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Radiant Destruction

  • timidobserver
    timidobserver
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    Minno 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.

    Bingo as a melee magicka temp, if I am radianting you before you are under 35%, it is usually because my charge failed 5 times in a row and I just gave up.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Minno
    Minno
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    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).


    Edited by Minno on March 15, 2016 6:08PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • AddictionX
    AddictionX
    ✭✭✭✭
    Minno 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)

    Edited by AddictionX on March 15, 2016 6:43PM
  • Minno
    Minno
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    AddictionX wrote: »
    Minno 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)

    Thanks! Haven't logged on my DK alt to change his skills yet and didn't realize.

    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • AfkNinja
    AfkNinja
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    The video posted doesn't seem op????

    22,348 hp LOL.
    Takes 2 radiants to kill the NB.
    First radiant at 100% hits NB for 12964 over 3.4 seconds LOL. 3,812 DPS. You're literally complaining about 3.8k dps. Not that high.
    Second hits NB for 17602 buuuuut NB had 9,384 hp, aka 41% HP. 8218 of the dmg was wasted. Looks like the second beam hit the NB twice so about ~8801 dps. This is OP? This is worth nerfing Templar over?

    This was Blabafat yes? Fully kitted out? What's the issue?
  • Yiko
    Yiko
    ✭✭✭✭✭
    Minno 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).

    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:
    Yiko wrote: »
    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.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Master_Kas wrote: »
    Parafrost wrote: »
    Master_Kas wrote: »
    Manoekin 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 worthy :) and 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! :D

    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

    I think it also has to do with the fact that the bright golden beam zeroing in on you from more than one direction is a lot more blatant and obvious than some of the subtler cues from other classes. I've often seen in tooltips getting hit by multiple executes, wrecking blows, killer blades, etc before dying. If you get overwhelmed you get overwhelmed and that's just life.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Yoyuyi999 wrote: »
    Akinos 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.

    10spwl.jpg

    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
  • Darnathian
    Darnathian
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    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. :)
    Edited by Darnathian on March 16, 2016 1:35AM
  • AddictionX
    AddictionX
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    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. :)

    lol ...
    Edited by AddictionX on March 16, 2016 7:21AM
  • Troneon
    Troneon
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    ✭✭✭
    Yoyuyi999 wrote: »
    Akinos 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.

    10spwl.jpg

    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

    THis ^^
    PC EU AD
    Master Crafter - Anything you need!!
    High Elf Magicka Templar Healer/DPS/Tank
    Trials / Dungeons / PVP / Everything
  • Troneon
    Troneon
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    ✭✭✭
    N2aiotj.jpg

    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..

    Edited by Troneon on March 16, 2016 9:30AM
    PC EU AD
    Master Crafter - Anything you need!!
    High Elf Magicka Templar Healer/DPS/Tank
    Trials / Dungeons / PVP / Everything
  • Minno
    Minno
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    ✭✭✭✭✭
    Yiko wrote: »
    Minno 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).

    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:
    Yiko wrote: »
    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.

    It's just a title. It just means the "executes" have extra conditions or mechanics required to pull both main dps and execute aspects. They all aside from ST, have a health percentage.

    Steel tornado becomes amazing when you utilize the dual weld cc passive and get to low health. It shares a low-heath tooltip mechanic similar to BOL; yes you can spam it but it's best used at less than 40% health to utilize class/skill passives.

    RD requires you refilling max magicka pools to the max pre-execute dmg.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • phillyboy7897
    phillyboy7897
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    Hell no you are not asking for nerfs on an underperforming class that just got slammed with em.

    Nerfs everywhere and a couple random dps handmeouts

    You can deal with our skill hitting harder due to not being broken against dodge roll anymore and a CP that every class got.

    No dude no more nerfs. None. Any thread asking for nerfs is getting Templar zerged lmao. We ain't having this round 2 take away the dps as well stuff.

    No.

  • phillyboy7897
    phillyboy7897
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  • staracino_ESO
    staracino_ESO
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    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.
  • booksmcread
    booksmcread
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    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.

    Deal. Lets get the devs on this asap.
  • bubblebuttboss
    bubblebuttboss
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    Jules wrote: »


    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.
  • Nifty2g
    Nifty2g
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    i want to join the RD train

    AAdDDIj.png
    #MOREORBS
  •  Jules
    Jules
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    ✭✭
    Jules wrote: »


    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.

    Lol you commented to me in this thread too sweetheart? Jeeze next time just pm me.
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  •  Jules
    Jules
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    ✭✭
    Troneon wrote: »
    N2aiotj.jpg

    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?
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • Minno
    Minno
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    ✭✭✭✭✭
    Jules wrote: »
    Troneon wrote: »
    N2aiotj.jpg

    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?

    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.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Nifty2g
    Nifty2g
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    ✭✭✭✭✭
    Minno wrote: »
    Jules wrote: »
    Troneon wrote: »
    N2aiotj.jpg

    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?

    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 + nirnhoned
    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

    AAdDDIj.png

    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
    Edited by Nifty2g on March 17, 2016 3:24PM
    #MOREORBS
  • Minno
    Minno
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    ✭✭✭✭✭
    Nifty2g wrote: »
    Minno wrote: »
    Jules wrote: »
    Troneon wrote: »
    N2aiotj.jpg

    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?

    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 + nirnhoned
    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

    AAdDDIj.png

    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

    Thanks man for the numbers!

    Bolded comment is the core argument of why RD is fine as is.
    It's clear for pvp, templars will not have the dps push of a sorc or NB. To compensate we have to explore health stats, armor, impen, buffs to heals, etc.

    So you are correct; while we can spec out in full dps, we lose on survivbility and 9/10 times a Templar is forced defensively due to zero mobility. If you are beaten by a Templar, its because their survivbility matches their positioning skills.
    Edited by Minno on March 17, 2016 3:40PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Parafrost
    Parafrost
    ✭✭✭
    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.
  • Parafrost
    Parafrost
    ✭✭✭
    Nifty2g wrote: »
    Minno wrote: »
    Jules wrote: »
    Troneon wrote: »
    N2aiotj.jpg

    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?

    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 + nirnhoned
    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

    AAdDDIj.png

    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

    And that where lies the problem with some of the templars ingame, they are not built properly. Blab is using easy to farm gear. Not like its anything special. Anyone could get 3.5k spell damage and nirn weapons whether you are a "casual" or "hardcore" player.
  • Minno
    Minno
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    ✭✭✭✭✭
    Parafrost wrote: »
    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.

    Build-semantics.

    Nightblade:
    "Surround yourself in a phantasmic aura to gain Major Evasion, Minor Resolve and Minor Ward increasing your dodge chance by 20% and your Armor and Spell Resistance by 960 for 26 seconds.
    Also increase armor and spell resistance"

    "Activating a Shadow ability gives you Major Ward and Major Resolve, increasing Spell Resistance and Armor by 5120 for 2 seconds. This duration is increased by 1 second for each piece of Heavy Armor equipped."

    Dragonknight:
    "Release your inner dragon to gain Major Resolve and Major Ward, increasing Armor and Spell Resistance by (x) for 20 seconds.
    While active, the armor returns (x) Physical Damage to melee attackers and for 3.5 seconds after activation, it absorbs up to 10% of your Max Health in damage.
    Damage Shield on activation."

    "Flex your scales to reflect up to 4 projectiles over 4 seconds.
    Also grants Minor Ward, which increases Spell Resistance by (x) for 20 seconds.
    Increases Spell Resistance."

    "Increases Spell Resistance by (2500)"

    Templar:

    "Increases Weapon Damage by 6% and Spell Resistance by (2000)"

    "Create a rune of celestial protection to gain Major Resolve and Major Ward, increasing Armor and Spell Resistance by (x) for 15 seconds and recovering [x] Magicka every 1 second.
    If you leave the rune's vicinity, the effects dissipate after 9 seconds."


    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Hammy01
    Hammy01
    ✭✭✭✭✭
    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.
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    Hammy01 wrote: »
    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.

    Yes it will start to scale as an execute as soon as you drop below 50% hp. It doesn't start to hit REALLY hard till 30-35%.

    Edit: The problem is most people have pathetic HP in pvp and every patch is pushing dmg higher and higher. It's stupid.
    Edited by AfkNinja on March 17, 2016 10:08PM
This discussion has been closed.