New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:
(3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS
With good weaving you should be able to maintain the uptime flawless.
Savos_Saren wrote: »@usmcjdkingusmcjdking wrote: »Powerlash and offbalance is utterly broken on PTS @ZOS_GinaBruno
I am having a hard time landing a regular whip between the infinite power lashes. On a stamina dragonknight I might add.
Are you achieving multiple power lashes on a player or on a test dummy?
If you’re testing on a dummy- try dueling someone to see if it works and if breakfree will grant them an immunity to offbalance.
Hamburglarjones wrote: »Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.
4 Second Uptime and 15 Second cooldown?! 26,6% Uptime? or did I understand that incorrectly?
That's what I took from it aswell. Just terrible....
Yup. RIP Trials DPS as it is now. New meta incoming for sure... but what?
EDIT: Looks like concussed status effects refresh the off-balance counter so maybe with asylum staffs this can be mitigated?
ZOS_GinaBruno wrote: »
[img][/img]
- When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
- Crowd control immunity now grants immunity to all interrupt effects. After a cast time or channeled ability is interrupted, you will be immune to any future interrupts until crowd control immunity wears off.
Does it mean that as soon as I break free from a stun I can Dark Deal in the enemy's face without being interrupted?
mpicklesster wrote: »If I read that correctly I can only use the shards synergy once every 30 seconds? While also increasing block cost?
^^^^This. I understand ZOS's need to address permablock builds in PvP. However, since this is primarily a PvP gripe, it should be remedied with PvP filters such as Battle Spirit.
New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:
(3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS
With good weaving you should be able to maintain the uptime flawless.
Joy_Division wrote: »[*] If I am reading the interrupt-immune changes correctly, opponents who are CC immune can;t be interrupted. I'd like some clarification here: does that mean I can Rez people, set up Forward camps, etc., with impunity? Can;t say I like that. Does this mean if someone CC breaks or pops an immovable pot, they are free to Jesus Beam me in the face? OK, I'm a templar and I love Jesus Beaming people, but that seems to be taking away too much counter-play. I'll test it out, but I I'm not sure about this.
No you cannot. They said on ESO live, that ressurection remains interruptable at all times, as it is an essential element of the game or so.
I never do these kind of things, but don't camp setups break, as soon as you take damage ? Acivities that break when taking damage, will still behave the same way.
For those not able to get into PTS, the Thurvokun 2 piece in action.
I would personally like to see the AoE grow a bit faster. I think it'd be slightly too strong if it was PBAoE, but think in it's current state the growth of the circle is too slow to keep anyone in it.
https://www.youtube.com/watch?v=GDVz2NT8FR4&feature=youtu.be
New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:
(3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS
With good weaving you should be able to maintain the uptime flawless.
RinaldoGandolphi wrote: »Hi,
I thought this set of changes look pretty good. I only have one issue I think needs to be addressed.
1. Why are melee cast time abilities being favored over ranged cast time abilities, considering most of these melee cast time abilties have powerful CC effects attached to them?
Per the patch notes:Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.) and some ranged abilities (Rapid Fire) are still exceptions to this rule and allow you to move at full speed.
When an ability is interrupted, it is now put on a 3-second cooldown where it cannot be used.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.), Ultimate abilities (Soul Strike, Rite of Passage, etc.), and Heavy Attacks are still exceptions to this rule and cannot be interrupted.
All cast time abilities need to be able to be interrupted to be consistent and to give valid counter play. Its absolutely infuriating that someone can do a full heavy resto stafff attack or charge up a Dizzying Swing in my face and I can't interrupt them, yet if i try and cast a Crystal Blast in their face they can bash me? i mean face it, ranged combat makes up less then 20% of the games PVP combat because everyone is up in your face due to gap closers still being overtuned despite the damage reductions this update. Gap Closers still perma snare you with a charge snare, and still have no penalty for spamming them, making ranged combat almost impossible.
All Heavy attacks, Soul Strike, and Uppercut need to be able to be interupted with a bash (I can understand exempting them from Crushing Shock and Venom Arrow) but if someone gets up in your face and wants to use Dizzying Swing or a Heavy Attack you should be able to bash then and stop them if you have the stamina to do so. This is the essence of skillful counterplay...if I can't hard cast a Crystal Blast in someones face, I shouldn't be able to hard cast an Uppercut or Heavy Attack either.
Furthermore, Puncturing Strikes/Biting Jabs already snares you by 70%(which is way too much) their should be a small movement speed penalty of at least 10% for the casting Puncturing/Jabs Templar. I mean afterall your already snaring your target by 70% with no cooldown....its not like your going to be moving slower then your target while your target has a permanent 70% snare on them.
Soul Strike needs to go back to being interruptible but not blockable, as the primary use of the skill was for dealing with permablockers and permarollers.
Other then that I think you folks did a good job
just make all skills(melee or ranged) with cast times able to be interupted and make heavy attacks interuptable again and you have a winner. If someone wants to use a melee or ranged cast time skilll and not get interupted, they should have to use an immovable pot.
PS: Immovable pots are still too strong...15 seconds of CC immunity is way too strong for a potion, it really ought to be reduced to around 7.5 to 8 seconds at most...15 seconds is an eternity in PVP
Take care
This is what they are now, but I dont think stamina needs this kind of "nerf", nor do I think it is healthier to have "dps less" charge skills
I actually like the sound of almost all of these changes....
Except block cost changes!
Massively increasing the cost of block, while at the same time reducing the return from Orbs/Shards feels like an extremely heavy handed way of fixing.... well... fixing what exactly?
I really can see no requirement for this change, and it's the less skilled players that it's going to hit hardest.
DosPanchos wrote: »
usmcjdking wrote: »The only gap closer of the bunch that you could argue against nerfing is the WW gap closer.
WW is in such bad shape that any nerf in it's direction makes it even less usable than it currently is.
usmcjdking wrote: »DosPanchos wrote: »
And the whip right after puts them offbalance again.
DosPanchos wrote: »usmcjdking wrote: »DosPanchos wrote: »
And the whip right after puts them offbalance again.
But I'm assuming cc immunity would kick in, preventing any spamming.
Joy_Division wrote: »usmcjdking wrote: »The only gap closer of the bunch that you could argue against nerfing is the WW gap closer.
WW is in such bad shape that any nerf in it's direction makes it even less usable than it currently is.
Templar Focus Charge is both bad and buggy.
MagDK using 5x powerlash in a row will not be good for pvp.