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Official Feedback Thread for Templars

  • Ashamray
    Ashamray
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    Actually BoL is stronger than Matriarch healings. Sorc should have an enormous amount of Magicka to match BoL's strength
    Boadrig, EU PC

    Very Balanced
    Battleground Beta Testers
    Cite's Legacy
    Colosseum

    Imperial City frequenter
    Imperial City feedback and suggestions
  • Mr.Hmm
    Mr.Hmm
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    Long Story Short.

    Pack up people and lets change class.
    If I die tomorrow I do not want to think of the game I could of played today, therefor I will play whatever I want today while securing a future to play in as well.

    A true gamer will think of all the possible outcomes and execute the one that is the hardest to accomplish.
  • Zinaroth
    Zinaroth
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    Good feedback @Alcast and @Cinbri, seems we agree on a lot of things! :)
  • Aionna
    Aionna
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    I read people in the forums saying that templar healers just spam breath of life and that is true . I use the group finder tool and in most cases I am in a group where people have 14-16k health and stand in red circles and then you know that you can't do anything else but heal like crazy. It isn't fun for templar healers.

    The disadvantages of being a templar is 1. the lack of passives giving back resources
    2. the lack of damage absorbing spells for the group
    3. skills that buff or/and shield the group you are in
    It is like templar is programmed to be a healing bot.

    After testing on pts Templar is even further behind the other classes.





  • Mr_Nobody
    Mr_Nobody
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    I just hope everyone sees templars as very weak so they are untouched.

    I loved the current state of it in PTS. The style I played it got buffed in every possible way. Yay!
    ~ @Niekas ~

    Mr Nobody (Magplar) ~ Grand Overlord
    Mr NØbody (Magmancer) ~ A better Magplar version
    Niekas (Magblade) ~ Havoc Squad

  • Neoauspex
    Neoauspex
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    I would still like to see some passive in the Templar skill line that makes it advantageous to use heavy armor, especially since the class shield skill is so miserably ineffective.

    Also, since all attempts to make Radiant Aura and Restoring Focus comparable to their counterpart morphs have failed, kill two birds with one stone: make one of them add an extra target to Breath of Life (and possibly other heals). Just some thoughts. I very much agree with the analysis from this community, I hope you all become famous Templar streamers.
  • Zinaroth
    Zinaroth
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    Neoauspex wrote: »
    I very much agree with the analysis from this community, I hope you all become famous Templar streamers.

    Given the famous streamers are PvPers and given Templars poor performance in 1vX, that is very unlikely, but I will very much try soon. :D
  • Rainingblood
    Rainingblood
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    My comments on some of the proposed changes:

    Aedric Spear:
    Focused Charge: --- What about the CD? If I use Shield Charge, I can IMMEDIATELY cast another ability or swap weapons, but not with Focused Charge... Ever.

    Piercing Javelin: --- Good, but how about making it non-dodgable/cc-immune/permastunning like WB? :p

    Puncturing Strikes: --- Nice, but why does this knockback apply cc immunity anyway when the WB one does not? whilst our strikes can be dodged forever whether cc immune or not...

    Radial Sweep: --- this seriously does nothing to improve this Ulti. How about making it snare so the pulse will actually hit people? Or add an effect like an enemy debuff? Make this a raid buster so maybe we can actually be a tank that people want to run away from.

    Radiant Ward (Sun Shield morph): --- not worth wasting you time changing the code for this... You have taken away all the tanky skills from Templars, so why on earth have a shield that is based on HP?? 1- PLEASE make it scale off the player's highest stat. 2- PLEASE make one of the morphs a stamina morph.

    Dawn’s Wrath
    Eclipse:---- very nice. Could be better. Nice that it will reflect steel tardnado, but when there are 15 people spamming it, fawget abowdit. Guess it might be good against pewpew snipers tho.

    Nova:---- please reduce Ulti cost a little more. Make it worth while to use instead of Meteor

    Radiant Destruction: --- Please give us a Stamina morph for this!!! Stamplars shouldn't be forced to go cookie cutter 2H for an execute... It's like you threw a bone to people who wanted to play stamplars, but it's so wonky that ability bars have only a couple Templar abilities because they suck, or don't synergize well/at all.

    Solar Flare:--- still so slow and glowy that it's easy to avoid in PvP.

    Unstable Core (Eclipse morph): --- see above comment

    Restoring Light
    Breath of Life (Rushed Ceremony morph): . --- beating a dead horse, but seriously? Nerf our bread and butter?

    Healing Ritual:---- I don't understand what this change is even happening. Reduce the healing and make it instant so it can actually be good.

    Restoring Focus (Rune Focus morph):--- make this give us shirt duration to CC. No reason to have that on a HA ability when magicka Templars actually don't have the stam to block/cc break/roll dodge for long.

    Rune Focus:--- for Pete's sake, can you please just make this ability stick to the player? For longer than 8 seconds? It should behave like an armor ability and also not break stealth like almost every other Templar ability...

    *These changes are overall very disappointing. To be good healers, or be able to survive, templars need to use a healing staff... For the healing or for the shield (just an opinion)... Why does this make sense? The class is a struggle to play well, let alone enjoy playing. You have had COUNTLESS great players (many who have left the game out of frustration) try to help you make this class as interesting and fun to play as other classes. What is the problem. Some people ask this, but I seriously wonder too, does anyone at the company play this class? If the do and they think its a good class, then maybe you shouldn't listen to them.

    Please... Reread the insane amount of Templar feedback your community has given you and rework these changes... It's not just about a few bugs... Make Templars fun again!
    Edited by Rainingblood on 6 February 2016 22:16
    Phoebe Anderson
  • Joy_Division
    Joy_Division
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    Zinaroth wrote: »
    Mr_Nobody wrote: »
    I just hope everyone sees templars as very weak so they are untouched.

    I loved the current state of it in PTS. The style I played it got buffed in every possible way. Yay!

    What style is that? Magicka Templar standing inside rune spamming Dark Flare on people if they get close and Puncturing Sweep if they get even closer, and Radiant Sweep if they get REALLY close? :D

    Mr. Nobody is actually correct. I've bumped into him on the NA server and his build is designed around offense and putting pressure on his opponents. Templars who play this style will be able to burst down their opponent quicker and easier if this patch goes live. Offensively, I think it is difficult to argue that we (at least magicka templars, I won't comment on stam since I'm not familiar with their game-play) didn't get a boost here.

    None of this discounts that our bad skills are still bad, our resource management is still lacking, or that our ability to sustain/mitigate hasn't taken a huge hit. But if your playstyle involves bursting opponents with charge/jabs/pros det/beam, that is going to be easier to do. Just be prepared to hit the "rez at wayshrine" button more often :wink:
    It's sad the update ZOS devotes to performance improvements has degraded Cyrodiil to lows not seen since the Infamous "Lighting Patch"" of June 2014.

  • hedna123b14_ESO
    hedna123b14_ESO
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    Ishammael wrote: »
    The complaints about templar nerfs are hysterical.
    You do not seem to know the meaning of the word "hysterical".
    The reactions and statements in this thread are sober, based on years of experience.

    PUGS will die in PvE dungeons because of the PvP BOL nerf.

    I like healing random dungeons groups scaled to V16. It's like black box gaming.
    I did it just yesterday over 3 hours for fun, result: ca. 80% success, 20% failure.
    With the massive BOL nerf, the result would have been much worse.
    BOL is costly, but an essential life saver in case of mass damage (think of vet Darkshade).

    The BOL nerf will give random players a miserable PvE experience.
    I wonder how often PvP BOL critics run PvE dungeons with PUGS?
    With the 25% BOL nerf, I will probably no longer heal random groups.
    Holy-Dope wrote: »
    "Sad" Time to Delete my templar. He has survived enough through all the BS class changes to him all this time and still be able to make the *whatever* good out of it he could.

    Any suggestions, what I should play now (except sorc)...

    Cant speak about PvP since I don't PvP...but in trials Magicka templars will be pulling some of the highest numbers in the game...possibly highest...you just have to spec yourself properly and play well... We completed the new trial on normal last night - I was pulling 23k+ on bosses while learning mechanics and messing up rotation...We also got the first vet boss to 40% (only had two attempts before we had to disband)...pretty sure on vet 25-30k is doable....maybe as high as 35k...
  • hedna123b14_ESO
    hedna123b14_ESO
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    Dovahmiim wrote: »
    Ishammael wrote: »
    The complaints about templar nerfs are hysterical. Across the board, almost all damage sources were buffed.

    The only "nerfed" skill was BoL -- and yeah, it was needed. 28m, insta-heal, 3 targets, ignore LoS, 15k+? Please. Even with only 2 targets its still good.

    Other stuff:
    1. Healing ritual is still bad. Skill needs to be scraped.
    2. Radial Sweep should probably be 9m at least. It would be a great ultimate if so.
    3. The eclipse changes seem wonky.
    4. Will toppling charge remain working? Only time will tell.

    Actually several other Templar-specific and/or general changes result in Templar being nerfed significantly. I have outlined a selection of these in my above post. Not only that, but we are now arguably behind the DK class as a whole, putting us in dead last for all facets of the game, both PvP and PvE. I have already spent significant time in the PTS, there is absolutely no reason to have a Templar in group anymore, other classes fill each role better.

    I have mained a Templar since launch, and even I agree that in PvP, the smart heal component of BoL is OP. Just because our class is weak comparatively does not mean we can ignore something if it is broken. The fix ZoS have chosen however render Templers significantly less useful in PvE, and puts us as 2nd or even 3rd (for most max-level content) as healers. The BoL nerf is an ineffective, poorly thought out fix that achieves nothing but frustration.

    As for our buffed damage, for instance, Dark Flare was buffed damage wise, and that wasn't what we wanted at all. For Dark Flare to be a viable PvP skill for a ranged Templar build, we needed a reduced cast time or faster travel time, we got neither. Dark Flare is outdone by Jabs for PvE DPS, so this "buff" achieves very little. Several of the other changes, such as with Sun Fire, were welcome, however nobody will use this skill even with it's buff, as Inner Light is still a clearly better option.

    So basically, all the buffs given to our class will go unused, with the exception of the Major Mending adjustment, this was a good change. As a result, we are effectively left with more nerfs than buffs, especially from a PvP'ers perspective. This total error in judgement by the ZoS developers responsible for these changes is not final, however, as there is a very slim chance they will read this feedback thread and reconsider certain choices... so of course we are going to be "hysterical".

    Dark Flare > Jabs if you spec right...
  • CP5
    CP5
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    Ffastyl wrote: »
    In regards to Eclipse.

    Each class designed to stand their ground rather than dance about require a means to effectively and efficiently handle ranged and kiting enemies. Dragonknights have Reflective Scales and Unrelenting Chains (and Dark Talons for melee kiters). Templars have Eclipse. Yes, Eclipse is an inconsistent skill possessing immense power (infinite reflects) and the lowest 'stick' rate. It does need a rework into something Templars can use to shut down enemies that choose to stay far away. But replace Eclipse with Blinding Light? Blinding Light is a melee counter. It would be one step forward and one step back.



    In regards to Blinding Light.

    I see most people who mention this ability refer to it by the morph Blinding Flashes, creating the notion that this was the better morph.
    Blinding Light applied a 50% miss chance to enemies in a 5m radius for 6 seconds.
    Searing Light added a small damage effect on cast. In the game's current state, this could be used to de-cloak Nightblades.
    Blinding Flashes changed the skill to pulse every 2 seconds, reapplying the 50% miss chance. What was not mentioned in the tooltip is the duration of the miss chance debuff was also reduced to 2 seconds, requiring you maintain the enemy in that 5m radius for at least 4 seconds to get the full 6 seconds provided by the base skill.


    In regards to returning Blinding Light.

    A possible iteration of Blinding Light that would be a powerful defense on its own without being as powerful as the original version is to have the ability apply Major Evasion (20% dodge chance) to the caster for 15 seconds and a 10% miss chance to enemies within 6m for 5 seconds with a cost of 4200 Magicka and a visual aura similar to
    q7IRCNm.jpg
    Making the visual aura so bright and eye catching is an offset to the 10% miss chance applied to enemies by painting the Templar as a bullseye. Each rank can decrease the cost:
    • Rank I - 4200 Magicka (4032 w/ Restoring Spirit)
    • Rank II - 4100 Magicka (3936 w/ Restoring Spirit)
    • Rank III - 4000 Magicka (3840 w/ Restoring Spirit)
    • Rank IV - 3900 Magicka (3744 w/ Restoring Spirit)
    The morphs can be Searing Light (damage enemies in a 6m radius) and Radiant Light (increase radius and add snare, increase cost) (Blinding Flashes would require increasing debuff time to have even intervals and increasing debuff time imbalances Blinding Light):
      Searing Light
    • Rank I - 1000* magic damage
    • Rank II - 1200* magic damage
    • Rank III - 1400* magic damage
    • Rank IV - 1600* magic damage
      * damage is based off 10k Max Magicka and 1.5k Spell Damage. Impulse is 1.7k at these values.
      Radiant Light
    • Rank I - 7m radius, 15% snare for 5 seconds, 4000 Magicka (3840 w/ Restoring Spirit)
    • Rank II - 7m radius, 20% snare for 5 seconds
    • Rank III - 8m radius, 25% snare for 5 seconds
    • Rank IV - 8m radius, 30% snare for 5 seconds
      Increasing the radius by 1m per rank has the final radius at 10m, encroaching on medium range when the intent is a close range counter. Reducing the base radius to compensate would put it at 4m, a barely workable radius.
    The Major Evasion component keeps Blinding Light as a viable defense against attacks of all ranges while the miss chance in melee range attunes it to the intent of being a melee counter. The dodge chance for the caster given both Major Evasion and 10% miss chance is
      20% + 10% = 30% (if additive) 1 - (0.9 * 0.8) = 28% (if multiplicative)
    Not frustrating numbers like 50% but higher than other classes can achieve, potentially providing Templar with another iconic skill. The high cost and short miss chance duration is to deter it from being consistently reapplied. At ~4k Magicka, a 15 second Major Evasion is a good trade off but as seen in Blazing Shield, too high a cost for repeated usage in the short duration to maintain the additional 10% miss chance.

    An outlier to this cost model is Light Armor. Reducing spell cost by 21% at 7 pieces, Blinding Light and morphs would cost 2925 Magicka. This is drastically lower than the cost for Medium Armor and Heavy Armor, the builds that will need this defense the most. Light Armor is low on Physical Resistance however, and Blinding Light requires being in melee range to achieve its full effect. Time and testing will tell if the risk is balanced for Light Armor.

    Thing is ZOS removed the miss chance debuff since it was far to difficult to balance the game around (they could just put a damage debuff on miss immune mobs but still), but the snare+evasion does sound like a very useful skill to put on most builds.
  • hedna123b14_ESO
    hedna123b14_ESO
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    danno8 wrote: »
    Also, if you do the math, Vampires Bane has less DPS than reflective Light.

    On my Templar: Refelctive = 6148/6.5 = 946 DPS
    Vampires Bane = 10296/11.7s = 880 DPS

    And Reflective Light also hits for more up front for some reason. ZoS is it really that hard to make the single target version of this skill do more damage than the multi target version? Come on now...

    If you are talking about DPS for PvP then it may be better, but for PvE you need most damage that you dont have to refresh as often in order to make the rotation as easy as possible, thus Vamb bane which has a higher duration as well as overall damage is a much better skill for PvE...

    As a reference, on a template toon:
    Vamp Bane - 1941 flame damage on initial hit, then 5058 flame damage over 11.7 seconds
    Reflective light - 1941 flame damage on inital hit and 3112 over 6.5 seconds
  • WillhelmBlack
    WillhelmBlack
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    I was wrong on Templar this update, hadn't tested it until yesterday. The skill buffs are great they really are. But the class has no defence with the removal of block cancelling.

    Come March, I will be leaving the game because it seems this change is very popular and will be going live. Even got called for being a bad player because I use animation cancelling. Lazy cheese playstyle apparently, I thought it was skill. Looks like the general dumbing down of the game is also very popular.

    Templar takes a bit of skill to play in Cyrodiil, I'm not gonna re-roll. You can have my stuff.
    PC EU
  • Ffastyl
    Ffastyl
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    CP5 wrote: »
    Ffastyl wrote: »
    In regards to Eclipse.

    Each class designed to stand their ground rather than dance about require a means to effectively and efficiently handle ranged and kiting enemies. Dragonknights have Reflective Scales and Unrelenting Chains (and Dark Talons for melee kiters). Templars have Eclipse. Yes, Eclipse is an inconsistent skill possessing immense power (infinite reflects) and the lowest 'stick' rate. It does need a rework into something Templars can use to shut down enemies that choose to stay far away. But replace Eclipse with Blinding Light? Blinding Light is a melee counter. It would be one step forward and one step back.



    In regards to Blinding Light.

    I see most people who mention this ability refer to it by the morph Blinding Flashes, creating the notion that this was the better morph.
    Blinding Light applied a 50% miss chance to enemies in a 5m radius for 6 seconds.
    Searing Light added a small damage effect on cast. In the game's current state, this could be used to de-cloak Nightblades.
    Blinding Flashes changed the skill to pulse every 2 seconds, reapplying the 50% miss chance. What was not mentioned in the tooltip is the duration of the miss chance debuff was also reduced to 2 seconds, requiring you maintain the enemy in that 5m radius for at least 4 seconds to get the full 6 seconds provided by the base skill.


    In regards to returning Blinding Light.

    A possible iteration of Blinding Light that would be a powerful defense on its own without being as powerful as the original version is to have the ability apply Major Evasion (20% dodge chance) to the caster for 15 seconds and a 10% miss chance to enemies within 6m for 5 seconds with a cost of 4200 Magicka and a visual aura similar to
    q7IRCNm.jpg
    Making the visual aura so bright and eye catching is an offset to the 10% miss chance applied to enemies by painting the Templar as a bullseye. Each rank can decrease the cost:
    • Rank I - 4200 Magicka (4032 w/ Restoring Spirit)
    • Rank II - 4100 Magicka (3936 w/ Restoring Spirit)
    • Rank III - 4000 Magicka (3840 w/ Restoring Spirit)
    • Rank IV - 3900 Magicka (3744 w/ Restoring Spirit)
    The morphs can be Searing Light (damage enemies in a 6m radius) and Radiant Light (increase radius and add snare, increase cost) (Blinding Flashes would require increasing debuff time to have even intervals and increasing debuff time imbalances Blinding Light):
      Searing Light
    • Rank I - 1000* magic damage
    • Rank II - 1200* magic damage
    • Rank III - 1400* magic damage
    • Rank IV - 1600* magic damage
      * damage is based off 10k Max Magicka and 1.5k Spell Damage. Impulse is 1.7k at these values.
      Radiant Light
    • Rank I - 7m radius, 15% snare for 5 seconds, 4000 Magicka (3840 w/ Restoring Spirit)
    • Rank II - 7m radius, 20% snare for 5 seconds
    • Rank III - 8m radius, 25% snare for 5 seconds
    • Rank IV - 8m radius, 30% snare for 5 seconds
      Increasing the radius by 1m per rank has the final radius at 10m, encroaching on medium range when the intent is a close range counter. Reducing the base radius to compensate would put it at 4m, a barely workable radius.
    The Major Evasion component keeps Blinding Light as a viable defense against attacks of all ranges while the miss chance in melee range attunes it to the intent of being a melee counter. The dodge chance for the caster given both Major Evasion and 10% miss chance is
      20% + 10% = 30% (if additive) 1 - (0.9 * 0.8) = 28% (if multiplicative)
    Not frustrating numbers like 50% but higher than other classes can achieve, potentially providing Templar with another iconic skill. The high cost and short miss chance duration is to deter it from being consistently reapplied. At ~4k Magicka, a 15 second Major Evasion is a good trade off but as seen in Blazing Shield, too high a cost for repeated usage in the short duration to maintain the additional 10% miss chance.

    An outlier to this cost model is Light Armor. Reducing spell cost by 21% at 7 pieces, Blinding Light and morphs would cost 2925 Magicka. This is drastically lower than the cost for Medium Armor and Heavy Armor, the builds that will need this defense the most. Light Armor is low on Physical Resistance however, and Blinding Light requires being in melee range to achieve its full effect. Time and testing will tell if the risk is balanced for Light Armor.

    Thing is ZOS removed the miss chance debuff since it was far to difficult to balance the game around (they could just put a damage debuff on miss immune mobs but still), but the snare+evasion does sound like a very useful skill to put on most builds.

    The miss chance could be changed to Minor Maim then, effectively similar to a miss chance.

    The snare+evasion was a difficult morph to balance as it can easily become more worthwhile than Searing Light if the additional advantages were not small. (Improving Searing Light's damage makes it a better AoE than Impulse and/or Solar Barrage, threatening their usefulness).
    Edited by Ffastyl on 6 February 2016 19:29
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  • hedna123b14_ESO
    hedna123b14_ESO
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    Cryhavoc wrote: »
    I am not upset about the Breath of Life change. In PvE, nothing will change at all for my gameplay.

    In PvP, as a Templar healer, I will now have to use 2 skill bar sets: 1 for solo/duo and 1 for group play. BoL is no longer viable for healing groups larger than 3-4 in PvP (which is fine, mostly). BoL will work just fine for solo/duo, but that is all.

    I agree, BoL was awesome in PvP, and probably needed to be toned down. For Group healing in PvP, without using a Resto staff, what will I use instead? Healing ritual? Maybe. Purifying ritual has a buff to its synergy, but I am not sure that will be enough.

    My question: without using a Resto staff, how will you heal a group larger than 3 as a Magicka Templar?
    Someone should test if thaumaturge is increasing the damage of jabs/sweeps.

    For a jabs based build BOTH Elemental expert AND Thaumaturge buff your Jabs, Vamp Bane and Radiant Oppression, since they are all considered dots, thus running 50 in each would give you 15.6% +15.6%, or 31.2% buff to damage VS 25% if you only max one of those trees.
  • danno8
    danno8
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    danno8 wrote: »
    Also, if you do the math, Vampires Bane has less DPS than reflective Light.

    On my Templar: Refelctive = 6148/6.5 = 946 DPS
    Vampires Bane = 10296/11.7s = 880 DPS

    And Reflective Light also hits for more up front for some reason. ZoS is it really that hard to make the single target version of this skill do more damage than the multi target version? Come on now...

    If you are talking about DPS for PvP then it may be better, but for PvE you need most damage that you dont have to refresh as often in order to make the rotation as easy as possible, thus Vamb bane which has a higher duration as well as overall damage is a much better skill for PvE...

    As a reference, on a template toon:
    Vamp Bane - 1941 flame damage on initial hit, then 5058 flame damage over 11.7 seconds
    Reflective light - 1941 flame damage on inital hit and 3112 over 6.5 seconds


    Yes, but reflective light still has the higher DPS, even if you need to refresh it more. Vampires bane should at least be the same DPS, and last longer, considering it is single target.

    IMO it should have GREATER DPS than Reflective light and last longer since it is single target. I get that in boss battles it is better since instead of recasting it at the 6.5 seconds mark you can cast something else, but how hard would it be to make the DPS line-up properly between the two skills?
  • hedna123b14_ESO
    hedna123b14_ESO
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    danno8 wrote: »
    danno8 wrote: »
    Also, if you do the math, Vampires Bane has less DPS than reflective Light.

    On my Templar: Refelctive = 6148/6.5 = 946 DPS
    Vampires Bane = 10296/11.7s = 880 DPS

    And Reflective Light also hits for more up front for some reason. ZoS is it really that hard to make the single target version of this skill do more damage than the multi target version? Come on now...

    If you are talking about DPS for PvP then it may be better, but for PvE you need most damage that you dont have to refresh as often in order to make the rotation as easy as possible, thus Vamb bane which has a higher duration as well as overall damage is a much better skill for PvE...

    As a reference, on a template toon:
    Vamp Bane - 1941 flame damage on initial hit, then 5058 flame damage over 11.7 seconds
    Reflective light - 1941 flame damage on inital hit and 3112 over 6.5 seconds


    Yes, but reflective light still has the higher DPS, even if you need to refresh it more. Vampires bane should at least be the same DPS, and last longer, considering it is single target.

    IMO it should have GREATER DPS than Reflective light and last longer since it is single target. I get that in boss battles it is better since instead of recasting it at the 6.5 seconds mark you can cast something else, but how hard would it be to make the DPS line-up properly between the two skills?

    I wouldnt mind higher damage, but as it stands right now for my rotation in PvE Vamp Bane 》》Reflective Light
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