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Radiant Destruction

  • phillyboy7897
    phillyboy7897
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    Dude bubblebuttboss' posts are hilarious even if he's flaming u jules you gotta admit thats some funny
  • phillyboy7897
    phillyboy7897
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  • Hammy01
    Hammy01
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    AfkNinja wrote: »
    Hammy01 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.
  • Parafrost
    Parafrost
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    Hammy01 wrote: »
    AfkNinja wrote: »
    Hammy01 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.

    Suggested this and got bashed by people...
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Hammy01 wrote: »
    AfkNinja wrote: »
    Hammy01 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.
  • Parafrost
    Parafrost
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    Hammy01 wrote: »
    AfkNinja wrote: »
    Hammy01 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.

    ofc nerf the damage to impale.
  • Darnathian
    Darnathian
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    Parafrost wrote: »
    Hammy01 wrote: »
    AfkNinja wrote: »
    Hammy01 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.

    Suggested this and got bashed by people...

    because you are asking for a MAJOR nerf to one of few good skills templars have. The counters are in the game already cfirst time I have said this in 2 years. L2P
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    Alcast
    Class Representative
    more tears please.
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  • AfkNinja
    AfkNinja
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    Hammy01 wrote: »
    AfkNinja wrote: »
    Hammy01 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.

    Except ZOS seems to want Templar to be the channel caster class....
  • Sugaroverdose
    Sugaroverdose
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    AfkNinja wrote: »
    Hammy01 wrote: »
    AfkNinja wrote: »
    Hammy01 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.

    Except ZOS seems to want Templar to be the channel caster class....
    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"
    Edited by Sugaroverdose on March 18, 2016 2:45PM
  • MichYodias
    MichYodias
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    Threads like this is why mag DK is what it is today. The real reason people are hating RD is because they are trying to small man outnumbered and they end up pulling a few too many and the Zerg notices a nearby fight and converge on it. The zerglars just spam the RD button. Most likely your were going to get zerged anyway, the temp(s) just expedited the process. I get it's annoying when ur getting zerged and you can't find the temp(s) that are RDing you to interupt. If your getting zerged and Hellen Keller is spamming mages wrath or impale the results will be the same, might just take a lil longer bc of roll dodging.
    Now if your small manning and fighting even numbers and get RD'd outside of execute that's fully on you and your group for not interrupting or throwing a heal/bubble. It is so easily interupted.
    To put the damage in perspective, I was out soloing on my temp and a temp starting RDing me from full health. I didn't purge it or interrupt it. Instead I dark flared 2x and he died bc he was stuck in radiant animation prolly not even aware that he could cancel the cast and defend himself. No RD used on my end.
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    Nexus

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  • AddictionX
    AddictionX
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    Templars are the weakest class!

    The RD zerg has become a term!
    Edited by AddictionX on March 26, 2016 11:01PM
  • hammayolettuce
    hammayolettuce
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    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.
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  • blabafat
    blabafat
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    Nerf range
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    The Mágician - VR16 Templar - Imperial DC
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    Æ ámeer - VR16 Templar - High Elf - EP
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  • Bashev
    Bashev
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    blabafat wrote: »
    Nerf range

    Exactly nerf range. Risk vs reward.
    Because I can!
  • AddictionX
    AddictionX
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    Perhaps also when some one cast it i should be able to break the channel if im behind that person cause it looks stupid when the dude is facing the other way and the beam is comming out of his back
  • phillyboy7897
    phillyboy7897
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    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.
  • phillyboy7897
    phillyboy7897
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    "If your getting zerged and Hellen Keller is spamming mages wrath or impale the results will be the same, might just take a lil longer bc of roll dodging."

    LOL
  • phillyboy7897
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    I actually agree that LoS should work on all channels and not just jabs and WB. You make a good point. Probably even more fun gameplay for the people casting those channels.
  • Elong
    Elong
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    Reduce Range to 15 metres, that's all.
  • manny254
    manny254
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    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.

    Templar is overall the strongest class in PVP right now. I can see the argument for NB, but most NB builds are not very well rounded.

    Stamina templar builds are easily on par or above NB/DK builds right now. Magicka templar damage is crazy this patch, and it is the best spec in the game for any group.

    - Mojican
  • kevlarto_ESO
    kevlarto_ESO
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    I think once the dodge exploit is fixed, we will still see the old Jesus beam but not as many of them, my friends use them to counter the constant dodge, and I can't blame them.
  • phillyboy7897
    phillyboy7897
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    Pretty sure a class that 1 shots an entire group, an organized group at that, would be the best. Mag DKs got nerfed for a year for doing that.

    This is madness and a witch hunt with all kinds of erroneous statements being thrown around.

    This is spartaaaaaa!!!!!
  • timidobserver
    timidobserver
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    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.

    It was more or less worthless when it was dodgable given that it didn't break the channel. This is why most Templar did not even bother to slot it.
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    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • ub17_ESO
    ub17_ESO
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    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.
  • ub17_ESO
    ub17_ESO
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    Lyar09 wrote: »
    Lyar09 wrote: »
    Lyar09 wrote: »
    Mumyo wrote: »
    Yiko 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 this

    https://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?? xD


    Lyar09 wrote: »
    I 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

    of course except when someone else get's your ward...
  • hammayolettuce
    hammayolettuce
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    Just let me roll dodge Radiant.

    *
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
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    DARFAL COVANT
  • AddictionX
    AddictionX
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    ub17_ESO wrote: »
    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.

    Templars are the weakest class!

    Cause BoL was nerfed(15 percent hp to 100 anyone?), poor mobility just like DK, Topling charge bugged just like every gap closer currently(except ambush), Wonky damage abilities!(stamina sorc has none lol), Worst CC(God forbid cc plus beam at 28 meters!)
    Edited by AddictionX on March 27, 2016 7:20AM
  • frozywozy
    frozywozy
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    I have read until page 7 so far so I won't develop into anything in particular. I just want to say that before I was able to handle a 1v2+ fight. With the new changes, if one of the two opponents is a glass cannon magicka templar who dark flare into javelin/charge into RD, it is an assure lost. Don't get me wrong, I can stand a chance in 1v1 but as soon as the fight turns into more than one opponent, this is done. No way to counter that burst as a stam class.

    I cannot even outheal two glass cannon magicka templars spamming RD on me from full health.
    Edited by frozywozy on March 27, 2016 7:48AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
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    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
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    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
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    • Add a function to ignore the Claiming system of useless rewards
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    • Fix body sliding after cc breaking too quickly
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    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
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