StarOfElyon wrote: »Templars: We need fixes!
ZOS: Templar, heal thyself.
So running magplar. Toppling charge is great when it works but it hitches and does nothing a lot, particularly if you are fighting on keep steps. And this bug is back. Im sure @Joy_Division remembershttps://youtu.be/uXO6U0Z3GDQ
StarOfElyon wrote: »Templars: We need fixes!
ZOS: Templar, heal thyself.
Build your house and stay in it. Seriously, go inside, we don’t want to look at you anymore.
So running magplar. Toppling charge is great when it works but it hitches and does nothing a lot, particularly if you are fighting on keep steps. And this bug is back. Im sure @Joy_Division remembershttps://youtu.be/uXO6U0Z3GDQ
Joy_Division wrote: »So running magplar. Toppling charge is great when it works but it hitches and does nothing a lot, particularly if you are fighting on keep steps. And this bug is back. Im sure @Joy_Division remembershttps://youtu.be/uXO6U0Z3GDQ
Wonder if the old "fix" of drinking a potion works...
So running magplar. Toppling charge is great when it works but it hitches and does nothing a lot, particularly if you are fighting on keep steps. And this bug is back. Im sure @Joy_Division remembershttps://youtu.be/uXO6U0Z3GDQ
Jabbs_Giggity wrote: »So running magplar. Toppling charge is great when it works but it hitches and does nothing a lot, particularly if you are fighting on keep steps. And this bug is back. Im sure @Joy_Division remembershttps://youtu.be/uXO6U0Z3GDQ
And ZOS wont make a polearms weapon skill line...
(...)ZOS responded by giving them silence(...)
All the balance in this game revolves around magsorcs and stamblades. It's really annoying. When was the last time we stamplars got any response on our problems. So annoying.
(...)ZOS responded by giving them silence(...)
Any doubts that that was already planned?
First PTS patch was to create panic so that they could ease NBs later, with a more acceptable condition in their ultimate, since that they already knew they would lose the stun...
Although not NBs like silence because they dont fight only against mag characters and a counter had to be created aswell, in the form of cc break.All the balance in this game revolves around magsorcs and stamblades. It's really annoying. When was the last time we stamplars got any response on our problems. So annoying.
These are the most played classes so they are appeasing masses since they know they cant adress everything at the same time, but is sad because there are subclasses which really deserve much more attention, imo stamplars, magblades, stamsorcs and magmancers (mine is only at lvl 30 so i dont really have a feedback)
So running magplar. Toppling charge is great when it works but it hitches and does nothing a lot, particularly if you are fighting on keep steps. And this bug is back. Im sure @Joy_Division remembershttps://youtu.be/uXO6U0Z3GDQ
L O L
It used to be a lottery to use this skill in 1.6 and other few patches
UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
So running magplar. Toppling charge is great when it works but it hitches and does nothing a lot, particularly if you are fighting on keep steps. And this bug is back. Im sure @Joy_Division remembershttps://youtu.be/uXO6U0Z3GDQ
Templar was buffed heavily last year. People seem to forget about that and have found new things to gripe about.
Templar was buffed heavily last year. People seem to forget about that and have found new things to gripe about.
UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
That is partly why i mentioned it lol. The other reason being, catch yourself in talons, and jabs now does 15% less dmg all while you sitting there taking 20k whips lol.
Templar looks great on paper, bad in application once you realize the class has been balanced around healbot.
Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
That is partly why i mentioned it lol. The other reason being, catch yourself in talons, and jabs now does 15% less dmg all while you sitting there taking 20k whips lol.
Templar looks great on paper, bad in application once you realize the class has been balanced around healbot.
There are a lot of ways to get maimed, and spamming molten whip will get you nowhere since you can only use that big whip every 4th gcd. Maybe I'm missing something here, but I don't see how an ability that hits hard every 4th gcd is comparable to a spammable ability with no prereqs. Magsorcs don't have a spammable either, so I don't understand why you brought them up. If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
That is partly why i mentioned it lol. The other reason being, catch yourself in talons, and jabs now does 15% less dmg all while you sitting there taking 20k whips lol.
Templar looks great on paper, bad in application once you realize the class has been balanced around healbot.
There are a lot of ways to get maimed, and spamming molten whip will get you nowhere since you can only use that big whip every 4th gcd. Maybe I'm missing something here, but I don't see how an ability that hits hard every 4th gcd is comparable to a spammable ability with no prereqs. Magsorcs don't have a spammable either, so I don't understand why you brought them up. If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Because jabs, on paper, hits like a truck. Till you come across classes that can:
1) outheal your jabs after mitigation (DK)
2) have superior mobility with ranged burst(Sorc)
3) can root you in place while they LOS around you and clip you with non-channel attacks (DK+Sorc)
4) can dodge roll to the side and outside the jabs range. You might do one tick of damage, but you avoid the snare and potential burning light procs (stam toons)
The list goes on and on. Yes its a strong ability, but doesnt mean templar takes a nerf to something like dark flare or doesn't get its defense looked into because sorc/DK/NB are still functionally miles ahead of templar.
And before you counter, the highest jabs you could get without dropping sustain/dmg too hard is around 4-4.3k tooltip. After battlespirit its 2k. Calculate CP (20% thick skin = 1600 then 10% ele/hardy = 1440). Now add armor (20k after 10k pen is 10k. Then divide by 662 = 15%. 1440 * 0.85 = 1224.)
1224 x4 hits = 4896 dmg. That is if your target is a scrub, if they moved once, its really only 2 hits at most (2448). One will proc BL of 6k, so we apply the same mitigation again...:
- battlespirit, then CP 20%, CP10% = 2160
- 15% armor = 1836
total of 4284 dmg after 2 hits and 1 BL proc.
Compare that to a 21k whip tooltip with same mitigation:
- 6426.
6k versus 4200. Granted jabs is undodgeable, but locked in a channel at normal movement speed so its kinda easy to avoid at times.
Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
That is partly why i mentioned it lol. The other reason being, catch yourself in talons, and jabs now does 15% less dmg all while you sitting there taking 20k whips lol.
Templar looks great on paper, bad in application once you realize the class has been balanced around healbot.
There are a lot of ways to get maimed, and spamming molten whip will get you nowhere since you can only use that big whip every 4th gcd. Maybe I'm missing something here, but I don't see how an ability that hits hard every 4th gcd is comparable to a spammable ability with no prereqs. Magsorcs don't have a spammable either, so I don't understand why you brought them up. If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Because jabs, on paper, hits like a truck. Till you come across classes that can:
1) outheal your jabs after mitigation (DK)
2) have superior mobility with ranged burst(Sorc)
3) can root you in place while they LOS around you and clip you with non-channel attacks (DK+Sorc)
4) can dodge roll to the side and outside the jabs range. You might do one tick of damage, but you avoid the snare and potential burning light procs (stam toons)
The list goes on and on. Yes its a strong ability, but doesnt mean templar takes a nerf to something like dark flare or doesn't get its defense looked into because sorc/DK/NB are still functionally miles ahead of templar.
I don't understand how this makes jabs any different than any other ability. All abilites are mitigated based on their initial tooltip damage, nearly all can be dodge rolled, and healing works the same against jabs as any other ability. The point you make with the root is kind of weak considering jabs on it's own has a 70% snare, which is effectively a short root when it comes to positioning yourself against your opponent(s).
Suggesting jabs can be "outhealed after mitigation" isn't any different than saying anything else can be outhealed after mitigation.. Yes, heals replenish someone's health bar after they're damage, and unless jabs somehow provides your opponents with more healing than they would have otherwise, it's.. the same as anything else.
I dueled a stamplar earlier who was executing jabs with an average tick of 1200, and a high of 1800 through a minimum of 30k resists and 2800 impen. His wd was around 5k, and he was using trap so you can include minor force in there too. 1200x4 + light attack is pretty difficult to heal through (that's about 6k damage if you're counting, basically a dawnbreaker), especially when it's coming through every ~1.15s. That isn't including any other procs, dot ticks, burning light, etc. I don't know anyone who can easily outheal that who isn't an actual healer.
Mrsinister2 wrote: »UppGRAYxDD wrote: »UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.UppGRAYxDD wrote: »@whoeverlistens @allofZoS @thenumbskullsincharge ,
37% nerf to dark flare damage is absolutely ludicrous if the determining factor is " well you can cast is faster by 1/11th"...
Who ever thought that this explanation and reasoning was sufficient enough to drop the mega nerf hammer, THEY NEED SOME SENSE SLAPPED IN THEM.
I understand nerfs that lead to balance, but this one is just stupid and plainly insulting to every person in this thread or who have TRIED TO HELP YOU ZOS FIGURE OUT HOW TO FIX THINGS.
I generally try to be a positive person and refrain from griping on here, but where did you come up with the idea that dark flare needed a nerf? It wasn't from the forums, It wasn't from ingame PvP complaints( hardly see any dark flares in Cyrodil ever, maybe once in 6-8hrs of play), and I know that it wasn't from the PvE peeps (NO ONE USES DARK FLARE IN PVE COMPETIVELY).
So, WHERE DID THIS START? WHY? MAKES ZERO SENSE...
Dont feed me this BS "oh you can cast it faster". If this was the intended train of thought, then nerf it by 1/11th!!!
Absolutely disgusted with the direction and overall action by the devs and team at ZoS.
Edited to add a cute sad cat so @ZOS_GinaBruno will maybe put a bug in someones ear...
They also removed the 200ms time after channeled and cast time abilities, so effectively it should be 3/13th of the total cast time removed. Still a nerf but not as big as you make it out to be.Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
Bruh.....37% nerf...37...
Puncturing strikes got a 30% buff and is now the best spammable ability in the game. It's literally 30% faster now. Stop worrying about dark flare and embrace the gigantic buff you got, which probably wasn't even intended. Not only does it now do great damage in a much shorter period of time, both morphs apply a ridiculous snare and either a major buff or heal the templar. I think an ability on a 1s channel with a tooltip as big as dawnbreaker which also snares and either buffs or heals me is pretty good, lol.
Compare the tooltip on your puncturing sweep/jabs with a necro's blastbones (which can only be casted a minimum of every third gcd) or warden's shalks and tell me how bad templars have it in Elsweyr.
magsorcs and DKs would like to challenge that assessment of jabs lol.
I got a 20k tooltip on whip with seething fury up and I'm not running any damage sets
That is partly why i mentioned it lol. The other reason being, catch yourself in talons, and jabs now does 15% less dmg all while you sitting there taking 20k whips lol.
Templar looks great on paper, bad in application once you realize the class has been balanced around healbot.
There are a lot of ways to get maimed, and spamming molten whip will get you nowhere since you can only use that big whip every 4th gcd. Maybe I'm missing something here, but I don't see how an ability that hits hard every 4th gcd is comparable to a spammable ability with no prereqs. Magsorcs don't have a spammable either, so I don't understand why you brought them up. If you're trying to suggest sweep/jabs isn't a good ability, you just need to look at the huge tooltip damage and realize that it now takes 1 second instead of 1.3 seconds to use. Or just go hit a dummy with it. I'm able to weave it nearly as fast as an ability with no channel, and it has nearly double the tooltip of force pulse.
Because jabs, on paper, hits like a truck. Till you come across classes that can:
1) outheal your jabs after mitigation (DK)
2) have superior mobility with ranged burst(Sorc)
3) can root you in place while they LOS around you and clip you with non-channel attacks (DK+Sorc)
4) can dodge roll to the side and outside the jabs range. You might do one tick of damage, but you avoid the snare and potential burning light procs (stam toons)
The list goes on and on. Yes its a strong ability, but doesnt mean templar takes a nerf to something like dark flare or doesn't get its defense looked into because sorc/DK/NB are still functionally miles ahead of templar.
I don't understand how this makes jabs any different than any other ability. All abilites are mitigated based on their initial tooltip damage, nearly all can be dodge rolled, and healing works the same against jabs as any other ability. The point you make with the root is kind of weak considering jabs on it's own has a 70% snare, which is effectively a short root when it comes to positioning yourself against your opponent(s).
Suggesting jabs can be "outhealed after mitigation" isn't any different than saying anything else can be outhealed after mitigation.. Yes, heals replenish someone's health bar after they're damage, and unless jabs somehow provides your opponents with more healing than they would have otherwise, it's.. the same as anything else.
I dueled a stamplar earlier who was executing jabs with an average tick of 1200, and a high of 1800 through a minimum of 30k resists and 2800 impen. His wd was around 5k, and he was using trap so you can include minor force in there too. 1200x4 + light attack is pretty difficult to heal through (that's about 6k damage if you're counting, basically a dawnbreaker), especially when it's coming through every ~1.15s. That isn't including any other procs, dot ticks, burning light, etc. I don't know anyone who can easily outheal that who isn't an actual healer.
1) jabs root is dodgable. If you dodge the last hit, youll still take dmg, but ognore the snare.
2) jabs has less tooltip than whip WITHOUT the light attack you mention. Other benefits of instant cast abilities are that they can be used during block, dont have a weird post GCD weirdness, and are generally larger toolips.
3) reason i say jabs is outhealed, because while you are in a channel, you can't follow up faster with burst. If you dodge cancel vigor, not only will you avoid 2-3 hits of jabs, but that one 1200 hit will have to fight with a 18k vigor tooltip. Even rapid regen is like 600-1200 pending on if it crits.
4) LOL at your fight with a stamplar. He had a 1.9 modifer on your 0.48 resist. 4k times 1.42 = 5680 or 1738 after mit.
You need a better build or to embrace moving to avoid as many of those hits as possible.