Remember, some patches ago they made it so interrupting a cast time ability locks the user out of that ability for 2.5 seconds.
So now you can cast your shield, get interrupted and just die as you have no feasible way of defending yourself
WrathOfInnos wrote: »I would say it’s often worse than you stated. In vCR+3 for example, I run over 20k health in addition to Major and Minor resistance bonuses. I can still easily go from full health to dead within 2 seconds from unavoidable damage (spheres, dark drain, flare, hoarfrost, etc.). With the shield change it will only be possible to cast a shield every 2s, and it will be over a second between needing one and receiving one.
I’ll also point out how much of an impact this will have on content like vMA. Sure those of us who know the content well will be ok, but I cannot even imagine how hard it would have been to get my first vMA clear if shields had a cast time back then. When you realize you have a lot of damage incoming you need a shield immediately, not after a delay that locks you out of other actions.
Edit: In PVP it’s even worse, as shields now require 2 GCD instead of one. They are effectively halved in addition to being crittable.
Remember, some patches ago they made it so interrupting a cast time ability locks the user out of that ability for 2.5 seconds.
So now you can cast your shield, get interrupted and just die as you have no feasible way of defending yourself
Remember, some patches ago they made it so interrupting a cast time ability locks the user out of that ability for 2.5 seconds.
So now you can cast your shield, get interrupted and just die as you have no feasible way of defending yourself
What if they did a cast time morph for longer shields and a instant morph for 3 second shields? This would give players options.
PvP sure I can see issues. PvE though generally you know when a big hit is going to come for you in Dungeons and Trials.
If you're using it as a perma-safe mode like Maelstrom just recast it one second earlier?
I would like my race-change token back that I just wasted on sorc'.. I want to use it on my stamplar now.
PvP sure I can see issues. PvE though generally you know when a big hit is going to come for you in Dungeons and Trials.
If you're using it as a perma-safe mode like Maelstrom just recast it one second earlier?
PvP sure I can see issues. PvE though generally you know when a big hit is going to come for you in Dungeons and Trials.
If you're using it as a perma-safe mode like Maelstrom just recast it one second earlier?
That sounds easy. But good luck recasting a shield 2 or 3 times while taking the fire breath from the deadroth if you cannot get out of the way. Or good luck casting a shield during the fire phase of Asylum. Or any other PVE damage over time situation that is unreliable even with a healer.
PvP sure I can see issues. PvE though generally you know when a big hit is going to come for you in Dungeons and Trials.
If you're using it as a perma-safe mode like Maelstrom just recast it one second earlier?
That sounds easy. But good luck recasting a shield 2 or 3 times while taking the fire breath from the deadroth if you cannot get out of the way. Or good luck casting a shield during the fire phase of Asylum. Or any other PVE damage over time situation that is unreliable even with a healer.
Running out of magic is is a possibility too
PvP sure I can see issues. PvE though generally you know when a big hit is going to come for you in Dungeons and Trials.
If you're using it as a perma-safe mode like Maelstrom just recast it one second earlier?
WrathOfInnos wrote: »PvP sure I can see issues. PvE though generally you know when a big hit is going to come for you in Dungeons and Trials.
If you're using it as a perma-safe mode like Maelstrom just recast it one second earlier?
Is that the intent of this change? To make permashielding necessary for light armor users? If all Magicka players have to use 2 GCD’s every 9 seconds just to survive this would be a massive reduction in damage output. And that is assuming incoming damage is low enough that the shield will last the full 9s or the situation becomes 4/9 or even 6/9 GCD’s are shields.
I actually think the duration increase is meaningless since anytime a shield is needed it will not last 6s anyway.
The main point of nerfing shields was SORC SHIELD STACK, but they forgot there are other classes using Health Bubbles Shield abilities like my mag DK, so instead of nerfing shield by adding that 1 second why just not prevent characters from gaining more than 1 shield from abilities for X ammount of time ? (Ultimates excluded from this rule).
So for example you cast Harness Magicka, you cannot cast it again for 4-6 seconds.
Another example: you cast Harness Magicka, you cannot cast for 4-6 seconds another Harness Magicka & Hardened Ward (in sorc case).
That way sorcs would be able to choose to either protect just themselves or also pets if needed, 2 different skills to play around with.