timidobserver wrote: »x_Reckonerb14_ESO wrote: »Really? you must be a templar.
15,000 damage with a full radiant destruction comes up to about 5k dps since it takes 3 seconds for it to cast if you have enduring rays. 5k dps is not out of the norm in 1.6. In fact, it is pretty low for an execute.
ThatHappyCat wrote: »Another reason people may be having problems is the fact that light armour is terrible for damage mitigation now, so all those old magicka dress builds will be considerably more fragile.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
timidobserver wrote: »15,000 damage with a full radiant destruction comes up to about 5k dps since it takes 3 seconds for it to cast if you have enduring rays. 5k dps is not out of the norm in 1.6. In fact, it is pretty low for an execute.
[Moderator Note: Edited per our rules on Rude and Insulting comments]olemanwinter wrote: »timidobserver wrote: »15,000 damage with a full radiant destruction comes up to about 5k dps since it takes 3 seconds for it to cast if you have enduring rays. 5k dps is not out of the norm in 1.6. In fact, it is pretty low for an execute.
Perhaps, but I don't anyone that just stand's there and takes 5k DPS to the face for 3 seconds. They dodge, they block, they interrupt, etc.
Which can't be done with this unbalanced skill.
Compare this to my NB finisher. With max Weapon Damage(2729) gear Killer's Blade does 2879 damage. X300% against low targets. For a total of 8637 damage (if unmitigated)
SO LETS COMPARE:
MINE: Not ranged. 5 Meter Range. 15m if you use the other morph - wich would aswell negate your last point entirely
RADIENT DEST: Long Range.
MINE: 8637 damage. = 28-40k dmg within 3 sec
RADIENT DEST: Reports of 20k - 30k damage can be rupted
MINE: Only procs on low health targets
RADIENT DEST: Procs on all targets WRONG!
Oh, and to achieve that damage I had to go stamina and lost most of my ability to escape and evade. But hey, at least I have lots of self-heals. ....Oh wait. nvm. oh and to achieve this he has to give up all escape tools as templars got none, making him extreamly vulnurable thx to the channel time, opened for everybody to rupt him with either bash or one of the range rupts dealing alot of additional dmg towards him
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Yeah you need to learn 2 maths. 14,044 Spell Resistance is a whopping 21.62% of the 50% Hard Cap. This doesn't even account for SPen that any Templars had while attacking you.x_Reckonerb14_ESO wrote: »14055 spell resistance, not low.
that stuff is overpowered.
50% execute is stupid, it would be okay if it was 25% but right now it clips through walls and *** like that... I mean I really enjoy the patch but some things needs a looking at, wrecking blow and jesus beam are crazy right now.
50% execute is stupid, it would be okay if it was 25% but right now it clips through walls and *** like that... I mean I really enjoy the patch but some things needs a looking at, wrecking blow and jesus beam are crazy right now.
Have you read the notes? Or the thread? It is not a 50% execute, its a 30%. They nerfed that in like 1.6.1. The amount of misinformation and stupidity on this subject across the forums is mind boggling.
cozmon3c_ESO wrote: »50% execute is stupid, it would be okay if it was 25% but right now it clips through walls and *** like that... I mean I really enjoy the patch but some things needs a looking at, wrecking blow and jesus beam are crazy right now.
Have you read the notes? Or the thread? It is not a 50% execute, its a 30%. They nerfed that in like 1.6.1. The amount of misinformation and stupidity on this subject across the forums is mind boggling.
if thats the case the the base damage is too much, it needs to do crap damage like mages fury until execute range. thats how you balance ranged executes.
ZOS_JessicaFolsom wrote: »My tooltip at V14 in maxed spell damage equipment shows ~12k withe the 70 CP. With a 30% crit rate and a 40% boost from 10% magicka, that's totally in line with non-reduced PVE damage.
Thanks for the additional info. It may be working as intended; we still want to make extra sure there aren't any damage stacking bug stragglers.
The amount of misinformation and stupidity on this subject across the forums is mind boggling.
ZOS_JessicaFolsom wrote: »My tooltip at V14 in maxed spell damage equipment shows ~12k withe the 70 CP. With a 30% crit rate and a 40% boost from 10% magicka, that's totally in line with non-reduced PVE damage.
Thanks for the additional info. It may be working as intended; we still want to make extra sure there aren't any damage stacking bug stragglers.
is 17k-20k working as intended?
Francescolg wrote: »The amount of misinformation and stupidity on this subject across the forums is mind boggling.
This is 100% my opinion! Together with the severe nurfs to templar healing skills (resto staff combined with templar healing, crit healing bonus on low hp targets, etc.), the removal of one of our best skills (blinding flashes), the cost aumentation on blazing shield, the nurfing of 80% stamina regen to 30%, etc. etc.
I think this class has been nurfed enough in this patch and enough until Dez. 2015...
This class also has and never had a "get-away"-skill. It's survivability against any class attacking it depended 100% on it's ways to crit heal/debuff in emergency situations.
Beside, healing itself gets NO dedicated Champion System "star system", making the healer role in ESO much less attractive!
The class lacks AE-CC abilities, as well as a meaningful single CC.
Meanwhile, the Templar's healing capability, when being in "emergency situations", has been lowered significanlty. Not 1, 2, or 3 skills but the whole Templar's "system of emergency healing" got nurfed left and right, while hard caps are beeing removed and damage is beeing risen for all classes.
Meanwhile, sorcerers still can port as crazy, DKs can still reflect as crazy (just spam it) and NBs take a large advantage with the new Thief-CP system, which greatly buffs roll-mechanics, vanishing etc.. etc..
Templars are forced to play other classe's roles without the real efficiency behind the other classes...!
Where do you want to go ZoS? (ups, that sounds like a Microsoft-ad on TV)
timidobserver wrote: »Why did they close the thread with more pages and a more reasonable less flamy title and link everyone to this thread with censoring all throughout the subject.
cozmon3c_ESO wrote: »The only issue I see with this ability is that it starts execute at 50%. It should start @ 30% at most imo. The combo with this ability is the templar hits you with this at 50% and any other Joe smoe hits you with anything and it feels like you insta die because of increased damage the lower your health is. It's pretty tough to interrupt the channel in an out numbered fight unless you have a ranged interrupt or shield charge in your arsenal. This new ability does need to be learned by players atm, like sheild stack like crazy. And learn to not go below 50% life when a templar is around (a little high imo). And don't run away when you have the channel on you, get close to him and bash him if you don't have an interrupt.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
ThatHappyCat wrote: »Another reason people may be having problems is the fact that light armour is terrible for damage mitigation now, so all those old magicka dress builds will be considerably more fragile.
another significant issue is that all these hords of DKs are not used to the fact to be killed at range without relying to an ulti...
the dmg dealt outside of finisher range is awefull but still 3times better than using resto heavy attacks on dks...