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Problem with frozen gate on the warden

Tenn60
Tenn60
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Is anybody else having a problem with this skill working like it says on the discription? It works occasionally, but more like the dk wings I'll see like 7 people run over the portal and nothing happens
  • Tenn60
    Tenn60
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    And this is both on the same level and when I'm on the wall or below the wall of a keep, I thought it might not work above or below the target but it isn't even working in the fields when we are on the same level
  • CTSCold
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    They may have CC immunity? Or the 'fix' bugged it out.
  • Tenn60
    Tenn60
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    Oh ok didn't think about them using like immovable or something like that could be the case
  • Synozeer
    Synozeer
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    CC immunity, being too above/below the trap, and if you're out of range (you have to stay a certain distance to it) will cause it to not work.
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  • HoloYoitsu
    HoloYoitsu
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    Tenn60 wrote: »
    Oh ok didn't think about them using like immovable or something like that could be the case
    Immovable skill/pots do not work against frozen gate. Neither does mist form. The only immunity that stops the port is from CC breaking.

    But yeah in open world Cyrodiil the skill seems to get really buggy with regards to activation.
    Edited by HoloYoitsu on June 15, 2017 2:55AM
  • Dakmor_Kavu
    Dakmor_Kavu
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    Biggest issue I have is the level difference when using it. I had hoped it would work like the Spider-Man vine heal in reverse, but it's much more finicky when it comes to being on a different level, even if trying to save a teammate
  • Tenn60
    Tenn60
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    Yeah I was hoping to use it like chains for both the enemy and for when someone gets in too deep, but it does seem pretty random
  • MercTheMage
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    I don't see the point of this skill. It can't really be used like DK chains cause of the cast time (even tho it says instant), and with the latest "fix", we can't even use it to get our allies back onto keep walls with frozen retreat. So what is the skill for zos?
    The level thing wasn't an issue before the last update, I used it to teleport people to my house's roof, now I can't even port someone onto a *** 2 foot high platform.
    Edited by MercTheMage on June 16, 2017 9:32AM
    You just going to stand there like a lemon?
  • Tenn60
    Tenn60
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    I did not know about a fix. I think at least the synergy should be able to work even if your higher or lower. I could see where it could be exploited if you could teleport other faction players onto a wall in pvp. Outside of that I don't see why they changed it to the point where it really only works when you and the other individual are on an identical surface. I know some people were complaining because of what was going on in IC but I think it has tremendous strategical value being able to port allies onto a wall. I know I heard someone compare it to when any gap closer would get you onto a wall but I think considering the time it takes to cast, and it being the final skill unlocked in that skill tree it really is a poorly developed skill if they changed it the way you said they did.
  • Tenn60
    Tenn60
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    Although I will say I have used it at doors of keeps when we are sieging to catch people trying to get in, but even then it only sporadically works
  • Docmandu
    Docmandu
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    It's not worth a slot on the quickbar.. might sound cool.. but as others have mentioned, it's really finicky and the cast time makes it even more useless.
    You can try and pull people out of a AoE ball zerg, but they'll just roll dodge twice or vamp mist form and be back in their precious ball.

  • paulsimonps
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    I use it in PvP in keep fights, pulling people into and out of breaches, works like a charm. Its long range makes it perfect for it. I teleport one person out and my team nukes them, then I teleport a second person out and my team nukes them. Its a lot of fun and hate mails are plenty :tongue:
  • Tenn60
    Tenn60
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    I like it when it works but I have literally watched 7 people run over it without being teleported in a similar circumstance while defending a breach. I just think it needs work, reminds me a lot of dk wings being so glitchy as far as actually working and not
  • paulsimonps
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    Tenn60 wrote: »
    I like it when it works but I have literally watched 7 people run over it without being teleported in a similar circumstance while defending a breach. I just think it needs work, reminds me a lot of dk wings being so glitchy as far as actually working and not

    Well CC immunites goes out left and right in PvP and CC's are being thrown out just as often. So its not that unheard of for something like that too happen. And if they use something like rapid retreat then they would be immune to it.
  • Tenn60
    Tenn60
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    That may be the case with immunity, but it's not a one time deal it's over and over again. Like I said it's a fun skill when it works but like several other skills, especially in pvp, it is broken more than it actually works. And it's not specific to one skill, I still will occasionally use a gap closer into the ground and end up dead god only knows where. I just think it could use some work or make the skill explanation more accurate than what it currently is
  • Dr_Ganknstein
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    Yes, I have tested this a lot in PVP and tested both morphs. Frozen Retreat is worthless. Frozen Device hardly ever works but I found it shined when I would place it at the front of a Keep door so when a cookie cutter bomber would pop out to blow up our team he would instead teleport to me and do reduced damage and have to try and run back inside. Frozen retreat shouldn't even be an option imo. Overall the ability is garbage and hardly works and has a long cast time.
  • Smackosynthesis
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    The only use I got out of it was during farm fights. Pulling people from the center of the farm to our group, but every other situation it didn't work. Terrible waste of a skill.
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    This is one of the most useful skills in a Warden's arsenal. You all are crazy for thinking it's bad. I've caused so many deaths with this.

    It works surprisingly well. Do the enemies have to be on the same level as you? Nope. Is the range the longest chain in the game? Yes. Can you use it as a trap that you can activate at will? Yes.
  • Tenn60
    Tenn60
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    I'm not saying it is a bad skill, I was more trying to figure out how it really works I've gotten several kills myself using it, but like a few other skills in the game it has some issues I think with consistency. Don't know may just be bad luck on my part. I know my game has been dealing with a lot more lag than usual so I'm hoping the next patch will help with that and it may make it work better. I'm not expecting it to work 100% of the time but I don't think I should be able to throw it in the middle of zergs and not be able to pull one person out. Just my opinion though I know everybody has different play styles, and it may just not be for me.
  • HiImRex
    HiImRex
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    This is one of the most useful skills in a Warden's arsenal. You all are crazy for thinking it's bad. I've caused so many deaths with this.

    It works surprisingly well. Do the enemies have to be on the same level as you? Nope. Is the range the longest chain in the game? Yes. Can you use it as a trap that you can activate at will? Yes.

    same level comment is only half true

    there is a threshold elevation difference past which the ability will not pull. It's about 1/3rd of the distance from 2nd floor of a resource tower to the ground beneath it so if there is a hill for example within range of the spell and you place it from the tower it will pull that player. But if you place it on the ground or too low on that hill it will not pull.

    the threshold is pretty small, ZOS clearly did not want you to use the skill to pull people into different levels of a building etc.
  • paulsimonps
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    HiImRex wrote: »
    This is one of the most useful skills in a Warden's arsenal. You all are crazy for thinking it's bad. I've caused so many deaths with this.

    It works surprisingly well. Do the enemies have to be on the same level as you? Nope. Is the range the longest chain in the game? Yes. Can you use it as a trap that you can activate at will? Yes.

    same level comment is only half true

    there is a threshold elevation difference past which the ability will not pull. It's about 1/3rd of the distance from 2nd floor of a resource tower to the ground beneath it so if there is a hill for example within range of the spell and you place it from the tower it will pull that player. But if you place it on the ground or too low on that hill it will not pull.

    the threshold is pretty small, ZOS clearly did not want you to use the skill to pull people into different levels of a building etc.

    That being said I have pulled SOOooo many people at from the inside of a breach and seen them get immediatly nuked down, then I kept doing it to the next and the next and oh look everyone is dead. Its range is what makes it so much more deadlier than chains in PvP, in PvE its not as fast and so DKs win there and with fast moving targets DKs win too, but stationary fights, like keep breaches? Wardens Frozen Gate can wreck havoc on people if used right.
  • makreth
    makreth
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    Haven't got this skill yet to a morph stage but I was curious how retreat morph actually works.... So let's say we hava this type of scenario in a pvp environment or even PVE.

    An ally is fighting an enemy ahead and I cast frozen retreat on that area under their feet. What happens next?
    Tooltip states that the portal is removed upon activation. Is there any arming time of that trap?

    1)No arming time
    1a)Enemy is immediately pulled to me and the portal ground effect disappears. Ally didn't get the chance to use the synergy.
    1b)Enemy is immediately pulled me and the portal ground effect disappears but my ally still has some time to cast the synergy.

    2) Arming time
    2a) Ally gets the chance to cast the synergy first but the portal now is gone and the enemy stays there.
    2b)Ally has to wait for the arming time for the synergy to activate. Which in other words leads us to point 1)
    Edited by makreth on July 7, 2017 6:09PM
  • paulsimonps
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    makreth wrote: »
    Haven't got this skill yet to a morph stage but I was curious how retreat morph actually works.... So let's say we hava this type of scenario in a pvp environment or even PVE.

    An ally is fighting an enemy ahead and I cast frozen retreat on that area under their feet. What happens next?
    Tooltip states that the portal is removed upon activation. Is there any arming time of that trap?

    1)No arming time
    1a)Enemy is immediately pulled to me and the portal ground effect disappears. Ally didn't get the chance to use the synergy.
    1b)Enemy is immediately pulled me and the portal ground effect disappears but my ally still has some time to cast the synergy.

    2) Arming time
    2a) Ally gets the chance to cast the synergy first but the portal now is gone and the enemy stays there.
    2b)Ally has to wait for the arming time for the synergy to activate. Which in other words leads us to point 1)

    2b is the correct answer, I think, which leads to 1a being basically true as well. All I know is there is an arming time of like a second or little bit less. And I don't think the synergy goes up before that.
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