eventide03b14a_ESO wrote: »If I'm understanding this the argument is that it's an execute so it should do a lot of damage. The problem being of course is that unlike every other execute in the game it's a channel. So you can start it at full health and suddenly get the full effect when their HP drops past the 25% mark? I honestly don't think it should get the bonus damage unless the channeling starts when they are at the 25% threshold. Otherwise you will have templars basically one-shotting people. Am I not understanding this mechanic correctly?
Read a bit lower, the second line of the skill description.
Then why post that picture if you're not going to rely on any tooltips?I am not going to rely on any tootip in this game for info. It gets a 20% duration buff from Enduring Rays passive.
I'm rather curious how you can get the base damage at 9K+ at full stam, if i can't even manage that when i focus on magicka and spell damage.mortuusbae wrote: »The problem is not the fact that its damage is high, it's that the range is literally way to long and the fact that its base damage can be 9k+ even when you go full stam. Also the fact that it's not purgeable, blockeable, or can be cloaked or LoS'd.
http://elderscrollsonline.info/enduring-raysFizzlewizzle wrote: »Read a bit lower, the second line of the skill description.
It only deals damage for 3 seconds. the first 0.6 seconds is the casting animation.
I know what the passive does. If the timer he pointed out changed by said passive, then the second timer (which i pointed out) should have had the same percentage increase. If the passive doesn't get displayed, then neither should change. Either the display is wrong (in which case niether number should be trusted), or its correct, which would put us back by my last statement.http://elderscrollsonline.info/enduring-raysFizzlewizzle wrote: »Read a bit lower, the second line of the skill description.
It only deals damage for 3 seconds. the first 0.6 seconds is the casting animation.
Fizzlewizzle wrote: »I'm rather curious how you can get the base damage at 9K+ at full stam, if i can't even manage that when i focus on magicka and spell damage.mortuusbae wrote: »The problem is not the fact that its damage is high, it's that the range is literally way to long and the fact that its base damage can be 9k+ even when you go full stam. Also the fact that it's not purgeable, blockeable, or can be cloaked or LoS'd.
Ill just assume you mean the complete channel damage, not the base damage (which is for me 744, which can become around 3-4K a tick when executing).
@Joy_Division I like you. I like you a lot. But...Joy_Division wrote: »An all-in-one high damage, unblockable, unreflectable ranged ability with built in execute is a lot of awesome packed into one skill slot.
It's good but don't go overboard. It's not high damage (except when executing), it can be blocked, and no execute can be reflected excepting eclipse I believe.
It has substantial damage.
It can't be reflected.
Execute part. (Currently Broke.)
Block? (Not sure, haven't played 1.6 yet.)
How do I know this without playing? Well, screenshots, it's always above 10k Health in the screenshot, regardless of the fact that it's a channeled ability. (Which is why it can't be reflected, channels can't be.) It is a Soul Assault that can be spammed, it does less damage, but the fact that it's currently broken so the execute happens earlier, and the fact that you can use it over and over and over, makes it relatively OP.
It's not the be-all end-all ability people make it out to be, but it is a tad bit overpowered, if they lowered the range so you have to be in gap closer range, then it'll help, but because you can use it 28m away, no one can interrupt you if you're that far away, because no gap closer is longer than 24m. So fix that, fix the execute proc issue. Lower the damage by 5-10%, problem solved. Ability brought back on Nirn-Worthy terms, and it's still an awesome ability.
Either way, the ability will start being used less eventually, every Templar and their mother is using it at the moment because it looks pretty, and it's new.
So... what would you suggest?The biggest issue is that's its a channeled execute... Extreamly easy to get off the execute for that reason.... 3.6 secs duration
Fizzlewizzle wrote: »So... what would you suggest?The biggest issue is that's its a channeled execute... Extreamly easy to get off the execute for that reason.... 3.6 secs duration
Boost the damage by 3-5 times and make it a single cast (instant) execute?
I wouldn't mind... damage is damage, whatever way it comes.
The channel is also the spells strong point (according to the guy i quoted), so finding a middle way seems close to impossible.Joy_Division wrote: »Fizzlewizzle wrote: »So... what would you suggest?The biggest issue is that's its a channeled execute... Extreamly easy to get off the execute for that reason.... 3.6 secs duration
Boost the damage by 3-5 times and make it a single cast (instant) execute?
I wouldn't mind... damage is damage, whatever way it comes.
That would be too strong. The channel is the spell's weakness and needs to be a part of its mechanics: the templar should put themselves at risk for using this good spell and the target should have time to react against it.
Francescolg wrote: »rdbrown1987 wrote: »sadly you're in the wrong forum post please read the title of the post before you comment.
No no, it is you, playing a templar twink and coming to the forums to complain about a single skill, while sorcerers still rock at single target damage.
Imo, a normal Templar player wouldn't do so! Otherwise many others would have come to the forums to write like you! THESE templars are still testing several builds, several skills. This leads them to deeper understanding of the situation. Especially of a pvp system that was nurfed/changed/etc. Our class lost more that they gave us in this patch and players are still working hard to find new builds.
You can't tell me that after 3-4 days you tested everything and that this skill is the most evil, most overpowered skill, etc. This feels just wrong. You should test this skill in duels, etc. and for a longer time, before you start crying for nurf!
Some templar spec's have become glass cannons and and are now able to do damage from distance. I know that this fact can frustrate some sorcerers but they got to live with it!
A thing which you don't understand, as you demonstrate while solely focussing on one singular OP skill, while the game has changed so much around that skill and around you (!)
rdbrown1987 wrote: »I play a templar in pvp and after several tests in builds la,ma,ha running through spell dmg, weapon dmg, crit builds etc, I've got to admit that this skill is just ridiculous whatever build you go for eg even in ha this skill is ticking for 4.5k per second if the players hp is 50% or below.
I really can't believe other templar players are arguing that this is not op when it clearly is, I'm not going to go into the nerfs to templars because this post is about 1 ability.
I'm going to give you la wearers a tip to reduce the damage from spell skills it's called nirnhoned look it up if you want to keep using la in pvp because you have remember that spell resist is now nerfed on la.
kelly.medleyb14_ESO wrote: »Get over it, sorc dps is still OP too don't see ppl complain about that.
Because people don't complain about what's beneficial for them and yada yada yada (Fill in standard Rant here).kelly.medleyb14_ESO wrote: »Get over it, sorc dps is still OP too don't see ppl complain about that.
And why do you imagine that is?
Fizzlewizzle wrote: »The channel is also the spells strong point (according to the guy i quoted), so finding a middle way seems close to impossible.Joy_Division wrote: »Fizzlewizzle wrote: »So... what would you suggest?The biggest issue is that's its a channeled execute... Extreamly easy to get off the execute for that reason.... 3.6 secs duration
Boost the damage by 3-5 times and make it a single cast (instant) execute?
I wouldn't mind... damage is damage, whatever way it comes.
That would be too strong. The channel is the spell's weakness and needs to be a part of its mechanics: the templar should put themselves at risk for using this good spell and the target should have time to react against it.
- Keep the channel + Shorten the Distance = Spell needs to be stronger because the risk-factor increases.
- Remove the channel + increase the damage = Just another execute, nothing special.
- Keep the channel + Keep the range + lower the damage = spell becomes useless.
A lot of people will disagree with option 1.
A lot of people will disagree with option 2.
A lot of people will disagree with option 3.
No way to please everyone.