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Dark Convergence (PC - N/A)

chaz
chaz
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How do you defend against this set? Dark Convergence.

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So basically, you hear a weird sound, some glowy circle hits the ground with what looks like a dark nova in the middle of it. I mean it looks like a fun and perfect set for PvE play, so do not get me wrong as I have seen alot of complaints about this set, oddly enough if I'm able to get easy drops then I assume it is openly available for everyone, and sure that makes it fair.

However, now to my question man, or hey, listen lady, I don't mind experiencing some new death ray shot at me in order for me to improve my own survival skills, but, can someone please tell me, what exactly counteracts this gound effect? Reason why I ask, and again do not read me wrong, Buuuut, I just have a bad feeling after today seeing that 1 is not so bad, however with 4 or 5 guys running the same set and ground casting in the same exact spot, my sarcastic guild mates say "dodge roll outta it", sure, again for 1, can do, right on chief , but 4 or 5 guys, you dodge roll out to get snared/pull back into the center by the second, dodge outta that and the 3 gets you, then the forth, already outta stam on a mag sorc, and shielding yourself, well again does no good especially since 3 or more explode exponential damage applies, and oh, look, the more people in it, the bigger the explosion. Oh Goodie.

Ok so quick scenario, some people play Pokimon trading cards, some are yugioh fans, hey, guess what, there is actually a card game from elderscrolls that has the same concept, one card will null the other. You play some kind of death ray card, and someone has a card to negate it. Or turn it back on the player whom cast it.

So, in my little dumb world, because im not too bright, took too many hits to the head in Cyrodiil after I took an arrow to the knee, can someone tell me is there a magic skill to negate that effect? Is there a drinking potion not to get snared/pull in to 10 seconds so we can run out of it? Is there another set that the 5th item states that if your hit by this new uni bomber terrorist set, you are unsnared/pull from the effect for you and up to 6 group mates.

I mean what happened to my other thread to allow all necromancers to use the same body for their skills, now this is the opposite, getting hit by 4 or 5 of these at the same time is just wrong without building a counter to it. A Proper counter to it.

Thank you.
Edited by chaz on September 26, 2021 5:04AM
Those in power only have the illusion they are powerful, however in reality, those in power are only so because we allow them to be.

ESO Beta Test Ultimate Question for control!
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  • xaraan
    xaraan
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    The changes on the PTS notes sound good, but even as of now it's not really as big a problem as some make it out to be. We have seen it covering the field around us from the four or five of us fighting 20 people and it doesn't kill us. Get out of red, block, etc. If you don't make it out on one dodge roll (the radius will be smaller next patch) just hold block to not get pulled back in. Also the closer you are to center, it hits harder, so if you can hold on edge for a second you are good. If you want additional ammo vs the set, running immovable pots helps, but you should often already be using those in cyro. Mostly for us it's just a minor annoyance, like someone chain pulling you to a random spot and messing up your positioning more than it is the damage.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Caligamy_ESO
    Caligamy_ESO
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    Ironically enough.. Negate is indeed a great counter for it, and block casting if you're in that 'pull' area just outside of it seems to work for me to avoid being pulled in. Immovable potions and snowtreaders helpful too.

    I do hope though that they do something about the people using it in exploitative fashion by pulling people to edges of keep walls and outposts so you fall off when you're in a siege menu.
  • chaz
    chaz
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    To me, still here is one of the issues. If break free, not to get in the center of that ground mess, the break free animation has a time duration and cannot, **CANNOT** be broken, meanwhile, during the duration of the break free animation, you get automatically sucked into another Dark Convergence gravity well, , if your'e lucky to break free of that to try and then dodge roll out of the 3rd incoming one, then maybe you get lucky, if not, getting slammed by it eats up a mag sorc's stam in a heartbeat, and that dark void will kill anything in it not shielded or took damage from the previous explosion, it is just not quite right.

    Best way for me not to get hit by it, is not play in cyrodiil anymore, or be a leech far off in the back dart tag snipping people from afar and let all the tanky players get caught in that soup. Haha!

    anercr7w6clf.png
    Edited by chaz on December 31, 2021 6:13PM
    Those in power only have the illusion they are powerful, however in reality, those in power are only so because we allow them to be.

    ESO Beta Test Ultimate Question for control!
    Lord Dagon's Mythic Dawn Guild is now recruiting. Dailies, trials, Raids, Fun, Discord (required for staying on Crown), guild bank and so much more. Msg me or mail me in game @Chaz for invite. **See Link Here** ElderScrollsOnlineYouTube

    ElderScrollsOnline Purchase History April 17, 2017 through May 30th 2022 (Crowns,Upgrades, ESO Plus) = $5,610.38
  • MEBengalsFan2001
    MEBengalsFan2001
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    For me the problem isn't the set but how the game handles CC immunity. If you get pulled and stunned and break free you should have immunity from other pulls and stuns until the immunity wears off; however, some ability and sets like Dark Convergence doesn't follow that logic and simply can pull and re-stun you over and over and over. If the initial dark convergence usage doesn't kill you, you may get killed by the sequential dark usage because there is usually a Necro debuff in there along with other damaging ground moves moves that results in death after a few short seconds.

    Here is what I see when 4-5 players use these sets and a Sorc is around.

    First DC is proc and a group of players are pulled together (usuablly someone also gets Plaguebreak on them during this). Players break free and start to roll/walk out.
    Second DC is proc and once again players are pulled together and stunned. They break free and start to dodge roll / walk out.
    Third DC is proc and once again players are pulled together and stunned and during the break free a Socr streaks through causing further stunning.
    Forth DC is proc and wipes the group.

    Now imagine that same scenario with proper immunity. After the 1st DC players would be able to separate move freely without any issue from any further usage of DC as a set.

    If anything DC set is fine IMO if the developer are willing improve upon CC immunity.

    This is what I am seeing on the actual game for NA PS network. What gets me the most is that after breaking free from a stun we should have 6 seconds of immunity but that doesn't seem to be applied consistently in this game. Some abilities/gear simply get to ignore that rule and restun, knockback, etc... immediately.


  • Dolphinsgal
    Dolphinsgal
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    DC set is a pita on all platforms imo. I think the best way DC can be handled is to have it not stack, like a lot of healing skills can't be stacked this set should not be able to stack. Having someone who'd been hit by DC needs to be immune to another DC proc for x amount of time. I do understand why zos made the set, but it needs some work done to it.
  • TechMaybeHic
    TechMaybeHic
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    DC set is a pita on all platforms imo. I think the best way DC can be handled is to have it not stack, like a lot of healing skills can't be stacked this set should not be able to stack. Having someone who'd been hit by DC needs to be immune to another DC proc for x amount of time. I do understand why zos made the set, but it needs some work done to it.

    I mean; really pulls always functioned as granting the 6 second CC immunity that they decided to not have this set as well as 1 other ignore. If only someone or almost anyone who saw it as a problem would have said something...
  • Jaraal
    Jaraal
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    Got pulled off the third floor of a keep to the ground again by this set today. I don't know what ZOS was saying in the patch notes about fixing "unintended behavior" of this set, but apparently ignoring the z axis wasn't part of it.
  • Arunei
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    The biggest and easiest way to adjust this set would be to just have it apply CC immunity. That way people can't be sucked in by numerous DCs being procced one after the other.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • Brrrofski
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    Just remove the set.

    It's used more by larger groups on smaller groups. Which is dumb.
  • Arunei
    Arunei
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    Brrrofski wrote: »
    Just remove the set.

    It's used more by larger groups on smaller groups. Which is dumb.
    That's the thing ZOS doesn't quite seem to get. Anything intended to help break up big groups or tightly coordinated ball groups can just be used by those same groups against everyone else.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • Brrrofski
    Brrrofski
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    Arunei wrote: »
    Brrrofski wrote: »
    Just remove the set.

    It's used more by larger groups on smaller groups. Which is dumb.
    That's the thing ZOS doesn't quite seem to get. Anything intended to help break up big groups or tightly coordinated ball groups can just be used by those same groups against everyone else.

    Exactly.

    The bigger the group, the more luxury you have with people slotting specific sets for specific reasons.

    If you're in a 12 man group, a few people can easily slot this, as they have support and heals in the group usually.

    In a 3 man, you're lucky if one of you can drop a 5 piece for this. You'll all have to make sure you have survivability and damage to fight outnumbered, so your sets will lean more to that.
  • Tommy_The_Gun
    Tommy_The_Gun
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    Brrrofski wrote: »
    Just remove the set.

    It's used more by larger groups on smaller groups. Which is dumb.
    DC set should be reworked into totally different set imho. It is clear that it is impossible to balance group vs solo with a single set or skill. So I have no idea why ZOS even tried. Like I have said DC set should be reworked into something useful, but not OP. Hrothgar & Plaguebreak are also raising red flags imho (Hrothgar ignoring resistance & Plaguebreak having no cooldown). All of those 3 sets are breaking ruleset ZOS established regarding gear & it's strength.

    If ZOS will ever be able to balance out solo vs group - then they will have to do it in a similar way as they did with Paler Order ring. That thing scales with group size & gets weaker the more people are in a group. Imho ZOS, instead of adding counters to ball groups should rather "look into" why people decide to play in that way (stacking) and why it is um.. "most effective tactics available".
  • EdmondDontes
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    Dark Convergence needs to be removed from the game or modified so that it only works on NPC's.
    Edited by EdmondDontes on January 1, 2022 9:31PM
  • EdmondDontes
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    Brrrofski wrote: »
    Just remove the set.

    It's used more by larger groups on smaller groups. Which is dumb.
    DC set should be reworked into totally different set imho. It is clear that it is impossible to balance group vs solo with a single set or skill. So I have no idea why ZOS even tried. Like I have said DC set should be reworked into something useful, but not OP. Hrothgar & Plaguebreak are also raising red flags imho (Hrothgar ignoring resistance & Plaguebreak having no cooldown). All of those 3 sets are breaking ruleset ZOS established regarding gear & it's strength.

    If ZOS will ever be able to balance out solo vs group - then they will have to do it in a similar way as they did with Paler Order ring. That thing scales with group size & gets weaker the more people are in a group. Imho ZOS, instead of adding counters to ball groups should rather "look into" why people decide to play in that way (stacking) and why it is um.. "most effective tactics available".

    The way to weaken ball groups is to lessen heal stacking in PvP. Maybe not in PvE as that would effect end game trial groups, but we can say for certain the way to deal with overpowered ball groups in PvP is to lessen their heal stacking abilities.
  • N00BxV1
    N00BxV1
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    Dark Convergence needs to be removed from the game or modified so that it only works on NPC's.

    [snip]

    Dark Convergence works a little too good on NPC...

    Go to options and enable "prevent attacking innocent", then drop a DC AOE (I used DK's Ash Cloud with heal morph, ie. no damage) near some non-hostile neutral NPC (yellow health bar) or town Guards and watch them get pulled without becoming hostile. I managed to wrangle-up most of the NPC and Guards near Deshaan's Undaunted Camp into a tight bunch in front of the Stables. Doing this will also break the NPC position and pathing because even if they get aggro'd afterwards they will usually just return to the last place they were pulled to. The only way to reset the NPC to their default position is by killing them, but I don't know how to reset the Guards to their default position...

    No doubt this set needs some proper bug fixing lol

    [edited to remove quote]
    Edited by ZOS_Icy on January 1, 2022 6:23PM
  • geonsocal
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    minions-pull.gif

    the pull is really weak now, there may be some uses for it, but, really situational set now...you can take all the damage away, just give me a reliable pull and stun, but oh well...

    i've seen people still using it to pull folks off walls...best to just put away your siege, hop down off the wall and and kill them...cuz, if they're still wearing convergence now, chances are they'll die pretty easy 1 v 1...
    Edited by geonsocal on January 1, 2022 10:47PM
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • dvonpm
    dvonpm
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    Brrrofski wrote: »
    Arunei wrote: »
    Brrrofski wrote: »
    Just remove the set.

    It's used more by larger groups on smaller groups. Which is dumb.
    That's the thing ZOS doesn't quite seem to get. Anything intended to help break up big groups or tightly coordinated ball groups can just be used by those same groups against everyone else.

    Exactly.

    The bigger the group, the more luxury you have with people slotting specific sets for specific reasons.

    If you're in a 12 man group, a few people can easily slot this, as they have support and heals in the group usually.

    In a 3 man, you're lucky if one of you can drop a 5 piece for this. You'll all have to make sure you have survivability and damage to fight outnumbered, so your sets will lean more to that.

    This is true-ish, but we've run it in groups of 4-5. Works great for bombs. Might be too much of a sacrifice in a 3 person group though, as you say.

    We typically do 2 heals and 2-3 dps so dps can focus on those nasty bursts. The pull is very good for getting stragglers to cooperate :)



  • kargen27
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    If the set were fixed so that it no longer yanks players off the wall it would be fine. Now it is really only dangerous if another skill is timed and stacked on top of it. You can choose to block through the damage or roll out of the AoE. Groups stringing several in a row still cause problems if you get caught in their path but groups coordinating most any skill causes problems.

    I hated the set when it was first released. It wrecked Cyrodiil completely. Now it is just an annoyance other than the yanking off wall thing. That still needs fixed.
    and then the parrot said, "must be the water mines green too."
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