Rush of Agony – Medium
2 – Adds 129 Stamina Recovery
3 – Adds 129 Weapon and Spell Damage
4 – Adds 1487 Offensive Penetration
5 – When you deal direct damage with a Blink, Charge, Leap, Teleport, or Pull ability, pull enemies within 10 meters to you. After 2 seconds, deal Physical Damage to all enemies within 7 meters. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage. The pull will not apply Crowd Control Immunity to a target.
Developer Comment:
Spoiler
We expect to see a lot of power from this set with its ability to pull enemies without applying crowd control. In early internal playtesting, we experimented both with and without CC immunity application, and with it, the pull from this set felt challenging to engage with as your goal was to keep everyone clumped up for a prolonged period of time for the boom… but you couldn’t do it. With no CC immunity application, we hope there is both enough time to get out before you get hit with a big stun like Dawnbreaker of Smiting and the explosion from the set, and enough room to try and deny your opponent to do that. Note that this set’s pull will still respect CC immunity, and not pull targets who are immune to CC.
sabresandiego_ESO wrote: »As soon as any potentially interesting or unique item set is released an army of muppets tries to get it made useless so that the game stays exactly the same for another hundred years.
VaranisArano wrote: »I'm curious to see if the pull has the same issues with elevation differences as MagDK chains does.
It sounds like it has potential as an anti-group set that can break apart a ball for a few moments, but we'll see how that actually works out. Probably not til the Live servers though, since I don't think there's much large group play on the PTS.
FantasticFreddie wrote: »Forums: omg do something about ball groups!
Zos: OK
Forums: OMG NOT THAT
Wolf_Watching wrote: »Very bad, I agree. Like silver leash stun but off cool down. Not a good idea with the way PvP functions in regards to your character being controlled by CC.
TequilaFire wrote: »Lol, this is a bombers dream patch.
techyeshic wrote: »Right off the bat; this is a terrible idea. No need to test. There is already a pain in CC and not being able to break free. Lag causing double and tripple break free. Your testing likely did not involve peak time lag issues and neither will PTS.
Get rid of this nowRush of Agony – Medium
2 – Adds 129 Stamina Recovery
3 – Adds 129 Weapon and Spell Damage
4 – Adds 1487 Offensive Penetration
5 – When you deal direct damage with a Blink, Charge, Leap, Teleport, or Pull ability, pull enemies within 10 meters to you. After 2 seconds, deal Physical Damage to all enemies within 7 meters. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage. The pull will not apply Crowd Control Immunity to a target.
Developer Comment:
Spoiler
We expect to see a lot of power from this set with its ability to pull enemies without applying crowd control. In early internal playtesting, we experimented both with and without CC immunity application, and with it, the pull from this set felt challenging to engage with as your goal was to keep everyone clumped up for a prolonged period of time for the boom… but you couldn’t do it. With no CC immunity application, we hope there is both enough time to get out before you get hit with a big stun like Dawnbreaker of Smiting and the explosion from the set, and enough room to try and deny your opponent to do that. Note that this set’s pull will still respect CC immunity, and not pull targets who are immune to CC.
VaranisArano wrote: »I'm curious to see if the pull has the same issues with elevation differences as MagDK chains does.
It sounds like it has potential as an anti-group set that can break apart a ball for a few moments, but we'll see how that actually works out. Probably not til the Live servers though, since I don't think there's much large group play on the PTS.
It will not affect ball groups in the slightest. Their healing is completely off the scale with 6-10 instances of regen + 6-10 of echoing vigor on every single player per second! Nevermind the sea of Aoe ground based heals and perma CC immunity 😊
Tommy_The_Gun wrote: »CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.
Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.
But, anyway, I am more worried about the other set from rewards of the worthy:
Hrothgar’s Chill
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.
And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.
The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
TequilaFire wrote: »Lol, this is a bombers dream patch.
That was my first thought as well. You could get some crazy bombs with this set.
But I was also eying this set and the addition of spell damage in the Fighter's guild passives for my sorc. Streak in, pull everyone who is not CCd from the streak to me, and dawnbreaker them. Even Meteoring an entire group could be interesting with this set.
Tommy_The_Gun wrote: »CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.
Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.
But, anyway, I am more worried about the other set from rewards of the worthy:
Hrothgar’s Chill
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.
And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.
The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
Tommy_The_Gun wrote: »CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.
Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.
But, anyway, I am more worried about the other set from rewards of the worthy:
Hrothgar’s Chill
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.
And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.
The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
I guess it will be called "blink" meta. I mean, all takes is a Sorc using this 2 sets + brutality ring, streaking through enemies and if one of them just happens to be a tank with 30K+ resistance, all of players around standing next to him will take **** ton of dmg, effective being punished not for being tanky, but standing next to someone who is tankySandman929 wrote: »Tommy_The_Gun wrote: »CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.
Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.
But, anyway, I am more worried about the other set from rewards of the worthy:
Hrothgar’s Chill
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.
And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.
The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
If it were every 7 seconds per target, we might get our first ever frost meta
Tommy_The_Gun wrote: »CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.
Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.
But, anyway, I am more worried about the other set from rewards of the worthy:
Hrothgar’s Chill
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.
And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.
The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
It will not affect ball groups in the slightest. Their healing is completely off the scale with 6-10 instances of regen + 6-10 of echoing vigor on every single player per second! Nevermind the sea of Aoe ground based heals and perma CC immunity 😊
Tommy_The_Gun wrote: »I guess it will be called "blink" meta. I mean, all takes is a Sorc using this 2 sets + brutality ring, streaking through enemies and if one of them just happens to be a tank with 30K+ resistance, all of players around standing next to him will take **** ton of dmg, effective being punished not for being tanky, but standing next to someone who is tankySandman929 wrote: »Tommy_The_Gun wrote: »CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.
Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.
But, anyway, I am more worried about the other set from rewards of the worthy:
Hrothgar’s Chill
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.
And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.
The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
If it were every 7 seconds per target, we might get our first ever frost meta
And if some one tanky won't be there... don't worry, Rush of Agony will pull some one in....
Quality Gameplay ESO PvPTommy_The_Gun wrote: »I guess it will be called "blink" meta. I mean, all takes is a Sorc using this 2 sets + brutality ring, streaking through enemies and if one of them just happens to be a tank with 30K+ resistance, all of players around standing next to him will take **** ton of dmg, effective being punished not for being tanky, but standing next to someone who is tankySandman929 wrote: »Tommy_The_Gun wrote: »CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.
Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.
But, anyway, I am more worried about the other set from rewards of the worthy:
Hrothgar’s Chill
5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.
Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.
And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.
The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
If it were every 7 seconds per target, we might get our first ever frost meta
And if some one tanky won't be there... don't worry, Rush of Agony will pull some one in....
That would be a pretty solid combo. Rush of Agony + Hrothgar's Chill + Malacath. And then just streak around. You wouldn't even have to do any damage yourself. Just stack health and regen.