Are You Fast Enough? A Black Magic Raw Speed Test

By admin

Black magic raw speed test is the evaluation of the performance and speed of black magic, a type of magic associated with supernatural powers and manipulation of dark forces. The raw speed test specifically focuses on the swiftness and quickness with which black magic spells and rituals can be performed and their effectiveness. Black magic is often associated with negative and harmful intentions, and its practitioners believe that it can bring harm to others or fulfill personal desires. It is widely believed that black magic operates at a much faster pace than traditional magic, hence the need for speed tests to assess its effectiveness. The raw speed test is conducted by experienced black magic practitioners who aim to measure the time taken to cast certain spells and rituals successfully. These tests measure the ability to tap into the dark energies and manipulate them swiftly.


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

These tests measure the ability to tap into the dark energies and manipulate them swiftly. The speed and efficiency of performing black magic rituals can be crucial in achieving desired outcomes. It is important to note that black magic is often considered dangerous and unethical, as it involves the use of harmful spells and rituals against others.

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.

Black magic raw speed tewt

It is typically associated with revenge, jealousy, and manipulation. Due to its negative connotations and potential consequences, many cultures and religions strongly discourage or outright condemn the practice of black magic. Despite its controversies, black magic remains a topic of intrigue and curiosity for many individuals. The raw speed test serves as a way to explore and assess the capabilities of this mysterious and often misunderstood form of magic..

Reviews for "Testing the Limits: A Black Magic Raw Speed Test"

- John - ★☆☆☆☆
I was really disappointed with the "Black magic raw speed test". The video quality was extremely poor and grainy, and the colors looked washed out. The raw speed was also not very impressive, with lots of lag and buffering. Overall, it was a waste of time and I wouldn't recommend it to anyone.
- Emily - ★★☆☆☆
I didn't find the "Black magic raw speed test" to be very useful. The video was choppy and pixelated, making it hard to see any significant difference in speed. Additionally, the test didn't provide any context or comparison to other cameras or settings, so it was difficult to gauge its true performance. It felt more like a promotional video rather than a genuine speed test.
- Michael - ★☆☆☆☆
I had high expectations for the "Black magic raw speed test", but unfortunately, it fell short. The video quality was subpar, with noticeable artifacts and distortion. The speed test itself was also underwhelming, as the video playback was slow and frequently froze. Overall, I was not impressed with this test and would recommend looking for more reliable sources for evaluating camera speeds.

Decoding Speed: A Black Magic Raw Speed Test

Unlocking the Speed: A Black Magic Raw Speed Test