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ZOS; why is Toppling Charge clunky and buggy while Explosive Charge is not?

technohic
technohic
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TLDR question is in the title.

I just don't get it. I have been back at the game for months and I generally have used Explosive charge, not because it is a better morph; I mean great if I charge into a group of people casting but WTF am I doing diving into a bunch of people? I just used to want to use other stuns rather than have my gap closer do my CC when I chose rather than incidentally provide CC immunity. Well; I was amazed coming back as when I left, I would constantly get stuck in the spear animation but I didn't have that happen a single time and explosive charge felt responsive when I had started playing again.

Fast forward to present running a magplar. Aurora Javelin is just too short of a stun while binding javelin is fine in stam because of the longer duration. Goes toward my thinking of not wanting my gap closer to be my CC; I don't feel my CC needs a damage boost at the expense of being a CC. But I was using aurora javelin since blazing spear lost its stun and I don't have issues with it getting blocked. I have issue with it basically being just a knock back rather than a stun because it wears off by the time the target hits the ground. Outside of knocking someone off a ledge, it provides free CC at worse and at best, just a quick stam dump for the idiots who break free from such a short stun.

So I switched to toppling charge. I have not frozen in animations but I am getting hitches where I start to charge, but then just stop maybe 5 steps in. On activation when it does work, my character looks like Scooby Doo running from a ghost with his feet spinning for a second before taking off. I just didn't have that with Explosive charge and I dont get whats so different animation wise that would cause this. How can one morph with pretty much the same animation be so fluid and the other one so clunky? Is it on purpose to limit Templar CC? If so, just say it, and add it to the tool tip or something. I have not fault if that is the case other than just say so.

The thing with magicka Templar is it is not lacking much of anything other than mobility or roots, IMO. It would have decent CC if luminous shards didn't break on its own damage proc, or if aurora Javelin lasted a wee bit longer, or if toppling charge was not as clunky and didn't require a minimum distance, or if eclipse morphs had some teeth to them. Just some QOL stuff here. I think magplar is fine, its just some annoying issues that have been around for far too long.
  • West93
    West93
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    Magplar will probably never get a mobility boost, I'm kind of okay with that, but ZOS should definitely give us a decent CC, right now solo 1vx as a magplar is ridiculous and I agree that javelin is pretty much useless.
  • technohic
    technohic
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    You can still 1 v X if it's inexperienced players. I'm not great but I had a nice 1 v 3 going the other day. Was disappointed when another player gave me a hand once I saw I could do it. But yeah. It's hard to pull a couple away if you can't move quickly nor take a couple enemies out of the fight a couple seconds that's fine though. Still can be maybe the best support off heals if not heals , off tank, and off DPS at the same time. Just want the stuff I do have to work.
    Edited by technohic on March 25, 2017 3:59AM
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