Rush of Agony and Warden Charm

  • DovahkiinHealsYou
    Radiate77 wrote: »
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    Radiate77 wrote: »
    Radiate77 wrote: »
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    Of course I agree with the fact that RoA is not avoided by roll dodging, but should that be the case? I would love to debate that.

    Should it be the case? Considering it's not the only pull that cannot be dodged, which is against the point you tried to make earlier thinking it was, and that it has an entire second delay where you can avoid it by blocking I would say so. If you want to make it rollable then I would say remove the delay, but I think that makes it way stronger. The delay combined with the ability to block it makes it perfectly balanced.
    [edited to remove quote]
    Edited by ZOS_Icy on February 2, 2026 12:00PM
  • Artisian0001
    Artisian0001
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    Yes you quoted me saying someone tried to roll dodge out of something that literally was not possible to roll dodge out of as a way to outplay something rather than just holding block. You have not made any point. Do you not understand that?
  • dcrush
    dcrush
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    So, before this thread gets closed because of too much back and forth and personal attacks, I just want to mention that the main issue with RoA is often LAG.

    If I’m standing at a flag and for some reason not holding block (distracted, checking inventory) then yeah, it’s completely my own fault for getting bombed. If I Leroy Jenkins into a group and I get pulled by it and die, so be it. But I’ve mentioned in another thread that I’ve seen my character flying from the back flag of a keep to the front flag because of a RoA pull. Often times, the aoe only shows up at the exact same time as my character is being pulled. The only times I don’t get pulled is when I already happen to be holding block before the aoe shows up. My latency is between 250-300 when standing still in an empty keep according to the in-game /latency command. A set that seems to be so dependent on having low latency to be able to react is problematic in a game with people playing from all over the world.
  • Lord_Hev
    Lord_Hev
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    As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.
    Qaevir/Qaevira Av Morilye/Molag
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  • MeridiaFavorsMe
    MeridiaFavorsMe
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    Lord_Hev wrote: »
    As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.

    It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.
    Edited by MeridiaFavorsMe on February 1, 2026 3:02AM
  • Lord_Hev
    Lord_Hev
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    Lord_Hev wrote: »
    As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.

    It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.


    No. It should be removed from the game. Organized ballgroups of old had to use actual skill and positioning to bomb groups. Group pull sets have done nothing but make the overall pvp climate worse.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Oblivion_Protocol
    Oblivion_Protocol
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    I’ve used Rush of Agony pretty heavily, and I’ve got to say, I pull more than two people maybe every 3 out of 10 times. It’s so easy to see coming and stop that no one should die to it. Like ever.

    Now, all the stuff around RoA (Charm, ball groups, ult dumping, aoe spam) makes things seem super deadly. But that stuff would be a problem regardless.

    Ask yourselves this. Why all this vitriol against RoA, but not against Dark Convergence? It pulls in way more people, doesn’t always respect CC rules, does damage, has an easy triggering condition, and can’t be dodge rolled. It’s cooldown is way longer, but that’s really about it.
  • Teeba_Shei
    Teeba_Shei
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    Lord_Hev wrote: »
    Lord_Hev wrote: »
    As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.

    It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.


    No. It should be removed from the game. Organized ballgroups of old had to use actual skill and positioning to bomb groups. Group pull sets have done nothing but make the overall pvp climate worse.

    Ah, I see—you just don’t like modern PvP because it’s harder than what you’re used to. Group pull sets aren’t ruining the game; they’re just highlighting that the old strategies you relied on don’t work as well anymore.

    Also learn to hold block and you won't have any issues.
    Edited by Teeba_Shei on February 1, 2026 3:14AM
  • dcrush
    dcrush
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    I’ve used Rush of Agony pretty heavily, and I’ve got to say, I pull more than two people maybe every 3 out of 10 times. It’s so easy to see coming and stop that no one should die to it. Like ever.

    Now, all the stuff around RoA (Charm, ball groups, ult dumping, aoe spam) makes things seem super deadly. But that stuff would be a problem regardless.

    Ask yourselves this. Why all this vitriol against RoA, but not against Dark Convergence? It pulls in way more people, doesn’t always respect CC rules, does damage, has an easy triggering condition, and can’t be dodge rolled. It’s cooldown is way longer, but that’s really about it.

    First of all, it’s only easy to see coming if you are not experiencing significant lag in Cyrodiil.

    Second, I don’t know how long you have been playing but when DC was introduced there were (rightfully) tons of discussions and complaints on the forums because it was pulling people off keeps, pulling people through walls, pulling outside of its aoe, etc. After ZOS finally nerfed the set and ROA was introduced, more people started using ROA. DC is now mainly used by bombers while ROA is used by a higher percentage of players. So my hunch is that it’s because it’s just seen much more often than DC these days.
  • MeridiaFavorsMe
    MeridiaFavorsMe
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    Even pugs block this set most of the time. This is 100% a skill issue.
  • Radiate77
    Radiate77
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    Even pugs block this set most of the time. This is 100% a skill issue.

    You wonder why you’re getting called out for bad behavior when you’re writing stuff like this. ^

    It was just stated that lag can play a big role in not blocking the set, and it was also stated that blocking the set will not save you from the following explosion.
    Edited by Radiate77 on February 1, 2026 3:36AM
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  • Lord_Hev
    Lord_Hev
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    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Lord_Hev wrote: »
    As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.

    It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.


    No. It should be removed from the game. Organized ballgroups of old had to use actual skill and positioning to bomb groups. Group pull sets have done nothing but make the overall pvp climate worse.

    Ah, I see—you just don’t like modern PvP because it’s harder than what you’re used to. Group pull sets aren’t ruining the game; they’re just highlighting that the old strategies you relied on don’t work as well anymore.

    Also learn to hold block and you won't have any issues.

    I hardly ever die to the set. I see other people die to the set. The group pulls on sets need to be removed for the health of pvp. Just because the strategies are new does not mean they are good or healthy.
    Qaevir/Qaevira Av Morilye/Molag
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  • SneaK
    SneaK
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    RoA is a weak set….

    However, when you pair it with CHARM it’s a different animal. You CC even the people blocking, and pull the ones that don’t right into the kill zone.

    The problem is CHARM. It’s an awful broken skill that ZOS for some odd reason won’t comment on.
    "IMO"
    Aldmeri Dominion
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  • Oblivion_Protocol
    Oblivion_Protocol
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    dcrush wrote: »
    First of all, it’s only easy to see coming if you are not experiencing significant lag in Cyrodiil.

    Second, I don’t know how long you have been playing but when DC was introduced there were (rightfully) tons of discussions and complaints on the forums because it was pulling people off keeps, pulling people through walls, pulling outside of its aoe, etc. After ZOS finally nerfed the set and ROA was introduced, more people started using ROA. DC is now mainly used by bombers while ROA is used by a higher percentage of players. So my hunch is that it’s because it’s just seen much more often than DC these days.

    To your first point, then it sounds like the problem is lag, which is a whole different can of worms to open.

    To your second point, I’ve been playing since the pandemic first came down. I remember the early days of the Dark Convergence/Hrothgar’s meta. Those were dark times… However, the nerfs the devs did to Dark Convergence are very similar to the ones they gave. RoA is slightly more accessible, but without lag and ball groups behind it, it wouldn’t be anywhere near the Boogeyman set it is now.
  • Radiate77
    Radiate77
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    dcrush wrote: »
    First of all, it’s only easy to see coming if you are not experiencing significant lag in Cyrodiil.

    Second, I don’t know how long you have been playing but when DC was introduced there were (rightfully) tons of discussions and complaints on the forums because it was pulling people off keeps, pulling people through walls, pulling outside of its aoe, etc. After ZOS finally nerfed the set and ROA was introduced, more people started using ROA. DC is now mainly used by bombers while ROA is used by a higher percentage of players. So my hunch is that it’s because it’s just seen much more often than DC these days.

    To your first point, then it sounds like the problem is lag, which is a whole different can of worms to open.

    To your second point, I’ve been playing since the pandemic first came down. I remember the early days of the Dark Convergence/Hrothgar’s meta. Those were dark times… However, the nerfs the devs did to Dark Convergence are very similar to the ones they gave. RoA is slightly more accessible, but without lag and ball groups behind it, it wouldn’t be anywhere near the Boogeyman set it is now.

    As @SneaK said, where Rush of Agony, and AoE pulls like it, start to do crazy things, are always paired with abilities like Charm, or would be Mass Hysteria, Fighter’s Guild rune, ect…

    That is part of why I said I couldn’t care less about Rush of Agony as a whole at the end of page 1.

    If they nerf Rush of Agony without touching any of the other AoE pulls, people will just swap it out for Vateshran S&S and throw on Ash Cloud to mitigate the CC immunity.

    Fundamentally, something needs to change with how these AoE pulls function, as they work completely different from single target ones. This is strange because you would assume one that targets less people would be easier to connect with but it’s inverted.

    Why is an AoE pull easier to connect with than a single target one when it has more value?
    Edited by Radiate77 on February 1, 2026 4:30AM
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  • katanagirl1
    katanagirl1
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    You know, whoever said I was going to die in these clips is right, in the first clip I was trying to keep running two oils after the inner door came down to stop further players from entering the keep, and also trying to keep track of where the ball group went after they left the flags. So if I were not actively defending and just standing around waiting then I might have been able to avoid them. As I mentioned in the second one I was trying to get enough heavy attacks to fill up the negate ulti and was in a tight spot on the stairs and had little room to move.

    I see this ball group stuff every day, several times a day during the couple of hours I am in Cyrodiil. If I did not have a negate then I wouldn’t bother to be there. You can go ahead and call me a bad player, I am nearly 60 years old. I slot siege shield so I can stand on the ram and help get the door down, and revealing flare to keep people from bombing while repairing doors and walls so I am giving up a lot of damage for being a team player - I care about the campaign, not being able to 1v1. So yeah, I’m not the best. I do have one five star Grand Overlord and this character is about to get her fourth star so I am not new to PvP. Every day the zone chat is filled with comments about how RoA and Charm need to be addressed from just about everyone, so it is not just me.

    Thanks everyone for the supporting comments, I hope that the devs can just look at this type of gameplay and see if this is really what they envisioned for Cyrodiil and if not, make some changes to both RoA and Charm.
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  • katanagirl1
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    One other thing I wanted to mention:

    If you are blocking for RoA and you get hit by Charm, it will cause you to drop block as well. I have died many times that way.
    Khajiit Stamblade main
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  • Militan1404
    Militan1404
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    Lord_Hev wrote: »
    As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.

    It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.

    Many times and more often then not becouse of lag this set pull player even when blocking as many have stated before. So if you failed to noticed that yet you either dont pvp much and has no business comenting here or you just here baiting and trying to provoke others..

    Sets and skills like ROA and warden charm only achive to drive more players away from the game along with ballgroups, and even if it worked as attended it still breaks to many game rules.
  • Teeba_Shei
    Teeba_Shei
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    Lord_Hev wrote: »
    As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.

    It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.

    Many times and more often then not becouse of lag this set pull player even when blocking as many have stated before. So if you failed to noticed that yet you either dont pvp much and has no business comenting here or you just here baiting and trying to provoke others..

    Sets and skills like ROA and warden charm only achive to drive more players away from the game along with ballgroups, and even if it worked as attended it still breaks to many game rules.

    If rush is going through block then that is a bug. Ive never seen it go through block and I have 1k+ hours of pvp in this game.

    Warden charm has been overtuned for awhile though because unlike rush there is basically no counterplay.. It should be entirely reworked / removed.
    Edited by Teeba_Shei on February 1, 2026 6:12AM
  • nightbringer1993
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    PvP is a clown show. ZOS forcing to play the class they love, like warden or people trolling with RoA and charm.
    PC EU
  • Yudo
    Yudo
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    You know they are going to pull and push back in choke points.
    A bell needs to ring before charm or Roa hits you.

    Roa should be a bit easier to avoid now just by blocking. That it does not trigger cc immune is the problem with the set. It will usually come with a stun before or after. I think this is the problematic part.

    Charm is actually harder to avoid if you are not on the move, the area is way too large and a single person can lock down an entire choke point. IDK how things are conceptualised before release sometimes.

    You are right that these effects need to be balanced, the clip is just not the greatest illustration on why.
  • Major_Mangle
    Major_Mangle
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    This thread got to be the easiest bait to lure out the ballgroup enjoyers, you barely have to bring out the bait out of the bag before they bite. Cute to see them defend some of the tools they need to function or create mental gymnastic exercises to derail topics. Love it.

    Anyway, on topic. I find pull-sets to be a poor/boring mechanic in eso, never liked it and never will. Being able to create an "artificial" choke point at will as frequently as rush or dark convergence makes for super stale and boring PvP that doesn´t feel rewarding to me. Same goes for sets like plaguebreak that makes me question if it was even my kill or if the set got it for me.
    PvP was more fun prior to that when you got people to actually chase you into a choke point, and if they didn´t you had to take some calculated risks if you wanted to fight them outside that chokepoint or not.
    Edited by Major_Mangle on February 1, 2026 1:30PM
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  • YandereGirlfriend
    YandereGirlfriend
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    SneaK wrote: »
    RoA is a weak set….

    However, when you pair it with CHARM it’s a different animal. You CC even the people blocking, and pull the ones that don’t right into the kill zone.

    The problem is CHARM. It’s an awful broken skill that ZOS for some odd reason won’t comment on.

    Agree with this take.

    Getting pulled by Rush in 2026 is either due to lag or player error. (I do agree that it should apply CC, though.)

    But with Charm at the center you are presented with a basically no-win scenario. You can block the Rush and eat the Charm or you can try to escape the Charm and likely get pulled by Rush. There is a Goldilocks solution where you can block-jump with speed out of the area but that counterplay skill requirement is much higher than the original play of simply casting the ability that procced the Rush.

    Rush without Charm in 2026 is a pretty trash set. My group dropped it a few patches ago and have never looked back.
  • SneaK
    SneaK
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    SneaK wrote: »
    RoA is a weak set….

    However, when you pair it with CHARM it’s a different animal. You CC even the people blocking, and pull the ones that don’t right into the kill zone.

    The problem is CHARM. It’s an awful broken skill that ZOS for some odd reason won’t comment on.

    Agree with this take.

    Getting pulled by Rush in 2026 is either due to lag or player error. (I do agree that it should apply CC, though.)

    But with Charm at the center you are presented with a basically no-win scenario. You can block the Rush and eat the Charm or you can try to escape the Charm and likely get pulled by Rush. There is a Goldilocks solution where you can block-jump with speed out of the area but that counterplay skill requirement is much higher than the original play of simply casting the ability that procced the Rush.

    Rush without Charm in 2026 is a pretty trash set. My group dropped it a few patches ago and have never looked back.

    Currently the best way out of Charm is limited to running Storm Calling, which is just another homogenizing factor in the PvP world. If you aren’t running Charm or Streak or both, you are at an extreme disadvantage compared to the ones that are. Which if you think about that, it’s awful, unbelievably limiting in competitive choices/playstyles.
    "IMO"
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  • katanagirl1
    katanagirl1
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    Yudo wrote: »
    You know they are going to pull and push back in choke points.
    A bell needs to ring before charm or Roa hits you.

    Roa should be a bit easier to avoid now just by blocking. That it does not trigger cc immune is the problem with the set. It will usually come with a stun before or after. I think this is the problematic part.

    Charm is actually harder to avoid if you are not on the move, the area is way too large and a single person can lock down an entire choke point. IDK how things are conceptualised before release sometimes.

    You are right that these effects need to be balanced, the clip is just not the greatest illustration on why.

    So what kind of situation would be a good example? My PS5 is always saving video, all I have to do is remember to hit Share to make a permanent video afterward. Sometimes things get busy and I forget but I could look out for anything in particular. I am often the first defender at home keeps so I see these groups just running circles around the keeps often.
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  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    We have removed some insulting back and forth that was disruptive. Please ensure you are treating others with respect on the forums even when they have views that differ from your own.

    The Elder Scrolls Online Team
    Staff Post
  • Theignson
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    One other thing I wanted to mention:

    If you are blocking for RoA and you get hit by Charm, it will cause you to drop block as well. I have died many times that way.

    I hate RoA and think it broke many rules.

    But if you look at how i posted to evade it, you have to carefully watch for 3 things:
    1) the big red AoE circle (block when you see it)
    2) the thin orange RoA pull chain. If you drop block before this or try to dodge roll, it will pull you back no matter how far away you go. It is not obvious so you must learn to see it
    3) the "charm" text. I hover my finger above interrupt and the second i see "charm" (since you know it is coming) I interrupt it.

    Then after dealing with the pull and charm you can run away; the easiest/most effective is by streaking but you can run etc also.

    Just like in Vet dungeons/trials PvP has certain mechanics you must dela with or die. And just like in PvE sometimes you die anyways!
    4 GOs, and General, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP over the last 8 years
  • SugaComa
    SugaComa
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    I will have to find a video I saved of me being charmed I was chasing a player when we both jumped for the rower but he charmed just before and as if by magic half way through my fall I turn around and walk up the air back onto the tower.
  • katanagirl1
    katanagirl1
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    I have another video to add but it might take another day or two for me to edit and upload it to post here.
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  • Yudo
    Yudo
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    Yudo wrote: »
    You know they are going to pull and push back in choke points.
    A bell needs to ring before charm or Roa hits you.

    Roa should be a bit easier to avoid now just by blocking. That it does not trigger cc immune is the problem with the set. It will usually come with a stun before or after. I think this is the problematic part.

    Charm is actually harder to avoid if you are not on the move, the area is way too large and a single person can lock down an entire choke point. IDK how things are conceptualised before release sometimes.

    You are right that these effects need to be balanced, the clip is just not the greatest illustration on why.

    So what kind of situation would be a good example? My PS5 is always saving video, all I have to do is remember to hit Share to make a permanent video afterward. Sometimes things get busy and I forget but I could look out for anything in particular. I am often the first defender at home keeps so I see these groups just running circles around the keeps often.

    Perhaps something like:
    • You are pulled/cc, you break free, manage to get out and then still get pulled a second time and BONK.
    • You block the pull/cc, but just because charm is so ridiculously large, you end up caught anyway and BONK.
    • Maybe a combination of both.

    Honestly I agree with you and you don't need to bring more video "evidence".
    My point was, it is very easy for ppl to point out mistakes and use that to dismiss the entire point, so "clean" clips will be better.

    First clip you seem immobile so maybe your reflex was to dodge, maybe you got spooked and dodge was your first reflex. You get pulled on that instance, followed by a charm. That is like a good 2-3s where you are unable to react. I would have blocked here but then again I have other ways of dealing with immobility, and if I get jumped like it is immediate block, never dodge. Dodging in ball situations is always a death sentence. You get hard focused solo, so you don't have much time to react either way. Still your clip illustrates well how RoA and charm, once caught, creates this unavoidable cc chain together. If you had blocked RoA, the cc chain is shorter, but you still need to deal with Charm.

    Second clip you dodge to get out of the charm, fine, but the second aoe warning should have been 100% block and you would have avoided the stagger. You are still in another charm I in the end so it does illustrate how two charms make it very hard to avoid completely. Here it is more about positioning, knowing that the entire choke point would not have been safe. Need to actively avoid these areas with mobility.

    The combination of pulls and stuns are very unforgiving, and especially charm is way too large. There are many threads discussing this.
    Edited by Yudo on February 3, 2026 6:48AM
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