leepalmer95 wrote: »While I agree i don't think ability should do everything. Go through block,dodge .One or the other right now we have ability and sets that go through everything.Waffennacht wrote: »I think a counter to your counter should always exist.
As long as block and Dodge are things, other things need to bypass block and dodge
Fear and fossilise have always gone through block or dodge though.
Thrusts-His-Spear wrote: »leepalmer95 wrote: »While I agree i don't think ability should do everything. Go through block,dodge .One or the other right now we have ability and sets that go through everything.Waffennacht wrote: »I think a counter to your counter should always exist.
As long as block and Dodge are things, other things need to bypass block and dodge
Fear and fossilise have always gone through block or dodge though.
They also are both melee range too. Think about that.
The problem with rune cage isnt because you can use it at 28m away (lol) and it is unblockable/undodgeable (lol) its that CC immunity is 5 seconds long and it is way to hard to reliably hit people that are moving around ( 500x time harder for melee). when you have a CC that is super easy to hit and WILL hit when its on CD is really stupid.
no im not gonna suggest how to fix rune cage because its really not hard to just slap a nerf on that keeps people from spamming it.
coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
DK is meant to use chains and other gap closers to make the fight a melee fight, and then talons, petrify, etc. to lock their opponent down. They also get wings to reflect damage back that is projectile based damage. Sorcerers objective is to keep the fight at range, and keep opponents at range by streaking out of melee range, or stunning someone at range to keep them from closing in on them. In the middle of all of that spatial struggle there are windows of opportunity for both sides to inflict damage. What you do in those windows of opportunity and how you set up for them is what makes the classes unique.
If they nerf it more .. nobody will play with that instead clench.
It's becoming dodgeable in a patch coming up. They already announced it. So might as well go with clench as that deals damage, a dot, and knocksback.
But dont worry. Soon "clench needs nerf, derpaderp op muh feels, derp" will hit the forums until sorcs get zero hard cc except cost increasing, buggy as he11 streak.
coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
DK is meant to use chains and other gap closers to make the fight a melee fight, and then talons, petrify, etc. to lock their opponent down. They also get wings to reflect damage back that is projectile based damage. Sorcerers objective is to keep the fight at range, and keep opponents at range by streaking out of melee range, or stunning someone at range to keep them from closing in on them. In the middle of all of that spatial struggle there are windows of opportunity for both sides to inflict damage. What you do in those windows of opportunity and how you set up for them is what makes the classes unique.
No there is 0 window for damage when sorcs do so much damage if you stop dodge rolling and weaving heals in between you instantly get ticked for 5+ sources of damage and die.
Its complete *** and anyone that tries to say magicka DPS isnt OP in PvP just use a infused fire damage flame staff and weave your spammable+ random stun amd add a dot and your hitting almost 15k dps ez.
On top if that stamina class MUST slot 3-4 defensive skills at a minimum to survice while magicka needs just 1 or 2......
No there is 0 balance. Mag should l2 kite and get big shield/dps nerf (add real counterplay other than waiting for mag to forget about refreshing shield)
Give stamina more survivibility... everyone just moves way too fast for real pvp combat (also why can people literally walk/roll dodge through people??)
coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
DK is meant to use chains and other gap closers to make the fight a melee fight, and then talons, petrify, etc. to lock their opponent down. They also get wings to reflect damage back that is projectile based damage. Sorcerers objective is to keep the fight at range, and keep opponents at range by streaking out of melee range, or stunning someone at range to keep them from closing in on them. In the middle of all of that spatial struggle there are windows of opportunity for both sides to inflict damage. What you do in those windows of opportunity and how you set up for them is what makes the classes unique.
No there is 0 window for damage when sorcs do so much damage if you stop dodge rolling and weaving heals in between you instantly get ticked for 5+ sources of damage and die.
Its complete *** and anyone that tries to say magicka DPS isnt OP in PvP just use a infused fire damage flame staff and weave your spammable+ random stun amd add a dot and your hitting almost 15k dps ez.
On top if that stamina class MUST slot 3-4 defensive skills at a minimum to survice while magicka needs just 1 or 2......
No there is 0 balance. Mag should l2 kite and get big shield/dps nerf (add real counterplay other than waiting for mag to forget about refreshing shield)
Give stamina more survivibility... everyone just moves way too fast for real pvp combat (also why can people literally walk/roll dodge through people??)
coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
DK is meant to use chains and other gap closers to make the fight a melee fight, and then talons, petrify, etc. to lock their opponent down. They also get wings to reflect damage back that is projectile based damage. Sorcerers objective is to keep the fight at range, and keep opponents at range by streaking out of melee range, or stunning someone at range to keep them from closing in on them. In the middle of all of that spatial struggle there are windows of opportunity for both sides to inflict damage. What you do in those windows of opportunity and how you set up for them is what makes the classes unique.
No there is 0 window for damage when sorcs do so much damage if you stop dodge rolling and weaving heals in between you instantly get ticked for 5+ sources of damage and die.
Its complete *** and anyone that tries to say magicka DPS isnt OP in PvP just use a infused fire damage flame staff and weave your spammable+ random stun amd add a dot and your hitting almost 15k dps ez.
On top if that stamina class MUST slot 3-4 defensive skills at a minimum to survice while magicka needs just 1 or 2......
No there is 0 balance. Mag should l2 kite and get big shield/dps nerf (add real counterplay other than waiting for mag to forget about refreshing shield)
Give stamina more survivibility... everyone just moves way too fast for real pvp combat (also why can people literally walk/roll dodge through people??)
You act like a sorcerer can perform that 5 ability combo at will and nothing could be further from the truth. First of all meteor has to be up, if its not up the rest of that combo will kill, I don't know, no one. Second the target cannot be CC immune, so if you cast forward momentum every 8 seconds rune cage has been countered permanently. With combinations of certain potions/poisons you don't even need to cast it every 8 seconds though its easier to track if you do.
I use 4 defensive skills on my sorcerer and I only use 1 shield, some of those skills could be considered both offensive and defensive but there are definitely defensive benefits. If a DK is trying to fight a sorc at range the DK is at a disadvantage, if the sorc is trying to fight the DK in melee the sorc is at a disadvantage. Whoever wins the spatial battle has the upper hand.
coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
DK is meant to use chains and other gap closers to make the fight a melee fight, and then talons, petrify, etc. to lock their opponent down. They also get wings to reflect damage back that is projectile based damage. Sorcerers objective is to keep the fight at range, and keep opponents at range by streaking out of melee range, or stunning someone at range to keep them from closing in on them. In the middle of all of that spatial struggle there are windows of opportunity for both sides to inflict damage. What you do in those windows of opportunity and how you set up for them is what makes the classes unique.
No there is 0 window for damage when sorcs do so much damage if you stop dodge rolling and weaving heals in between you instantly get ticked for 5+ sources of damage and die.
Its complete *** and anyone that tries to say magicka DPS isnt OP in PvP just use a infused fire damage flame staff and weave your spammable+ random stun amd add a dot and your hitting almost 15k dps ez.
On top if that stamina class MUST slot 3-4 defensive skills at a minimum to survice while magicka needs just 1 or 2......
No there is 0 balance. Mag should l2 kite and get big shield/dps nerf (add real counterplay other than waiting for mag to forget about refreshing shield)
Give stamina more survivibility... everyone just moves way too fast for real pvp combat (also why can people literally walk/roll dodge through people??)
You act like a sorcerer can perform that 5 ability combo at will and nothing could be further from the truth. First of all meteor has to be up, if its not up the rest of that combo will kill, I don't know, no one. Second the target cannot be CC immune, so if you cast forward momentum every 8 seconds rune cage has been countered permanently. With combinations of certain potions/poisons you don't even need to cast it every 8 seconds though its easier to track if you do.
I use 4 defensive skills on my sorcerer and I only use 1 shield, some of those skills could be considered both offensive and defensive but there are definitely defensive benefits. If a DK is trying to fight a sorc at range the DK is at a disadvantage, if the sorc is trying to fight the DK in melee the sorc is at a disadvantage. Whoever wins the spatial battle has the upper hand.
lol no not instantly but light attack+ infused wpn enchant weaved in between curse+wrath+rune cage+spammable/frags can be done in less than 5 seconds or so and thats ez 20k damage hitting with majority during the stun. even then light attack+wpn enchants and spammable do pretty good damage alone especially in XvX which is basically all of pvp now.
no class should have really good defensive abilities and much better offensive capabilities (possible to get 100% crit resist uptime through shields that already can potentially mitigate 100% of the damage you would take.) along with an escape and really really good passive healing.
you have damage. You have defense. You have mobility.
dont whine you dont have a snare/slow cleanse/immunity. shuffle is really mediocre and the 2h skill is a tad better but you need the burst heal cause medium kinda sucks... immovables are bis and anyone can use them.
also forward momentum does not make you immune to stuns...... just snares and roots. runecage is a stun....lol?
leepalmer95 wrote: »coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
DK is meant to use chains and other gap closers to make the fight a melee fight, and then talons, petrify, etc. to lock their opponent down. They also get wings to reflect damage back that is projectile based damage. Sorcerers objective is to keep the fight at range, and keep opponents at range by streaking out of melee range, or stunning someone at range to keep them from closing in on them. In the middle of all of that spatial struggle there are windows of opportunity for both sides to inflict damage. What you do in those windows of opportunity and how you set up for them is what makes the classes unique.
No there is 0 window for damage when sorcs do so much damage if you stop dodge rolling and weaving heals in between you instantly get ticked for 5+ sources of damage and die.
Its complete *** and anyone that tries to say magicka DPS isnt OP in PvP just use a infused fire damage flame staff and weave your spammable+ random stun amd add a dot and your hitting almost 15k dps ez.
On top if that stamina class MUST slot 3-4 defensive skills at a minimum to survice while magicka needs just 1 or 2......
No there is 0 balance. Mag should l2 kite and get big shield/dps nerf (add real counterplay other than waiting for mag to forget about refreshing shield)
Give stamina more survivibility... everyone just moves way too fast for real pvp combat (also why can people literally walk/roll dodge through people??)
You act like a sorcerer can perform that 5 ability combo at will and nothing could be further from the truth. First of all meteor has to be up, if its not up the rest of that combo will kill, I don't know, no one. Second the target cannot be CC immune, so if you cast forward momentum every 8 seconds rune cage has been countered permanently. With combinations of certain potions/poisons you don't even need to cast it every 8 seconds though its easier to track if you do.
I use 4 defensive skills on my sorcerer and I only use 1 shield, some of those skills could be considered both offensive and defensive but there are definitely defensive benefits. If a DK is trying to fight a sorc at range the DK is at a disadvantage, if the sorc is trying to fight the DK in melee the sorc is at a disadvantage. Whoever wins the spatial battle has the upper hand.
lol no not instantly but light attack+ infused wpn enchant weaved in between curse+wrath+rune cage+spammable/frags can be done in less than 5 seconds or so and thats ez 20k damage hitting with majority during the stun. even then light attack+wpn enchants and spammable do pretty good damage alone especially in XvX which is basically all of pvp now.
no class should have really good defensive abilities and much better offensive capabilities (possible to get 100% crit resist uptime through shields that already can potentially mitigate 100% of the damage you would take.) along with an escape and really really good passive healing.
you have damage. You have defense. You have mobility.
dont whine you dont have a snare/slow cleanse/immunity. shuffle is really mediocre and the 2h skill is a tad better but you need the burst heal cause medium kinda sucks... immovables are bis and anyone can use them.
also forward momentum does not make you immune to stuns...... just snares and roots. runecage is a stun....lol?
Light attack + infused can be used on literally any class, so stop right there going down that line, that isn't sorc specific burst.
Here are where sorc's stand without rune cage.
Their burst consists of curse, frag, fury mainly, without rune cage meteor is useless and then have to rely on dawnbreaker which is a stamina melee ult on a magicka ranged class. If you counter any of a sorc's burst they cannot kill you.
Curse is countered by templars so half the sorc burst is countered by this class and it's stupidly hard to burst them as they all seem to be wearing heavy with 25-35k anyway.
Warden, they absorb frags which is a good chunk of burst. This makes it annoyingly hard to kill wardens, especially if you add all the heals and how tanky they are as a class.
Dk's. Wings counters frags and are easy to keep up. Tanky dk's are very annoying for a sorc and good mag dk's counter sorc's because the dots eat shields and when your hardest hitting skill gets reflected you become limited.
Nb's - Mag nb's just counter mag sorcs period. A mag nb should never lose a 1v1 with a mag sorc. Stam nb's are annoying to fight because without rune cage you can't really hit them. With shields you have 4s to go offensive if they're aren't melted. They just dodge roll and go into cloak and i can't really do anything about it, detect pots or not. With rune cage it gives a chance to actually do dmg but without it i'm down to just hoping i hit them and keeping curse on them.
Sorc - Mag sorc vs mag sorc only ends when one of them gets bored. Stam sorc is likely the only type of class you can deal with without rune cage.
If you want to talk whats better for 1vx/ small scale then stamina is always better just because of the way its defence e.g. dodgeroll scales with more players.
If there is 2 people on a mag sorc then shields are quite good and will hold if they are bad, if they're good then they'll kill the sorc easy because the sorc won't be able to go on offence. If there are two on a stam user then dodge roll is still effectively going to avoid most dmg everytime its used while magicka has to eat the dmg with shields. Both can easily deal with the 2 people spamming light attacks.
Now if there is 10 people the situation changes. The shield user will have to eat the dmg from all 10 and shields become a lot less effective while the stamina user can still dodge and avoid all the dmg still.
leepalmer95 wrote: »coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
DK is meant to use chains and other gap closers to make the fight a melee fight, and then talons, petrify, etc. to lock their opponent down. They also get wings to reflect damage back that is projectile based damage. Sorcerers objective is to keep the fight at range, and keep opponents at range by streaking out of melee range, or stunning someone at range to keep them from closing in on them. In the middle of all of that spatial struggle there are windows of opportunity for both sides to inflict damage. What you do in those windows of opportunity and how you set up for them is what makes the classes unique.
No there is 0 window for damage when sorcs do so much damage if you stop dodge rolling and weaving heals in between you instantly get ticked for 5+ sources of damage and die.
Its complete *** and anyone that tries to say magicka DPS isnt OP in PvP just use a infused fire damage flame staff and weave your spammable+ random stun amd add a dot and your hitting almost 15k dps ez.
On top if that stamina class MUST slot 3-4 defensive skills at a minimum to survice while magicka needs just 1 or 2......
No there is 0 balance. Mag should l2 kite and get big shield/dps nerf (add real counterplay other than waiting for mag to forget about refreshing shield)
Give stamina more survivibility... everyone just moves way too fast for real pvp combat (also why can people literally walk/roll dodge through people??)
You act like a sorcerer can perform that 5 ability combo at will and nothing could be further from the truth. First of all meteor has to be up, if its not up the rest of that combo will kill, I don't know, no one. Second the target cannot be CC immune, so if you cast forward momentum every 8 seconds rune cage has been countered permanently. With combinations of certain potions/poisons you don't even need to cast it every 8 seconds though its easier to track if you do.
I use 4 defensive skills on my sorcerer and I only use 1 shield, some of those skills could be considered both offensive and defensive but there are definitely defensive benefits. If a DK is trying to fight a sorc at range the DK is at a disadvantage, if the sorc is trying to fight the DK in melee the sorc is at a disadvantage. Whoever wins the spatial battle has the upper hand.
lol no not instantly but light attack+ infused wpn enchant weaved in between curse+wrath+rune cage+spammable/frags can be done in less than 5 seconds or so and thats ez 20k damage hitting with majority during the stun. even then light attack+wpn enchants and spammable do pretty good damage alone especially in XvX which is basically all of pvp now.
no class should have really good defensive abilities and much better offensive capabilities (possible to get 100% crit resist uptime through shields that already can potentially mitigate 100% of the damage you would take.) along with an escape and really really good passive healing.
you have damage. You have defense. You have mobility.
dont whine you dont have a snare/slow cleanse/immunity. shuffle is really mediocre and the 2h skill is a tad better but you need the burst heal cause medium kinda sucks... immovables are bis and anyone can use them.
also forward momentum does not make you immune to stuns...... just snares and roots. runecage is a stun....lol?
Light attack + infused can be used on literally any class, so stop right there going down that line, that isn't sorc specific burst.
Here are where sorc's stand without rune cage.
Their burst consists of curse, frag, fury mainly, without rune cage meteor is useless and then have to rely on dawnbreaker which is a stamina melee ult on a magicka ranged class. If you counter any of a sorc's burst they cannot kill you.
Curse is countered by templars so half the sorc burst is countered by this class and it's stupidly hard to burst them as they all seem to be wearing heavy with 25-35k anyway.
Warden, they absorb frags which is a good chunk of burst. This makes it annoyingly hard to kill wardens, especially if you add all the heals and how tanky they are as a class.
Dk's. Wings counters frags and are easy to keep up. Tanky dk's are very annoying for a sorc and good mag dk's counter sorc's because the dots eat shields and when your hardest hitting skill gets reflected you become limited.
Nb's - Mag nb's just counter mag sorcs period. A mag nb should never lose a 1v1 with a mag sorc. Stam nb's are annoying to fight because without rune cage you can't really hit them. With shields you have 4s to go offensive if they're aren't melted. They just dodge roll and go into cloak and i can't really do anything about it, detect pots or not. With rune cage it gives a chance to actually do dmg but without it i'm down to just hoping i hit them and keeping curse on them.
Sorc - Mag sorc vs mag sorc only ends when one of them gets bored. Stam sorc is likely the only type of class you can deal with without rune cage.
If you want to talk whats better for 1vx/ small scale then stamina is always better just because of the way its defence e.g. dodgeroll scales with more players.
If there is 2 people on a mag sorc then shields are quite good and will hold if they are bad, if they're good then they'll kill the sorc easy because the sorc won't be able to go on offence. If there are two on a stam user then dodge roll is still effectively going to avoid most dmg everytime its used while magicka has to eat the dmg with shields. Both can easily deal with the 2 people spamming light attacks.
Now if there is 10 people the situation changes. The shield user will have to eat the dmg from all 10 and shields become a lot less effective while the stamina user can still dodge and avoid all the dmg still.
Toc de Malsvi wrote: »@leepalmer95
Dodge scales well true, but only against noobs who only slot dodgeable single target skills. Those same noobs are not dealing enough damage to get through a good sorcs shields most of the time. I've seen it time and time again where 6-10 kids are plinking away against a sorc in the open and they do nothing until someone else shows up to kill it.
Against decent to good players there are more than enough undodgeable skills to drop any perma dodge roller. There is a small gap where you have players that aren't utter garbage, but also are not experienced enough to deal with dodge, in this gap stam dodge is better than shields.
Further many good mag sorcs can and do make use of dodge rolling to avoid projectiles. While mag sorcs can only make limited strategic use of dodge, it is just as effect for them as for stam. Stam does not have the equivalent limited use on shields. To have a similar effect would be for a stam player to have the shield strength of mag but only have a small mag pool to work with.
More stam does not equate to stronger dodge only more dodge, more mag does equate to stronger shields and more shields. The counters to dodge are many and varied, the counters to shields are select and few.
There's no point arguing with these people. I've given up.
You counter one bit of misinformation with facts, then they shift their argument to something else and you just go around in circles...
Dodge-dodge-cloak stsmblades will be meta next patch(again), yet we see them saying it's bad.....
Give up, man, you're wasting your energy.
Sorc' will always be a noob-cannon, and noobs will always cry about it.
You guys are going to complain about any damage if only it’s coming from a Sorc, right?
dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
coplannb16_ESO wrote: »Petrify 8m + zero damage on a class with no escape tool, no execute, no innate class defense (shield, invisibility, teleport, whatever), no burst (Whip is no burst, its only marginally if at all better than Force Pulse or Empowered Weapon and can be dodged even if Power Lash could proc, and every class can use any monster set... and ultimates like leap are not reliable), and all relevant class skills having 6m-8m range...
Rune Cage 28m (+AvA Range bonus near keeps) plus damage on a class with streak, expedition on demand, strongest shield in the game, a strong burst and execute and max damage from max range...
yes, it is completely balanced, both on a direct skill comparison and on a class comparison (/sarcasm)
I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
OMFG did he just say that? Talk about tone deaf.
I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
OMFG did he just say that? Talk about tone deaf.
it might be 7 but I havent found a ZOS quote and after looking on google 5 different people have said 5 seconds and 7-8 seconds. either way its a lot of stamina especially in non CP (bgs and campaign) where break free cost upwards up 5-6k.
I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
OMFG did he just say that? Talk about tone deaf.
it might be 7 but I havent found a ZOS quote and after looking on google 5 different people have said 5 seconds and 7-8 seconds. either way its a lot of stamina especially in non CP (bgs and campaign) where break free cost upwards up 5-6k.
I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
OMFG did he just say that? Talk about tone deaf.
it might be 7 but I havent found a ZOS quote and after looking on google 5 different people have said 5 seconds and 7-8 seconds. either way its a lot of stamina especially in non CP (bgs and campaign) where break free cost upwards up 5-6k.I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
maybe stop spamming stuns?... if your whole gameplay revolves around stunning people to get the kill then you actually need to l2p.
Thrusts-His-Spear wrote: »leepalmer95 wrote: »While I agree i don't think ability should do everything. Go through block,dodge .One or the other right now we have ability and sets that go through everything.Waffennacht wrote: »I think a counter to your counter should always exist.
As long as block and Dodge are things, other things need to bypass block and dodge
Fear and fossilise have always gone through block or dodge though.
They also are both melee range too. Think about that.
I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
OMFG did he just say that? Talk about tone deaf.
it might be 7 but I havent found a ZOS quote and after looking on google 5 different people have said 5 seconds and 7-8 seconds. either way its a lot of stamina especially in non CP (bgs and campaign) where break free cost upwards up 5-6k.I‘m just leaving this here while bowing out.dodge roll and cloak is really not as hard to counter as everyone thinks, they just need to get off autopilot and pay attention and actually use skills that counter cloak or something thats undodgeable. and they eventually drop
That comment right after 4.1.4 changed RC and DR is pure gold. No need for further discussion. And btw, CC immunity still is 7 seconds. Not 5.
maybe stop spamming stuns?... if your whole gameplay revolves around stunning people to get the kill then you actually need to l2p. sorc still has plenty of undodgeable abilities nevertheless... for example streak? lightning storm is undodgeable and could bring people out of stealth if im not mistaken.... the execute on fury or wrath or whatever is undodgeable. daedric minefield is undodgeable (no one talks about how this is the best tool for nbs, instead they say rune cage, rune cage is just OP in general). also i think curse is undodge too but idk.
also streak stun combo execute makes it easy to t bag ur opponent.
in all reality not all stamblades spam roll dodge or can afford. and if they do bet on a stealth coming up to regen stamina. if you let him stealth sucks for you. because you LET him regen his stamina.
if everytime you shielded you opponent just stopped attacking until it was gone it be a loooot easier to heal right?
its not even magsorc that im solely talking about. Ice blockade permafrost mag wardens are even worse. melee magblades/ magblades in general do great damage but easy to counter if they arent really good because they try to shield and cloak and as a stam sorc, stam/mag dk, stam/mag blade have never had a problem with perma stealthers because i slot hurricane, evil hunter, grothdarr, dk armor skill, mass hysteria, jabs, DBOS is useful after enough experience ive literally been fighting stamblades/magblades and watch them stealth only too immediately press DBOS and stun them.
there is a lot of counters to stealth
there is a few counters to healers and HoT stacking
but there is one trash counter to shields... why? and why do light armor users also get the BEST dmg reduction set (wizards riposte) with great 2-4 stats. along with having much better monster mask scaling. (skoria and zaan)