MartiniDaniels wrote: »OP, also top players have reputation if they play same campaign a lot. This means that majority of solo players won't attack them if it is not 1v1. So if you are top player only random guys who came for 50 transmutes will be "baited". Of course there are exceptions from this rule... for example If I see Lybal I always will go for him even it is 10v1. Guy is so awesome, that it is always fun to see how he will manage to 1vX, and he manages it pretty often, in no-CP.
Uh, I personally feel like I rarely succeed, even if I probably don't have the same standard for 1vX since I compare what I'm doing to the best I've ever done, but most 1vX feels very one-sided, either I have very little issue to kill people (and I don't really see that as a win if it felt easy) or I can only kite with no room for offensive, difficult and rewarding 1vX that felt tough are rare but are the best by far.
I dislike a bit that you contribute to give me this reputation of "top player" tho, I hate to get people who approach me just because they heard about my reputation, want to compare themself to me and end up spiting on me on any mistake I'd make against them, it's not common but it happens.
I'd like people to see me as any other random Nb if possible just to stop all the toxicity that I get because I'm not completely consistant in my performance or because some wants to satisfy their ego.
Thx for the compliment tho.
I'd like to add to the main subject, but as much as I looked all important advices I would give have already been told.
Pretty much sure what little sustain those setups with 2 damage sets, one of them New Moon Acolyte, have now will go down the drain once off-balance changes go live in Harrowstorm. They won't be able to get as many resources back from heavy attacks.
I mostly play no-CP so I design all my builds around that, they perform quite well in CP so I don't bother re-gearing for that.
The recipe is quite simple:
- 1 sustain 5p set: Bone Pirate, Eternal Hunt, Shacklebreaker, Trappings of Invigoration (back bar)
- 1 damage 5p set: Spriggan's Thorns, Hunding's Rage, New Moon Acolyte (front bar), Warrior's Fury, 7th Legion (back bar), Ravaging Warrior (front bar)
- 1 monster set: Bloodspawn (best overall), Selene, Velidreth, Balorgh (if you use an expensive ultimate)
- sometimes 1 arena weapon: Master's Bow, Asylum Maul or Sword, 2/3 Blessing of the Potentates sword & shield
- 3/3 weapon damage glyphs
- 1 light 5 medium 1 heavy or 5 medium 2 heavy, rarely all medium.
- all 7 armor pieces impenetrable, if I use shield that's reinforced or nirnhoned (almost no difference)
Gear is only part of the performance, you will need to also play a lot, get used to the combos, the advantages and the limitations of that build.
Pretty much sure what little sustain those setups with 2 damage sets, one of them New Moon Acolyte, have now will go down the drain once off-balance changes go live in Harrowstorm. They won't be able to get as many resources back from heavy attacks.
I mostly play no-CP so I design all my builds around that, they perform quite well in CP so I don't bother re-gearing for that.
The recipe is quite simple:
- 1 sustain 5p set: Bone Pirate, Eternal Hunt, Shacklebreaker, Trappings of Invigoration (back bar)
- 1 damage 5p set: Spriggan's Thorns, Hunding's Rage, New Moon Acolyte (front bar), Warrior's Fury, 7th Legion (back bar), Ravaging Warrior (front bar)
- 1 monster set: Bloodspawn (best overall), Selene, Velidreth, Balorgh (if you use an expensive ultimate)
- sometimes 1 arena weapon: Master's Bow, Asylum Maul or Sword, 2/3 Blessing of the Potentates sword & shield
- 3/3 weapon damage glyphs
- 1 light 5 medium 1 heavy or 5 medium 2 heavy, rarely all medium.
- all 7 armor pieces impenetrable, if I use shield that's reinforced or nirnhoned (almost no difference)
Gear is only part of the performance, you will need to also play a lot, get used to the combos, the advantages and the limitations of that build.
If you watch Thogards video, and most of the people I see kill several players or just doing well; it comes in bursts where they kite around keeping buffs up, string a target out, then burst. That will just have to be 15 seconds apart before retrying that same player. All other targets are good to go, and now the heavy attack wont consume the off balance so they have 7 seconds to do what they need to do before immunity. That's more than the time usually had before your target gets help.
That off balance change more effects just average players enjoying the damage buff in a sustain fight against 1 target more than the top players killing several. Kind of odd a change as the issue lately tends to be tanky players, yet they benefit from this.
Pretty much sure what little sustain those setups with 2 damage sets, one of them New Moon Acolyte, have now will go down the drain once off-balance changes go live in Harrowstorm. They won't be able to get as many resources back from heavy attacks.
I mostly play no-CP so I design all my builds around that, they perform quite well in CP so I don't bother re-gearing for that.
The recipe is quite simple:
- 1 sustain 5p set: Bone Pirate, Eternal Hunt, Shacklebreaker, Trappings of Invigoration (back bar)
- 1 damage 5p set: Spriggan's Thorns, Hunding's Rage, New Moon Acolyte (front bar), Warrior's Fury, 7th Legion (back bar), Ravaging Warrior (front bar)
- 1 monster set: Bloodspawn (best overall), Selene, Velidreth, Balorgh (if you use an expensive ultimate)
- sometimes 1 arena weapon: Master's Bow, Asylum Maul or Sword, 2/3 Blessing of the Potentates sword & shield
- 3/3 weapon damage glyphs
- 1 light 5 medium 1 heavy or 5 medium 2 heavy, rarely all medium.
- all 7 armor pieces impenetrable, if I use shield that's reinforced or nirnhoned (almost no difference)
Gear is only part of the performance, you will need to also play a lot, get used to the combos, the advantages and the limitations of that build.
If you watch Thogards video, and most of the people I see kill several players or just doing well; it comes in bursts where they kite around keeping buffs up, string a target out, then burst. That will just have to be 15 seconds apart before retrying that same player. All other targets are good to go, and now the heavy attack wont consume the off balance so they have 7 seconds to do what they need to do before immunity. That's more than the time usually had before your target gets help.
That off balance change more effects just average players enjoying the damage buff in a sustain fight against 1 target more than the top players killing several. Kind of odd a change as the issue lately tends to be tanky players, yet they benefit from this.
Not just that, but now dizzy will stun every time the off balance window is up. Since break free can be buggy sometimes there’s a good chance it’ll stun lock someone. For times when it isn’t up the person will be snared making it easier to control the fight.
They buffed the one button playstyle.
- Off Balance now lasts 7 seconds from player sourced abilities and sets.
- Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
Pretty much sure what little sustain those setups with 2 damage sets, one of them New Moon Acolyte, have now will go down the drain once off-balance changes go live in Harrowstorm. They won't be able to get as many resources back from heavy attacks.
I mostly play no-CP so I design all my builds around that, they perform quite well in CP so I don't bother re-gearing for that.
The recipe is quite simple:
- 1 sustain 5p set: Bone Pirate, Eternal Hunt, Shacklebreaker, Trappings of Invigoration (back bar)
- 1 damage 5p set: Spriggan's Thorns, Hunding's Rage, New Moon Acolyte (front bar), Warrior's Fury, 7th Legion (back bar), Ravaging Warrior (front bar)
- 1 monster set: Bloodspawn (best overall), Selene, Velidreth, Balorgh (if you use an expensive ultimate)
- sometimes 1 arena weapon: Master's Bow, Asylum Maul or Sword, 2/3 Blessing of the Potentates sword & shield
- 3/3 weapon damage glyphs
- 1 light 5 medium 1 heavy or 5 medium 2 heavy, rarely all medium.
- all 7 armor pieces impenetrable, if I use shield that's reinforced or nirnhoned (almost no difference)
Gear is only part of the performance, you will need to also play a lot, get used to the combos, the advantages and the limitations of that build.
If you watch Thogards video, and most of the people I see kill several players or just doing well; it comes in bursts where they kite around keeping buffs up, string a target out, then burst. That will just have to be 15 seconds apart before retrying that same player. All other targets are good to go, and now the heavy attack wont consume the off balance so they have 7 seconds to do what they need to do before immunity. That's more than the time usually had before your target gets help.
That off balance change more effects just average players enjoying the damage buff in a sustain fight against 1 target more than the top players killing several. Kind of odd a change as the issue lately tends to be tanky players, yet they benefit from this.
Not just that, but now dizzy will stun every time the off balance window is up. Since break free can be buggy sometimes there’s a good chance it’ll stun lock someone. For times when it isn’t up the person will be snared making it easier to control the fight.
They buffed the one button playstyle.
Off-balance will have a 22 sec cooldown per target. Meaning Dizzying Swing can only stun the same player once every 22 seconds...
- Off Balance now lasts 7 seconds from player sourced abilities and sets.
- Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
Pretty much sure what little sustain those setups with 2 damage sets, one of them New Moon Acolyte, have now will go down the drain once off-balance changes go live in Harrowstorm. They won't be able to get as many resources back from heavy attacks.
I mostly play no-CP so I design all my builds around that, they perform quite well in CP so I don't bother re-gearing for that.
The recipe is quite simple:
- 1 sustain 5p set: Bone Pirate, Eternal Hunt, Shacklebreaker, Trappings of Invigoration (back bar)
- 1 damage 5p set: Spriggan's Thorns, Hunding's Rage, New Moon Acolyte (front bar), Warrior's Fury, 7th Legion (back bar), Ravaging Warrior (front bar)
- 1 monster set: Bloodspawn (best overall), Selene, Velidreth, Balorgh (if you use an expensive ultimate)
- sometimes 1 arena weapon: Master's Bow, Asylum Maul or Sword, 2/3 Blessing of the Potentates sword & shield
- 3/3 weapon damage glyphs
- 1 light 5 medium 1 heavy or 5 medium 2 heavy, rarely all medium.
- all 7 armor pieces impenetrable, if I use shield that's reinforced or nirnhoned (almost no difference)
Gear is only part of the performance, you will need to also play a lot, get used to the combos, the advantages and the limitations of that build.
If you watch Thogards video, and most of the people I see kill several players or just doing well; it comes in bursts where they kite around keeping buffs up, string a target out, then burst. That will just have to be 15 seconds apart before retrying that same player. All other targets are good to go, and now the heavy attack wont consume the off balance so they have 7 seconds to do what they need to do before immunity. That's more than the time usually had before your target gets help.
That off balance change more effects just average players enjoying the damage buff in a sustain fight against 1 target more than the top players killing several. Kind of odd a change as the issue lately tends to be tanky players, yet they benefit from this.
Not just that, but now dizzy will stun every time the off balance window is up. Since break free can be buggy sometimes there’s a good chance it’ll stun lock someone. For times when it isn’t up the person will be snared making it easier to control the fight.
They buffed the one button playstyle.
Off-balance will have a 22 sec cooldown per target. Meaning Dizzying Swing can only stun the same player once every 22 seconds...
- Off Balance now lasts 7 seconds from player sourced abilities and sets.
- Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
I read up more on the changes because it was split up into different sections in the 5.3 notes:
- Off balance will last 7 seconds, once it wears off there is a 15 second cooldown until it can be reapplied
- Medium/heavy attacks no longer consume the off balance effect
- Off balance can no longer be purged as a negative effect
That means while off balance is up every dizzy will be a stun. If it’s not during off balance, it will be a snare.
It doesn’t take a rocket scientist to see this is a large buff. Play the usual tanky kite until onslaught is up, as soon as off balance is up onslaught and go dizzy - med (for double stuns which break break free) and then executioner spam with meds until dead. If someone can’t do that as a stamina might as well quit pvp because it’s not much different then the current meta.
Pretty much sure what little sustain those setups with 2 damage sets, one of them New Moon Acolyte, have now will go down the drain once off-balance changes go live in Harrowstorm. They won't be able to get as many resources back from heavy attacks.
I mostly play no-CP so I design all my builds around that, they perform quite well in CP so I don't bother re-gearing for that.
The recipe is quite simple:
- 1 sustain 5p set: Bone Pirate, Eternal Hunt, Shacklebreaker, Trappings of Invigoration (back bar)
- 1 damage 5p set: Spriggan's Thorns, Hunding's Rage, New Moon Acolyte (front bar), Warrior's Fury, 7th Legion (back bar), Ravaging Warrior (front bar)
- 1 monster set: Bloodspawn (best overall), Selene, Velidreth, Balorgh (if you use an expensive ultimate)
- sometimes 1 arena weapon: Master's Bow, Asylum Maul or Sword, 2/3 Blessing of the Potentates sword & shield
- 3/3 weapon damage glyphs
- 1 light 5 medium 1 heavy or 5 medium 2 heavy, rarely all medium.
- all 7 armor pieces impenetrable, if I use shield that's reinforced or nirnhoned (almost no difference)
Gear is only part of the performance, you will need to also play a lot, get used to the combos, the advantages and the limitations of that build.
If you watch Thogards video, and most of the people I see kill several players or just doing well; it comes in bursts where they kite around keeping buffs up, string a target out, then burst. That will just have to be 15 seconds apart before retrying that same player. All other targets are good to go, and now the heavy attack wont consume the off balance so they have 7 seconds to do what they need to do before immunity. That's more than the time usually had before your target gets help.
That off balance change more effects just average players enjoying the damage buff in a sustain fight against 1 target more than the top players killing several. Kind of odd a change as the issue lately tends to be tanky players, yet they benefit from this.
Not just that, but now dizzy will stun every time the off balance window is up. Since break free can be buggy sometimes there’s a good chance it’ll stun lock someone. For times when it isn’t up the person will be snared making it easier to control the fight.
They buffed the one button playstyle.
Off-balance will have a 22 sec cooldown per target. Meaning Dizzying Swing can only stun the same player once every 22 seconds...
- Off Balance now lasts 7 seconds from player sourced abilities and sets.
- Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
I read up more on the changes because it was split up into different sections in the 5.3 notes:
- Off balance will last 7 seconds, once it wears off there is a 15 second cooldown until it can be reapplied
- Medium/heavy attacks no longer consume the off balance effect
- Off balance can no longer be purged as a negative effect
That means while off balance is up every dizzy will be a stun. If it’s not during off balance, it will be a snare.
It doesn’t take a rocket scientist to see this is a large buff. Play the usual tanky kite until onslaught is up, as soon as off balance is up onslaught and go dizzy - med (for double stuns which break break free) and then executioner spam with meds until dead. If someone can’t do that as a stamina might as well quit pvp because it’s not much different then the current meta.
Yeah and there's just enough time for a second stun before OB wears off. Good luck fighting a good player running these 2 damage sets, infused weapon damage jewelry and surviving 2 stuns without an immovable pot ready. If you do; I'm sure they are not concerned with ignoring you for 15 seconds
MartiniDaniels wrote: »OP, also top players have reputation if they play same campaign a lot. This means that majority of solo players won't attack them if it is not 1v1. So if you are top player only random guys who came for 50 transmutes will be "baited". Of course there are exceptions from this rule... for example If I see Lybal I always will go for him even it is 10v1. Guy is so awesome, that it is always fun to see how he will manage to 1vX, and he manages it pretty often, in no-CP.
Uh, I personally feel like I rarely succeed, even if I probably don't have the same standard for 1vX since I compare what I'm doing to the best I've ever done, but most 1vX feels very one-sided, either I have very little issue to kill people (and I don't really see that as a win if it felt easy) or I can only kite with no room for offensive, difficult and rewarding 1vX that felt tough are rare but are the best by far.
I dislike a bit that you contribute to give me this reputation of "top player" tho, I hate to get people who approach me just because they heard about my reputation, want to compare themself to me and end up spiting on me on any mistake I'd make against them, it's not common but it happens.
I'd like people to see me as any other random Nb if possible just to stop all the toxicity that I get because I'm not completely consistant in my performance or because some wants to satisfy their ego.
Thx for the compliment tho.
I'd like to add to the main subject, but as much as I looked all important advices I would give have already been told.
Oh, I don't believe that you don't like your reputation. During midyear mayhem I saw you jumping right in the middle of enemies' zerg multiple times just to kite them and escape. While glowing with tel var. You obviously didn't expect to kill anyone in the open in the midst of 20+ group. So it was just to make people mad, wasn't it?
Pretty much sure what little sustain those setups with 2 damage sets, one of them New Moon Acolyte, have now will go down the drain once off-balance changes go live in Harrowstorm. They won't be able to get as many resources back from heavy attacks.
I mostly play no-CP so I design all my builds around that, they perform quite well in CP so I don't bother re-gearing for that.
The recipe is quite simple:
- 1 sustain 5p set: Bone Pirate, Eternal Hunt, Shacklebreaker, Trappings of Invigoration (back bar)
- 1 damage 5p set: Spriggan's Thorns, Hunding's Rage, New Moon Acolyte (front bar), Warrior's Fury, 7th Legion (back bar), Ravaging Warrior (front bar)
- 1 monster set: Bloodspawn (best overall), Selene, Velidreth, Balorgh (if you use an expensive ultimate)
- sometimes 1 arena weapon: Master's Bow, Asylum Maul or Sword, 2/3 Blessing of the Potentates sword & shield
- 3/3 weapon damage glyphs
- 1 light 5 medium 1 heavy or 5 medium 2 heavy, rarely all medium.
- all 7 armor pieces impenetrable, if I use shield that's reinforced or nirnhoned (almost no difference)
Gear is only part of the performance, you will need to also play a lot, get used to the combos, the advantages and the limitations of that build.
If you watch Thogards video, and most of the people I see kill several players or just doing well; it comes in bursts where they kite around keeping buffs up, string a target out, then burst. That will just have to be 15 seconds apart before retrying that same player. All other targets are good to go, and now the heavy attack wont consume the off balance so they have 7 seconds to do what they need to do before immunity. That's more than the time usually had before your target gets help.
That off balance change more effects just average players enjoying the damage buff in a sustain fight against 1 target more than the top players killing several. Kind of odd a change as the issue lately tends to be tanky players, yet they benefit from this.
Not just that, but now dizzy will stun every time the off balance window is up. Since break free can be buggy sometimes there’s a good chance it’ll stun lock someone. For times when it isn’t up the person will be snared making it easier to control the fight.
They buffed the one button playstyle.
Off-balance will have a 22 sec cooldown per target. Meaning Dizzying Swing can only stun the same player once every 22 seconds...
- Off Balance now lasts 7 seconds from player sourced abilities and sets.
- Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
I read up more on the changes because it was split up into different sections in the 5.3 notes:
- Off balance will last 7 seconds, once it wears off there is a 15 second cooldown until it can be reapplied
- Medium/heavy attacks no longer consume the off balance effect
- Off balance can no longer be purged as a negative effect
That means while off balance is up every dizzy will be a stun. If it’s not during off balance, it will be a snare.
It doesn’t take a rocket scientist to see this is a large buff. Play the usual tanky kite until onslaught is up, as soon as off balance is up onslaught and go dizzy - med (for double stuns which break break free) and then executioner spam with meds until dead. If someone can’t do that as a stamina might as well quit pvp because it’s not much different then the current meta.
It just reinforces S&B and 2H. It’s a large buff to the stamwarden, StamDK and stamnecro playstyle, and makes the exploiter passive (which is in the stamina tree) a no brainer.
The way you enjoy playing is unique to you.
It would be wise to wear sets and use skills that are tailored to that style of play.
MartiniDaniels wrote: »OP, also top players have reputation if they play same campaign a lot. This means that majority of solo players won't attack them if it is not 1v1. So if you are top player only random guys who came for 50 transmutes will be "baited". Of course there are exceptions from this rule... for example If I see Lybal I always will go for him even it is 10v1. Guy is so awesome, that it is always fun to see how he will manage to 1vX, and he manages it pretty often, in no-CP.
Uh, I personally feel like I rarely succeed, even if I probably don't have the same standard for 1vX since I compare what I'm doing to the best I've ever done, but most 1vX feels very one-sided, either I have very little issue to kill people (and I don't really see that as a win if it felt easy) or I can only kite with no room for offensive, difficult and rewarding 1vX that felt tough are rare but are the best by far.
I dislike a bit that you contribute to give me this reputation of "top player" tho, I hate to get people who approach me just because they heard about my reputation, want to compare themself to me and end up spiting on me on any mistake I'd make against them, it's not common but it happens.
I'd like people to see me as any other random Nb if possible just to stop all the toxicity that I get because I'm not completely consistant in my performance or because some wants to satisfy their ego.
Thx for the compliment tho.
I'd like to add to the main subject, but as much as I looked all important advices I would give have already been told.
Oh, I don't believe that you don't like your reputation. During midyear mayhem I saw you jumping right in the middle of enemies' zerg multiple times just to kite them and escape. While glowing with tel var. You obviously didn't expect to kill anyone in the open in the midst of 20+ group. So it was just to make people mad, wasn't it?
Oh for sure I expected to kill them, not everyone of course, and those that I kill get res immediately, but especially with Imperial Physic and a district boss, I'm pretty sure I can handle most groups, not the ballgroup kind where everyone is stack in 2m² tho.
I spend almost all my time kiting, but that's unavoidable against an entire group, there's near no room for offense.
I even killed some groups on Molag Bal, 2 or 3 at least, even if that's out of 50 try with a death every time after either 10 sec or 10 min.
There are good points getting a good reputation, I like to deal with hate whispers when I'm in the mood for it, but in the end I'd prefer to get none, I dislike toxicity in any form, I don't get mad when people tbag me but I'm just like "Wouldn't it be more cool if none would do that ?"
I already stopped to play Lol just cause of the toxicity even tho I was Master, and I quitted multiple guilds in ESO due to all the constant drama in chat.
And my goal is never to make people mad, I just have fun playing this way, if I had fun zerging everyone 20vs1, I'd do it without a single hesitation, but that's not the case so I don't.
SpiderCultist wrote: »MartiniDaniels wrote: »OP, also top players have reputation if they play same campaign a lot. This means that majority of solo players won't attack them if it is not 1v1. So if you are top player only random guys who came for 50 transmutes will be "baited". Of course there are exceptions from this rule... for example If I see Lybal I always will go for him even it is 10v1. Guy is so awesome, that it is always fun to see how he will manage to 1vX, and he manages it pretty often, in no-CP.
Uh, I personally feel like I rarely succeed, even if I probably don't have the same standard for 1vX since I compare what I'm doing to the best I've ever done, but most 1vX feels very one-sided, either I have very little issue to kill people (and I don't really see that as a win if it felt easy) or I can only kite with no room for offensive, difficult and rewarding 1vX that felt tough are rare but are the best by far.
I dislike a bit that you contribute to give me this reputation of "top player" tho, I hate to get people who approach me just because they heard about my reputation, want to compare themself to me and end up spiting on me on any mistake I'd make against them, it's not common but it happens.
I'd like people to see me as any other random Nb if possible just to stop all the toxicity that I get because I'm not completely consistant in my performance or because some wants to satisfy their ego.
Thx for the compliment tho.
I'd like to add to the main subject, but as much as I looked all important advices I would give have already been told.
Oh, I don't believe that you don't like your reputation. During midyear mayhem I saw you jumping right in the middle of enemies' zerg multiple times just to kite them and escape. While glowing with tel var. You obviously didn't expect to kill anyone in the open in the midst of 20+ group. So it was just to make people mad, wasn't it?
Oh for sure I expected to kill them, not everyone of course, and those that I kill get res immediately, but especially with Imperial Physic and a district boss, I'm pretty sure I can handle most groups, not the ballgroup kind where everyone is stack in 2m² tho.
I spend almost all my time kiting, but that's unavoidable against an entire group, there's near no room for offense.
I even killed some groups on Molag Bal, 2 or 3 at least, even if that's out of 50 try with a death every time after either 10 sec or 10 min.
There are good points getting a good reputation, I like to deal with hate whispers when I'm in the mood for it, but in the end I'd prefer to get none, I dislike toxicity in any form, I don't get mad when people tbag me but I'm just like "Wouldn't it be more cool if none would do that ?"
I already stopped to play Lol just cause of the toxicity even tho I was Master, and I quitted multiple guilds in ESO due to all the constant drama in chat.
And my goal is never to make people mad, I just have fun playing this way, if I had fun zerging everyone 20vs1, I'd do it without a single hesitation, but that's not the case so I don't.
You and I play on the same campaign (PC EU Non-CP) and I gotta say publicly: congrats, you're the best. You and @Axakal would make a devastating duo for AD. Don't get too seriously the drama and hate whispers, people just get salty when outplayed and dead. There's a question though, how in the 7th circle of hell (lagodiil) do you manage to escape so well from all the pressure you get some times? I've seen entire trains following you and still couldn't get you. Good connectivity aka low ping? That would explain a lot.
There are good points getting a good reputation, I like to deal with hate whispers when I'm in the mood for it, but in the end I'd prefer to get none, I dislike toxicity in any form, I don't get mad when people tbag me but I'm just like "Wouldn't it be more cool if none would do that ?"
I already stopped to play Lol just cause of the toxicity even tho I was Master, and I quitted multiple guilds in ESO due to all the constant drama in chat.
I hunt ballgroups by spamming bombard and drain their stamina, it feels so great to feel useful against a ballgroup as a soloplayer when their magicka characters can't keep up with stamina and it split the group
There are good points getting a good reputation, I like to deal with hate whispers when I'm in the mood for it, but in the end I'd prefer to get none, I dislike toxicity in any form, I don't get mad when people tbag me but I'm just like "Wouldn't it be more cool if none would do that ?"
I already stopped to play Lol just cause of the toxicity even tho I was Master, and I quitted multiple guilds in ESO due to all the constant drama in chat.
Lybal, u're to pure for this gameI hunt ballgroups by spamming bombard and drain their stamina, it feels so great to feel useful against a ballgroup as a soloplayer when their magicka characters can't keep up with stamina and it split the group
or nvm... there special place for ppl like u in hell
The experience i´ve made talking to competent ppl is: Most people that actually theorycraft won´t give you their build or only provide parts of it accidentally missing the important bits that actually make it work.
It´s what i do aswell. I don´t want ppl to zerg me with my own build.
I use mist to kite onslaught as a magplar and a burst heal to try and recover. Now stamina are already faster and I’m snared while losing my own counter snare with ritual?
I swear sometimes it feels like the devs watch whatever spec I play and go: nerf that one!
The experience i´ve made talking to competent ppl is: Most people that actually theorycraft won´t give you their build or only provide parts of it accidentally missing the important bits that actually make it work.
It´s what i do aswell. I don´t want ppl to zerg me with my own build.
I use mist to kite onslaught as a magplar and a burst heal to try and recover. Now stamina are already faster and I’m snared while losing my own counter snare with ritual?
I swear sometimes it feels like the devs watch whatever spec I play and go: nerf that one!
That's not why ritual is getting snare removed. That one skill could snare entire zerg passing through breach and heal you. I've always sat at FD and use it that way to kill people and turn the tide of battle, and it happens quite often.
Now I will just use ice wall, but I am guessing ZOS wanted you to make the decision between a heal and a snare because currently on live you can run ritual of retribution and ice wall and cover a large area in the front and back of breach.
Add in Sellistrix with ritual of retribution and ice wall + icy rage/nova covering the breach and you have a very large area that players simply cannot get through no matter how tanky they are, or eventually get wiped by that tactic because they are getting snared, stunned, and taking a lot of damage from siege and the one player that can still jab.
It was cheese and that had to go honestly, and yes I play mag templar all the time. I'm not mad about it because I am the primary offender of that on PC NA and PC EU in BGs and in Cyrodiil and expected it to get nerfed eventually. I'm just surprised the stam variant of the same build has not been nerfed
Wait... @Iskiab you think there wasn’t a dot meta during the patch before they nerfed all dots by 40-50%?