I want to fight and not be concerned with how I can make my character move again.
There are several other snare removal and immunity skills you can slot. Most classes have major expedition as well.
You can also try immovability potions, speed potions, or armor sets.
ROFL ball group tears
how do you avoid snares/roots on a templar or magden or nb if you Play healer role in raid- you cant mistform as you wouldnt heal your grp in that time ...^^?
I enjoy smallscale, solo and raiding btw. you just gonna accept that it is all completly different playstyles (btw you can see that aswell in pve solo [vma] and dsa/Trials)solo you dont have a tank/healer xD, but if you wanna Play in grp you Need one for that kinda of Content.
how do you avoid snares/roots on a templar or magden or nb if you Play healer role in raid- you cant mistform as you wouldnt heal your grp in that time ...^^?
Well, I think that is kinda the point. You are either able to move fast with the rest of the group thus making them take less damage or they move slower with your pace but you are outhealing incoming damage. Noone denies that this is a nerf. But not an unfair or unneeded one.
how do you avoid snares/roots on a templar or magden or nb if you Play healer role in raid- you cant mistform as you wouldnt heal your grp in that time ...^^?
Well, I think that is kinda the point. You are either able to move fast with the rest of the group thus making them take less damage or they move slower with your pace but you are outhealing incoming damage. Noone denies that this is a nerf. But not an unfair or unneeded one.
Actually a lot of us are stating it is not needed and it is not balanced (fair if you will) At least give it a solo immunity component and I would have no issue.
how do you avoid snares/roots on a templar or magden or nb if you Play healer role in raid- you cant mistform as you wouldnt heal your grp in that time ...^^?
Well, I think that is kinda the point. You are either able to move fast with the rest of the group thus making them take less damage or they move slower with your pace but you are outhealing incoming damage. Noone denies that this is a nerf. But not an unfair or unneeded one.
Actually a lot of us are stating it is not needed and it is not balanced (fair if you will) At least give it a solo immunity component and I would have no issue.
Rapids only having immunity for the caster is a great change I would welcome. But I can deal without it if it means that one guy with crazy stam regen and nothing else can prevent 23 other players from being snared/rooted. Ever.
how do you avoid snares/roots on a templar or magden or nb if you Play healer role in raid- you cant mistform as you wouldnt heal your grp in that time ...^^?
Well, I think that is kinda the point. You are either able to move fast with the rest of the group thus making them take less damage or they move slower with your pace but you are outhealing incoming damage. Noone denies that this is a nerf. But not an unfair or unneeded one.
Actually a lot of us are stating it is not needed and it is not balanced (fair if you will) At least give it a solo immunity component and I would have no issue.
Rapids only having immunity for the caster is a great change I would welcome. But I can deal without it if it means that one guy with crazy stam regen and nothing else can prevent 23 other players from being snared/rooted. Ever.
how do you avoid snares/roots on a templar or magden or nb if you Play healer role in raid- you cant mistform as you wouldnt heal your grp in that time ...^^?
I will miss old rapids since they did make running past mobs (who thought adding a snare to every single mob in the game is a good idea?!) in sleep-inducing overland stuff a bit more bearable. But this is a good and needed PvP change.
Izanagi.Xiiib16_ESO wrote: »Also as for the prognosis on group pvp, I think its a little early to be gnashing teeth or celebrating the death of any playstyles ^^
1. immovable potions doesnt Prevent you from being snared or rooted
2. it isnt viable for a raid playstyle to all Slot one skill if you can have one role for it, example:
-imagine everyone would have to debuff Bosses in PvE for themselves, healers and tanks would become kinda useless
-imagine taunt wouldnt be in the game
3. armor sets wont Prevent you from getting rooted and even the new one wont be viable as it is just 2 effects per 2 sec and you have like 15 effects on you all the time; kinda rng that it removes the root effect isnt it?
btw. i am sure that everyone in my Guild would be up to duel someone of you, just cause you call Raids generally zergs. A Duell Shows whether they can Play solo or not feel free to message me ingame @D'iundriel .
well if you really think imovability potion can give anti root i would say u got some LTP issue. I just think you here to destroy a game play without good arguments and why come here to give an oppinion on those change if u already may be not sure how game working...
You know rapids was OP when these players can’t grasp the concept of using more than 1 button or mechanic to stay mobile.
They are so scared and confused they are lashing out with duel challenges from entire guilds.
Every time a player gets wrecked by a zerg bal after this change and cries for even more nerfs, I will remember this post.
Again I get the removing the group CC immunity (needs to be individual) but honestly this will not stop zergs and it will not stop players from getting stomped and crying for nerfs again.
that's fine. better players should win fights, given they're skilled and organized enough. better players should not have an absurd advantage like rapids gave them though, nor should they need that advantage to win fights.
IxSTALKERxI wrote: »
ltownsend1808 wrote: »@Rygonix The best counter to an organised group, is another organised group. Have you ever tried assembling a few friends, co-ordinating ultimates (especially negates), placing siege on crucial areas like flags of keeps? You do these things and I guarantee you that you'll impact that fight. If you can negate a purger and a healer, while the group is under high pressure from sieges, and drop some offensive ultimates you'll most likely kill someone or force some defensive ultimates to be used by said ball group. You have many skills also available to help with this such as; Time stop, inevitable detonation (can be cast from range and if purged still does damage- few of these on a tightly packed group really hits hard!), aoe stuns (streak, volcanic rune, manifestation of terror) to name a few. Not to mention all the damage from your other abilities. You do not need to kill us all at once but rather killing one or two is the beginning of the end for most raid groups due to everyone having critical roles that the group relies on.
Furthermore, I feel that PVP raiding often gets unfairly criticised with comments such as "they just spam one button" or "they run broken sets". In my experience this couldn't be further from the truth. Similar to PVE raiding, we have to optimise our group with sets that buff our groups damage and survivability. Sets like Ebon, Worm, Hircine, Sanctuary, Olorime, Transmutation and Meritorious Service (which from the patch notes sounds like it has been fixed now to proc correctly off of purge, both morphs). Other sets such as Thurvokun are used to debuff the enemy making it harder for them to heal and to do less damage. Deciding on jewellery traits also is a factor, with harmony being very popular due to its ability to provide amazing burst damage when combined with certain synergies.
To add to this we implement skills like choking talons (to increase our uptime on minor maim), Solar Prison (for major maim and a powerful synergy), Shifting Standard (for major defile). We then look at other skills to buff the group, Dragonknights provide minor brutality, Templars provide minor sorcery, Sorcerers provide minor prophecy and Nightblades provide minor savagery.
Not only are we on Discord communicating but we also take advantage of some amazing addons, such as Sancts Ultimate Organiser, which tells us crucial details like synergy and purge cooldowns, ultimates available and Retreating Maneuver uptime.
All of this is just a generic overview and doesn't touch on the intricacies of each individual build for each individual role.
So we are doing all of these things to be as optimised as we can. What are the pug groups doing? Are you running into keeps and doing the same things over and over? Are you optimising your build to kill us (check out some solo vicious death bombers for ideas) or merely coming into Cyrodiil every day with the same build and hoping it has more of an impact than yesterday? If I get killed 1v1 while playing solo by a Nightblade, do I say that NBs are OP and need a nerf or self examine and adjust my play style and build?
I think all of the organised raid groups want to encourage more people to get into raiding as it is fun, exciting and fast paced. I personally would love nothing more than to see some more high level guilds compete against us. If people are interested in forming their own guild to combat other "ball groups" then I suggest checking out Dracarys' Youtube channel as there is many informative videos there to help people get started!