Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
Don’t be dumb. Think about how the skill works. All those other AoE dots you mentioned can be cast and then other abilities can be used during their duration. Using jabs means you cannot use other abilities while it is being cast. That’s why it’s different.
master_vanargand wrote: »Puncturing Strikes has 70% snare & proc Burning Light.
It is very strong, so Punturing Strikes is the best spam skill in PvP.
Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
With this statement you’re indicating that you don’t play really play templar much at all.
Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
Uh...when the server performance is poor the skill doesn't even fire and/or doesn't do damage...
Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
Uh...when the server performance is poor the skill doesn't even fire and/or doesn't do damage...
This issue applies to literally everything though not just Jabs.
Marshall1289 wrote: »Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
Uh...when the server performance is poor the skill doesn't even fire and/or doesn't do damage...
This issue applies to literally everything though not just Jabs.
You're not understanding what they're trying to say, lag hurts the ability more than most skills in the game because it's channeled, conal, and requires aim.
Another channeled ability like Flurry can be cast on a target and you can run away from them, as long as you are within melee range, the damage still persists. Since Jabs has a weird hitbox, you can los it easily which is highly affected by latency of both players.
Either way, this is a single target channeled ability with a cleave element. It should not be treated as an aoe, it already has enough lowering it's effectiveness, to treat it as 30% weaker than any other spammable would completely destroy what little it has left.. There are many skills in the game zos considers "rule breakers" so this could be one of them for all we know.
Marshall1289 wrote: »Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
Uh...when the server performance is poor the skill doesn't even fire and/or doesn't do damage...
This issue applies to literally everything though not just Jabs.
You're not understanding what they're trying to say, lag hurts the ability more than most skills in the game because it's channeled, conal, and requires aim.
Another channeled ability like Flurry can be cast on a target and you can run away from them, as long as you are within melee range, the damage still persists. Since Jabs has a weird hitbox, you can los it easily which is highly affected by latency of both players.
Either way, this is a single target channeled ability with a cleave element. It should not be treated as an aoe, it already has enough lowering it's effectiveness, to treat it as 30% weaker than any other spammable would completely destroy what little it has left.. There are many skills in the game zos considers "rule breakers" so this could be one of them for all we know.
Jabbs_Giggity wrote: »Marshall1289 wrote: »Jabs on live server is severly punnished by latency. I have many friends that have stop play their stamplar due to the fact that the class defining ability does not even hit the target. Last night on several occassion standing infront of guards 3 rounds of jabs and only 2 jabs landed. I had to light attact the guard to death.
It hits well enough for me even with the poor server performance and when you have your enemy stunned it melts. Templars just love to keep saying this ability is bad when it really isn’t...
Uh...when the server performance is poor the skill doesn't even fire and/or doesn't do damage...
This issue applies to literally everything though not just Jabs.
You're not understanding what they're trying to say, lag hurts the ability more than most skills in the game because it's channeled, conal, and requires aim.
Another channeled ability like Flurry can be cast on a target and you can run away from them, as long as you are within melee range, the damage still persists. Since Jabs has a weird hitbox, you can los it easily which is highly affected by latency of both players.
Either way, this is a single target channeled ability with a cleave element. It should not be treated as an aoe, it already has enough lowering it's effectiveness, to treat it as 30% weaker than any other spammable would completely destroy what little it has left.. There are many skills in the game zos considers "rule breakers" so this could be one of them for all we know.
Pretty much what he said. Sweeps should be single target channel like flurry with splash AOE.
Royalthought wrote: »I'm not sure if I'm understanding correctly.
Is this post asking for sweeps/jabs to be dodgable and no longer break cloak?
Jabbs_Giggity wrote: »Royalthought wrote: »I'm not sure if I'm understanding correctly.
Is this post asking for sweeps/jabs to be dodgable and no longer break cloak?
It would honestly be the best thing ZOS could do to balance it because although the skill is an AOE, it acts as a single target skill too. Either make it undodgable like other AOEs or make it single target channel with splash AOE as a secondary effect. Either way though, sweeps/jabs should be excluded from being affected by Evasion as one of ZOS's exceptions.
No_Division wrote: »
No_Division wrote: »
force pulse isn't being buffed by over 40% (which is what it would need to do more damage than sweep), so no.
sweep only does 3% less damage than necro blastbones. it's still the highest damage spammable in the game by a substantial amount.
The damage from sweeps is pretty comparable to other skills that are properly weaved.
The damage from sweeps is pretty comparable to other skills that are properly weaved.
this is not true, it can be weaved about 95% as fast as an ability without a cast time if you're competent. i almost never touch my magplar either so i don't have a ton of experience with the ability. also, jabs is almost 20% of a stamplar's dummy parse.