leepalmer95 wrote: »
Seconded. How the hell are her stats that high, I know she popped a pot but still that max magicka....
leepalmer95 wrote: »
Seconded. How the hell are her stats that high, I know she popped a pot but still that max magicka....
I did not pop a pot.
leepalmer95 wrote: »
Seconded. How the hell are her stats that high, I know she popped a pot but still that max magicka....
Lich, at least for the regen most likely. In TG patch they made it a guaranteed drop of the unique weapon/armor if one of the named bosses spawns so it's much easier to farm than back in the day, and they've finally stopped raising vet cap so you don't have to worry about your farmed gear being outdated in a few months like all of the old v10/12/14 pieces were. I do dolmens when pvp is too laggy for this, siege, and cyro maps for motifs.
I do find it ironic that we're supposedly so concerned with balance though, stats like that aside, but only when it comes to templars having a well performing skill
Joy_Division wrote: »Why does this video not weave attacks in for the instant-cast execute skills? It is intentionally taking a key weakness of Radiant Destruction - it's inability to weave -and placing it on other skills that do not have this weakness.
Why do people keep screaming "it's an execute" without considering the possibility that ZoS intended it to also do mediocre to OKish DPS outside it's execute range? I'd say it's more than a possibility since ZoS published the skill a year ago, has heard this complaint for a year, and have just confirmed in another thread that the skill is working as intended. Yes, it is an execute. But maybe it was intended to be something more.
All the good Templar DPS skills are notoriously difficult to actually put on a target actively defending itself. Maybe ZoS intended this to be an "easy" option to get mediocre-Okish DPS. Or, perhaps more likely, since Templars a re considered the "healer" and likely will only have 1 DPS skill on their bar, this is the perfect thing for them: mediocre DPS but with the ability to actually contribute during an execute phase. The skill helps healers a lot to actually contribute DPS to a team. Maybe ZoS recognized that it's channeled nature puts the caster in an extremely vulnerable position so figured their should be some payoff for taking that risk. There are plausible reasons why the DPS outside the execute range is OKish. As for why the other executes don;t share this, why would they? A NB decision to use all their skill is instantaneous...why would they pass over the instant-cast surprise attack for an instant cast Killer's Blade that does less damage? It would be utterly pointless. since a tempalr's decision is not instantaneous - indeed they are locked into a 3 second channel - it's much more ambiguous and thus another reason why the "execute" is different.
None of this is going to convince the people who hate the spell otherwise. I stopped caring at this point. They only care that their uninterruptible wrecking blows stay uninterruptible, their 10K pre-cast hardened wards stay 10K, their unblockable AoE fears that still screw you over after the spell ends stay unblockable. I think all the sh*t they do "overperforms" so I glad they think mine does too. Keep posting those screenshots comparing a 3 second - 7 tick spell with instant-cast DPS skills without even accounting for the free weave you get from using those instant-casts. Keep deriding all those so called "casuals" and "baddies" for coming onto these forums and crying for nerfs. I get it: they are just too dumb to clearly see that your OP crap is a L2P issue but this skill is somehow different and needs immediate attention and a justified nerf.
Also i dont use tri stat potions. I should probably get to using those. Weapon damage on snb 3.5k 2h 4.1k w/ just rally and no earthen heart damage buffleepalmer95 wrote: »When Jules gets class changes she likes, it becomes a hype thread. When other classes get bug fixes she doesn't like, it becomes a nerf thread.
To put it into perspective:
Almost all of the executes you listed don't suffer from the same counters that jesus beam does. Can you interrupt or bash executioner, killer's blade, or mage's wrath? Do executioner, killer's blade, or mage's wrath give you a 3+ second long channel that telegraphs exactly what's hitting you and from what direction? No, and no. Can you cast other skills in addition to executioner, killer's blade, or mage's wrath in the 3+ seconds it takes for one jesus beam to go off and therefore do more base dps? Yes. There are pros and cons to each execute. There wasn't even a buff to the damage of jesus beam this patch, it was just a bug fix to make it so you couldn't dodge the damage you weren't supposed to be able to dodge.
Not even going to bother watching your video, but I'd also assume that you're using the same character, gear, and CP points to test differences between physical and magical executes - because that's obviously a well structured test.
Your hate b-ner for me is really amusing. This isn't personal bro, I don't care about you and have no interest in taking shots at you back and forth to quell some sort of pent up anger from fights long ago. I simply do not care anymore. The true issue at hand is the skill. It is overperforming on targets of high health. And any and all templars who defend this skill need to brush up on the definition of execute, or look at how executes in this game work. I have no issue with it doing a metric F ton of damage on low health targets. I have no issue with it being undodgeable as it has a range of viable counters. But for it to tick at nearly 4k on target above 60, 70% is absurd. It's an execute, not intended to be a damaging skill. Stop being biased and recognize that no one is trying to get things nerfed, just for them to work as intended.
DISCLAIMER: I in no way want to be involved in any personal agrugements between the two of you
3.8k crit tick isn't high damage, not by a long shot, especially since you don't seem to be running very much crit resistance, since he got about 50% damage boost on the crits compared to non-crits. Light attack/poison injection spam hits as hard as that and its an "execute" as well. No good player is dying to a jesus beam from full health. While I do believe the ability is strong, I don't think its out of balance since it is much more difficult to get someone into execute range as a templar than as a nb or sorc
No good player actually uses Radiant Destruction in a 1v1 either. Mainly because it is a channeled ability, but to spam it at 100% in a xv1 situation is ridiculous, and it'll be even more ridiculous with the new cp thats coming to ps4 when TG hits.
That's false, if you're CC'ed and in execute range there's no better option non-ulti for a magika templar than Radiant destruction.
Once again, l2p
#spidermanthread
Well i guess in my experience, the templars dont use radiant, and i've died to them, but whatever.
If you're dying to magika templars in 1v1 situation pre-TG update you're likely just a trash player
or maybe the templar knows how to play? Ive got nuked by the dark flare, purifying light, toppling charge, proxy det and dawnbreaker combe before. what kind of templars have you fought?
What class are you playing? I realize I'm not being overly kind to you, maybe message me your build and I'll teach you not to die to that. You shouldn't be getting hit by dark flare in a 1v1 anyway
He ran into blab and died.
Im on ps4 lol Also i dont have maelstrom 2h. 23k hp 37k stam 1785 stam regen on food buffs. v16 purple hundings set bloodspawn helm kena shoulder both impen. infused chest and legs rest impen. Agility 2h and 1h endurance shield, endurance necklace 2 agility rings for the weapon damage. Weapon damage enchants on all of them. Im a redguard.
just reflect dark flare, block toppling charge, dodge roll through templar, wb, leap, execute
that is exactly what i do, but when i am about to wb, they hit the javelin or sweeps on me.
You been playing for like 3 months, cool off your guns cowboy.
IKR lol. But its cool. Im actually trying to learn from him right now. I dont have much experience.
If you need any other advise feel free to message me on the forums too, I'm on PC but happy to help.
leepalmer95 wrote: »
Seconded. How the hell are her stats that high, I know she popped a pot but still that max magicka....
Lich, at least for the regen most likely. In TG patch they made it a guaranteed drop of the unique weapon/armor if one of the named bosses spawns so it's much easier to farm than back in the day, and they've finally stopped raising vet cap so you don't have to worry about your farmed gear being outdated in a few months like all of the old v10/12/14 pieces were. I do dolmens when pvp is too laggy for this, siege, and cyro maps for motifs.
I do find it ironic that we're supposedly so concerned with balance though, stats like that aside, but only when it comes to templars having a well performing skill
Thanks for sharing your research. You may wish to consider using Recount so we all have a better view of the numbers.
https://www.youtube.com/watch?v=em46ajNfuTU
To put it into perspective:
Executioner: 11 hits from full health
Killers Blade: 11 hits from full health
Endless Fury: 14 hits from full health
Radiant Destruction: 6 ticks from full health.
It scales differently. Jbeam has 2 execute mechanics. The lower health the more damage, and the more magicka the user has the more damage.
Were all of those buffed with Weap/Spelldmg buff or only the RD one? Also...RD is interruptable, others are not.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Alot of folks think "jesus beam op" when they look at their death recap. I'm not sure they realize that the death recap totals the damage from the full channel.
Also if it's ticking that high on you your at very low health, any other execute would have also killed you.
I got hit by 1 tick for 11k at 40% health with 5 impen and 25 into resistant and it instantly killed me, I have to have 15% or less to possibly die by an executioner.
Enraged_Tiki_Torch wrote: »
I got hit by 1 tick for 11k at 40% health with 5 impen and 25 into resistant and it instantly killed me, I have to have 15% or less to possibly die by an executioner.
Yep. Unlike Executioner; RD starts at 50%, self-buffs itself, and double dips from CP. It can be buffed by ~440%. So a good geared Templar will have the tooltip damage around 12k. That is a lot of damage.
Even though these numbers make it sound OP. It took 6 ticks to kill jules which was 6 seconds. In this meta, 2 Wrecking Blows will kill you in a third of the time, or 3 but that is still half the time and WB has a CC component to it. There are far quicker ways to kill people, channeling for 6 seconds is SLOW. It took 5 ticks plus entropy before she got into execute range. So it's effect is quiet weak outside of execute which again is 50%.
So in the grand scheme of things, things are balanced.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
You channeling radiant destruction which mean:https://www.youtube.com/watch?v=em46ajNfuTU
To put it into perspective:
Executioner: 11 hits from full health
Killers Blade: 11 hits from full health
Endless Fury: 14 hits from full health
Radiant Destruction: 6 ticks from full health.
??? Executioner starts at 50% as well, and ive never hit an 11k one on someone at 40%Enraged_Tiki_Torch wrote: »
I got hit by 1 tick for 11k at 40% health with 5 impen and 25 into resistant and it instantly killed me, I have to have 15% or less to possibly die by an executioner.
Yep. Unlike Executioner; RD starts at 50%, self-buffs itself, and double dips from CP. It can be buffed by ~440%. So a good geared Templar will have the tooltip damage around 12k. That is a lot of damage.
Even though these numbers make it sound OP. It took 6 ticks to kill jules which was 6 seconds. In this meta, 2 Wrecking Blows will kill you in a third of the time, or 3 but that is still half the time and WB has a CC component to it. There are far quicker ways to kill people, channeling for 6 seconds is SLOW. It took 5 ticks plus entropy before she got into execute range. So it's effect is quiet weak outside of execute which again is 50%.
So in the grand scheme of things, things are balanced.
This skill doesn't need a nerf and would hurt PvE Templars.
When I heal dungeons my rotation is Purifying Light, build my house, vampire's bane, then spam the living daylights out of Blazing spear, then when the tougher mobs get to 30% health I use Radiant Oppression. If spike damage occurs I use Breath of Life. However, due to the recent nerf I hate spamming Breath of Life.
On bosses, once they reach 30% health I'm basically using only Purifying Light and Radiant Oppression unless spike damage occurs.
I can say that nerfing this will hurt Templar DPS in PvE at least from a healing perspective.
In PvP, the only time I was able to kill someone with Radiant Oppression was when the ability first came out and I would sit on keep walls using: Entropy, Dark Flare, Radiant Oppression. By the time the Dark Flare would land, the target would die.
When people just use Radiant Oppression from 100% health on me, I have more than enough time to shield up and vigor heal or get a heal from one of my guild mates. Only time I die to it is when I'm at sub 20% health.
Hmm does give me an idea.
I did hit Vortexman for 11k when he was at sub 10% health.
Wouldn't hurt PvE if they made it possible to dodge the ticks at the very least. Not cut the whole beam off, but simply dodge the tick(s) through dodge roll.