ShadowStarKing wrote: »Volley: ground based dot deals high dmg if target stands in the area, problem is how do you keep mobs and players in the AoE by yourself?
Bombard: cone Aoe that roots and snares great in a dungeon to lock down cc able mobs for your group by lacks in solo play as an expensive cone AoE.
ShadowStarKing wrote: »Volley: ground based dot deals high dmg if target stands in the area, problem is how do you keep mobs and players in the AoE by yourself?
Bombard: cone Aoe that roots and snares great in a dungeon to lock down cc able mobs for your group by lacks in solo play as an expensive cone AoE.
It's funny that you state about volley, "how do you keep mobs and players in the AoE by yourself" and then the very next skill, you mention Bombard. Basically you answered your own question. I use Bombard ALL THE TIME to 'keep mobs in the AoE by myself' because it roots them in place.
So I can't help but wonder how seriously people will take your other arguments when you clearly missed this one. Already players are complaining in PvP how they are getting 'locked down' with Bombard and want the snare stacking removed.
ShadowStarKing wrote: »ShadowStarKing wrote: »Volley: ground based dot deals high dmg if target stands in the area, problem is how do you keep mobs and players in the AoE by yourself?
Bombard: cone Aoe that roots and snares great in a dungeon to lock down cc able mobs for your group by lacks in solo play as an expensive cone AoE.
It's funny that you state about volley, "how do you keep mobs and players in the AoE by yourself" and then the very next skill, you mention Bombard. Basically you answered your own question. I use Bombard ALL THE TIME to 'keep mobs in the AoE by myself' because it roots them in place.
So I can't help but wonder how seriously people will take your other arguments when you clearly missed this one. Already players are complaining in PvP how they are getting 'locked down' with Bombard and want the snare stacking removed.
My arguement was for both pvp AND PVE. Now i'll ask you again how do you lock down CC immune mobs like Giants,Trolls, Mammoths and Flying mobs? You need you factor in those disadvantages for PVE mobs.
Notice how I said MOBS not just PLAYERS.
Also using bombard against players isn't (or shouldn't be that effective) it's cone skill which means it's hard to aim if a target is moving strafing side to side it's difficult to aim at players bombard spamming in a group is pretty effective.
Also Bombard is expensive so players won't 'spam' it.
ShadowStarKing wrote: »ShadowStarKing wrote: »Volley: ground based dot deals high dmg if target stands in the area, problem is how do you keep mobs and players in the AoE by yourself?
Bombard: cone Aoe that roots and snares great in a dungeon to lock down cc able mobs for your group by lacks in solo play as an expensive cone AoE.
It's funny that you state about volley, "how do you keep mobs and players in the AoE by yourself" and then the very next skill, you mention Bombard. Basically you answered your own question. I use Bombard ALL THE TIME to 'keep mobs in the AoE by myself' because it roots them in place.
So I can't help but wonder how seriously people will take your other arguments when you clearly missed this one. Already players are complaining in PvP how they are getting 'locked down' with Bombard and want the snare stacking removed.
My arguement was for both pvp AND PVE. Now i'll ask you again how do you lock down CC immune mobs like Giants,Trolls, Mammoths and Flying mobs? You need you factor in a skill for both environments.
Notice how I said MOBS not just PLAYERS.
Soo... who IS capable of locking down cc immune mobs like giants, trolls or mammoths? Nobody, so where is the issue.
phaneub17_ESO wrote: »Soo... who IS capable of locking down cc immune mobs like giants, trolls or mammoths? Nobody, so where is the issue.
Sorc Pets, they aggro them in placeallowing you to blast the crap out of them without worry of them moving around.
Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
andypappb16_ESO wrote: »ShadowStarKing wrote: »ShadowStarKing wrote: »Volley: ground based dot deals high dmg if target stands in the area, problem is how do you keep mobs and players in the AoE by yourself?
Bombard: cone Aoe that roots and snares great in a dungeon to lock down cc able mobs for your group by lacks in solo play as an expensive cone AoE.
It's funny that you state about volley, "how do you keep mobs and players in the AoE by yourself" and then the very next skill, you mention Bombard. Basically you answered your own question. I use Bombard ALL THE TIME to 'keep mobs in the AoE by myself' because it roots them in place.
So I can't help but wonder how seriously people will take your other arguments when you clearly missed this one. Already players are complaining in PvP how they are getting 'locked down' with Bombard and want the snare stacking removed.
My arguement was for both pvp AND PVE. Now i'll ask you again how do you lock down CC immune mobs like Giants,Trolls, Mammoths and Flying mobs? You need you factor in those disadvantages for PVE mobs.
Notice how I said MOBS not just PLAYERS.
Also using bombard against players isn't (or shouldn't be that effective) it's cone skill which means it's hard to aim if a target is moving strafing side to side it's difficult to aim at players bombard spamming in a group is pretty effective.
Also Bombard is expensive so players won't 'spam' it.
Soo... who IS capable of locking down cc immune mobs like giants, trolls or mammoths? Nobody, so where is the issue.
And as for bombard not being effective against players is just not true, I use it in PvP on my stam sorc alot.
Just imagine a Keep Gate is opened and enemies flood in.
Oil coming down from top, a Suppression Field on those enemies + bombard spam
-> locked in Absorption field(cant use spells) + cant move (bombard) + cant heal/purge the fire (absorption field + oil).
Also the reason why Bow cant be used effectively from range is, melee centered players will crit rush you and be in your face the whole time. So 10% of fights is ranged against those and rest is melee. Thats what usually happens.
Short: Gap Closers are just too good, so the "ranged" part of the fight is over as soon as it starts.
Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
phaneub17_ESO wrote: »Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Doesn't Snipe already do that though? When you use Snipe it enables your Light and Heavy Attacks to strike at the same range Snipe can already hit for a short time. If you're rotating between Snipe and regular attacks, you can keep the increased range for longer. It's already long enough for me to follow a Snipe with 1 Venom Arrow or Acid Spray, 1 Heavy and 2 Light bow attacks for max Hawkeye bonus. Hawkeye then lasts long enough to cast 2 Snipes and 1 Venom Arrow or Acid Spray, repeating the pattern over again.
phaneub17_ESO wrote: »Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Doesn't Snipe already do that though? When you use Snipe it enables your Light and Heavy Attacks to strike at the same range Snipe can already hit for a short time. If you're rotating between Snipe and regular attacks, you can keep the increased range for longer. It's already long enough for me to follow a Snipe with 1 Venom Arrow or Acid Spray, 1 Heavy and 2 Light bow attacks for max Hawkeye bonus. Hawkeye then lasts long enough to cast 2 Snipes and 1 Venom Arrow or Acid Spray, repeating the pattern over again.
phaneub17_ESO wrote: »Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Doesn't Snipe already do that though? When you use Snipe it enables your Light and Heavy Attacks to strike at the same range Snipe can already hit for a short time. If you're rotating between Snipe and regular attacks, you can keep the increased range for longer. It's already long enough for me to follow a Snipe with 1 Venom Arrow or Acid Spray, 1 Heavy and 2 Light bow attacks for max Hawkeye bonus. Hawkeye then lasts long enough to cast 2 Snipes and 1 Venom Arrow or Acid Spray, repeating the pattern over again.
Well yes, the other morph of snipe does increase range of your other bow skills - but only after you hit someone with it (and it can be purged afaik). It's the white aura you get above you sometimes, when someone hits you with Snipe.
Also, it gives only 5m more range on bow skills (Poison Arrow 28m->33m, Volley 25m->30m, Scatter Shot 10m->15m, Arrow Spray 20m->25m, Focused Aim 35m->40m).
I don't think it's a good option atm since you give up Major Defile from Lethal Arrow for it.
So basicly all you can do from long range is spam Snipe. All other skills are purely utility, because if you're in range of using them you're in range of gap closers as well and using bow skills at melee range, well...
Speaking of which, there's some major anti-synergy between Scatter Shot & other bow skills.
Scatter Shot has a maximum radius of 10m (15m with Focused Aim), where as rest of the bow kit rewards & is focused on you staying at long range. Also, it only afflicts disorient on the opponent, which means your other bow skills (Lethal Arrow poison status effect, Poison Injection, Acid Spray) actually breaks the CC instantly.
It's another skill that I think could do with a buff or revamp. You could remove the CC portion entirely, and make it instead knock back & throw some schrapnel in the ground that would immobilize the opponent. That way, you'd get some area denial and would be able to more easily kite your opponent.
Kind of like sorc mines, except that they'd get applied infront of the opponent after a knockback.
Still wouldn't work against ambush though (as it's a teleport & doesn't run through them).
I'd do all this in addition to increasing max range of all bow attacks, and increasing travel speed of snipe (so you can't combo multiple attacks from max range with it & make them land at the same time).
Also, it'd be nice to have stamina pets that you can have on target - pets that could stun or root the person they're attacking. But I doubt this is anything that ZOS could do within one patch cycle :P
These changes would make bow focused builds very viable.
Another option: give bow a passive that allows you to use skills while sprinting. This could make kiting easier with bow.



ShadowStarKing wrote: »phaneub17_ESO wrote: »Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Doesn't Snipe already do that though? When you use Snipe it enables your Light and Heavy Attacks to strike at the same range Snipe can already hit for a short time. If you're rotating between Snipe and regular attacks, you can keep the increased range for longer. It's already long enough for me to follow a Snipe with 1 Venom Arrow or Acid Spray, 1 Heavy and 2 Light bow attacks for max Hawkeye bonus. Hawkeye then lasts long enough to cast 2 Snipes and 1 Venom Arrow or Acid Spray, repeating the pattern over again.
Well yes, the other morph of snipe does increase range of your other bow skills - but only after you hit someone with it (and it can be purged afaik). It's the white aura you get above you sometimes, when someone hits you with Snipe.
Also, it gives only 5m more range on bow skills (Poison Arrow 28m->33m, Volley 25m->30m, Scatter Shot 10m->15m, Arrow Spray 20m->25m, Focused Aim 35m->40m).
I don't think it's a good option atm since you give up Major Defile from Lethal Arrow for it.
So basicly all you can do from long range is spam Snipe. All other skills are purely utility, because if you're in range of using them you're in range of gap closers as well and using bow skills at melee range, well...
Speaking of which, there's some major anti-synergy between Scatter Shot & other bow skills.
Scatter Shot has a maximum radius of 10m (15m with Focused Aim), where as rest of the bow kit rewards & is focused on you staying at long range. Also, it only afflicts disorient on the opponent, which means your other bow skills (Lethal Arrow poison status effect, Poison Injection, Acid Spray) actually breaks the CC instantly.
It's another skill that I think could do with a buff or revamp. You could remove the CC portion entirely, and make it instead knock back & throw some schrapnel in the ground that would immobilize the opponent. That way, you'd get some area denial and would be able to more easily kite your opponent.
Kind of like sorc mines, except that they'd get applied infront of the opponent after a knockback.
Still wouldn't work against ambush though (as it's a teleport & doesn't run through them).
I'd do all this in addition to increasing max range of all bow attacks, and increasing travel speed of snipe (so you can't combo multiple attacks from max range with it & make them land at the same time).
Also, it'd be nice to have stamina pets that you can have on target - pets that could stun or root the person they're attacking. But I doubt this is anything that ZOS could do within one patch cycle :P
These changes would make bow focused builds very viable.
Another option: give bow a passive that allows you to use skills while sprinting. This could make kiting easier with bow.
Btw are you Decimus? From youtube?
Takes-No-Prisoner wrote: »I play StamNB Redguard archer in PvP and I am having a blast. The build works just fine in PvE too. Bombard is part of the rotation and is one of my go to skills to stop gap closing. It has proven to be a very important utility tool in stopping MagNB bombers and pulling other people out of stealth. It has a very small aiming learning curve, but as someone who has played Templar w/ Sweeps I found no difficulty using it.
Don't forget one important thing OP, is that the Light Attack and Heavy attack is very important. Weaving is important to going mainly bow, I have killed people hitting them with x4 LA > Spectral Bow. I have out right killed players who kept roll dodging and I would just LA/HA them down. Don't forget we have a Bow CP star. At 67 points into that star I can pull off some nasty LA/HA and I'm not even running DK!
We also need to look forward to poison buffs on our Bow OP. Next update will be very very interesting for us Bow specialists. Because while we're in a group of friends in Cyrodiil. Us bow users can sit in the back, pop a poison and really bring some strong assist roles in gunning down high profile targets. Getting hit with some of those poisons is going to suck for the enemy.
That is only the tip of the iceberg.
andypappb16_ESO wrote: »@Takes-No-Prisoner
Im very curious for the poisons, too.
But don't forget the damage on the poisons will be reduced and is way higher on PTS than intended for its live implementation.
But yeah, we will see. Bows fast attack speed will sure proc poisons quite often, and be really great for cc's or making LA spam stronger, or drain resources
Hey guys, wanted to chime in and say we definitely hear the balance concerns for Poison-Making- it’s a big part of why we called out in our known issues that these numbers are in no way final. We’re hearing you, and so here are some of the changes we’re making for the next PTS incremental patch and onward:
Increasing poison cooldowns to 10 seconds.
This gives us more comfortable balance points for poisons, both versus potential alpha strike scenarios and for stronger considerations for debilitating poison durations.
Your stacks of poison will also last much longer.
Poisons will also be more noticeably distinct from weapon enchantments, which largely deal in instant effects.
Takes-No-Prisoner wrote: »I play StamNB Redguard archer in PvP and I am having a blast. The build works just fine in PvE too. Bombard is part of the rotation and is one of my go to skills to stop gap closing. It has proven to be a very important utility tool in stopping MagNB bombers and pulling other people out of stealth. It has a very small aiming learning curve, but as someone who has played Templar w/ Sweeps I found no difficulty using it.
Don't forget one important thing OP, is that the Light Attack and Heavy attack is very important. Weaving is important to going mainly bow, I have killed people hitting them with x4 LA > Spectral Bow. I have out right killed players who kept roll dodging and I would just LA/HA them down. Don't forget we have a Bow CP star. At 67 points into that star I can pull off some nasty LA/HA and I'm not even running DK!
We also need to look forward to poison buffs on our Bow OP. Next update will be very very interesting for us Bow specialists. Because while we're in a group of friends in Cyrodiil. Us bow users can sit in the back, pop a poison and really bring some strong assist roles in gunning down high profile targets. Getting hit with some of those poisons is going to suck for the enemy.
That is only the tip of the iceberg.
ShadowStarKing wrote: »phaneub17_ESO wrote: »Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Doesn't Snipe already do that though? When you use Snipe it enables your Light and Heavy Attacks to strike at the same range Snipe can already hit for a short time. If you're rotating between Snipe and regular attacks, you can keep the increased range for longer. It's already long enough for me to follow a Snipe with 1 Venom Arrow or Acid Spray, 1 Heavy and 2 Light bow attacks for max Hawkeye bonus. Hawkeye then lasts long enough to cast 2 Snipes and 1 Venom Arrow or Acid Spray, repeating the pattern over again.
Well yes, the other morph of snipe does increase range of your other bow skills - but only after you hit someone with it (and it can be purged afaik). It's the white aura you get above you sometimes, when someone hits you with Snipe.
Also, it gives only 5m more range on bow skills (Poison Arrow 28m->33m, Volley 25m->30m, Scatter Shot 10m->15m, Arrow Spray 20m->25m, Focused Aim 35m->40m).
I don't think it's a good option atm since you give up Major Defile from Lethal Arrow for it.
So basicly all you can do from long range is spam Snipe. All other skills are purely utility, because if you're in range of using them you're in range of gap closers as well and using bow skills at melee range, well...
Speaking of which, there's some major anti-synergy between Scatter Shot & other bow skills.
Scatter Shot has a maximum radius of 10m (15m with Focused Aim), where as rest of the bow kit rewards & is focused on you staying at long range. Also, it only afflicts disorient on the opponent, which means your other bow skills (Lethal Arrow poison status effect, Poison Injection, Acid Spray) actually breaks the CC instantly.
It's another skill that I think could do with a buff or revamp. You could remove the CC portion entirely, and make it instead knock back & throw some schrapnel in the ground that would immobilize the opponent. That way, you'd get some area denial and would be able to more easily kite your opponent.
Kind of like sorc mines, except that they'd get applied infront of the opponent after a knockback.
Still wouldn't work against ambush though (as it's a teleport & doesn't run through them).
I'd do all this in addition to increasing max range of all bow attacks, and increasing travel speed of snipe (so you can't combo multiple attacks from max range with it & make them land at the same time).
Also, it'd be nice to have stamina pets that you can have on target - pets that could stun or root the person they're attacking. But I doubt this is anything that ZOS could do within one patch cycle :P
These changes would make bow focused builds very viable.
Another option: give bow a passive that allows you to use skills while sprinting. This could make kiting easier with bow.
Btw are you Decimus? From youtube?
PossiblyTakes-No-Prisoner wrote: »I play StamNB Redguard archer in PvP and I am having a blast. The build works just fine in PvE too. Bombard is part of the rotation and is one of my go to skills to stop gap closing. It has proven to be a very important utility tool in stopping MagNB bombers and pulling other people out of stealth. It has a very small aiming learning curve, but as someone who has played Templar w/ Sweeps I found no difficulty using it.
Don't forget one important thing OP, is that the Light Attack and Heavy attack is very important. Weaving is important to going mainly bow, I have killed people hitting them with x4 LA > Spectral Bow. I have out right killed players who kept roll dodging and I would just LA/HA them down. Don't forget we have a Bow CP star. At 67 points into that star I can pull off some nasty LA/HA and I'm not even running DK!
We also need to look forward to poison buffs on our Bow OP. Next update will be very very interesting for us Bow specialists. Because while we're in a group of friends in Cyrodiil. Us bow users can sit in the back, pop a poison and really bring some strong assist roles in gunning down high profile targets. Getting hit with some of those poisons is going to suck for the enemy.
That is only the tip of the iceberg.
A bow focused build can work currently, but it always fills a niche role. Either you're ganking (and then swapping to dual wield or 2H if it doesn't work) or you have a group to back you up and you're acting as kind of a support, rooting enemies.
But in no scenario is a bow focused build currently working, when you are actually being focused and targeted by the enemy. You're always better off just using Dual Wield or 2H as your primary weapons, maybe using bow to apply bombard/poison injection and then swapping back to your "main bar".
What I'd like to see is the ascension of bow from the "niche/off bar" territory to being a viable choice as your main weapon, something you can play competitively with and not just have as a "sideshow", and you can't have that if gap closers negate your entire build.
You can bombard someone, and that someone will just roll dodge+shuffle & crit rush you (or Ambush, since teleports dont care about immobilizes) - snare you & deal more dmg to you than you can deal, forcing you to swap to DW/2H to compete with the damage.
For that reason, bow needs to be buffed to bring it on par with other weapons - without making it even stronger in Xv1 or ganking.
Also, please don't put points into light/heavy attack damage. You can put points into Mighty instead and increase both the light/heavy attack damage and skill damage as well ;P
If you have 100 in mighty already, Precise Strikes or Thaumaturge is a better choice than bow passive.
Bow
Increased the overall damage from Bow light attacks by 16%.
Arrows are now easier to see while they’re traveling to your knee.
...
.
.
Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Some valid points there.
What I think is the main problem of bow focused builds and what keeps them from being viable is the existence of gap closers.
In other MMOs, these gap closers usually have a cooldown & if you're able to bait the gap closer & then disengage from the opponent, you're usually able to kite with the ranged build.
ESO does not have these cooldowns however, meaning a melee build can close the distance pretty much whenever he wants and negate any benefits you might have with a bow build.
There is a solution however.
Increase the range of all bow skills (and light/heavy attacks) to match that of Snipe.
This would mean that you'd be able to deal semi-meaningful damage to opponent without being in their gap closer range - but you'd still have to face the opponent while shooting at them and wouldn't be able to sprint of course while using those skills, meaning they'd be able to catch you up with sprint & then using gap closer when in range.
I think this would greatly increase the viability of bow builds & keep them from being just the off bar for applying Poison Injection.
Also, I believe one of the Sinpe could be buffed somehow (maybe not burst damage, but give it something to make it more worth slotting).
Probably ESO is the only MMORPG I played without a proper ranged bow build and a proper ranged build in general.
Pre 1.6 with a NB I was using bow + Impale, Crippling Grasp and Swallow Soul/Funnel Health: in exp when contents were challenging at the beginning it was great, in end game there were better options, in PvP gap closers and reflecting skills were the main issue.
Nowadays as ranged builds the situation is better for magicka but surely both stamina and magicka builds have anyway to go melee for several reasons and skills.
With DB patch, Silver Shards could become more interesting even if, being AoE, its ST damage is not that high.
Snipe has a flight time that is really long, this is more a problem than the cast time; I'd prefer cast time or travelling time reduced and damage scaled down accordingly.
Surely gap closers have an excessive range in this game and amongst gap closers there should be a different range according to class and skill.
Scatter Shot and morphs should have the same range of gap closers or 17-18 meters at least.
If you check Destructive Touch (with destruction staff), this is the default range, while Destructive Reach offers even a lot more range.
Last but not least Reflecting skills should reduce the range of ranged skills used; if you want to be able to reflect, then gap closers and ranged skills should have a malus otherwise "reflect" should have been "deflect" since the beginning.
The problem is "how can you balance this with two different active bars and multiple class and non class skills"?
I used often Defensive Posture and Reflective Scales and honestly these two skills make sense with a bunker or melee build but they have no trade-off.
The irony is, which is the best stamina dd class probably even more with DB patch?
A partial solution can be: Fiery Grip and Unrelenting Grip should keep their range, while Empowering Chains like all the other gap closers (classes, weapons and every skill line) should have less range than now.
Silver Leash should have the same range of Fiery and Unrelenting Grip.
Dragon Leap and morphs should keep their range since they are Ultimates.