Strongly disagree. Against a good (or even average) player, you're going to get hard CCd as soon as immunity expires. Break free counts as an action on the global cool down. Running immov pots will therefore free up 1/6 of your attacks per cycle that you would otherwise spend breaking free. That translates into 16% more DPS, but also gets past any CC interuptions in a burst combo.I run speed + lingering health, but there's no denying that immov pots are better for 1v1 situations, especially when paired with clever alchemist. The burst potential is just too high with no way to mitigate.Immovable pots aren't even the best pot. Speed+Lingering health is flat out better, damage+crit+resource is better on builds that don't have native buffs or have competitive bars, and that's not mentioning situational things like invis or detect pots.
Alchemist only gives you more damage than a spell power pot if you have under 3k spell damage, otherwise you need a bar slot for major sorcery. Then you need to account for major prophecy or use a bar slot for it. For some classes, with easy native access to these buffs or bar space for toggles, immovable pots can shine.
However, I think a build that's getting 2 skill slots free'd up from sorcery/prophecy and using those slots for good utility can present similar challenges. I could run immovable pots on my mageblade but then I lose a skill slot to get major sorcery and I lose out in 10% crit or a second skill slot I use one of those slots for ele drain which covers enough of my sustain that I drop witchmother for tri-food, being CC immune isn't more beneficial than that sort of utility to a LOT of builds.
It might mean you have to add a skill to your bar (Stam doesn't tho) but it also negates a skill on the enemy's bar and makes them waste a GCD if they don't notice you popped the pot.
PvP isn't about hard numbers though. It's about sustaining until you can burst. And an immov pot is just too powerful because it allows you to know that you won't have a hard CC interupt your burst combo. Playing to to sustain and survive the other 30s while it's on cooldown is easy.
If I had to choose which is cheesier in duels - resource poisons or immov pots - I would say immov pots by a long shot for most players.
Agree to disagree, but I never have a problem dealing with CC from a standpoint of setting up my own burst. A CC during a burst cycle at worst causes you to reset it and at best guarantees your next burst gets off uninterrupted.
Let me put it this way, by your numbers, you spend 5/6 of a fight CC immune so immovable pots only give a 16% maximum possible uptime on their effect. Add to this that unless you're giving up jewelry glyphs then you've got 1/3 uptime on said potion and this means you get the benefits of an immovable pot for only 5.33% of a fight, or less than 4 seconds of a 1 minute fight. For major damage+major crit+resource pots you get 100% uptime and 2 skill slots freed up. Your argument of getting CC'ed on cooldown is actually an argument against immovable pots best I can see as their value increases the lower your uptime on CC immunity would natively be without them.
Furthermore, immovable pots only prevent 2 CC breaks so they do less for your stamina sustain than a regular trash stam pot.
Even if the immovable effect is stronger, the opportunity cost is very high and that renders it less useful in most situations. If you want to continue to construct these strawmen from cherry picked situations you can, but immovable pots give an effect that you already have a VERY high uptime on and come at the opportunity cost of other potions which can effectively free up skill slots and lead to a much more effective build.
I know you're a good player, but my math and personal experience have gotten me to switch from immovable pots to spell power pots on all my magika builds and the extra utility from 1-2 skill slots has given me extra utility that I swear by over a slightly increased burst window. If I can drop entropy and add ele drain then I've increased my damage by ~6% and increased my sustain enough that I can run tri-food over witchmothers, this eliminates any concerns about stam sustain as well(and therefore the need for tri-pots or immovables). As you know, there's a big chain reaction that comes from freeing up these skill slots that allows for a much more well rounded and complete build, I assume this is why you run speed+lingering health over immovables.
OK agree to disagree. I definitely respect your opinion and haven't found a reason to argue with you yet despite my propensity towards [snip] lol.
I think the effectiveness of immovables really depends on the players. There are some Mag NBs and stam templars, and especially wardens that can use them to devastating effect to ensure their burst doesn't get interrupted... (for example making sure the scorch hits at the same time as the bird and the poison injection) really any build that can really line up a burst. That's why in the most recent dueling tourney on PC NA (that never actually happened) immov pots were the only pots banned.
But if we really want to dig into the nitty gritty numbers, here are some things to consider:
Let's look at a 6s window in between stuns. Let's assume you're a Stam melee player. (And let's oversimplify lol)
You'll probably use at least one buff
You'll probably use at least one heal (vigor)
You'll probably use your own CC at least once, or a debuff
And then there's two attacks and one breakfree, or three attacks..
So for two rounds of CC immunity, it's not a 16% dmg increase, its potentially a 50% dmg increase
Now let's assume I'm fighting this player on my DK, which has petrify slotted. Fighting me, it removes not just a break free but also a rolldodge. Which means, using the rotation above, they go from having one spare attack per cycle to three spare attacks, which is a 200% increase!
But I actually feel the pain even more noticeable on my sorc. That crystal Frags knockdown is when I can pivot from defense / shield spam to offense. Timing the knockdown with the moment right before haunting curse hits, I can then use that second of no dmg to throw an execute and crushing shock, which can often times kill someone. Without the knockdown, i can't do that because I'll still be taking damage and will die if I don't cast shield instead of the execute or c shock.
No doubt immovable is a strong effect. I just think you have such a high uptime already and the opportunity cost of the potion is also high and I'm suggesting that is adequate counterplay. I can totally agree that in some situations it's "broken" strong. But those situations often tie immovable pots in with other iffy mechanics.
Strongly disagree. Against a good (or even average) player, you're going to get hard CCd as soon as immunity expires. Break free counts as an action on the global cool down. Running immov pots will therefore free up 1/6 of your attacks per cycle that you would otherwise spend breaking free. That translates into 16% more DPS, but also gets past any CC interuptions in a burst combo.I run speed + lingering health, but there's no denying that immov pots are better for 1v1 situations, especially when paired with clever alchemist. The burst potential is just too high with no way to mitigate.Immovable pots aren't even the best pot. Speed+Lingering health is flat out better, damage+crit+resource is better on builds that don't have native buffs or have competitive bars, and that's not mentioning situational things like invis or detect pots.
Alchemist only gives you more damage than a spell power pot if you have under 3k spell damage, otherwise you need a bar slot for major sorcery. Then you need to account for major prophecy or use a bar slot for it. For some classes, with easy native access to these buffs or bar space for toggles, immovable pots can shine.
However, I think a build that's getting 2 skill slots free'd up from sorcery/prophecy and using those slots for good utility can present similar challenges. I could run immovable pots on my mageblade but then I lose a skill slot to get major sorcery and I lose out in 10% crit or a second skill slot I use one of those slots for ele drain which covers enough of my sustain that I drop witchmother for tri-food, being CC immune isn't more beneficial than that sort of utility to a LOT of builds.
It might mean you have to add a skill to your bar (Stam doesn't tho) but it also negates a skill on the enemy's bar and makes them waste a GCD if they don't notice you popped the pot.
PvP isn't about hard numbers though. It's about sustaining until you can burst. And an immov pot is just too powerful because it allows you to know that you won't have a hard CC interupt your burst combo. Playing to to sustain and survive the other 30s while it's on cooldown is easy.
If I had to choose which is cheesier in duels - resource poisons or immov pots - I would say immov pots by a long shot for most players.
Agree to disagree, but I never have a problem dealing with CC from a standpoint of setting up my own burst. A CC during a burst cycle at worst causes you to reset it and at best guarantees your next burst gets off uninterrupted.
Let me put it this way, by your numbers, you spend 5/6 of a fight CC immune so immovable pots only give a 16% maximum possible uptime on their effect. Add to this that unless you're giving up jewelry glyphs then you've got 1/3 uptime on said potion and this means you get the benefits of an immovable pot for only 5.33% of a fight, or less than 4 seconds of a 1 minute fight. For major damage+major crit+resource pots you get 100% uptime and 2 skill slots freed up. Your argument of getting CC'ed on cooldown is actually an argument against immovable pots best I can see as their value increases the lower your uptime on CC immunity would natively be without them.
Furthermore, immovable pots only prevent 2 CC breaks so they do less for your stamina sustain than a regular trash stam pot.
Even if the immovable effect is stronger, the opportunity cost is very high and that renders it less useful in most situations. If you want to continue to construct these strawmen from cherry picked situations you can, but immovable pots give an effect that you already have a VERY high uptime on and come at the opportunity cost of other potions which can effectively free up skill slots and lead to a much more effective build.
I know you're a good player, but my math and personal experience have gotten me to switch from immovable pots to spell power pots on all my magika builds and the extra utility from 1-2 skill slots has given me extra utility that I swear by over a slightly increased burst window. If I can drop entropy and add ele drain then I've increased my damage by ~6% and increased my sustain enough that I can run tri-food over witchmothers, this eliminates any concerns about stam sustain as well(and therefore the need for tri-pots or immovables). As you know, there's a big chain reaction that comes from freeing up these skill slots that allows for a much more well rounded and complete build, I assume this is why you run speed+lingering health over immovables.
OK agree to disagree. I definitely respect your opinion and haven't found a reason to argue with you yet despite my propensity towards [snip]posting lol.
I think the effectiveness of immovables really depends on the players. There are some Mag NBs and stam templars, and especially wardens that can use them to devastating effect to ensure their burst doesn't get interrupted... (for example making sure the scorch hits at the same time as the bird and the poison injection) really any build that can really line up a burst. That's why in the most recent dueling tourney on PC NA (that never actually happened) immov pots were the only pots banned.
But if we really want to dig into the nitty gritty numbers, here are some things to consider:
Let's look at a 6s window in between stuns. Let's assume you're a Stam melee player. (And let's oversimplify lol)
You'll probably use at least one buff
You'll probably use at least one heal (vigor)
You'll probably use your own CC at least once, or a debuff
And then there's two attacks and one breakfree, or three attacks..
So for two rounds of CC immunity, it's not a 16% dmg increase, its potentially a 50% dmg increase
Now let's assume I'm fighting this player on my DK, which has petrify slotted. Fighting me, it removes not just a break free but also a rolldodge. Which means, using the rotation above, they go from having one spare attack per cycle to three spare attacks, which is a 200% increase!
But I actually feel the pain even more noticeable on my sorc. That crystal Frags knockdown is when I can pivot from defense / shield spam to offense. Timing the knockdown with the moment right before haunting curse hits, I can then use that second of no dmg to throw an execute and crushing shock, which can often times kill someone. Without the knockdown, i can't do that because I'll still be taking damage and will die if I don't cast shield instead of the execute or c shock.
No doubt immovable is a strong effect. I just think you have such a high uptime already and the opportunity cost of the potion is also high and I'm suggesting that is adequate counterplay. I can totally agree that in some situations it's "broken" strong. But those situations often tie immovable pots in with other iffy mechanics.
True. I think it lends itself more to Stam builds that are already running rally for major brutality + heal. We can make a immov + speed + stamina and get savagery from FoO (on DK) or hunter. I don't think. Immov + speed + magicka exists.
That's the way it works. You have your advantages and disadvantages of using THAT potion instead of other.
You have to choose between that one or a bursting one, or detect, etc depending on the situation, and it's available for every party, so it's not a disadvantage.
Giles.floydub17_ESO wrote: »That's the way it works. You have your advantages and disadvantages of using THAT potion instead of other.
You have to choose between that one or a bursting one, or detect, etc depending on the situation, and it's available for every party, so it's not a disadvantage.
So true. And it lasts for a limited time with a longer CD to use it again.
Also, if we remove everything from the game that someone considers an inconvenience to them we'd be running around Cyrodiil naked and punching each other.
Rohamad_Ali wrote: »Immovable pots aren't even working for their full duration . Sometimes not at all . Why would you nerf what's broken .
deepseamk20b14_ESO wrote: »The potion is fine. It's been around for years with no issues. Honestly this may be the first post about them I've seen since beta lol.
I'd rather ZoS removed some of the snares and immobilizes in the game before messing with the potions. When damn near everything in the game wants to snare and CC you, an immovable pot is needed much of the time.
cschwingeb14_ESO wrote: »According to this thread, argonians in clever alchemist with potion cooldown glyphs and immovable pots are OP.
/Rerolls
clocksstoppe wrote: »I really dislike the fact that potions (not only immovable) are absolutely broken on purpose, because the average joe doesn't have enough money to constantly use them. Kind of like card games that print insane cards but make them super rare so they are "balanced".
Completely disagree. Made some Speed + Lingering pots today. While I always love the speed, lingering health gives me about 500 per second in PvP, equivalent to 1K health regen. That is pretty pathetic. That is not even close to Troll King, which is typically more like 2K, and I gave up on Troll King (without resto), because Healing Ward + Resto Ult outperform it by miles. While healing is always welcome, and it may just be the ticket for a layered healing approach, I was immediately made to regret not having my usual Immovability + Detection potion slotted. This was in IC, against other nightblades. I could not say that Lingering is bad, but to call it "flat out better" is complete nonsense. In the context of my build, which is a cloaking / shielding / light armor magblade, detection potions give me an edge, and the combination with immovability keeps me alive when I sense someone else around.Immovable pots aren't even the best pot. Speed+Lingering health is flat out better.
Two words: Imperial City. Make some Tel Var stones. Buy apothecary parcels. That's where potions come fromclocksstoppe wrote: »I really dislike the fact that potions (not only immovable) are absolutely broken on purpose, because the average joe doesn't have enough money to constantly use them. Kind of like card games that print insane cards but make them super rare so they are "balanced".
Completely disagree. Made some Speed + Lingering pots today. While I always love the speed, lingering health gives me about 500 per second in PvP, equivalent to 1K health regen. That is pretty pathetic. That is not even close to Troll King, which is typically more like 2K, and I gave up on Troll King (without resto), because Healing Ward + Resto Ult outperform it by miles. While healing is always welcome, and it may just be the ticket for a layered healing approach, I was immediately made to regret not having my usual Immovability + Detection potion slotted. This was in IC, against other nightblades. I could not say that Lingering is bad, but to call it "flat out better" is complete nonsense. In the context of my build, which is a cloaking / shielding / light armor magblade, detection potions give me an edge, and the combination with immovability keeps me alive when I sense someone else around.Immovable pots aren't even the best pot. Speed+Lingering health is flat out better.
Quite right, and that is where the fundamental difference lies between me, a light armor shielding build, and a heavy armor mitigation build. Not being able to shield means death. Out of stamina means death. Immovability not only gives me greater up-time for burst - I agree with you on that - it also makes me feel safer.Speed + lingering works best with tanky or dmg mitigation builds
That aint a mag build. I tried using Troll King, reliably activated from another HOT, to recover my health underneath a shield. It was not good enough even against some high-damage single players. Now, this is on a magblade. Things may look different for sorcs, who have a bigger shield or can stack. Mag warden also feels tankier. When you talk about a kiting / damage avoiding build, I'm guessing you're thinking of a Shuffle using / dodge rolling "Eternal Hunt" type stamblade? I have certainly come across the odd bow-using player able to avoid a lot damage by dodging.or builds that can avoid dmg easily by kiting.
Indeed, that's exactly the issue, and it is where I have the problem with the "flat out better" statement, devoid of context.If you're vulnerable to burst, like a nightblade glass cannon in medium, then lingering health probably won't do too much.
Is it though .... or is that old information? I could swear lingering health ticked higher and these pots were nerfed like everything else to do with regen.If you can survive a stun though then I think, from a defensive standpoint, speed + lingering is far superior.
Integral1900 wrote: »Potions... say it slowly.... p.o.t.i.o.n.s
A pot is something to put a plant in , or maybe cutlery, what you are using is a POTION!!!!!
DeadlyRecluse wrote: »I could see a slight duration nerf for Immovable pots, but other than that I think they are fine.