Prekiting is not a thing in this game because short range attacks and melee focused classes apply snares, and long range stuff doesn’t.
The few exceptions to this usually do trade off damage or sacrifice a gap closer.
I can’t think of any snare that doesn’t belong on an ability atm.
If they gave ranged casters snares or if they removed snares from close range, it would seriously imbalance the game’s currently amazing balance between range and melee. The only one that’s a little out of place is hidden blade IMO, but that skill is far too expensive to spam anyway.
You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
Shadow image not exactly ideal and bugged as hell
Retreating maneuver good skill if you're a cloak spammer with concealed
And mist form
If not those three please enlighten a poor scrub
TheDoomsdayMonster wrote: »Waffennacht wrote: »Why do I get the feeling this thread is mostly good players that know snares is what hinders their ability to avoid attacks and LoS and are advocating a change that'll make them nearly impossible to kill?
100% agreed...
Waffennacht wrote: »You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
Shadow image not exactly ideal and bugged as hell
Retreating maneuver good skill if you're a cloak spammer with concealed
And mist form
If not those three please enlighten a poor scrub
I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling
Waffennacht wrote: »You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
Shadow image not exactly ideal and bugged as hell
Retreating maneuver good skill if you're a cloak spammer with concealed
And mist form
If not those three please enlighten a poor scrub
I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling
Waffennacht wrote: »You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
Shadow image not exactly ideal and bugged as hell
Retreating maneuver good skill if you're a cloak spammer with concealed
And mist form
If not those three please enlighten a poor scrub
I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling
@Waffennacht
No. Lexy would have been referring to one of a number of skills that produce snare immunity or remove it. In this case it would have likely been snare immunity.
It may be easy to gloss over the mention of such things I. This thread as it runs counter to what OP and proves it's the idea presented in the OP is not needed by any means.
Waffennacht wrote: »Waffennacht wrote: »You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
Shadow image not exactly ideal and bugged as hell
Retreating maneuver good skill if you're a cloak spammer with concealed
And mist form
If not those three please enlighten a poor scrub
I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling
@Waffennacht
No. Lexy would have been referring to one of a number of skills that produce snare immunity or remove it. In this case it would have likely been snare immunity.
It may be easy to gloss over the mention of such things I. This thread as it runs counter to what OP and proves it's the idea presented in the OP is not needed by any means.
Well not to put words in anyone's mouth but Lexxy said not mist form, and I know no other way my DW madgen gets snare immunity outside of poisons (which weave on a DW mag spec ...nope)
Waffennacht wrote: »Waffennacht wrote: »You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
Shadow image not exactly ideal and bugged as hell
Retreating maneuver good skill if you're a cloak spammer with concealed
And mist form
If not those three please enlighten a poor scrub
I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling
@Waffennacht
No. Lexy would have been referring to one of a number of skills that produce snare immunity or remove it. In this case it would have likely been snare immunity.
It may be easy to gloss over the mention of such things I. This thread as it runs counter to what OP and proves it's the idea presented in the OP is not needed by any means.
Well not to put words in anyone's mouth but Lexxy said not mist form, and I know no other way my DW madgen gets snare immunity outside of poisons (which weave on a DW mag spec ...nope)
Resto weaves. Light attack dw weaves are also “aoe” so they break cloak fyi. Weaving is ALWAYS profitable
Major / Minor "Hindrance" is the best solution IMO as well. And setting it up to match Major/Minor Expedition is actually a no-brainer in my mind. I think Snares are one of the only debuffs left, that are not within the Minor/Major system right? If they did that, they could keep all the skills as they are.
We need more and more expensive debilitating statuses we can apply, not less.
As it is, right now it's hard enough for a competent group to pin down someone that knows how to LoS even a little bit in CP campaigns.
#nerfALLCCimmunity
Snares in this game are miserable, and not fun. Not only do I think they need to be toned down, but if you're going to have them they need to from non-damaging attacks. Right not it feels like snares are attached to everything just because.
Snares in this game are miserable, and not fun. Not only do I think they need to be toned down, but if you're going to have them they need to from non-damaging attacks. Right not it feels like snares are attached to everything just because.
All fair except from for biting jabs , if it didn’t share you’d never land anything consecutively on a player since it pretty much applies a snare to the caster lol
Snares in this game are miserable, and not fun. Not only do I think they need to be toned down, but if you're going to have them they need to from non-damaging attacks. Right not it feels like snares are attached to everything just because.
All fair except from for biting jabs , if it didn’t share you’d never land anything consecutively on a player since it pretty much applies a snare to the caster lol
Jabs shouldn't snare. I agree that you should snare your opponent in order to land your attacks, but it shouldn't come for free with your main spammable.
Waffennacht wrote: »You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
Shadow image not exactly ideal and bugged as hell
Retreating maneuver good skill if you're a cloak spammer with concealed
And mist form
If not those three please enlighten a poor scrub
I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling
Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.
Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.
Forward momentum maybe, but super niche on most mag builds. Rapids/retreating is also not viable.
On a mag char there is nothing that can guarantee sustainable snare removal/immunity.
Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.
Forward momentum maybe, but super niche on most mag builds. Rapids/retreating is also not viable.
On a mag char there is nothing that can guarantee sustainable snare removal/immunity.
Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
Waffennacht wrote: »Imo snares are necessary to land:
Jabs
WB/DS
Sub Assault/fissure
DK abilities in general
NBs don't really need to snare (but easily can and root and hard CC)
And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.
These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)
My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.
Drummerx04 wrote: »Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
Poisons. That's hardly a reliable aWaffennacht wrote: »Imo snares are necessary to land:
Jabs
WB/DS
Sub Assault/fissure
DK abilities in general
NBs don't really need to snare (but easily can and root and hard CC)
And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.
These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)
My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.
The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.
But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...
Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.
20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?
Drummerx04 wrote: »Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
Poisons. That's hardly a reliable aWaffennacht wrote: »Imo snares are necessary to land:
Jabs
WB/DS
Sub Assault/fissure
DK abilities in general
NBs don't really need to snare (but easily can and root and hard CC)
And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.
These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)
My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.
The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.
But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...
Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.
20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?
Drummerx04 wrote: »Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
Poisons. That's hardly a reliable aWaffennacht wrote: »Imo snares are necessary to land:
Jabs
WB/DS
Sub Assault/fissure
DK abilities in general
NBs don't really need to snare (but easily can and root and hard CC)
And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.
These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)
My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.
The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.
But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...
Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.
20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?
Lol, Poisons are reliable. They only trigger when you choose and triggering them will not require you to do anything extra.
Drummerx04 wrote: »Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
Poisons. That's hardly a reliable aWaffennacht wrote: »Imo snares are necessary to land:
Jabs
WB/DS
Sub Assault/fissure
DK abilities in general
NBs don't really need to snare (but easily can and root and hard CC)
And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.
These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)
My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.
The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.
But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...
Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.
20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?
Lol, Poisons are reliable. They only trigger when you choose and triggering them will not require you to do anything extra.
Come on, now.
You wanna attack a chasing zerg to proc a poison that enables you to avoid engagement with that zerg? At the cost of your enchant that you need for normal fights?
Sorry, Lexxy, but this advice is (untypically for you) useless.
Drummerx04 wrote: »Waffennacht wrote: »Drummerx04 wrote: »Waffennacht wrote: »As a mag warden... I really wanna snare you
But can't
So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.
No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)
Also add more mag snare removals. Mist is trash.
The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.
Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.
All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg
I run some form of snare immunity on all my builds, it’s a must.
Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.
There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.
Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap
Wrong, all classes have access to snare/root removal AND immunity without mist form.You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.
Poisons
Poisons. That's hardly a reliable aWaffennacht wrote: »Imo snares are necessary to land:
Jabs
WB/DS
Sub Assault/fissure
DK abilities in general
NBs don't really need to snare (but easily can and root and hard CC)
And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.
These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)
My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.
The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.
But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...
Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.
20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?
Lol, Poisons are reliable. They only trigger when you choose and triggering them will not require you to do anything extra.
Come on, now.
You wanna attack a chasing zerg to proc a poison that enables you to avoid engagement with that zerg? At the cost of your enchant that you need for normal fights?
Sorry, Lexxy, but this advice is (untypically for you) useless.
To be fair lexxy brought up poisons on my comment about dueling on a magblade where immovable pots are normally banned and you're not gonna slot mist