That not true. Pre-Morrowind I was able to defeat top eu manabaldes by using Total Dark, they could break it but fight always was ended that they didn't got enough stamina for that and when it happened they were doomed.You can run bad players out of stam. I haven't had a stamina issue on any of my mag characters in will over a year. Good players will ALWAYS cc break this spell immediately. You may get 1 or maybe 2 reflects based on your timing in a competitive environment. It needs to have another component to have a spot on my bar.
Joy_Division wrote: »The more I think about Eclipse, the more I think it doesn't work because it falls between two stools.
Is it a CC or is it a spell meant to protect the templar? It tries to do both and doesn't do either well enough. Although I think the skill should be totally reworked to provide a unique debuff so as to differentiate the classes more, make templar tanks have something that the prototypical DK tank can't offer, and just to make the "house" defensive concept more a reality, this is what I how would recommend ZoS change it.
- Both morphs do damage when the spell is CC broke. Make the target's decision more interesting rather than "Oh, I'm eclipsed, let me just CC break." This is the way the old Eclipse worked and templars still didn't use it because it was perceived as being too weak.
- The skills are too expensive.
- The Unstable Core morph, in addition to doing more damage, should hit the opponent with a lingering debuff of sorts if the spell is CC broke.
- The Total Dark morph should provide the templar with a buff if the spell is CC broke.
This would help alleviate the those situations when the caster feels they got nothing out of the spell because it was CC broke and makes the cost more reflective of the benefit. This skill is not THAT good and there is no reason for it to cost THAT much.
Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
Joy_Division wrote: »Joy_Division wrote: »Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
Before we list buffs that templars supposedly have, let's not forget they are dependent on morph choices (and thus not all templars have them) and other classes can get them too.
I don't have minor protection. But my Warden does.
Well yes I can get major sorcery from a pot and I do get minor sorcery from casting a Dawn Wrath Skill. By the other 4 classes get major sorcery without using a pot and get minor sorcery simply by being grouped with me.
Yes, I can get major protection on our healing ultimate. So can a NB on Veil, which also grants that to allies. And a Warden can get that on an ultimate that's actually pretty good.
I'm not at all impressed by the buffs accessible to templars, especially when major mending was just stripped away (without any re-compensatory unnerfing of skills such as Sweeps whose nerfs were justified because we had major mending) and the major resolve/ward skill is tied to the staying in the same spot when the developers have consciously developed PvE content so we can't do that.
Those classes, while they don't need to slot morphs to get SD, they do have to slot their class skills (sorcs) while nbs can't get major crit without running outside sources. They also have pigeonholed themselves into certain builds but can't escape them because they don't have the flexibility that Templars have with their bar setups. Templars have more flexibility in the buffs, if I don't want to use degeneration I can use a pot. I can use heavy armor and do without restoring focus because you'll have the same healing received buff so you can run channeled focus for extra Regen to help with block with frost staff. You can run ele drain or restoring aura for the same minor mag drain; one will hit all enemies while the other gives a significant armor debuff. And our restoration skill line gives us the option to do with another weapon besides resto staff; and vitality pots gives us back a major healing buff we lost so you can slot swords which will buff your burning light proc while using destro staff backbar for mag return/support. Other mag classes that have their own way to increase SD have to slot resto staff for their heals and cannot purge effects off them cheaply and consistently.
There are benefits to how Templars are already setup. We can be ranged or be melee, sometimes in the same bar. And the strength of our DMG sources is that they should be consistent lower DMG, but ignore dodge roll/reflects or proc additional DMG on consistent use. Other classes are either highly reflective, highly blocked, highly dodged or have no execute/ranged skill line. Only problem is we are plauged by terrible cast times or terrible mechanics. At least we don't have the super high skill costs that DKs have lol.
Templars should control the Battlfield conditions through consistency and debuffing enemies while picking what we need to change up our offense/defense builds as the meta shifts. That's how I see the Templar class against the other classes, not flashy but works.
Let's Count the ways.
Major Resolve: all classes (Templar has cheap Mana cost major resolve that procs minor mending and can proc minor vitality and minor protection)
Minor Resolve: Sorc, NB, DK (sorcs+ NB don't have a burst heal, dk has no healing skill line so it makes sense temps don't have minor resist buffs.)
Major Ward: all classes (Templar has cheap cost major ward)
Minor Ward: Sorc, NB, DK (same as minor resolve)
Major Fortitude: DK (has no healing skill line, health returned on ulti use so they needed major fortitude to add heals)
Minor Fortitude: Templar (stuck on one skill that requires slotting)
Major Endurance: DK, Warden (two hander+ dual weld procs this which is pretty abundant)
Minor Endurance, Templar, NB, Warden (can stack with major Endurance gained from dual weld)
Major Intellect: none
Minor Intellect: Sorcerer, Templar, Warden (sorcs have to use the shield that doesn't add additional shield strength, which most don't.)
Major Sorcery: DK, NB, Warden, Sorcerer (no trade offs aside from expensive casts for some, tied behind a heal with no empwer buff, on a animal that only gives the buff plus some Regen and 2% DMG for slotting it, and the other is melee range requiring a hit.)
Minor Sorcery: Templar (tied behind a ranged spamable that snares and price major prophecy)
Major Prophecy: Templar, DK, Warden (vamps bane also generates Ultimate on use, has a snare, procs fire DMG sets reliably and helps proc skoria. DK has to slot their spell on the same bar, warden's buff is tied to it's healing line.)
Minor Prophecy: Sorcerer
Major Brutality: Sorcerer, NB, Warden, DK (two hander/dual weld gives this buff easily.)
Minor Brutality: DK (requires expensive mag spell to cast but everyone get the buff for 10 seconds)
Major Savagery: Templar, DK, Warden (tied to Stam's morph that's spamable that also ignores dodge/reflects. Also procs burning light/skoria and does extra DMG on blocking targets. DK must slot spell making it one bar only, warden must use green lotus morph and costs mag to cast but can use on both bars if cast but only gives healing on light/heavy attack to one player that's nearby.
Minor Savagery: NB (tied to crit hits)
Major Berserk: NB (tied to kills using marked target but you don't get to see stealth enemies and duration is for 5 seconds)
Minor Berserk: NB, Warden (both great morphs, everyone else can use resto staff or 2pc slimecraw)
Major Vitality: NB (tied to 150 cost Ultimate)
Minor Vitality: DK, Templar, NB (tied to cheap spamable rune. Also provides minor protection buff, and major resists + minor mending)
Major Mending: DK, Warden (dks buff tied to small shield duration, warden is only available at 40% healing or below.)
Minor Mending: Templar, NB (tied to purge and rune. Lasts 8 seconds standing off spell. Doesn't harm you. NB does Oblivion DMG to them for their new spell)
Major Protection: NB, Warden, Templar (tied to Ultimate; templar+NB are Stationary. Temps also gives 16000 armor, warden is more moble but also 200 ultimate versus the other two which are 150.)
Minor Protection: Templar, NB, Warden (warden/Templar consistently proc. Wardens is 4k mag. NB is tied to cloak and most pick the crit morph instead)
Major Evasion: NB (requires mag cost. But gives crit chance and 10% crit DMG for slotting)
Minor Evasion: Warden (choice between minor berserk or minor evasion must take place)
Major Expedition: NB, Sorcerer, DK, Warden (cheap potions available with a hot component for everyone. Stamina has options through dual weld or bow. NB requires mag cost, mag Sorc only gets this buff, DK requires use of chains, and wardens is also mag cost. All durations are really low)
Minor Expedition: Sorcerer (Stam morph only)
Major Heroism: Warden (requires aborb of mag damage and casting spell)
Minor Lifesteal: Warden (requires enemy to hit player with vines)
Minor Toughness: Warden (procs on healing. Very reliable)
Major Buffs:
- Sorcerer: 5
- Nightblade: 9
- Templar: 5
- Dragonknight: 10
- Warden: 11
Minor Buffs:
- Sorcerer: 5
- Nightblade: 8
- Templar: 7
- Dragonknight: 4
- Warden: 7
The availability of buffs is most certainly not one of the strengths of the Templar Class. If anything, it is a relative weakness.
Mystrius_Archaion wrote: »Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
Yes, we do have everything everyone else has....except we need to use potions and gear and non-class skills everyone else has access to as an "alternative" to their skills that give them and EXCEPT those other classes often get those buffs on actually useful skills that aren't ultimates AND sometimes even passives.
You can't, just can't, compare one class to another by using non-class tools as those are available to all for the same benefit and disadvantages and not truly comparing the classes themselves.
That's like saying I'm as good as the best NFL defensive lineman because I have access to an exoskeletal robot suit that makes me stronger. You're adding things to the equation to balance an unbalanced base equation, which doesn't really work when you try to simplify the equation to a simple "law" that applies to all situations.
GallantGuardian wrote: »devs making the casttime uninterruptible isn't going to make the skill any better ...
Also please give us a multi target cc that immobilizes the enemy and a better way to manage allmour resources ....
Hmm the new eclipse could actually be more dangerous then you think in pvp.
Has anyone tested what constitutes direct damage yet?
For example
Does procs or enchants or bash count toward that?
Hmm the new eclipse could actually be more dangerous then you think in pvp.
Has anyone tested what constitutes direct damage yet?
For example
Does procs or enchants or bash count toward that?
Hmm the new eclipse could actually be more dangerous then you think in pvp.
Has anyone tested what constitutes direct damage yet?
For example
Does procs or enchants or bash count toward that?
Dont give eclipse this granted CC immunity after the skillduration and all would be fine now. Opponents can break free, when they dont do, it should be possible to cast it again and again on same target like other classes with CC skills!
I really cant understand this. Its no CC but grant CC immunity. What the *** should that be?
Simple answer: "KIDDING FOR ALL TEMPLAR, WHO REALLY WANT TO PLAY THIS CLASS ANYMORE!!!
Elsterchen wrote: »Hmm the new eclipse could actually be more dangerous then you think in pvp.
Has anyone tested what constitutes direct damage yet?
For example
Does procs or enchants or bash count toward that?
It was kind of usefull ... funny, when it returned the damage of cristal frags or any other hard hitting single target damage spell/projectle back to the caster. The new version will make 4k magic damage ... well or whatever is left of that after battle spirit and migitation in PVP. Yet this spell grants CC immunity to enemy, the effect can be avoided by break free as well as purge. Gimme one reason to slot a skill that will dot my enemy for 500-1k damage in PVP, that costs alot, gives CC immunity to my enemy and is clunky to play with. Seriously thats junk. Even in PVE its kind of worthless - and NPCs usually neither purge or break free!
Hmm the new eclipse could actually be more dangerous then you think in pvp.
Has anyone tested what constitutes direct damage yet?
For example
Does procs or enchants or bash count toward that?
Brutusmax1mus wrote: »As it stands, the cp of solar barrage really hurts the skill. To make the most out of it, you round need to invest into cp that doesn't help any of your other skills. I'd thaum buffed it, it would be outstanding.
Im disappointed that soulshine doesn't effect it either. I love that set on my templar.
The buffs listed alone don't paint the full picture.Joy_Division wrote: »Joy_Division wrote: »Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
Before we list buffs that templars supposedly have, let's not forget they are dependent on morph choices (and thus not all templars have them) and other classes can get them too.
I don't have minor protection. But my Warden does.
Well yes I can get major sorcery from a pot and I do get minor sorcery from casting a Dawn Wrath Skill. By the other 4 classes get major sorcery without using a pot and get minor sorcery simply by being grouped with me.
Yes, I can get major protection on our healing ultimate. So can a NB on Veil, which also grants that to allies. And a Warden can get that on an ultimate that's actually pretty good.
I'm not at all impressed by the buffs accessible to templars, especially when major mending was just stripped away (without any re-compensatory unnerfing of skills such as Sweeps whose nerfs were justified because we had major mending) and the major resolve/ward skill is tied to the staying in the same spot when the developers have consciously developed PvE content so we can't do that.
Those classes, while they don't need to slot morphs to get SD, they do have to slot their class skills (sorcs) while nbs can't get major crit without running outside sources. They also have pigeonholed themselves into certain builds but can't escape them because they don't have the flexibility that Templars have with their bar setups. Templars have more flexibility in the buffs, if I don't want to use degeneration I can use a pot. I can use heavy armor and do without restoring focus because you'll have the same healing received buff so you can run channeled focus for extra Regen to help with block with frost staff. You can run ele drain or restoring aura for the same minor mag drain; one will hit all enemies while the other gives a significant armor debuff. And our restoration skill line gives us the option to do with another weapon besides resto staff; and vitality pots gives us back a major healing buff we lost so you can slot swords which will buff your burning light proc while using destro staff backbar for mag return/support. Other mag classes that have their own way to increase SD have to slot resto staff for their heals and cannot purge effects off them cheaply and consistently.
There are benefits to how Templars are already setup. We can be ranged or be melee, sometimes in the same bar. And the strength of our DMG sources is that they should be consistent lower DMG, but ignore dodge roll/reflects or proc additional DMG on consistent use. Other classes are either highly reflective, highly blocked, highly dodged or have no execute/ranged skill line. Only problem is we are plauged by terrible cast times or terrible mechanics. At least we don't have the super high skill costs that DKs have lol.
Templars should control the Battlfield conditions through consistency and debuffing enemies while picking what we need to change up our offense/defense builds as the meta shifts. That's how I see the Templar class against the other classes, not flashy but works.
Let's Count the ways.
Major Resolve: all classes (Templar has cheap Mana cost major resolve that procs minor mending and can proc minor vitality and minor protection)
Minor Resolve: Sorc, NB, DK (sorcs+ NB don't have a burst heal, dk has no healing skill line so it makes sense temps don't have minor resist buffs.)
Major Ward: all classes (Templar has cheap cost major ward)
Minor Ward: Sorc, NB, DK (same as minor resolve)
Major Fortitude: DK (has no healing skill line, health returned on ulti use so they needed major fortitude to add heals)
Minor Fortitude: Templar (stuck on one skill that requires slotting)
Major Endurance: DK, Warden (two hander+ dual weld procs this which is pretty abundant)
Minor Endurance, Templar, NB, Warden (can stack with major Endurance gained from dual weld)
Major Intellect: none
Minor Intellect: Sorcerer, Templar, Warden (sorcs have to use the shield that doesn't add additional shield strength, which most don't.)
Major Sorcery: DK, NB, Warden, Sorcerer (no trade offs aside from expensive casts for some, tied behind a heal with no empwer buff, on a animal that only gives the buff plus some Regen and 2% DMG for slotting it, and the other is melee range requiring a hit.)
Minor Sorcery: Templar (tied behind a ranged spamable that snares and price major prophecy)
Major Prophecy: Templar, DK, Warden (vamps bane also generates Ultimate on use, has a snare, procs fire DMG sets reliably and helps proc skoria. DK has to slot their spell on the same bar, warden's buff is tied to it's healing line.)
Minor Prophecy: Sorcerer
Major Brutality: Sorcerer, NB, Warden, DK (two hander/dual weld gives this buff easily.)
Minor Brutality: DK (requires expensive mag spell to cast but everyone get the buff for 10 seconds)
Major Savagery: Templar, DK, Warden (tied to Stam's morph that's spamable that also ignores dodge/reflects. Also procs burning light/skoria and does extra DMG on blocking targets. DK must slot spell making it one bar only, warden must use green lotus morph and costs mag to cast but can use on both bars if cast but only gives healing on light/heavy attack to one player that's nearby.
Minor Savagery: NB (tied to crit hits)
Major Berserk: NB (tied to kills using marked target but you don't get to see stealth enemies and duration is for 5 seconds)
Minor Berserk: NB, Warden (both great morphs, everyone else can use resto staff or 2pc slimecraw)
Major Vitality: NB (tied to 150 cost Ultimate)
Minor Vitality: DK, Templar, NB (tied to cheap spamable rune. Also provides minor protection buff, and major resists + minor mending)
Major Mending: DK, Warden (dks buff tied to small shield duration, warden is only available at 40% healing or below.)
Minor Mending: Templar, NB (tied to purge and rune. Lasts 8 seconds standing off spell. Doesn't harm you. NB does Oblivion DMG to them for their new spell)
Major Protection: NB, Warden, Templar (tied to Ultimate; templar+NB are Stationary. Temps also gives 16000 armor, warden is more moble but also 200 ultimate versus the other two which are 150.)
Minor Protection: Templar, NB, Warden (warden/Templar consistently proc. Wardens is 4k mag. NB is tied to cloak and most pick the crit morph instead)
Major Evasion: NB (requires mag cost. But gives crit chance and 10% crit DMG for slotting)
Minor Evasion: Warden (choice between minor berserk or minor evasion must take place)
Major Expedition: NB, Sorcerer, DK, Warden (cheap potions available with a hot component for everyone. Stamina has options through dual weld or bow. NB requires mag cost, mag Sorc only gets this buff, DK requires use of chains, and wardens is also mag cost. All durations are really low)
Minor Expedition: Sorcerer (Stam morph only)
Major Heroism: Warden (requires aborb of mag damage and casting spell)
Minor Lifesteal: Warden (requires enemy to hit player with vines)
Minor Toughness: Warden (procs on healing. Very reliable)
Major Buffs:
- Sorcerer: 5
- Nightblade: 9
- Templar: 5
- Dragonknight: 10
- Warden: 11
Minor Buffs:
- Sorcerer: 5
- Nightblade: 8
- Templar: 7
- Dragonknight: 4
- Warden: 7
The availability of buffs is most certainly not one of the strengths of the Templar Class. If anything, it is a relative weakness.
It's not about the total number of available buffs for each; it's about what those buffs bring to the table and how reliably you can control them Templars have more "bang for your buck" buff packages. For example, restoring rune gives us minor protection, minor vitality, major resolve+major ward, and snares anyone in it for less than 1800 mag. Everyone else only has one of these buffs to each spell and has to cast them for 4k base mag in some cases.Mystrius_Archaion wrote: »Another bad thing is that Templar don't have major sorc/brutality buff implemented into class ability. We had major mending that was defensive counterpart but after we lost it we once again left as only class that have nor defensive major buff nor offensive one.
They currently have:
- minor protection+minor vitality and s passive that includes minor mending
- minor sorcery with major socery on pots or degeneration. Degeneration gives you a small heal+ heals on light attacks
- major protection on our healing ultimate. Plus another 16000 resists. For comparison, you get more than 10k with major resist buff+ chudan/pirate combo.
- purge that removes 5 debuffs, which include power of the light removal+ major penetration sources and bleeds.
- major savagery on jabs
We don't need major socery built in nor do we need another Major defensive buff; we have opportunities to stack minor/major buffs. I'm worried we start adding for DMG buffs, they are going to remove other defensive buffs that will be worse.
Yes, we do have everything everyone else has....except we need to use potions and gear and non-class skills everyone else has access to as an "alternative" to their skills that give them and EXCEPT those other classes often get those buffs on actually useful skills that aren't ultimates AND sometimes even passives.
You can't, just can't, compare one class to another by using non-class tools as those are available to all for the same benefit and disadvantages and not truly comparing the classes themselves.
That's like saying I'm as good as the best NFL defensive lineman because I have access to an exoskeletal robot suit that makes me stronger. You're adding things to the equation to balance an unbalanced base equation, which doesn't really work when you try to simplify the equation to a simple "law" that applies to all situations.
Except this isn't a competitive sport, it's an RPG with a heavy emphasis on selecting stats/gear to create builds that let you complete the content in a fun setting.
Under your philosophy, WoW would be a better game to play because gear is determined for you as well as the skills; you don't get to mix and match across build spectrums to make your rotation unique to how you want to play. At least in ESO, I can get what I need to make a build that contradicts the meta; access to outside skills and gear is the only way this is possible.
Brutusmax1mus wrote: »As it stands, the cp of solar barrage really hurts the skill. To make the most out of it, you round need to invest into cp that doesn't help any of your other skills. I'd thaum buffed it, it would be outstanding.
Im disappointed that soulshine doesn't effect it either. I love that set on my templar.
You mean it doesn't scale off thamaturge? That seems weird since you don't really target anyone with the cast time and it's DMG source isn't directed at one target.
Brutusmax1mus wrote: »Brutusmax1mus wrote: »As it stands, the cp of solar barrage really hurts the skill. To make the most out of it, you round need to invest into cp that doesn't help any of your other skills. I'd thaum buffed it, it would be outstanding.
Im disappointed that soulshine doesn't effect it either. I love that set on my templar.
You mean it doesn't scale off thamaturge? That seems weird since you don't really target anyone with the cast time and it's DMG source isn't directed at one target.
Damage every x seconds is generally direct dmg while damage over x seconds is a dot. Generally. Some one mentioned in another thread it scaled off thaum i think.
Mystrius_Archaion wrote: »Brutusmax1mus wrote: »Brutusmax1mus wrote: »As it stands, the cp of solar barrage really hurts the skill. To make the most out of it, you round need to invest into cp that doesn't help any of your other skills. I'd thaum buffed it, it would be outstanding.
Im disappointed that soulshine doesn't effect it either. I love that set on my templar.
You mean it doesn't scale off thamaturge? That seems weird since you don't really target anyone with the cast time and it's DMG source isn't directed at one target.
Damage every x seconds is generally direct dmg while damage over x seconds is a dot. Generally. Some one mentioned in another thread it scaled off thaum i think.
Any damage over any amount of time, whether it says "every x seconds" or "over x seconds", is a DoT.
Direct damage is one burst, either after a cast time or instant.
Ground targeted are a different beast that are often DoT and AoE.
Valkyn_Eltrys wrote: »Mystrius_Archaion wrote: »Brutusmax1mus wrote: »Brutusmax1mus wrote: »As it stands, the cp of solar barrage really hurts the skill. To make the most out of it, you round need to invest into cp that doesn't help any of your other skills. I'd thaum buffed it, it would be outstanding.
Im disappointed that soulshine doesn't effect it either. I love that set on my templar.
You mean it doesn't scale off thamaturge? That seems weird since you don't really target anyone with the cast time and it's DMG source isn't directed at one target.
Damage every x seconds is generally direct dmg while damage over x seconds is a dot. Generally. Some one mentioned in another thread it scaled off thaum i think.
Any damage over any amount of time, whether it says "every x seconds" or "over x seconds", is a DoT.
Direct damage is one burst, either after a cast time or instant.
Ground targeted are a different beast that are often DoT and AoE.
Although master at arms boosts "deals x damage every x second for x seconds" spells.
Brutusmax1mus wrote: »what @Valkyn_Eltrys said. Barrage would be the only spell boosted by master at arms in my build. So i probably wouldn't use it.
Brutusmax1mus wrote: »what @Valkyn_Eltrys said. Barrage would be the only spell boosted by master at arms in my build. So i probably wouldn't use it.
Initial damage of blazing spear, purifying light and initial of vampires bane are nearly all parts of a damagebuild and boosted by master at arms. But in total there are very few skills, so its right