@Wrobel @ZOS_KNowak
While you are fixing the jabs + Thaumaturge bug, would you also be so very kind as to allow jabs the chance to proc the 2h/DW axe bleeds? Pretty please?
Also, could you please update the tooltip for Burning Light to indicate its cooldown? (I would also love to get some clarification on this - does the effect itself have a .5s cooldown or can it only proc on a specific target every .5s?)
Thanks!
staracino_ESO wrote: »@Wrobel @ZOS_KNowak
While you are fixing the jabs + Thaumaturge bug, would you also be so very kind as to allow jabs the chance to proc the 2h/DW axe bleeds? Pretty please?
Also, could you please update the tooltip for Burning Light to indicate its cooldown? (I would also love to get some clarification on this - does the effect itself have a .5s cooldown or can it only proc on a specific target every .5s?)
Thanks!
Why add it to the tooltip when you could just remove the cooldown and then the tooltip will be correct?
runkorkoeb17_ESO wrote: »
runkorkoeb17_ESO wrote: »
I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?
runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »
I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?
you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.
runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »
I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?
you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.
THIS is exactly why the 'forumplars' get so frustrated. I'm really not trying to be rude, but you're grossly misinformed. The cast time of jesus beam is 3 seconds with the passive active, watching the video you can CLEARLY see the ticks scrolling on the right side of the screen, and you can clearly see in the death recap that the total damage of the full cast of the first jesus beam did 13k damage - OVER THREE SECONDS. You're wrong. How can we have an intelligent discussion if people can't even make the distinction between 1 second and 3 seconds?
And yes, lots and lots of jesus beam videos, all proven to be utter garbage as soon as they're posted and an intelligent person looks at them. I feel like I say this every other post lately, but again, show me a video where it's actually overperforming on a well-structured build and I'll come around to the best ways to tune the skill, until then - take your "1 second" logic and leave.
I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.
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I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.
I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »runkorkoeb17_ESO wrote: »
I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?
you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.
THIS is exactly why the 'forumplars' get so frustrated. I'm really not trying to be rude, but you're grossly misinformed. The cast time of jesus beam is 3 seconds with the passive active, watching the video you can CLEARLY see the ticks scrolling on the right side of the screen, and you can clearly see in the death recap that the total damage of the full cast of the first jesus beam did 13k damage - OVER THREE SECONDS. You're wrong. How can we have an intelligent discussion if people can't even make the distinction between 1 second and 3 seconds?
And yes, lots and lots of jesus beam videos, all proven to be utter garbage as soon as they're posted and an intelligent person looks at them. I feel like I say this every other post lately, but again, show me a video where it's actually overperforming on a well-structured build and I'll come around to the best ways to tune the skill, until then - take your "1 second" logic and leave.
I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.
I agree (is over 2.8 sec, on book) In cyro you run (usualy) with 200-500ms ping / this give you less than one second to counter the dmg you recieve form skill which require zero skills to be use, is not afected by lag, is stackable / you can have multy beams on you/ is bufed from both Elemental Expert and Thaumarutge / because DoT/, have huge range, cant be breaked if you go LoS. is Execute, grant ultimate on use and is afected by might of the guild bonus. No mate, is not broken, is broken like ***. I dont mind if zos keep it this way. mTemplars need some love i agree. But lets not deny the facts.
[*] "Affected by might of the guild bonus" - wut? Do you know how empower works? On a channel like jesus beam it will affect the first tick of damage, much like it does with sweeps/jabs. If you empower a skill like dark flare or frags, then the entire damage will be empowered.
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I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
runkorkoeb17_ESO wrote: »I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
and now with new set, even stamplars will have aces to it. with no penalty.
runkorkoeb17_ESO wrote: »I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
and now with new set, even stamplars will have aces to it. with no penalty.
you're making my brain hurt. please stahp.
Not going to be worth it no need to worryrunkorkoeb17_ESO wrote: »I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
and now with new set, even stamplars will have aces to it. with no penalty.
Not going to be worth it no need to worryrunkorkoeb17_ESO wrote: »I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
and now with new set, even stamplars will have aces to it. with no penalty.
I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
runkorkoeb17_ESO wrote: »Not going to be worth it no need to worryrunkorkoeb17_ESO wrote: »I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
and now with new set, even stamplars will have aces to it. with no penalty.
Not worried at all, here are already ppl testing worthy builds with this set. And there is no need to be sarcastic
runkorkoeb17_ESO wrote: »Not going to be worth it no need to worryrunkorkoeb17_ESO wrote: »I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.
If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
@Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.
My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
and now with new set, even stamplars will have aces to it. with no penalty.
Not worried at all, here are already ppl testing worthy builds with this set. And there is no need to be sarcastic
The Stamplar using that set could indeed have 5000 WD and SD at the same time. But that Stamplar is missing 25-30k Magicka (which is about the equivalent of 2500-3000 SD), so RD will have terrible damage, and the base cost is as high as BoL. Stamplar would be nuts to use this over Executioner.