SilentFox22 wrote: »Has anyone had a a chance to check out the new heal on the Draining Shot ability on bow?
Looks like I'm getting a 9k heal when the disorientate effect ends, but unfortunately, you get no healz on mobs that are immune to the disorientate effect. Is this intended?
Vigor ability (rank I) from pvp skill-line heals me for 8.5k as a HoT though. I'm assuming that # will rise as the skill levels?
As a Stamina NB who prefers bow builds, wondering what heal ability would serve me best. Strife from NB siphon skill line is magicka based and thus heals for shite as a HoT for about 3k. I tried resto-staff in the past but again, that is a magicka based skill tree.
Would be nice if they just made it a DoT heal, and it occurred every time you used the skill. Not just when the effect ends, because that's effected by CC immunity.
Maybe give it the same kind of mechanics as Burning Embers, or Rally, where if you cast it again, you get a heal based off of how long the DoT heal was ticking for. It would make it more reliable, at the expense of the big burst heal that may or may not happen.
I mean honestly, if you're a bow user, you can only cast it inside of 10m anyway. So if you get gap closed, you'll probably be dead before you even get the heal from this move. The range needs to be 15m-20m at least.
Yeah, the idea of using a bow is to be a master of ranged combat right? How can you be that and have your only CC be a 10m cast range? Especially, like you said, there are plenty of other CC's that are 28m. Doesn't make much sense at all.
That on top of the healing mechanic. I really do like that they tried to do something different with Draining Shot. It just needs a little bit more work IMO.
@Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Strider_Roshin wrote: »Yeah, the idea of using a bow is to be a master of ranged combat right? How can you be that and have your only CC be a 10m cast range? Especially, like you said, there are plenty of other CC's that are 28m. Doesn't make much sense at all.
That on top of the healing mechanic. I really do like that they tried to do something different with Draining Shot. It just needs a little bit more work IMO.
@Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Stone fist has a 36 meter range.
Would be nice if they just made it a DoT heal, and it occurred every time you used the skill. Not just when the effect ends, because that's effected by CC immunity.
Maybe give it the same kind of mechanics as Burning Embers, or Rally, where if you cast it again, you get a heal based off of how long the DoT heal was ticking for. It would make it more reliable, at the expense of the big burst heal that may or may not happen.
I mean honestly, if you're a bow user, you can only cast it inside of 10m anyway. So if you get gap closed, you'll probably be dead before you even get the heal from this move. The range needs to be 15m-20m at least.
I think I'd like to see Scatter Shot (both morphs) become a hard CC ability with the same range limitations as snipe or venom arrow. Having it be a hard stun is okay in terms of balance; lots of other skills have a component like this and are not relatively over/underpowered because of the CC itself, due to the CC immunity mechanic. Spamming it should be about as rewarding as spamming petrify, which is basically pointless for 6s after a break-free. If the target doesn't break free, then it can be used again to hard CC.
The heal definitely should not be tied to the CC component. Why they chose to do this, I do not know. Many skills that have historically tied a damage or heal component to a CC have been changed, such as Agony, so as to be useful regardless of the effectiveness of the CC component.
Basically, I agree with you. Linking the individual benefits of skills together in a manner that makes them contingent upon each other is a bad practice in a game where there are only 12 active slots. Something like this is okay in other MMOs, where you could have 100 skills on your screen at any given time, and just click the one you want. ESO has a more active combat style, and as such, many of these benefits need to be segregated.
ShadowStarKing wrote: »Would be nice if they just made it a DoT heal, and it occurred every time you used the skill. Not just when the effect ends, because that's effected by CC immunity.
Maybe give it the same kind of mechanics as Burning Embers, or Rally, where if you cast it again, you get a heal based off of how long the DoT heal was ticking for. It would make it more reliable, at the expense of the big burst heal that may or may not happen.
I mean honestly, if you're a bow user, you can only cast it inside of 10m anyway. So if you get gap closed, you'll probably be dead before you even get the heal from this move. The range needs to be 15m-20m at least.
I think I'd like to see Scatter Shot (both morphs) become a hard CC ability with the same range limitations as snipe or venom arrow. Having it be a hard stun is okay in terms of balance; lots of other skills have a component like this and are not relatively over/underpowered because of the CC itself, due to the CC immunity mechanic. Spamming it should be about as rewarding as spamming petrify, which is basically pointless for 6s after a break-free. If the target doesn't break free, then it can be used again to hard CC.
The heal definitely should not be tied to the CC component. Why they chose to do this, I do not know. Many skills that have historically tied a damage or heal component to a CC have been changed, such as Agony, so as to be useful regardless of the effectiveness of the CC component.
Basically, I agree with you. Linking the individual benefits of skills together in a manner that makes them contingent upon each other is a bad practice in a game where there are only 12 active slots. Something like this is okay in other MMOs, where you could have 100 skills on your screen at any given time, and just click the one you want. ESO has a more active combat style, and as such, many of these benefits need to be segregated.
No matter what they do to this skill it will suck reguard less because of the range and the CC.
The range is just plain stupid getting in 10m just to stun gives melee builds free ap since they can gap close spam you to death and since it's a disorient ANY dot on the target will break CC immediately and save their stam pool from the CC break cost.
It needs a range increase maybe 22m and the CC needs to be a knock down.
ShadowStarKing wrote: »Would be nice if they just made it a DoT heal, and it occurred every time you used the skill. Not just when the effect ends, because that's effected by CC immunity.
Maybe give it the same kind of mechanics as Burning Embers, or Rally, where if you cast it again, you get a heal based off of how long the DoT heal was ticking for. It would make it more reliable, at the expense of the big burst heal that may or may not happen.
I mean honestly, if you're a bow user, you can only cast it inside of 10m anyway. So if you get gap closed, you'll probably be dead before you even get the heal from this move. The range needs to be 15m-20m at least.
I think I'd like to see Scatter Shot (both morphs) become a hard CC ability with the same range limitations as snipe or venom arrow. Having it be a hard stun is okay in terms of balance; lots of other skills have a component like this and are not relatively over/underpowered because of the CC itself, due to the CC immunity mechanic. Spamming it should be about as rewarding as spamming petrify, which is basically pointless for 6s after a break-free. If the target doesn't break free, then it can be used again to hard CC.
The heal definitely should not be tied to the CC component. Why they chose to do this, I do not know. Many skills that have historically tied a damage or heal component to a CC have been changed, such as Agony, so as to be useful regardless of the effectiveness of the CC component.
Basically, I agree with you. Linking the individual benefits of skills together in a manner that makes them contingent upon each other is a bad practice in a game where there are only 12 active slots. Something like this is okay in other MMOs, where you could have 100 skills on your screen at any given time, and just click the one you want. ESO has a more active combat style, and as such, many of these benefits need to be segregated.
No matter what they do to this skill it will suck reguard less because of the range and the CC.
The range is just plain stupid getting in 10m just to stun gives melee builds free ap since they can gap close spam you to death and since it's a disorient ANY dot on the target will break CC immediately and save their stam pool from the CC break cost.
It needs a range increase maybe 22m and the CC needs to be a knock down.
Agreed. But I wonder if a better fix is making class CCs like petrify, agony, and rune prison viable for stam builds? If I had a viable stam version for any of these, I would be using them in any of my stam builds.
To me, scatter shot and its morphs don't fit the "persona" that I imagine based on the name of the skill. To me, it's an ability that should have increased damage the closer you are to the target, similar to the way a shotgun works IRL. Knockdown also makes the most sense to me, as opposed to disorient.
ShadowStarKing wrote: »ShadowStarKing wrote: »Would be nice if they just made it a DoT heal, and it occurred every time you used the skill. Not just when the effect ends, because that's effected by CC immunity.
Maybe give it the same kind of mechanics as Burning Embers, or Rally, where if you cast it again, you get a heal based off of how long the DoT heal was ticking for. It would make it more reliable, at the expense of the big burst heal that may or may not happen.
I mean honestly, if you're a bow user, you can only cast it inside of 10m anyway. So if you get gap closed, you'll probably be dead before you even get the heal from this move. The range needs to be 15m-20m at least.
I think I'd like to see Scatter Shot (both morphs) become a hard CC ability with the same range limitations as snipe or venom arrow. Having it be a hard stun is okay in terms of balance; lots of other skills have a component like this and are not relatively over/underpowered because of the CC itself, due to the CC immunity mechanic. Spamming it should be about as rewarding as spamming petrify, which is basically pointless for 6s after a break-free. If the target doesn't break free, then it can be used again to hard CC.
The heal definitely should not be tied to the CC component. Why they chose to do this, I do not know. Many skills that have historically tied a damage or heal component to a CC have been changed, such as Agony, so as to be useful regardless of the effectiveness of the CC component.
Basically, I agree with you. Linking the individual benefits of skills together in a manner that makes them contingent upon each other is a bad practice in a game where there are only 12 active slots. Something like this is okay in other MMOs, where you could have 100 skills on your screen at any given time, and just click the one you want. ESO has a more active combat style, and as such, many of these benefits need to be segregated.
No matter what they do to this skill it will suck reguard less because of the range and the CC.
The range is just plain stupid getting in 10m just to stun gives melee builds free ap since they can gap close spam you to death and since it's a disorient ANY dot on the target will break CC immediately and save their stam pool from the CC break cost.
It needs a range increase maybe 22m and the CC needs to be a knock down.
Agreed. But I wonder if a better fix is making class CCs like petrify, agony, and rune prison viable for stam builds? If I had a viable stam version for any of these, I would be using them in any of my stam builds.
To me, scatter shot and its morphs don't fit the "persona" that I imagine based on the name of the skill. To me, it's an ability that should have increased damage the closer you are to the target, similar to the way a shotgun works IRL. Knockdown also makes the most sense to me, as opposed to disorient.
Man if agony was a better CC I would use that but its just like scatter shot one dot breaks the CC.
ShadowStarKing wrote: »Scatter shot doesn't even synergise with snipe since the cast time and travel time is like 4secs and your opponent won't sit there disoriented for 4 secs.