The only class without any access to an execute is magDK. Stam has the weapon skill lines and the other 3 mag classes have each an execute.
MagDK should definitely get one.
@Burning_Talons what do you mean? I've seen the evolution of templars over time, and believe it or not, but beyond their jesus beam and flash flare, they're quite a threadbare.
Prior to TG, the templar community was really upset with many of the nerfs they were getting. This was before they had really had time to test out these powerful skills. In some ways, I feel like these skills were made strong to keep the templars content. I feel like the reason they haven't been nerfed is because it would reveal again that templars are quite disfunctional as a class.
Templars struggle with mobility. They have a gap closer that was buggy for a long time. It's great for getting to a target, but they're terrible for getting away. It doesn't function like bolt or having a bow equipped.
Templar ultimates are pretty lame and not many people really use them. Nova is a meteor for people before they grind out their mages guild. It's a baby version of meteor and requires somebody to activate the synergy to be most effective. The healing ultimate is good in certain fights where you have a large environment dot, like that boss in wayrest sewers, but really it locks the healer into an animation that puts them in harms way (in both PvP and PvE). Lastly, sweeps is pretty useless except for maybe some tank builds. Essentially, as a templar, you're better off running meteor, dawnbreaker, and soul assault over the pewny class ultimate.
Templars are the only class that has an entire skill line devoting to healing, and, yet, they lost their status as the best healer as a result of class changes that were designed to make non-templar healers up to par with them. Some have even argued that sorc healers/twilights can outheal a templar.
The templar shield is no hardened ward (unless you're a blazing shield magnanimous high HP tanky templar).
If you're going to go magicka templar, you're going to be squishy as hell, having to sacrifice some of your magicka recovery to wear heavy armor or go impen on your pieces sacrificing divines/infused traits on your armor.
Stamina templars have their problems to. They can't use two class-defining skills: breath of life and RD, the execute that many people call OP.
I'm NOT saying that RD isn't OP. It is, but if you take that away from templars, you turn them into a bottom feeder class along with mDKs. As for malubeth. You can't blame templars for an overperforming set. Same with Black Rose. All classes can exploit it.
leepalmer95 wrote: »@leepalmer95 how are you calculating these numbers?
The weapon damage medium armor buff is one of the reasons (second being armor sets) that stamina types are able to stack more weapon damage than magicka types can stack spell damage. Plus, 12 percent can be a lot or a little compared to how much the base weapon damage is.
Armour cap is 33000 or is it still 32500?
Every 660 armour is roughly 1% dmg reduction so every 660 penetration is roughly 1% increase.
660 x 8 = 5280, roughly the 5.2k penetration. So it's just about a 8% dmg increase.
As you know your skills dmg is based of max stamina + wpn dmg. Roughly 1050 stamina = 100 wpn dmg.
The % increase increased it off your base damage. It's additive. So on a build with 37k stamina and 2.5k BASE weapon dmg
The 12% will increase your weapon damage by 300. Then if we add the major brutality on top of the base damage.
It's 2500 x 1.2 (20%) + 300 (the 12% boost) = 3300
Now if we change the stamina into weapon damage. We'll go with 1000 = 100 to make it easier.
In total you'd have 7000 'weapon dmg' 300/7000 x 100 = 4.2% dmg increase.
A build with 37k stamina and 3300 weapon dmg, the 12% increases it's damage by 4.2%.
Now there are some cases where someone will stack like 3-3.5k base weapon dmg or something.
But either way these stats are a typical stam build who also has at least some sustain.
I think these numbers are right anyway.
@Pandorii