SeaUnicorn wrote: »You could run on less then soft cap in PVE in places like vAS for example. You only need resists when Olms swipes and jumps and for occasional Llothis cone. So you get some nice semi-spammable DPS skill and tank butt naked in glass cannon build doing 70k+ DPS as MT33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.
Buff is 4s, so you cast it every 3rd or 4th skill as a semi-spammable. Just like Stagger or Talons or Clench (when it was primary source of minor brittle back in the olden days).You mean every other second? Olms light attacks eat 90% of your health bar in cap resistance if you drop block, which you will if you’re in light armor with their uniquely horrible tanking passives…
SeaUnicorn wrote: »Buff is 4s, so you cast it every 3rd or 4th skill as a semi-spammable. Just like Stagger or Talons or Clench (when it was primary source of minor brittle back in the olden days).You mean every other second? Olms light attacks eat 90% of your health bar in cap resistance if you drop block, which you will if you’re in light armor with their uniquely horrible tanking passives…
DerpyBossGamer wrote: »Speaking from a PvP perspective, oblivion damage has absolutely no place being accessible on a spammable ability, let alone an ability at all. Due to the nature of oblivion damage ignoring all mitigation including blocking, damage shields, battle spirit, etc, it has been an extremely rare damage type thus far. Every source of oblivion damage we have had so far (Damage Health glyph, Sload's Semblance, Knight Slayer) is niche enough that it can be utilized but is outclassed unless built around. .
Nobody uses Templar for tanking because it’s horrible at it, not for a lack of want.
As far as the Mastery, if you’re talking about PvP, this passive benefits not only tanks, but every spec of the class… and too much at that.
For PvE, this does not help tanks at all.
33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.
You can not resist any more damage by pushing your resistance higher than 33,000 and you’re going to be over that with Major Resolve, and that’s without the Mastery.
verminjerky wrote: »Nobody uses Templar for tanking because it’s horrible at it, not for a lack of want.
As far as the Mastery, if you’re talking about PvP, this passive benefits not only tanks, but every spec of the class… and too much at that.
For PvE, this does not help tanks at all.
33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.
You can not resist any more damage by pushing your resistance higher than 33,000 and you’re going to be over that with Major Resolve, and that’s without the Mastery.
So then you agree, it's not good and should be changed. 👍
CordingOnyx wrote: »DerpyBossGamer wrote: »Speaking from a PvP perspective, oblivion damage has absolutely no place being accessible on a spammable ability, let alone an ability at all. Due to the nature of oblivion damage ignoring all mitigation including blocking, damage shields, battle spirit, etc, it has been an extremely rare damage type thus far. Every source of oblivion damage we have had so far (Damage Health glyph, Sload's Semblance, Knight Slayer) is niche enough that it can be utilized but is outclassed unless built around. .
what if it had a trade off? something like you take the same amount of oblivion damage dealt so you have to be VERY careful when you cast
Unified_Gaming wrote: »As such, I don't think the issue is the execute scaling or oblivion damage but it applies above 50% hp. If they made it only apply the oblivion damage when below 50% hp it would be pretty balanced.
Alternatively, I'd like them to make this a true execute.
"Reduces the initial damage by 40% but now consumes soul gems to deal up to 400% additional magic when the target is below 50% hp." This would make it work as a true execute.
What do you think of my suggestion?
CordingOnyx wrote: »DerpyBossGamer wrote: »Speaking from a PvP perspective, oblivion damage has absolutely no place being accessible on a spammable ability, let alone an ability at all. Due to the nature of oblivion damage ignoring all mitigation including blocking, damage shields, battle spirit, etc, it has been an extremely rare damage type thus far. Every source of oblivion damage we have had so far (Damage Health glyph, Sload's Semblance, Knight Slayer) is niche enough that it can be utilized but is outclassed unless built around. .
what if it had a trade off? something like you take the same amount of oblivion damage dealt so you have to be VERY careful when you cast
CordingOnyx wrote: »Unified_Gaming wrote: »As such, I don't think the issue is the execute scaling or oblivion damage but it applies above 50% hp. If they made it only apply the oblivion damage when below 50% hp it would be pretty balanced.
Alternatively, I'd like them to make this a true execute.
"Reduces the initial damage by 40% but now consumes soul gems to deal up to 400% additional magic when the target is below 50% hp." This would make it work as a true execute.
What do you think of my suggestion?
huh, i actually dont hate that... maybe the 400% is a bit much since it that would make it do 8% more damage per 1% health under 50%. maybe 100% ~ 150% so it doesn't replace class executes but it a decent stand in if a class doesn't have one.
Are you aware that Grave Lord's Sacrifice forces you into using Flame Skull? That means no Scribing spammables if you are using that morph. This is a morph that replaced a 5+years old one and was introduced with U41.
Why was GLS designed in such a way if you already knew that Scribing would introduce new spammables to the game?
Could any players who've played with scribing a bit tell me:
Is there anything scribed that could replace Barbed Trap?
Could any players who've played with scribing a bit tell me:
Is there anything scribed that could replace Barbed Trap?
No, all of the damage-over-time, and healing-over-time scripts attached to the skills are extremely small values, to the point where they are mostly useless.
Honestly I would like to see it changed, especially for my Necromancer that has the now two as of last patch, damage increases to DoTs.
Could any players who've played with scribing a bit tell me:
Is there anything scribed that could replace Barbed Trap?
No, all of the damage-over-time, and healing-over-time scripts attached to the skills are extremely small values, to the point where they are mostly useless.
Honestly I would like to see it changed, especially for my Necromancer that has the now two as of last patch, damage increases to DoTs.
with the exception of travelling knife, scribing skills don't do enough damage.
I think they are so concerned about messing up balance they the whole thing is going to be seriously underwhelming. Yet another missed opportunity
JerBearESO wrote: »Could any players who've played with scribing a bit tell me:
Is there anything scribed that could replace Barbed Trap?
No, all of the damage-over-time, and healing-over-time scripts attached to the skills are extremely small values, to the point where they are mostly useless.
Honestly I would like to see it changed, especially for my Necromancer that has the now two as of last patch, damage increases to DoTs.
with the exception of travelling knife, scribing skills don't do enough damage.
I think they are so concerned about messing up balance they the whole thing is going to be seriously underwhelming. Yet another missed opportunity
No because if they did too much damage it would become scribing online.... it has to be balanced in such a way that scribing can potentially fill gaps for playstyle, but without being an outright better option than other things.
Could any players who've played with scribing a bit tell me:
Is there anything scribed that could replace Barbed Trap?
No, all of the damage-over-time, and healing-over-time scripts attached to the skills are extremely small values, to the point where they are mostly useless.
Honestly I would like to see it changed, especially for my Necromancer that has the now two as of last patch, damage increases to DoTs.
with the exception of travelling knife, scribing skills don't do enough damage.
I think they are so concerned about messing up balance they the whole thing is going to be seriously underwhelming. Yet another missed opportunity
Could any players who've played with scribing a bit tell me:
Is there anything scribed that could replace Barbed Trap?
I slot it for the high dmg of course but 1. It's such a boring skill (even with the new styling option; I didn't realize the base skill even had a color as it's barely visible), 2. Hate that it's static and placed at your location. Maybe it would be OP if throwable like caltrops, or enemy-targeted like Fulminating Rune, idk.
verminjerky wrote: »As a Templar DPS main, I don't like the Templar class mastery.Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.
I appreciate that ZOS is trying to give some tanking stuff to a class that's not used for tanking but... nobody uses Templar for tanking. This feels like a more appropriate class mastery for a well-used tank class like DK, which also synergizes with DK's incredibly strong ultimates and ultimate-based passive. (Templar doesn't even have a tanking ult.)
It's also the only class mastery with a downside. 😩 Why did ZOS stop loving Templar?
It would be okay without that massive snare, Templar is long known for its survivability, especially relative to being a melee class, so adding more of that back into the game is not unwelcome. But this class mastery should be aimed at, or at least usable by, DPS and healers, who won't benefit from it without mobility.
@Savos_Sarenverminjerky wrote: »As a Templar DPS main, I don't like the Templar class mastery.Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.
I appreciate that ZOS is trying to give some tanking stuff to a class that's not used for tanking but... nobody uses Templar for tanking. This feels like a more appropriate class mastery for a well-used tank class like DK, which also synergizes with DK's incredibly strong ultimates and ultimate-based passive. (Templar doesn't even have a tanking ult.)
It's also the only class mastery with a downside. 😩 Why did ZOS stop loving Templar?
It would be okay without that massive snare, Templar is long known for its survivability, especially relative to being a melee class, so adding more of that back into the game is not unwelcome. But this class mastery should be aimed at, or at least usable by, DPS and healers, who won't benefit from it without mobility.
Nobody uses Templar for tanking because it’s horrible at it, not for a lack of want.
As far as the Mastery, if you’re talking about PvP, this passive benefits not only tanks, but every spec of the class… and too much at that.
For PvE, this does not help tanks at all.
33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.
You can not resist any more damage by pushing your resistance higher than 33,000 and you’re going to be over that with Major Resolve, and that’s without the Mastery.
nwilliams2107b16_ESO wrote: »Apologies for question, can’t get on to test, do class passives buff the scribed skills damage? So if I slotted a skill on my Sorc all shock damage, does it benefit from 5% passive buff?
nwilliams2107b16_ESO wrote: »Apologies for question, can’t get on to test, do class passives buff the scribed skills damage? So if I slotted a skill on my Sorc all shock damage, does it benefit from 5% passive buff?
yes. likewise the mage guild grimoire benefits from the mage guild passives, so we end up with awesome things like 5.6s durations