I'm glad I wear Whitestrake's all the time. Definitely cuts down on successful ganks...
2.6 seconds and the player only used TWO ABILITIES in Combat!
BEFORE ENTERING COMBAT I was: 1) hit for 10,000 damage (Lethal arrow and Poison injection hit me before combat started) , 2) Major Defiled, 3) Poisoned by Poison injection Dot 4) Poisoned by ravage health/creeping ravage health. 5) Poison status applied by Lethal injection. Before the game even notified me I was in combat!
As soon as the music started, at 0.4 seconds, I was 1) hit with Incapacitating strike for 7082, 2) other players damage increased 3) Twin Blade and Blunt applied to me
OK, so before I can do anything I have taken 17,000 damage and had FIVE dots applied.
I dismounted and dodge rolled.
The player hit ONE ability: steel tornado for 4500 AND this procced Befouled weapon.
Since I was below 50%, The Poison injection DOT hit for more than the initial ability (3357); befouled weapon hit for 2257, Twin blade and bleed hit for 2807, Poisoned for 485, ravage health for 888, Creeping ravage for 427, and I was dead right after my dodge roll finished.
A few other points:
1) despite 3018 crit resist, 95.3% of damage taken was critical damage. Wtf??
2) 10/13 hits in 2.6 seconds were critical
3) ALL THE PROCS procced, 100%, This is statistically vanishingly improbable. Blunt and bleed: 8% chance; befouled weapon 20% , poison on weapon 20%: the odds of all 3 being applied at once on the first use of the ability = (0.2)(0.2) (0.08) == Three in One thousand.
Summary: this no skill build (use two abilities in combat and let 6 procs kill the player) combined with ridiculous lag/ game mechanics (10k damage and 4 dots applied before combat even starts) is ridiculously over powered and completely unfair game play. Granted when you play solo you are going to have to deal with other solo players, but with these builds the fight is over before it starts. Most times, granted, gankers dont kill me. But if they can apply all their arrow hits before the fight and then hit you with Incapacitating right away, it is usually over immediately.
Some people argue it is balanced because these lone gankers are useless in groups and can only gank, since they are glass cannons., and that the glass cannon build evens the fight. But, their cloak is all powerful when it is 1:1. Sometimes 10 people can't find a cloaking NB right in front of them--- 1:1 it is hopeless to try.
ZOS quit worrying about Mage shields and other trivia and do something about poison stacking / lethal arrow garbage.
2.6 seconds and the player only used TWO ABILITIES in Combat!
BEFORE ENTERING COMBAT I was: 1) hit for 10,000 damage (Lethal arrow and Poison injection hit me before combat started) , 2) Major Defiled, 3) Poisoned by Poison injection Dot 4) Poisoned by ravage health/creeping ravage health. 5) Poison status applied by Lethal injection. Before the game even notified me I was in combat!
As soon as the music started, at 0.4 seconds, I was 1) hit with Incapacitating strike for 7082, 2) other players damage increased 3) Twin Blade and Blunt applied to me
OK, so before I can do anything I have taken 17,000 damage and had FIVE dots applied.
I dismounted and dodge rolled.
The player hit ONE ability: steel tornado for 4500 AND this procced Befouled weapon.
Since I was below 50%, The Poison injection DOT hit for more than the initial ability (3357); befouled weapon hit for 2257, Twin blade and bleed hit for 2807, Poisoned for 485, ravage health for 888, Creeping ravage for 427, and I was dead right after my dodge roll finished.
A few other points:
1) despite 3018 crit resist, 95.3% of damage taken was critical damage. Wtf??
2) 10/13 hits in 2.6 seconds were critical
3) ALL THE PROCS procced, 100%, This is statistically vanishingly improbable. Blunt and bleed: 8% chance; befouled weapon 20% , poison on weapon 20%: the odds of all 3 being applied at once on the first use of the ability = (0.2)(0.2) (0.08) == Three in One thousand.
Summary: this no skill build (use two abilities in combat and let 6 procs kill the player) combined with ridiculous lag/ game mechanics (10k damage and 4 dots applied before combat even starts) is ridiculously over powered and completely unfair game play. Granted when you play solo you are going to have to deal with other solo players, but with these builds the fight is over before it starts. Most times, granted, gankers dont kill me. But if they can apply all their arrow hits before the fight and then hit you with Incapacitating right away, it is usually over immediately.
Some people argue it is balanced because these lone gankers are useless in groups and can only gank, since they are glass cannons., and that the glass cannon build evens the fight. But, their cloak is all powerful when it is 1:1. Sometimes 10 people can't find a cloaking NB right in front of them--- 1:1 it is hopeless to try.
ZOS quit worrying about Mage shields and other trivia and do something about poison stacking / lethal arrow garbage.
That crit resist is pretty standard @44% (3018). All ganking NB's have at the very least a 1.9 crit modifier. At such a low modifier, it won't save you from a gank. Especially one that knows how to play and is built around it.
Now if you want to gut a gank build, you need a .7 modifier (4760) or higher. Then you can just laugh at the 5k snipes.
To give perspective-
A casual ganker has around a 21k snipe tootip. With a 1.9 modifier.
That's 10,500 tooltip (Battle Sprit)
x1.9= 9450 (crit damage)
Your Impen of 3018= 4158 reduction to only the crit damage. (how impen works)
Totaling= 15792 damage that needs to be mitigated by armor/buffs/block or roll.
As you can see, your impen did save you from a significant portion of damage, as did your armor, but not as much as I think you expected. This is likely due to folks thinking Impen reduces the damage of an ENTIRE ability when it crits, which it does not. Only the crit damage. Which in this case was 9450 damage.
Second, twin blade and blunt is 8% per axe, he could be running 2.
I see absolutely nothing wrong with this. To achieve these results a NB needs to invest completely into damage., with zero defense and likely a single hot to heal with.
I have no issue with dealing with these ganks, unless I am not paying attention or am distracted on my open world visible toons. It's a death sentence getting ganked on my ganker but that's my own damn fault for nighblading poorly imo.
Just ask @ShadowProc , my open world visible toons survive his burst and force a rest most of the time.
The best counter to gank is to accept that it is part of the game. Then you can start improving. If a ganker killed you, then it's not his fault, it's the way he plays the game. If you succesfully learn to counter the gank, then you will see it's more of a gamble than they expect.
When riding you MUST use your defensive bar and be prepared to break free and block cast a heal or a shield. If you have a stun in that bar, that's the second step. If there are more than one ganker, play defensive until help comes out.
A great job in Cyro, very appreciated by your comrades and also very satisfactory is to be a counter ganker, waiting to lend a hand when a ganker or a group of them shows up. That helps a lot when raiding a keep, helping the reinforcements to be constant.
ShadowProc wrote: »2.6 seconds and the player only used TWO ABILITIES in Combat!
BEFORE ENTERING COMBAT I was: 1) hit for 10,000 damage (Lethal arrow and Poison injection hit me before combat started) , 2) Major Defiled, 3) Poisoned by Poison injection Dot 4) Poisoned by ravage health/creeping ravage health. 5) Poison status applied by Lethal injection. Before the game even notified me I was in combat!
As soon as the music started, at 0.4 seconds, I was 1) hit with Incapacitating strike for 7082, 2) other players damage increased 3) Twin Blade and Blunt applied to me
OK, so before I can do anything I have taken 17,000 damage and had FIVE dots applied.
I dismounted and dodge rolled.
The player hit ONE ability: steel tornado for 4500 AND this procced Befouled weapon.
Since I was below 50%, The Poison injection DOT hit for more than the initial ability (3357); befouled weapon hit for 2257, Twin blade and bleed hit for 2807, Poisoned for 485, ravage health for 888, Creeping ravage for 427, and I was dead right after my dodge roll finished.
A few other points:
1) despite 3018 crit resist, 95.3% of damage taken was critical damage. Wtf??
2) 10/13 hits in 2.6 seconds were critical
3) ALL THE PROCS procced, 100%, This is statistically vanishingly improbable. Blunt and bleed: 8% chance; befouled weapon 20% , poison on weapon 20%: the odds of all 3 being applied at once on the first use of the ability = (0.2)(0.2) (0.08) == Three in One thousand.
Summary: this no skill build (use two abilities in combat and let 6 procs kill the player) combined with ridiculous lag/ game mechanics (10k damage and 4 dots applied before combat even starts) is ridiculously over powered and completely unfair game play. Granted when you play solo you are going to have to deal with other solo players, but with these builds the fight is over before it starts. Most times, granted, gankers dont kill me. But if they can apply all their arrow hits before the fight and then hit you with Incapacitating right away, it is usually over immediately.
Some people argue it is balanced because these lone gankers are useless in groups and can only gank, since they are glass cannons., and that the glass cannon build evens the fight. But, their cloak is all powerful when it is 1:1. Sometimes 10 people can't find a cloaking NB right in front of them--- 1:1 it is hopeless to try.
ZOS quit worrying about Mage shields and other trivia and do something about poison stacking / lethal arrow garbage.
That crit resist is pretty standard @44% (3018). All ganking NB's have at the very least a 1.9 crit modifier. At such a low modifier, it won't save you from a gank. Especially one that knows how to play and is built around it.
Now if you want to gut a gank build, you need a .7 modifier (4760) or higher. Then you can just laugh at the 5k snipes.
To give perspective-
A casual ganker has around a 21k snipe tootip. With a 1.9 modifier.
That's 10,500 tooltip (Battle Sprit)
x1.9= 9450 (crit damage)
Your Impen of 3018= 4158 reduction to only the crit damage. (how impen works)
Totaling= 15792 damage that needs to be mitigated by armor/buffs/block or roll.
As you can see, your impen did save you from a significant portion of damage, as did your armor, but not as much as I think you expected. This is likely due to folks thinking Impen reduces the damage of an ENTIRE ability when it crits, which it does not. Only the crit damage. Which in this case was 9450 damage.
Second, twin blade and blunt is 8% per axe, he could be running 2.
I see absolutely nothing wrong with this. To achieve these results a NB needs to invest completely into damage., with zero defense and likely a single hot to heal with.
I have no issue with dealing with these ganks, unless I am not paying attention or am distracted on my open world visible toons. It's a death sentence getting ganked on my ganker but that's my own damn fault for nighblading poorly imo.
Just ask @ShadowProc , my open world visible toons survive his burst and force a rest most of the time.
I dont think I have ever successfully ganked you. lol
The best counter to gank is to accept that it is part of the game. Then you can start improving. If a ganker killed you, then it's not his fault, it's the way he plays the game. If you succesfully learn to counter the gank, then you will see it's more of a gamble than they expect.
When riding you MUST use your defensive bar and be prepared to break free and block cast a heal or a shield. If you have a stun in that bar, that's the second step. If there are more than one ganker, play defensive until help comes out.
A great job in Cyro, very appreciated by your comrades and also very satisfactory is to be a counter ganker, waiting to lend a hand when a ganker or a group of them shows up. That helps a lot when raiding a keep, helping the reinforcements to be constant.
Pro tip*
While riding your mount, make sure to use Retreating and you don't have to worry about the stuns :P
The best counter to gank is to accept that it is part of the game. Then you can start improving. If a ganker killed you, then it's not his fault, it's the way he plays the game. If you succesfully learn to counter the gank, then you will see it's more of a gamble than they expect.
When riding you MUST use your defensive bar and be prepared to break free and block cast a heal or a shield. If you have a stun in that bar, that's the second step. If there are more than one ganker, play defensive until help comes out.
A great job in Cyro, very appreciated by your comrades and also very satisfactory is to be a counter ganker, waiting to lend a hand when a ganker or a group of them shows up. That helps a lot when raiding a keep, helping the reinforcements to be constant.
Pro tip*
While riding your mount, make sure to use Retreating and you don't have to worry about the stuns :P
What does retreating maneuver have to do with stuns?
Gank builds need a nerf. I'm sorry this will *** all those stealthy stamblades off, and cry "if we don't have stealth, we're dead". Before you start your counter-whining, you can keep stealth abilities no one wants to take it away, but *** that *** needs to be turned down. I use detect pots constantly, as well as detection skills, and I don't know how it's done, but some of these gank builds are non-existent in a fight. NON-EXISTENT!!!!!
A great job in Cyro, very appreciated by your comrades and also very satisfactory is to be a counter ganker, waiting to lend a hand when a ganker or a group of them shows up. That helps a lot when raiding a keep, helping the reinforcements to be constant.
usmguy1234 wrote: »The first one... how the eff do you incap in to a snipe in 0.87 seconds when cast time on snipe is 1.1 seconds?Callous2208 wrote: »usmguy1234 wrote: »
I would also like to know this. Combos like this have been getting me a lot lately. I've been hit by a heavy attack, two snipes, and an incap in less than 1.5 seconds several dozen times over the past few weeks.
its actually easy to pull of. at least what i am doing on my ganker.
to reproduce:
1. pop an invis pot (so you wont uncloak)
2. run up very close to your target
3. charge a snipe (keep in mind that snipe has a cast time + a "flying" time of the projectile of around ~0.5 seconds if you are standing 1 cm next to the target - the further away the longer the flying time.
4. hit the guy with an incap as soon as your snipe finished the channel
5. top that off with a either LA + killersblade or just killersblade
6. profit & #makegankinggreatagain
here is a small video to showcase this: https://youtu.be/rAxwGVrKDEQ
the combat log of this video:
[17:54] [psypãnda]: Hekaterîn - DPS: 36,975 (37,382 in 0:01.0)
(the snipe was an unlucky non crit )
everything will hit the enemy below or slightly above 1 second if you do it right.
your incap will even hit the tareget BEFORE your snipe projectile hits (check the combat log).
if the enemy has below 26hp its almost always a "oneshot". (ofc this depends on the amount of impen and some other stuff)
ofc the right gear/cp is also important since your snipe/incap/killersblade need to hit like a truck.
usmguy1234 wrote: »The first one... how the eff do you incap in to a snipe in 0.87 seconds when cast time on snipe is 1.1 seconds?Callous2208 wrote: »usmguy1234 wrote: »
I would also like to know this. Combos like this have been getting me a lot lately. I've been hit by a heavy attack, two snipes, and an incap in less than 1.5 seconds several dozen times over the past few weeks.
its actually easy to pull of. at least what i am doing on my ganker.
to reproduce:
1. pop an invis pot (so you wont uncloak)
2. run up very close to your target
3. charge a snipe (keep in mind that snipe has a cast time + a "flying" time of the projectile of around ~0.5 seconds if you are standing 1 cm next to the target - the further away the longer the flying time.
4. hit the guy with an incap as soon as your snipe finished the channel
5. top that off with a either LA + killersblade or just killersblade
6. profit & #makegankinggreatagain
here is a small video to showcase this: https://youtu.be/rAxwGVrKDEQ
the combat log of this video:
[17:54] [psypãnda]: Hekaterîn - DPS: 36,975 (37,382 in 0:01.0)
(the snipe was an unlucky non crit )
everything will hit the enemy below or slightly above 1 second if you do it right.
your incap will even hit the tareget BEFORE your snipe projectile hits (check the combat log).
if the enemy has below 26hp its almost always a "oneshot". (ofc this depends on the amount of impen and some other stuff)
ofc the right gear/cp is also important since your snipe/incap/killersblade need to hit like a truck.
I love how my sorc has been completely gutted multiple times, because of "burst damage" done thanks to a sequence of well telegraphed abilities dealt from visible.
usmguy1234 wrote: »The first one... how the eff do you incap in to a snipe in 0.87 seconds when cast time on snipe is 1.1 seconds?Callous2208 wrote: »usmguy1234 wrote: »
I would also like to know this. Combos like this have been getting me a lot lately. I've been hit by a heavy attack, two snipes, and an incap in less than 1.5 seconds several dozen times over the past few weeks.
its actually easy to pull of. at least what i am doing on my ganker.
to reproduce:
1. pop an invis pot (so you wont uncloak)
2. run up very close to your target
3. charge a snipe (keep in mind that snipe has a cast time + a "flying" time of the projectile of around ~0.5 seconds if you are standing 1 cm next to the target - the further away the longer the flying time.
4. hit the guy with an incap as soon as your snipe finished the channel
5. top that off with a either LA + killersblade or just killersblade
6. profit & #makegankinggreatagain
here is a small video to showcase this: https://youtu.be/rAxwGVrKDEQ
the combat log of this video:
[17:54] [psypãnda]: Hekaterîn - DPS: 36,975 (37,382 in 0:01.0)
(the snipe was an unlucky non crit )
everything will hit the enemy below or slightly above 1 second if you do it right.
your incap will even hit the tareget BEFORE your snipe projectile hits (check the combat log).
if the enemy has below 26hp its almost always a "oneshot". (ofc this depends on the amount of impen and some other stuff)
ofc the right gear/cp is also important since your snipe/incap/killersblade need to hit like a truck.
I love how my sorc has been completely gutted multiple times, because of "burst damage" done thanks to a sequence of well telegraphed abilities dealt from visible.
usmguy1234 wrote: »The first one... how the eff do you incap in to a snipe in 0.87 seconds when cast time on snipe is 1.1 seconds?Callous2208 wrote: »usmguy1234 wrote: »
I would also like to know this. Combos like this have been getting me a lot lately. I've been hit by a heavy attack, two snipes, and an incap in less than 1.5 seconds several dozen times over the past few weeks.
its actually easy to pull of. at least what i am doing on my ganker.
to reproduce:
1. pop an invis pot (so you wont uncloak)
2. run up very close to your target
3. charge a snipe (keep in mind that snipe has a cast time + a "flying" time of the projectile of around ~0.5 seconds if you are standing 1 cm next to the target - the further away the longer the flying time.
4. hit the guy with an incap as soon as your snipe finished the channel
5. top that off with a either LA + killersblade or just killersblade
6. profit & #makegankinggreatagain
here is a small video to showcase this: https://youtu.be/rAxwGVrKDEQ
the combat log of this video:
[17:54] [psypãnda]: Hekaterîn - DPS: 36,975 (37,382 in 0:01.0)
(the snipe was an unlucky non crit )
everything will hit the enemy below or slightly above 1 second if you do it right.
your incap will even hit the tareget BEFORE your snipe projectile hits (check the combat log).
if the enemy has below 26hp its almost always a "oneshot". (ofc this depends on the amount of impen and some other stuff)
ofc the right gear/cp is also important since your snipe/incap/killersblade need to hit like a truck.
I love how my sorc has been completely gutted multiple times, because of "burst damage" done thanks to a sequence of well telegraphed abilities dealt from visible.
Because the NB and stealth gameplay hasn't seen as many or possibly more nerfs than the sorc over the last four years.
C'mon, we have all seen nerfs. In fact a lot has been taken away from this playstyle and class in general.
Hell, even the coveted cloak is broke nearly every major patch cycle by something and has to wait weeks for a incremental to be fixed. So let's not go down this rabbit hole
If you have issues dealing with this playstyle , you need to re-evaluate your build or how you play/react. period.
Callous2208 wrote: »usmguy1234 wrote: »The first one... how the eff do you incap in to a snipe in 0.87 seconds when cast time on snipe is 1.1 seconds?Callous2208 wrote: »usmguy1234 wrote: »
I would also like to know this. Combos like this have been getting me a lot lately. I've been hit by a heavy attack, two snipes, and an incap in less than 1.5 seconds several dozen times over the past few weeks.
its actually easy to pull of. at least what i am doing on my ganker.
to reproduce:
1. pop an invis pot (so you wont uncloak)
2. run up very close to your target
3. charge a snipe (keep in mind that snipe has a cast time + a "flying" time of the projectile of around ~0.5 seconds if you are standing 1 cm next to the target - the further away the longer the flying time.
4. hit the guy with an incap as soon as your snipe finished the channel
5. top that off with a either LA + killersblade or just killersblade
6. profit & #makegankinggreatagain
here is a small video to showcase this: https://youtu.be/rAxwGVrKDEQ
the combat log of this video:
[17:54] [psypãnda]: Hekaterîn - DPS: 36,975 (37,382 in 0:01.0)
(the snipe was an unlucky non crit )
everything will hit the enemy below or slightly above 1 second if you do it right.
your incap will even hit the tareget BEFORE your snipe projectile hits (check the combat log).
if the enemy has below 26hp its almost always a "oneshot". (ofc this depends on the amount of impen and some other stuff)
ofc the right gear/cp is also important since your snipe/incap/killersblade need to hit like a truck.
I love how my sorc has been completely gutted multiple times, because of "burst damage" done thanks to a sequence of well telegraphed abilities dealt from visible.
Because the NB and stealth gameplay hasn't seen as many or possibly more nerfs than the sorc over the last four years.
C'mon, we have all seen nerfs. In fact a lot has been taken away from this playstyle and class in general.
Hell, even the coveted cloak is broke nearly every major patch cycle by something and has to wait weeks for a incremental to be fixed. So let's not go down this rabbit hole
If you have issues dealing with this playstyle , you need to re-evaluate your build or how you play/react. period.
Eh your last line isn't necessarily true. There's some major desync issues right now allowing snipers to drop 32k hp full crit res tanks in less than a second in PvP. Can't really git gud against something broken.
@XeniphThe best counter to gank is to accept that it is part of the game. Then you can start improving. If a ganker killed you, then it's not his fault, it's the way he plays the game. If you succesfully learn to counter the gank, then you will see it's more of a gamble than they expect.
When riding you MUST use your defensive bar and be prepared to break free and block cast a heal or a shield. If you have a stun in that bar, that's the second step. If there are more than one ganker, play defensive until help comes out.
A great job in Cyro, very appreciated by your comrades and also very satisfactory is to be a counter ganker, waiting to lend a hand when a ganker or a group of them shows up. That helps a lot when raiding a keep, helping the reinforcements to be constant.
Pro tip*
While riding your mount, make sure to use Retreating and you don't have to worry about the stuns :P
What does retreating maneuver have to do with stuns?
It makes you immune to them...
And to clarify- As long as you don't attack or only cast heals on yourself, the effect persists. So you are immune to all controlling effects while you heal up.