Magic Suppression Fields: A Game-Changer in the World of Magic

By admin

A magic suppression field is a barrier or area that is specifically designed to neutralize or nullify the effects of magic. It acts as a magical dampener, preventing the use or manipulation of magical energy within its boundaries. This field is often created using advanced arcane technology or powerful spells, and it can be used for various purposes. One common application of a magic suppression field is in prisons or holding cells for magical beings or individuals with magical abilities. By enveloping the area in a magic suppression field, authorities can effectively restrict the powers and abilities of the inmates, preventing them from using offensive or defensive magic. This ensures the security and safety of both the inmates and the personnel in charge.


How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

The full duration of a negate 12 seconds , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10 of your max life each 0. Suppression Field is the only DoT in the Dark Magic skill line and could very well be a good self-healing life-saver ultimate for when resources are all low for a Sorc Tank.

Magic suppression field

This ensures the security and safety of both the inmates and the personnel in charge. Magic suppression fields are also used in warfare and conflict situations. By creating a field around a specific area, such as a battlefield or a strategic point, opposing forces can limit the use of magic by their adversaries.

Sorc Tank -- Blood Magic and Suppression Field

Sorc's Blood Magic passive seems to be designed to synergize with Suppression Field: the former heals you for a percentage of health every 0.5 second whenerver you hit an enemy with Dark Magic abilities, while the latter is a Dark Magic ability that ticks every 0.5 second. But the Blood Magic heal seems to trigger only once per Suppression field, if at all (for some bosses, it doesn't seem to tick at all). Is this a bug?

Suppression Field is the only DoT in the Dark Magic skill line and could very well be a good self-healing life-saver ultimate for when resources are all low for a Sorc Tank.

PS: the visual for Suppression Field is also very inconsistent when used on bosses. Sometimes the purple bubble stays in place as should be, while other times it disappears when "target is immune" message appears ( I'm not trying to stun the boss of course , just trying to trigger the passive; the DoT is ticking normally though even after the bubble disappears).

#1 November 2018 Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you. Edited by Elwendryll on 21 November 2018 09:53

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

November 2018 Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.

Edited by Elwendryll on 29 November 2018 09:48

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

November 2018 Joosef_Kivikilpi wrote: »


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

Without group control, without AOE removal. With melee damage.

And what's wrong with Dragonknights having high survivability?

Edited by Elwendryll on 29 November 2018 15:53

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.


The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds

Like Dk ultimate, only dk have it better, cause you still can die to a oneshot and they can't.

It cannot be seen, cannot be felt,
Cannot be heard, cannot be smelt,
It lies behind stars and under hills,
And empty holes it fills,
It comes first and follows after,
Ends life, kills laughter.

November 2018 Joosef_Kivikilpi wrote: » Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

November 2018 Witar wrote: » Elwendryll wrote: »

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds

Like Dk ultimate, only dk have it better, cause you still can die to a oneshot and they can't.


I am well aware of that, but as I said in my previous message, you can't expect an AOE damaging and CC ult, with removal of enemy's effects, to bring immortality too.

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.

Thats can be balanced via Synergy activation, like templar Nova have, but more just compare Negate to DK Ultimates

Standard of Might have moderate damage, decrease damage done to DK, increase his damage and those buff are separate from Major and Minor system, it also gives Shackle synergy for CC and damage have duration for 17 seconds and works with Combustion, World in Ruin, and Battle Roar for great sustain.

Or Magma Shell what basically make DK tank immortal for 10 seconds and on top of that's give group support via strong group shields, it also counts for Battle Roar resource restore.

And what Negate gives?
Just stun on NPC what not work on elite and bosses and useless if enemy have immunity up.

Warden Trees are cheap, warden have great ulti gen and what sorc tank can have? We need group support and utility.

Magic suppression field

This can tip the balance of power in favor of those without magical abilities, or at least create a more level playing field. It can also prevent enemy spellcasters from wreaking havoc or causing mass destruction. In some fantasy settings, magic suppression fields are utilized by governments or ruling entities to maintain control and suppress any potential threats. By having these fields in key locations or cities, they can ensure that only authorized individuals are able to use magic while limiting the access and power of rebellious factions or individuals. However, it is worth noting that magic suppression fields can have limitations and vulnerabilities. Powerful spellcasters or individuals with exceptional abilities might be able to bypass or overcome these barriers. Additionally, the creation and maintenance of magic suppression fields require considerable resources and expertise, making them unavailable or impractical in certain situations. Overall, magic suppression fields serve as a tool to regulate and control the use of magic in various contexts. Whether used in prisons, warfare, or as a means of societal control, these fields provide a means to restrict and neutralize the power of magic, ensuring a certain level of order and stability in magical worlds..

Reviews for "Magic Suppression Fields and the Limitations of Magical Abilities"

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