Joy_Division wrote: »I guess my solo magplar getting 20+kills in Bg deathmatches(non premade), is just a healbot too.
Honestly you can make magicka templar work offensively, the lack of one bang burst is somewhat compensated by the sheer amount of pressure you can put out.
Light Armor with at least one defensive set like riposte, then find a good balance between dmg and sustain.
Total dark is pretty brutal for punishing over agressive players while purifying light helps aganist heavily defensive players.
The biggest issue might be the lack of a good stun, although you can go the master lightning staff route Shock reach has a pretty subtle animation, so its a lot easier to land than for example toppling Charge.
Also atm you can utilise pirate skeleton to its full potential since the defile can be cleansed from the set.
Argonian is prob the best race here, the extra healing and sustain is super valuable, and ive always found it easier to stack higher spd on magplar as opposed to max magicka.
Magplar offensively is its best element when fighting medium light targets, you really only should struggle aganist heavy armor builds or anyone that can easily survive your pressure.
I play my magplar very agressively, the last thing you want to do is be in your backbar blockhealing all the time as youd be just delaying the inevitable.
Overall magplar is definetly not the best for solo open world, but lets be real here most classes arent, and that playstyle is not what the game is balanced around anyway.
Any good player on any class can get 20+ kills in BG when not facing premades.
There are times I have the most damage in a match on my magplar and it's not even specced for damage.
Go against a premade, the type that plays every night, and the Templar weaknesses get exposed. And next patch, there won't be any CP so all those nerfs have zero compensation.
And, yes, no CP nerfs hurt Templars more than the other classes because Templars crutch on block and its Sweeps heals are incapable of criting and thus need damage CP amps to be any good.
100% this. Once you fight good players, you start to see your stam pool draining, your health debuffed, and being stuck in block/bol spam.
WuffyCerulei wrote: »The skills like Puncturing Sweeps and Radiant Oppression are gonna be doing better when Dragon bones goes live. For DPS and such, they're actually pretty fine. People just like to complain.
MalakithAlamahdi wrote: »WuffyCerulei wrote: »The skills like Puncturing Sweeps and Radiant Oppression are gonna be doing better when Dragon bones goes live. For DPS and such, they're actually pretty fine. People just like to complain.
Isn't the damage increase only against people with minor/major vulnerability? I read trough the post about it and it seemed that the damage was the same on all other instances. Or did I missunderstand something?
On previous page and FlamingBeard proved that accurate test grant same result. Didn't test anything this week since nothing in patchnotes said anything was fixed.
Tl;dr:
1. Initial damage same.
2. Initial damage with berserk same.
3. Initial damage with vulerability is a bit higher.
4. Damage on noCP enemy same.
5. Damage on CP enemy is much less coz hopefully bug.
@ZOS_GinaBruno would be nice to know if this 5 paragraph was looked at and when/if it will be fixed at all.
With current situation, in pvp 1 Strike on enemy will deal more than 1k less damage!So:
6. Jabs and its 140% damage:
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.
2. About actual damage to closest target:
It does deal same amount of damage as tooltip state. So, 140% seems works properly.
3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
So, here is Part 2:
Did further researches and can confirm Elemental Defender and Thickskinned incorrectly working with only Puncturing Sweeps (Apparently as Hardy for Biting Jabs)
Short results:
Live/PTS
1. 10 points into Thickskinned:
already 8 less damage difference on pts. 13crit.
2. 10 points into Elemental Defender:
already 4 less damage difference on pts. 6crit.
3. 10 points into Ele Def+10 Thickskinned:
already 10 less damage difference on pts. 16crit.
______________________________________
I dont have time to compile and edit 20+ screenshots so here is my raw notes indicating that damage difference occure only for Jabs and only with Red CP costellation:
MalakithAlamahdi wrote: »WuffyCerulei wrote: »The skills like Puncturing Sweeps and Radiant Oppression are gonna be doing better when Dragon bones goes live. For DPS and such, they're actually pretty fine. People just like to complain.
Isn't the damage increase only against people with minor/major vulnerability? I read trough the post about it and it seemed that the damage was the same on all other instances. Or did I missunderstand something?
That's right and wrong. See below (initial dmg and initial dmg with beserk the same. Vulnerability dmg bit higher. DMG on CP is low due to possible bug regarding thick skin/hardy/ele defender.)On previous page and FlamingBeard proved that accurate test grant same result. Didn't test anything this week since nothing in patchnotes said anything was fixed.
Tl;dr:
1. Initial damage same.
2. Initial damage with berserk same.
3. Initial damage with vulerability is a bit higher.
4. Damage on noCP enemy same.
5. Damage on CP enemy is much less coz hopefully bug.
@ZOS_GinaBruno would be nice to know if this 5 paragraph was looked at and when/if it will be fixed at all.
With current situation, in pvp 1 Strike on enemy will deal more than 1k less damage!So:
6. Jabs and its 140% damage:
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.
2. About actual damage to closest target:
It does deal same amount of damage as tooltip state. So, 140% seems works properly.
3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
So, here is Part 2:
Did further researches and can confirm Elemental Defender and Thickskinned incorrectly working with only Puncturing Sweeps (Apparently as Hardy for Biting Jabs)
Short results:
Live/PTS
1. 10 points into Thickskinned:
already 8 less damage difference on pts. 13crit.
2. 10 points into Elemental Defender:
already 4 less damage difference on pts. 6crit.
3. 10 points into Ele Def+10 Thickskinned:
already 10 less damage difference on pts. 16crit.
______________________________________
I dont have time to compile and edit 20+ screenshots so here is my raw notes indicating that damage difference occure only for Jabs and only with Red CP costellation:
MalakithAlamahdi wrote: »MalakithAlamahdi wrote: »WuffyCerulei wrote: »The skills like Puncturing Sweeps and Radiant Oppression are gonna be doing better when Dragon bones goes live. For DPS and such, they're actually pretty fine. People just like to complain.
Isn't the damage increase only against people with minor/major vulnerability? I read trough the post about it and it seemed that the damage was the same on all other instances. Or did I missunderstand something?
That's right and wrong. See below (initial dmg and initial dmg with beserk the same. Vulnerability dmg bit higher. DMG on CP is low due to possible bug regarding thick skin/hardy/ele defender.)On previous page and FlamingBeard proved that accurate test grant same result. Didn't test anything this week since nothing in patchnotes said anything was fixed.
Tl;dr:
1. Initial damage same.
2. Initial damage with berserk same.
3. Initial damage with vulerability is a bit higher.
4. Damage on noCP enemy same.
5. Damage on CP enemy is much less coz hopefully bug.
@ZOS_GinaBruno would be nice to know if this 5 paragraph was looked at and when/if it will be fixed at all.
With current situation, in pvp 1 Strike on enemy will deal more than 1k less damage!So:
6. Jabs and its 140% damage:
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.
2. About actual damage to closest target:
It does deal same amount of damage as tooltip state. So, 140% seems works properly.
3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
So, here is Part 2:
Did further researches and can confirm Elemental Defender and Thickskinned incorrectly working with only Puncturing Sweeps (Apparently as Hardy for Biting Jabs)
Short results:
Live/PTS
1. 10 points into Thickskinned:
already 8 less damage difference on pts. 13crit.
2. 10 points into Elemental Defender:
already 4 less damage difference on pts. 6crit.
3. 10 points into Ele Def+10 Thickskinned:
already 10 less damage difference on pts. 16crit.
______________________________________
I dont have time to compile and edit 20+ screenshots so here is my raw notes indicating that damage difference occure only for Jabs and only with Red CP costellation:
Ah alright, thanks for clearing that up!