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Eol

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Everything posted by Eol

  1. As Irons points out, Immoveable is proactive, it makes you invulnerable to cc before the cc happens. Whereas cc break is reactive so in order to use it, the cc must have already affected you. On the one hand, this makes Immoveable superior because you don't get interrupted or stopped, on the other hand, you might be wasting stamina on Immoveable sometimes because you never get cc cast on you in the first place. In certain situations though, there is a big advantage though to knowing you wont get cc'd for 8 seconds. Question is, is that worth a slot on your quickbar? Likewise, there is a big advantage to saving enough stamina to break any cc. AOE cc's will be helpful in ESO in two ways: 1) make people waste stamina early in a battle, and 2) lock them down with cc later in a battle when they have depleted their stamina.
  2. My son and I are going to use a DK/Templar combo. He will be the 2H DK, with Fiery Grip, Molten Weapons, Obsidian Shield, Uppercut, etc. I will be a Sword and Shield Templar, with Restoring Aura, Cleansing Ritual, Rushed Ceremony (morphs to heal two others), Solar Flare (Morphs to be a PBAOE), Shield Charge, etc. The whole idea is to fight near each other, pull the enemies to us, and rely on the area auras to enhance each other. Not quite sure about armor yet, but we will both go with a couple pieces of Heavy at least, with my Templar using some light and his using medium, in a 5/2 or 2/5 ratio. I know this isn't the Templar thread, but I will say that a shield really helps your defense it seems. Switch to a staff and you feel naked after having that shield armor and block...
  3. I am not sure that cc will be king in this game the way it was for example in DAoC. Its way too easy to break cc by using stamina, and of course its easy for aoe abilities (of which there are a lot in this game) to break mez by accident. This in turn means that I don't think you will see characters primarily dependent on cc simply because they will be so vulnerable when that cc is broken, which it often will be, and then the enemy has some temporary cc immunity. Instead I think the short term stuns and such will be used a lot, because many classes have those, and it wont be a big deal if the enemy uses their stamina to break it because it wasn't the main emphasis of your character. I agree about burst damage being so important in pvp. But given the quickly-depleting pools of magicka and stamina in this game, it might be possible for a defensive character to last through that burst and then kill the enemy when they have run though their stamina/magicka. In well organized groups that isn't as important, but in less organized groups and in big battles, I think people who can manage their pools will be much more effective than that player who thinks they have an awesome rotation of skills that will quickly kill an enemy, but instead just uses up their pools quickly and then the hunter becomes the hunted... No question though, the group that can kill the enemy healer(s) will usually win. That is why I think the ideal build for a PvE healer will be a lot different than the idea build for a PvP healer: You cant heal when you're dead...
  4. I agree ^^. Its not a magicka versus stamina thing, its a class skills versus weapon/armor skills thing. Class skills use magicka. But that doesn't mean magicka is better for weapon or armor skills. I am not impressed with staff skills, and my Templar build is using sword and board because the shield defense seems very good whereas equipping a staff would make me feel much more vulnerable. In any event, class skills are clearly the best skills in the game at this point, and I am not even considering the Ultimate skills, just the regular class skills.
  5. thanks! well then I am not sure that Power Bash, with an 8 second disorient but with a casting time, is worth it compared to Shield Charge which gives a 2 second stun and is instacast, from much longer range to boot. At least not in PvP where there will be aoe's all over the place breaking mezzes, er, disorients.
  6. ESO has many types of crowd control: knockbacks, knockdowns, roots, stuns, and disorients. The first four are pretty obvious, but I am wondering about disorient. Is it a mez, that is broken with damage? Because some of the abilities that produce disorient specifically say that damage breaks the result, but others say nothing about breaking the result. In those cases, is the disorient more like a stun? Or did the ability descriptions just forget to mention that damage breaks the disorient? I am specifically wondering about the ability 'Power Bash' which does damage and causes an 8 second disorient, which would be much less useful to a melee fighter than a stun; with all the aoe effects going on in melee range in PvP, its hard to imagine the disorient not being broken pretty quickly by someone. Can anyone fill me in on disorient? is it more like a stun or a breakable mez? Thanks!
  7. Yes, I have played all of the ES games but the first one. But I didn't know they had changed the terminology for ESO from 'power attack' to 'heavy attack'. I wonder why they did that? Anyway, thanks for the answer.
  8. A question about nightblade skills: what exactly is a 'heavy or light attack' (see below)? What weapon types does it exclude, if any? I know heavy and light are used to describe armor in ES games, but weapons??? Haste 1 [*]Instant [*]Self [*]56 magicka [*]For 17 seconds - increase attack speed with heavy and light attacks by 30%
  9. It sounds like actives are going to be fairly limited in use, because you wont have the stamina/magic points to spam them... which makes passives pretty important because they will always be there. And personally I lean towards skills that aren't so decisive by themselves but are always there to help (stat bonuses, passive regen, armor buffs, etc). It can help make a character very resilient especially in long battles. You wont be stun locking and killing enemies in 10 seconds when everything goes perfect, but usually you will be alive when others are dead.
  10. I am a little concerned that the racial bonuses are strong enough that it really pushes players to choose the race that fits their character template. Now in ESO that wasn't an issue, but in an MMO with 3 alliances, it might be. I mean, unless you just hate elves, if you are playing with mage character with a destruction staff, how do you not go with Altmer? etc etc. It really has the potential to pigeon-hole players who are afraid of being 'gimped' if they choose a race whose skills are less compatible with their character template. I love the idea of racial bonuses that make the different races have different feels, but at the same time, these racial bonuses are so strong and (in many cases) so one dimensional, it could turn out to be very limiting. Do you really want an Aldmeri Dominion with (mostly) all Altmer mages and all Bosmer archers and all Khajit melee?
  11. I think raids are very important to some players, true, but its not fair to say its a huge part of their player base. I play several MMORPGs and seldom raid. Yet I do a lot of pvp. Sounds to me like ESO will make pvp a bigger (main) part of the endgame. Which I think is great because I am sick of the WoW model of progression raids as the be-all end-all of the endgame.
  12. I saw the dragonknight skills and was wondering what exactly 'power' does in ESO. See below. Molten Weapons - unlocks rank 4 [*]instant - 20m radius - 60 magicka - no cooldown [*]For 45s [*]increase power of nearby allies by 1 [*]bonus increased by 100% on caster What exactly does a power of 1 mean (being doubled to 2 for caster). Surely it cant mean 1%, that would be so small as to make the skill pretty worthless, yes? I know there are references to power attacks in TES but I am not sure how that translates into this skill in ESO. Thoughts anyone?
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