StarOfElyon wrote: »if i can have a word here, jabs are benefiting a lot of burning light passive which makes it viable even against evasion ppl (i know it from being one of templar's favorite target ;p).
they are doing more base single target dmg than dark flare (about 10% more) with the same cast time + aoe + 4chances to proc burning light making it doing up to 100% more dmg.
this skill needs to be considered with passives and properties, not only by numbers.
(i'm looking into rerolling plar someday... dont spite at me yet ^^)
Jabs are strong but the magicka morph (puncturing sweeps) is not. It's useless against evasion. The heal is based on damage done so that part is also nullified by evasion.
RiskyChalice863 wrote: »StarOfElyon wrote: »if i can have a word here, jabs are benefiting a lot of burning light passive which makes it viable even against evasion ppl (i know it from being one of templar's favorite target ;p).
they are doing more base single target dmg than dark flare (about 10% more) with the same cast time + aoe + 4chances to proc burning light making it doing up to 100% more dmg.
this skill needs to be considered with passives and properties, not only by numbers.
(i'm looking into rerolling plar someday... dont spite at me yet ^^)
Jabs are strong but the magicka morph (puncturing sweeps) is not. It's useless against evasion. The heal is based on damage done so that part is also nullified by evasion.
Aren’t Jabs and Sweeps equally affected by major evasion, in terms of damage? I realize that major evasion naturally lowers the healing Sweeps does too, but it’s not like Jabs’s damage isn’t affected by major evasion. And, in a sense, the major savagery is also negatively affected by major evasion, since crits add less damage when they’re adding a damage multiplier to a lower damage number.
if i can have a word here, jabs are benefiting a lot of burning light passive which makes it viable even against evasion ppl (i know it from being one of templar's favorite target ;p).
they are doing more base single target dmg than dark flare (about 10% more) with the same cast time + aoe + 4chances to proc burning light making it doing up to 100% more dmg.
this skill needs to be considered with passives and properties, not only by numbers.
(i'm looking into rerolling plar someday... dont spite at me yet ^^)
Good luck hitting all 4 Jabs in pvp. Templar need some snare on ritual. They should have not completely removed it. Just reduced it by 50%
Backlack needs to reduced to 3 seconds to help with burst in nocp. Comparing it wardens and Necro times burst skills it is just weak.
i said that it has 4chances to proc, not that it can proc 4times on one single cast ^^.
the 100% dmg increase was calculated with 1cast + 2 burning light proc compared to 1 dark flare which cant proc burning light.
have a look at your char's tooltip, you will easily get to those numbers too.
as for major evasion, the burning light part of jabs dmg is never affected by evasion and with 25% proc chance and 4hits you barely have 100% proc chance of at lease 1 burning light per cast. burning light does roughly 160% of 1jab hit so...
base: 4x100% = 400% of 1jab hit. this amount is also 110% of dark flare's dmg darkflare here does 363%
major evasion: -25% => 300%
1burning light proc => 400%+160% = 560%
1burning light proc and major evasion => 300% +160% =460%
2burning light proc= 400%+160%+160% = 720 (two dark flares does 726 but takes two casts)
regular spammaale does ¨roughly 280% following this calculation.
and so on. i just wanted to make the point clearer. still i can be wrong.
i admit not all jabs hits, nor all cast have guaranteed bruning light proc, still. this can be ridiculous
i said that it has 4chances to proc, not that it can proc 4times on one single cast ^^.
the 100% dmg increase was calculated with 1cast + 2 burning light proc compared to 1 dark flare which cant proc burning light.
have a look at your char's tooltip, you will easily get to those numbers too.
as for major evasion, the burning light part of jabs dmg is never affected by evasion and with 25% proc chance and 4hits you barely have 100% proc chance of at lease 1 burning light per cast. burning light does roughly 160% of 1jab hit so...
base: 4x100% = 400% of 1jab hit. this amount is also 110% of dark flare's dmg darkflare here does 363%
major evasion: -25% => 300%
1burning light proc => 400%+160% = 560%
1burning light proc and major evasion => 300% +160% =460%
2burning light proc= 400%+160%+160% = 720 (two dark flares does 726 but takes two casts)
regular spammaale does ¨roughly 280% following this calculation.
and so on. i just wanted to make the point clearer. still i can be wrong.
i admit not all jabs hits, nor all cast have guaranteed bruning light proc, still. this can be ridiculous
EtTuBrutus wrote: »i said that it has 4chances to proc, not that it can proc 4times on one single cast ^^.
the 100% dmg increase was calculated with 1cast + 2 burning light proc compared to 1 dark flare which cant proc burning light.
have a look at your char's tooltip, you will easily get to those numbers too.
as for major evasion, the burning light part of jabs dmg is never affected by evasion and with 25% proc chance and 4hits you barely have 100% proc chance of at lease 1 burning light per cast. burning light does roughly 160% of 1jab hit so...
base: 4x100% = 400% of 1jab hit. this amount is also 110% of dark flare's dmg darkflare here does 363%
major evasion: -25% => 300%
1burning light proc => 400%+160% = 560%
1burning light proc and major evasion => 300% +160% =460%
2burning light proc= 400%+160%+160% = 720 (two dark flares does 726 but takes two casts)
regular spammaale does ¨roughly 280% following this calculation.
and so on. i just wanted to make the point clearer. still i can be wrong.
i admit not all jabs hits, nor all cast have guaranteed bruning light proc, still. this can be ridiculous
The tooltip of 1i said that it has 4chances to proc, not that it can proc 4times on one single cast ^^.
the 100% dmg increase was calculated with 1cast + 2 burning light proc compared to 1 dark flare which cant proc burning light.
have a look at your char's tooltip, you will easily get to those numbers too.
as for major evasion, the burning light part of jabs dmg is never affected by evasion and with 25% proc chance and 4hits you barely have 100% proc chance of at lease 1 burning light per cast. burning light does roughly 160% of 1jab hit so...
base: 4x100% = 400% of 1jab hit. this amount is also 110% of dark flare's dmg darkflare here does 363%
major evasion: -25% => 300%
1burning light proc => 400%+160% = 560%
1burning light proc and major evasion => 300% +160% =460%
2burning light proc= 400%+160%+160% = 720 (two dark flares does 726 but takes two casts)
regular spammaale does ¨roughly 280% following this calculation.
and so on. i just wanted to make the point clearer. still i can be wrong.
i admit not all jabs hits, nor all cast have guaranteed bruning light proc, still. this can be ridiculous
The occurrence of all 4 jabs plus 2 burning light procs happening in a pvp environment is low im high skill game play. Not only probability, but in game play and movement. Don't count out dark flares defile either. It may not show as damage numbers, but if vigor is ticking and you knock 30% off those numbers, you're doing "damage" that jabs cannot. You knock 5k off a vigor as they roll around avoiding your jabs, it's still potential dps if thier health stays below 100%. Add in opportunity cost, id say it's good balance. Im critting people for 11k with blast bones with 0 micro other than the initial targeted cast. Jabs and sweeps with burning light is not a problem.
Templar isn’t in a bad spot really, it’s just feast or famine. Against certain builds you’ll have a rough time, against others an easy time.
Playing one I’ve noticed you’re vulnerable to sorcs and bowtards. High mitigation builds with evasion can be tough to finish off too.
What’s fun is being able to kill NBs just by spamming sweeps. I might be able to do it more efficiently with a combo, but it’s trolly doing it with one button so I get a kick out of it.
With healing nerfed will magplar be stronger or weaker? It might come out ahead, if there are sorcs everywhere it could be rough but in a head on fight sweeps might end up stronger if they don’t touch healing based on damage abilities.
Hot take: I have been messing around on my magplar recently, trying to find a decent BG build, and for whatever reason i replaced backlash with dark flare, and well, it seem to work pretty well.
DF into toppling+cresent is a good chunk of burst and the defile on DF makes it that much harder to recover for my opponent.
I dont much like backlash for bgs tbh, beacuse at higher MMRs its difficult to stick to 1 target for 6 seconds and can be dangerous.
This combo seems to work pretty well since toppling and df hits around the same time and i usually land CS before they get up
Not mention next patch, with the overall healing nerf, defile effects will that much more sought after.
StarOfElyon wrote: »Good luck hitting all 4 Jabs in pvp. Templar need some snare on ritual. They should have not completely removed it. Just reduced it by 50%
Backlack needs to reduced to 3 seconds to help with burst in nocp. Comparing it wardens and Necro times burst skills it is just weak.
I don't agree with this at all. I haven't missed the snare on Ritual. The extra block-damage mitigation has been nice. And the 6 second window on Purifying Light is nice so that we don't have to recast it often.
StarOfElyon wrote: »Good luck hitting all 4 Jabs in pvp. Templar need some snare on ritual. They should have not completely removed it. Just reduced it by 50%
Backlack needs to reduced to 3 seconds to help with burst in nocp. Comparing it wardens and Necro times burst skills it is just weak.
I don't agree with this at all. I haven't missed the snare on Ritual. The extra block-damage mitigation has been nice. And the 6 second window on Purifying Light is nice so that we don't have to recast it often.
HTD-spamming blockplars got a buff but my playstyle got nerfed hard. Sacred Ground snare was a great disengage and useful for 1vX. Magplar still has Living Dark which is pretty good but my stamplar doesn't have anything else to use for disengage.
StarOfElyon wrote: »Hot take: I have been messing around on my magplar recently, trying to find a decent BG build, and for whatever reason i replaced backlash with dark flare, and well, it seem to work pretty well.
DF into toppling+cresent is a good chunk of burst and the defile on DF makes it that much harder to recover for my opponent.
I dont much like backlash for bgs tbh, beacuse at higher MMRs its difficult to stick to 1 target for 6 seconds and can be dangerous.
This combo seems to work pretty well since toppling and df hits around the same time and i usually land CS before they get up
Not mention next patch, with the overall healing nerf, defile effects will that much more sought after.
Back around Murkmire, I used to love that combo. But because of lag and uselessness in melee range, I swapped back to Solar Barrage. Purifying Light seems to work pretty well for me. There's no cast time and it's much more useful in melee range, in my opinion.
Speaking of Dark Flare though: I've been playing with my Necro a little bit and while the time it takes to summon a blastbones is longer than it takes to fire a Dark Flare, it still feels like the Blastbones is more reliable. It will follow the target while the Dark Flare can easily be dodged.
Vampiric Drain & Radiant Destruction:
After overhaul of Vamp Drain it became as ranged beam just like templar beam but it works exactly how templar beam should work, i.e. it don't have empty channel on cast, that crippling templar beam.
^^As it shown Drain is ticking since 0.0sec while templar beam ticking after 0.3sec after cast.
As result for Drain it prevent skill from having problems related to empty channel:
^^ It doesn't loosing its function of dealing damage and can be anim cancelled like rest of skills.
But for Radiant Destruction it works completely different:
^^as it seen this 0.3s empty channel create entire pool of problems:
1. Skill can't be used with animation cancelling like other skills, because it proc passive, draining magicka, apply channel debuff, aggro opponent, even playing animation of attack but it stop doing its damage of even 1st tick. We have a weird problem of skill draining its mana cost but not dealing damage with playing misleading animation.
2. Empty channel preventing templar beam from fulfilling its role of execute. Because when execute activated at the beginning of gcd wont deal scaled damage based on % of target hp at this moment, instead it will grant opponent another 0.3s to counter to either completely evade execute by losing/cloaking like this:
or use damage shield or heal, i.e. scaling of execute bonus by default lower than it should be when execute button was pressed to execute Order 66 target.
3. Empty channel heavily negatively impacted by ping spikes. It is especially visible during prime time when coz high ping this 0.3s empty channel preventing skill to deal damage for seconds after activation.
4. Empty channel create an unique bug of skill being force-casted on already dead target and play its full animation. This is caused when beam activated but target died within 0.3s of empty channel, that is not auto cancel beam.
5. It grant additional options of counter channeled execute by bashing or cleansing. So execute despite being used against target wont deal damage but incase of interrupt will also apply negative consequences for caster.
Recap: this empty channel is exact reason why this execute cant fulfill its role of execute in PvP, as it have serious drawbacks caused by empty channel and for this reason empty channel must be removed. so it will function as fluidly as Vampiric Drain.
To retain its 1.8 channel time but with ticking since 0.0 it can get higher frequency but lower damage ticks to be scattered along its 1.8s but turn its from 0.7-0.8s ticks into 0.450s ticks that turn it from 3 ticks into 5 ticks:
0.000 - 1st tick
0.450 - 2nd tick
0.900 - 3rd tick
1.350 - 4th tick
1.800 - 5 tick
P.S.: Having empty channel on channeled ability is like having additional cast-time on ability with cast-time.