Mrs_Quietus wrote: »KennanTheCold wrote: »Mrs_Quietus wrote: »Magic, Stamina, Distance, and Close up ways to counter RD
Bash
Block
Don't roll
Don't mist form
Stonefist
Crushing Shock
Deepbreath
Flame Reach
WB
Magnum Shot
Javelin
Power Bash
Cloak
Purge
Purify
Crystal Frag
Familiar Explosion
Prison
Silver Shards(if vamp)
Dawnbreaker(if vamp)
Turn Undead(if vamp)
Fear
Meteor
Fire Rune
Drain(vamp)
LOS
Howl(WW)
Dragonleap
Soul Tether
Incapacitating Strike
Agony
Petrify
Any Shield(Hardened, Rock, Blazing, Magic Harness, Healing Ward)
Toppling(when it works)
Luminous Shards
Streak
Venom Arrow
#bringbackblindingflashes
Not sure if anyone else said this, but you forgot one @Mrs_Quietus, Explosive charge is also an interrupt iirc.
Overall good summary glad your on team templar.
Toppling charge is there. But explosive charge has an AOE interrupt.
Shame it doesn't work...
If my toppling/explosive was reliable, i wouldn't use RD to be honest.
It appears that there are two types of skills dedicated to "low-heath" mechanics:
(1) "execute" skill: instant, combo oriented.
(2) DPS with low health bonus: based on overall health like executes but with strict counters and situational mechanics.
Execute skills:
-(all stam classes) Executioner- "Spin around and strike an enemy down, dealing [x] Physical Damage plus up to 300% more against enemies with less than 50% Health.
While slotted, Two-Handed abilities deal 18% extra damage to low health targets.
While slotted: Weapon abilities deal more damage to low health targets."
Dmg oriented, instant cast, has passive that increases skill dmg. AC friendly.
- (Nightblade only) Impale - "Thrust a magic blade with a lethal precision to stab an enemy for [x] Magic Damage.
Causes 300% more damage to targets with 25% Heath or less remaining.
Ability may be used at range."
Only execute that has both mag/stam morphs. Ranged morph (Impale) clearly designed as instant and ranged. AC friendly.
- (magicka sorc's only) Endless Fury- "Call down lighting to strike an enemy for [x] Shock Damage.
If target enemy’s Health falls below 20% within 4 seconds, an explosion deals an additional [y] Shock Damage to the target and [z] Shock Damage to other enemies nearby.
Explosion deals more damage."
Not sure if AC friendly but it's instant cast ability.
,
Low health DPS:
- (DK only) Molten Armaments- "Charge your weapons with volcanic power to temporarily increase the damage of your fully charged heavy attacks by 40% for 8 seconds, with damage increased further by 150% against targets below 50% Health.
Damage bonus is increased against low health targets.".
Very strict situation; must use full heavy attack. But has a main dps component (useful for stam builds or fire staff builds)
- (templar only) Radiant destruction- "Burn an enemy with a ray of holy fire, dealing Magic Damage over 3 seconds.
Deals up to 20% additional damage in proportion to your current Magicka.
Targets with less than 50% Health take up to 330% additional damage.
Can critically hit.
Damage increased based on current Magicka."
Reason we are here. Take away the " execute" phase bonus and you have a DPS ability that requires max magicka to scale its primary dmg. Has the most counters due to interrupt abilities available (range and close).
- (all classes) Whirling Blades- "Launch yourself into a lethal spin, dealing [x] Physical Damage to nearby enemies plus up to 100% additional damage against wounded targets, based on their remaining Health.
Also grants Major Endurance, increasing Stamina Recovery by 20% for 10 seconds.
Grants Major Endurance and reduced cost"
AOE based, poor single target ability. additional dmg component based on remaining health pool (no percentage mentioned). Group situations only.
-(all stam classes) Poison Injection- "Shoot an arrow coated in Baandari poison, dealing [x] Poison Damage and an additional [y] Poison Damage over 10 seconds.
Damage over time is increased for enemies with under 50% Health.
Poison effect deals more damage vs low Health enemies.
Main attack AC friendly, but execute initiates only when the DOT ticks. Very situational and build dependant.
And most people forget templar's jabs used to give 70% more crit on low health targets. This means it was always ZOS intention to see the DPS of templars to use channels with high risk, high reward DPS (dark flare, total dark, RD, jabs).
AddictionX wrote: »It appears that there are two types of skills dedicated to "low-heath" mechanics:
(1) "execute" skill: instant, combo oriented.
(2) DPS with low health bonus: based on overall health like executes but with strict counters and situational mechanics.
Execute skills:
-(all stam classes) Executioner- "Spin around and strike an enemy down, dealing [x] Physical Damage plus up to 300% more against enemies with less than 50% Health.
While slotted, Two-Handed abilities deal 18% extra damage to low health targets.
While slotted: Weapon abilities deal more damage to low health targets."
Dmg oriented, instant cast, has passive that increases skill dmg. AC friendly.
- (Nightblade only) Impale - "Thrust a magic blade with a lethal precision to stab an enemy for [x] Magic Damage.
Causes 300% more damage to targets with 25% Heath or less remaining.
Ability may be used at range."
Only execute that has both mag/stam morphs. Ranged morph (Impale) clearly designed as instant and ranged. AC friendly.
- (magicka sorc's only) Endless Fury- "Call down lighting to strike an enemy for [x] Shock Damage.
If target enemy’s Health falls below 20% within 4 seconds, an explosion deals an additional [y] Shock Damage to the target and [z] Shock Damage to other enemies nearby.
Explosion deals more damage."
Not sure if AC friendly but it's instant cast ability.
,
Low health DPS:
- (DK only) Molten Armaments- "Charge your weapons with volcanic power to temporarily increase the damage of your fully charged heavy attacks by 40% for 8 seconds, with damage increased further by 150% against targets below 50% Health.
Damage bonus is increased against low health targets.".
Very strict situation; must use full heavy attack. But has a main dps component (useful for stam builds or fire staff builds)
- (templar only) Radiant destruction- "Burn an enemy with a ray of holy fire, dealing Magic Damage over 3 seconds.
Deals up to 20% additional damage in proportion to your current Magicka.
Targets with less than 50% Health take up to 330% additional damage.
Can critically hit.
Damage increased based on current Magicka."
Reason we are here. Take away the " execute" phase bonus and you have a DPS ability that requires max magicka to scale its primary dmg. Has the most counters due to interrupt abilities available (range and close).
- (all classes) Whirling Blades- "Launch yourself into a lethal spin, dealing [x] Physical Damage to nearby enemies plus up to 100% additional damage against wounded targets, based on their remaining Health.
Also grants Major Endurance, increasing Stamina Recovery by 20% for 10 seconds.
Grants Major Endurance and reduced cost"
AOE based, poor single target ability. additional dmg component based on remaining health pool (no percentage mentioned). Group situations only.
-(all stam classes) Poison Injection- "Shoot an arrow coated in Baandari poison, dealing [x] Poison Damage and an additional [y] Poison Damage over 10 seconds.
Damage over time is increased for enemies with under 50% Health.
Poison effect deals more damage vs low Health enemies.
Main attack AC friendly, but execute initiates only when the DOT ticks. Very situational and build dependant.
And most people forget templar's jabs used to give 70% more crit on low health targets. This means it was always ZOS intention to see the DPS of templars to use channels with high risk, high reward DPS (dark flare, total dark, RD, jabs).
Hey man by the way the DK molten armaments morph was changed.... It grants a buff to major sorcery and major brutality and fully charged heavy attacks keep the 40 percent extra damage but it no longer does execute damage and last for 30 seconds(40 if you got the passives)
It appears that there are two types of skills dedicated to "low-heath" mechanics:
(1) "execute" skill: instant, combo oriented.
(2) DPS with low health bonus: based on overall health like executes but with strict counters and situational mechanics.
Execute skills:
-(all stam classes) Executioner- "Spin around and strike an enemy down, dealing [x] Physical Damage plus up to 300% more against enemies with less than 50% Health.
While slotted, Two-Handed abilities deal 18% extra damage to low health targets.
While slotted: Weapon abilities deal more damage to low health targets."
Dmg oriented, instant cast, has passive that increases skill dmg. AC friendly.
- (Nightblade only) Impale - "Thrust a magic blade with a lethal precision to stab an enemy for [x] Magic Damage.
Causes 300% more damage to targets with 25% Heath or less remaining.
Ability may be used at range."
Only execute that has both mag/stam morphs. Ranged morph (Impale) clearly designed as instant and ranged. AC friendly.
- (magicka sorc's only) Endless Fury- "Call down lighting to strike an enemy for [x] Shock Damage.
If target enemy’s Health falls below 20% within 4 seconds, an explosion deals an additional [y] Shock Damage to the target and [z] Shock Damage to other enemies nearby.
Explosion deals more damage."
Not sure if AC friendly but it's instant cast ability.
,
Low health DPS:
- (DK only) Molten Armaments- "Charge your weapons with volcanic power to temporarily increase the damage of your fully charged heavy attacks by 40% for 8 seconds, with damage increased further by 150% against targets below 50% Health.
Damage bonus is increased against low health targets.".
Very strict situation; must use full heavy attack. But has a main dps component (useful for stam builds or fire staff builds)
- (templar only) Radiant destruction- "Burn an enemy with a ray of holy fire, dealing Magic Damage over 3 seconds.
Deals up to 20% additional damage in proportion to your current Magicka.
Targets with less than 50% Health take up to 330% additional damage.
Can critically hit.
Damage increased based on current Magicka."
Reason we are here. Take away the " execute" phase bonus and you have a DPS ability that requires max magicka to scale its primary dmg. Has the most counters due to interrupt abilities available (range and close).
- (all classes) Whirling Blades- "Launch yourself into a lethal spin, dealing [x] Physical Damage to nearby enemies plus up to 100% additional damage against wounded targets, based on their remaining Health.
Also grants Major Endurance, increasing Stamina Recovery by 20% for 10 seconds.
Grants Major Endurance and reduced cost"
AOE based, poor single target ability. additional dmg component based on remaining health pool (no percentage mentioned). Group situations only.
-(all stam classes) Poison Injection- "Shoot an arrow coated in Baandari poison, dealing [x] Poison Damage and an additional [y] Poison Damage over 10 seconds.
Damage over time is increased for enemies with under 50% Health.
Poison effect deals more damage vs low Health enemies.
Main attack AC friendly, but execute initiates only when the DOT ticks. Very situational and build dependant.
And most people forget templar's jabs used to give 70% more crit on low health targets. This means it was always ZOS intention to see the DPS of templars to use channels with high risk, high reward DPS (dark flare, total dark, RD, jabs).
However, would you submit that Steel Tornado's primary function was an AOE execute? Did it increase its damage up to 300-330% like hard executes? It does not. There's a definite distinction between the tooltips, design, and use of Steel Tornado and Executioner/RD. That distinction is how an ability is either classified as a primary execute or not.
Master_Kas wrote: »Master_Kas wrote: »AddictionX wrote: »No, i took it the way i took it ...but thanks for telling me how i took it?(which by the way was not the way i took it lol) I guess standing up for my opinion makes me a tough guy ok lol anyways back to the topic.
Hell yea it's lol worthyand ill legit agree to it give those beams to everyone and the range for the same channeled time.
I'm not upset about templars and their abilities, its one skill and it happens to belong to templars that is all... lets stop the false accusations and im not really upset about the skill either... but thanks again for telling me im upset!
Glad to see the cp thing is being brought into it the thread peoples are making progress
"literally any class can completely nullify the damage" ~Great I'll call your bluff please show it with viable photos, stats, and videos! Many thanks!
Damage shield, Heal through it, Block, Purge it, Interrupt it.
[snip]
Take yourself up on your own challenge. If you want a ranged, undodgeable execute roll a Templar. I want to see your videos of how well you play it. I doubt it would go well, when you don't even understand the basics of the game claiming you can't counter such an ability.
[edited for flamming]
I think the people complaining mostly is because of those who hides in zergs with 3-4 templars spamming jesusbeam at max range, where you can't interupt it, or block (since then OOS) or dodgeroll it.
Don't think anyone complains about it when there is equal numbers or 1v1's.
Yes 3-4 snipes when you are outnumbered will kill you aswell, or 3 crystal frags. But atleast those you can dodge from range.
Yes. It irritates me when I get Xv1ed and 2 templars are there spamming Radiant on me at 100%...
That's probably what most people are annoyed at. I rarley see peopel spam killersblade/executioner/mages fury when people are at almost or full health. Only jesusbeam :P
This thread is still going lol. Stam builds still QQing over radiant because there is now a decent counter to their 120% dodge chance? Get real. y'all already have the best heal. Yeah I said it, vigor is > then BoL. Here's why: It heals for the same amount or more as BoL, but it heals that over the course of 5 seconds, which frees you up to continue attacking or whatever you wanna do. You never have to stop attacking as stam, which is part of what makes them so strong. If a templar stops attacking to BoL themselves, we get stuck casting BoL 9/10 times until we run out of magicka or until we die.
And before anybody tries to compare, rapid regen / mutagen is garbage compared to the stam heal over time version of BoL, aka vigor.
Get off Radiant Destructions nuts, pl0x.
Vigor is a better heal in terms of cost and keeping it up throughout a fight, but Healing Ward and BoL are the type of heals that will save your ass when you're in execute range.
Also;https://www.youtube.com/watch?v=5rdfC5nMB1s
Darnathian wrote: »This is all my fault. I killed Jules on my Magplar and she had the jump on me.
It was my first win against her. I am proud to say i am now 1-111 against her or something. I did execture her with RD.
Its okay your still a way better player than me.
dylanjaygrobbelaarb16_ESO wrote: »This thread is still going lol. Stam builds still QQing over radiant because there is now a decent counter to their 120% dodge chance? Get real. y'all already have the best heal. Yeah I said it, vigor is > then BoL. Here's why: It heals for the same amount or more as BoL, but it heals that over the course of 5 seconds, which frees you up to continue attacking or whatever you wanna do. You never have to stop attacking as stam, which is part of what makes them so strong. If a templar stops attacking to BoL themselves, we get stuck casting BoL 9/10 times until we run out of magicka or until we die.
And before anybody tries to compare, rapid regen / mutagen is garbage compared to the stam heal over time version of BoL, aka vigor.
Get off Radiant Destructions nuts, pl0x.
Vigor is a better heal in terms of cost and keeping it up throughout a fight, but Healing Ward and BoL are the type of heals that will save your ass when you're in execute range.
Also;https://www.youtube.com/watch?v=5rdfC5nMB1s
any good build can kill someone afk in that ammount of time. if im above execute range and block i take 900 per RD tic.
why dont you make a vid of him casting it 10 times while you block/vigor then nb his ass in 2 seconds while he stands there not defending? GG
It appears that there are two types of skills dedicated to "low-heath" mechanics:
(1) "execute" skill: instant, combo oriented.
(2) DPS with low health bonus: based on overall health like executes but with strict counters and situational mechanics.
Execute skills:
-(all stam classes) Executioner- "Spin around and strike an enemy down, dealing [x] Physical Damage plus up to 300% more against enemies with less than 50% Health.
While slotted, Two-Handed abilities deal 18% extra damage to low health targets.
While slotted: Weapon abilities deal more damage to low health targets."
Dmg oriented, instant cast, has passive that increases skill dmg. AC friendly.
- (Nightblade only) Impale - "Thrust a magic blade with a lethal precision to stab an enemy for [x] Magic Damage.
Causes 300% more damage to targets with 25% Heath or less remaining.
Ability may be used at range."
Only execute that has both mag/stam morphs. Ranged morph (Impale) clearly designed as instant and ranged. AC friendly.
- (magicka sorc's only) Endless Fury- "Call down lighting to strike an enemy for [x] Shock Damage.
If target enemy’s Health falls below 20% within 4 seconds, an explosion deals an additional [y] Shock Damage to the target and [z] Shock Damage to other enemies nearby.
Explosion deals more damage."
Not sure if AC friendly but it's instant cast ability.
,
Low health DPS:
- (DK only) Molten Armaments- "Charge your weapons with volcanic power to temporarily increase the damage of your fully charged heavy attacks by 40% for 8 seconds, with damage increased further by 150% against targets below 50% Health.
Damage bonus is increased against low health targets.".
Very strict situation; must use full heavy attack. But has a main dps component (useful for stam builds or fire staff builds)
- (templar only) Radiant destruction- "Burn an enemy with a ray of holy fire, dealing Magic Damage over 3 seconds.
Deals up to 20% additional damage in proportion to your current Magicka.
Targets with less than 50% Health take up to 330% additional damage.
Can critically hit.
Damage increased based on current Magicka."
Reason we are here. Take away the " execute" phase bonus and you have a DPS ability that requires max magicka to scale its primary dmg. Has the most counters due to interrupt abilities available (range and close).
- (all classes) Whirling Blades- "Launch yourself into a lethal spin, dealing [x] Physical Damage to nearby enemies plus up to 100% additional damage against wounded targets, based on their remaining Health.
Also grants Major Endurance, increasing Stamina Recovery by 20% for 10 seconds.
Grants Major Endurance and reduced cost"
AOE based, poor single target ability. additional dmg component based on remaining health pool (no percentage mentioned). Group situations only.
-(all stam classes) Poison Injection- "Shoot an arrow coated in Baandari poison, dealing [x] Poison Damage and an additional [y] Poison Damage over 10 seconds.
Damage over time is increased for enemies with under 50% Health.
Poison effect deals more damage vs low Health enemies.
Main attack AC friendly, but execute initiates only when the DOT ticks. Very situational and build dependant.
And most people forget templar's jabs used to give 70% more crit on low health targets. This means it was always ZOS intention to see the DPS of templars to use channels with high risk, high reward DPS (dark flare, total dark, RD, jabs).
You are *** delusional to put RD in the "low health dps" group when it has a higher % execute damage than any of listed executes.
Refer to my earlier post:However, would you submit that Steel Tornado's primary function was an AOE execute? Did it increase its damage up to 300-330% like hard executes? It does not. There's a definite distinction between the tooltips, design, and use of Steel Tornado and Executioner/RD. That distinction is how an ability is either classified as a primary execute or not.
staracino_ESO wrote: »I am gonna counter and say radiant is underpowered, and needs to be buffed to be like the version that the light twin in Maw uses; just because.
For whoever wanted comparisonshttps://www.youtube.com/watch?v=em46ajNfuTU&feature=youtube_gdata_player
bubblebuttboss wrote: »For whoever wanted comparisonshttps://www.youtube.com/watch?v=em46ajNfuTU&feature=youtube_gdata_player
HUGE shout out to this guy!
the targets attacking you are NOT weaving, they didn't buff, and your health was different on the templar.
If you want to make a comparison, make a fair one.
That video is the biggest load of biased BS that I've seen posted on these forums in years.
Make a real video of your targets weaving fully buffed, and prove your in the same feet with the same cp placement every fight.
What you just showed us was a lie.
The whole reason execute does a lot as a channel is because
a) you can interrupt it
b) you can't weave in attacks while channeling
The fact that he bashed after killers blade just PROVES how absurdly one sided you wanted this video to be.
Any good player can see through this shoddy video, you should be ashamed of yourself.
Next time I see you I'll have shadowplay up and well see how much you can actually take. You're a liar. Straight up.
https://www.youtube.com/watch?v=5rdfC5nMB1s
22/23k hp and still manage 46/47k magicka and insane 4k regen..with 3600+ spell damage.....and you think RD is OP because you only have 18k spell resistance and stand there without blocking, dodging or healing?
Your whole build is more OP than RD will ever be...
The only thing you sacrificed in the build to have everything is spell resistance....WHICH IS WHY RD DOES SO MUCH DAMAGE TO YOU LOL, is that not OP in itself? Being able to have good health, insane regen and magicka and spell damage without having to sacrifice anything in your build except spell/physical resistance...which you can get less damage from CP as well....is that not more OP?
I think someone found the one thing to counter your build so now you cry for nerfing that one thing...
You have crap/low spell resistance....nuff said..
https://www.youtube.com/watch?v=5rdfC5nMB1s
22/23k hp and still manage 46/47k magicka and insane 4k regen..with 3600+ spell damage.....and you think RD is OP because you only have 18k spell resistance and stand there without blocking, dodging or healing?
Your whole build is more OP than RD will ever be...
The only thing you sacrificed in the build to have everything is spell resistance....WHICH IS WHY RD DOES SO MUCH DAMAGE TO YOU LOL, is that not OP in itself? Being able to have good health, insane regen and magicka and spell damage without having to sacrifice anything in your build except spell/physical resistance...which you can get less damage from CP as well....is that not more OP?
I think someone found the one thing to counter your build so now you cry for nerfing that one thing...
You have crap/low spell resistance....nuff said..
Have you taken a look at my physical resistance? O right. It's about half of my spell resist. So why is radiant hitting harder now?
blab is most likely rocking 3.5k+ spell damage there + nirnhonedhttps://www.youtube.com/watch?v=5rdfC5nMB1s
22/23k hp and still manage 46/47k magicka and insane 4k regen..with 3600+ spell damage.....and you think RD is OP because you only have 18k spell resistance and stand there without blocking, dodging or healing?
Your whole build is more OP than RD will ever be...
The only thing you sacrificed in the build to have everything is spell resistance....WHICH IS WHY RD DOES SO MUCH DAMAGE TO YOU LOL, is that not OP in itself? Being able to have good health, insane regen and magicka and spell damage without having to sacrifice anything in your build except spell/physical resistance...which you can get less damage from CP as well....is that not more OP?
I think someone found the one thing to counter your build so now you cry for nerfing that one thing...
You have crap/low spell resistance....nuff said..
Have you taken a look at my physical resistance? O right. It's about half of my spell resist. So why is radiant hitting harder now?
Can't see stats of enemy but nirn+spell Erosion + light armor penetration passive is likely your builds weakness.
Not sure if blab will share his stats to avoid people copying his build (he is within his right since generally he has a brand to protect and I don't want him to sacrifice his pvp experience).
Having less than 10k armor doesn't help either (pvp general comment).
From a 1v1 perspective, the stats you have excel greatly at dmg but fall short on survivbility. As a NB you don't have the shields other classes take for granted; free non-crit cushion.
Next test should show the other side of the spectrum; a build more suited to solo or 1vx will be dealing with dmg numbers better than one geared for group play.
blab is most likely rocking 3.5k+ spell damage there + nirnhonedhttps://www.youtube.com/watch?v=5rdfC5nMB1s
22/23k hp and still manage 46/47k magicka and insane 4k regen..with 3600+ spell damage.....and you think RD is OP because you only have 18k spell resistance and stand there without blocking, dodging or healing?
Your whole build is more OP than RD will ever be...
The only thing you sacrificed in the build to have everything is spell resistance....WHICH IS WHY RD DOES SO MUCH DAMAGE TO YOU LOL, is that not OP in itself? Being able to have good health, insane regen and magicka and spell damage without having to sacrifice anything in your build except spell/physical resistance...which you can get less damage from CP as well....is that not more OP?
I think someone found the one thing to counter your build so now you cry for nerfing that one thing...
You have crap/low spell resistance....nuff said..
Have you taken a look at my physical resistance? O right. It's about half of my spell resist. So why is radiant hitting harder now?
Can't see stats of enemy but nirn+spell Erosion + light armor penetration passive is likely your builds weakness.
Not sure if blab will share his stats to avoid people copying his build (he is within his right since generally he has a brand to protect and I don't want him to sacrifice his pvp experience).
Having less than 10k armor doesn't help either (pvp general comment).
From a 1v1 perspective, the stats you have excel greatly at dmg but fall short on survivbility. As a NB you don't have the shields other classes take for granted; free non-crit cushion.
Next test should show the other side of the spectrum; a build more suited to solo or 1vx will be dealing with dmg numbers better than one geared for group play.
minor and major sorcery from illuminate and entropy, nirnhoned on his swords, sword passives, racial passives and (maybe) undaunted 1M 1H 5L, maybe has mages light slotted
So I'm just saying, someone like blab is in the 0.00001% of DPS templars in cyrodill able to actively pull off using the skill in preferred situations to make it "op"
Meaning devs are most likely going to look past the "issue" as you have to be pretty speced out and geared out to pull off making it as strong as it is
I was fully buffed up with gold gear and in a full DPS spec that isn't useful at all in any situation and I got that strong tick. i mean its annoying, but it's not exactly effective.
We should honestly be complaining about other stuff
blab is most likely rocking 3.5k+ spell damage there + nirnhonedhttps://www.youtube.com/watch?v=5rdfC5nMB1s
22/23k hp and still manage 46/47k magicka and insane 4k regen..with 3600+ spell damage.....and you think RD is OP because you only have 18k spell resistance and stand there without blocking, dodging or healing?
Your whole build is more OP than RD will ever be...
The only thing you sacrificed in the build to have everything is spell resistance....WHICH IS WHY RD DOES SO MUCH DAMAGE TO YOU LOL, is that not OP in itself? Being able to have good health, insane regen and magicka and spell damage without having to sacrifice anything in your build except spell/physical resistance...which you can get less damage from CP as well....is that not more OP?
I think someone found the one thing to counter your build so now you cry for nerfing that one thing...
You have crap/low spell resistance....nuff said..
Have you taken a look at my physical resistance? O right. It's about half of my spell resist. So why is radiant hitting harder now?
Can't see stats of enemy but nirn+spell Erosion + light armor penetration passive is likely your builds weakness.
Not sure if blab will share his stats to avoid people copying his build (he is within his right since generally he has a brand to protect and I don't want him to sacrifice his pvp experience).
Having less than 10k armor doesn't help either (pvp general comment).
From a 1v1 perspective, the stats you have excel greatly at dmg but fall short on survivbility. As a NB you don't have the shields other classes take for granted; free non-crit cushion.
Next test should show the other side of the spectrum; a build more suited to solo or 1vx will be dealing with dmg numbers better than one geared for group play.
minor and major sorcery from illuminate and entropy, nirnhoned on his swords, sword passives, racial passives and (maybe) undaunted 1M 1H 5L, maybe has mages light slotted
So I'm just saying, someone like blab is in the 0.00001% of DPS templars in cyrodill able to actively pull off using the skill in preferred situations to make it "op"
Meaning devs are most likely going to look past the "issue" as you have to be pretty speced out and geared out to pull off making it as strong as it is
I was fully buffed up with gold gear and in a full DPS spec that isn't useful at all in any situation and I got that strong tick. i mean its annoying, but it's not exactly effective.
We should honestly be complaining about other stuff
30k resistance only mitigates the crit of the damage. Even if jules got more resistance, it wouldn't matter. Impen comes into play for light/medium armor classes since they cant get the 30k+ resistance. 18k resistance is a lot for a nightblade since they have no passives towards getting resistance. Ofc a templar can go much higher due to the 4k extra spell resistance. Same for dks.
I have not played my Templar in some time now but does RD's damage change (IE execute/non execute) throughout the 3s cast time? For instance if I as a templar cast RD on player B who is at 65% health but during the first second Player B is hit with a Crystal Frag that takes his/her health to 30%... does the last 2 sec of my RD act as an execute? If it does then I could see why people would complain about this skill during large fights.
However the reverse would also suck for the templar if say they hit Player B with RD while they were at 25% health but player B receives a heal during the first tick of RD that takes them to 50% health and thus the remaining ticks of RD are no longer doing execute damage. In my opinion if the first tick of RD is non execute then the remaining ticks should be non execute and if the first tick in an execute then the remaining ticks should be execute damage as well.... but this is just my opinion.