Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Why would a Large Group need this passive? This is not a Large Group Passive
Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.
Why would a Large Group need this passive? This is not a Large Group Passive
Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Why would a Large Group need this passive? This is not a Large Group Passive
Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.
Takes-No-Prisoner wrote: »
Why would a Large Group need this passive? This is not a Large Group Passive
Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.
With the Clever Alch nerf and the EoTS nerf, question is now will EoTS trains still be able to choo choo damage dump a long their tracks? Or has it finally run out of steam?
Why would a Large Group need this passive? This is not a Large Group Passive
Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.
I feel like everytime you post something, you're just intentionally obtuse. No one is talking about large organized groups. They're talking about large unorganized blobs full of bow users who spam you with light attacks from max range.
Why would a Large Group need this passive? This is not a Large Group Passive
Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.
I feel like everytime you post something, you're just intentionally obtuse. No one is talking about large organized groups. They're talking about large unorganized blobs full of bow users who spam you with light attacks from max range.
Bow users don't spec for nodes like that, Bow Users are generally Nightblades or Medium armor users and they sure as hell aren't going to dump points in that line when you can dump points into Befoul with Lethal Arrow instead.
Do you know who will dump points in a line like this? Maybe some Duelers..that's it...This is not going to be a Zerging node.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
Ragnaroek93 wrote: »Finally a good star for builds who don't run Major Defile. And It's just fair that all kinds of sustain are affected by that, this is an indirect buff to sustain builds which is a good thing. So sick of permablocking magdks and other heavy armor builds who can sustain with 1,5k regen thanks to direct ressource returns (while I have to run 2,6k+ regen on my stamblade with some magregen on top of that).
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Ragnaroek93 wrote: »Finally a good star for builds who don't run Major Defile. And It's just fair that all kinds of sustain are affected by that, this is an indirect buff to sustain builds which is a good thing. So sick of permablocking magdks and other heavy armor builds who can sustain with 1,5k regen thanks to direct ressource returns (while I have to run 2,6k+ regen on my stamblade with some magregen on top of that).
And yet again, more misinformation. This will do little to curb permablock builds because Spell Wall still has nearly 100% uptime and that is the cornerstone of permablock.
Ragnaroek93 wrote: »Finally a good star for builds who don't run Major Defile. And It's just fair that all kinds of sustain are affected by that, this is an indirect buff to sustain builds which is a good thing. So sick of permablocking magdks and other heavy armor builds who can sustain with 1,5k regen thanks to direct ressource returns (while I have to run 2,6k+ regen on my stamblade with some magregen on top of that).
And yet again, more misinformation. This will do little to curb permablock builds because Spell Wall still has nearly 100% uptime and that is the cornerstone of permablock.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Why would a Large Group need this passive? This is not a Large Group Passive
Large Groups don't kill players via knocking down their Sustain, they kill them with Pure Damage dumping.
I feel like everytime you post something, you're just intentionally obtuse. No one is talking about large organized groups. They're talking about large unorganized blobs full of bow users who spam you with light attacks from max range.
Bow users don't spec for nodes like that, Bow Users are generally Nightblades or Medium armor users and they sure as hell aren't going to dump points in that line when you can dump points into Befoul with Lethal Arrow instead.
Do you know who will dump points in a line like this? Maybe some Duelers..that's it...This is not going to be a Zerging node.
Then why do zergers already pour points into the node? I literally have this debuff on me 100% of the time on Live.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
You mean Tavas, that got nerfed this patch?
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
You mean Tavas, that got nerfed this patch?
Notes on Tavas nerfed? Last time I checked Heavy Armor NBs still have access to Major Evasion.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
Ragnaroek93 wrote: »
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
Kewl build. Good luck killing any semi competent player with that. Problem are more full damage builds with Skoria who can still block a ton of stuff.
Edit: Tavas got "nerfed"/pushed out of the meta.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
You mean the build that won't work anymore once PTS goes live?
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
You mean the build that won't work anymore once PTS goes live?
You sure about that? Are you sure there isn't another class out there that has a magicka-base variant of Major Evasion? Take a moment, consider it.
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
You mean the build that won't work anymore once PTS goes live?
You sure about that? Are you sure there isn't another class out there that has a magicka-base variant of Major Evasion? Take a moment, consider it.
You mean the class that does not have battle roar and thus didn't work with this build in the firstplace?
Running into tons of heavy-armored nightblades nowadays, are you?
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Ragnaroek93 wrote: »
Well first let me say that I agree with you that no-CP is better than CP. So I agree with you that the CP system is flawed. But IMO this change gives us something to help counteract some of those infinite sustain block/heal tanks that make small scale and 1vX very difficult - it is hard to 1vX or play in a small group when every enemy is built to be insanely tanky with infinite resources.
This will actually do almost nothing to counteract those permablock builds though because those builds can still stack Sturdy + Defensive Posture and Spam Spell Wall on cooldown.
If they want to nerf permablock, nerf Spell Wall FFS. Changes like this just hurt smaller groups who already struggle to maintain resources when fighting outnumbered.
I mean you can argue that it effects smaller groups more, but it is ludicrous to say that it does almost nothing to counteract permablock builds. Typically they are DKs. So this will reduce their recovery from potions, battle roar, helping hand, and other sources of sustain. Clearly they will be running out of stamina much quicker.
But you're wrong, because Permablock builds are entirely built around having Spell Wall up off cooldown. This doesn't increase the cost of Spell Wall. So it changes nothing.
SW is an important part of permablock, but you still need to restore stamina to keep the block up in-between spell walls. Its not like you can have SW up 100% of the time.
You can get it quite close to 100% uptime.
Show me a video of having more than 50% uptime on SW.
Tavas/Dragon/Blood Spawn builds on Live. You're welcome.
Kewl build. Good luck killing any semi competent player with that. Problem are more full damage builds with Skoria who can still block a ton of stuff.
Edit: Tavas got "nerfed"/pushed out of the meta.
Are you for real? Permablock builds have never been able to kill anything. On the one hand you guys qq about permablock builds, then you qq that they cant kill anything. The fact that people still whine about the handful of permablock builds left in the game is pretty startling since you seem to acknowledge they can't actually kill anything.