boi_anachronism_ wrote: »Billium813 wrote: »boi_anachronism_ wrote: »IZZEFlameLash wrote: »It is really fairly uncommon to see RO in death recaps these days. Because no one really plays Templar outside of burst group healer or some players around a zergball who wants to get their kills. Far more common in recaps are meta proc sets and siege. And of course, bomb set procs. So, why is RO problem again?
I mean i think the skill is largely balanced by how vulnerable you are during cast. It can be interrupted, targets can easily avoid it by making use of terrain, you can have so many debuffs hit you in the channel time that you need to purge 2x to remove them all, especially fighting multiple enemies. while it has range gap closers are so common that it barely matters especially since a large chunk of pvp happens in melee range with 2h and dw builds being so popular. I play sorc a fair bit in pvp. Ive rarely died to ro because i can streak right through them. In 1v1 it can be really good. 1vX makes it quite difficult.
Totally agree with all the points here.
It's really one of those "win more" Skills in PvP (I mean, it IS an execute after all...). It hits like wet tissue paper unless the opponent is under 50% and is actively BAD to use when the opponent is healthy! It isn't even really that high in damage unless the opponent is under 20%. But when an opponent is that low, that's the time they start running into cover (breaking line of sight), or throwing up defensive shields/HoTs, or stunning you back! There's just too much counter play and the damage isn't even that high.
It can be very good when in a group and you're actively winning. It's really strong to help pick off weak opponents as they try to run thanks to the long range. I honestly think that's its strongest feature! 28m is massive for an execute! But there's just so much downside to it... It's not as OP as the OP seems to think
good points although im fairly sure the range is 22m not 28m but thats just if we are being nit picky, the point is that the range is there.
Except that a good game doesn't make an effective finisher, already from 50% lol it should be less, should be around 35%, because 50% isn't really a finisher...
That should make sense!!!
Billium813 wrote: »boi_anachronism_ wrote: »Billium813 wrote: »boi_anachronism_ wrote: »IZZEFlameLash wrote: »It is really fairly uncommon to see RO in death recaps these days. Because no one really plays Templar outside of burst group healer or some players around a zergball who wants to get their kills. Far more common in recaps are meta proc sets and siege. And of course, bomb set procs. So, why is RO problem again?
I mean i think the skill is largely balanced by how vulnerable you are during cast. It can be interrupted, targets can easily avoid it by making use of terrain, you can have so many debuffs hit you in the channel time that you need to purge 2x to remove them all, especially fighting multiple enemies. while it has range gap closers are so common that it barely matters especially since a large chunk of pvp happens in melee range with 2h and dw builds being so popular. I play sorc a fair bit in pvp. Ive rarely died to ro because i can streak right through them. In 1v1 it can be really good. 1vX makes it quite difficult.
Totally agree with all the points here.
It's really one of those "win more" Skills in PvP (I mean, it IS an execute after all...). It hits like wet tissue paper unless the opponent is under 50% and is actively BAD to use when the opponent is healthy! It isn't even really that high in damage unless the opponent is under 20%. But when an opponent is that low, that's the time they start running into cover (breaking line of sight), or throwing up defensive shields/HoTs, or stunning you back! There's just too much counter play and the damage isn't even that high.
It can be very good when in a group and you're actively winning. It's really strong to help pick off weak opponents as they try to run thanks to the long range. I honestly think that's its strongest feature! 28m is massive for an execute! But there's just so much downside to it... It's not as OP as the OP seems to think
good points although im fairly sure the range is 22m not 28m but thats just if we are being nit picky, the point is that the range is there.
"Technically correct" is the best kind of correct, correct?
Except that a good game doesn't make an effective finisher, already from 50% lol it should be less, should be around 35%, because 50% isn't really a finisher...
That should make sense!!!
A finisher is supposed to "execute" when you don't have much life left, not even half your life yet.
and think that at 49%, the damage suddenly jumps to +480%.Deals up to 480% more damage to enemies below 50% Health
Burn an enemy with a ray of holy fire, dealing 3258 Magic Damage every 0.6 seconds over 1.8 seconds.
The damage increases up to 480% to enemies below 50% Health, based on the target's missing Health.
You restore up to 480 Magicka every 0.6 seconds, based on the target's missing Health.
You heal for 17% of the damage inflicted.
Billium813 wrote: »Except that a good game doesn't make an effective finisher, already from 50% lol it should be less, should be around 35%, because 50% isn't really a finisher...
That should make sense!!!A finisher is supposed to "execute" when you don't have much life left, not even half your life yet.
I worry that players readand think that at 49%, the damage suddenly jumps to +480%.Deals up to 480% more damage to enemies below 50% Health
To be fair, I think ZOS really needs to revamp all Tooltips to make them clearer in their functionality and limitations. I mean, Tooltips don't even indicate what KIND of damage each component of the Skill is doing (direct damage, DOT, AOE, ect). These make it confusing when you have CP stars that use different diction and disconnected phrases. But I digress....
Radiant Glory really should sayBurn an enemy with a ray of holy fire, dealing 3258 Magic Damage every 0.6 seconds over 1.8 seconds.
The damage increases up to 480% to enemies below 50% Health, based on the target's missing Health.
You restore up to 480 Magicka every 0.6 seconds, based on the target's missing Health.
You heal for 17% of the damage inflicted.
boi_anachronism_ wrote: »IZZEFlameLash wrote: »It is really fairly uncommon to see RO in death recaps these days. Because no one really plays Templar outside of burst group healer or some players around a zergball who wants to get their kills. Far more common in recaps are meta proc sets and siege. And of course, bomb set procs. So, why is RO problem again?
I mean i think the skill is largely balanced by how vulnerable you are during cast. It can be interrupted, targets can easily avoid it by making use of terrain, you can have so many debuffs hit you in the channel time that you need to purge 2x to remove them all, especially fighting multiple enemies. while it has range gap closers are so common that it barely matters especially since a large chunk of pvp happens in melee range with 2h and dw builds being so popular. I play sorc a fair bit in pvp. Ive rarely died to ro because i can streak right through them. In 1v1 it can be really good. 1vX makes it quite difficult.
Nord_Raseri wrote: »Killer's Blade(nightblade): execute starts at 50% health.