backlash/PoTL/PL
applies to target
copies 100% of the damage the target does up to [insert arbitary number here]
there, a delayed burst that's unique and functional...well more functonal than what we have now.
backlash/PoTL/PL
applies to target
copies 100% of the damage the target does up to [insert arbitary number here]
there, a delayed burst that's unique and functional...well more functonal than what we have now.
My 2c:
"Place a burning mark on your target that explodes for x damage after 6 seconds. Each Dawn's Wrath skill that is applied to the target or ticks on the target increases the explosion damage by 5%.
Dawn's Wrath skills do 10% more damage on opponents afflicted by Backlash."
I really like the idea of making skills work with each other hence the interaction. I would put the damage at top-end as 1.5x-2x a Dark Flare.
Dark Flare sucks so bad right now, something like this might make it more useful.
YupPotl just remove copy dmg and let it explode after 6seconds with dmg scaled by your stamina and weapon dmg
Backlash has a 20% limit because it used to copy damage from EVERYONE in your group, hence the 20% limit made sense. However, they have long-removed the group damage copying gimmick, without adjusting the percentage, resulting in a huge nerf. So this skill is completely useless, and requires over 100k DPS in order to get even close to the upper limit, which is absurd given the recent nerfs.backlash/PoTL/PL
applies to target
copies 100% of the damage the target does up to [insert arbitary number here]
there, a delayed burst that's unique and functional...well more functonal than what we have now.
Bl4ck7h0rn3 wrote: »I feel like the copy dmg effect can be more useful than scaling off max mag/backlash/PoTL/PL
applies to target
copies 100% of the damage the target does up to [insert arbitary number here]
there, a delayed burst that's unique and functional...well more functonal than what we have now.
My 2c:
"Place a burning mark on your target that explodes for x damage after 6 seconds. Each Dawn's Wrath skill that is applied to the target or ticks on the target increases the explosion damage by 5%.
Dawn's Wrath skills do 10% more damage on opponents afflicted by Backlash."
I really like the idea of making skills work with each other hence the interaction. I would put the damage at top-end as 1.5x-2x a Dark Flare.
Dark Flare sucks so bad right now, something like this might make it more useful.
I like this idea but I'd like to see it expanded to 'Each class skill', otherwise it would suck in PvE. At least doing it that way you could spam sweeps/jabs to up the damage a decent amount.
Bl4ck7h0rn3 wrote: »I feel like the copy dmg effect can be more useful than scaling off max mag/backlash/PoTL/PL
applies to target
copies 100% of the damage the target does up to [insert arbitary number here]
there, a delayed burst that's unique and functional...well more functonal than what we have now.
My 2c:
"Place a burning mark on your target that explodes for x damage after 6 seconds. Each Dawn's Wrath skill that is applied to the target or ticks on the target increases the explosion damage by 5%.
Dawn's Wrath skills do 10% more damage on opponents afflicted by Backlash."
I really like the idea of making skills work with each other hence the interaction. I would put the damage at top-end as 1.5x-2x a Dark Flare.
Dark Flare sucks so bad right now, something like this might make it more useful.
I like this idea but I'd like to see it expanded to 'Each class skill', otherwise it would suck in PvE. At least doing it that way you could spam sweeps/jabs to up the damage a decent amount.
If you included all Templar skills, the damage bonus would need to be capped. Mostly because of Jabs being 4 hits per second.
When I made the suggestion it was based on a maximum of 6 ticks from Vamp bane, 2 or 3 from Flare, and maybe a few from Unstable Core for a maximum bonus of maybe 60-70% damage bonus. Jabs itself would put it at 100% (5% x 4 hits x 5 seconds) never mind all the other skills that may be ticking at the same time.
ke.sardenb14_ESO wrote: »I'm a bit conflicted posting here:
1. Because the sDK was my first class, and I still consider it my main.
2. I really like the how the stamplar feels and plays in live(for PvE) and I know I'm in the minority here.
Now I'm not here to troll stamplar mains, or tell people their experience is invalid, I am merely sharing my experience play the class for a year and a half.
The stamplar just feels like a vacation from the busy and clunky rotation of the sDk. No other class feels like it just lays utter waste to content like quite like the stamplar, and I say this knowing that I still parsed higher on my DK(85k pre new cp).
All that said, it would not be a bad thing for the damage of jabs was spread around some of the templars other skills, especially for something that provides group utility to stamina groups looking for scores. Reworking power of the light or or jabs so that it does give a redundant buff would probably be where I'd start.
Ippokrates wrote: »@ke.sardenb14_ESO
You forget about NB & Necro, which means that Templar is the only class next to sorc that lack this debuff. But sorc has imho little easier access to penetration with full light armour & destro staff.
Yeah, theAsianGod made a vlog about jabs. As far as I remember, full animation last 1.5 sec, but 4th hit is somewhere around 0.9-1.2, so the moment to cancel is with leg movement
ke.sardenb14_ESO wrote: »Ippokrates wrote: »@ke.sardenb14_ESO
You forget about NB & Necro, which means that Templar is the only class next to sorc that lack this debuff. But sorc has imho little easier access to penetration with full light armour & destro staff.
Yeah, theAsianGod made a vlog about jabs. As far as I remember, full animation last 1.5 sec, but 4th hit is somewhere around 0.9-1.2, so the moment to cancel is with leg movement
Edit: I totally forgot about mark and the bone yard morph, but that is beside the point. The templar needs a unique buff/debuff to bring to the table. Giving them a buff every tank maintains 100% of the time, and a healer can cast for free will not make the class more desirable in group content. This is even worse for stamplar because the one unique buff they used to have minor breech can just be applied by tanks.
ke.sardenb14_ESO wrote: »@Ippokrates
So, if zos gave biting jabs major beech instead of major savagery, and took it away from Noxious Breath, as a DK player, I would not care at all. As a templar player I'd be disappointed, because my class is still not viable in optimize trials.
ke.sardenb14_ESO wrote: »@Ippokrates
I suppose if you are alone in PvE or PvP, you do not have it in your skill set to use a large insta-cast dot that will in the up-coming patch be buffed with the intention of increasing cleave damage for stamina classes, and you do not want to wear the easily accessible crafted set night mothers gaze; then sure it will increase your damage.
But if even a single one of these things mentioned above are not true, as they often are, you will see 0 impact to your overall performance. And regardless of whether any of them are the case, the templar will remain as useless in group content as it is now.
soniku4ikblis wrote: »I switched to S&B in order to tack on Major & Minor breach during PVP fights.
Its basically my job now. In group play as well.
Heal, buff, debuff, repeat.
ke.sardenb14_ESO wrote: »@Ippokrates
1. Stamplar current playstyle is basically is drop trap, hail, and large expensive bright yellow ring that can't move once you cast it(ritual), swap, jab, and repeat. A mobile fight would demand you recast all of that anyway. But, what if there was another larger circular dot you could cast in your dots that would allow you to make it more difficult to leave your other large circular dots, oh wait razor caltrops does that and proves breech.
2. NBG is novice set, but I assume that if you find casting caltrops difficult, you are a novice.
3. There is no math needed, regardless of class the tank will be maintaining breech since it comes with the base morphs of S&B taunt. The healer will also be casting ele drain since on top of being free, on top of it providing breach, on top of it being range, it also provides magic steal for the party. Since the debuff does not stack, your support can cast it far more efficiently then you, and your support are maintaining 100%, any additional sources of major breech would not impact group damage.
4. I mention solo play because like I said before, it would be the only time your tanks and healers would not be placing breech. I all other situations you can and should cast caltrops if you are stam, and ele drain if you are mag.
Backlash has a 20% limit because it used to copy damage from EVERYONE in your group, hence the 20% limit made sense. However, they have long-removed the group damage copying gimmick, without adjusting the percentage, resulting in a huge nerf. So this skill is completely useless, and requires over 100k DPS in order to get even close to the upper limit, which is absurd given the recent nerfs.backlash/PoTL/PL
applies to target
copies 100% of the damage the target does up to [insert arbitary number here]
there, a delayed burst that's unique and functional...well more functonal than what we have now.
Most players *used to* slot it for the ground HoT or minor breach, but now that literally everything heals you or causes minor breach, this skill is completely useless and needs a complete rework with new unique gimmicks added to it, as of U29 there is literally zero reason to slot it.
You need a little over 100k over 6 seconds to reach the upper limit, so not terribly difficult. But I agree that backlash needs some improvements. It’s so clunky with the 6 second timer and basically having to use jabs for max damage which is also quite clunky. Maybe make it a 10 second cooldown but copy more damage. Or just give it damage over time, with a set number for an explosion at the end, something like unstable wall of elements.