Will you use Crystal Blast now that Frags has no CC?

  • dodgehopper_ESO
    dodgehopper_ESO
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    No
    There's just better choices. This is much like some of the other annoying changes in other classes too though.
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  • Derra
    Derra
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    No
    Izaki wrote: »
    Derra wrote: »
    Izaki wrote: »
    technohic wrote: »
    I actually like that CC is no longer tied to frags. Would rather have the target stay open for better CC.

    ^ Yeah same here, I'm gonna spam the crap out of Rune Prison next patch right before that Shooting Star.

    Still at the same time it goes down the route of further reducing skillchoices for sorc - not that there were many to begin with - by introducing new "mandatory" skills.

    Not a good thing.

    Not a good thing at all, I'm still very against this change and especially the reasoning behind it. Skill Y sucks? We'll we'll nerf skill X so that Y seems more appealing.

    I'm just feeling like the Sorc burst will be slightly more deadly now, so I'm happy that its not just a flatout nerf...

    No idea. For me it´s a flatout nerf to anything that does not run the wombocombo of meteor/curse/frags/wrath
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  • Biro123
    Biro123
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    No
    Izaki wrote: »
    Biro123 wrote: »
    Derra wrote: »
    Izaki wrote: »
    technohic wrote: »
    I actually like that CC is no longer tied to frags. Would rather have the target stay open for better CC.

    ^ Yeah same here, I'm gonna spam the crap out of Rune Prison next patch right before that Shooting Star.

    Still at the same time it goes down the route of further reducing skillchoices for sorc - not that there were many to begin with - by introducing new "mandatory" skills.

    Not a good thing.

    /agree. For what I tend to run, the only way I'm gonna be able to fit this in is either by dropping inner light (not keen) or on overload bar on an overload build.

    My standard toolkit is usually broken down into:
    2 defence skills
    2 mobility skills
    2 heal skills
    1 buff
    3 offence.

    Or for pets, losing a heal and a mobility to fit them in.

    Either way, the only way I can see to fit in rune-cage is to drop inner-light, which I really don't like the sound of, since as well as the very nice stat-boost, I also use it to empower and to hunt stealthers..

    On an Overload build you should use Blast. Hard Cast + Overload light attack + Endless Fury = Dead.

    Since I play with Dark Conversion and without Mines, I guess I'm going to have to drop Degeneration for Rune Prison and then use Spell Power pots. Kind of annoying since Corn Flower and Lady's Smock are expensive as hell and I'd rather sell them than use them for PvP (I don't PvE on magicka builds anyway).

    Or.. Hard Cast + Overload light attack + Endless Fury = Dodged.. :-(

    I can't really see how to fit in rune-prison with that.
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  • pieratsos
    pieratsos
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    No
    Izaki wrote: »
    Derra wrote: »
    Izaki wrote: »
    technohic wrote: »
    I actually like that CC is no longer tied to frags. Would rather have the target stay open for better CC.

    ^ Yeah same here, I'm gonna spam the crap out of Rune Prison next patch right before that Shooting Star.

    Still at the same time it goes down the route of further reducing skillchoices for sorc - not that there were many to begin with - by introducing new "mandatory" skills.

    Not a good thing.

    Not a good thing at all, I'm still very against this change and especially the reasoning behind it. Skill Y sucks? We'll we'll nerf skill X so that Y seems more appealing.

    I'm just feeling like the Sorc burst will be slightly more deadly now, so I'm happy that its not just a flatout nerf...

    It is a flatout nerf to anyone playing solo/ small scale. Especially solo. There are no flex spots to use rune cage. You lose a necessary ability to use it. The only way to get around that and not drop anything is master destro and use flame reach as ur spammable and get a cc. Which is still a nerf cause even with master destro, flame reach is barely on par with crushing shock and u lose a monster piece or a 5 piece bonus to use it.
  • CyrusArya
    CyrusArya
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    pieratsos wrote: »
    It is a flatout nerf to anyone playing solo/ small scale. Especially solo. There are no flex spots to use rune cage. You lose a necessary ability to use it. The only way to get around that and not drop anything is master destro and use flame reach as ur spammable and get a cc. Which is still a nerf cause even with master destro, flame reach is barely on par with crushing shock and u lose a monster piece or a 5 piece bonus to use it.

    Or play dual wield in which case it could even be considered a buff. I shifted to dual wield when they announced this change and Im actually looking forward to the patch, even if i disagree with the mentality behind the nerf. Can't wait to smite ppl with unavoidable meteors.

    For staff builds tho, it is unequivocally a big nerf.
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  • pieratsos
    pieratsos
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    No
    CyrusArya wrote: »
    pieratsos wrote: »
    It is a flatout nerf to anyone playing solo/ small scale. Especially solo. There are no flex spots to use rune cage. You lose a necessary ability to use it. The only way to get around that and not drop anything is master destro and use flame reach as ur spammable and get a cc. Which is still a nerf cause even with master destro, flame reach is barely on par with crushing shock and u lose a monster piece or a 5 piece bonus to use it.

    Or play dual wield in which case it could even be considered a buff. I shifted to dual wield when they announced this change and Im actually looking forward to the patch, even if i disagree with the mentality behind the nerf. Can't wait to smite ppl with unavoidable meteors.

    For staff builds tho, it is unequivocally a big nerf.

    Well i havent played with DW so i dont pretend to be an expert on the playstyle but seriously how do you even kill tanky people with DW. You have even less sustained pressure than with destro. If you cant one shot them then you literally cant kill them. And even with DW you still have to drop something like inner light or degeneration and its still working "perfectly" only with meteor. Thats literally limiting the playstyle even more. Its either "play this way" or "dont play at all".
    Edited by pieratsos on October 20, 2017 3:09PM
  • CyrusArya
    CyrusArya
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    pieratsos wrote: »
    Well i havent played with DW so i dont pretend to be an expert on the playstyle but seriously how do you even kill tanky people with DW. You have even less sustained pressure than with destro. If you cant one shot them then you literally cant kill them. And even with DW you still have to drop something like inner light or degeneration and its still working "perfectly" only with meteor. Thats literally limiting the playstyle even more. Its either "play this way" or "dont play at all".

    Tanky specs are hard to kill in dual wield, but at the same time, they aren't gonna touch you cus defensively you're the same as any other sorc. You kill em by persistently chipping away and waiting for that big burst where the stars line up. Keep in mind, regardless how tanky they are, an unblocked meteor+frag+curse explosion should do well over 25k damage. But ya on D/W there are specs you simple wont be able to kill, destro sorc would struggle with those builds too.

    The dual wield play style is not optimal 1v1, even though it can do quite well. Where it shines is general open world PvP, especially if you have some support dps. The game considers meteor to be a ground based AoE, so its not buffed by inferno staves, but with two swords you get buffed single target and AoE damage. It's very fun when it does work, and the meteor combo will be empowered by rune cage. Thats the only silver lining with the change, that you can now control when you want to stun the opponent more precisely.

    But that being said, I do agree that the nerf is limiting and ill conceived.
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  • Xsorus
    Xsorus
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    No
    Nope; while CF shouldn’t have the CC and I agree with the change that’s not why crystal blast won’t be used

    The morph itself needs an entire rework; and stamina wouldn’t be a bad idea for a morph; I say make it a single target stamina based dot
  • DHale
    DHale
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    No
    I only have one question, who are these nightblade players that voted yes?
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  • itscompton
    itscompton
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    DDuke wrote: »
    So I just checked something:

    Dark Flare (0,1s longer cast time, but doesn't matter) deals 20.362% more damage as per tooltip than Crystal Blast.

    Dark Flare also grants Major Empower for the follow up Javelin (sorcs don't have similar good instant cast follow up from class skills atleast) and puts Major Defile on target & nearby enemies.

    Crystal Blast deals AoE damage.


    @ZOS_Wrobel is there a reason why Crystal Blast (Blast only, not the instant cast Frags!!!) can't atleast deal same base damage as Dark Flare? I think that would be a reasonable change.

    Lol, try running around in Cyrodiil and using Dark flare in actual combat. It probably has the slowest time from beginning of the cast to hitting the target in the whole game by a large margin. If you're not spamming them from the back of a zerg where you can't be interrupted you'll never hit a singe person and even then most people see the huge bright ball of light arching way up into the sky coming a mile away and block/roll dodge 9/10 times.

  • ToRelax
    ToRelax
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    No
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...
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  • DDuke
    DDuke
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    itscompton wrote: »
    DDuke wrote: »
    So I just checked something:

    Dark Flare (0,1s longer cast time, but doesn't matter) deals 20.362% more damage as per tooltip than Crystal Blast.

    Dark Flare also grants Major Empower for the follow up Javelin (sorcs don't have similar good instant cast follow up from class skills atleast) and puts Major Defile on target & nearby enemies.

    Crystal Blast deals AoE damage.


    @ZOS_Wrobel is there a reason why Crystal Blast (Blast only, not the instant cast Frags!!!) can't atleast deal same base damage as Dark Flare? I think that would be a reasonable change.

    Lol, try running around in Cyrodiil and using Dark flare in actual combat. It probably has the slowest time from beginning of the cast to hitting the target in the whole game by a large margin. If you're not spamming them from the back of a zerg where you can't be interrupted you'll never hit a singe person and even then most people see the huge bright ball of light arching way up into the sky coming a mile away and block/roll dodge 9/10 times.

    Key is comboing it with Javelin and/or shooting it from behind the target where the projectile is harder to spot (just like frags & anything else).

    Some fooling around on PTS, testing reaction time to close range Flare combos from stealth:
    https://youtu.be/9yyp7Uf2Ryg


    The primary obstacle to these builds (and any build utilizing a cast time ability) is Miat's cheat addon, but luckily it seems ZOS has finally decided to do something about it.

    In other words: there's a very real possibility Crystal Blast could be usable as well - though I'd say it still needs that damage increase to bring it on par with Dark Flare damage wise (only makes sense).

    Many people see the cast time as a huge downside, but it can also be an upside since it allows you to circumvent the global cooldown (which begins when you press the button & runs out during the cast time) in order to chain hard hitting abilities together, e.g. Crystal Blast->Overload Light Attack.
  • ToRelax
    ToRelax
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    No
    DDuke wrote: »
    itscompton wrote: »
    DDuke wrote: »
    So I just checked something:

    Dark Flare (0,1s longer cast time, but doesn't matter) deals 20.362% more damage as per tooltip than Crystal Blast.

    Dark Flare also grants Major Empower for the follow up Javelin (sorcs don't have similar good instant cast follow up from class skills atleast) and puts Major Defile on target & nearby enemies.

    Crystal Blast deals AoE damage.


    @ZOS_Wrobel is there a reason why Crystal Blast (Blast only, not the instant cast Frags!!!) can't atleast deal same base damage as Dark Flare? I think that would be a reasonable change.

    Lol, try running around in Cyrodiil and using Dark flare in actual combat. It probably has the slowest time from beginning of the cast to hitting the target in the whole game by a large margin. If you're not spamming them from the back of a zerg where you can't be interrupted you'll never hit a singe person and even then most people see the huge bright ball of light arching way up into the sky coming a mile away and block/roll dodge 9/10 times.

    [...]
    The primary obstacle to these builds (and any build utilizing a cast time ability) is Miat's cheat addon, but luckily it seems ZOS has finally decided to do something about it.

    In other words: there's a very real possibility Crystal Blast could be usable as well - though I'd say it still needs that damage increase to bring it on par with Dark Flare damage wise (only makes sense).

    [...]

    Oh wow, I hadn't thought anything would still come of this. Thanks for keeping your protests going for so long, then. :)
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  • Derra
    Derra
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    No
    ToRelax wrote: »
    DDuke wrote: »
    itscompton wrote: »
    DDuke wrote: »
    So I just checked something:

    Dark Flare (0,1s longer cast time, but doesn't matter) deals 20.362% more damage as per tooltip than Crystal Blast.

    Dark Flare also grants Major Empower for the follow up Javelin (sorcs don't have similar good instant cast follow up from class skills atleast) and puts Major Defile on target & nearby enemies.

    Crystal Blast deals AoE damage.


    @ZOS_Wrobel is there a reason why Crystal Blast (Blast only, not the instant cast Frags!!!) can't atleast deal same base damage as Dark Flare? I think that would be a reasonable change.

    Lol, try running around in Cyrodiil and using Dark flare in actual combat. It probably has the slowest time from beginning of the cast to hitting the target in the whole game by a large margin. If you're not spamming them from the back of a zerg where you can't be interrupted you'll never hit a singe person and even then most people see the huge bright ball of light arching way up into the sky coming a mile away and block/roll dodge 9/10 times.

    [...]
    The primary obstacle to these builds (and any build utilizing a cast time ability) is Miat's cheat addon, but luckily it seems ZOS has finally decided to do something about it.

    In other words: there's a very real possibility Crystal Blast could be usable as well - though I'd say it still needs that damage increase to bring it on par with Dark Flare damage wise (only makes sense).

    [...]

    Oh wow, I hadn't thought anything would still come of this. Thanks for keeping your protests going for so long, then. :)

    I´m sure we´ll get all the rage of the pve ppl when raidnotifier stops working :wink:
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  • itscompton
    itscompton
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    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. I had to comment though because seeing someone try to argue a fairly hard to see dark purple projectile that has a slightly faster cast and that flies in a straight line 3-4 times faster than the highly arching giant ball of bright light stupidly called Dark Flare should do the same damage in an AOE that DF does to single target was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.
    I'm with you guys on Birds though, that crap is instant and travels in a short line to target but they make it undodgable and unblockable "because otherwise it would be to hard to hit people with in PVP", that's a great joke right there.
    Edited by itscompton on October 21, 2017 12:24PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    No
    Xsorus wrote: »
    Nope; while CF shouldn’t have the CC and I agree with the change that’s not why crystal blast won’t be used

    The morph itself needs an entire rework; and stamina wouldn’t be a bad idea for a morph; I say make it a single target stamina based dot

    I'm holding out for a 'Bound Weapons' type attack for Sorcs.
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  • Derra
    Derra
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    No
    itscompton wrote: »
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. Seeing someone try to argue a projectile has a slightly faster cast and that flies in a straight line 3-4 times faster than DF travels was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.

    Thing is: Blast does not fly in a straight line - only frags does.

    Blast is somewhere in between frags and flare. Flare is an entirely different beast though as it synergises atleast well with javeline and people can also dodge it "too early" bc of the long traveltime.
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  • ToRelax
    ToRelax
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    No
    itscompton wrote: »
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. I had to comment though because seeing someone try to argue a fairly hard to see dark purple projectile that has a slightly faster cast and that flies in a straight line 3-4 times faster than the highly arching giant ball of bright light stupidly called Dark Flare should do the same damage in an AOE that DF does to single target was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.
    I'm with you guys on Birds though, that crap is instant and travels in a short line to target but they make it undodgable and unblockable "because otherwise it would be to hard to hit people with in PVP", that's a great joke right there.

    ^
    Like I said, you didn't even try it out.
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    The Covenant is broken. The Enemy has won...

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  • Izaki
    Izaki
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    No
    pieratsos wrote: »
    Izaki wrote: »
    Derra wrote: »
    Izaki wrote: »
    technohic wrote: »
    I actually like that CC is no longer tied to frags. Would rather have the target stay open for better CC.

    ^ Yeah same here, I'm gonna spam the crap out of Rune Prison next patch right before that Shooting Star.

    Still at the same time it goes down the route of further reducing skillchoices for sorc - not that there were many to begin with - by introducing new "mandatory" skills.

    Not a good thing.

    Not a good thing at all, I'm still very against this change and especially the reasoning behind it. Skill Y sucks? We'll we'll nerf skill X so that Y seems more appealing.

    I'm just feeling like the Sorc burst will be slightly more deadly now, so I'm happy that its not just a flatout nerf...

    It is a flatout nerf to anyone playing solo/ small scale. Especially solo. There are no flex spots to use rune cage. You lose a necessary ability to use it. The only way to get around that and not drop anything is master destro and use flame reach as ur spammable and get a cc. Which is still a nerf cause even with master destro, flame reach is barely on par with crushing shock and u lose a monster piece or a 5 piece bonus to use it.

    Hmm no. You can always drop Inner Light or Power Surge or whatever and use Spell Power Pots. I use Dark Conversion, so that takes up one of the 2 flex spots that any Mag Sorc has.

    Or you could just stun everything with Streak and be done with it.
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  • Derra
    Derra
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    No
    Izaki wrote: »
    pieratsos wrote: »
    Izaki wrote: »
    Derra wrote: »
    Izaki wrote: »
    technohic wrote: »
    I actually like that CC is no longer tied to frags. Would rather have the target stay open for better CC.

    ^ Yeah same here, I'm gonna spam the crap out of Rune Prison next patch right before that Shooting Star.

    Still at the same time it goes down the route of further reducing skillchoices for sorc - not that there were many to begin with - by introducing new "mandatory" skills.

    Not a good thing.

    Not a good thing at all, I'm still very against this change and especially the reasoning behind it. Skill Y sucks? We'll we'll nerf skill X so that Y seems more appealing.

    I'm just feeling like the Sorc burst will be slightly more deadly now, so I'm happy that its not just a flatout nerf...

    It is a flatout nerf to anyone playing solo/ small scale. Especially solo. There are no flex spots to use rune cage. You lose a necessary ability to use it. The only way to get around that and not drop anything is master destro and use flame reach as ur spammable and get a cc. Which is still a nerf cause even with master destro, flame reach is barely on par with crushing shock and u lose a monster piece or a 5 piece bonus to use it.

    Hmm no. You can always drop Inner Light or Power Surge or whatever and use Spell Power Pots. I use Dark Conversion, so that takes up one of the 2 flex spots that any Mag Sorc has.

    Or you could just stun everything with Streak and be done with it.

    So missing out on the extra utility provided by other pots than spellpower is not a flatout nerf :neutral: ?

    In my opinion having to substitute any functionality that was previously included in a build is just that: A good old straightforward flat nerf.
    Edited by Derra on October 21, 2017 3:20PM
    <Noricum>
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  • GrigorijMalahevich
    GrigorijMalahevich
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    No
    Derra wrote: »
    Izaki wrote: »
    pieratsos wrote: »
    Izaki wrote: »
    Derra wrote: »
    Izaki wrote: »
    technohic wrote: »
    I actually like that CC is no longer tied to frags. Would rather have the target stay open for better CC.

    ^ Yeah same here, I'm gonna spam the crap out of Rune Prison next patch right before that Shooting Star.

    Still at the same time it goes down the route of further reducing skillchoices for sorc - not that there were many to begin with - by introducing new "mandatory" skills.

    Not a good thing.

    Not a good thing at all, I'm still very against this change and especially the reasoning behind it. Skill Y sucks? We'll we'll nerf skill X so that Y seems more appealing.

    I'm just feeling like the Sorc burst will be slightly more deadly now, so I'm happy that its not just a flatout nerf...

    It is a flatout nerf to anyone playing solo/ small scale. Especially solo. There are no flex spots to use rune cage. You lose a necessary ability to use it. The only way to get around that and not drop anything is master destro and use flame reach as ur spammable and get a cc. Which is still a nerf cause even with master destro, flame reach is barely on par with crushing shock and u lose a monster piece or a 5 piece bonus to use it.

    Hmm no. You can always drop Inner Light or Power Surge or whatever and use Spell Power Pots. I use Dark Conversion, so that takes up one of the 2 flex spots that any Mag Sorc has.

    Or you could just stun everything with Streak and be done with it.

    So missing out on the extra utility provided by other pots than spellpower is not a flatout nerf :neutral: ?

    In my opinion having to substitute any functionality that was previously included in a build is just that: A good old straightforward flat nerf.

    100% nerf...

    Sorcs will try runeprison/meteor combo and will probably end up using it only in group play... I can see new threads about endless rune prison spam aaand here we go again... :neutral:
    PC/EU 800 CP.
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  • technohic
    technohic
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    No
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    No idea. I have both Templar and sorc. I don’t see the point arguing which is worse. Cast range abilities in PVP just are bad period right now with addons alerts. Its really irrelevant if one is worse than the other. Even some instants like javelin give warnings if you’re really quick to react.
  • DDuke
    DDuke
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    Derra wrote: »
    itscompton wrote: »
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. Seeing someone try to argue a projectile has a slightly faster cast and that flies in a straight line 3-4 times faster than DF travels was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.

    Thing is: Blast does not fly in a straight line - only frags does.

    Blast is somewhere in between frags and flare. Flare is an entirely different beast though as it synergises atleast well with javeline and people can also dodge it "too early" bc of the long traveltime.

    Travel time doesn't matter - it's enough to dodge it during cast time (considered as part of the attack) or any point of travel time & it'll still miss.

    Same goes for all cast time abilities.

    https://youtu.be/IOn-Nyf2APE

    There is no such thing as dodging too early, unless you dodge before opponent even begins casting.
    Edited by DDuke on October 21, 2017 4:49PM
  • grannas211
    grannas211
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    No
    I can't honestly take anyone seriously that voted yes. Cast time abilities are never good.
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Yes
    Frags was over the top no cast time, max range, cheaper cost and it’s stuns. This was a long time coming everyone got hit a long time ago DK were literally unkillable in some builds, Nightblades could one hit kill at max range, Templar could stand and out heal burst on a whole team.

    Sorcerers have always had no reason to change from max magic it’s pure reward with no downside if you want a 36m stun take the cast time if not you do all the same damage
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  • Joy_Division
    Joy_Division
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    No
    Frags was over the top no cast time, max range, cheaper cost and it’s stuns. This was a long time coming everyone got hit a long time ago DK were literally unkillable in some builds, Nightblades could one hit kill at max range, Templar could stand and out heal burst on a whole team.

    Sorcerers have always had no reason to change from max magic it’s pure reward with no downside if you want a 36m stun take the cast time if not you do all the same damage

    The question was not "Do you feel the Crystal Fragment nerf was justified?"
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Derra
    Derra
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    No
    DDuke wrote: »
    Derra wrote: »
    itscompton wrote: »
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. Seeing someone try to argue a projectile has a slightly faster cast and that flies in a straight line 3-4 times faster than DF travels was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.

    Thing is: Blast does not fly in a straight line - only frags does.

    Blast is somewhere in between frags and flare. Flare is an entirely different beast though as it synergises atleast well with javeline and people can also dodge it "too early" bc of the long traveltime.

    Travel time doesn't matter - it's enough to dodge it during cast time (considered as part of the attack) or any point of travel time & it'll still miss.

    Same goes for all cast time abilities.

    https://youtu.be/IOn-Nyf2APE

    There is no such thing as dodging too early, unless you dodge before opponent even begins casting.

    Happens quite a bit in cyro lag. But might be lag related ^^

    If someone dodges i just begin hardcasting frags bc i know i´ll stun them even though the projectile should technically miss. It just doesn´t ;)
    Edited by Derra on October 21, 2017 5:57PM
    <Noricum>
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  • pieratsos
    pieratsos
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    No
    itscompton wrote: »
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. I had to comment though because seeing someone try to argue a fairly hard to see dark purple projectile that has a slightly faster cast and that flies in a straight line 3-4 times faster than the highly arching giant ball of bright light stupidly called Dark Flare should do the same damage in an AOE that DF does to single target was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.
    I'm with you guys on Birds though, that crap is instant and travels in a short line to target but they make it undodgable and unblockable "because otherwise it would be to hard to hit people with in PVP", that's a great joke right there.

    Right. Both suck. But the difference is that you aint killing anything but monkeys as a sorc without frags. Dark flare isnt even used on templars. So yeah the importance of those skills in their respective classes isnt even remotely close. So you can understand why some people are upset.
  • DDuke
    DDuke
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    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    itscompton wrote: »
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. Seeing someone try to argue a projectile has a slightly faster cast and that flies in a straight line 3-4 times faster than DF travels was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.

    Thing is: Blast does not fly in a straight line - only frags does.

    Blast is somewhere in between frags and flare. Flare is an entirely different beast though as it synergises atleast well with javeline and people can also dodge it "too early" bc of the long traveltime.

    Travel time doesn't matter - it's enough to dodge it during cast time (considered as part of the attack) or any point of travel time & it'll still miss.

    Same goes for all cast time abilities.

    https://youtu.be/IOn-Nyf2APE

    There is no such thing as dodging too early, unless you dodge before opponent even begins casting.

    Happens quite a bit in cyro lag. But might be lag related ^^

    If someone dodges i just begin hardcasting frags bc i know i´ll stun them even though the projectile should technically miss. It just doesn´t ;)

    Well, definitely requires testing, could be lag (I never play primetime Cyrodiil, so idk).

    All I know is that the cast period is part of the "dodge window" and makes projectiles miss, as shown on the video.

    Need to test if starting the cast after someone dodges changes things.
  • Derra
    Derra
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    No
    DDuke wrote: »
    Derra wrote: »
    DDuke wrote: »
    Derra wrote: »
    itscompton wrote: »
    ToRelax wrote: »
    What's it with all the Templar's coming here to tell us how bad Dark Flare is? Try out Crystal Blast at least before comparing them...

    I think we're just amused at your reactions to getting a small taste of what it's been like to be a Templar come each update for the last year+. Seeing someone try to argue a projectile has a slightly faster cast and that flies in a straight line 3-4 times faster than DF travels was hilarious. And I do have a Sorc (though I hardly use him because I dislike the playstyle) so I have hard casted frags, the cast time for both sucks but the projectile hits waaaaaay faster than DF.

    Thing is: Blast does not fly in a straight line - only frags does.

    Blast is somewhere in between frags and flare. Flare is an entirely different beast though as it synergises atleast well with javeline and people can also dodge it "too early" bc of the long traveltime.

    Travel time doesn't matter - it's enough to dodge it during cast time (considered as part of the attack) or any point of travel time & it'll still miss.

    Same goes for all cast time abilities.

    https://youtu.be/IOn-Nyf2APE

    There is no such thing as dodging too early, unless you dodge before opponent even begins casting.

    Happens quite a bit in cyro lag. But might be lag related ^^

    If someone dodges i just begin hardcasting frags bc i know i´ll stun them even though the projectile should technically miss. It just doesn´t ;)

    Well, definitely requires testing, could be lag (I never play primetime Cyrodiil, so idk).

    All I know is that the cast period is part of the "dodge window" and makes projectiles miss, as shown on the video.

    Need to test if starting the cast after someone dodges changes things.

    Most likely lag. But you can count on that as a staple gamemechanic these days.
    <Noricum>
    I live. I die. I live again.

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