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Warden Ability "Frozen Retreat"

IcyDeadPeople
IcyDeadPeople
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Frozen Retreat – Summon an ancient portal up to 28 meters away with a 5-meter radius. Enemies that run over it are teleported to you and rooted for 2 seconds. You can only have 1 portal at a time and it is removed upon activation. An ally can activate the Frozen Retreat synergy to move to you.

Have the developers commented on whether players will be able to use this to sneak into enemy keeps with closed gate?
  • zuto40
    zuto40
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    Frozen Retreat – Summon an ancient portal up to 28 meters away with a 5-meter radius. Enemies that run over it are teleported to you and rooted for 2 seconds. You can only have 1 portal at a time and it is removed upon activation. An ally can activate the Frozen Retreat synergy to move to you.

    Have the developers commented on whether players will be able to use this to sneak into enemy keeps with closed gate?

    i hope there's a limit on people cause wardens teleporting 200 people in and out of a keep isnt going to be fun
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  • IxSTALKERxI
    IxSTALKERxI
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    Probably has Z axis restrictions like DK chains and NB ambush/lotus fan.
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  • Publius_Scipio
    Publius_Scipio
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    Frozn Yogurt must hate that skill and what it implies.

    Edit: As far as the ability itself goes... ANOTHER ROOT FOR ESO!!!!???!?
    Edited by Publius_Scipio on April 16, 2017 4:56AM
  • frozywozy
    frozywozy
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    Frozn Yogurt must hate that skill and what it implies.

    Edit: As far as the ability itself goes... ANOTHER ROOT FOR ESO!!!!???!?

    I'm super hype for the Warden. I actually delayed my bomb blade enjoying some time off and getting ready to go full Warden potato in junes and hopefuly get Warden first GO.
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  • Sharee
    Sharee
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    zuto40 wrote: »
    Frozen Retreat – Summon an ancient portal up to 28 meters away with a 5-meter radius. Enemies that run over it are teleported to you and rooted for 2 seconds. You can only have 1 portal at a time and it is removed upon activation. An ally can activate the Frozen Retreat synergy to move to you.

    Have the developers commented on whether players will be able to use this to sneak into enemy keeps with closed gate?

    i hope there's a limit on people cause wardens teleporting 200 people in and out of a keep isnt going to be fun

    The tooltip says the portal is removed upon activation, so it will ever only move one enemy player per cast.
    Probably has Z axis restrictions like DK chains and NB ambush/lotus fan.

    I think it is more likely to not have a restriction, like the shade teleport doesn't. If it worked like a gap closer then a lot of the time it simply wouldn't work (everytime there would be no LOS between the portal and it's caster).

    We'll see i guess.
  • Chair
    Chair
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    If they dont restrict the axis this is gonna be fun... At least they are being creative with their skills now but inb4 when you teleport you get loading screen.
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  • Sharee
    Sharee
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    Chair wrote: »
    If they dont restrict the axis this is gonna be fun...

    I wonder what distance the victim can be teleported to. If it is unlimited, ima totally place a portal in front of a blobzerg that's running circles around keep thats not UA and then port to the high rock gate >.<

    :)
    Edited by Sharee on April 16, 2017 9:01AM
  • Weng
    Weng
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    I see now every pvp guild needs a warden in the enemy faction.

    Then they can be ported through walls all day long.
  • dpencil
    dpencil
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    This skill would be awesome in BGs, especially the one with the central platform that has the teleporters.
    1. Warden stands on the ledge overlooking the enemy relic.
    2. Team mate drops down and picks up the relic.
    3. Warden casts Frozen Retreat on the team mate's feet.
    4. Team mate activates synergy, teleporing up to the platform where the Warden is, and can head back to base easily.
    (This is assuming you're allowed to teleport while holding the relic)
    Edited by dpencil on April 16, 2017 5:34PM
  • UppGRAYxDD
    UppGRAYxDD
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    ohh the portals and bridge fights....just place on bridge, stand near an edge, either watch them fall off or use a knock back ability...
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  • NightbladeMechanics
    NightbladeMechanics
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    I can't wait to teleport enemy potato AP farmers out of their precious zergs.
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  • IcyDeadPeople
    IcyDeadPeople
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    Probably has Z axis restrictions like DK chains and NB ambush/lotus fan.

    Should work if it prevents the initial cast, but that would make it so the skill is not very reliable in a lot of the terrain in Cyrodiil. And in a few keeps there are rocks or hills at the wall level within 28 meters.

    Otherwise, if Z axis restriction only applies to the teleport, then it would seem an exploiter could keep going up on the wall, placing it on ground outside keep and then run back down the stairs to warp players inside.
    .
    Edited by IcyDeadPeople on April 16, 2017 5:33PM
  • usmcjdking
    usmcjdking
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    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Frozen Retreat an enemy into a fear trap and subsequent ***.
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  • Izaki
    Izaki
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    usmcjdking wrote: »
    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Frozen Retreat an enemy into a fear trap and subsequent ***.

    Frozen Retreat > Rearming Trap > Aspect of Terror > Daedric Tomb > GG
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  • stealthyevil
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    usmcjdking wrote: »
    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Frozen Retreat an enemy into a fear trap and subsequent ***.

    Frozen Retreat > Rearming Trap > Aspect of Terror > Daedric Tomb > GG

    Pretty sure larger groups can afford to have support Wardens to just cast their own Frozen Retreat for said potato to synergize and return to safety within the zerg
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  • paulsimonps
    paulsimonps
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    usmcjdking wrote: »
    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Frozen Retreat an enemy into a fear trap and subsequent ***.

    Frozen Retreat > Rearming Trap > Aspect of Terror > Daedric Tomb > GG

    You get CC immunity after you get teleported.
  • NightbladeMechanics
    NightbladeMechanics
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    usmcjdking wrote: »
    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Frozen Retreat an enemy into a fear trap and subsequent ***.

    Frozen Retreat > Rearming Trap > Aspect of Terror > Daedric Tomb > GG

    You get CC immunity after you get teleported.

    Rearming Trap and Mines don't care.

    usmcjdking wrote: »
    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Frozen Retreat an enemy into a fear trap and subsequent ***.

    Frozen Retreat > Rearming Trap > Aspect of Terror > Daedric Tomb > GG

    Pretty sure larger groups can afford to have support Wardens to just cast their own Frozen Retreat for said potato to synergize and return to safety within the zerg

    Potato will be long dead before the zerg Warden even knows where he poofed off to.
    Edited by NightbladeMechanics on April 16, 2017 8:15PM
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  • Iyas
    Iyas
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    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Oh, I can totally see me doing that :trollface:
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  • Lore_lai
    Lore_lai
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    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Or the other way around - In Soviet Cyrodiil - Zerg teleports U. :s
    Does it have an arming time? Or can someone just splash this on you to yoink you into their zerg?

  • paulsimonps
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    Lore_lai wrote: »
    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Or the other way around - In Soviet Cyrodiil - Zerg teleports U. :s
    Does it have an arming time? Or can someone just splash this on you to yoink you into their zerg?

    Remember from testing it has a half second arming time or if it was a full second...
  • NightbladeMechanics
    NightbladeMechanics
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    Lore_lai wrote: »
    I can't wait to teleport enemy potato AP farmers out of their precious zergs.

    Or the other way around - In Soviet Cyrodiil - Zerg teleports U. :s
    Does it have an arming time? Or can someone just splash this on you to yoink you into their zerg?

    LMAO
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  • danno8
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    I guess it would be about as effective as Swarm Mother at pulling people out of groups in order to kill them, which is to say not very effective. People will just dodge roll/mist form away from you.

    Also, trying to aim a 5m circle at the feet of a specific player will be impossible, so don't look to use it on anyone who actually moves around during combat.
    Sharee wrote: »
    The tooltip says the portal is removed upon activation, so it will ever only move one enemy player per cast.

    So assuming you can cast it over and over, it would take 30 seconds for a Warden to synergize 12 people into a keep. Guess we will have to see what undocumented restrictions ZoS has placed on it.
  • Malamar1229
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    what about "spies" who places it to teleport an entire raid into an opposing keep..
  • paulsimonps
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    From what I was told the Ability can't be used from the top of a keep to place it down below or vise versa so entering keeps that way should not work if it works as intended.
  • Grimlok_S
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    what about "spies" who places it to teleport an entire raid into an opposing keep..

    That would take some coordination, and time. Would be highly surprised if bringing them in one by one went unnoticed and unchallenged.

    That level of cooperation has been subject to bans in the past, I don't expect it will be any different moving forward.
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  • Crispen_Longbow
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    This will be completely exploited the same way scrolls were/are. All you need is one warden “Spy” on the opposing alliance.

    So let’s use AD and DC in this example. 1 AD (Spy) warden ports to Brindle that is controlled by AD. He walks out the side doors to where 24 DC are waiting in stealth. He drops a Frozen gate on the outside of wall in front of the door. He then reenters the keep through the door and waits for the first DC to step on the gate, which instantly ports the DC player through the wall as there is no Z axis to worry about as they are the same level. He then goes back out the door and repeats this 24 times. It’s an instant cast so it will take about 30 - 40 seconds to move all 24 DC players past the outer wall. They then proceed to do the same to the inner wall. Another 30-40 seconds of dropping a gate on one side of the door to the other and now you have 24 stealthed DC inside the inner part of a keep that has not been (Burst, Flagged, Tagged, Light up etc).

    Those 24 quickly kill all the guards inside the keep and start hitting the door until it’s down to 75% at that point the flags will start to burn and tag the keep. The rest of the AD faction will see Brindle has now burst but the flags are already flipping the Keep will be DCs in about 30 seconds. No siege was on the external walls and only from inside to get the wall down enough for the flags to start burning.

    In theory you could have 6 AD “Spys” and 1 DC raid of 24 flip Emp. Position 1 of those 6 Warden “Spys” at each of the emperor keeps. Break the 24 man DC group up into 6 groups of 4 each. The spy moves all 4 of the DC to the inner walls. All 6 groups coordinate to take each keep at the same time. All 6 emp keeps would burst at the same time. You have a 4 man group on the inside 2 on each flag. The faction would have about 30-40 seconds to respond before all emperor keeps were flipped.

    Yes this will be exploited just like every other exploit has been used to circumvent opening walls or doors. Ambushing through the inner doors onto the NPC guards inside, Gap closing/ Leap onto players or NPCS on walls to bypass walls/doors etc. Having a spy run the scroll to an opposing faction as your faction can’t kill their own player etc.

    Also forgot about Sorcs lagging the server out with healing springs etc so they could streak across the sky (Fly) into keeps. Use horses to run down stairs and jump into keeps lol. Yes this will be so exploited. No one will even notice them coming in as it only takes a 30 - 40 seconds to move an entire raid in lol

    Edited by Crispen_Longbow on April 17, 2017 4:53PM
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  • Malamar1229
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    If I was the warden in that scenario, @Crispen_Longbow , I think for poops and chuckles I would drop the Mage Rune from Mages Guild line
  • Minno
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    frozywozy wrote: »
    Frozn Yogurt must hate that skill and what it implies.

    Edit: As far as the ability itself goes... ANOTHER ROOT FOR ESO!!!!???!?

    I'm super hype for the Warden. I actually delayed my bomb blade enjoying some time off and getting ready to go full Warden potato in junes and hopefuly get Warden first GO.

    Breton Master Warden race hype.
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  • IxSTALKERxI
    IxSTALKERxI
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    Just put a LOS check on the skill as well as the Z axis restriction then...

    Potential exploits aside, I don't think the skill will be that great, I mean it's not like people run around using chains in cyrodiil atm. There are other skills I'd be a lot more worried about tbh.
    Edited by IxSTALKERxI on April 17, 2017 5:06PM
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  • Crispen_Longbow
    Crispen_Longbow
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    Just put a LOS check on the skill as well as the Z axis restriction then...

    Potential exploits aside, I don't think the skill will be that great, I mean it's not like people run around using chains in cyrodiil atm. There are other skills I'd be a lot more worried about tbh.

    If you put those restrictions on them then it just turns into a poor man's chains. A warden wouldn't be able to use them as an offensive skill then. You can't pull the enemy around corners, into choke points etc. Putting those checks in will stop the exploits but will also kill the skill.
    Edited by Crispen_Longbow on April 17, 2017 5:13PM
    Crispen Longbow - Daggerfall Covenant (DC): NB - Rank:50 (NA/PC) - RIP (Blue VE, Khole, LoM, MO)
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