Khivas_Carrick wrote: »
I've been a Stamplar since the game released, on and off between patches and xpacs. I think you might wanna reconsider the fact that other people have other ideas and visions for the class and what they want. Are my ideas perfect? No, but a few of them are damn good ones regardless of what you think.
Blazing Spear being Stamina? Tell me why that wouldn't work. Biting Jabs being reworked to be more spammable and less glitchy? Go on, explain. Best of all, tell us why our class passives aren't ***.
akredon_ESO wrote: »I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
just meant to shorten the duration from 1.1 to 0.8 seconds or similar
Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.
Looking at dummy-parses this is wrong. If this would be the case, it would be worth using. But infact it isn't. It is out-dpsed by elemental weapon and force pulse.
But i agree, shortening the duration to 0.8 secs without adjusting the damage may be a bit too much.
I'm talking pvp and there jabs with burning light deal the most potential damage of any spammable (not atm due to bugs)
Before the damage got rekt by bugs i had multiple jabs that dealt 10k damage + 2 burning light procs (~5k damage)
I think this would be too strong for pvp.
Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
It's an aoe ... It is not meant to hit a single humoid size target with every jab
please be a troll
Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others
I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups
What makes a Templar bad is not ability to hold players in a tight group
The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?
Everyone can do AoE....but singletarget is the most important, especially in the new trials. Templars even have two skills to choose from. dark flare for ranged dps and sweeps for single-target...and both of them are outclassed by forcepulse and elemental weapon.
No one's disputing that ... But my concern is people are complaining jabs doesn't hit every time on a single target in PvP .. well it wouldn't it's not designed that way and people are wanting to change that design
The problem lies with lack of root or stun not the jabs ability to hit a target
It either needs to focus on damage, utility, or mitigation. Right now it just does a tiny bit of everything and while it looks cool, it's not very good at anything.
The mitigation is dwarfed by SnB/resto ults, the damage is dwarfed by any other ult, and the utility is limited to slotted passives that you can get with other Aedric Spear skills.
Oh, and it misses 90% of the time even at point blank...
itscompton wrote: »
When I get in the middle of a 10 person ball group and if I manage to hit them all with empowering, the 55% less damage is pretty awesome.
Id love that. Since summerset things like major sorcery/brutality have become very easy to have or build around. I dont see these changes making any of those skills OP
Cos basically what you're doing is buffing stamina at the expense of nerfing magicka
Blazing spears and luminous shard should remain magic, vamp bane should be given a stamina morph, one deals flame damage and magic damage from magic other deals physical damage and flame damage based on stamina
One hurls a ball of sunlight, other hurls a rock forged in sunlight