usmcjdking wrote: »@Joy_Division
@Lore_lai
@Cinbri
Given that I don't think we'll be seeing a Blazing Spear unnerf, nor do I think Lumi Spear will be buffed into acceptable CC, could I ask for your opinion on changing Eclipse from a reflect to a Silence as it's base CC effeect?
leepalmer95 wrote: »itscompton wrote: »tamrielwinner wrote: »i was damage testing radiant destruction with my templar 561+ friend who runs full yellow damage gear(no sustain sets), food up, and entropy. i cannot agree with a 21% damage nerf on this ability. i wasn't seeing offending damage enough on it.
in our best attempts to produce any sort of insane damage(10k+), she had to start the beam when i had around 15% hp or less, which should be normal for an execute.
That's the true issue with RO, none of the complainers really use it in solo/small group play and don't understand that it's DPS is already ridiculously low unless the target is at less that 10-15% health. People get hit with it in PvP for two ticks when they have 6000 health left and the first tick does a reasonable/underpowered 3000k damage but the tick that kills them overkills for 12k when they have 3K health and suddenly they're pissed because the death recap shows 15K damage in 2 seconds. Even with 35K max magic and 4k spell damage when I run solo (which is almost always) casting RO on anyone with more than 15% health is a total waste of magica since the ticks of damage are so low 90% of builds can outheal the DPS.
Morph that increased dmg by 20%
Double dips into cp so an easy 15%
Thats 35% more dmg than other executes.
I've 1 hit people plenty of times when they have been at 30%. The issue with beam with the range, the fact it's undodgeable as well. Plus the first tick in so quick the animation doesn't even appear.
If someone is at like 40% you press beam, 1s the second tick happens and there dead.
They have 1s to react or they die.
ZOS_RichLambert wrote: »Just wanted to thank everyone for all the really great feedback in this thread. We have a number of updates/changes coming for the next PTS build that we’d like to share:
- Biting Jabs – Will now be undodgeable like the base ability.
- Biting Jabs – Fixed an issue where the cost per level wasn’t set correctly. (overall cost reduction of approximately 20%)
- Radial Sweep (and morphs) – Initial hit of damage is now undodgeable (it is an AOE after all)
- Crescent Sweep – This morph now does physical damage instead of magicka
- Piercing Javelin (and morphs) – Increased the speed of the projectile by 40%
- Binding Javelin – Reduced the stamina cost by 20%. (to match other stam abilities)
- Backlash (and morphs) – Reduced the amount of damage needed to reach the cap and increased the percentage of damage released. It should be much easier for a solo player who focuses damage on a target to use now.
WoW. This totally falls into the category of "overbuff".
Crescent sweep gonna be outrageous.
No clue why they felt the need to increase Javelin speed.. think most people would agree that it is already fine as-is. Would much have preferred a working gapcloser, ie. one that doesn't get you killed due to skills becoming stuck or just entirely failing.
I never felt like the speed of the skill was an issue. It was already so fast, you could catch some people pre-Meteor in a duel before they could even block, which was a common combo.
It just seems like a consolation prize to the Blazing Spear nerf, when there is nothing wrong with that skill.
Javelin speed will just incentivize people to sit back and throw it annoyingly like they already do. Templar is an up close and personal class. They are slow. Javelin speed should not be an issue when you're on top of an opponent. Its the same reason Magicka Socs should be on top of the opponent when they go to cast Crystal Frag. Speed of the skill doesn't matter if you're not hiding in the background.
Which is why Blazing Spear works. Its a good "in your face" stun.
New Javelin will just become another annoyance ability for the already aggravating unkillable heavy armor templar healbots.
hedna123b14_ESO wrote: »hedna123b14_ESO wrote: »hedna123b14_ESO wrote: »hedna123b14_ESO wrote: »Dagoth_Rac wrote: »ZOS_RichLambert wrote: »Just wanted to thank everyone for all the really great feedback in this thread. We have a number of updates/changes coming for the next PTS build that we’d like to share:
- Biting Jabs – Will now be undodgeable like the base ability.
- Biting Jabs – Fixed an issue where the cost per level wasn’t set correctly. (overall cost reduction of approximately 20%)
- Radial Sweep (and morphs) – Initial hit of damage is now undodgeable (it is an AOE after all)
- Crescent Sweep – This morph now does physical damage instead of magicka
- Piercing Javelin (and morphs) – Increased the speed of the projectile by 40%
- Binding Javelin – Reduced the stamina cost by 20%. (to match other stam abilities)
- Backlash (and morphs) – Reduced the amount of damage needed to reach the cap and increased the percentage of damage released. It should be much easier for a solo player who focuses damage on a target to use now.
Some very good PvP changes in here, but Stamplar seems as useless as ever in endgame PvE. Biting Jabs cost reduction will help with sustain, but even with infinite stamina, Stamplar just do not do enough DPS for endgame. Especially with most boss mechanics being punishing on melee. A melee build better bring something special to endgame PvE and Stamplar do not.
The Backlash change is not clear to me. Is the damage cap on explosion being lowered? For example, depending on max stam, I think damage cap is around 23k for Power of the Light. Will that be going down to 15k or something? Or will damage cap stay at 23k but it will simply be easier to have final explosion actually do 23k damage? Have you given any thought to allowing Backlash to truly crit? Right now, Backlash crits always hit up against the damage cap and essentially do the exact same damage as a non-crit. Is that intended? It really hurts the skill in endgame PvE. The tooltip looks sexy but the inability to crit makes it inferior to skills that look worse on tooltips but can surpass Backlash when you realize those other skills will be critting 80%+ of the time.
+1 for critting backlash
+1 +1
Skill has a huge glowing tower of light or spirally thing(Power of the light) as a telegraph, so you have 6 seconds to react and block it or purge it. Should be able to crit.
Yeah and the fact that it suffers double penalty from the damage reduction in PvP makes it further important.
Actually afaik this one is working properly. The explosion hits for the full amount, since the damage used to get there is already halved by Battle Spirit. Can't recall if I tested it specifically though, but I recall it not being a problem in my mind.
My backlash magicka morph tooltip is 25k, no way its hotting for 25k...it would be broken if it dodnt get doible penalty.
Keep in mind to hit that cap in PvP, you have to do over 100,000 damage in those 6 seconds. Between blocking, dodging, purging and shielding, like I said earlier I have never hit the cap.
However, I have never tested it properly. If it does get hit by the double dipping into Battle Spirit it would be the only one I'm aware of. And it would be no wonder it is sooooo bad in PvP. Having a skill that is delayed by 6 seconds, that requires 100,000 damage in order to get max12k damage, that is mitigated by every type of mitigation in the game, is frankly horrible.
Just tested it in a duel, it definitely takes double penalty...
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Problem is IN THE SETS. How long will Templars be blamed for nothing, huh?
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Problem is IN THE SETS. How long will Templars be blamed for nothing, huh?
I agree you wouldn't have the same effect if 13 Mag sorcs or 13 NBs using the sets but Templars just have all the right tools to make those sets amazing.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Problem is IN THE SETS. How long will Templars be blamed for nothing, huh?
I agree you wouldn't have the same effect if 13 Mag sorcs or 13 NBs using the sets but Templars just have all the right tools to make those sets amazing.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Problem is IN THE SETS. How long will Templars be blamed for nothing, huh?
I agree you wouldn't have the same effect if 13 Mag sorcs or 13 NBs using the sets but Templars just have all the right tools to make those sets amazing.
And how is that? By having heals?
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Problem is IN THE SETS. How long will Templars be blamed for nothing, huh?
I agree you wouldn't have the same effect if 13 Mag sorcs or 13 NBs using the sets but Templars just have all the right tools to make those sets amazing.
And how is that? By having heals?
That's a start BOL is quite good,Major Mending,Rune Focus,Sacred Ground,Mending Passive, if you really need this to be explained to you...
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Problem is IN THE SETS. How long will Templars be blamed for nothing, huh?
I agree you wouldn't have the same effect if 13 Mag sorcs or 13 NBs using the sets but Templars just have all the right tools to make those sets amazing.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Problem is IN THE SETS. How long will Templars be blamed for nothing, huh?
I agree you wouldn't have the same effect if 13 Mag sorcs or 13 NBs using the sets but Templars just have all the right tools to make those sets amazing.
And how is that? By having heals?
That's a start BOL is quite good,Major Mending,Rune Focus,Sacred Ground,Mending Passive, if you really need this to be explained to you...
So why are yo whining in Templar threads about it. None of those things are a problem without the sets and what would you have them do when its the sets that are doing it while all those other things are all that makes a templar anything?
Are you just here to whine or do you have a suggestion?
josh.lackey_ESO wrote: »If you make our channels un-interruptable and our projectiles un-reflectable, then maybe this would be okay. What are magicka templars supposed to use to dps? If we try to use sweeps, we get bashed.
itscompton wrote: »leepalmer95 wrote: »itscompton wrote: »tamrielwinner wrote: »i was damage testing radiant destruction with my templar 561+ friend who runs full yellow damage gear(no sustain sets), food up, and entropy. i cannot agree with a 21% damage nerf on this ability. i wasn't seeing offending damage enough on it.
in our best attempts to produce any sort of insane damage(10k+), she had to start the beam when i had around 15% hp or less, which should be normal for an execute.
That's the true issue with RO, none of the complainers really use it in solo/small group play and don't understand that it's DPS is already ridiculously low unless the target is at less that 10-15% health. People get hit with it in PvP for two ticks when they have 6000 health left and the first tick does a reasonable/underpowered 3000k damage but the tick that kills them overkills for 12k when they have 3K health and suddenly they're pissed because the death recap shows 15K damage in 2 seconds. Even with 35K max magic and 4k spell damage when I run solo (which is almost always) casting RO on anyone with more than 15% health is a total waste of magica since the ticks of damage are so low 90% of builds can outheal the DPS.
Morph that increased dmg by 20%
Double dips into cp so an easy 15%
Thats 35% more dmg than other executes.
I've 1 hit people plenty of times when they have been at 30%. The issue with beam with the range, the fact it's undodgeable as well. Plus the first tick in so quick the animation doesn't even appear.
If someone is at like 40% you press beam, 1s the second tick happens and there dead.
They have 1s to react or they die.
All is see is: blah blah blah made up number, blah blah blah, made up number blah blah blah. Come back when you're not full of manure.
leepalmer95 wrote: »itscompton wrote: »tamrielwinner wrote: »i was damage testing radiant destruction with my templar 561+ friend who runs full yellow damage gear(no sustain sets), food up, and entropy. i cannot agree with a 21% damage nerf on this ability. i wasn't seeing offending damage enough on it.
in our best attempts to produce any sort of insane damage(10k+), she had to start the beam when i had around 15% hp or less, which should be normal for an execute.
That's the true issue with RO, none of the complainers really use it in solo/small group play and don't understand that it's DPS is already ridiculously low unless the target is at less that 10-15% health. People get hit with it in PvP for two ticks when they have 6000 health left and the first tick does a reasonable/underpowered 3000k damage but the tick that kills them overkills for 12k when they have 3K health and suddenly they're pissed because the death recap shows 15K damage in 2 seconds. Even with 35K max magic and 4k spell damage when I run solo (which is almost always) casting RO on anyone with more than 15% health is a total waste of magica since the ticks of damage are so low 90% of builds can outheal the DPS.
Morph that increased dmg by 20%
Double dips into cp so an easy 15%
Thats 35% more dmg than other executes.
I've 1 hit people plenty of times when they have been at 30%. The issue with beam with the range, the fact it's undodgeable as well. Plus the first tick in so quick the animation doesn't even appear.
If someone is at like 40% you press beam, 1s the second tick happens and there dead.
They have 1s to react or they die.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
leepalmer95 wrote: »itscompton wrote: »leepalmer95 wrote: »itscompton wrote: »tamrielwinner wrote: »i was damage testing radiant destruction with my templar 561+ friend who runs full yellow damage gear(no sustain sets), food up, and entropy. i cannot agree with a 21% damage nerf on this ability. i wasn't seeing offending damage enough on it.
in our best attempts to produce any sort of insane damage(10k+), she had to start the beam when i had around 15% hp or less, which should be normal for an execute.
That's the true issue with RO, none of the complainers really use it in solo/small group play and don't understand that it's DPS is already ridiculously low unless the target is at less that 10-15% health. People get hit with it in PvP for two ticks when they have 6000 health left and the first tick does a reasonable/underpowered 3000k damage but the tick that kills them overkills for 12k when they have 3K health and suddenly they're pissed because the death recap shows 15K damage in 2 seconds. Even with 35K max magic and 4k spell damage when I run solo (which is almost always) casting RO on anyone with more than 15% health is a total waste of magica since the ticks of damage are so low 90% of builds can outheal the DPS.
Morph that increased dmg by 20%
Double dips into cp so an easy 15%
Thats 35% more dmg than other executes.
I've 1 hit people plenty of times when they have been at 30%. The issue with beam with the range, the fact it's undodgeable as well. Plus the first tick in so quick the animation doesn't even appear.
If someone is at like 40% you press beam, 1s the second tick happens and there dead.
They have 1s to react or they die.
All is see is: blah blah blah made up number, blah blah blah, made up number blah blah blah. Come back when you're not full of manure.
All i see is
Blah blah blah i can't handle the numbers and facts in a discussion blah blah i have no retort blah blah i'll just pretend it doesn't exist because i'm useless at balance blah blah let me cry some more about my easy mode skill.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
WTF is this? LOL.
Congratulations on fighting pugs?
And if you got kills in there (because at one point it was so boring just watching you tank pugs and not even scratching them) you got them from - dun, dun duuuun - Destro Ulti (ya know - that super awesome "templar" ulti, right?)
An organized group of Sorcerers with the same number would have probably shut you down with Negates + Destro Ult + encase.
The only time I see you use Beam is when you literally disgustingly zerg someone down with your whole group + friendly pugs.
And even then it takes you all so long to get him. Y'all are so OP.
Elsterchen wrote: »No clue why they felt the need to increase Javelin speed.. think most people would agree that it is already fine as-is. Would much have preferred a working gapcloser, ie. one that doesn't get you killed due to skills becoming stuck or just entirely failing.
I never felt like the speed of the skill was an issue. It was already so fast, you could catch some people pre-Meteor in a duel before they could even block, which was a common combo.
It just seems like a consolation prize to the Blazing Spear nerf, when there is nothing wrong with that skill.
Javelin speed will just incentivize people to sit back and throw it annoyingly like they already do. Templar is an up close and personal class. They are slow. Javelin speed should not be an issue when you're on top of an opponent. Its the same reason Magicka Socs should be on top of the opponent when they go to cast Crystal Frag. Speed of the skill doesn't matter if you're not hiding in the background.
Which is why Blazing Spear works. Its a good "in your face" stun.
New Javelin will just become another annoyance ability for the already aggravating unkillable heavy armor templar healbots.
Javeline isn't a skill that i use when "on top" of an opponent and its range ability doesn't suggest its thought to be used this way imho. When used as a ranged skill it is lacking speed. I was ambushed more then once while trying to pull jacelline off trying to keep opponents away. The changes might solve this problem.
josh.lackey_ESO wrote: »If you make our channels un-interruptable and our projectiles un-reflectable, then maybe this would be okay. What are magicka templars supposed to use to dps? If we try to use sweeps, we get bashed. If we use Dark Flare, it's reflected. Our only reliable CC was blazing spear. The javelin is trash because it can be dodged/reflected. I guess we better get practice in with volcanic rune's tiny little radius for a reliable CC.
We have no mobility; we are the only class without a major expedition buff. We are the only class without a major sorcery buff in our class skill lines; we have to use entropy (which, bizarrely, can be reflected). Our class shield is based on health instead of magicka. Our major ward/resolve is only 8 seconds unless we stand in one place. We are the only class whose primary abilities are channeled/cast time. Yeah, Dark Flare gives an empower, but that's totally redundant to the empower we get from might of the guild, because remember we can only get major sorcery from entropy. You can completely neutralize a templar simply by bashing them when they cast, or using an interrupt. It's a joke, honestly.
The only "problem" with jesus beam is that the visual effect are so prominent and impossible to miss. People just perceive it as more deadly or overpowered only because they notice it hitting them. It's just a psychological thing. All the other executes in the game are barely noticeable. I notice mage's fury and impale because of the sound effects. Executioner is even more subtle. If jesus beam had subtle graphics, I doubt there would be complaints.
Made a video of 13 Mag Templars all using Reactive Armor/BOL/RD/Malubeth. It's total cancer for PvP how in earth is this balanced?https://youtu.be/Blq2gNrrbfQ
Problem I have with this video/group is
Heavy Armor is way to strong on Mag Templars
Stacking Reactive/Malubeth on a bunch of Mag Templars lets you outlast your opponents pretty easy.
I made this video hoping for some reductions to Heavy Armor and Malubeth to show the cancer these sets can make when combined on the right class.
Average Templar had
35k HP
30k Mag
32k Spell Resist
30k Physical Resist
1500-2200 Mag Recovery
Most had purple gear bought right from the Tel Var Merchant there was no need to upgrade it to yellow.
WTF is this? LOL.
Congratulations on fighting pugs?
And if you got kills in there (because at one point it was so boring just watching you tank pugs and not even scratching them) you got them from - dun, dun duuuun - Destro Ulti (ya know - that super awesome "templar" ulti, right?)
An organized group of Sorcerers with the same number would have probably shut you down with Negates + Destro Ult + encase.
The only time I see you use Beam is when you literally disgustingly zerg someone down with your whole group + friendly pugs.
And even then it takes you all so long to get him. Y'all are so OP.
You do understand the main point of the video was to show Reactive Armor/Malubeth with A group stacked full of defensive BOL Templars. The video is a joke and it's not even close to a real PvP group but shows how defensive and resource draining a group full of Reactive/Malubeth Templars can be.
It was named house of cancer for a reason as we had no intention to kill people outside of cheese destro/RD abilities
@Lore_lai