trimsic_ESO wrote: »While I agree that there is some way to counter Puncturing Sweep (CC, walk through the attacker, ...), this ability is still OP. It's the only ability they use in the sewers against pack of mobs, and they really don't need to use any other ability. That's a really poor meta game.
Templars have only 3 dps skills in class tree and of course best of them will be used often. And what's so OP about this skill? That it can kill weak mobs and players who haven't learned to be mobile in fight? It's so OP that you even don't need to use any skills, spend no resources to counter it, just walk pass the templar.
This skill is same as it was in 1.6 only difference is that IC brought pve players to pvp zone.
trimsic_ESO wrote: »trimsic_ESO wrote: »While I agree that there is some way to counter Puncturing Sweep (CC, walk through the attacker, ...), this ability is still OP. It's the only ability they use in the sewers against pack of mobs, and they really don't need to use any other ability. That's a really poor meta game.
Templars have only 3 dps skills in class tree and of course best of them will be used often. And what's so OP about this skill? That it can kill weak mobs and players who haven't learned to be mobile in fight? It's so OP that you even don't need to use any skills, spend no resources to counter it, just walk pass the templar.
This skill is same as it was in 1.6 only difference is that IC brought pve players to pvp zone.
So if I understand you well, people should only use their class skills to DPS ?
No weapon skills ?
The truth is that puncturing sweep is much better than any other ability to DPS and this is the reason why they spam it.
trimsic_ESO wrote: »trimsic_ESO wrote: »While I agree that there is some way to counter Puncturing Sweep (CC, walk through the attacker, ...), this ability is still OP. It's the only ability they use in the sewers against pack of mobs, and they really don't need to use any other ability. That's a really poor meta game.
Templars have only 3 dps skills in class tree and of course best of them will be used often. And what's so OP about this skill? That it can kill weak mobs and players who haven't learned to be mobile in fight? It's so OP that you even don't need to use any skills, spend no resources to counter it, just walk pass the templar.
This skill is same as it was in 1.6 only difference is that IC brought pve players to pvp zone.
So if I understand you well, people should only use their class skills to DPS ?
No weapon skills ?
The truth is that puncturing sweep is much better than any other ability to DPS and this is the reason why they spam it.
Francescolg wrote: »Dear @Gern_Verkheart,
you seriously need to learn the game mechanics... nothing else! Channeled Spells tend to be way stronger than instant spells. As your Wrecking Blow can be interrupted, so can Puncturing Sweep be interruptedThis is when skill comes into play! Casted spells, as Crystal Fragments or Aimed Shot, have 1,x casting time, so has Punturing Sweep: 1,x casting time. In this short time window you can:
- The ways to interrupt are:
- 1. Bash in melee (ANY weapon)
- 2. Crushing Shock (Destro)
- 3. Venom Arrow (Bow)
- 4. All skills (+relative passives) that say "interrupts casting targets" (there could also be CP-skills which favor some interrupt-mechanic (stun/disorient/knockdown/off-balance)
- a) Interrupt from distance
- b) Get close to the target, while holding block, and bash it (both mouse buttons, first the right button, hold it - than the left button while holding the right one)
- c) Use other form of CCs
There are many possible ways to counter a templar starting to 'puncture' you. I think the easiest would be, you hold block-so you don't get knocked back. This means he'll be "set off", this is when you have to make a heavy attack or a CC, to counter him.
I'm even wondering how 3 players can loose versus one templar. Templars are the weakest class against interrupts.
So: In PvP you have to interrupt templars all day long, no matter if they heal, beam or puncture, everything can be interrupted so easily.
BUT, to do so, you need to use spells/skills which can interrupt, every melee char knows this mechanic. Unfortunately, many PvP players run round with daggers/swords, the problem with being a caster and using melee weapons is that you MISS spells as crushing shock.
BUT the main problem is that players do not interrupt at all. I can see this in every f.. random group in a dungeon, when healer- and caster-NPCs are not interrupted at all. In PvE this might be ok, in PvP it is not.
tinythinker wrote: »Things to consider. Some mentioned already in this thread, some not, but worth considering:
1. Puncturing Strikes has two morphs, a stamina morph called Biting Jabs that grants Major Savagery and is the "DPS" version, and Puncturing Sweep which heals for some of the damage done but which does less damage overall.
2. All forms of the ability are frontal conal attacks that knockback one target after the four strikes per cast are done; because there is no collision, you can run/roll right into a caster to get behind them and out of the effect range.
3. This is a channeled ability and you can't block while using it, so the caster is open to all forms of crowd control: roots, snares, disorients, stuns, knockbacks, knockdowns, etc. If you have a stamina Nightblade with you, for example, use Fear, Wrecking Blow, Wrecking Blow, Ambush, Wrecking Blow, Fear, Wrecking Blow, Wrecking Blow, Ambush...
4. This is a melee range ability, so hitting the caster from a distance works wonders. Especially if the skill used stuns casters (like Venom Arrow). There are also charge abilities (like Shield Charge/its morphs or Toppling Charge) and AoEs (such as Deep Breath) that stun casters.
5. Puncturing Strikes and its morphs have *always* been great against trash mobs or inexperienced players in confined spaces, but so is all other melee-range AoE. That gives (magicka) Templars more usefulness in IC, but that is contextual. Outside of IC, in the open field, this advantage with a skill like Puncturing Strikes goes away. Observe how many "Awesome Templar PvP" videos featuring Strikes tend to focus on drawing or finding enemies in(to) confined areas (of approach or maneuverability) such as towers, doorways, breaches, narrow spaces/ledges under bridges, stairways, etc. This is not by accident.
6. The ultimate the OP is referring to is most likely Nova or one of its morphs, which, like the Nightblade's ulti Veil of Blades, reduces damage from enemies in its AoE range while dealing damage to those same enemies. DO NOT EVER fight a Templar inside a Nova, unless you are really good at PvP and want to show off. Let the Nova end before engaging in melee range. The Solar Prison morph is good for being in a group (even a two player group) because of the more powerful synergy, but the other morph, Solar Disturbance, can be better for solo play because it has a massive snare to anyone in its range. Drop it to snare your foes, then Puncturing Strikes for the win while they keep taking damage from your ulti. Counter by using an ability like Purge or Retreating Maneuvers to remove the snare, or, just stay at range.
7. Disease enchants on weapons, meatbag catapults, weapon abilities like Lethal Arrow, class abilities like Dark Flare, etc, etc, give a great healing debuff that can mess up Templars. Yes, they can hit Purge or Cleansing Ritual, but that takes up magicka and casting that otherwise would go to DPS. In a 3v1, someone should be trying to debuff a healer of any class, including similar melee range AoE spammers like SapBlades.
TL;DR - the "advantage" Templars have with a skill like Puncturing Strikes is situational and knowing how/why it (and other commonly used class abilities) work and what the advantages/disadvantages are makes a difference. Debuff and CC the caster, roll into Puncuring Strikes and out the other side, stay out of Novas, and don't chase Templars into confined/narrow spaces.
I was just guessing, but, if it really is (the non-ultimate ability) Eclipse that shouldn't have been a big problem unless they were all using spell projectiles only, yet that didn't fit the context. You actually could spam Radial Sweep because it is really cheap, and versus three opponents if you use the Empowering Sweep morph that's a 27% damage reduction for the Templar plus a mediocre damage AoE for melee range attackers. But again, those attackers could run/roll out of it and swap to a ranged ability (anything with bow, the dual wield skill Spamnado--err--Steel Tornado, the dual wield skill Hidden Blade, etc).tinythinker wrote: »Things to consider. Some mentioned already in this thread, some not, but worth considering:
1. Puncturing Strikes has two morphs, a stamina morph called Biting Jabs that grants Major Savagery and is the "DPS" version, and Puncturing Sweep which heals for some of the damage done but which does less damage overall.
2. All forms of the ability are frontal conal attacks that knockback one target after the four strikes per cast are done; because there is no collision, you can run/roll right into a caster to get behind them and out of the effect range.
3. This is a channeled ability and you can't block while using it, so the caster is open to all forms of crowd control: roots, snares, disorients, stuns, knockbacks, knockdowns, etc. If you have a stamina Nightblade with you, for example, use Fear, Wrecking Blow, Wrecking Blow, Ambush, Wrecking Blow, Fear, Wrecking Blow, Wrecking Blow, Ambush...
4. This is a melee range ability, so hitting the caster from a distance works wonders. Especially if the skill used stuns casters (like Venom Arrow). There are also charge abilities (like Shield Charge/its morphs or Toppling Charge) and AoEs (such as Deep Breath) that stun casters.
5. Puncturing Strikes and its morphs have *always* been great against trash mobs or inexperienced players in confined spaces, but so is all other melee-range AoE. That gives (magicka) Templars more usefulness in IC, but that is contextual. Outside of IC, in the open field, this advantage with a skill like Puncturing Strikes goes away. Observe how many "Awesome Templar PvP" videos featuring Strikes tend to focus on drawing or finding enemies in(to) confined areas (of approach or maneuverability) such as towers, doorways, breaches, narrow spaces/ledges under bridges, stairways, etc. This is not by accident.
6. The ultimate the OP is referring to is most likely Nova or one of its morphs, which, like the Nightblade's ulti Veil of Blades, reduces damage from enemies in its AoE range while dealing damage to those same enemies. DO NOT EVER fight a Templar inside a Nova, unless you are really good at PvP and want to show off. Let the Nova end before engaging in melee range. The Solar Prison morph is good for being in a group (even a two player group) because of the more powerful synergy, but the other morph, Solar Disturbance, can be better for solo play because it has a massive snare to anyone in its range. Drop it to snare your foes, then Puncturing Strikes for the win while they keep taking damage from your ulti. Counter by using an ability like Purge or Retreating Maneuvers to remove the snare, or, just stay at range.
7. Disease enchants on weapons, meatbag catapults, weapon abilities like Lethal Arrow, class abilities like Dark Flare, etc, etc, give a great healing debuff that can mess up Templars. Yes, they can hit Purge or Cleansing Ritual, but that takes up magicka and casting that otherwise would go to DPS. In a 3v1, someone should be trying to debuff a healer of any class, including similar melee range AoE spammers like SapBlades.
TL;DR - the "advantage" Templars have with a skill like Puncturing Strikes is situational and knowing how/why it (and other commonly used class abilities) work and what the advantages/disadvantages are makes a difference. Debuff and CC the caster, roll into Puncuring Strikes and out the other side, stay out of Novas, and don't chase Templars into confined/narrow spaces.
I was thinking the ulti OP was talking about was nova too, but you can't "spam" novas. They're super expensive. I don't know if there's a more expensive ulti in the whole game than nova, and you can just roll out of it, easy esp. for stamina builds like OP's.
Edit: unless the templar is emp...in which case this whole discussion just got so much more irrelevant.
Gern_Verkheart wrote: »Feels like an "I win button" against any melee stamina build.
I have 22k phys resist and 25k spell resist..i got CC'd and spam jabbed to death before i could break the CC. Death recap was 5.5k per spam. God knows how much that would melt medium and light armour wearers. It needs more toning down. PTS was the same and they toned it a little but obviously not enough.
tinythinker wrote: »I was just guessing, but, if it really is (the non-ultimate ability) Eclipse that shouldn't have been a big problem unless they were all using spell projectiles only, yet that didn't fit the context. You actually could spam Radial Sweep because it is really cheap, and versus three opponents if you use the Empowering Sweep morph that's a 27% damage reduction for the Templar plus a mediocre damage AoE for melee range attackers. But again, those attackers could run/roll out of it and swap to a ranged ability (anything with bow, the dual wield skill Spamnado--err--Steel Tornado, the dual wield skill Hidden Blade, etc).tinythinker wrote: »Things to consider. Some mentioned already in this thread, some not, but worth considering:
1. Puncturing Strikes has two morphs, a stamina morph called Biting Jabs that grants Major Savagery and is the "DPS" version, and Puncturing Sweep which heals for some of the damage done but which does less damage overall.
2. All forms of the ability are frontal conal attacks that knockback one target after the four strikes per cast are done; because there is no collision, you can run/roll right into a caster to get behind them and out of the effect range.
3. This is a channeled ability and you can't block while using it, so the caster is open to all forms of crowd control: roots, snares, disorients, stuns, knockbacks, knockdowns, etc. If you have a stamina Nightblade with you, for example, use Fear, Wrecking Blow, Wrecking Blow, Ambush, Wrecking Blow, Fear, Wrecking Blow, Wrecking Blow, Ambush...
4. This is a melee range ability, so hitting the caster from a distance works wonders. Especially if the skill used stuns casters (like Venom Arrow). There are also charge abilities (like Shield Charge/its morphs or Toppling Charge) and AoEs (such as Deep Breath) that stun casters.
5. Puncturing Strikes and its morphs have *always* been great against trash mobs or inexperienced players in confined spaces, but so is all other melee-range AoE. That gives (magicka) Templars more usefulness in IC, but that is contextual. Outside of IC, in the open field, this advantage with a skill like Puncturing Strikes goes away. Observe how many "Awesome Templar PvP" videos featuring Strikes tend to focus on drawing or finding enemies in(to) confined areas (of approach or maneuverability) such as towers, doorways, breaches, narrow spaces/ledges under bridges, stairways, etc. This is not by accident.
6. The ultimate the OP is referring to is most likely Nova or one of its morphs, which, like the Nightblade's ulti Veil of Blades, reduces damage from enemies in its AoE range while dealing damage to those same enemies. DO NOT EVER fight a Templar inside a Nova, unless you are really good at PvP and want to show off. Let the Nova end before engaging in melee range. The Solar Prison morph is good for being in a group (even a two player group) because of the more powerful synergy, but the other morph, Solar Disturbance, can be better for solo play because it has a massive snare to anyone in its range. Drop it to snare your foes, then Puncturing Strikes for the win while they keep taking damage from your ulti. Counter by using an ability like Purge or Retreating Maneuvers to remove the snare, or, just stay at range.
7. Disease enchants on weapons, meatbag catapults, weapon abilities like Lethal Arrow, class abilities like Dark Flare, etc, etc, give a great healing debuff that can mess up Templars. Yes, they can hit Purge or Cleansing Ritual, but that takes up magicka and casting that otherwise would go to DPS. In a 3v1, someone should be trying to debuff a healer of any class, including similar melee range AoE spammers like SapBlades.
TL;DR - the "advantage" Templars have with a skill like Puncturing Strikes is situational and knowing how/why it (and other commonly used class abilities) work and what the advantages/disadvantages are makes a difference. Debuff and CC the caster, roll into Puncuring Strikes and out the other side, stay out of Novas, and don't chase Templars into confined/narrow spaces.
I was thinking the ulti OP was talking about was nova too, but you can't "spam" novas. They're super expensive. I don't know if there's a more expensive ulti in the whole game than nova, and you can just roll out of it, easy esp. for stamina builds like OP's.
Edit: unless the templar is emp...in which case this whole discussion just got so much more irrelevant.
Relating to my previous comment, I was thinking Nova at first for what the OP was talking about since it also has a "sun"-like name, but Empowering Sweep makes more sense with the "Templar Ult Spam".tinythinker wrote: »I was just guessing, but, if it really is (the non-ultimate ability) Eclipse that shouldn't have been a big problem unless they were all using spell projectiles only, yet that didn't fit the context. You actually could spam Radial Sweep because it is really cheap, and versus three opponents if you use the Empowering Sweep morph that's a 27% damage reduction for the Templar plus a mediocre damage AoE for melee range attackers. But again, those attackers could run/roll out of it and swap to a ranged ability (anything with bow, the dual wield skill Spamnado--err--Steel Tornado, the dual wield skill Hidden Blade, etc).tinythinker wrote: »Things to consider. Some mentioned already in this thread, some not, but worth considering:
1. Puncturing Strikes has two morphs, a stamina morph called Biting Jabs that grants Major Savagery and is the "DPS" version, and Puncturing Sweep which heals for some of the damage done but which does less damage overall.
2. All forms of the ability are frontal conal attacks that knockback one target after the four strikes per cast are done; because there is no collision, you can run/roll right into a caster to get behind them and out of the effect range.
3. This is a channeled ability and you can't block while using it, so the caster is open to all forms of crowd control: roots, snares, disorients, stuns, knockbacks, knockdowns, etc. If you have a stamina Nightblade with you, for example, use Fear, Wrecking Blow, Wrecking Blow, Ambush, Wrecking Blow, Fear, Wrecking Blow, Wrecking Blow, Ambush...
4. This is a melee range ability, so hitting the caster from a distance works wonders. Especially if the skill used stuns casters (like Venom Arrow). There are also charge abilities (like Shield Charge/its morphs or Toppling Charge) and AoEs (such as Deep Breath) that stun casters.
5. Puncturing Strikes and its morphs have *always* been great against trash mobs or inexperienced players in confined spaces, but so is all other melee-range AoE. That gives (magicka) Templars more usefulness in IC, but that is contextual. Outside of IC, in the open field, this advantage with a skill like Puncturing Strikes goes away. Observe how many "Awesome Templar PvP" videos featuring Strikes tend to focus on drawing or finding enemies in(to) confined areas (of approach or maneuverability) such as towers, doorways, breaches, narrow spaces/ledges under bridges, stairways, etc. This is not by accident.
6. The ultimate the OP is referring to is most likely Nova or one of its morphs, which, like the Nightblade's ulti Veil of Blades, reduces damage from enemies in its AoE range while dealing damage to those same enemies. DO NOT EVER fight a Templar inside a Nova, unless you are really good at PvP and want to show off. Let the Nova end before engaging in melee range. The Solar Prison morph is good for being in a group (even a two player group) because of the more powerful synergy, but the other morph, Solar Disturbance, can be better for solo play because it has a massive snare to anyone in its range. Drop it to snare your foes, then Puncturing Strikes for the win while they keep taking damage from your ulti. Counter by using an ability like Purge or Retreating Maneuvers to remove the snare, or, just stay at range.
7. Disease enchants on weapons, meatbag catapults, weapon abilities like Lethal Arrow, class abilities like Dark Flare, etc, etc, give a great healing debuff that can mess up Templars. Yes, they can hit Purge or Cleansing Ritual, but that takes up magicka and casting that otherwise would go to DPS. In a 3v1, someone should be trying to debuff a healer of any class, including similar melee range AoE spammers like SapBlades.
TL;DR - the "advantage" Templars have with a skill like Puncturing Strikes is situational and knowing how/why it (and other commonly used class abilities) work and what the advantages/disadvantages are makes a difference. Debuff and CC the caster, roll into Puncuring Strikes and out the other side, stay out of Novas, and don't chase Templars into confined/narrow spaces.
I was thinking the ulti OP was talking about was nova too, but you can't "spam" novas. They're super expensive. I don't know if there's a more expensive ulti in the whole game than nova, and you can just roll out of it, easy esp. for stamina builds like OP's.
Edit: unless the templar is emp...in which case this whole discussion just got so much more irrelevant.
I haven't used it this patch yet but I used to run bloodspawn, heroic slash, and with combat frenzy you can use empowering sweep alot. It creates an interesting play style where you burst players down by stacking chances to proc burning light at the same time. Blazing+Empowering+Jabs can create some great burst if you get some lucky procs. Invasion and the snare on heroic slash also help with hitting the target with jabs. This was last update though so I have no idea how it would work now.
Francescolg wrote: »Dear @Gern_Verkheart,
you seriously need to learn the game mechanics... nothing else! Channeled Spells tend to be way stronger than instant spells. As your Wrecking Blow can be interrupted
Gern_Verkheart wrote: »Feels like an "I win button" against any melee stamina build.
Walk through them, or sidestep. You're still in melee range, they're hitting air; you're welcome.
asneakybanana wrote: »Gern_Verkheart wrote: »Feels like an "I win button" against any melee stamina build.
Try wrecking blow against jabs spammers
The cc and damage is really strong againSt it.
This. Roots are hard counter to jab spam. And now snares are extremely powerful atm, so they too work pretty well against it.Anyone who is asking for a nerf to Templars in any way does in fact need to L2P. I can help you with some advice OP:
Have 1 of your friends do nothing but spam an immobilize (like the Bow line Arrow Spray morph that anyone can use) and the Templar will be frozen facing the wrong direction and you can just circle strafe them or walk through them to stay out of the sweeps. There will be nothing he can do but dodge roll (which will kill his stamina) or cleanse ( which will kill his DPS), either way he will go down eventually.
tinythinker wrote: »Things to consider. Some mentioned already in this thread, some not, but worth considering:
1. Puncturing Strikes has two morphs, a stamina morph called Biting Jabs that grants Major Savagery and is the "DPS" version, and Puncturing Sweep which heals for some of the damage done but which does less damage overall.
2. All forms of the ability are frontal conal attacks that knockback one target after the four strikes per cast are done; because there is no collision, you can run/roll right into a caster to get behind them and out of the effect range.
3. This is a channeled ability and you can't block while using it, so the caster is open to all forms of crowd control: roots, snares, disorients, stuns, knockbacks, knockdowns, etc. If you have a stamina Nightblade with you, for example, use Fear, Wrecking Blow, Wrecking Blow, Ambush, Wrecking Blow, Fear, Wrecking Blow, Wrecking Blow, Ambush...
4. This is a melee range ability, so hitting the caster from a distance works wonders. Especially if the skill used stuns casters (like Venom Arrow). There are also charge abilities (like Shield Charge/its morphs or Toppling Charge) and AoEs (such as Deep Breath) that stun casters.
5. Puncturing Strikes and its morphs have *always* been great against trash mobs or inexperienced players in confined spaces, but so is all other melee-range AoE. That gives (magicka) Templars more usefulness in IC, but that is contextual. Outside of IC, in the open field, this advantage with a skill like Puncturing Strikes goes away. Observe how many "Awesome Templar PvP" videos featuring Strikes tend to focus on drawing or finding enemies in(to) confined areas (of approach or maneuverability) such as towers, doorways, breaches, narrow spaces/ledges under bridges, stairways, etc. This is not by accident.
6. The ultimate the OP is referring to is most likely Nova or one of its morphs, which, like the Nightblade's ulti Veil of Blades, reduces damage from enemies in its AoE range while dealing damage to those same enemies. DO NOT EVER fight a Templar inside a Nova, unless you are really good at PvP and want to show off. Let the Nova end before engaging in melee range. The Solar Prison morph is good for being in a group (even a two player group) because of the more powerful synergy, but the other morph, Solar Disturbance, can be better for solo play because it has a massive snare to anyone in its range. Drop it to snare your foes, then Puncturing Strikes for the win while they keep taking damage from your ulti. Counter by using an ability like Purge or Retreating Maneuvers to remove the snare, or, just stay at range.
7. Disease enchants on weapons, meatbag catapults, weapon abilities like Lethal Arrow, class abilities like Dark Flare, etc, etc, give a great healing debuff that can mess up Templars. Yes, they can hit Purge or Cleansing Ritual, but that takes up magicka and casting that otherwise would go to DPS. In a 3v1, someone should be trying to debuff a healer of any class, including similar melee range AoE spammers like SapBlades.
TL;DR - the "advantage" Templars have with a skill like Puncturing Strikes is situational and knowing how/why it (and other commonly used class abilities) work and what the advantages/disadvantages are makes a difference. Debuff and CC the caster, roll into Puncuring Strikes and out the other side, stay out of Novas, and don't chase Templars into confined/narrow spaces.
I'd be grateful if someone wastes his stamina to bash rupt my jabs.lifefrombelowb14_ESO wrote: »Gern_Verkheart wrote: »Feels like an "I win button" against any melee stamina build.
Walk through them, or sidestep. You're still in melee range, they're hitting air; you're welcome.asneakybanana wrote: »Gern_Verkheart wrote: »Feels like an "I win button" against any melee stamina build.
Try wrecking blow against jabs spammers
The cc and damage is really strong againSt it.
You can also bash them though its harder than just walking into them.
Gern_Verkheart wrote: »Everyone talks like there is nothing wrong here, but a templar is soloing 3 of us in Crackwood cave right now, and he is almost exclusively just spamming puncturing sweep, thatTemplar ultimate( I think it's called eclipse) and the shield from healing staff. That is it. And he is cleaning the floor with us. I know Im not very good at PvP, but one person shouldn't be able to solo 3 people over and over again when they are only using 3 abilities.
tinythinker wrote: »Through is better, and they can't block while using the ability so any CC is going to be really effective.Gern_Verkheart wrote: »Feels like an "I win button" against any melee stamina build.
Walk through them, or sidestep. You're still in melee range, they're hitting air; you're welcome.
B. I hate to see that guy out there doing all that 1vx looking like a raid boss. I cant do that with my daggers and bow he souldnt either. All my attacks just bounce right off him.
K. Well did you drain his stamina? Did you heal debuff him? Did you drop a fire balista or meatbag? Did any sorc attempt to drop a negate or just use storm atro and overload. Do you even know how he makes it work or just assume exploit?
B. No
B. No
B. Siege LOL no. arrows only I dont have time to go buy and use siege
B. No negates need more dmg.
B. No but theres no way he should be able to do that he is exploiting/hacking
tinythinker wrote: »Things to consider. Some mentioned already in this thread, some not, but worth considering:
1. Puncturing Strikes has two morphs, a stamina morph called Biting Jabs that grants Major Savagery and is the "DPS" version, and Puncturing Sweep which heals for some of the damage done but which does less damage overall.
2. All forms of the ability are frontal conal attacks that knockback one target after the four strikes per cast are done; because there is no collision, you can run/roll right into a caster to get behind them and out of the effect range.
3. This is a channeled ability and you can't block while using it, so the caster is open to all forms of crowd control: roots, snares, disorients, stuns, knockbacks, knockdowns, etc. If you have a stamina Nightblade with you, for example, use Fear, Wrecking Blow, Wrecking Blow, Ambush, Wrecking Blow, Fear, Wrecking Blow, Wrecking Blow, Ambush...
4. This is a melee range ability, so hitting the caster from a distance works wonders. Especially if the skill used stuns casters (like Venom Arrow). There are also charge abilities (like Shield Charge/its morphs or Toppling Charge) and AoEs (such as Deep Breath) that stun casters.
5. Puncturing Strikes and its morphs have *always* been great against trash mobs or inexperienced players in confined spaces, but so is all other melee-range AoE. That gives (magicka) Templars more usefulness in IC, but that is contextual. Outside of IC, in the open field, this advantage with a skill like Puncturing Strikes goes away. Observe how many "Awesome Templar PvP" videos featuring Strikes tend to focus on drawing or finding enemies in(to) confined areas (of approach or maneuverability) such as towers, doorways, breaches, narrow spaces/ledges under bridges, stairways, etc. This is not by accident.
6. The ultimate the OP is referring to is most likely Nova or one of its morphs, which, like the Nightblade's ulti Veil of Blades, reduces damage from enemies in its AoE range while dealing damage to those same enemies. DO NOT EVER fight a Templar inside a Nova, unless you are really good at PvP and want to show off. Let the Nova end before engaging in melee range. The Solar Prison morph is good for being in a group (even a two player group) because of the more powerful synergy, but the other morph, Solar Disturbance, can be better for solo play because it has a massive snare to anyone in its range. Drop it to snare your foes, then Puncturing Strikes for the win while they keep taking damage from your ulti. Counter by using an ability like Purge or Retreating Maneuvers to remove the snare, or, just stay at range.
7. Disease enchants on weapons, meatbag catapults, weapon abilities like Lethal Arrow, class abilities like Dark Flare, etc, etc, give a great healing debuff that can mess up Templars. Yes, they can hit Purge or Cleansing Ritual, but that takes up magicka and casting that otherwise would go to DPS. In a 3v1, someone should be trying to debuff a healer of any class, including similar melee range AoE spammers like SapBlades.
TL;DR - the "advantage" Templars have with a skill like Puncturing Strikes is situational and knowing how/why it (and other commonly used class abilities) work and what the advantages/disadvantages are makes a difference. Debuff and CC the caster, roll into Puncuring Strikes and out the other side, stay out of Novas, and don't chase Templars into confined/narrow spaces.
1. Both versions are "DPS" versions and both do extremely well if you have the right build. You must obviously be a stamina Templar to make that claim.
5. Any competent Templar will be able to use jabs regardless of their position and the quality of their opponent, open field or not. Templars who actually pvp and use this ability have an assortment of abilities to use to be able to keep their opponent in the jabs.
7. Again you must be a stamina Templar as magicka Templars do not have to worry about spending magicka to cleanse.
tinythinker wrote: »Things to consider. Some mentioned already in this thread, some not, but worth considering:
1. Puncturing Strikes has two morphs, a stamina morph called Biting Jabs that grants Major Savagery and is the "DPS" version, and Puncturing Sweep which heals for some of the damage done but which does less damage overall.
2. All forms of the ability are frontal conal attacks that knockback one target after the four strikes per cast are done; because there is no collision, you can run/roll right into a caster to get behind them and out of the effect range.
3. This is a channeled ability and you can't block while using it, so the caster is open to all forms of crowd control: roots, snares, disorients, stuns, knockbacks, knockdowns, etc. If you have a stamina Nightblade with you, for example, use Fear, Wrecking Blow, Wrecking Blow, Ambush, Wrecking Blow, Fear, Wrecking Blow, Wrecking Blow, Ambush...
4. This is a melee range ability, so hitting the caster from a distance works wonders. Especially if the skill used stuns casters (like Venom Arrow). There are also charge abilities (like Shield Charge/its morphs or Toppling Charge) and AoEs (such as Deep Breath) that stun casters.
5. Puncturing Strikes and its morphs have *always* been great against trash mobs or inexperienced players in confined spaces, but so is all other melee-range AoE. That gives (magicka) Templars more usefulness in IC, but that is contextual. Outside of IC, in the open field, this advantage with a skill like Puncturing Strikes goes away. Observe how many "Awesome Templar PvP" videos featuring Strikes tend to focus on drawing or finding enemies in(to) confined areas (of approach or maneuverability) such as towers, doorways, breaches, narrow spaces/ledges under bridges, stairways, etc. This is not by accident.
6. The ultimate the OP is referring to is most likely Nova or one of its morphs, which, like the Nightblade's ulti Veil of Blades, reduces damage from enemies in its AoE range while dealing damage to those same enemies. DO NOT EVER fight a Templar inside a Nova, unless you are really good at PvP and want to show off. Let the Nova end before engaging in melee range. The Solar Prison morph is good for being in a group (even a two player group) because of the more powerful synergy, but the other morph, Solar Disturbance, can be better for solo play because it has a massive snare to anyone in its range. Drop it to snare your foes, then Puncturing Strikes for the win while they keep taking damage from your ulti. Counter by using an ability like Purge or Retreating Maneuvers to remove the snare, or, just stay at range.
7. Disease enchants on weapons, meatbag catapults, weapon abilities like Lethal Arrow, class abilities like Dark Flare, etc, etc, give a great healing debuff that can mess up Templars. Yes, they can hit Purge or Cleansing Ritual, but that takes up magicka and casting that otherwise would go to DPS. In a 3v1, someone should be trying to debuff a healer of any class, including similar melee range AoE spammers like SapBlades.
TL;DR - the "advantage" Templars have with a skill like Puncturing Strikes is situational and knowing how/why it (and other commonly used class abilities) work and what the advantages/disadvantages are makes a difference. Debuff and CC the caster, roll into Puncuring Strikes and out the other side, stay out of Novas, and don't chase Templars into confined/narrow spaces.
1. Both versions are "DPS" versions and both do extremely well if you have the right build. You must obviously be a stamina Templar to make that claim.
5. Any competent Templar will be able to use jabs regardless of their position and the quality of their opponent, open field or not. Templars who actually pvp and use this ability have an assortment of abilities to use to be able to keep their opponent in the jabs.
7. Again you must be a stamina Templar as magicka Templars do not have to worry about spending magicka to cleanse.
No I want that skills are balanced, so as to avoid a situation where only one skill is spammed because it's just better than the other skills.trimsic_ESO wrote: »trimsic_ESO wrote: »While I agree that there is some way to counter Puncturing Sweep (CC, walk through the attacker, ...), this ability is still OP. It's the only ability they use in the sewers against pack of mobs, and they really don't need to use any other ability. That's a really poor meta game.
Templars have only 3 dps skills in class tree and of course best of them will be used often. And what's so OP about this skill? That it can kill weak mobs and players who haven't learned to be mobile in fight? It's so OP that you even don't need to use any skills, spend no resources to counter it, just walk pass the templar.
This skill is same as it was in 1.6 only difference is that IC brought pve players to pvp zone.
So if I understand you well, people should only use their class skills to DPS ?
No weapon skills ?
The truth is that puncturing sweep is much better than any other ability to DPS and this is the reason why they spam it.
When the class ability is better then your equipped weapons abilities you should use it. If I understand you want that templar class abilities are weaker then weapon abilities?
Francescolg wrote: »Dear @Gern_Verkheart,
you seriously need to learn the game mechanics... nothing else! Channeled Spells tend to be way stronger than instant spells. As your Wrecking Blow can be interrupted, so can Puncturing Sweep be interruptedThis is when skill comes into play! Casted spells, as Crystal Fragments or Aimed Shot, have 1,x casting time, so has Punturing Sweep: 1,x casting time. In this short time window you can:
- The ways to interrupt are:
- 1. Bash in melee (ANY weapon)
- 2. Crushing Shock (Destro)
- 3. Venom Arrow (Bow)
- 4. All skills (+relative passives) that say "interrupts casting targets" (there could also be CP-skills which favor some interrupt-mechanic (stun/disorient/knockdown/off-balance)
- a) Interrupt from distance
- b) Get close to the target, while holding block, and bash it (both mouse buttons, first the right button, hold it - than the left button while holding the right one)
- c) Use other form of CCs
There are many possible ways to counter a templar starting to 'puncture' you. I think the easiest would be, you hold block-so you don't get knocked back. This means he'll be "set off", this is when you have to make a heavy attack or a CC, to counter him.
I'm even wondering how 3 players can loose versus one templar. Templars are the weakest class against interrupts.
So: In PvP you have to interrupt templars all day long, no matter if they heal, beam or puncture, everything can be interrupted so easily.
BUT, to do so, you need to use spells/skills which can interrupt, every melee char knows this mechanic. Unfortunately, many PvP players run round with daggers/swords, the problem with being a caster and using melee weapons is that you MISS spells as crushing shock.
BUT the main problem is that players do not interrupt at all. I can see this in every f.. random group in a dungeon, when healer- and caster-NPCs are not interrupted at all. In PvE this might be ok, in PvP it is not.
Gern_Verkheart wrote: »Everyone talks like there is nothing wrong here, but a templar is soloing 3 of us in Crackwood cave right now, and he is almost exclusively just spamming puncturing sweep, thatTemplar ultimate( I think it's called eclipse) and the shield from healing staff. That is it. And he is cleaning the floor with us. I know Im not very good at PvP, but one person shouldn't be able to solo 3 people over and over again when they are only using 3 abilities.
Gern_Verkheart wrote: »Everyone talks like there is nothing wrong here, but a templar is soloing 3 of us in Crackwood cave right now, and he is almost exclusively just spamming puncturing sweep, thatTemplar ultimate( I think it's called eclipse) and the shield from healing staff. That is it. And he is cleaning the floor with us. I know Im not very good at PvP, but one person shouldn't be able to solo 3 people over and over again when they are only using 3 abilities.
Statements like this is how we got such a *** patch this time around, seriously do something to learn the got-damn game
trimsic_ESO wrote: »No I want that skills are balanced, so as to avoid a situation where only one skill is spammed because it's just better than the other skills.trimsic_ESO wrote: »trimsic_ESO wrote: »While I agree that there is some way to counter Puncturing Sweep (CC, walk through the attacker, ...), this ability is still OP. It's the only ability they use in the sewers against pack of mobs, and they really don't need to use any other ability. That's a really poor meta game.
Templars have only 3 dps skills in class tree and of course best of them will be used often. And what's so OP about this skill? That it can kill weak mobs and players who haven't learned to be mobile in fight? It's so OP that you even don't need to use any skills, spend no resources to counter it, just walk pass the templar.
This skill is same as it was in 1.6 only difference is that IC brought pve players to pvp zone.
So if I understand you well, people should only use their class skills to DPS ?
No weapon skills ?
The truth is that puncturing sweep is much better than any other ability to DPS and this is the reason why they spam it.
When the class ability is better then your equipped weapons abilities you should use it. If I understand you want that templar class abilities are weaker then weapon abilities?