I can solve that problem simply by changing one tiny little thing in the BG maps. You want to know what it is? To the spawn platforms of all BGs, you apply the exact same invulnerability/anti-magic field which already exists in the game elsewhere. It already exists where the transitus shrines are on the top of the Vlastrus, Bruma, Cropsford buildings. You can stand up there all day but you can't cast any of your abilities nor can you be hit by anything while you're glowing with that light purple light. You have to jump down off those towers to get into PvP again. Same would be true of the BG platforms.Urzigurumash wrote: »@ioResult You're not wrong about DK, but in terms of "game integrity" this is a case of a cure being worse than the ailment. On this build why even let your opponent get off the Platform in a BG, that's a worse trouncing than DK can provide. So you're both right
The only thing you can see now is groups of 3 - 6 pulse gankers concentrating fire into a ball group on a healer and being able to finally knock down the healers so the zerg can finally destroy the ball group. I've watched this happen a few times this patch and it has been glorious to watch every time.I love how these YouTubers post such videos, yet have not actually done any real competitive pvp with said mythic. Going into 8v8 BGs designed for casuals and ganking newbies in Black Reach shouldn't sway ZoS to look into this and potentially nerf it.
Open challenge: show me a vid where this mythic led to gankers taking over Cyrodiil. They can't do it
GH Ep have 8+ group of mediocre players who sit on rocks in crouch spamming force pulse.
It is so fast that they eat through all a faction's regular players moving to reinforce keeps.
They're also doing it when factions are about to be gated, when it's not their own faction winning, but just to get rage messages from the team moving to defend.
Not everyone cares about map play, but it shouldn't be possible to halt 20 people due to bad math at Zos.
GH Ep have 8+ group of mediocre players who sit on rocks in crouch spamming force pulse.
It is so fast that they eat through all a faction's regular players moving to reinforce keeps.
They're also doing it when factions are about to be gated, when it's not their own faction winning, but just to get rage messages from the team moving to defend.
Not everyone cares about map play, but it shouldn't be possible to halt 20 people due to bad math at Zos.
Oblivion_Protocol wrote: »Yeah, I’ve been playing this game a lot more consistently over the last two weeks. I’ve even jumped on a pulse ganker myself. And you know what?
I’m not seeing the magic here.
Sure, the build can devour someone with 25k HP in seconds. And groups of people spamming it are a problem. But groups of spammers are a problem regardless of what they’re spamming. But put one pulse ganker against a well-built 35k+ HP DPS build, and the solo ganker crumbles 9 times out of 10.
IZZEFlameLash wrote: »Oblivion_Protocol wrote: »Yeah, I’ve been playing this game a lot more consistently over the last two weeks. I’ve even jumped on a pulse ganker myself. And you know what?
I’m not seeing the magic here.
Sure, the build can devour someone with 25k HP in seconds. And groups of people spamming it are a problem. But groups of spammers are a problem regardless of what they’re spamming. But put one pulse ganker against a well-built 35k+ HP DPS build, and the solo ganker crumbles 9 times out of 10.
I also refuse to believe people running meta sets such as rallying cry on top of all the impens with 35+K health and so on are instantly killed by a single pulse ganker. If my ever changing off meta build character can survive the gank attempts most of the times, so definitely can these 35k+ health, 4k crit, 36k+ resistance meta set such as Rallying Cry runners. And pack behavior of gankers are nothing new either. When bow skills were used for ganking, there were dedicated bow ganker groups that would all spam the same rotation at you too. It is indeed group vs you problem at that point.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »Oblivion_Protocol wrote: »Yeah, I’ve been playing this game a lot more consistently over the last two weeks. I’ve even jumped on a pulse ganker myself. And you know what?
I’m not seeing the magic here.
Sure, the build can devour someone with 25k HP in seconds. And groups of people spamming it are a problem. But groups of spammers are a problem regardless of what they’re spamming. But put one pulse ganker against a well-built 35k+ HP DPS build, and the solo ganker crumbles 9 times out of 10.
I also refuse to believe people running meta sets such as rallying cry on top of all the impens with 35+K health and so on are instantly killed by a single pulse ganker. If my ever changing off meta build character can survive the gank attempts most of the times, so definitely can these 35k+ health, 4k crit, 36k+ resistance meta set such as Rallying Cry runners. And pack behavior of gankers are nothing new either. When bow skills were used for ganking, there were dedicated bow ganker groups that would all spam the same rotation at you too. It is indeed group vs you problem at that point.
Also, since I seem unable to edit the post...
I really don't think Shattered Path Signet is the culprit here. Pulse ganking has existed, as far as I can remember, since the introduction of Psijic skill of Imbue Weapon and its morphs. What ZOS actually needs to do is to look at how it mechanically works, not nerf the mythic. The mythic only boosts already high damage a bit more, which... as mentioned, something Monomyth Reforged also can do.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »Oblivion_Protocol wrote: »Yeah, I’ve been playing this game a lot more consistently over the last two weeks. I’ve even jumped on a pulse ganker myself. And you know what?
I’m not seeing the magic here.
Sure, the build can devour someone with 25k HP in seconds. And groups of people spamming it are a problem. But groups of spammers are a problem regardless of what they’re spamming. But put one pulse ganker against a well-built 35k+ HP DPS build, and the solo ganker crumbles 9 times out of 10.
I also refuse to believe people running meta sets such as rallying cry on top of all the impens with 35+K health and so on are instantly killed by a single pulse ganker. If my ever changing off meta build character can survive the gank attempts most of the times, so definitely can these 35k+ health, 4k crit, 36k+ resistance meta set such as Rallying Cry runners. And pack behavior of gankers are nothing new either. When bow skills were used for ganking, there were dedicated bow ganker groups that would all spam the same rotation at you too. It is indeed group vs you problem at that point.
Also, since I seem unable to edit the post...
I really don't think Shattered Path Signet is the culprit here. Pulse ganking has existed, as far as I can remember, since the introduction of Psijic skill of Imbue Weapon and its morphs. What ZOS actually needs to do is to look at how it mechanically works, not nerf the mythic. The mythic only boosts already high damage a bit more, which... as mentioned, something Monomyth Reforged also can do.
The magic comes from the complete burst which requires set up and usually a bar swap:
- First the primary set up: Recuperative treatise + Crystal weapon.
- First the secondary set up if you want: 2 scribes, one gives Minor Courage (200 weapon/spell dmg) for 20 seconds. The second gives that 2000 weapon/spell dmg buff to your next DD attack.
- Second the rotation the first: Focus aim + medium weave attack -- this will be 2 active hits + at 1-3 passive hits depending on if your weapon enchant is increase weapons/spell damage or a damage enchant like poison, disease, etc.: When the 2 hits lands, damage unleashed: Focus aim, Medium weave attack, Weapon enchant if dmg based, Sunder from focus aim, Rando enchant from Signet.
- Second the rotation the second: Swap bar altnerate crushing shock and light attacks: Damage comes from Crushing, Light attack, weapon enchant, signet from light attack, status effects from using crushing shock (chance based on whatever) and possibly Winterborn if wearing that.
- if target lives: re-cast crystal weapon and re-do crushing/light attack.
There is nothing magical to this build. It is a high risk, high reward build (as I've stated before). It is a glass cannon to the extreme, especially for those who have 18k health. Your pretty much wearing all light armor, maybe 1 medium, maybe 1 heavy depending on loadout. There are a myriad of countermeasures including other gankers who win the battle of submarine warfare.
THIS BUILD IS NOT OVERPOWERED! Can you nearly kill anything in a single rotation IF they're caught flat footed (i.e. on siege, afk, or traveling by steed when ZERO buffs are on them? YES, but that's the point of ganking isn't it? Take advantage of a situation that's in your favor. I'd also argue that's the point of PVP in general.
I'd much rather see more people complain about the ludicrous ball groups with 50k+ shields rolling over 1 person b/c they only can AOE so good. String them out, kill a key healer, and they start to fall like dominoes if you're lucky. But that's off topic.
This burst build is just that. AND you can be successful with 0 help from the signet. Blow your ulti, no bonus for a bit, but it still packs a punch b/c of the sub-class combo.
Ways to survive this?
- DK's can mitigate 50% of the incoming missile damage.
- L2 make detect potions
- Warden shields that reflect 3 bits of damage will kill the ganker if they have 18k
- Spam shields
- Be a healer
- Be a blocktank/healer that needs 20 people to kill them but probably won't hurt anyone themselves
- figure out your leap is your gap closer on a melee build then whip spam b/c it's the most op thing ever (maybe not anymore, no idea).
- hide behind another box
- use los (not exploits please) by going around a tree or a rock, or into a tower (some of you love towers so good)
- simply don't travel the same line over an dover again expecting the 8th time you'll make it by the 8 gankers near those rocks where you've been killed over and over for the last 15 minutes
- BE MORE AWARE OF YOUR SURROUNDINGS!
This build that is cried about has a myriad of counters and those super angry are either on just as squishy a toon, or are super tanks who don't like there is a method of countering the overpowered and long-overdue needing for nerf tank + insta-heal meta that has plagued this game.
This isn't up for debate. The signet doesn't need nerfing. Sub-classing, which should actually be called multi-classing, should be.