fenris4024 wrote: »This is great news... now if we can get SOME form of resource management for the class... (lowered costs don't really count guys... c'mon...) Like the above poster stated, we're still kinda pigeonholed into running with a resto staff in order to keep our magicka anywhere near usable levels.
My question to you or anyone else is, why not use Spell Symmetry just like Sorc? No Sorc worth taking in a trial group is using Dark Conversion to regen magicka so therefore Sorc is in the same exact boat and relies only on Spell Symmetry in group pve situations.
ZOS_JessicaFolsom wrote: »Aedric Spear: Puncturing Strikes
- Puncturing Strikes’ overall damage to all targets will be increased by 10%.
- Puncturing Strikes’ damage to your closest target will be increased from 100% to 110%.
- The Piercing Spear passive will add melee critical strike in addition to spell critical strike when using spear abilities.
ZOS_JessicaFolsom wrote: »Dawn’s Wrath: Nova
- Nova will be capable of critical strikes.
- Nova damage per tick will be increased by 20%.
ZOS_JessicaFolsom wrote: »Dawn’s Wrath: Solar Disturbance (Nova morph)
- Solar Disturbance will scale in damage from Ranks I-IV.
- Solar Disturbance will snare targets by 60% at all ranks.
ZOS_JessicaFolsom wrote: »Dawn’s Wrath: Solar Flare
- Solar Flare’s cast time will be decreased from 1.5 seconds to 1.3 seconds.
- Dark Flare will increase in damage as it ranks up.
ZOS_JessicaFolsom wrote: »Dawn’s Wrath: Sun Fire
- Sun Fire damage will last an extra second, resulting in an extra damage tick with two points in the Enduring Rays passive.
- Sun Fire’s snare effect and damage effect will now match.
- Sun Fire’s damage-over-time will be increased by 10% more overall damage.
ZOS_JessicaFolsom wrote: »Thank you for providing us the feedback necessary to make these improvements. We look forward to hearing your thoughts on them, and invite you to let us know what other Templar fixes and improvements you'd like to see.
ZOS_JessicaFolsom wrote: »Below is an early look at the improvements we will be releasing next week, for the Templar. This is a small part of our ongoing class and skill line efforts, and there will be more to come.
Aedric Spear: Puncturing Strikes
- Puncturing Strikes’ overall damage to all targets will be increased by 10%.
- Puncturing Strikes’ damage to your closest target will be increased from 100% to 110%.
- The Piercing Spear passive will add melee critical strike in addition to spell critical strike when using spear abilities.
Dawn’s Wrath: Nova
- Nova will be capable of critical strikes.
- Nova damage per tick will be increased by 20%.
Dawn’s Wrath: Solar Disturbance (Nova morph)
- Solar Disturbance will scale in damage from Ranks I-IV.
- Solar Disturbance will snare targets by 60% at all ranks.
Dawn’s Wrath: Solar Flare
- Solar Flare’s cast time will be decreased from 1.5 seconds to 1.3 seconds.
- Dark Flare will increase in damage as it ranks up.
Dawn’s Wrath: Sun Fire
- Sun Fire damage will last an extra second, resulting in an extra damage tick with two points in the Enduring Rays passive.
- Sun Fire’s snare effect and damage effect will now match.
- Sun Fire’s damage-over-time will be increased by 10% more overall damage.
Thank you for providing us the feedback necessary to make these improvements. We look forward to hearing your thoughts on them, and invite you to let us know what other Templar fixes and improvements you'd like to see.
That why the Sorc and DK are fun to play, their passives have synergy across the class trees so you can mix and match the skills and still have a valid build. The Templar, not so.It's a start, but not nearly enough. The core of the issue is there is very little synergy to templar skills and passives like those that exist in other classes. And, I don't mean press X synergy. I mean our skills are a discombobulated amalgam of unrelated usefulness and they do not jive with one another well. And, to top it all off there is no sustainability to our dps, because we have zero resource regeneration.
Furthermore, some skills that would otherwise be useful have extremely short durations and the limited window of usefulness makes them extremely situational at best.
It will be interesting to see how many V12 templars have re-rolled.
Magicka management is OK if you play a mage build in a robe with a (resto) staff. Equilibrium is also usable if you have other healers nearby. But some templars are actually those healers. Or they would like to play as tanks in heavy armor with a weapon. Then, magicka sustainability becomes a real problem.
I now only play my V12 sorc, my V12 templar is parked and my V12 DK is just for PVP (but a lot of fun)Magicka management is OK if you play a mage build in a robe with a (resto) staff. Equilibrium is also usable if you have other healers nearby. But some templars are actually those healers. Or they would like to play as tanks in heavy armor with a weapon. Then, magicka sustainability becomes a real problem.
I just don't see how a Sorc that isn't in a mage build has it any better. When my Sorc is specced to tank or wearing medium armor, magicka is very tough and I have zero ability to regen it. I'm not using Dark Conversion on a stamina user.
Is it just that Temp spells cost a lot? Weird that it is such a unanimous feeling in this thread but everyone seems wrong about how other classes (particularly Sorc as it is all I know) have it better.
I now only play my V12 sorc, my V12 templar is parked and my V12 DK is just for PVP (but a lot of fun)Magicka management is OK if you play a mage build in a robe with a (resto) staff. Equilibrium is also usable if you have other healers nearby. But some templars are actually those healers. Or they would like to play as tanks in heavy armor with a weapon. Then, magicka sustainability becomes a real problem.
I just don't see how a Sorc that isn't in a mage build has it any better. When my Sorc is specced to tank or wearing medium armor, magicka is very tough and I have zero ability to regen it. I'm not using Dark Conversion on a stamina user.
Is it just that Temp spells cost a lot? Weird that it is such a unanimous feeling in this thread but everyone seems wrong about how other classes (particularly Sorc as it is all I know) have it better.
I have used my sorc to tank a vet dung and yes mana regen was harder, but no where near the level of the templar.
All templar class skills cost too much, and that is why most of our skills don't even get loaded on the bar. To get the best out of a DPS build, you mostly just use Mage Guild skill line.
But the biggest difference between the sorc and the templar is the sorc passives work well across all class trees and some very useful skills.
All sorc builds normally have 50%+ crit, Critical Surge in a real good self heal.
The passives Unholy Knowledge, Capacitator & Expert Mage all lower your spell costs or increase mana regen.
Templars get one, Restoring Spirit which we only get around L34 and maxed at L50 and no were as good as the first level of Unholy Knowledge.
We don't want templars to be the same as sorc, but why do all classes have a one or two mana regen skills/passives and templars have skills 10% more costly across the board and no passives to make up for any of that?
Well, the devs told us why in beta when they took away our mana regen passive. They do not want the templar to be able to self heal endlessly. But I can endless heal on my sorc with Critical Surge.
Test both sides, load into PST, create an instance V12 templar, V12 Sorc and V12 DK and just have a play with them youself and then tell me that they are balanced.You just posted in another thread how your healer sorc has infinite magicka and it's a load of bull.