Pretty much. There will be little reason for Stamplars to slot it going forward, it will just become another slot for a Fighter's Guild ability to boost Weapon Damage.
There are a few options I see, that could alleviate this lack of incentive to slot it:
(A) Make POTL apply a unique debuff to reduce Armor
(B) Have Backlash apply Major Breach, so that POTL applies both debuffs.
(C) Add an effect where POTL heals for a portion of the damage done when the skill ends (even if recast).
Its obvious ZOS hates Templar lol. They nerfed a Templar skill that maybe 1% of magplars use in pvp. Its like they just said "Oh, for good measure lets show everyone how much we can nerf Templar. Just because we can."
Its obvious ZOS hates Templar lol. They nerfed a Templar skill that maybe 1% of magplars use in pvp. Its like they just said "Oh, for good measure lets show everyone how much we can nerf Templar. Just because we can."
To be fair, the 21% damage reduction & the new cast time of 0.8 are the same changes applied to Crystal Shard in Stonethorn. The result was a generally easier time using Shards as a spammable in a rotation. It's still a nerf, but it's a nerf that puts Dark Flare in line with similar skills.
I'll be taking a look at it on the PTS when it comes up, so I'm holding off judgement until I see the changes.
Its obvious ZOS hates Templar lol. They nerfed a Templar skill that maybe 1% of magplars use in pvp. Its like they just said "Oh, for good measure lets show everyone how much we can nerf Templar. Just because we can."
To be fair, the 21% damage reduction & the new cast time of 0.8 are the same changes applied to Crystal Shard in Stonethorn. The result was a generally easier time using Shards as a spammable in a rotation. It's still a nerf, but it's a nerf that puts Dark Flare in line with similar skills.
I'll be taking a look at it on the PTS when it comes up, so I'm holding off judgement until I see the changes.
Exept crystal frags has an instant proc that does way more dmg, dark flare does not. Also dark flare was already nerfed when major defile got nerfed.
Actually this opens some bar space for templars if you really think about it.
So, didn’t get much time for messing around, but some initial thoughts regarding the state of Solar Flare/Dark Flare.
I created two new characters, level 50, no attributes, skills, passives, armor, weapons, jewelry, or cp allocated. One Templar and one Sorcerer for comparison.
At its base, Solar Flare dealt 2404 Magic Damage. Crystal Shard likewise did 2404 Magic Damage at its base, and Snipe dealt 2404 Physical Damage at its base. These numbers were derived from the tooltips.
However, while Crystal Frag, due to its animation, became more fluid to weave into a rotation, Solar Flare did not feel the same way. The difference in cast time is noticeable, but not by much. But the arcing nature of the ability and its animation to cast make it feel more jointed when weaving in a rotation.
Overall, not entirely impressed with the changes. Glad to see a shorter cast time. But its not at a point where I would opt to use it as a ranged option for Magplar DD.
So, didn’t get much time for messing around, but some initial thoughts regarding the state of Solar Flare/Dark Flare.
I created two new characters, level 50, no attributes, skills, passives, armor, weapons, jewelry, or cp allocated. One Templar and one Sorcerer for comparison.
At its base, Solar Flare dealt 2404 Magic Damage. Crystal Shard likewise did 2404 Magic Damage at its base, and Snipe dealt 2404 Physical Damage at its base. These numbers were derived from the tooltips.
However, while Crystal Frag, due to its animation, became more fluid to weave into a rotation, Solar Flare did not feel the same way. The difference in cast time is noticeable, but not by much. But the arcing nature of the ability and its animation to cast make it feel more jointed when weaving in a rotation.
Overall, not entirely impressed with the changes. Glad to see a shorter cast time. But its not at a point where I would opt to use it as a ranged option for Magplar DD.
YandereGirlfriend wrote: »So, didn’t get much time for messing around, but some initial thoughts regarding the state of Solar Flare/Dark Flare.
I created two new characters, level 50, no attributes, skills, passives, armor, weapons, jewelry, or cp allocated. One Templar and one Sorcerer for comparison.
At its base, Solar Flare dealt 2404 Magic Damage. Crystal Shard likewise did 2404 Magic Damage at its base, and Snipe dealt 2404 Physical Damage at its base. These numbers were derived from the tooltips.
However, while Crystal Frag, due to its animation, became more fluid to weave into a rotation, Solar Flare did not feel the same way. The difference in cast time is noticeable, but not by much. But the arcing nature of the ability and its animation to cast make it feel more jointed when weaving in a rotation.
Overall, not entirely impressed with the changes. Glad to see a shorter cast time. But its not at a point where I would opt to use it as a ranged option for Magplar DD.
I think that it's primarily going to be used in PvP - having perma-Major Defile used to be something that only a stamCro could look forward to. You also get perma-Empower which is useful in both PvE and PvP (yes, I know you could get perma-Empower easier by taking the other morph in PvE).
My magPlar still uses Jabs but I would definitely consider transitioning to Dark Flare and adopting the ranged playstyle if these changes go through.
Its obvious ZOS hates Templar lol. They nerfed a Templar skill that maybe 1% of magplars use in pvp. Its like they just said "Oh, for good measure lets show everyone how much we can nerf Templar. Just because we can."
To be fair, the 21% damage reduction & the new cast time of 0.8 are the same changes applied to Crystal Shard in Stonethorn. The result was a generally easier time using Shards as a spammable in a rotation. It's still a nerf, but it's a nerf that puts Dark Flare in line with similar skills.
I'll be taking a look at it on the PTS when it comes up, so I'm holding off judgement until I see the changes.
At this point just make it work like a special dot, it mirrors like 10 % of the damage you have dealt to the target. No damage cap, only your damage.
But honestly, why do i even bother.