I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.
Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.
Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.
Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.
Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
Hmmm, that is good to know.
I personally think the best way to deal with all the RD QQ and still keep templars happy is to just change RD from a 3 sec channeled beam of light to an insta cast pulse of light that does normal damage to those above 30% health and execute damage to those under 30% health.
I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.
Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.
Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
Hmmm, that is good to know.
I personally think the best way to deal with all the RD QQ and still keep templars happy is to just change RD from a 3 sec channeled beam of light to an insta cast pulse of light that does normal damage to those above 30% health and execute damage to those under 30% health.
dylanjaygrobbelaarb16_ESO wrote: »I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.
Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.
Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
Hmmm, that is good to know.
I personally think the best way to deal with all the RD QQ and still keep templars happy is to just change RD from a 3 sec channeled beam of light to an insta cast pulse of light that does normal damage to those above 30% health and execute damage to those under 30% health.
so you want to take away the down side and make it spamable? LOL right that should help.
I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.
Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.
Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
Hmmm, that is good to know.
I personally think the best way to deal with all the RD QQ and still keep templars happy is to just change RD from a 3 sec channeled beam of light to an insta cast pulse of light that does normal damage to those above 30% health and execute damage to those under 30% health.
Suggested this and got bashed by people...
I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.
Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.
Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
Hmmm, that is good to know.
I personally think the best way to deal with all the RD QQ and still keep templars happy is to just change RD from a 3 sec channeled beam of light to an insta cast pulse of light that does normal damage to those above 30% health and execute damage to those under 30% health.
Soon: "To increase "this is my houze" feeling, templars will not be able to move while casting any of their abilities, we partly implemented this changes earlier in toppling charge"I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.
Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.
Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
Hmmm, that is good to know.
I personally think the best way to deal with all the RD QQ and still keep templars happy is to just change RD from a 3 sec channeled beam of light to an insta cast pulse of light that does normal damage to those above 30% health and execute damage to those under 30% health.
Except ZOS seems to want Templar to be the channel caster class....
phillyboy7897 wrote: »Welcome to thread necro number 12.
Stam temp is the weakest, it might be better than Stam sorc now tho because of biting jabs double cp buff.
In order (IMO of course)
1. Mag NB
2. Mag Sorc
3. Mag Temp
4. Stamblade
5. Stam DK
6. Mag DK
7. Stam Sorc
8. Stam Temp
Templars have been a joke in PvP for a long time outside of the healbot role. They are preforming much better this patch IMO. I personally am not, but I believe most templars are. We are not the strongest this patch by a longshot.
Having thus been moved into the top 3 at the price of being switched into glass cannon mode, we understand that without that damage the class will be awful.
We are also duly defensive after the nerfs we received (heal tree and tanking gutted) and have received in the past.
It is a "stand you ground" class like DK that got switched into glass cannon mode.
Do you know what a "stand your ground" glass cannon would be with no dmg? Free freakin AP. Absolute FREE AP.
hammayolettuce wrote: »The big missconception here is that people ignorantly say Templars are weak or the weakest in pvp. As far as the class goes it is probably the most well balanced class minus breath of life hitting way to hard and jabs having that stupid snare at the end.
Radiant destruction just needs to be dodgable again. It brings it in line with the other executes but still has the opportunity to do what it was intended to do... Execute.
Joy_Division wrote: »PainfulFAFA wrote: »PainfulFAFA wrote: »PainfulFAFA wrote: »RinaldoGandolphi wrote: »My tests with Radiant Destruction show nothing more then the skill not being bugged anymore.
Folks got too used to it being bugged last patch by being dodgeable and being unable to crit over half the time...now that has been fixed...you cna't just spam Vigor + Shuffle and avoid every attack in the game anymore. Sounds fair to me.
I don't even use it that often, but atleast now its not useless.
Too many people have this asinine mentality.
Radiant destruction executes players of a playstyle I hold a personal vendetta against? Balanced.
Do you know why people complain about dying to radiant? Because there's not enough counterplay.
When people die to any other execute in the game, they feel as if there was something they could have done to live a little bit longer. That's not the case with Jesus Beam. It's the only true *execute* in the game, and it seems to be overtuned in terms of damage.
Not enough counter play??
Jesus beam can be LOSed with literally anything.
It can be bashed.
It can be interrupted with Venom arrow or Crushing shock
Its damage can be absorbed.
It can be cleansed.
It can be blocked.
Lets not forget how squishy a templar is when you're pulling those 20k jesus beams. 2-3 wrecking blows and hes out LOL
Honestly man, the only ppl who dont like this are mostly the stamina players who are used to the rolling around heal up and attack maneuver. I lost track of all the players i encountered who would roll around right in front of me as soon as i jesus beamed them. That *** was ridiculous. Thats like putting a sticky bomb on you and you started rolling around and avoided the dmg completely.
Counter thishttps://www.youtube.com/watch?v=K5HXdC8NyIM
got 60 in elemental defender, 50 into Critresistance and wearing impen.
Shouldve reflected his frag? Block thru the explosions? Shield breaker?? xDI can understand the frustration magicka users have against stamina with dodge rolling and toy missing your attacks but what else can we do against higher tool tip magic damage when medium armor doesn't offer much spell resistance. Even with 80-100 cp into elemental defender a stamina build still gets hit for very high damage against magicka users. Y'all have higher tool tip heals and damage shields as defense. We have dodge chance and rolling. I don't understand how that is in balanced
As a stamplar, there are improvements to that playstyle too. You got Major Mending on your restoring light passives, and Rune Focus' morph now gives minor mending and 8% dmg mitigation EVEN when youre not in it.
What i would do is activate major mending thru rune focus and heal up with rally or vigor. I would also try testing to see if Eclipse can reflect jesus beam. You can also try running behind a tree lol. Or purge it with purify.
The only classes would see have real trouble with jesus beam would be a stam sorc and maybe stamdk
I wasn't speaking about radiant destruction in that instance. Was saying in general. There's a lot of animosity toward stamina builds because of rolling and dodge chance. It's our only defense really
I mean, idk what to tell you if youre having so much trouble against magicka. I dont have that many problems on the stam sorc. Probably because i run 2h/snb and i can reflect things like frags and dark flares, back at them. On my stam sorc, rolling and fast mobility are my real defenses but thats because im playing that "glass cannon" playstyle of maximizing all my dmg and wearing 5 medium.
tbh, i dont have that much animosity toward stamina players [i AM a stamina player], just the fact that we got away with alot of things in the previous meta. I think its just a matter of going back to the drawing board and rethinking the way classes can be played now i.e. magplars just need a good burst so that they can follow up with a jesus beam.
I'm not having problems against magicka players out right. I'm speaking for stamina builds and why dodge rolling and dodge chance is our only defense against magicka players.
And what defense do magicka templars have against stam builds? '
None. Heal after getting wrecking blowed. You got 19K spell resistance. I got 9K physical.
A sorc can put a 10K shield. A NB can stealth and re-position. Dks and Templars got to stand in the field and might as well bend over considering how their backside has been treated since 1.6
The balance in this game has sucked for the past year and a lot of it has to do with people asking for nerfs because of abilities that inconvenience / counter their play-style and I think such behavior should stop.
healing ward is one of the strongest wards in the game. you could easily recover from a wb by putting that on and then hitting a BoL
After reading the forums i expected to get melted by RD every 2 min in Cyrodil. After about 16hrs of play I think RD only had my number once. I was attacked with it numerous times but was always able to block or break range or line of sight...I think its a good skill, but every class has good skills and each of those good skills seem to have a thread calling for the the "tuning" of said skill. Stop picking on the Templars anyway, RD is possibly the best thing they have going for them. seriously c'mon...they have poor mobility made worse by the fact that topling charge bugs more now than ever. Most of their damage abilities are channeled or wonky (blazing spear), IMO they have the worst CC of all the classes, plus BoL recently took a big hit and that is a bread & butter Templar ability.
I think someone did the math/comparison and proved RD to be the best execute....Okay, yay templars you have a great execute!! Other classes have the best of something whether it be AOE CC or Instant cast Damage ability, or mobility, ultimate, etc...IMO thats a good thing, i dont want different shades of the same color, I like a variety of different colors and a game that has a variety of strengths and weaknesses.