Templar class problems summarized by VR12 Templar
Let me start by saying, I play a VR12 templar. I am accompanied by my partner who also plays a VR12 templar. We are PVE focused players, who shy away from PVP, hence, my feedback will be purely based on dungeon PVE. I have played the role of Tank and DPS in dungeons, and my partner has played the role of Healer and DPS in dungeons.
Here follows our feedback:
Healing:
We have played and completed most VR dungeons (including VR1-VR10). We stopped using templar class specific healing skills after level 15 and never used them again, mostly due to cast times or expensive mana costs. The only skill from the Templar resto skill line we use is Cleanse which admittedly is a great utility tool, it also is the only thing we bring to the table that sorcerers can't match, but it is rarely used in boss fights, and it is not used in trash fights at all. Illustrious Healing (resto staff) and Rapid Regeneration (resto staff) are the healing skills we use in dungeons, and the Templar class skills, although seemlingly useful, somehow aren't useful enough to make it on to the 5-slot bar. We prefer the Resto staff skills for healing because of two reasons: The resto staff spells are mana efficient and instant cast, which becomes more important in higher VR dungeons because you are required to move almost continuously to evade dangers. We do enjoy the Templar restoration passives, however none of them really help with mana regeneration ( I believe there is a single skill that reduces the mana cost of all spells by 4%, which isn't a lot. The result is that we run out of mana most trash fights, and every boss fight. We counter that by using the heavy resto staff attacks (which regenerate 10% mana per heavy attack and by chugging mana pots as often as we can, usually every 30 seconds. The mana pots are expensive and the result is that the Templar class becomes a very expensive class to play as healer. Mostly, we are unable to use Equilibrium because losing 50% HP, and being low on hp for at least 5 seconds during a high level VR dungeon can often result in a wipe: Too many bosses and even trash groups can randomly hit healers for 50-80% hp in a single hit. The result is that for healers, at VR12, equilibrium isn't an option. I hear sorcerers have a skill called "Dark Exchange" that swaps stamina for mana. This is a much better option than swapping health for mana (Equilibrium) as having 0 stamina does not equate death, as is the case for 0 health. I plead to the developers to give us "Light Exchange" which is identical to "Dark Exchange", this would resolve our healing issues without giving us an unfair advantage over other classes. Please replace "Backlash" with "Light Exchange" for the reasons explained below.
DPS:
My VR12 templar has full epic VR11 gear including full epic jewelry and full epic weapons. Despite my pretty decent gear and high level, I only manage to do about 300 DPS on my templar at VR12. I calculated this with the help of the addon CombatLogStatistics, and compared my results against those of a VR12 sorcerer. The sorcerer pulled 700 DPS in identical gear. We both geared in full light armor, full damage passives, full bonuses, 40% crit rating, in full VR11 epic gear. I use the common Templar DPS rotation scheme: Dark Flare -> Power of the Light -> Light attack -> Rinse Repeat. I felt weak compared to the sorcerer, and couldn't explain how the sorcerer was doing so much more damage, the sorcerer mostly spammed "Crystal Shard" which on top of doing pretty decent damage, also perma-stuns the miniboss, giving enhanced survivability. I do not use equilibrium during my DPS measurements, as both classes would be able to use it anyway, effectively negating the added DPS. Also, equilibrium is not meant to be used during battle at VR12, where random damage can kill you instantly if not at 100% hp, so it isn't fair to assume a DPS is forced to use it, and thus become a liability to the group. ( If you could choose between inviting a templar DPS to the group or a sorcerer DPS to the group, would you take a templar doing little DPS and dying most of the fights, over a sorcerer doing much more DPS, stunning bosses and mobs as well as having 100% hp all the time?). I would say there is a big discrepancy in templar DPS output versus sorcerer DPS output, more than 100% difference. I have seen the templar threads but I am amazed noone has given any real DPS figures yet at VR12. I see figures of 10% , sometimes 20% difference, but my calculations point to a difference of more than 100%. The templar at 300 DPS, the sorcerer at 700 DPS under exactly the same circumstances, except for the sorcerer having more survivability due to perma-stun of mobs. I wish the developers would take an hour to create two level VR12 characters (one templar, one sorc) and test this in a test server, they will come to the same conclusion as I did : The templar DPS currently is not viable. I haven't included melee / stamina DPS options as most bosses require ranged DPS, so again it would not be fair to expect a templar to become melee, still do below-average DPS, and die most of the time due to being melee. Backlash: This skill needs to be removed completely. The problem is that it's badly designed and doesn't scale well. Yes it sounds like it's crazy DPS, but it's stealth capped to ~1500 damage and it also depends on other players' skill for DPS. In other words, this skill is only as good as other players in your group. In other words, you need a good sorcerer to be effective, and you won't ever be as effective as a sorcerer, so why take a templar? I don't get a feel of accomplishment spamming a skill that depends on other people's skills. Secondly, this skill has a horrible effect: It limits 12-man raids to ONE SINGLE templar. In a 12man raid, you can only take one DPS templar, because Backlash overwrites other templars Backlash, thus, only one templar will cause DPS. This skill needs to be replaced with "Light Exchange", the brother of "Dark Exchange". Dark Flare has a 1.5 second cast time, and is way too mana expensive. This skill needs to have it's cast time removed, and mana cost reduced by 100 mana at VR12. That would make it on par with sorcerer skills.
Tanking:
For tanking, I wear cloth and destruction staff when "tanking" VR dungeons. Heavy armor doesn't really do anything better than light armor and it's a bit of a chore to swap gear all the time, so I take on minibosses and large mobs in light armor with a destro staff, and this works better than heavy armor tanking, due to the fact I can dish out a small amount of DPS on top of tanking, taking mobs down quicker, hence less healing from our templar healer and less chance the healer runs out of mana before the mobs are dead. I used 1H and shield until bash got nerfed 60% DPS, and occasionally I still wear a shield, but I don't see the point of the shield. The single, only, useful 1H-shield skill is power bash (long stun). The problem is that bosses can't be stunned, so it's useless on bosses, and for trash groups, well I'd rather just AOE zerg the groups down in my destro staff within 5-10 seconds. I end up "tanking" in DPS spec, wearing cloth and a destruction staff and simply have "Inner Beast" on the cast bar and kite the boss. Trash gets AOE'd down with little regard to how large or dangerous the group is, the AOE takes care of them quicker than tanking would, and it's less risky to AOE them than to try and tank them. As such, I believe a sorcerer or a DK would be better at "tanking" since "tanking" becomes Kite/DPS'ing on most bosses and Sorcs and DKs are better at that than a Templar. I want to wear heavy armor, but I can't justify it. I want to wear 1H and shield, but I can't justify it.
My list of advantages of the sorcerer class over the templar class:
- Sorcerers output twice the DPS
- Sorcerers have unlimited mana, making them cheap to run in dungeons as healers
- Sorcerers don't need a 42K horse, they can teleport faster than the fastests horse
- Sorcerers have much more survivability than any other class
- Sorcerers have Bound Aegis, giving them heavy armor stats in light armor
My conclusion: Both me and my partner wish we rolled a sorcerer 2 months ago during launch. I know a lot of other templars in the guild that feel equally gutted by their class choice and their forced bench sitting. Some have rerolled DK or Sorcerer class, but I just can't bear to level another character to VR12. Currently our templars are parked, I still feed my second horse every day, and then I log out. It takes too long for us to find a good group that will take us to dungeons, and we both work so we can't afford to spend 2 hours in the queue, only to end up doing T1 dungeons at VR12 because we're unable to do the T2 dungeons as DPS.
We enjoy this game, we really do, but the templar problems are so extreme, that the class is now more unwanted in PVE than Nightblades used to be: I hear the Nightblades are getting fixed, but I haven't heard or seen anything regarding the templar getting fixed. We're not interested in PVP so the only option for us is to wait until templar gets fixed and becomes a viable choice for PVE, either because they are better healers, or better DPS, or better tanks. At this moment, sorcerers do all of those much better ( twice as well, all of those ) than templars, so if I was a raid leader I would do raids with 12 sorcerers.
I hope this message gets heard by Zenimax management. If it did, then templar will see "Light Exchange" and gets its DPS increase by 100% in patch 1.2.
Please don't turn this game into "The Elder Sorcerers online". I know developers and management reads the forums, I know you hear our pleas, I know you want to fix this, and I know you consider every post people make. Please take action now, and fix this issue before it's too late !
It is no secret that templars need a LARGE DPS increase to be considered for PVE runs (including trials at VR12), so in patch 1.2, temporarily, just reduce the mana cost of "Dark Flare" and remove the cast time of "Dark Flare" so we can spam it and at least be able to compete with sorcerers. This should just be a simple XML edit which can make it into the 1.2 patch. Then , you can run DPS comparison tests against test dummies, and balance the classes. which could be scheduled for patch 1.3. Backlash should be replaced with "Light Exchange" skill. These changes combined will solve all templar problems and make them viable in raids and PVE dungeons.
- Dark flare mana costs reduced, no cast time
- Backlash removed
- Light Exchange (similar to Dark Exchange)
Thank you for reading my wall of text.
Edited by Poxxerom on June 6, 2014 10:45PM