Phoenix99 wrote:1) more equilibrium in stamina users vs magicka users
2) more magicka muting skills and magicka draining skills
3) reliable lockdowns vs high mobility skills (for example while rooted you should not be able to bolt away, mist is already locked)
4) more detection tools for invis and stealthed targets. Also invis should break on doing dmg to enemy
Drachenfier wrote: »It's kinda boring. The whole sieging thing is fun for a little while, but it gets stale pretty quick, especially the long ass travel times and the relative uselessness of forward camps. Need some battleground/warzones implemented.
Drachenfier wrote: »It's kinda boring. The whole sieging thing is fun for a little while, but it gets stale pretty quick, especially the long ass travel times and the relative uselessness of forward camps. Need some battleground/warzones implemented.
pecheckler wrote: »Skirmishes are hardly comparable to a properly structured PvP battleground.
I'll stick around for Cyrodiil-only PvP as long as travel times are significantly reduced. I'm holding out hopes for player summoning, reinforcement portals, or AoE resurrection via spellcrafting. Forward camps are near useless and cost too much.
Every time I die and have to spend 5 minutes traveling back to the fight, or the whole group dies and then spend 15 minutes regrouping and moving to a target..... I just get frustrated. That time should be filled with non stop action combat.
The great strategy behind the Cyrodiil PvP archetype can persist with such convenience changes.
davidetombab16_ESO wrote: »u calling this pvp? no skills coldown, unbalanced class, no cc immunities, bug , bug and again bug. Pretty horrible
yeah, simple roll breaks the dark talons root, same with stampede immobilize, and quite a few other soft CC... here is the video about what you can break with what:
http://www.youtube.com/watch?v=6oMCHmPHp0U
Talons forces you only to roll... remember that you are trading resources, with the guy who is using the rooting skills. Being vulnerable to close range cc SHOULD be a trade off for the ability to spam more magicka stuff. If one resource can cover everything - heal, mobility, protection from snares and roots, damage, disable - then what would be the point of two resource system? If you focus on magicka, you should suffer on the part where stamina is required... all other classes, except sorc with bolt escape (and vampires until the patch) need to think about the trade offs and resource management in combat. Sorcs with their skill set and in full LA, don't really have resource management issues, aside of occasional hard cc break... No, for the balance sake, they should use the same rules for breaking the roots like others and have stamina sink as well.
Talons forces you only to roll... remember that you are trading resources, with the guy who is using the rooting skills. Being vulnerable to close range cc SHOULD be a trade off for the ability to spam more magicka stuff. If one resource can cover everything - heal, mobility, protection from snares and roots, damage, disable - then what would be the point of two resource system? If you focus on magicka, you should suffer on the part where stamina is required... all other classes, except sorc with bolt escape (and vampires until the patch) need to think about the trade offs and resource management in combat. Sorcs with their skill set and in full LA, don't really have resource management issues, aside of occasional hard cc break... No, for the balance sake, they should use the same rules for breaking the roots like others and have stamina sink as well.
I agree with you on trade offs...
As sorcerer I feel bolt is a fair trade to counter talons, but my husband is a Templar and I spend more time trying to heal the guys perma stuck in talons than is fair trade unless you consider my talons break worthy to keep the guys talon locked alive a fair trade.
Many times talons lock occurs.. I break (bolt), I heal then counter via silence ( if it's up)... and try to support focus fire on said DK... DK talons is a priority as much as bats to keep my group in the fight, unlike any other CC/root.
Talons forces you only to roll... remember that you are trading resources, with the guy who is using the rooting skills. Being vulnerable to close range cc SHOULD be a trade off for the ability to spam more magicka stuff. If one resource can cover everything - heal, mobility, protection from snares and roots, damage, disable - then what would be the point of two resource system? If you focus on magicka, you should suffer on the part where stamina is required... all other classes, except sorc with bolt escape (and vampires until the patch) need to think about the trade offs and resource management in combat. Sorcs with their skill set and in full LA, don't really have resource management issues, aside of occasional hard cc break... No, for the balance sake, they should use the same rules for breaking the roots like others and have stamina sink as well.
I agree with you on trade offs...
As sorcerer I feel bolt is a fair trade to counter talons, but my husband is a Templar and I spend more time trying to heal the guys perma stuck in talons than is fair trade unless you consider my talons break worthy to keep the guys talon locked alive a fair trade.
Many times talons lock occurs.. I break (bolt), I heal then counter via silence ( if it's up)... and try to support focus fire on said DK... DK talons is a priority as much as bats to keep my group in the fight, unlike any other CC/root.
Use sorc encase on them, it has higher range and it's also a root like talons. that's one of the good things in the sorc arsenal vs non-vamp DKs. it will keep them in place or burn their stamina.
There is also purge, that removes talons and it's in support tree available to every supportive build and in templar build as well
Talons forces you only to roll... remember that you are trading resources, with the guy who is using the rooting skills. Being vulnerable to close range cc SHOULD be a trade off for the ability to spam more magicka stuff. If one resource can cover everything - heal, mobility, protection from snares and roots, damage, disable - then what would be the point of two resource system? If you focus on magicka, you should suffer on the part where stamina is required... all other classes, except sorc with bolt escape (and vampires until the patch) need to think about the trade offs and resource management in combat. Sorcs with their skill set and in full LA, don't really have resource management issues, aside of occasional hard cc break... No, for the balance sake, they should use the same rules for breaking the roots like others and have stamina sink as well.
I agree with you on trade offs...
As sorcerer I feel bolt is a fair trade to counter talons, but my husband is a Templar and I spend more time trying to heal the guys perma stuck in talons than is fair trade unless you consider my talons break worthy to keep the guys talon locked alive a fair trade.
Many times talons lock occurs.. I break (bolt), I heal then counter via silence ( if it's up)... and try to support focus fire on said DK... DK talons is a priority as much as bats to keep my group in the fight, unlike any other CC/root.
Use sorc encase on them, it has higher range and it's also a root like talons. that's one of the good things in the sorc arsenal vs non-vamp DKs. it will keep them in place or burn their stamina.
There is also purge, that removes talons and it's in support tree available to every supportive build and in templar build as well
I respect your advice/input to use CC to counter CC, but I chose mobility to counter CC. I slot only 1 CC (void ultimate). I chose mobility to counter, and I am mostly happy with the trade. I am not happy with being forced into combat (no stealth, no horse, no regen) 3 and 4 times as long as my counter part for the trade, but I deal...
Edit: purge is not sorcerer class based
My CC counter is JUST as viable a choice as others...
Talons forces you only to roll... remember that you are trading resources, with the guy who is using the rooting skills. Being vulnerable to close range cc SHOULD be a trade off for the ability to spam more magicka stuff. If one resource can cover everything - heal, mobility, protection from snares and roots, damage, disable - then what would be the point of two resource system? If you focus on magicka, you should suffer on the part where stamina is required... all other classes, except sorc with bolt escape (and vampires until the patch) need to think about the trade offs and resource management in combat. Sorcs with their skill set and in full LA, don't really have resource management issues, aside of occasional hard cc break... No, for the balance sake, they should use the same rules for breaking the roots like others and have stamina sink as well.
I agree with you on trade offs...
As sorcerer I feel bolt is a fair trade to counter talons, but my husband is a Templar and I spend more time trying to heal the guys perma stuck in talons than is fair trade unless you consider my talons break worthy to keep the guys talon locked alive a fair trade.
Many times talons lock occurs.. I break (bolt), I heal then counter via silence ( if it's up)... and try to support focus fire on said DK... DK talons is a priority as much as bats to keep my group in the fight, unlike any other CC/root.
Use sorc encase on them, it has higher range and it's also a root like talons. that's one of the good things in the sorc arsenal vs non-vamp DKs. it will keep them in place or burn their stamina.
There is also purge, that removes talons and it's in support tree available to every supportive build and in templar build as well
I respect your advice/input to use CC to counter CC, but I chose mobility to counter CC. I slot only 1 CC (void ultimate). I chose mobility to counter, and I am mostly happy with the trade. I am not happy with being forced into combat (no stealth, no horse, no regen) 3 and 4 times as long as my counter part for the trade, but I deal...
Edit: purge is not sorcerer class based
My CC counter is JUST as viable a choice as others...
You can use this as any class, it's also good for magicka users to break roots with ease. Again, trade offs. use this and then bolt, or roll and bolt, but not lolbolt from everything.
Alliance War - Support skill tree
[Active] Purge (Instant Cast) - Remove up to two negative effects from nearby allies. Also reduces the duration of negative effects on nearby allies by 50% for 5 seconds (Radius: 12 meter