In groups of 3, I usually Agony the first (healer or caster) and then go dark and surprise attack the 2nd from behind. Burn it down with flurry strikes while the other gets maybe a hit or two in. Go dark, surprise attack the 3rd and burn down. I usually get the 3rd one down just after the 2nd one is released from Agony.
If I get in trouble, I will go dark and use Vamp Bite to regain health.
Just throwing out a strat that may or may not work for you. Running a full set of med armor, Night Mother daggers, and my crit hovers around 50% with Impale taking my last slot. If you can time it right, it heals on a death blow and also increases you crit chance if your points are allocated as such.
pinstripesc wrote: »Was there mention of how long this immunity runs?
vyndral13preub18_ESO wrote: »I kinda like it. Most open world bosses are a joke because you can cc lock them.
coryevans_3b14_ESO wrote: »It's not just one cc that is getting it. It's happening where if I use one cc, I can't use a different one randomly. If you think this is a good idea, watch how fast people rage quit after they finally log in and see what happened. Survivability is SEVERELY affected.
coryevans_3b14_ESO wrote: »It's not just one cc that is getting it. It's happening where if I use one cc, I can't use a different one randomly. If you think this is a good idea, watch how fast people rage quit after they finally log in and see what happened. Survivability is SEVERELY affected.
This will be good because it means the game can't hide its unbalanced PVE behind players having good CC to survive.
This means players will quit, the game will lose money and the devs will have to rethink design choices about how "hard" versus how "fun" the game should be, and hopefully force them to stop shrinking the carrot and making the stick longer.
coryevans_3b14_ESO wrote: »coryevans_3b14_ESO wrote: »It's not just one cc that is getting it. It's happening where if I use one cc, I can't use a different one randomly. If you think this is a good idea, watch how fast people rage quit after they finally log in and see what happened. Survivability is SEVERELY affected.
This will be good because it means the game can't hide its unbalanced PVE behind players having good CC to survive.
This means players will quit, the game will lose money and the devs will have to rethink design choices about how "hard" versus how "fun" the game should be, and hopefully force them to stop shrinking the carrot and making the stick longer.
I really hate to agree with this statement as I'm a huge fanboi, but you may be right. I'm having big trouble right now adjusting to the lack of cc ability.
coryevans_3b14_ESO wrote: »I know they didn't say otherwise in the patch notes, but I assumed that this would only apply to player characters.
As a dw nb, I rely on mage guild rune and teleport strike to cc/stun npcs. Now i can't (as much at all). I'm kind of hosed.
Not a complaint necessarily, I'll try to adjust. But holy cow It's making staying alive at Vr5 kind of tough against trash mobs of 3.
In groups of 3, I usually Agony the first (healer or caster) and then go dark and surprise attack the 2nd from behind. Burn it down with flurry strikes while the other gets maybe a hit or two in. Go dark, surprise attack the 3rd and burn down. I usually get the 3rd one down just after the 1st one is released from Agony.
If I get in trouble, I will go dark and use Vamp Bite to regain health.
Just throwing out a strat that may or may not work for you. Running a full set of med armor, Night Mother daggers, and my crit hovers around 50% with Impale taking my last slot. If you can time it right, it heals on a death blow and also increases you crit chance if your points are allocated as such.