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The inability to dodge Radiant Destruction is too extreme

  • DannyLV702
    DannyLV702
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    Just let them have it man. They've suffered enough lol
  • Bossdonut
    Bossdonut
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    Getting killed by a templar is not something I would admit to.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Fat_Cat45 wrote: »
    bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn them :) I made a post about it before I could link it here for you just so you can see how easy it is.

    I'm not really considering it in a 1v1 situation where I can focus solely on the Templar using it. This is from a small group scenario, or 1vX scenario.

    And this isn't a "learn to counter" issue, it's an issue of the imbalance between executes. If anything melee executes should be the one unable to be dodged, not ones safe at range.

    I agree it is a huge imbalance between executes. All the other executes should be made into channeled non dodgeable versions. It is the only Answer.
    Edited by vyndral13preub18_ESO on March 28, 2016 1:26AM
  • Krycek89
    Krycek89
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    pjwb16_ESO wrote: »
    Yea sure, deep breath and interrupt when the Templars beam from range while you are getting focused as hell -.- just please reduce the range of Jesus beam to 5 m

    then please reduce the channel time to instant cast ;)
  • Talyena
    Talyena
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    ZOS needs to fix the dodge exploit, and the use of the beam will slow down a bit, a lot of people I know use it because they are tired of 0/5 0/10 attempts to hit the target all dodged, the only thing they can hit dodge exploiters with is the Beam.

    Bingo. I'm the one yelling "Dodge That!" every time I hit someone with perma dodge with radiant. It's the main reason I take my templar instead of my nightblade into PvP lately. It's so annoying when someone dodges everything you throw at them (even caltrops). And the only people dodging every other execute in the heat of battle (and lag) is those running perma dodge.
  • mb10
    mb10
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    I agree but gap close the caster and bash them to stop it
  • FriedEggSandwich
    FriedEggSandwich
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    Mages wrath explosion can't be dodged but mages wrath itself can be. I don't think rd should be dodgeable cos it's a channel, but I do think it does a bit too much damage from over 50% hp. I like this suggestion best:
    I dont think its the inability to dodge, the core issue with RD is that is scales while its active and not when cast.

    Making the skill scale from when it's cast seems like a reasonable nerf that wouldn't leave the skill useless. It would only execute if cast when target was already in execute range.
    Edited by FriedEggSandwich on March 28, 2016 2:09AM
    PC | EU
  • NBrookus
    NBrookus
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    Mages wrath explosion can't be dodged but mages wrath itself can be. I don't think rd should be dodgeable cos it's a channel, but I do think it does a bit too much damage from over 50% hp. I like this suggestion best:
    I dont think its the inability to dodge, the core issue with RD is that is scales while its active and not when cast.

    Making the skill scale from when it's cast seems like a reasonable nerf that wouldn't leave the skill useless. It would only execute if cast when target was already in execute range.

    Both my sorc and templar agree with this tweak. It won't affect players genuinely using it as an execute. Templars spamming this skill on full health opponents will be better off heavy attacking with resto or lightning staff.
  • Bossdonut
    Bossdonut
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    I have a better idea. Let's stop nerfing skills in pve because 9 people are spamming you with it in cyrodiil.
  • Eshelmen
    Eshelmen
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    Stop being able to sneak in and out of stealth as a nightblade, as much as you want. Or stop being able to stack shields as a sorc. Or be able to hit resistance caps as a DK.

    Templars are stationary classes. They go absolutely no where if they are in trouble. You take away such a move, we should also take away as effective moves with the other classes as well.

    You cannot take out one move from a Templar and expect nobody else getting abilities removed in exchange. Especially with such an ability that is created JUST for being at such a disadvantage in a certain/specific situation of that opposing character. In which all classes have.

    Example- Under 50% health, Templars have advantage
    Stealth- Nightblades are at the advantage here and are built to move in and out, to attack , damage as much as possible , then bounce away and hit target again. Huh? and my RD is ridiculous? lmfao
    Taking damage- Sorcs can take as much or more damage as a damn tank. HUH? And my radiant destruction is what makes you mad? Huh?


    You want RD nerfed? Fine, but pull an ability from every class, that's as effective(and class specific) too.
    Every class has a ridiculous ability that can be OP in certain and specific situations. Why pick on just one?
    Edited by Eshelmen on March 28, 2016 7:55AM
    PC and PS4 EP only player
  • Sugaroverdose
    Sugaroverdose
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    Fat_Cat45 wrote: »
    Current executes:

    2H Executioner: Melee range, can be dodged.
    Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
    Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
    Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.

    And then....

    Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.

    There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.

    I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I have ever been mad about.

    Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.

    This is my main issue:
    If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.

    And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged. This one ability is what ruins any fights where I'm outnumbered on my stamina characters.
    Executioner - good luck to dodge it while you in mid-air(or stuck in no-animation cc if WB was animation-canceled) from WB
    Killers blade - good luck to dodge while you under hysteria
    Poison ingection - good counter to almost any magplar ranged cast
    Sorcerer Mage's Wrath - can be only cleansed, good luck to counter it while you get inevitable det+frag+couple of casts+frag+execute.

    But i agree, Radiant Oppression should become instant cast, so people will realize that this was stupidest thing what they ever asked.
  • BlackEar
    BlackEar
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    We will take your complaints serious after a year.
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  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Fat_Cat45 wrote: »
    Current executes:

    2H Executioner: Melee range, can be dodged.
    Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
    Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
    Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.

    And then....

    Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.

    There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.

    I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I am mad about.

    Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.

    This is all from the perspective of a player who only plays stamina of each class. If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.

    And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged

    bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn them :) I made a post about it before I could link it here for you just so you can see how easy it is.

    EDIT: here they are
    Bash
    Block
    Don't roll
    Don't mist form
    Stonefist
    Crushing Shock
    Deepbreath
    Flame Reach
    WB
    Magnum Shot
    Javelin
    Power Bash
    Cloak
    Purge
    Purify
    Crystal Frag
    Familiar Explosion
    Prison
    Silver Shards(if vamp)
    Dawnbreaker(if vamp)
    Turn Undead(if vamp)
    Fear
    Meteor
    Fire Rune
    Drain(vamp)
    LOS
    Howl(WW)
    Dragonleap
    Soul Tether
    Incapacitating Strike
    Agony
    Petrify
    Any Shield(Hardened, Rock, Blazing, Magic Harness, Healing Ward)
    Toppling(when it works)
    Luminous Shards
    Streak
    Venom Arrow

    Way to list all the CCs. There is such a thing as CC immunity. You can CC to interrupt the first cast, but they can CC break then get several seconds of immunity to cast RD on you, and in that case only a couple of the skills you listed are actually interrupts vice CCs. And if you haven't noticed, you regularly get several Templars casting Radiant Destruction on you at the same time, from 100% health. It is much like Wrecking Blow...1v1 it is easy to avoid. In the zerg fest that is Cyrodiil, that is not often the case.

    Now, I am not calling for a nerf, or supporting one for that matter either. I am mentioning this so that you do not so idly blow off the OP's concern.

    yes he listed cc's and there is cc immunity so its an overstatement, but there is no immunity to things that interrupt, so immunity or not: bash, crushing shock, poison arrow, deep breath, topple/explosive charge,( im sure there are more) work 100% of the time as well as purge, cloak, purify work no matter what.
    every build has access to at least one thing that will stop radient 100% of the time. dont want to slot it? what a sad story better get to the QQ train.
  • Alcast
    Alcast
    Class Representative
    NovaShadow wrote: »
    Vangy wrote: »
    What is this dodge exploit I keep hearing about? Yes I use shuffle on my DK and I constantly get pms that accuse me of exploiting... What is shuffle bugged or something?

    Yes, the dodge % is far higher than intended which makes a lot of DK's who run it dodge practically every skill. I don't even both with DK's if I see them use it.

    As for RD, most of the Temp's I came across spammed only this skill and nothing else from full health. Made me lol but when you have 5 on you spamming RD it get's a little annoying. As for dodging it, it's rather easy, l2p if you can't dodge it.

    why is it bugged? did you test that. I do not think so. You do not understand how shuffle works. Otherwise please tell me, I am open for enlightenment >.>

    Tho now that you say it, I have seen some dudes with a *** up high dodge chance from shuffle. But maybe just bad luck for me
    Edited by Alcast on March 28, 2016 9:53AM
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  • Alcast
    Alcast
    Class Representative
    Ok here you go boys and girls. People that still think Radiant Destruction is balanced should watch this video.
    I do know it is not an issue in 1v1. But it becomes one in open world pvp.

    And NO you can NOT INTERRUPT the *** 47m beam. Why? Because you are long dead before you reach the beamer lolololol

    https://youtu.be/8Q8v-oTHPio
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  • RoamingRiverElk
    RoamingRiverElk
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    Agree, it should be dodgeable. However, other executes must be dodgeable too.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • STEVIL
    STEVIL
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    So, some people complain about being outnumbered and getting killed by the powrr bc it cannot be dodged.

    Others complain about people dodge spamming and basically being immune to most things.

    While i dont agree with the sense of "when outnumbered it kills me" or single-trait equality ignoring overall class balance (templar invisibility power sucks compared to NB version) as valid points in general what if we think out of the box.

    RADIANT ALTERNATIVE: Radiant D CAN be dodged but doing so illuminates the target for 30s with a radiant glow which prevents the targets stealth and invisibility AND reduces dodge success by 75%.

    So, IF you choose to dodge put of RD instead of the other counters, you reduce your effectiveness at spamming dodge for a while.

    Puts the radiant in Radiant D.


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  • Refuse2GrowUp
    Refuse2GrowUp
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    Fat_Cat45 wrote: »
    Current executes:

    2H Executioner: Melee range, can be dodged.
    Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
    Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
    Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.

    And then....

    Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.

    There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.

    I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I am mad about.

    Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.

    This is all from the perspective of a player who only plays stamina of each class. If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.

    And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged

    bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn them :) I made a post about it before I could link it here for you just so you can see how easy it is.

    EDIT: here they are
    Bash
    Block
    Don't roll
    Don't mist form
    Stonefist
    Crushing Shock
    Deepbreath
    Flame Reach
    WB
    Magnum Shot
    Javelin
    Power Bash
    Cloak
    Purge
    Purify
    Crystal Frag
    Familiar Explosion
    Prison
    Silver Shards(if vamp)
    Dawnbreaker(if vamp)
    Turn Undead(if vamp)
    Fear
    Meteor
    Fire Rune
    Drain(vamp)
    LOS
    Howl(WW)
    Dragonleap
    Soul Tether
    Incapacitating Strike
    Agony
    Petrify
    Any Shield(Hardened, Rock, Blazing, Magic Harness, Healing Ward)
    Toppling(when it works)
    Luminous Shards
    Streak
    Venom Arrow

    Way to list all the CCs. There is such a thing as CC immunity. You can CC to interrupt the first cast, but they can CC break then get several seconds of immunity to cast RD on you, and in that case only a couple of the skills you listed are actually interrupts vice CCs. And if you haven't noticed, you regularly get several Templars casting Radiant Destruction on you at the same time, from 100% health. It is much like Wrecking Blow...1v1 it is easy to avoid. In the zerg fest that is Cyrodiil, that is not often the case.

    Now, I am not calling for a nerf, or supporting one for that matter either. I am mentioning this so that you do not so idly blow off the OP's concern.

    yes he listed cc's and there is cc immunity so its an overstatement, but there is no immunity to things that interrupt, so immunity or not: bash, crushing shock, poison arrow, deep breath, topple/explosive charge,( im sure there are more) work 100% of the time as well as purge, cloak, purify work no matter what.
    every build has access to at least one thing that will stop radient 100% of the time. dont want to slot it? what a sad story better get to the QQ train.

    I can't help but lol. You just argued with me stating exactly the same thing I did..."but they can CC break then get several seconds of immunity to cast RD on you, and in that case only a couple of the skills you listed are actually interrupts vice CCs." I didn't feel I needed to list each skill as I assume most of you are grown adults and don't need a tutorial on how to play.

    I am not arguing for a nerf, or supporting one either. My only point was that people should not so idly blow off the OPs concern.

    There are a lot of arguments in this thread that you should never die from a beam spam. And for the most part, that is correct. The beam is easy to counter most of the time, especially 1v1. However, in the zerg fest that is upper world Cyrodiil, you often get several Templars spamming RD at you at the same time, from range, and from multiple directions. Not much you can do about that, regardless of what skills you slot.
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  • Daraugh
    Daraugh
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    Alcast wrote: »
    Ok here you go boys and girls. People that still think Radiant Destruction is balanced should watch this video.
    I do know it is not an issue in 1v1. But it becomes one in open world pvp.

    And NO you can NOT INTERRUPT the *** 47m beam. Why? Because you are long dead before you reach the beamer lolololol

    https://youtu.be/8Q8v-oTHPio

    Anyone can interrupt that giant obvious beam, not just the target. Looks to me like you built a house and no one could get in.
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  • Refuse2GrowUp
    Refuse2GrowUp
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    I think these are one of those skills that really show the need for separate PvP and PvE profiles (thus allowing the devs to change skills for one without effecting skills for the other). In PvE, this skill needs to recalculate dmg each tick to be an effective execute. In PvP, it probably should be based on cast time.
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  • EsoRecon
    EsoRecon
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    Haven't had a problem with radiant destruction... I can't even remember seeing it being used...





    (Probably because I kill all the squishy templars before they get the chance to pull the crap on me)
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  • EsoRecon
    EsoRecon
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    mb10 wrote: »
    I agree but gap close the caster and bash them to stop it

    Usually if you stop healing by the time you gap close and try to bash you are already dead.
    Edited by EsoRecon on March 28, 2016 12:12PM
    Xbox One [ NA ]
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  • nine9six
    nine9six
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    This is what happens when children are used to getting trophies for everything.

    A generation of crying because they didn't win.

    I blame the parents.

    :trollface:

    Skill is fine, but I would be okay with the whole "only when cast below 50%" proposal.
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  • Hymzir
    Hymzir
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    Not one of these again... RD is just about the least thing I worry getting hit with in Cyro. And I am speaking as someone who mains a Magicka Templar and who spams this ability pretty much non-stop.

    RD is a good skill, I'd even go as far as say it's a great skill. But it's not OP, at least no more than Crystal Frags and Snipe an it's morphs. It's the best ranged ability Templar has. But for all it's ups it has it's fair share of downs. It's a channel, so it's slow, obvious and interruptible. It's also fairly costly to use. It's not a magic I win button, but a skill that requires thought and practice to use properly. And even though I rely on it a lot, I'd swap it with Frags in an instant, 'cause frags would fit my playstyle a whole lot better. But I'm a Templar so I'll drudge on with RD and mold my playstyle around it, and in doing so have learned to know this skill works pretty well. Thus I know how to best use it in the offense but also know how to deal with it in defense.

    The reason people moan about is because they are used to being able to ignore it and because it is so obvious. It's a giant beam of light hosing you down. And it takes forever to deal it's damage. (Well relatively speaking at least, since most of the skills one considers great in this game are pretty much instant.) And since it takes several seconds to do it's work, it tends to make an impression, and it leaves no questions as to what killed you in the end. Thus it's lot easier to get emotional about it than dying to some random burst you never even saw coming. But if you stop and think about it, rationally instead of emotionally, you will soon realize that it's no worse than any of the other skills that tend to pop up on your death recap.

    Getting grilled by three or four Templars sporting RD is no different than being targeted by 3 or 4 bow users spamming Snipe. Or being targeted by three or four Sorcs blasting you with Frags. Except that getting hit by three snipes or frags means you just die. Whereas three Radiants boring you down, give you several seconds of frantic panic while you are trying to desperately save you bacon. Which of course you can't, since trying to out heal three ticking executes is just not possible. Even for a Templar running full healing specs. A good player can prolong that ordeal a good while, by using LoS breaking and blocking and self heals. A good tank can take for ever for several Templars to bring down. But ultimately, when skills of the players are equal, then the side with more players should win. So getting burned to a crisp by multitude of Templars is no different than being Ambush spammed by a group of Nightblades.

    As so many others have pointed, a lone Templar spamming RD is not really an issue, unless you are clueless or careless. If you get hit by one, asses your situation. Are you at full health? Then carry on and ignore it. If not, is there any cover around you? Ir there is, go behind it. If not, can you interrupt the target? If that is not possible try to move away for the caster, it has a limited range after all and you can move plenty while it's ticking and it slows the Templar down to a crawl. Do you have a cleanse slotted? You can just use that to cut RD off short. If all else fails then block. Block cuts the damage down a lot.

    The second thing you gotta do is to heal yourself when damaged. I see a lot of people running for extended duration of time with less than 50% health in Cyro. Usually it's a glass cannon build, more often than not, one build around using a bow and dodge rolling from enemy attacks. That is a good build and can get you plenty of kills, but no build is perfect. And the Achilles heel of that one is RD and channels in general. I have grilled many a foe who with RD who sport glass cannon builds. You know the type - around 18k health, all points, buffs and gear aimed to max out damage, only relying on dodge roll for defense.

    When I see one of them on the battlefield spamming their bow attacks, I pop RD from full health. My three ticks each do about 2.5k damage in such a situation. The target usually just takes the full brunt and keeps on spamming their own attacks. No doubt thinking that it didn't hurt that much. And then I instantly recast RD and the first hit ticks for 3.5 and the next for 6k and at this point the target is in total panic mode and it shows. They go all frantic and try to dodge roll and thus eat the last tick for some ungodly amount of damage, Since all they had left was less than 1k health left.

    A more experienced glass cannon will not take that first RD unopposed. They will try to disrupt it. They will try to LoS it, and after it finishes it's grinding, they will cast Vigor to get back to full health. And I in turn will go back to just doing regular Crushing Shock/LA weave and it becomes a battle of attrition. I will only go back to RD should their HP dip well below 50%.

    But there are still a lot of people running in Cyro who think that dodge roll is the solution to everything. I even switched from my normal Fire Destro Staff to Lightning Destro staff just because of the abundance of dodge rollers. Like many other things, like stealth attacks by Nightblades, channels require that you learn the appropriate counter. And dodge rolling is not the counter to channel. Channel is the counter to dodge roll!

    As for using RD at a target with full health... Why not? The thing you need to remember is that we have a really limited number of skill slots available. When you account for necessary skills like healing, cleanse and attack and defense buffs you are not left with a whole lot of room. So you want to slot skills that offer multipurpose use. And RD is one of the few Templar skills that offers that. It's an execute, but it's also a ranged attack and as channel it has it's own particular uses.

    On the bar I slot RD it's my primary ranged attack. Sure I also have Degeneration there, but spamming that is kinda pointless, and it really is there only to provide Major Sorcery, since as a Templar I can't get it from class skills. I also have Meteor slotted there since it's about 10 times more useful than all the Templar Ultimates combined, but not exactly something I can reliably use as a ranged attack.

    So more often than not, I am presented with a situation where I need to do a ranged attack and RD is the one I have ready. Sure I could weapon swap to Destro Staff but... Well you know how reliable weapon swabs are. So Quite often I just end up popping RD. On most targets the damage is roughly equivalent to couple of light attacks. Not much but better than nothing. And who knows, maybe a team mate will hit the target with a snipe while I am roasting it.

    So yeah, there is a certain utility in waiting for the execute that you can get with RD that you can't get with other skills. But again... roasting someone with RD while hoping someone else will burst them down to execute, is not the optimal tactic. As a channel it leaves you fairly vulnerable, and it isn't very cost effective way to deal damage either.

    Also, with the wonky targeting and the lag in Cyro, quite often I see a a target ripe for execute and try RD their asses to kingdom come, but then the game decides that naah... and instead picks another target standing next to the one in execute range. A target that is at full health. When that happens I have two choices, let the channel run it's course and do at least some damage to an enemy and thus not waste the magicka, or cancel the RD with block and try again. Usually I just let my RD run it's course, since no doubt, the target I was actually aiming at, has already healed themselves out of execute range.

    Another time this happens is when you spot a good target for an execute and try to RD them, and then the game goes naah... I'll just chill here for a while not doing anything. Then two seconds later it decides to finally launch the beam. By this time the target is already back to full health and you are probably aiming at a new target anyway. But the game decides to still shoot the old target for *** and giggles. When that happens I usually cancel the attacks since I have already moved on and my attenuation is needed elsewhere.

    So to iterate - Dodge roll is not the magical defense for everything. Channels are the counter to dodge rolls. RD is a channel as well as an an execute, but it's also multipurpose tool an can serve as an okay raged attack in a pinch. If you run a glass cannon build with less than 20k health, then you are vulnerable to executes. And if your primary defense is dodge rolling then RD is your gonna hurt you. Learn to accept that or modify your build and incorporate defenses against it. Sure it will no doubt mean you have to sacrifice something in order to get it. But that is no different from countering anything else in the game. If you choose to ignore tools required to counter channels in order to amp some other aspect of your build, then that is your call and you gotta learn to live with its limitations.

    Oh, and for those who wonder why I don't worry about RD - I have plenty of health, never let it stay below 75% if I can help it. I never leave a keep without having a cleanse ability slotted, and never stay put in the battlefield and use LoS blocking stuff religiously. Thus I rarely get killed by RD myself.
    Edited by Hymzir on March 28, 2016 1:38PM
  • reften
    reften
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    OMG I DIED TO SOMETHING NERF IT.

    just stop
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
  • Artjuh90
    Artjuh90
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    i tlked about this with several guild mates. people who cast RD on people with full health with 3 people in a larger group. it's really hard to fight it even when they just execute because if you get attacked by someone else you are dead within 1 second. the problem is RD is one of the few usefull abilty's of a templar. if you nerf RD in any way templars will be even less balanced as the other classes.
    i do agree with RD being bit over the top. but then again what class doesn't have a abilty like that that isn't over the top?
  • Francescolg
    Francescolg
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    Well written @Hymzir
    Don't forget to be a little bit more concise because the people, you are adressing to, don't read more than 10 lines :blush:
  • Takes-No-Prisoner
    Takes-No-Prisoner
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    Let's consider a few things here about the Templars tool box of skills. From this point on I am assuming we're speaking of Magicka Templars only;

    Dark Flare > Dodgable
    Aurora Javelin > Dodgable
    Pucturing Sweeps > Dodgable*
    Toppling Charge > Dodgable
    *Sweeps can be dodged in very specific situations. IE if the person rolling goes behind the Templar

    Templars need RD to be undodgable for the same reason a Nightblade needs cloak. It's our way of finishing off a enemy at long range since we have poor defensive options in 1vX scenarios. We cannot afford to let the target get close enough to engage us at Close Quarters Combat because most of the time we lose.

    As a ranged caster, I do need an ability I know will hit the target and at least punish him. IF he's dying from my RD, but took additional damage from my alliance members being present, it is his fault for engaging a group.
    Edited by Takes-No-Prisoner on March 28, 2016 1:58PM
  • Destruent
    Destruent
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    Artjuh90 wrote: »
    i tlked about this with several guild mates. people who cast RD on people with full health with 3 people in a larger group. it's really hard to fight it even when they just execute because if you get attacked by someone else you are dead within 1 second. the problem is RD is one of the few usefull abilty's of a templar. if you nerf RD in any way templars will be even less balanced as the other classes.
    i do agree with RD being bit over the top. but then again what class doesn't have a abilty like that that isn't over the top?

    In this case you could have spammed anything (e.g. surprise attack, jabs, crystal fragment and so on) and it would have killed you...the same in most situations alcast has shown. If you get attacked by a lot of enemys nearly everything will kill you, doesn't raly matter which skill you are spamming.
    Noobplar
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