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Radiant Destruction should start as executiner at %20-25 intead of %50

  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    olsborg wrote: »
    RD is ok 1v1, but not on a battlefield, you cant disrupt ppl reliably, the beam is pretty OP in those situations.

    Except from a Templar's point of view it's almost useless in a 1 on 1 and vital for success in large battles.

    This thread is Fox News level ridiculous. Fair and balanced!!!! I propose bow users should only have a range of 3 meters.
  • Durham
    Durham
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    Just bash. Free CC on whoever uses the beam.

    Lol I play a (Magicka temp/ stam DK)as a magicka temp we are OP atm .. RD is definitely to much in pvp... a ranged, unblockable , execute is crazy... The range needs to be shorten to 20 meters , all executes should start scaling at 33% instead of 50%... The problem with Radiate is the range... out of all the executes in the game it's by far the easiest to accomplish ... Two handed execute for example scales much slower then RD ... it's also can be blocked and evaded, you also have to be within 8 meters. RD has little risk with high rewards this makes it one of the most op abilities in PVP... Looking at my kill counter the most killed class is Templars and the class that kills me the most is Templars lol.....The most killing blows Templars... Right now Templars are in a very good place...


    PVP DEADWAIT
    PVP The Unguildables
  • failkiwib16_ESO
    failkiwib16_ESO
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    Bashev wrote: »
    Casterial mentioned RD has a 40 meters range, now I read 47....


    ...I wonder what guess we get next time.

    Range is 36m in Cyro and 47m with the siege bible next to keeps.
    aahh..
    Thank you for explaining, I forgot about pvp passives for ranged skills and siegeshield.

    I'm not lvl'ed enough in Alliance War to gain the 5m range bonus, not that it matters.. I don't use skillpoints in those skill lines, because they don't make a difference for pve :p

    @Durham trends with classes comes and goes with release of patches. Yet no class can be OP without skills alongside good gear.

    A v16 templar in a zergfight once hit me with 4 dark flares that shaved off 15% of my health in total...I hit him with 3 and he died. We were both v16 magicka based templars. He also had more hp than me. I bet if that templar executed me at 50% hp, I would outheal it with Rapid Regeneration.

    ...honestly I have encountered mainly pvp players with fully regen builds and starter-zone level dps. It's the only thing that gives me a chance in pvp, because I'm a total noob but I run dps gear and not regen gear.
    Edited by failkiwib16_ESO on April 1, 2016 5:17PM
  • danno8
    danno8
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    Bashev wrote: »
    Casterial mentioned RD has a 40 meters range, now I read 47....


    ...I wonder what guess we get next time.

    Range is 36m in Cyro and 47m with the siege bible next to keeps.


    All pray and kneel to Lord Jeebus!!
  • Destruent
    Destruent
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    Durham wrote: »
    Just bash. Free CC on whoever uses the beam.

    Lol I play a (Magicka temp/ stam DK)as a magicka temp we are OP atm .. RD is definitely to much in pvp... a ranged, unblockable , execute is crazy... The range needs to be shorten to 20 meters , all executes should start scaling at 33% instead of 50%... The problem with Radiate is the range... out of all the executes in the game it's by far the easiest to accomplish ... Two handed execute for example scales much slower then RD ... it's also can be blocked and evaded, you also have to be within 8 meters. RD has little risk with high rewards this makes it one of the most op abilities in PVP... Looking at my kill counter the most killed class is Templars and the class that kills me the most is Templars lol.....The most killing blows Templars... Right now Templars are in a very good place...


    Radiant can be blocked and scales exactly the same as exeutioner. Btw. i don't have that much problems with templars in pvp...
    Edited by Destruent on April 1, 2016 4:43PM
    Noobplar
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    It's very blockable, and while I'm beating my dead horse, if you're a Vampire you can eat it with Mist Form.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    .
    Alcast wrote: »
    Damage is no the problem. Range is. Reduce to 15-20m
    That's point which a can agree with, but not without reducing range for all ranged executes: mages fury, poison injection, rd

    Dont forget the removal of the templars self snare as well. If temps can only use it up close and personal like, there is no reason for it to snare the caster since the snare is there to help people get up close and personal like.
  • Wreuntzylla
    Wreuntzylla
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    Alcast wrote: »
    Damage is no the problem. Range is. Reduce to 15-20m

    Aren't you the guy that invented the 1-shot, DK bow-build? Ironic.
  • NBrookus
    NBrookus
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    A bunch of templars spamming RO from the top of keep walls is just insane. Templars are starting to be the must-have class in group PvP play. I'm seeing duos run around with one templar that does nothing but spam RO. It's very deadly if you are caught alone or ambushed in 2v2.

    I have mixed feelings about Radiant. Any execute starting at 50% seems too high. But I think the real problem is this burst meta. Mitigation is too underpowered. Streak, roll dodge, block, cloak: all nerfed and way more expensive to use than damage or their counters.
  • idk
    idk
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    Casterial wrote: »
    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.

    I've survived the day of death many times on my stam build. Have not seen the issue few are complaining about.
  • WalkingLegacy
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    Casterial wrote: »
    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.

    Because roll dodging towards the caster to interrupt is too hard right?
  • Callous2208
    Callous2208
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    NBrookus wrote: »
    A bunch of templars spamming RO from the top of keep walls is just insane. Templars are starting to be the must-have class in group PvP play. I'm seeing duos run around with one templar that does nothing but spam RO. It's very deadly if you are caught alone or ambushed in 2v2.

    I have mixed feelings about Radiant. Any execute starting at 50% seems too high. But I think the real problem is this burst meta. Mitigation is too underpowered. Streak, roll dodge, block, cloak: all nerfed and way more expensive to use than damage or their counters.

    I'm pretty sure the must have setup is still sorc or nb, vd/prox/the list goes on. I don't know what campaign everyone is seeing all this Op Jesus Beam stuff going on. When I get hit with it, it's usually at full hp. At which point I lol, and charge the fool, ending him quickly.
  • TheHsN
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    Destruent wrote: »
    Casterial wrote: »
    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.

    you can do:

    - stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
    - The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
    - making it rolldogdeable would make it useless again
    - you can interrupt the caster
    - LOS radiant
    - purge it

    You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.

    Can u tell me which finisher beside radiant start from %50?
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • TheHsN
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    Sometimes I think these nerf threads are troll threads
    in disguise.
    Is an execute that means you got executed by it.
    If they need to adjust they will, but really do we need to start threads like this one lol.

    ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...

    thank you for your opinion tho...
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • TheHsN
    TheHsN
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    Destruent wrote: »
    Lucky28 wrote: »
    Destruent wrote: »
    Casterial wrote: »
    Destruent wrote: »
    Casterial wrote: »
    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.

    you can do:

    - stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
    - The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
    - making it rolldogdeable would make it useless again
    - you can interrupt the caster
    - LOS radiant
    - purge it

    You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.

    I've done the following:
    LOS - still hit me
    PURGE on Stam DK inb!
    Stay above 50% do that all day, still with LOS at 50% it and unable to do anything from a distance but run with my head off I must try and gap close them, but usually die mid gap close.

    The issue is Radiant is at the moment THEE most overpowered execute in the game and so many Templars are defending it, but the best refuse to run it now..

    It's the only execute which has a risk to use. don't know what all the rant is about...

    DKs can easily kill with WB/take flight
    NBs can kill with heavy/surprise attack from stealth or proxy/soultether against groups
    Sorcs can time frags/curse/mages wrath/deto
    templars use jabs/darkflare+radiant

    templars are hard to fight at range (if you don't have venom shot/crushing shock) but are easily countered when in close combat.

    btw. how did the templar got you to 50% while you are at distance?

    The problem with it isn't in a 1v1 situation. it's the 4 templars who sit in the back of a zerg and all spam it on 1 person. makes the chances of recovery pretty much non-existent unless you have tree to hide behind, which is rather lame.

    lol...imagine 4 NBs spamming ambush, 4 sorcs spamming crystal frags, 4 DKs spamming whip or anything else...
    you got outnumbered and killed...

    you cant spam all the time C.Fragment...:)...it has good cast time:D
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • myrrrorb14_ESO
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    TheHsN wrote: »
    Destruent wrote: »
    Casterial wrote: »
    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.

    you can do:

    - stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
    - The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
    - making it rolldogdeable would make it useless again
    - you can interrupt the caster
    - LOS radiant
    - purge it

    You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.

    Can u tell me which finisher beside radiant start from %50?

    Well the aptly named skill executioner scales at 50%.
  • navyspeed
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    Only been killed with it once recently but the damn thing hit me for 21k and my health is 26k. My death review was Ambush then Radiant. It was also from a Top tier player.
  • Hazethemadman
    Hazethemadman
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    We should mislead all of the spammers of those abilities we just love, and the nightblades, to join some obscure campaign.

    Then all of us respectable folk can join a seperate campaign and, you know, have fun playing PvP instead of screaming at a television and beating our skulls in with a controller/mouse/keyboard.

    Disclaimer- Since some people are waaayyyyy too sensitive, I am going to mention that this post is made in good nature and fun. Not pointing any fingers.
    Edited by Hazethemadman on April 1, 2016 6:04PM
    Samael- VR16 Magicka Dragonknight
    Bacchic Battery- 38 Magicka Sorcerer
    Nihil Dicit- 12 Magicka Templar
    Villion- 20 Stamina Nightblade
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    TheHsN wrote: »
    Sometimes I think these nerf threads are troll threads
    in disguise.
    Is an execute that means you got executed by it.
    If they need to adjust they will, but really do we need to start threads like this one lol.

    ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...

    thank you for your opinion tho...

    You forgot to mention you also want them to be channeled nondodgeable and self snaring.

    I understand people always want to pick out the good stuff but you should take the bad as well. Since your point seems to be since yours does this so should mine.
  • TheHsN
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    TheHsN wrote: »
    Sometimes I think these nerf threads are troll threads
    in disguise.
    Is an execute that means you got executed by it.
    If they need to adjust they will, but really do we need to start threads like this one lol.

    ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...

    thank you for your opinion tho...

    You forgot to mention you also want them to be channeled nondodgeable and self snaring.

    I understand people always want to pick out the good stuff but you should take the bad as well. Since your point seems to be since yours does this so should mine.

    I dont try to do what u mean that u are thinking i do...I just said my opinion it would be more balanced. and i didnt say anything about u just said up:).... but ok...i respect averybodies opinion...It is good to be able to talk about staff:)...
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    The title of this thread is perfect representation of the biggest problem with this game. A 50% nerf would make this skill completely worthless. Yes, I will concede that this skill might be a touch OP at the moment, but it is also a lifeline to the otherwise weakest class in the game. I think both the duration and range might be a touch big. So I could perhaps get on board with bringing the range down to say 20 meters and the duration to 2 seconds, but what you are suggesting is the same overreaction to a problem that causes all these balance issues in the first place.

    Also, take a moment and look at your mouse. The button on the right makes your character block. This will solve your problem.

    Edit: Also, if you cant deal with a radiant spammer while you are at full health, it is a L2P issue. Sorry, bud.
    Edited by Oreyn_Bearclaw on April 1, 2016 6:13PM
  • myrrrorb14_ESO
    myrrrorb14_ESO
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    TheHsN wrote: »
    Sometimes I think these nerf threads are troll threads
    in disguise.
    Is an execute that means you got executed by it.
    If they need to adjust they will, but really do we need to start threads like this one lol.

    ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...

    thank you for your opinion tho...

    You forgot to mention you also want them to be channeled nondodgeable and self snaring.

    I understand people always want to pick out the good stuff but you should take the bad as well. Since your point seems to be since yours does this so should mine.

    And starts at 4k dps scaling to 6k at 50%, 8k at 40%, 10k at 30%, and finally hit 25k at 10% :tongue:
  • TheHsN
    TheHsN
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    The title of this thread is perfect representation of the biggest problem with this game. A 50% nerf would make this skill completely worthless. Yes, I will concede that this skill might be a touch OP at the moment, but it is also a lifeline to the otherwise weakest class in the game. I think both the duration and range might be a touch big. So I could perhaps get on board with bringing the range down to say 20 meters and the duration to 2 seconds, but what you are suggesting is the same overreaction to a problem that causes all these balance issues in the first place.

    Also, take a moment and look at your mouse. The button on the right makes your character block. This will solve your problem.

    Edit: Also, if you cant deal with a radiant spammer while you are at full health, it is a L2P issue. Sorry, bud.


    I guess u just read the TITLE my friend... I try to meant just to percenage that it starts... I said damage is ok ..Chanelling is ok ecen range is ok...BUT i said it should start At %20-25 ...i hope now i could make my self clear...
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Wreuntzylla
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    NBrookus wrote: »
    A bunch of templars spamming RO from the top of keep walls is just insane. Templars are starting to be the must-have class in group PvP play. I'm seeing duos run around with one templar that does nothing but spam RO. It's very deadly if you are caught alone or ambushed in 2v2.

    I have mixed feelings about Radiant. Any execute starting at 50% seems too high. But I think the real problem is this burst meta. Mitigation is too underpowered. Streak, roll dodge, block, cloak: all nerfed and way more expensive to use than damage or their counters.

    ZoS' damage recap is the problem, not mitigation. They need to report the ticks separately and not report overflow damage.

    RD is bad dps above 25%-30% health, the damage recap is just misreporting the effective damage (and not reporting the effective dps at all). So, the reporting of lumped ticks and wasted damage is why people are so bent out of shape.

    As to your burst meta complaint, RD is another step towards eliminating the burst meta...

    ZoS is clearly taking steps to force a real trade-off between dps and survivability. If RD is railing you, it's because you don't run full impen with ~60+ points into resistant and magick damage reduction. Anyone that does knows the damage numbers posted in the forums for RD are flat ridiculous. In the new meta, you have to make choices, Carry purge? Use venom arrow instead of poison injection? Crushing shock instead of dual wield? Magic damage reduction instead of physical damage reduction? Crit resistance over +crit%? You can still go max dps, but at the cost of being a true glass canon.

    My guess is that most of the complainers are old fogey's that yell at the kids to get off of their lawn

  • Francescolg
    Francescolg
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    Err, ok, I've never had problems with RD in heavy/medium armor but I understood this thread and I'll hang on:

    NURF TEMPLARS!!! NURF RD! NURF Blazing Shield!!! (3k absorb shield is imbalanced!!!!!!)
  • Inarre
    Inarre
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    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    OK, lets make some changes to RD.

    -Hits for regular damage above 25%
    -Hits for 300% of regular damage on targets below 25% health
    -Dodgeable ability
    -Only castable at 15 meters or less
    -Is instant cast instead of channeled so caster doesn't get locked in an animation
    -No beam animation connecting the executer to the target
    -Rename skill "Impale"

    I think that should make everyone happy :)
  • puffy99
    puffy99
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    Inarre wrote: »
    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    OK, lets make some changes to RD.

    -Hits for regular damage above 25%
    -Hits for 300% of regular damage on targets below 25% health
    -Dodgeable ability
    -Only castable at 15 meters or less
    -Is instant cast instead of channeled so caster doesn't get locked in an animation
    -No beam animation connecting the executer to the target
    -Rename skill "Impale"

    I think that should make everyone happy :)

    I vote we keep it the same except I grown a jesus like beard during the channel phase with the exclamation "holy jesus" if they die as well as the corresponding angels, harps and small dudes or cherobs present.
  • SeptimusDova
    SeptimusDova
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    Jeezuz Beem is good for the long term health of the game. Try an interrupt. DK's try the leapz. archer peepz know what to use. Other templars can throw a javelin if they choose too. The ways to Counter the Beem are numerous. L2P. The skill has been nerfed twice already and reviewed thrice that. It is working as intended. Eric has blessed of on the Templar class

    No one wants an OP Templar in fact ZOS has reviewed the entire class just to make sure that that does not happen.People are dying because they can no longer dodge a skill that has been fixed. Toughen up Cupcakes and Buttercups and get your game on.

    Treat the fix as a challenge and focus on the templar. Make them KOS. Then go after the mageblades who have the VD(except the STD) stay away from those ones.The patch made many changes embrace them and rise to the challenge. And drop the salt shaker.

  • strikeback1247
    strikeback1247
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    TheHsN wrote: »
    Destruent wrote: »
    Casterial wrote: »
    TheHsN wrote: »
    that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher

    The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.

    you can do:

    - stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
    - The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
    - making it rolldogdeable would make it useless again
    - you can interrupt the caster
    - LOS radiant
    - purge it

    You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.

    Can u tell me which finisher beside radiant start from %50?

    Executioner lol


    P.A.W.S. - Positively Against Wild Sasquatches - NO TO BIGFOOT!
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
    ✭✭✭✭✭
    ✭✭✭✭
    So much L2P ... so, so much.

    Can't we go back to blaming CP and Veteran Ranks for all of our problems?

    To beat a dead horse ... I have the glassiest cannon build a VR16 can have short of being naked. 7 peices of light, infused with magic? My resistances are pure garbage and I frequently survive for hours in major battles or on solo missions. It's not that hard. Here are some L2P tips ...

    1) Don't stand in red.
    2) Pull your camera out as far as you can so you don't do number 1.
    3) Always strafe in battle.
    4) Invisibilty pots are your friend.
    5) Radid Manuevers is your friend.
    6) Invisibilty pots that grant you rapid Manuevers are your best friend.
    7) Inner Light is your friend.
    8) If you don't want to get RO'd from a keep ledge, stop charging the wall while it's still up.
    9) Mist form is your friend.
    10) Blocking is your friend.
    11) Save the dodge rolling for ballistas.
    12) Look around. There are 150 people fighting 75 on 75, not 1 on 1 times 75. No opponent is obligated to let you shoot the fair on against his teammate.
    13) Fight your fight. If you're worried that Templars can burn you from 40 meters away, stop trying to fight everyone head on. See point 12. Pop an invisibilty potion and flank them.

    Seriously people. You aren't mandated to duel pistols at high noon. L2Adjust.
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