PainfulFAFA wrote: »Doesn't matter.
It'll probably get nerfed in next week's maintenance.
For PvP, go with Trapping Webs which does more damage than Vampire's Bane.. no need to use Templar skills..
Also reflective is annoying in PvP since there will always be a DK with flappy wings that will reflect that extra hit back at you.
lolo_01b16_ESO wrote: »What you should consider aswell is that a longer dot duration allows you to use your spammable skill (probably sweep) more often. To take that example of your 24 sec fight, with vampires bane you could do 1 additional sweep compared to reflective light, which could make up for the dot damage difference, depending on your stats.
Also VB and RL don't apply snares on players, npc's only. Does Webs apply?
For PvP, go with Trapping Webs which does more damage than Vampire's Bane.. no need to use Templar skills..
Also reflective is annoying in PvP since there will always be a DK with flappy wings that will reflect that extra hit back at you.
cossamaximus wrote: »Okay!
I play on Xbox, I'm a dark elf Templar with additional flame damage.
I watch build videos and read build threads and people seem to use Vampires Bane over Reflective light and I cannot understand why?
I don't know the figures exactly but they go something like this: (Looked last night)
Vampires Bane
Cast time: instant
Target: Single
Cost: 3414
initial damage output 2490: DoT 5000 over 8.4 seconds
Reflective Light
Cast time: instant
Radius: 4.5m (Hits multiple targets in the radius area)
Cost: 3414
initial damage output 2490 (Same as VB): DoT 3750 over 6 seconds
Now both these abilities are maxed out for me...but what I don't get they both give me major prophecy increasing spell critical by 2141 or something similar and both cause fire damage, so...why would anyone choose vampires bane over reflective light when reflective light actually does more damage, but also hits multiple targets.
The DoT effect is broken down like this in my head:
VB: 5,000 / 8.4 seconds = 595 damage per second
RL: 3,750 / 6 Seconds = 625 damage per second
So as the maths shows RF: does more damage over a shorter period of time. You just reapply the ability every six seconds rather than eight, keeping the higher damage per second ticking.
Am I missing something here?
I checked some weeks ago. Players continue to run with their normal speed, and the visual effect of snare (grey fog on feet) does not appear. Same problem is with Crippling Grasp of NB's.
There was no shuffle or maneuver preventing from snaring.
timidobserver wrote: »If you are a Thaumaturge temp, both morphs of sunfire are unappealing. If you are elemental, I would go with reflective light.