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(VIDEO) Beamplar - Jesus Beam - Working as Intended

  • Lexxypwns
    Lexxypwns
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    Sharee wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    You can both dodge roll and reflect those.

    you can interrupt jesus beam.

    If I'm on top of a keep shooting at you, funnel health and crushing shock are both MUCH more dangerous than jesus beam as long as you keep your health topped off. In execute range, jesus beam STILL isn't the best execute in the game, out of execute range its hot garbage and if you die to it from full health you're either severely outnumbered or bad.

    Edit: Healing springs with major mending ticks for as much heals as jesus beam does damage at full health
    Edited by Lexxypwns on March 28, 2016 2:39PM
  • Sharee
    Sharee
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    Lexxypwns wrote: »
    Sharee wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    You can both dodge roll and reflect those.

    you can interrupt jesus beam.

    Finding and interrupting a beam source in a zerg of 20-30 people in the few seconds you have left to live is, for all practical purposes, impossible.

    I don't think anyone here is saying the beam is a problem in a 1v1 where you can reliably interrupt it.
    Edited by Sharee on March 28, 2016 2:48PM
  • frozywozy
    frozywozy
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    Tankqull wrote: »
    frozywozy wrote: »
    Alcast wrote: »
    https://youtu.be/8Q8v-oTHPio
    Only lv 1 Undaunted yet.
    Glass Canon

    47m beams
    I know that the beam is fine in 1v1 because you can interrupt it, but open world mass pvp its just way too strong

    @Alcast

    I want you to wtach your own video from 0:40 - 0:50.

    You have this optimized build for Jesus Beam. What happened to Anguros, your target? His health bar did not move. For 10 seconds. With you Jesus Beaming him. Yes, It is working as intended. Angurus only died because someone else's meteor hit him.

    If you are going to try and tell me that your zerg surfing video here proves that Jesus Beam is more imbalanced, powerful, problematic than:

    https://www.youtube.com/watch?v=9x4byoJQwx4

    or

    https://www.youtube.com/watch?v=sotMe9gG8pc

    where you literally one shot people - when you are solo without the aid of a zerg, you're more than biased, you're nutz.

    Apparently it's ok and lol for stamina builds to have the capability of one-shotting people while in the open world by themselves, but when a mageplar can Jesus Beam someone for 10 seconds without their health moving, the ability is just too damn strong.

    See the bold part. The reason why his health didn't drop for the first 10 seconds is because the guy was holding block, probably spec with tons of points in block mitigation, and a few enchants of block cost reduction. When the meteor lands in the end, the guy's stamina has been totally drained out and the reason why he evaporated instantly.

    So what you're implying is that if I wanna stand a chance as a stamina melee character, I need to hold block while fighting an opponent, be forced into one hand shield and hope for the best when it's time to retreat because I have no stamina left to do anything ?

    I'll pass.

    so because you do not want to use any of the abilities counters wich block is one of 20+ options the skill needs to be nerfed?
    fugg it, nerf flaps immediatly it cant be that it denies any spammable rangability, talons needs to no longer root anymore i´m not interestet in increasing my stampool and reg to roll out of that garbage, whip needs it range reduced to 5m too and the secondary effect needs to respect ability cooldowns... see what you are doing? :P

    No I don't see where u're going. I should stand a chance as a stam melee character in any large scale fight using any kind of weapon. I should not be forced into one-handed shield block mitigation + block cost reduction or any tanky build to be able to survive. What you're asking me is to go full tank if i want to stand any chance. I want to dps, not to tank (Even though I already sacrified most of my abilities and tons of champion points to mitigate the damage).
    Edited by frozywozy on March 28, 2016 3:38PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Tankqull
    Tankqull
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    Sharee wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    You can both dodge roll and reflect those.

    yeah but you cant rupt or los them
    frozywozy wrote: »
    Tankqull wrote: »
    frozywozy wrote: »
    Alcast wrote: »
    https://youtu.be/8Q8v-oTHPio
    Only lv 1 Undaunted yet.
    Glass Canon

    47m beams
    I know that the beam is fine in 1v1 because you can interrupt it, but open world mass pvp its just way too strong

    @Alcast

    I want you to wtach your own video from 0:40 - 0:50.

    You have this optimized build for Jesus Beam. What happened to Anguros, your target? His health bar did not move. For 10 seconds. With you Jesus Beaming him. Yes, It is working as intended. Angurus only died because someone else's meteor hit him.

    If you are going to try and tell me that your zerg surfing video here proves that Jesus Beam is more imbalanced, powerful, problematic than:

    https://www.youtube.com/watch?v=9x4byoJQwx4

    or

    https://www.youtube.com/watch?v=sotMe9gG8pc

    where you literally one shot people - when you are solo without the aid of a zerg, you're more than biased, you're nutz.

    Apparently it's ok and lol for stamina builds to have the capability of one-shotting people while in the open world by themselves, but when a mageplar can Jesus Beam someone for 10 seconds without their health moving, the ability is just too damn strong.

    See the bold part. The reason why his health didn't drop for the first 10 seconds is because the guy was holding block, probably spec with tons of points in block mitigation, and a few enchants of block cost reduction. When the meteor lands in the end, the guy's stamina has been totally drained out and the reason why he evaporated instantly.

    So what you're implying is that if I wanna stand a chance as a stamina melee character, I need to hold block while fighting an opponent, be forced into one hand shield and hope for the best when it's time to retreat because I have no stamina left to do anything ?

    I'll pass.

    so because you do not want to use any of the abilities counters wich block is one of 20+ options the skill needs to be nerfed?
    fugg it, nerf flaps immediatly it cant be that it denies any spammable rangability, talons needs to no longer root anymore i´m not interestet in increasing my stampool and reg to roll out of that garbage, whip needs it range reduced to 5m too and the secondary effect needs to respect ability cooldowns... see what you are doing? :P

    No I don't see where u're going. I should stand a chance as a stam melee character in any large scale fight using any kind of weapon. I should not be forced into one-handed shield block mitigation + block cost reduction to be able to survive.

    you can use a bow to rupt him, you can simply los him, depending on your class you can purge it, stealth it or what ever... you have tons of options you chose to use none and blame the other to be OP...
    Edited by Tankqull on March 28, 2016 2:56PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Master_Kas
    Master_Kas
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    Lexxypwns wrote: »
    Sharee wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    You can both dodge roll and reflect those.

    you can interrupt jesus beam.

    If I'm on top of a keep shooting at you, funnel health and crushing shock are both MUCH more dangerous than jesus beam as long as you keep your health topped off. In execute range, jesus beam STILL isn't the best execute in the game, out of execute range its hot garbage and if you die to it from full health you're either severely outnumbered or bad.

    Edit: Healing springs with major mending ticks for as much heals as jesus beam does damage at full health

    Lol k
    EU | PC
  • Burning_Talons
    Burning_Talons
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    #Broken
    Edited by Burning_Talons on March 28, 2016 3:08PM
  • Lexxypwns
    Lexxypwns
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    Master_Kas wrote: »
    Lexxypwns wrote: »
    Sharee wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    You can both dodge roll and reflect those.

    you can interrupt jesus beam.

    If I'm on top of a keep shooting at you, funnel health and crushing shock are both MUCH more dangerous than jesus beam as long as you keep your health topped off. In execute range, jesus beam STILL isn't the best execute in the game, out of execute range its hot garbage and if you die to it from full health you're either severely outnumbered or bad.

    Edit: Healing springs with major mending ticks for as much heals as jesus beam does damage at full health

    Lol k

    Impale hits harder on a similar glass cannon nb and restores resources, executioner procs battle rush passive and hits nearly as hard as jesus beam ticks and can be light attack/executioner/bash weaved. Neither of these leave you as a stationary target with a big white line screaming "I'm vulnerable, wreck me"

    @Sharee you're gong to die 1v20 anyway, who cares if its jesus beam or them just spamming light attacks, dead is dead

    Edit: I'm not a templar, I stand to gain nothing by keeping jesus beam as it is, I stand to benefit if its nerfed, why would I argue so hard against nerfing something if its so obviously OP as you guys think?
    Edited by Lexxypwns on March 28, 2016 3:11PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    Zheg wrote: »
    You have 9.6k stamina and 21k health. You're pure glass cannon with no mobility, escape, or mitigation. <10k stam is not smart in this meta. You'll fold in 2 seconds if you get focused.

    If anything I'd say DF is more OP than your jesus beam. You're talking mass pvp and how jesus beam is too strong, but if I got hit by one of those 16k DFs you're tossing out, that's more dangerous to me than your jesus beams when I'm not in execute range.

    On a side note, you should check out the numbers pure glass cannon sorcs can put out on frags and meteor, they're almost identical to your DFs and meteors. I fully agree damage numbers are way too high, but that's across the board - not just for jesus beam. Wrobel wanted an FPS where people just drop, and this is now the meta.

    I'm of a similar mind. I really like playing characters who are a little more defensive, and I don't see them being as worthwhile as they should be currently. Templar has been slowly gutted and diminished in this fashion particularly over the last year.
    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>
  • frozywozy
    frozywozy
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    ✭✭
    frozywozy wrote: »
    Alcast wrote: »
    https://youtu.be/8Q8v-oTHPio
    Only lv 1 Undaunted yet.
    Glass Canon

    47m beams
    I know that the beam is fine in 1v1 because you can interrupt it, but open world mass pvp its just way too strong

    @Alcast

    I want you to wtach your own video from 0:40 - 0:50.

    You have this optimized build for Jesus Beam. What happened to Anguros, your target? His health bar did not move. For 10 seconds. With you Jesus Beaming him. Yes, It is working as intended. Angurus only died because someone else's meteor hit him.

    If you are going to try and tell me that your zerg surfing video here proves that Jesus Beam is more imbalanced, powerful, problematic than:

    https://www.youtube.com/watch?v=9x4byoJQwx4

    or

    https://www.youtube.com/watch?v=sotMe9gG8pc

    where you literally one shot people - when you are solo without the aid of a zerg, you're more than biased, you're nutz.

    Apparently it's ok and lol for stamina builds to have the capability of one-shotting people while in the open world by themselves, but when a mageplar can Jesus Beam someone for 10 seconds without their health moving, the ability is just too damn strong.

    See the bold part. The reason why his health didn't drop for the first 10 seconds is because the guy was holding block, probably spec with tons of points in block mitigation, and a few enchants of block cost reduction. When the meteor lands in the end, the guy's stamina has been totally drained out and the reason why he evaporated instantly.

    So what you're implying is that if I wanna stand a chance as a stamina melee character, I need to hold block while fighting an opponent, be forced into one hand shield and hope for the best when it's time to retreat because I have no stamina left to do anything ?

    I'll pass.

    But it's OK for me to drain my stamina for 10 seconds blocking/dodging wrecking blows and then run dry for someone's ulti-bomb?

    Yeah, I'll pass on that too.

    Respec your character to a "vampire assassin" you referred to in an earlier thread an you won't have any issues with Jesus Beams :smiley:

    You realize that the apology you just made regarding "vampire assassins" was referring to an organized groups sending people inside to deal with people pouring oil on the catwalk above breaches before the rest of the group goes in?

    I really wonder if you're out of arguments or if you're simply trying to make me look like a fool. Surprising coming from someone who usually is very rational and posed in anything he says.

    Your paragraph describes a 1v1 fight against a stam melee hitting you in close combat. I have said multiple times that 1v1 fights are fine the way they are. The problem I have is with large scale combat. Since everyone who runs a magicka templar spam RD, it is no longer viable for me to try to engage anybody because by the time I get in range of someone, the RD spam is already going from the back and dropping my health like crazy.
    Edited by frozywozy on March 28, 2016 3:24PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • dodgehopper_ESO
    dodgehopper_ESO
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    manny254 wrote: »
    Zheg wrote: »
    manny254 wrote: »
    manny254 wrote: »
    Zheg wrote: »
    manny254 wrote: »
    manny254 wrote: »
    Zheg wrote: »
    You have 9.6k stamina and 21k health. You're pure glass cannon with no mobility, escape, or mitigation. <10k stam is not smart in this meta. You'll fold in 2 seconds if you get focused.

    If anything I'd say DF is more OP than your jesus beam. You're talking mass pvp and how jesus beam is too strong, but if I got hit by one of those 16k DFs you're tossing out, that's more dangerous to me than your jesus beams when I'm not in execute range.

    On a side note, you should check out the numbers pure glass cannon sorcs can put out on frags and meteor, they're almost identical to your DFs and meteors. I fully agree damage numbers are way too high, but that's across the board - not just for jesus beam. Wrobel wanted an FPS where people just drop, and this is now the meta.

    The thing is you don't need to be a glass canon build to do this. I can do the exact same thing on my imperial with a balanced spec. So far my record for a RD tick on a player is 19k.

    On my character I have:

    7 impen, 26.7k Health, 15.6k Stamina, 36k magicka, 1737 regen, and 2489 unbuffed spell damage.

    It is really easy to have balanced stats, and still melt people with RD. I can kill most people with dark flare -> radiant destruction.

    The skill is unbalanced, and anyone defending it needs to wake up.

    They said on ESO live the skill is supposed to be strong. Its an execute. Its working as intended according to the devs.

    When the game came out it was possible to reduce batswarm ult cost to something stupid like 3 ultimate, and refreshing the ult made it stack on top of it self. This was working as intended. That did not mean it was balanced.
    Tapping shift right before dodge roll to cheese it last patch while also avoiding Jesus beams was neither intended nor balanced, but I didn't see posts from you saying it needed to be fixed.

    As for the balanced stats, you're close to what my Templar has, but I still don't hit harder than I would on my nb, nor is the burst better than what a sorc can do. The complaints about Jesus beam are not being able to dodge it (good), and mediocre damage at high health. When I see you running around Jesus beaming people at high health instead of using dark flare and other skills, then I'll start paying attention to the nerf calls. If it's so strong in non execute range, why aren't the really good Templars using it? Blab jumped on that boat, but I doubt we'll ever see him using it on a full health target because it's a dps loss AND makes you vulnerable.

    Blab considers the skill overpowered, and even made a post talking about it. BTW if you ask me Vigor, and WB are op. You can use something and still acknowledge it is overpowered.

    Blab can say whatever the f(*^k he wants, until I see his next video and he's RD'ing at 100% health, it's words versus actions.

    Why would a smart player use it at full health? You can cast a dark flare, and while it travels precast the rd. When the flare hits with the pre-casted rd most players health will almost instantly drop. Then of course you can do all of this from 40 meters away, and behind other players.

    Most of the people complaining about the dmg, including blab, did so because of the dmg it does at full/high health. We all agree it stinks in those scenarios and don't use it like that, but that's what the nerf call was about. I see zero difference between a DF/javelin/Jesus beam combo, and a Mage wrath, curse, frag combo, particularly if there's a streak in between. The sorc burst takes less time too.

    The problem is that it function at 50% health, and can be used from 40 meters away. While being undodgeable. I think the skill would be fine if they lowered it's range a bit. Off the top of my head I think it should be the same range as impale, but I am not exactly sure.

    Except Impale can be clipped/spammed. RD is a Channel. There are a lot of differences in the way the skills function. In all fairness I would love to see the whole Templar class a lot less clunky than it is, and my own personal vision of the Templar class is significantly different than what ZoS has in mind. I'd love to see Blazing Shield be meaningful. I'd love to see a proper self heal. I'd love to see Rune Focus be an armor ability I don't have to keep tapping every 8 seconds in a mobile battle (all the Templar self buffs are extremely brief like this). I'd like to see Eclipse be a real ability again, useful like it was before the major cc-nerf treatment. I'd like to have my blinding flashes back, and get repaired from what it was (enduring rays was pretty worthless on this ability). I'd like to see Javelin get major fracture. I'd like the snare for biting jabs to occur on the first strike and not the last one. In short I'd love to see the Templar class be more tanky and less clunky. Instead it seems the developers want Templar to be a glass cannon/healer lately.
    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>
  • frozywozy
    frozywozy
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    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    I was 1vX'ing a group of templars yesterday, there was 1 in my face with sweeps, 1 spamming dark flare, 1 spamming jesus beam. I was able to effectively ignore the jesus beamer and kill the dark flare spammer, then the one in my face using sweeps, then kill the jesus beam templar last, feeling absolutely 0 pressure once his friends were eliminated

    All you people comparing RD to Frags, Funnel Health, etc don't realize that all of those are avoidable and can be countered without messing up a whole build or forcing you to play a certain weapon tree.You also need to record yourself 1vXing 3 experienced magicka templars next time. I would give you 100k gold if you succeed.

    Edited by frozywozy on March 28, 2016 3:27PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Psilent
    Psilent
    ✭✭✭✭✭
    The only time Radiant Oppression has been an issue for me, is when I'm at 4K or less health and outnumbered. However, I hate Mages Wrath even more than RD.
  • SneaK
    SneaK
    ✭✭✭✭✭
    Glass cannon casting abilities from keep walls and in the middle of a zerg, shows absolutely nothing. What a terrible representation of a class and build. Congrats on that Corporal though.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Lexxypwns
    Lexxypwns
    ✭✭✭✭✭
    ✭✭✭✭
    frozywozy wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    I was 1vX'ing a group of templars yesterday, there was 1 in my face with sweeps, 1 spamming dark flare, 1 spamming jesus beam. I was able to effectively ignore the jesus beamer and kill the dark flare spammer, then the one in my face using sweeps, then kill the jesus beam templar last, feeling absolutely 0 pressure once his friends were eliminated

    All you people comparing RD to Frags, Funnel Health, etc don't realize that all of those are avoidable and can be countered without messing up a whole build or forcing you to play a certain weapon tree.You also need to record yourself 1vXing 3 experienced magicka templars next time. I would give you 100k gold if you succeed.

    I was waiting for this reply from someone :)

    Have you considered slotting purge? It hard counters RD, Curse, DoTs, snares, and other debuffs, it by no means "ruins a whole build" to change 1 slot out for efficient purge, which even stamina builds can afford when used judiciously. Purge is one of the most effective defensive abilities in the game, I personally run it on my stam dk and still have plenty of magika for wings

    I don't have video because I'm not a try hard that has to make videos to feel good about myself(no insults intended to anyone here), but all 3 mag templars I'm speaking of were centurion or above. While that's not a crazy high AR, its enough to definitely learn how to play your class. Nobody is 1vX'ing any actual good players, that's just not how the game works.
    Edited by Lexxypwns on March 28, 2016 3:33PM
  • Tankqull
    Tankqull
    ✭✭✭✭✭
    ...
    frozywozy wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    I was 1vX'ing a group of templars yesterday, there was 1 in my face with sweeps, 1 spamming dark flare, 1 spamming jesus beam. I was able to effectively ignore the jesus beamer and kill the dark flare spammer, then the one in my face using sweeps, then kill the jesus beam templar last, feeling absolutely 0 pressure once his friends were eliminated

    All you people comparing RD to Frags, Funnel Health, etc don't realize that all of those are avoidable and can be countered without messing up a whole build or forcing you to play a certain weapon tree.You also need to record yourself 1vXing 3 experienced magicka templars next time. I would give you 100k gold if you succeed.

    you are not succeeding against any experianced players anyway so who cares if it is 3 templars?
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    Disgusting. Thanks for showing how ridiculously OP templars are this patch @Alcast . This is exactly what I keep getting killed by, sometimes 15-20times per night by the same guy over and over again. No matter how hard I flap my wings, how hard I stack and spam Vigor and Rally on top of Hardened Armor on top of Igneous Shield and how much I sprint away from the range of RD with 7pieces medium and major expedition, I still don't run fast enough to get out of the 45m range and undodgeable beam of death hiding behind his friends.

    It's not even worth playing stam melee characters anymore in this meta.

    Sounds like you need to Stampede-WB-Dragon Leap instead. In all the pvp I've done since the change, the only thing Templars have done to kill me is Dark Flare. I'm not going to count Radiants where my health was already down, and neither should anyone else. Having an execute actually hurt is definitionally what it is for. I'm fine with them giving us Blinding Flashes back but I'm pretty sure people would complain about that too. For whatever reason it seems like everyone complains about Templar way more than should be. Sorcerer has ranged executes that can be spammed/combo'd/clipped. It is vastly more maneuverable, vastly more defensive, and frankly more aggressive with significantly better cc abilities.

    I'm still of the mind if they nerf RD they're going to need to change it from a channel into something more spammable like Impale. I like the fact though that it actually counters the OP ability of Reflects in this game, particularly since our Eclipse ability was supposed to do that and they've shot it to ship.

    Before anyone complains, I want people to realize I've not played seriously as a Magplar in over a year. I have played as a Stamplar for over a year (apart from minor play of a bwb healer character), and even I think the complaining about RD is not productive. The problem has more to do with the way defensives are being gutted, and pressure is being placed on going all out aggressive builds lately. Just compare Solar Barrage to Dark Flare, it is blatantly obvious which is the better of the two abilities. Solar Barrage is obviously a close range 'tank' skill whereas Dark Flare is a long range casted heavy hitter. The problem with Barrage however is that its horrible even as a more tanky build, and no one wants to use it in its current iteration. It might have gotten some sway if they gave it a little more potency or a strong debuff of some kind (like Dark Flare). The problem is general design changes, and not this skill in particular.
    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>
  • Lexxypwns
    Lexxypwns
    ✭✭✭✭✭
    ✭✭✭✭
    frozywozy wrote: »
    Disgusting. Thanks for showing how ridiculously OP templars are this patch @Alcast . This is exactly what I keep getting killed by, sometimes 15-20times per night by the same guy over and over again. No matter how hard I flap my wings, how hard I stack and spam Vigor and Rally on top of Hardened Armor on top of Igneous Shield and how much I sprint away from the range of RD with 7pieces medium and major expedition, I still don't run fast enough to get out of the 45m range and undodgeable beam of death hiding behind his friends.

    It's not even worth playing stam melee characters anymore in this meta.

    Sounds like you need to Stampede-WB-Dragon Leap instead. In all the pvp I've done since the change, the only thing Templars have done to kill me is Dark Flare. I'm not going to count Radiants where my health was already down, and neither should anyone else. Having an execute actually hurt is definitionally what it is for. I'm fine with them giving us Blinding Flashes back but I'm pretty sure people would complain about that too. For whatever reason it seems like everyone complains about Templar way more than should be. Sorcerer has ranged executes that can be spammed/combo'd/clipped. It is vastly more maneuverable, vastly more defensive, and frankly more aggressive with significantly better cc abilities.

    I'm still of the mind if they nerf RD they're going to need to change it from a channel into something more spammable like Impale. I like the fact though that it actually counters the OP ability of Reflects in this game, particularly since our Eclipse ability was supposed to do that and they've shot it to ship.

    Before anyone complains, I want people to realize I've not played seriously as a Magplar in over a year. I have played as a Stamplar for over a year (apart from minor play of a bwb healer character), and even I think the complaining about RD is not productive. The problem has more to do with the way defensives are being gutted, and pressure is being placed on going all out aggressive builds lately. Just compare Solar Barrage to Dark Flare, it is blatantly obvious which is the better of the two abilities. Solar Barrage is obviously a close range 'tank' skill whereas Dark Flare is a long range casted heavy hitter. The problem with Barrage however is that its horrible even as a more tanky build, and no one wants to use it in its current iteration. It might have gotten some sway if they gave it a little more potency or a strong debuff of some kind (like Dark Flare). The problem is general design changes, and not this skill in particular.

    It sounds like he gets too overzealous and caught out of position, like he thinks just because he's a melee character its ok to get caught outnumbered in the middle of a field. You're gonna die doing that regardless. Probably try some LoS would work. Positioning is just as important as your build in this game, that's what makes open world PvP so great. Sometime you get caught of position and the price to pay for that is usually death, if its RD or something else, it doesn't matter, that's on you.
    Edited by Lexxypwns on March 28, 2016 3:45PM
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    Alcast wrote: »
    https://youtu.be/8Q8v-oTHPio
    Only lv 1 Undaunted yet.
    Glass Canon

    47m beams
    I know that the beam is fine in 1v1 because you can interrupt it, but open world mass pvp its just way too strong

    @Alcast

    I want you to wtach your own video from 0:40 - 0:50.

    You have this optimized build for Jesus Beam. What happened to Anguros, your target? His health bar did not move. For 10 seconds. With you Jesus Beaming him. Yes, It is working as intended. Angurus only died because someone else's meteor hit him.

    If you are going to try and tell me that your zerg surfing video here proves that Jesus Beam is more imbalanced, powerful, problematic than:

    https://www.youtube.com/watch?v=9x4byoJQwx4

    or

    https://www.youtube.com/watch?v=sotMe9gG8pc

    where you literally one shot people - when you are solo without the aid of a zerg, you're more than biased, you're nutz.

    Apparently it's ok and lol for stamina builds to have the capability of one-shotting people while in the open world by themselves, but when a mageplar can Jesus Beam someone for 10 seconds without their health moving, the ability is just too damn strong.

    See the bold part. The reason why his health didn't drop for the first 10 seconds is because the guy was holding block, probably spec with tons of points in block mitigation, and a few enchants of block cost reduction. When the meteor lands in the end, the guy's stamina has been totally drained out and the reason why he evaporated instantly.

    So what you're implying is that if I wanna stand a chance as a stamina melee character, I need to hold block while fighting an opponent, be forced into one hand shield and hope for the best when it's time to retreat because I have no stamina left to do anything ?

    I'll pass.

    This complaint only points out the flaws in the blocking nerf, something I've been against continually since the moment they released they were going to do this.
    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>
  • Waseem
    Waseem
    ✭✭✭✭✭
    when people talk about jesus beam on 100% health they think thats noob approach..
    PvP in Cyrodiil is not 1vs1, it has been explained above!
    1 dude use jesus beam at you when you are 100% health, another dude hit u crystal frags, surprise, you are in execute range and ALREADY being executed. good luck reflecting/dodging/outhealing that in time.
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    frozywozy wrote: »
    Alcast wrote: »
    https://youtu.be/8Q8v-oTHPio
    Only lv 1 Undaunted yet.
    Glass Canon

    47m beams
    I know that the beam is fine in 1v1 because you can interrupt it, but open world mass pvp its just way too strong

    @Alcast

    I want you to wtach your own video from 0:40 - 0:50.

    You have this optimized build for Jesus Beam. What happened to Anguros, your target? His health bar did not move. For 10 seconds. With you Jesus Beaming him. Yes, It is working as intended. Angurus only died because someone else's meteor hit him.

    If you are going to try and tell me that your zerg surfing video here proves that Jesus Beam is more imbalanced, powerful, problematic than:

    https://www.youtube.com/watch?v=9x4byoJQwx4

    or

    https://www.youtube.com/watch?v=sotMe9gG8pc

    where you literally one shot people - when you are solo without the aid of a zerg, you're more than biased, you're nutz.

    Apparently it's ok and lol for stamina builds to have the capability of one-shotting people while in the open world by themselves, but when a mageplar can Jesus Beam someone for 10 seconds without their health moving, the ability is just too damn strong.

    See the bold part. The reason why his health didn't drop for the first 10 seconds is because the guy was holding block, probably spec with tons of points in block mitigation, and a few enchants of block cost reduction. When the meteor lands in the end, the guy's stamina has been totally drained out and the reason why he evaporated instantly.

    So what you're implying is that if I wanna stand a chance as a stamina melee character, I need to hold block while fighting an opponent, be forced into one hand shield and hope for the best when it's time to retreat because I have no stamina left to do anything ?

    I'll pass.

    But it's OK for me to drain my stamina for 10 seconds blocking/dodging wrecking blows and then run dry for someone's ulti-bomb?

    Yeah, I'll pass on that too.

    Respec your character to a "vampire assassin" you referred to in an earlier thread an you won't have any issues with Jesus Beams :smiley:

    You realize that the apology you just made regarding "vampire assassins" was referring to an organized groups sending people inside to deal with people pouring oil on the catwalk above breaches before the rest of the group goes in?

    I really wonder if you're out of arguments or if you're simply trying to make me look like a fool. Surprising coming from someone who usually is very rational and posed in anything he says.

    Your paragraph describes a 1v1 fight against a stam melee hitting you in close combat. I have said multiple times that 1v1 fights are fine the way they are. The problem I have is with large scale combat. Since everyone who runs a magicka templar spam RD, it is no longer viable for me to try to engage anybody because by the time I get in range of someone, the RD spam is already going from the back and dropping my health like crazy.

    Except for the fact that 1v1 the Templar built for this in this scenario would be at a disadvantage. The advantage goes to the Templar in this scenario when he's got other people around protecting him, something which you would expect of any high dps character meant to melt people from afar. A Sorcerer can do all of the things being complained about, with a turtling shield. I really don't see the problem here. Give Templar a 20 second shield that is 2 or 3 times stronger than it is now, and then we'll talk. Give Templar an armor boost that lasts 20 seconds and offers a 7 second major expedition and then we'll talk. Give templars real cc and then we'll talk. How people can't seem to understand the differences here actually amaze me. I would love for the Templar class to be more tanky, but that's not currently how it is designed (to my chagrin). If anything Magplars SHOULD be hitting significantly harder than magicka-Sorcerers, given the manner in which the classes defensives operate. I could also say the same for Magicka Nightblades vs. Sorcs as well, particularly with the way Cloak has been balanced in the TG update. I just wanted to add that as well for fairness. I'm not entirely clear on the state of Magicka DK currently, but I suspect they are fine given the defensive toolset they have, and the potent cc they've got. The big flaw in DK is that they have no real execute within the class (it can still be gotten from weapon lines).
    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>
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Lexxypwns wrote: »
    frozywozy wrote: »
    Lexxypwns wrote: »
    Funnel health hits MUCH harder than jesus beam when its not in execute range. Hell, crushing shock/LA weave hits harder on a similar glass cannon build.

    I was 1vX'ing a group of templars yesterday, there was 1 in my face with sweeps, 1 spamming dark flare, 1 spamming jesus beam. I was able to effectively ignore the jesus beamer and kill the dark flare spammer, then the one in my face using sweeps, then kill the jesus beam templar last, feeling absolutely 0 pressure once his friends were eliminated

    All you people comparing RD to Frags, Funnel Health, etc don't realize that all of those are avoidable and can be countered without messing up a whole build or forcing you to play a certain weapon tree.You also need to record yourself 1vXing 3 experienced magicka templars next time. I would give you 100k gold if you succeed.

    I was waiting for this reply from someone :)

    Have you considered slotting purge? It hard counters RD, Curse, DoTs, snares, and other debuffs, it by no means "ruins a whole build" to change 1 slot out for efficient purge, which even stamina builds can afford when used judiciously. Purge is one of the most effective defensive abilities in the game, I personally run it on my stam dk and still have plenty of magika for wings

    I don't have video because I'm not a try hard that has to make videos to feel good about myself(no insults intended to anyone here), but all 3 mag templars I'm speaking of were centurion or above. While that's not a crazy high AR, its enough to definitely learn how to play your class. Nobody is 1vX'ing any actual good players, that's just not how the game works.

    This actually makes one of the points I've made for quite a while. There's very little that is particularly 'unique' about Templar apart from MAYBE breath of life, and as we're seeing now Sorcerers have a means now of duplicating that in a manner. I'm actually very much regretting my original character being a Templar to be honest, because I feel the devs have no consistent vision of the class, or at least they've not done well in communicating it with us. I believe there is a very good reason that the official thread discussion on the class hit almost 100 pages, and had plenty of spinoffs and previous forum posts. A lot has been said on the topic, but essentially the Templar class has a lot of dud passives and actives that need work. Many of us never even asked for or wanted this RD business. I like the way the ability looks but it isn't even part of my lineup, and actually took away something I did use.
    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>
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Lexxypwns wrote: »
    frozywozy wrote: »
    Disgusting. Thanks for showing how ridiculously OP templars are this patch @Alcast . This is exactly what I keep getting killed by, sometimes 15-20times per night by the same guy over and over again. No matter how hard I flap my wings, how hard I stack and spam Vigor and Rally on top of Hardened Armor on top of Igneous Shield and how much I sprint away from the range of RD with 7pieces medium and major expedition, I still don't run fast enough to get out of the 45m range and undodgeable beam of death hiding behind his friends.

    It's not even worth playing stam melee characters anymore in this meta.

    Sounds like you need to Stampede-WB-Dragon Leap instead. In all the pvp I've done since the change, the only thing Templars have done to kill me is Dark Flare. I'm not going to count Radiants where my health was already down, and neither should anyone else. Having an execute actually hurt is definitionally what it is for. I'm fine with them giving us Blinding Flashes back but I'm pretty sure people would complain about that too. For whatever reason it seems like everyone complains about Templar way more than should be. Sorcerer has ranged executes that can be spammed/combo'd/clipped. It is vastly more maneuverable, vastly more defensive, and frankly more aggressive with significantly better cc abilities.

    I'm still of the mind if they nerf RD they're going to need to change it from a channel into something more spammable like Impale. I like the fact though that it actually counters the OP ability of Reflects in this game, particularly since our Eclipse ability was supposed to do that and they've shot it to ship.

    Before anyone complains, I want people to realize I've not played seriously as a Magplar in over a year. I have played as a Stamplar for over a year (apart from minor play of a bwb healer character), and even I think the complaining about RD is not productive. The problem has more to do with the way defensives are being gutted, and pressure is being placed on going all out aggressive builds lately. Just compare Solar Barrage to Dark Flare, it is blatantly obvious which is the better of the two abilities. Solar Barrage is obviously a close range 'tank' skill whereas Dark Flare is a long range casted heavy hitter. The problem with Barrage however is that its horrible even as a more tanky build, and no one wants to use it in its current iteration. It might have gotten some sway if they gave it a little more potency or a strong debuff of some kind (like Dark Flare). The problem is general design changes, and not this skill in particular.

    It sounds like he gets too overzealous and caught out of position, like he thinks just because he's a melee character its ok to get caught outnumbered in the middle of a field. You're gonna die doing that regardless. Probably try some LoS would work. Positioning is just as important as your build in this game, that's what makes open world PvP so great. Sometime you get caught of position and the price to pay for that is usually death, if its RD or something else, it doesn't matter, that's on you.

    Dude I have 223days of playtime, more than the half is as a small scale player. I know how to LoS and I consider my situation awareness more than enough to judge when a situation is going to turn badly if I go in. What I have been saying is that IT IS NOT POSSIBLE ANYMORE at ANYTIME to charge in melee combat during a large scale fight as a stam DK who cannot stack shields.

    People have been telling me to slot Dampen Magic and Efficient Purge. Sure, I'll use 2 other magicka abilities on top of Hardened Armor, Igneous Shield and Scales. I already have 30 points in magicka cost reduction, 15 points in magicka recovery, I use 2 rings with arcane and I'm running out of magicka pretty quickly..

    As soon as I charge in, the RD spams begins and it is already too late to even consider retreating. I'm gonna go with the advice to slot purge. I'll remove executioner from my bar and rely on true WB spam. The rest of my bars are gonna be abilities to defend myself against a broken class.

    Sounds like fun.
    Edited by frozywozy on March 28, 2016 4:59PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Vexzarium
    Vexzarium
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    So we have one relevant offensive skill that is not dodge-able, is useless w/o Dark Flare or some other sustain DPS melter, and it is a huge deal? I mean, yes... it feels like I'm throwing a block of cheese at you when I kill you with the beam, but on the other hand... do you know how many times per hour I see "Dodged" on all of my other abilities? I'm sure a Sorc or some other ranged DPS feels the same way. The skill is an execute, the argument is that is nukes people... but does so when they are at 40-50% or less HP.

    But instead of purging, cleansing, spamming a shield, or w/e... people want to complain about it. I'll admit, at first, this patch, I felt like it was OP... but after a bit of rotation experience, I feel like it does exactly what it is intended to do. It melts your face when you either do not counter properly at low HP, or are too low to counter.

    On the other hand, spamming the beam on non-low HP targets, to me, is not much different than a NB that spams their gap closer... it's cheese. And honestly, why do it? You're losing a ton of DPS that could be had w/ 15k+ Dark Flares that lead to a properly executed Beam.
    PC-NA
    "Vexzarium" EP Magplar
    "Vèxzarium" DC mDK
  • dodgehopper_ESO
    dodgehopper_ESO
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    Waseem wrote: »
    when people talk about jesus beam on 100% health they think thats noob approach..
    PvP in Cyrodiil is not 1vs1, it has been explained above!
    1 dude use jesus beam at you when you are 100% health, another dude hit u crystal frags, surprise, you are in execute range and ALREADY being executed. good luck reflecting/dodging/outhealing that in time.

    You can't dodge it anyway. If people were saying that the Stamina Regeneration nerf needs revisiting with regard to Block as a balance to this, I'd be all for it. Block itself needs to be better than it is in a world where Dodging and Shielding is just way better. A Stam Build that has to block a lot is just going to die in this scenario. If someone pre-empts RD on you while his chums are hitting you with heavy duty damage, I'm sorry but too bad. You were going to die anyway, whether it was a templar spamming damage on you with his chums or not. I can't tell you how many times I've had 5 Nightblades come out of the woodwork and spam the hell out of their Ambushes/Lotus fans followed up by a cloaked blade or impale or the like, woven with light attacks. The damage is insane and with the cc from cloak, the snare, and all the debuffs there's very little you can do about it.
    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>
  • Lexxypwns
    Lexxypwns
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    frozywozy wrote: »
    Lexxypwns wrote: »
    frozywozy wrote: »
    Disgusting. Thanks for showing how ridiculously OP templars are this patch @Alcast . This is exactly what I keep getting killed by, sometimes 15-20times per night by the same guy over and over again. No matter how hard I flap my wings, how hard I stack and spam Vigor and Rally on top of Hardened Armor on top of Igneous Shield and how much I sprint away from the range of RD with 7pieces medium and major expedition, I still don't run fast enough to get out of the 45m range and undodgeable beam of death hiding behind his friends.

    It's not even worth playing stam melee characters anymore in this meta.

    Sounds like you need to Stampede-WB-Dragon Leap instead. In all the pvp I've done since the change, the only thing Templars have done to kill me is Dark Flare. I'm not going to count Radiants where my health was already down, and neither should anyone else. Having an execute actually hurt is definitionally what it is for. I'm fine with them giving us Blinding Flashes back but I'm pretty sure people would complain about that too. For whatever reason it seems like everyone complains about Templar way more than should be. Sorcerer has ranged executes that can be spammed/combo'd/clipped. It is vastly more maneuverable, vastly more defensive, and frankly more aggressive with significantly better cc abilities.

    I'm still of the mind if they nerf RD they're going to need to change it from a channel into something more spammable like Impale. I like the fact though that it actually counters the OP ability of Reflects in this game, particularly since our Eclipse ability was supposed to do that and they've shot it to ship.

    Before anyone complains, I want people to realize I've not played seriously as a Magplar in over a year. I have played as a Stamplar for over a year (apart from minor play of a bwb healer character), and even I think the complaining about RD is not productive. The problem has more to do with the way defensives are being gutted, and pressure is being placed on going all out aggressive builds lately. Just compare Solar Barrage to Dark Flare, it is blatantly obvious which is the better of the two abilities. Solar Barrage is obviously a close range 'tank' skill whereas Dark Flare is a long range casted heavy hitter. The problem with Barrage however is that its horrible even as a more tanky build, and no one wants to use it in its current iteration. It might have gotten some sway if they gave it a little more potency or a strong debuff of some kind (like Dark Flare). The problem is general design changes, and not this skill in particular.

    It sounds like he gets too overzealous and caught out of position, like he thinks just because he's a melee character its ok to get caught outnumbered in the middle of a field. You're gonna die doing that regardless. Probably try some LoS would work. Positioning is just as important as your build in this game, that's what makes open world PvP so great. Sometime you get caught of position and the price to pay for that is usually death, if its RD or something else, it doesn't matter, that's on you.

    Dude I have 223hours of playtime, more than the half is as a small scale player. I know how to LoS and I consider my situation awareness more than enough to judge when a situation is going to turn badly if I go in. What I have been saying is that IT IS NOT POSSIBLE ANYMORE at ANYTIME to charge in melee combat during a large scale fight as a stam DK who cannot stack shields.

    People have been telling me to slot Dampen Magic and Efficient Purge. Sure, I'll use 2 other magicka abilities on top of Hardened Armor, Igneous Shield and Scales. I already have 30 points in magicka cost reduction and 15 points in magicka recovery and I'm running out of magicka pretty quickly..

    As soon as I charge in, I the RD spams begins and it is already too late to even consider retreating. I'm gonna go with the advice to slot purge. I'll remove executioner from my bar and rely on true WB spam. The rest of my bars are gonna be defensive abilities to defend myself against one skill in the game, RD. Sounds like fun.

    If you're having trouble managing your magika that's your problem not mine, there's plenty of counters. If you don't want to run them but instead come to forums and cry, that's on you. Meanwhile, good players everywhere are countering RD every day.

    I play a melee stam dk from time to time and I rarely die to RD, probably because I'm more careful about when I engage and don't go crashing headlong into a zerg expecting to survive
  • Joy_Division
    Joy_Division
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    frozywozy wrote: »
    frozywozy wrote: »
    Alcast wrote: »
    https://youtu.be/8Q8v-oTHPio
    Only lv 1 Undaunted yet.
    Glass Canon

    47m beams
    I know that the beam is fine in 1v1 because you can interrupt it, but open world mass pvp its just way too strong

    @Alcast

    I want you to wtach your own video from 0:40 - 0:50.

    You have this optimized build for Jesus Beam. What happened to Anguros, your target? His health bar did not move. For 10 seconds. With you Jesus Beaming him. Yes, It is working as intended. Angurus only died because someone else's meteor hit him.

    If you are going to try and tell me that your zerg surfing video here proves that Jesus Beam is more imbalanced, powerful, problematic than:

    https://www.youtube.com/watch?v=9x4byoJQwx4

    or

    https://www.youtube.com/watch?v=sotMe9gG8pc

    where you literally one shot people - when you are solo without the aid of a zerg, you're more than biased, you're nutz.

    Apparently it's ok and lol for stamina builds to have the capability of one-shotting people while in the open world by themselves, but when a mageplar can Jesus Beam someone for 10 seconds without their health moving, the ability is just too damn strong.

    See the bold part. The reason why his health didn't drop for the first 10 seconds is because the guy was holding block, probably spec with tons of points in block mitigation, and a few enchants of block cost reduction. When the meteor lands in the end, the guy's stamina has been totally drained out and the reason why he evaporated instantly.

    So what you're implying is that if I wanna stand a chance as a stamina melee character, I need to hold block while fighting an opponent, be forced into one hand shield and hope for the best when it's time to retreat because I have no stamina left to do anything ?

    I'll pass.

    But it's OK for me to drain my stamina for 10 seconds blocking/dodging wrecking blows and then run dry for someone's ulti-bomb?

    Yeah, I'll pass on that too.

    Respec your character to a "vampire assassin" you referred to in an earlier thread an you won't have any issues with Jesus Beams :smiley:

    You realize that the apology you just made regarding "vampire assassins" was referring to an organized groups sending people inside to deal with people pouring oil on the catwalk above breaches before the rest of the group goes in?

    I really wonder if you're out of arguments or if you're simply trying to make me look like a fool. Surprising coming from someone who usually is very rational and posed in anything he says.

    Your paragraph describes a 1v1 fight against a stam melee hitting you in close combat. I have said multiple times that 1v1 fights are fine the way they are. The problem I have is with large scale combat. Since everyone who runs a magicka templar spam RD, it is no longer viable for me to try to engage anybody because by the time I get in range of someone, the RD spam is already going from the back and dropping my health like crazy.

    @frozywozy -

    I'm not trying to make you look like a fool. I'm a trying to get you to see past the perspective of your own build in a specific scenario. It was a remark made in jest, that's all. You don't have to take everything so personally. I understand there are people on these forums that judge others as people depending of how they play a videogame. I am not one of them. If something I said made you think I was, I do apologize for that. It was not my intent.

    You were complaining about multiple templars beaming you while you were getting zerged down and having no counter against that. Welcome to the club. Why don't you spend a few hours grinding up a magicka Templar - I'll even throw in some XP pots - and see what happens when mutliple stam builds zerg you down with WBs, ambushes, fears, bombards, etc. You want to talk counters? OK, tell me what I am supposed to do with 14 K stamina, useless light armor that is all but penetrated, a worthless class shield, no mobility, and a overly nerfed defense ability that now only works on projectiles? Tell me what is in the magicka templar toolkit that reliable and effectively defends against handle high damaging physical attacks that snare? Nothing. People just expect me to breath of life spam through it. As if that actually inconvenienced the enemy or even was viable with all the stacking heal debuffs out there. Unless there is specific terrain can use LOS like Blab does under the Alessia bridge, it's just puncturing sweep spam and hopefully you can take one of them down with you. I got 3, maybe 4, blocks/dodge-rolls/CC breaks and that is it.

    So now all of a sudden I am suppose to have sympathy that your build is ill-suited to deal with a very specific sort of attack? Cry me a river. I have zero problems with templars Jesus Beaming me. I don't care how far away they are or if they are hiding in a zerg of 20. It gets harnessed,/cleansed/purged. Those templars out there, please please please keep Jesus Beaming me. Get that screenshot to post on these forums "Killed Joy Division with Radiant Destruction." Go ahead. I will guarantee that I did not get mad, upset, ragequit, or react in anyway negatively to what happened. I have been dealing with this for a year and have come to recognize the times I do die by it is because someone else attacked the Achilles's Heal of my build - my stamina pool - and CC'd me such that in a vulnerable position where any skill would kill me.

    You want to dodge RD? Hey, I want to purge WB, but I'm not making forum posts complaining about it. I do not see it as a huge problem that my build is ill-suited to deal with high damaging stamina instant-cast attacks and yours is ill-suited to deal with channeled magicka attacks. It sounds like you want 20 skills to slot and the means to be able to use your primary resource to defend against every form of attack in the game. Well, people in Hell want ice water. Hey, sign me up for a 1.5 server where I could use my primary resource as a means to actually build a "house" against stam players via Blinding Flashes and an ungimped blazing shield.

    If you did repec you build to a "vampire assassin" or of the magicka sort that Skaffa played, you would find dealing with RD less problematic (although you will be vulnerable to other forms of attack). There was some truth to the suggestion. I played my magicka DK for the first time is months last night and do not recall one time where RD damage was ever the most in my death recaps - and I died a lot last night, rather rusty in the ways of DK :lol: Or ask @vortexman11 what he does.

    You say it is no longer viable to engage people. Sorry, not buying it. Other people have figured out how to engage and kill other players in this patch with Jesus Beams flying around. I've seen you play, you are more than skilled enough to do this. It sounds like to me you want a build that is capable of defending against every common threat and are hesitant to risk attacking if something is lacking. I think you should play more aggressively and trust in your experience and skill as a player. You will find is more than possible to "tank" or get kills depending on your preference and in general find the game more enjoyable, even if on occasion you get RDed by a templar hiding in a zerg. It's not a biggie, just rez (especially with FCs) and have at it again.
    Edited by Joy_Division on March 28, 2016 4:47PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Wreuntzylla
    Wreuntzylla
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    Reading between the lines, I think the summary of this thread is that melee don't want to switch to venom arrow because they lose those sweet 5k-10k poison injection ticks.

    I guess you have to pick your poison.
  • Mrs_Quietus
    Mrs_Quietus
    ✭✭✭
    BRING BACK BINDING FLASHES
    Aldmeri Dominion HeisenZerg & Fantasia
    Templar *Lyric Quietus*
    Night Blade *E'ryyn Quietus*
    Sorcerer *Kira Quietus*

    Daggerfall Covenant K Hole GM
    Templar Healer *Lyryc*
    Templar DPS *Lyrikida*
    Night Blade *Lyric Amaryllis*
    DragonKnight *Lyric Enya*

    #bringbackblindingflashes
    #AwaitingCU

    Youtube Channel:
    *Mr. & Mrs. Quietus*
    https://youtube.com/channel/UC-P7vLjk9QC8q98rWiSY-Rg
  • blabafat
    blabafat
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    BRING BACK BINDING FLASHES

    yes pls
    Fire Cloak - VR12 DK - Nord - EP
    Ámeer - VR15 Templar - Imperial - AD
    The Mágician - VR16 Templar - Imperial DC
    Magíc - VR16 DK - Dark Elf - DC
    Àmeer - VR16 Templar - High Elf - DC
    ámeer - VR16 Templar - High Elf - AD
    Æ ámeer - VR16 Templar - High Elf - EP
    Ameer Flow - Level 34 Nightblade - High Elf - EP


    Youtube:
    https://youtube.com/channel/UCFNmXCgmTVo-T-p1BIVLxbQ
  • Ishammael
    Ishammael
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    Hey, sign me up for a 1.5 server

    @Joy_Division The most important point of this thread. ;)
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