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so they reduced cloak locking time to 3 sec while leaving the mage light duration @ 6s

  • leepalmer95
    leepalmer95
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    Or literally any group in any PVP scenario where only one member out of the whole group needs to be spamming it.

    The range isn't everywhere you know, besides is theres a group it's almost certain that aoe's will be being spammed anyway, shards, steel tornado, sap etc... You won't be able to cloak.

    Besides if some random guy was just spamming magelight in my group instead of contributing something i'd kick him.
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    RIP my effort to get 5x v16 characters...
  • dimensional
    dimensional
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    Yeah not in open field situations but in keep defense/assault when you're in the walls, it will definitely come into play.
  • rfennell_ESO
    rfennell_ESO
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    Or literally any group in any PVP scenario where only one member out of the whole group needs to be spamming it.

    From my limited experience it was actually pretty hard for them to catch me with it.

    Then again... I also don't cloak next to people, that's really not an effective way of using cloak with the plethora of recently leveled templars striking at air and newly empowered magicka dks spamming talons or the always spamming of steel tornado you see.

    If you use cloak tactically... which is mostly out of range of steel tornado and non "I lag myself intentionally" jabspammers range... it won't be broken by even radiant magelight. I say that mostly because the obvious lagsploiters will jabs spam you from out of ranged attack range and through walls. But, normal usage of dark cloak seems to work fine.. you just have to account for the range of things a bit.
  • cyx54tc
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    Or literally any group in any PVP scenario where only one member out of the whole group needs to be spamming it.

    The range isn't everywhere you know, besides is theres a group it's almost certain that aoe's will be being spammed anyway, shards, steel tornado, sap etc... You won't be able to cloak.

    Besides if some random guy was just spamming magelight in my group instead of contributing something i'd kick him.

    The guy only need to cast it once per 7 sec. I would definitely want one guy in my group that does it TBH
  • DenMoria
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    This is not hide and seek, fight back like a man ;)

    But, if you're a NB, it is hide & seek. That's kind of the point.

    If I wanted to "fight like a man" I really, really wouldn't play as an NB! :)
  • DenMoria
    DenMoria
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    vamp_emily wrote: »
    puffy99 wrote: »
    Good! NB's are easy peasy to play- bout time they got smacked around.

    Have you ever played a Sorcerer?

    It is funny how people say NBs are "Easy Mode". I just started leveling a Magic Sorcerer, and that my friend is what I call "Easy Easy Peasy Mode".





    I'll repeat myself: "Sorcerer is Easy Mode!" Sign me up! Now that I know it's "Easy, Easy, Peasy Mode" I'm even more convinced.

    I am a lazy, lazy man and, apparently ESO player. :)
  • bowmanz607
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    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?

    Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.

    you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??

    Mage light always kept people out of stealth when in radius.
  • cyx54tc
    cyx54tc
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    bowmanz607 wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?

    Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.

    you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??

    Mage light always kept people out of stealth when in radius.

    they keep people out of stealth not invisible. Which means it used to has no effect on cloak.
  • Refuse2GrowUp
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    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?

    Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.

    you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??

    Mage light always kept people out of stealth when in radius.

    they keep people out of stealth not invisible. Which means it used to has no effect on cloak.

    Radiant Magelight would pull anyone within its radius out of stealth and cloak. I may be wrong, but I am pretty sure this is accurate.
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  • cyx54tc
    cyx54tc
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    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?

    Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.

    you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??

    Mage light always kept people out of stealth when in radius.

    they keep people out of stealth not invisible. Which means it used to has no effect on cloak.

    Radiant Magelight would pull anyone within its radius out of stealth and cloak. I may be wrong, but I am pretty sure this is accurate.

    Before update. No.
  • Refuse2GrowUp
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    cyx54tc wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?

    Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.

    you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??

    Mage light always kept people out of stealth when in radius.

    they keep people out of stealth not invisible. Which means it used to has no effect on cloak.

    Radiant Magelight would pull anyone within its radius out of stealth and cloak. I may be wrong, but I am pretty sure this is accurate.

    Before update. No.

    Yes, prior to TG DLC, Radiant Magelight worked as a counter gank skill. It would detect anyone in stealth/cloak/invisibility within its radius, it would prevent you from getting stunned by stealth attacks, and it would reduce stealth (too include cloak/invis) attack damage by 50%. And this was as a toggle; with 100% uptime. Mind you, it did not have a 'lock-out' feature, but with it being a toggle that was always on, it was very easy to simply follow a NB that attacked you and keep them within the 12(?)m radius and thus detected, so it worked much like the current skills...only it didn't have a cost to it.

    Yet, as powerful as the skill was, you rarely saw people running it. Really, the biggest buff to this skill is that Inner Light, which most magicka builds already run, will get a narrower radius effect. And since so many run it already, it may prove to be troublesome.

    That said, as I mentioned before, I doubt much will change with the TG DLC changes to Magelight. Yes, it has the potential to put a hurting on NBs and other stealthy toons. But...big picture...it will likely not change much in the way things are played. Yes, this is speculation, but this is why I believe this:

    (1) Although Magelight was given these morphs, Mass Hysteria was also buffed to effect an additional target. Mass Hysteria is arguably the best CC in the game. NBs will need to wait 3 seconds to cloak, but they will just pop Mass Hysteria. This will either buy them the three seconds needed to get distance and cloak, or give them the extra vital seconds to get their dang near insta kills.

    (2) NBs will adapt by simply choosing targets a little more wisely. The days of jumping into a zerg and popping AoEs and mass murdering most of them only to cloak in someone's face and escape may be over. But that is far from saying NBs are combat ineffective. They will simply choose targets a little more carefully. They will still be extremely powerful killers.

    (3) The stealth/cloak lock-out will not as often effect NBs in 1v1 or even 1v2 scenarios. The lock-out will mean greater risk when near a larger number of enemies as you will not be able to kill/heal your way out of the situation and will need cloak to survive. However, we have yet to see to what degree all the zerg busting measures put in effect by the devs will change the meta of combat in open world PvP. If the increased damage of siege weapons and the zerg buster sets prove effective at spreading mobs out, then this will mitigate the risks associated stealth lock-out. NBs will have plenty time to vanish into thin air before nearby enemies can close the gap.

    I may be proved wrong, and this may be a serious detriment to NBs. However, I find that unlikely. Whether I am right or wrong will only be known with time. So rather than expressing frustrations with changes that will have an unknown effect on gameplay, why don't we wait to see how things play out.

    Edit: Also, I keep seeing that Cloak is a NBs only defense. I play both a magicka and stamina NB. Yes, cloak is an effective tool. But I can out heal a lot of damage in battles, and still have very good survive ability without ever cloaking; less so on the MagBlade, but still. Vigor is an extremely powerful heal and all stam builds have it available to them (AvA skills are practically given away now). And Stam NBs have much of the same survive ability other stam builds do. MagBlade has Healing Ward and Harness Magicka should they choose to run it and an insane amount of healing generated by high DPS skills. I would not want to completely lose the ability to cloak on my NBs, but I am not so reliant on the skill that I cannot PvP without it.
    Edited by Refuse2GrowUp on March 11, 2016 4:51AM
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  • bowmanz607
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    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?

    Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.

    you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??

    Mage light always kept people out of stealth when in radius.

    they keep people out of stealth not invisible. Which means it used to has no effect on cloak.

    As others have said, this is false. It worked against cloak.
  • Refuse2GrowUp
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    cyx54tc wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    bowmanz607 wrote: »
    cyx54tc wrote: »
    First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?

    Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.

    you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??

    Mage light always kept people out of stealth when in radius.

    they keep people out of stealth not invisible. Which means it used to has no effect on cloak.

    Radiant Magelight would pull anyone within its radius out of stealth and cloak. I may be wrong, but I am pretty sure this is accurate.

    Before update. No.

    Ya know, I find it funny that you are complaining about the changes to counters to your class (rather more appropriately stealth as a mechanic), and how ineffective you will now become. Yet you were not even aware of the counters to your class before the DLC.
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  • NBrookus
    NBrookus
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    I liked the changes on paper, but after playing with it I prefer the old Radiant Magelight. Or detect pots. Both work/worked better at detecting stealthed players, and RM was great for sewer runs. I could live with the 5% magicka debuff as a trade-off; I would have been delighted if they had just removed the toggle requiring it on both bars.

    I'm not sure if I'll keep running it for the other buffs it provides. The tiny activation period is really annoying.
  • Refuse2GrowUp
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    NBrookus wrote: »
    I liked the changes on paper, but after playing with it I prefer the old Radiant Magelight. Or detect pots. Both work/worked better at detecting stealthed players, and RM was great for sewer runs. I could live with the 5% magicka debuff as a trade-off; I would have been delighted if they had just removed the toggle requiring it on both bars.

    I'm not sure if I'll keep running it for the other buffs it provides. The tiny activation period is really annoying.

    I loved Radiant Magelight as it was. Radiant Magelight gets nerfed by this change, but Inner Light gets buffed. It's a trade off I guess.
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  • bowmanz607
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    NBrookus wrote: »
    I liked the changes on paper, but after playing with it I prefer the old Radiant Magelight. Or detect pots. Both work/worked better at detecting stealthed players, and RM was great for sewer runs. I could live with the 5% magicka debuff as a trade-off; I would have been delighted if they had just removed the toggle requiring it on both bars.

    I'm not sure if I'll keep running it for the other buffs it provides. The tiny activation period is really annoying.

    I loved Radiant Magelight as it was. Radiant Magelight gets nerfed by this change, but Inner Light gets buffed. It's a trade off I guess.

    i respectfully disagree. radiant was buffed. just by having it slotted on one bar without having to activate it you get crit, no stun from stealth, and 50% reduction without the other playing knowing your running those pssives until you use the ability. Before you had to activate it and the player was aware that you had those passives. Additionally, upon activation you get empowering, reveal from stealth, keep them from stealthing outside the radius of the light for a duration. Lets not forget it about the fact that it only takes up one slot now.

    this is a significant buff imo.
  • Refuse2GrowUp
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    bowmanz607 wrote: »
    NBrookus wrote: »
    I liked the changes on paper, but after playing with it I prefer the old Radiant Magelight. Or detect pots. Both work/worked better at detecting stealthed players, and RM was great for sewer runs. I could live with the 5% magicka debuff as a trade-off; I would have been delighted if they had just removed the toggle requiring it on both bars.

    I'm not sure if I'll keep running it for the other buffs it provides. The tiny activation period is really annoying.

    I loved Radiant Magelight as it was. Radiant Magelight gets nerfed by this change, but Inner Light gets buffed. It's a trade off I guess.

    i respectfully disagree. radiant was buffed. just by having it slotted on one bar without having to activate it you get crit, no stun from stealth, and 50% reduction without the other playing knowing your running those pssives until you use the ability. Before you had to activate it and the player was aware that you had those passives. Additionally, upon activation you get empowering, reveal from stealth, keep them from stealthing outside the radius of the light for a duration. Lets not forget it about the fact that it only takes up one slot now.

    this is a significant buff imo.

    I do like that it only takes up one slot, and that it grants empowerment. It only taking a single slot will make it more suitable for stam builds to run. And I certainly hate losing two spots on my mag builds as well. Valid points. Guess I was just speaking to the detect aspect of the skill.
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  • Ghost-Shot
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    Its a shame when you have to L2P instead of cloak away from fights you can't handle.
  • bowmanz607
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    Ghost-Shot wrote: »
    Its a shame when you have to L2P instead of cloak away from fights you can't handle.

    Sorry but many players use it offensively for positioning as well as buffs. Hence a morph that increases crit. I do agree that this adds an extra element of skill to using the ability timely which is good overall imo. However, that does not detract from the fact that this single ability does too much. Perhaps losing the 3 second thing is one way to go. Maybe taking away empowering or reducing radius or toggle again etc. Bottom line is a single ability does too much.
  • Refuse2GrowUp
    Refuse2GrowUp
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    bowmanz607 wrote: »
    Ghost-Shot wrote: »
    Its a shame when you have to L2P instead of cloak away from fights you can't handle.

    Sorry but many players use it offensively for positioning as well as buffs. Hence a morph that increases crit. I do agree that this adds an extra element of skill to using the ability timely which is good overall imo. However, that does not detract from the fact that this single ability does too much. Perhaps losing the 3 second thing is one way to go. Maybe taking away empowering or reducing radius or toggle again etc. Bottom line is a single ability does too much.

    From a completely unbiased perspective, I would agree. I think they should leave Radiant the way it is post TG since few ran it before and it is too early to tell how much effect it will ahve on the game. However, I agree they should remove the lock-out on Inner Light. Since it gives max magicka and empower, and since most magicka builds run it and will benefit from it no longer being a toggle, I would be ok with it keeping the detect but losing the lock-out effect.
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  • cyx54tc
    cyx54tc
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    bowmanz607 wrote: »
    Ghost-Shot wrote: »
    Its a shame when you have to L2P instead of cloak away from fights you can't handle.

    Sorry but many players use it offensively for positioning as well as buffs. Hence a morph that increases crit. I do agree that this adds an extra element of skill to using the ability timely which is good overall imo. However, that does not detract from the fact that this single ability does too much. Perhaps losing the 3 second thing is one way to go. Maybe taking away empowering or reducing radius or toggle again etc. Bottom line is a single ability does too much.

    From a completely unbiased perspective, I would agree. I think they should leave Radiant the way it is post TG since few ran it before and it is too early to tell how much effect it will ahve on the game. However, I agree they should remove the lock-out on Inner Light. Since it gives max magicka and empower, and since most magicka builds run it and will benefit from it no longer being a toggle, I would be ok with it keeping the detect but losing the lock-out effect.

    lock out is not a main issue. The duration is. And the worst part is that it is way harder to 1vx since it is almost guarantee that someone in that group is going to run mage light and everyone in the group benefits from it. detect pot/mark only effect the user/caster
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