

Yeah I've brought this up in a few other threads. Outgoing damage in vCR+3 is extremely high, and if you add it on top of completely unavoidable damage (Siroria's flare) that can't even be shielded through, it's a recipe for random one-shots without shields. During vCR+3 I typically try to shield or at least block for the psijic shield during this mechanic because things can get dicey, and I run a health glyph.
Stamina isn't going to be able to step into these magicka spots, and healers are not going to feel more useful when people start getting one shot--they're going to feel helpless, and no healer I know likes watching people die from damage that couldn't be avoided.
Other areas during vCR to consider is the portal phase on Zmaja where one dps can be hit by three orbs at once. This isn't particularly common, but it does happen and it means about 16k incoming damage until those orbs are picked up and ran. Two orbs will be ~11k. Instant cast shields here are incredibly valuable and I know for sure I would have died many, many more times in that phase without them. When you're pressed for time like that, you also don't have the extra time for a 1 second cast to mitigate damage.
Please @ZOS_GinaBruno explain how I should cast my shield in anticipation of damage when there is constant lethal levels of damage that hit faster than 1 second?
dwemer_paleologist wrote: »maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
welcome to what it is like for us normal people.
Drummerx04 wrote: »dwemer_paleologist wrote: »maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
welcome to what it is like for us normal people.
No end game sorc stacks shields in PvE. You are in the wrong thread.
The_Outsider wrote: »Please @ZOS_GinaBruno explain how I should cast my shield in anticipation of damage when there is constant lethal levels of damage that hit faster than 1 second?
That is not a constant damage level. It's a dmg spike specific to when orbs die + frost. There is a telegraphed mechanic string that leads to that damage recap.
There isn't much point in discussing the cast time on the 2 shields in isolation, because the cast time change wasn't/won't be made by itself either. That damage with be mitigated by your 20k+ spell resist and/or the shield you cast during the last transition to zmaja's tail.
On resists, the meta will change. You're describing situations on live and adding a cast time onto those situations. Warden healers/tanks/dps (all of which will be viable due to other planned changes) can buff entire groups to that resistance level.Drummerx04 wrote: »The_Outsider wrote: »Please @ZOS_GinaBruno explain how I should cast my shield in anticipation of damage when there is constant lethal levels of damage that hit faster than 1 second?
That is not a constant damage level. It's a dmg spike specific to when orbs die + frost. There is a telegraphed mechanic string that leads to that damage recap.
There isn't much point in discussing the cast time on the 2 shields in isolation, because the cast time change wasn't/won't be made by itself either. That damage with be mitigated by your 20k+ spell resist and/or the shield you cast during the last transition to zmaja's tail.
Those 20k resists are only likely to be that high on a mNB or magplar. Other classes don't have the resist buffs as a part of their rotations... nor do they have space on their bars. And even then, the shields will be shredded within a few seconds.
Yes, you can kind of predict when some of this damage will occur, but the whole point is that healers will be losing people whenever they switch to their back bar to cast some buffs. These dots are huge, and all it takes is a stun in group and you'll pretty much be guaranteed dead. Currently you can maybe break free and shield in time, but often the dots kill you before that can happen.
Sure, the top groups will find a way to clear, hell even my group will probably clear, but that doesn't mean the changes aren't bad changes. I imagine a bunch of healers are going to feel like spring bots because using anything else may lead to someone getting spiked to death before they can be healed.
- Bastion (red tree) will now be relevant in PVE and be more useful in PVP because of the buffed shield duration.
- Healers become relevant in 4-man content and have increased responsibility in trials.
- Evasion sets may have a place in the end-game healing community as a damage mitigation solution. Magblades can just slot Mirage and have better survivablity than stamblades do now on live.
- Damage shield use in, well any content, will require a measure of planning/forethought/strategy instead of being a brain dead "oh ***" button.
- These changes are an absolute massive buff to tank survivablity, this has a lot of potential implications.
Imagine a progression group in Warrior Starfall or Meteor kiting on Rakkhat. This is absurd to be honest.
dwemer_paleologist wrote: »maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
welcome to what it is like for us normal people.
dwemer_paleologist wrote: »maybe now sorcerers will see and understand how much damage the rest of us (especially nightblades) have been dealt,
as none of us can have stacked shields like you guys have had since Launch 5+ years ago.
welcome to what it is like for us normal people.
dwemer_paleologist wrote: »point is to stop puishin for us to have cloak changed.
https://forums.elderscrollsonline.com/en/discussion/436712/now-maybe-you-guys-will-stop-trying-to-destroy-cloak#latest
If they're really gonna shove this cast time on shields down our throats, they'll have to adjust every single piece of new veteran content, the dungeon DLCs and the last two trials. There are times in vCR +3 where you have the hoarfrost mechanic on you (which puts an insane healing debuff on you) and get hit by several malicious strikes from orbs with a stacked dark drain on you. Even if you have a shield up, it will melt away in a few miliseconds and no amount of healing will save you if you aren't able to spam your shield. Similar situations in vAS +2 with defiling blast shenanigans.
They have pushed shields onto us with their own content design. Shields were never a thing in craglorn trials in the old days. Taking away shields (which a 1 second cast time is essentially doing) will break their own content. Top groups will likely still be able to clear but this is 0.1% of the playerbase (if not less as there are like 5~ competitive groups). The raiding community is painfully small as it is and it is often difficult to find players for new raid groups. A change like this will be the nail in the coffin for most casual progression groups.
usmcjdking wrote: »If they're really gonna shove this cast time on shields down our throats, they'll have to adjust every single piece of new veteran content, the dungeon DLCs and the last two trials. There are times in vCR +3 where you have the hoarfrost mechanic on you (which puts an insane healing debuff on you) and get hit by several malicious strikes from orbs with a stacked dark drain on you. Even if you have a shield up, it will melt away in a few miliseconds and no amount of healing will save you if you aren't able to spam your shield. Similar situations in vAS +2 with defiling blast shenanigans.
They have pushed shields onto us with their own content design. Shields were never a thing in craglorn trials in the old days. Taking away shields (which a 1 second cast time is essentially doing) will break their own content. Top groups will likely still be able to clear but this is 0.1% of the playerbase (if not less as there are like 5~ competitive groups). The raiding community is painfully small as it is and it is often difficult to find players for new raid groups. A change like this will be the nail in the coffin for most casual progression groups.
TBH the first and easiest solution to this problem is to raise the group cap.
usmcjdking wrote: »If they're really gonna shove this cast time on shields down our throats, they'll have to adjust every single piece of new veteran content, the dungeon DLCs and the last two trials. There are times in vCR +3 where you have the hoarfrost mechanic on you (which puts an insane healing debuff on you) and get hit by several malicious strikes from orbs with a stacked dark drain on you. Even if you have a shield up, it will melt away in a few miliseconds and no amount of healing will save you if you aren't able to spam your shield. Similar situations in vAS +2 with defiling blast shenanigans.
They have pushed shields onto us with their own content design. Shields were never a thing in craglorn trials in the old days. Taking away shields (which a 1 second cast time is essentially doing) will break their own content. Top groups will likely still be able to clear but this is 0.1% of the playerbase (if not less as there are like 5~ competitive groups). The raiding community is painfully small as it is and it is often difficult to find players for new raid groups. A change like this will be the nail in the coffin for most casual progression groups.
TBH the first and easiest solution to this problem is to raise the group cap.
How would this solve anything? You can barely find enough people currently to form a solid 12 player core raiding group. And more people aren't going to make you tankier.