollsonline.com/en/discussion/334051/fyi-you-can-dodge-your-own-draining-shot-heal
I like diversity in builds. So draining shot falls into that, it gives me option of not running 2h in some stamina builds.
So I would highly appreciate if healing bugs were fixed and if it get like 5 m range. But please don't remove healing component for something else.
If target dont have cc imunity heal should proc instantly on hit, not when cc is broken. That way maybe it could be made to be useful on perma blockers. If they dont have cc imunity and get dmged from draining shot give us heal. Don't make cc go through block just give heal.
Well, this is pretty old thread. Many changes happened since then. The heal is pretty nice now (when it works), I still find stupid how this skill does absolutely nothing against perma blockers (while majority of others does at least something, be it debuff or high damage) and I still cant see any good reason why the range is so short. ZoS offered no explanation (well, they rarely do) of how 10m range skill fits into the kit of long range weapon with one 20m skill and four 28+m skills.
Well, this is pretty old thread. Many changes happened since then. The heal is pretty nice now (when it works), I still find stupid how this skill does absolutely nothing against perma blockers (while majority of others does at least something, be it debuff or high damage) and I still cant see any good reason why the range is so short. ZoS offered no explanation (well, they rarely do) of how 10m range skill fits into the kit of long range weapon with one 20m skill and four 28+m skills.
Sorry, didn't see someone necroed thread. But heal is still buggy, range is short and permablockers just kills that skill. Thats why I think good solution would be if target don't have cc immunity you get heal when you deal dmg.
I really hate being forced into running 2h in 99% stamina build, that skill gave me bit build freedom (not that it is great) and i often played dw/bow or snb/bow. Which maybe is not ideal but its fun, so any small tweaks to the skill would be more than welcome.