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Daedric Tomb needs to work

Illuvatarr
Illuvatarr
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This is yet another example of the developers of this game nerfing sorcerer skills with zero reason and without forethought other than to just make the class unplayable.

I have been trying your pet spec in Cyrodiil after being begged by some guild members to remain playing ESO. Why does this skill NOT stop gap closers? Why does this skill kill a sorc that streaks over it but yet does nothing to stamina/melee classes that gap close over it?

Do you realize how unfair that is and how clearly this might make people not want to continue giving you money?

This skill should stop melee classes in their tracks. That is the point of the skill....especially if your intention is for sorcs to not escape combat and to fight close against melee toons.

Easy fix for pet spec. Add a bar slot for a pet and for pets only for sorcs/wardens. Balance the class around that.

Or make it to where only two bar slots total are required for both pets.

On a side note, Daedric Tomb should instantly spawn on the ground without the silly post cast animation, it should knock down Or the root should last longer and it should also return magicka when a mine is hit to help with sustain.
  • Aedaryl
    Aedaryl
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    Pets have nothing to do with deadric tomb, please stop that.
  • Alpheu5
    Alpheu5
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    The skill does stop melee players in their tracks. The combination of rampant usage of Forward Momentum and constant roll dodging is what makes the rooting aspect a joke.

    Would be nice if mines in general were invisible, like... you know, mines.
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • Illuvatarr
    Illuvatarr
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    Aedaryl wrote: »
    Pets have nothing to do with deadric tomb, please stop that.

    Actually this skill works perfectly with pet spec....if it actually worked.
  • Illuvatarr
    Illuvatarr
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    Alpheu5 wrote: »
    The skill does stop melee players in their tracks. The combination of rampant usage of Forward Momentum and constant roll dodging is what makes the rooting aspect a joke.

    Would be nice if mines in general were invisible, like... you know, mines.

    I will give you some live footage then once i stream it. Gap closer without roll dodge going over the mines over and over again. Furthermore, the mines should go off if you roll dodge over them. They need to be an integral part of burst damage....they work well with dawnbreaker when they actually work.
  • Aedaryl
    Aedaryl
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    Illuvatarr wrote: »
    Aedaryl wrote: »
    Pets have nothing to do with deadric tomb, please stop that.

    Actually this skill works perfectly with pet spec....if it actually worked.

    Mines is supposed to be a counter to melee, pets or no pets.
  • Illuvatarr
    Illuvatarr
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    Aedaryl wrote: »
    Illuvatarr wrote: »
    Aedaryl wrote: »
    Pets have nothing to do with deadric tomb, please stop that.

    Actually this skill works perfectly with pet spec....if it actually worked.

    Mines is supposed to be a counter to melee, pets or no pets.

    I completely agree. In my opinion, it works better on a pet spec build and synergies should better. However, have been trying it out on glass cannon build as well with some success.
  • Illuvatarr
    Illuvatarr
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    And I’d forward momentum is up this would be a great time to actually give sorcerers a counter to other classes as opposed to the current development philosophy of giving everyone else counters to Sorcs but no quid pro quo.
  • SirMewser
    SirMewser
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    Aedaryl wrote: »
    Pets have nothing to do with deadric tomb, please stop that.

    Hmmm as much as I'd like to agree, it's better suited for the PetSorc playstyle.
    • Access to minor prophecy in PvE.
    • Lightning Staff/Ancient Knowledge => Better AoE, synergizes with; Volatile Familiar, Storm Atronach Stun, HA, Blockade, LL, and Daedric Mines. NOT C-frag.
    • Pets benefit from CC to land attacks.
    • Delay intervals on PetSorc are too long to use Critical Surge reliably (and we don't have the bar space), as oppose to CritSorc spec, hence, Blood Magic passive can help.
    • Brings me to another point, that the PetSorc spec generally has lower crit.
    • Area denial in PVP because PetSorc doesn't have the bar space nor resources to be mobile and still be competitive.
    Edited by SirMewser on October 1, 2018 5:45PM
  • Illuvatarr
    Illuvatarr
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    Ie daedric tomb should not be impacted by cc immunity
    Edited by Illuvatarr on October 1, 2018 6:12PM
  • Alpheu5
    Alpheu5
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    Illuvatarr wrote: »
    Alpheu5 wrote: »
    The skill does stop melee players in their tracks. The combination of rampant usage of Forward Momentum and constant roll dodging is what makes the rooting aspect a joke.

    Would be nice if mines in general were invisible, like... you know, mines.

    I will give you some live footage then once i stream it. Gap closer without roll dodge going over the mines over and over again. Furthermore, the mines should go off if you roll dodge over them. They need to be an integral part of burst damage....they work well with dawnbreaker when they actually work.

    I'm well aware of all the pitfalls of Tomb.
    • With the alignment change it's no longer possible to aim it beyond a slope.
    • Rolling out of a single mine's root makes them immune to all other roots for a few seconds.
    • You have to lead the skill if you're trying to stop someone from running away, but I'd rather have to deal with this if it means being able to leave it as a free-cast ability.
    • They create the Glowing Purple Beacon of Bad Juju.
    • That unlisted travel time.
    • Their range from each other means you usually end up with 1 mine sitting all by its lonesome doing you no good.
    • A single mine's radius and damage is too small to dissuade a melee player from hitting you with any melee attack, unless they're on the cusp of death.
    Even on my crappy stam NB I don't mind chewing up a mine or two. The only time I feel like they're truly threatening is when they're stacked, at which point their shining Purple Powers combine to blind your foes with their radiance.
    Edited by Alpheu5 on October 1, 2018 5:56PM
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • Illuvatarr
    Illuvatarr
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    Daedric Tomb mine detection radius should also be larger. Another good change would be that if a person hits a mine they cannot stealth for several seconds.
  • Illuvatarr
    Illuvatarr
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    Dont like to bump my own posts but without amount of traffic here wanted to make sure devs see this.
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