If you mean Rush of Agony, I've used it in PvE before I got Void Bash and I use it sometimes for fun. It is nice that it doesn't apply CC immunity so things can be chained back in if they run off (in the case of learning to tank) but it would not be a big loss if it did apply CC immunity.
Who benefits besides ball groups? It's a useless set in pve, useless for solo pvp, useless for small scale pvp and useless for ganking. Did they really need more buffs? Granted it seems inevitable if the years have shown.
Why add a set that is an exception to the basic rules of the game?
gariondavey wrote: »Who benefits besides ball groups? It's a useless set in pve, useless for solo pvp, useless for small scale pvp and useless for ganking. Did they really need more buffs? Granted it seems inevitable if the years have shown.
Why add a set that is an exception to the basic rules of the game?
Disagree, this set is a good tool for small scale.
It's unbelievable that this set was signed off on by whatever parties approve set concepts, and even more unbelievable that it hasn't been adjusted yet. It truly shows that the developers responsible do not play PVP whatsoever.
I have hit 10k procs with this set, on a non bomber (just swapping it for NMG on my 1vx build, in a 2-3 man group). It has the potential to hit as hard as an ult.
The mechanic of not applying CC immunity is absurd. Not only is your location being impacted by an AOE pull, but you are then being CCd a second time causing you to be extremely vulnerable for much longer than you'd normally be from a single CC or pull. You cannot properly counterplay the damage by moving away because you will simply be double CCd the moment the pull ends.
It's a ridiculous set. It should instantly grant CC immunity on pull.
It doesn’t stun or cc yo, why should it provide immunity? Also the cooldown is 8 seconds and ball groups don’t really want you ping ponging around so they can land their bomb. There is one guild that runs multiple rushing agony sets ( @Panderbander ’s Lycans) but they’re mostly werewolves with gap closers slotted by default.
Panderbander wrote: »It's unbelievable that this set was signed off on by whatever parties approve set concepts, and even more unbelievable that it hasn't been adjusted yet. It truly shows that the developers responsible do not play PVP whatsoever.
I have hit 10k procs with this set, on a non bomber (just swapping it for NMG on my 1vx build, in a 2-3 man group). It has the potential to hit as hard as an ult.
The mechanic of not applying CC immunity is absurd. Not only is your location being impacted by an AOE pull, but you are then being CCd a second time causing you to be extremely vulnerable for much longer than you'd normally be from a single CC or pull. You cannot properly counterplay the damage by moving away because you will simply be double CCd the moment the pull ends.
It's a ridiculous set. It should instantly grant CC immunity on pull.
This set typically hits for about 4-5k and has an 8 second cooldown. If you want to talk about something hitting harder than an ult, the set isn't it... Spec bow, however...
Panderbander wrote: »It's unbelievable that this set was signed off on by whatever parties approve set concepts, and even more unbelievable that it hasn't been adjusted yet. It truly shows that the developers responsible do not play PVP whatsoever.
I have hit 10k procs with this set, on a non bomber (just swapping it for NMG on my 1vx build, in a 2-3 man group). It has the potential to hit as hard as an ult.
The mechanic of not applying CC immunity is absurd. Not only is your location being impacted by an AOE pull, but you are then being CCd a second time causing you to be extremely vulnerable for much longer than you'd normally be from a single CC or pull. You cannot properly counterplay the damage by moving away because you will simply be double CCd the moment the pull ends.
It's a ridiculous set. It should instantly grant CC immunity on pull.
This set typically hits for about 4-5k and has an 8 second cooldown. If you want to talk about something hitting harder than an ult, the set isn't it... Spec bow, however...
I played solo with the set in the exact context quoted here for about an hour the other night. Simply swapped it in for NMG, which means I did not have major fracture. The only other change to my build that I made was swapping deadly aim for wrathful strikes.
I landed a 10.4k proc at one point, and averaged 6-8k on most players.
That number is akin to what AOE ults often hit for, and it is undodgeable/AOE with an AOE pull that doesn't grant CC immunity attached to it. Saying "it has an 8 second cooldown" is laughable. Does 8 seconds seem like a long time to you? What about the ability to run this on multiple people and repetitively pull without granting CC immunity?
Even so, I don't really care about the damage. I like the argument that it "counters groups", because to an extent it does. But the fact that it does not grant CC immunity is absurdly broken. Pulls are already strong by nature in that they forcibly alter someone's location, and not at random like a knockback/up does. To have this set hit that hard, pull, and allow you to follow up with a stun? It removes all potential counterplay to this, other than "be CC immune".
The set should grant CC immunity, just like the other AOE pull sets in the game.
I'll be abusing the hell out of this set during midyear mayhem this year, as it certainly won't receive a nerf before then. I'm sure that the following "montage" will provide plenty of context for why this set needs to be changed.
Panderbander wrote: »
The set has an instantaneous pull on no more than 6 targets with a relatively small range, applies no CC, and then deals damage after 2 seconds, all on an 8 second cooldown. That's plenty of time to escape from danger and heal up if you get hit with something and the pull can be blocked or negated by dodging the damage of the hit that procced the set.
Panderbander wrote: »
Relocating someone is problematic when it also applies CC because ESO requires the entire animation to play even if break free is used, effectively keeping you CC'd longer than necessary. This set has a VERY short animation (preventing you from getting locked in it) and does not stun meaning as long as you're holding some direction of movement when you're pulled you're out of there.
Panderbander wrote: »Panderbander wrote: »It's unbelievable that this set was signed off on by whatever parties approve set concepts, and even more unbelievable that it hasn't been adjusted yet. It truly shows that the developers responsible do not play PVP whatsoever.
I have hit 10k procs with this set, on a non bomber (just swapping it for NMG on my 1vx build, in a 2-3 man group). It has the potential to hit as hard as an ult.
The mechanic of not applying CC immunity is absurd. Not only is your location being impacted by an AOE pull, but you are then being CCd a second time causing you to be extremely vulnerable for much longer than you'd normally be from a single CC or pull. You cannot properly counterplay the damage by moving away because you will simply be double CCd the moment the pull ends.
It's a ridiculous set. It should instantly grant CC immunity on pull.
This set typically hits for about 4-5k and has an 8 second cooldown. If you want to talk about something hitting harder than an ult, the set isn't it... Spec bow, however...
I played solo with the set in the exact context quoted here for about an hour the other night. Simply swapped it in for NMG, which means I did not have major fracture. The only other change to my build that I made was swapping deadly aim for wrathful strikes.
I landed a 10.4k proc at one point, and averaged 6-8k on most players.
That number is akin to what AOE ults often hit for, and it is undodgeable/AOE with an AOE pull that doesn't grant CC immunity attached to it. Saying "it has an 8 second cooldown" is laughable. Does 8 seconds seem like a long time to you? What about the ability to run this on multiple people and repetitively pull without granting CC immunity?
Even so, I don't really care about the damage. I like the argument that it "counters groups", because to an extent it does. But the fact that it does not grant CC immunity is absurdly broken. Pulls are already strong by nature in that they forcibly alter someone's location, and not at random like a knockback/up does. To have this set hit that hard, pull, and allow you to follow up with a stun? It removes all potential counterplay to this, other than "be CC immune".
The set should grant CC immunity, just like the other AOE pull sets in the game.
I'll be abusing the hell out of this set during midyear mayhem this year, as it certainly won't receive a nerf before then. I'm sure that the following "montage" will provide plenty of context for why this set needs to be changed.
I can't help that you're hitting paper targets with the set. Heck, even I sometimes hit people with improper gear or guard debuffs for ridiculous numbers on abilities that don't normally hit that hard on the average player.
The set has an instantaneous pull on no more than 6 targets with a relatively small range, applies no CC, and then deals damage after 2 seconds, all on an 8 second cooldown. That's plenty of time to escape from danger and heal up if you get hit with something and the pull can be blocked or negated by dodging the damage of the hit that procced the set.
Relocating someone is problematic when it also applies CC because ESO requires the entire animation to play even if break free is used, effectively keeping you CC'd longer than necessary. This set has a VERY short animation (preventing you from getting locked in it) and does not stun meaning as long as you're holding some direction of movement when you're pulled you're out of there.
TechMaybeHic wrote: »Making matters worse; it's incredibly difficult to see coming in a large fight and it certainly seems to pull from further out than 6m.
TheSpunkyLobster wrote: »TechMaybeHic wrote: »Making matters worse; it's incredibly difficult to see coming in a large fight and it certainly seems to pull from further out than 6m.
Assuming that this is a typo, but the range is 7 meters.
Who benefits besides ball groups? It's a useless set in pve, useless for solo pvp, useless for small scale pvp and useless for ganking. Did they really need more buffs? Granted it seems inevitable if the years have shown.
Why add a set that is an exception to the basic rules of the game?