Nightblades can cloak against blastbones, but they can't against jabs. I will still pick jabs any day over other spammable. But that's it, besides jabs nothing is good on templar (stamina).techyeshic wrote: »techyeshic wrote: »techyeshic wrote: »Who's good at math? I am curious if 20% of damage copied is outpaced by having major fracture. Does the extra damage from resist being dropped mean as much as 20% ?
I replaced POTL with the puncture morph that gives both spell and physical reduction, which will also do both minor next patch and it feels like it kills as fast or faster on a immobile target. Of course, concerts "burst" to pressure and you could run both, but I dont think POTL is worth the global
If you are 2h/1h shield you should already be using punctute, major fracture is big damage boost.
But if you drop out potl what else you gonna replace for more damage. Just jabbing isnt enough against tanky players and potl gives you more ulti generation.
If you dw/2h yeah definetely use rending slashes or even quick cloak in it's place.
Potl is basically ulti gen, minor fracture and 2 extra light attack damage ticks while you are jabbing.
I bet we will wait 3 more patches till potl gets buffed.
The thing is, I get you need more, but I dont think POTL gives you more. Pierce armor is now going to give you both major and minor breach so that part becomes redundant. Takes a GCD that another jab could be used and do more damage in that time. Also the huge beam on their head is a big warning burst is coming to evade damage or purge. And the damage has gotten so small, I just cant see it being the difference maker.
I might as well use heroic slash for another GCD and at least get some defense with the ultimate generation
You're definitely right though. Need other damage to help kill decent players. I was showing a newer templar in a duel to just spam jabs on me and I stood there healing through it in medium armor with shuffle and BS. The "fix" to POTL and nerf to burning light majorly impacted that for the worst.
To be fair plenty of burst proc choice next patch, but ofc classes with actual burst can pick those up too.
So we will see, but POTL definetly needs to be looked at, thing is, its defo being double mitigated, beacuse ive seen some 8-k crits aganist really squishy(i mean sub 10k resist low crit resist etc) targets. But once ppl have some decent mitigation its damage goes down exponentially.
This patch specifically i experimented with both red mountain and velidreth and you have tools to templar to make good use of both, but its not ideal imho to have to go to procs for damage.
Good example here also my magblade on which i run caluurion and it adds a ton of dmg, but frankly i shouldnt have to.
Yeah. I'm still holding out on procs and sticking to CP. Doesn't feel as big of a shortfall there. I have been running my Warden more though at times and been trying to get my stamplar to even statistically on paper come close; never mind the burst combo and defense
Yeah the shortcomings of templars are definetly more felt in no cp, altough every time i go into cp pvp and see 40k hp wardens rip 6-7k sub assaults and dizzies i kinda question why the f would anyone play templar.
You play stamplar so you can jab, perma roll dodgers get countered hard.
Otherwise no other reason to play it.
Don't even bother playing it in no cp though.
Jabs doesn't counter those specs anymore, at least nowhere near as well as Sub Assault, Blastbones, Leap, and Streak.
Power of the Light and Burning Light were what actually countered those specs but as we've said many times both are complete trash now.
Not really though - either BB jumps just before you cloak and breaks your invisibility or it waits until you come out and then leaps at you instantly.
Any decent NB will never let you finish a full jabs channel on them, it's really easy to RAT or Shuffle then sprint thru the Templar, or just Shade out completely. Any stam spec is fast enough to evade jabs, don't get me started on how difficult it is to Jab a sorc...
My stamplar is orc in 5 medium using toppling and race against time, I am almost at speed cap while sprinting, no nb can outrun me and with my gapclose.
On my stamnecro if nb is at 25% health he will perma rolldodge dizzy, executioner and cloak against blastbones. Yeah i'll get him eventually but he can avoid a lot of damage and might take several combos chasing him.
On my stamplar if he is at execute range and in open field (without shadow image to teleport behind resource tower wall), he dies to jabs, he can't escape. Only very few good nightblades who has shuffle and really experienced can put up a fight and survive.
99% average stamnb lethal arrows spammer glass cannon builds with 7 wellfitted dies in 2 seconds to my jabs.
I hate those type of players and that's why I still play stamplar. If jabs become single target and dodgeable I am not gonna come back to my main ever again.
Ok but those baddy snipeblades are the same players who will die instantly to things like Leap > execute. Stamplar doesn't have any special advantage there.
Leap is ultimate, jabs are free.
Stamdens/stamcros who are 2h/1h shield traditional builds (dizzy/executioner/scorch/blastbones) will have trouble finishing them.
I don't even need to use detect pots to finish them on templar.
Try playing without camo hunter/detect pot good luck beating perma roll dodgers cloak spammers with just dizzy/executioner and blastbones/scorch.
I can beat with 1 skill biting jabs.
Dunning_Kruger wrote: »I just want it to be said. If you make jabs single target it will gut this class. I am a long time stamplar player and can tell you it being an AoE enhances the class. Being single target would only be an improvement in a duel where the target is using major evasion and could not cloak. The reasons why it’s great as an AoE are:
You can apply cleave pressure.
You can use the ability without a target (hits people cloak spamming, people as they round a corner, or on stairs where diff elevation targeting bugs cancels most abilities).
You don’t break the channel( remember how annoying old dizzy swing was with channel breaking, that doesn’t happen to jabs because 0 target requirement).
Currently the only way to proc burning light semi reliably in cleave.
You can still apply pressure somewhat to targets being body blocked that would miss with executioner because this games targeting is trash.
Honestly I just wouldn’t mind my old burning light back. The class just needs some sort of rigidity if anything, people ask for damage buffs because most Templar’s have to run tankier setups than other classes to maintain pressure in a fight; but in reality the class cranks damage. The problem with Templar is it can be a difficult class to tune for ZoS for whatever reason. For those that still play it and play it well; you know the issue is not damage. It is that you just cannot tank the same as other classes and constantly feel like a kiteplar in solo play or resort to a very bulky setup.
Dunning_Kruger wrote: »I just want it to be said. If you make jabs single target it will gut this class. I am a long time stamplar player and can tell you it being an AoE enhances the class. Being single target would only be an improvement in a duel where the target is using major evasion and could not cloak. The reasons why it’s great as an AoE are:
You can apply cleave pressure.
You can use the ability without a target (hits people cloak spamming, people as they round a corner, or on stairs where diff elevation targeting bugs cancels most abilities).
You don’t break the channel( remember how annoying old dizzy swing was with channel breaking, that doesn’t happen to jabs because 0 target requirement).
Currently the only way to proc burning light semi reliably in cleave.
You can still apply pressure somewhat to targets being body blocked that would miss with executioner because this games targeting is trash.
Honestly I just wouldn’t mind my old burning light back. The class just needs some sort of rigidity if anything, people ask for damage buffs because most Templar’s have to run tankier setups than other classes to maintain pressure in a fight; but in reality the class cranks damage. The problem with Templar is it can be a difficult class to tune for ZoS for whatever reason. For those that still play it and play it well; you know the issue is not damage. It is that you just cannot tank the same as other classes and constantly feel like a kiteplar in solo play or resort to a very bulky setup.
Sure templars have their problems in pvp but they are a mess in pve.
Stamplar dds are just jabb'ing with really nothing special about them. Just jab, jab, jab and then jab some more and just 1 ultimate morph to use.
Magplar dd's have a 10 second rotation and a 6 second burst skill and its chaulk full of odd skills. If you play range solar barrage loses half its power. What is sunfire? Is it a pve skill or a pvp skill? 16 seconds is just as odd as it being the only fire damage ability. If its a pvp skill Malacath bands makes the major prophecy it provides useless. If its a pve skill well major prohpecy is kinda redundant aswell. All skills have a channel, cast time or travel time. Soo much of the toolkit is just unusable bcz its soo underwhelming. Redundant morph choices in ultimates. Range plars have no way to semi reliably self heal. No unique self buffs. Etc... basically it works but only bcz jesus beam is the 2nd best execute in the game.
Tankplars are a lost cause. You can tank as a templar but they are hands down the worst tank spec and its not even close.
Templar healers are 2nd best in pve and well better than average in pvp. Luminous shards, PoTl, minor sorcery, minor mending and purifying ritual really help a templar healer excell. All fairly decent parts of a templar toolkit but none of it OP.
When you look at the templar toolkit its just littered with skills that are soo underwhelming they are universally unused. The worst part is that even whats good about templars is not that great (except for jabs). Soo lets nerf jabs and just kill the class and call it a day.
Zos wont revert the changes made to burning light since it was proc based... i'd rework it instead from this:
- Burning light: When you deal damage with an Aedric Spear ability 4 times in rapid succession, you deal X Physical Damage or X Magic Damage, whichever is higher.
into this:
- Piercing light (renamed): Increases your armor penetration by 2%/4% for each Aedric Spear ability slotted.
Would also remove the 100% armor penetration from Binding Javeling since it's not a dmg skill.
Stamplar is so bad its actually comical at this point.
I can literally slap on whatever random procsets on stamsorc and do 1000000x better with the fraction of the effort.
The class is an absolute fing joke at this point.
techyeshic wrote: »Stamplar is so bad its actually comical at this point.
I can literally slap on whatever random procsets on stamsorc and do 1000000x better with the fraction of the effort.
The class is an absolute fing joke at this point.
I had to chuckle to myself last night as it's a night where guildies come out and we get 6+ members early rather than just the last hour or so where I have been dropping group on my stamplar. Had my Warden out in stead, and I feel clumsy as I dont play it as much but line up that burst combo and people just die. Use permafrost in a coordinated ulti dump , compared to I'm not sure on stamplar as they are immobile and utility seems worse and expensive. Need to get away, and I pop my ranged defense that is sustained just by it doing its job.
I'd say it's a complete face roll but with the *** performance I've seen this week, you might as well face roll on all classes as abilities you want dont go off, and abilities you don't want fire fr ou m being pressed several seconds before or from the wrong bar.
Speaking of bad performance; I actually like to use toppling charge to get some off balance and at 1 time, it allowed you to land some jabs. Well; it gets you desync too often so you really cant.
techyeshic wrote: »Stamplar is so bad its actually comical at this point.
I can literally slap on whatever random procsets on stamsorc and do 1000000x better with the fraction of the effort.
The class is an absolute fing joke at this point.
I had to chuckle to myself last night as it's a night where guildies come out and we get 6+ members early rather than just the last hour or so where I have been dropping group on my stamplar. Had my Warden out in stead, and I feel clumsy as I dont play it as much but line up that burst combo and people just die. Use permafrost in a coordinated ulti dump , compared to I'm not sure on stamplar as they are immobile and utility seems worse and expensive. Need to get away, and I pop my ranged defense that is sustained just by it doing its job.
I'd say it's a complete face roll but with the *** performance I've seen this week, you might as well face roll on all classes as abilities you want dont go off, and abilities you don't want fire fr ou m being pressed several seconds before or from the wrong bar.
Speaking of bad performance; I actually like to use toppling charge to get some off balance and at 1 time, it allowed you to land some jabs. Well; it gets you desync too often so you really cant.
The strange thing about Stamplars is the whole "house" ethos still seems to be there, except it is now made of papermashay & sugar-glass from nerfing.
I don't think they have anyone left that has a clear vision of what Stamplars should be, or indeed most likely that still plays one or understands them.
techyeshic wrote: »Stamplar is so bad its actually comical at this point.
I can literally slap on whatever random procsets on stamsorc and do 1000000x better with the fraction of the effort.
The class is an absolute fing joke at this point.
I had to chuckle to myself last night as it's a night where guildies come out and we get 6+ members early rather than just the last hour or so where I have been dropping group on my stamplar. Had my Warden out in stead, and I feel clumsy as I dont play it as much but line up that burst combo and people just die. Use permafrost in a coordinated ulti dump , compared to I'm not sure on stamplar as they are immobile and utility seems worse and expensive. Need to get away, and I pop my ranged defense that is sustained just by it doing its job.
I'd say it's a complete face roll but with the *** performance I've seen this week, you might as well face roll on all classes as abilities you want dont go off, and abilities you don't want fire fr ou m being pressed several seconds before or from the wrong bar.
Speaking of bad performance; I actually like to use toppling charge to get some off balance and at 1 time, it allowed you to land some jabs. Well; it gets you desync too often so you really cant.
The strange thing about Stamplars is the whole "house" ethos still seems to be there, except it is now made of papermashay & sugar-glass from nerfing.
I don't think they have anyone left that has a clear vision of what Stamplars should be, or indeed most likely that still plays one or understands them.
They stripped Templar house from its defenses too much for it to be viable.
I find te extra resist when standing in the rune laughable, maybe for pve tanks?
Texecutioner187 wrote: »I'm curious what this thread is referring to. I read the patch notes(6.2.0) and don't see any reference to Backlash or POTL. Is there some other set of changes that I'm missing? Clearly there is... please help - thanks!
Templar
Aedric Spear
Burning Light: This passive has been slightly reworked so that the damage now triggers when you deal damage 4 times within rapid succession to an enemy with an Aedric Spear ability, rather than having a 25% chance to proc per hit. Note that the time window is long enough that abilities that hit at least once every second between will continue to proc this passive.
Puncturing Strikes: Reduced the tick frequency of this ability and its morphs to 333ms, down from 300ms, to better sync its damage with its animation.
Puncturing Sweeps (morph): Fixed an issue where the heal from this ability was based on the damage of the initial hit, rather than the amount of damage done to each individual target, resulting in a significant reduction to healing when hitting multiple targets. With this fix, we’ll be keeping a close eye on the Templar’s ability to stay in the thick of the fight.
Radial Sweep: This ultimate and its morphs now have a minor cast time to help better sync their damage and animation, as well as adding more time for counter play to react.
Dawn’s Wrath
Backlash:
Fixed an issue where this ability and its morphs stored much more damage done to the target than the tooltip stated. This will make the ability require more damage, particularly in PvP, in order to reach its maximum damage.
Fixed an issue where these abilities did not reset their stored damage values after detonating in some cases.
techyeshic wrote: »Texecutioner187 wrote: »I'm curious what this thread is referring to. I read the patch notes(6.2.0) and don't see any reference to Backlash or POTL. Is there some other set of changes that I'm missing? Clearly there is... please help - thanks!
Wrong patch. Thats next patch. This happened in the patch 6.1.5Templar
Aedric Spear
Burning Light: This passive has been slightly reworked so that the damage now triggers when you deal damage 4 times within rapid succession to an enemy with an Aedric Spear ability, rather than having a 25% chance to proc per hit. Note that the time window is long enough that abilities that hit at least once every second between will continue to proc this passive.
Puncturing Strikes: Reduced the tick frequency of this ability and its morphs to 333ms, down from 300ms, to better sync its damage with its animation.
Puncturing Sweeps (morph): Fixed an issue where the heal from this ability was based on the damage of the initial hit, rather than the amount of damage done to each individual target, resulting in a significant reduction to healing when hitting multiple targets. With this fix, we’ll be keeping a close eye on the Templar’s ability to stay in the thick of the fight.
Radial Sweep: This ultimate and its morphs now have a minor cast time to help better sync their damage and animation, as well as adding more time for counter play to react.
Dawn’s Wrath
Backlash:
Fixed an issue where this ability and its morphs stored much more damage done to the target than the tooltip stated. This will make the ability require more damage, particularly in PvP, in order to reach its maximum damage.
Fixed an issue where these abilities did not reset their stored damage values after detonating in some cases.
Texecutioner187 wrote: »techyeshic wrote: »Texecutioner187 wrote: »I'm curious what this thread is referring to. I read the patch notes(6.2.0) and don't see any reference to Backlash or POTL. Is there some other set of changes that I'm missing? Clearly there is... please help - thanks!
Wrong patch. Thats next patch. This happened in the patch 6.1.5Templar
Aedric Spear
Burning Light: This passive has been slightly reworked so that the damage now triggers when you deal damage 4 times within rapid succession to an enemy with an Aedric Spear ability, rather than having a 25% chance to proc per hit. Note that the time window is long enough that abilities that hit at least once every second between will continue to proc this passive.
Puncturing Strikes: Reduced the tick frequency of this ability and its morphs to 333ms, down from 300ms, to better sync its damage with its animation.
Puncturing Sweeps (morph): Fixed an issue where the heal from this ability was based on the damage of the initial hit, rather than the amount of damage done to each individual target, resulting in a significant reduction to healing when hitting multiple targets. With this fix, we’ll be keeping a close eye on the Templar’s ability to stay in the thick of the fight.
Radial Sweep: This ultimate and its morphs now have a minor cast time to help better sync their damage and animation, as well as adding more time for counter play to react.
Dawn’s Wrath
Backlash:
Fixed an issue where this ability and its morphs stored much more damage done to the target than the tooltip stated. This will make the ability require more damage, particularly in PvP, in order to reach its maximum damage.
Fixed an issue where these abilities did not reset their stored damage values after detonating in some cases.
Thank you for that. Are there any major upcoming changes in Markarth towards Templar, either PvE or PvP? I play both, and figured it wouldn't hurt to ask while we had Templar folks here
Texecutioner187 wrote: »techyeshic wrote: »Texecutioner187 wrote: »I'm curious what this thread is referring to. I read the patch notes(6.2.0) and don't see any reference to Backlash or POTL. Is there some other set of changes that I'm missing? Clearly there is... please help - thanks!
Wrong patch. Thats next patch. This happened in the patch 6.1.5Templar
Aedric Spear
Burning Light: This passive has been slightly reworked so that the damage now triggers when you deal damage 4 times within rapid succession to an enemy with an Aedric Spear ability, rather than having a 25% chance to proc per hit. Note that the time window is long enough that abilities that hit at least once every second between will continue to proc this passive.
Puncturing Strikes: Reduced the tick frequency of this ability and its morphs to 333ms, down from 300ms, to better sync its damage with its animation.
Puncturing Sweeps (morph): Fixed an issue where the heal from this ability was based on the damage of the initial hit, rather than the amount of damage done to each individual target, resulting in a significant reduction to healing when hitting multiple targets. With this fix, we’ll be keeping a close eye on the Templar’s ability to stay in the thick of the fight.
Radial Sweep: This ultimate and its morphs now have a minor cast time to help better sync their damage and animation, as well as adding more time for counter play to react.
Dawn’s Wrath
Backlash:
Fixed an issue where this ability and its morphs stored much more damage done to the target than the tooltip stated. This will make the ability require more damage, particularly in PvP, in order to reach its maximum damage.
Fixed an issue where these abilities did not reset their stored damage values after detonating in some cases.
Thank you for that. Are there any major upcoming changes in Markarth towards Templar, either PvE or PvP? I play both, and figured it wouldn't hurt to ask while we had Templar folks here
So if they introduce 3 AOE second cooldowns what the hell gonna happen to templars then?
If jabs become dodgeable single target, you won't ever land burning light procs in pvp and at that point it would be better just slotting dizzying swing/crushing shock.
techyeshic wrote: »So if they introduce 3 AOE second cooldowns what the hell gonna happen to templars then?
If jabs become dodgeable single target, you won't ever land burning light procs in pvp and at that point it would be better just slotting dizzying swing/crushing shock.
As it is with this testing; I'm really tired of dizzy swing. Ran some mag DK which is fun for a bit, and now using my NB which BTW, StamNB might be near the top with stamden and stamcro, at 3rd for large scale in this environment where procs dominate, you cant get a lot of outside purge and heals, and AOEs cannot be spammed as easily to break stealth. Jabs will just be 1 example of getting screwed by this
techyeshic wrote: »So if they introduce 3 AOE second cooldowns what the hell gonna happen to templars then?
If jabs become dodgeable single target, you won't ever land burning light procs in pvp and at that point it would be better just slotting dizzying swing/crushing shock.
As it is with this testing; I'm really tired of dizzy swing. Ran some mag DK which is fun for a bit, and now using my NB which BTW, StamNB might be near the top with stamden and stamcro, at 3rd for large scale in this environment where procs dominate, you cant get a lot of outside purge and heals, and AOEs cannot be spammed as easily to break stealth. Jabs will just be 1 example of getting screwed by this
ZOS seems decided to like idea of 3 second AOE global cooldown, if they make this on live some time in future and rework certain skills like making jabs single target, single target jabs will be ***, dodgeable (can't pull nb out of cloak) very low uptime of burning light procs, I'll rather wait 0.8 cast time of dizzy and land full damage rather making jabs (and burning light) being dodged after 1 second channel.
And can someone explain why the hell even rune focus has a 3 second cooldown?
techyeshic wrote: »techyeshic wrote: »So if they introduce 3 AOE second cooldowns what the hell gonna happen to templars then?
If jabs become dodgeable single target, you won't ever land burning light procs in pvp and at that point it would be better just slotting dizzying swing/crushing shock.
As it is with this testing; I'm really tired of dizzy swing. Ran some mag DK which is fun for a bit, and now using my NB which BTW, StamNB might be near the top with stamden and stamcro, at 3rd for large scale in this environment where procs dominate, you cant get a lot of outside purge and heals, and AOEs cannot be spammed as easily to break stealth. Jabs will just be 1 example of getting screwed by this
ZOS seems decided to like idea of 3 second AOE global cooldown, if they make this on live some time in future and rework certain skills like making jabs single target, single target jabs will be ***, dodgeable (can't pull nb out of cloak) very low uptime of burning light procs, I'll rather wait 0.8 cast time of dizzy and land full damage rather making jabs (and burning light) being dodged after 1 second channel.
And can someone explain why the hell even rune focus has a 3 second cooldown?
Rune is because they are looking at them as covering an area for calculating whi/what gets the effect more than how many targets it hits. They have to make that self target rather than ground probably.
techyeshic wrote: »techyeshic wrote: »So if they introduce 3 AOE second cooldowns what the hell gonna happen to templars then?
If jabs become dodgeable single target, you won't ever land burning light procs in pvp and at that point it would be better just slotting dizzying swing/crushing shock.
As it is with this testing; I'm really tired of dizzy swing. Ran some mag DK which is fun for a bit, and now using my NB which BTW, StamNB might be near the top with stamden and stamcro, at 3rd for large scale in this environment where procs dominate, you cant get a lot of outside purge and heals, and AOEs cannot be spammed as easily to break stealth. Jabs will just be 1 example of getting screwed by this
ZOS seems decided to like idea of 3 second AOE global cooldown, if they make this on live some time in future and rework certain skills like making jabs single target, single target jabs will be ***, dodgeable (can't pull nb out of cloak) very low uptime of burning light procs, I'll rather wait 0.8 cast time of dizzy and land full damage rather making jabs (and burning light) being dodged after 1 second channel.
And can someone explain why the hell even rune focus has a 3 second cooldown?
Rune is because they are looking at them as covering an area for calculating whi/what gets the effect more than how many targets it hits. They have to make that self target rather than ground probably.
The only effect you get is minor mending and resistance while standing in it, but its only for you, not anyone else. It doesn't snare anymore since passives got changed couple patches ago (another pvp nerf).
techyeshic wrote: »techyeshic wrote: »So if they introduce 3 AOE second cooldowns what the hell gonna happen to templars then?
If jabs become dodgeable single target, you won't ever land burning light procs in pvp and at that point it would be better just slotting dizzying swing/crushing shock.
As it is with this testing; I'm really tired of dizzy swing. Ran some mag DK which is fun for a bit, and now using my NB which BTW, StamNB might be near the top with stamden and stamcro, at 3rd for large scale in this environment where procs dominate, you cant get a lot of outside purge and heals, and AOEs cannot be spammed as easily to break stealth. Jabs will just be 1 example of getting screwed by this
ZOS seems decided to like idea of 3 second AOE global cooldown, if they make this on live some time in future and rework certain skills like making jabs single target, single target jabs will be ***, dodgeable (can't pull nb out of cloak) very low uptime of burning light procs, I'll rather wait 0.8 cast time of dizzy and land full damage rather making jabs (and burning light) being dodged after 1 second channel.
And can someone explain why the hell even rune focus has a 3 second cooldown?
Rune is because they are looking at them as covering an area for calculating whi/what gets the effect more than how many targets it hits. They have to make that self target rather than ground probably.
The only effect you get is minor mending and resistance while standing in it, but its only for you, not anyone else. It doesn't snare anymore since passives got changed couple patches ago (another pvp nerf).
It really just checks if the caster is standing in the rune or not, thats why its considered aoe.
Tbh regardless of these tests, rune shouldve been selfcast since forever.
techyeshic wrote: »techyeshic wrote: »So if they introduce 3 AOE second cooldowns what the hell gonna happen to templars then?
If jabs become dodgeable single target, you won't ever land burning light procs in pvp and at that point it would be better just slotting dizzying swing/crushing shock.
As it is with this testing; I'm really tired of dizzy swing. Ran some mag DK which is fun for a bit, and now using my NB which BTW, StamNB might be near the top with stamden and stamcro, at 3rd for large scale in this environment where procs dominate, you cant get a lot of outside purge and heals, and AOEs cannot be spammed as easily to break stealth. Jabs will just be 1 example of getting screwed by this
ZOS seems decided to like idea of 3 second AOE global cooldown, if they make this on live some time in future and rework certain skills like making jabs single target, single target jabs will be ***, dodgeable (can't pull nb out of cloak) very low uptime of burning light procs, I'll rather wait 0.8 cast time of dizzy and land full damage rather making jabs (and burning light) being dodged after 1 second channel.
And can someone explain why the hell even rune focus has a 3 second cooldown?
Rune is because they are looking at them as covering an area for calculating whi/what gets the effect more than how many targets it hits. They have to make that self target rather than ground probably.
The only effect you get is minor mending and resistance while standing in it, but its only for you, not anyone else. It doesn't snare anymore since passives got changed couple patches ago (another pvp nerf).
It really just checks if the caster is standing in the rune or not, thats why its considered aoe.
Tbh regardless of these tests, rune shouldve been selfcast since forever.
And how does this relate to massive AOE spamming which causes lag? Do any ball groups spam rune focus and cause server to fry up? No.
Venomous smite causes way more lag and calculations than a major resolve buff which only small minor AOE effect can only be applied to yourself.