eclipse costs 476 magicka, and aurora javeling 420(same as shards), blinding light 420(same), rushed ceremony 476, AND sorcerers have more magicka management.alexandru987eb17_ESO wrote: »Crystal Shards is our only good spell BUT it costs more magicka than anything the templar has
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
Just to add another definitive test to the pile, I cast 13 consecutive biting jabs, and measured the time between the start of the first to the start of the 13th (thus getting a time for 12 casts). This yielded 29.35 seconds, which is 2.45s per cast.
I think an extra delay might be better than increasing the cost from a user perspective, it's just that 1.35s is too much. Even just increasing it to 0.8 from the original 0.5 would be a big difference but not destroy the skill either. 2.45s as compared to 1.6s corresponds to a 35% cut to dps. That's a bit insane and makes me wonder if there's a math problem in the balance department. This type of change needs to be done in small increments in order to see the impact and not create a big issues.
There's no question it is not 1.2s though, so the current length is both bad balance and a bug
To be honest, considering the number of complaints about how this skill really scales poorly and becomes lackluster in vet content, I'm a little confused that anyone would think a nerf is in order at all.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
i never heard it, and they are probably crying noobs.dermottib14_ESO wrote: »I heard alot of players in cyrodil complaining how powerful biting jabs was. True story.....
Its good to hear that they're reversing the "internal CD". I honestly thought that a regular CD would be OK. this wasn't an internal CD...this was a skill lockdown. but hey...glad they're reversing it.
I guess resource cost is the next best option. Honestly, I've gone back and forth on resource cost vs. CD on many skills in many MMO's, and to me it depends on the skill and the situation.
I think ultimately, as long as the tools are there to make a choice regarding resource recovery I'm OK with it. only downside is that this is a skill that is often used in stamina heavy builds, and those builds will now have to devote more resources to magick if they want to use this skill more often.
But perhaps this is needed. perhaps they want people to have to make a resource choice if they want to spam the skill. One thing I do know...in it's original form. it was pretty easy to spam mobs to death with it, even in my high stamina build (like zero mana regen stats).
Even if i couldn't kill them outright with it, I usually got enough ultimate points to unleash my ultimate, which usually killed them anyways.
I don't think any changes need to be applied from the original. The drawback is that you have to aim it, and in pvp this is somewhat difficult to do against a moving target. You've got to know how and when exactly to use it and sometimes it takes just a little bit of luck to get every hit to connect as well.Its not OP as is. Its fine. Its perfect. Maybe hitting a bit too light.
Its got a high resource cost and a moderate amount of damage.
Just to add another definitive test to the pile, I cast 13 consecutive biting jabs, and measured the time between the start of the first to the start of the 13th (thus getting a time for 12 casts). This yielded 29.35 seconds, which is 2.45s per cast.
I think an extra delay might be better than increasing the cost from a user perspective, it's just that 1.35s is too much. Even just increasing it to 0.8 from the original 0.5 would be a big difference but not destroy the skill either. 2.45s as compared to 1.6s corresponds to a 35% cut to dps. That's a bit insane and makes me wonder if there's a math problem in the balance department. This type of change needs to be done in small increments in order to see the impact and not create big issues.
There's no question it is not 1.2s though, so the current length is both bad balance and a bug
To be honest, considering the number of complaints about how this skill really scales poorly and becomes lackluster in vet content, I'm a little confused that anyone would think a nerf is in order at all.
Silverblade wrote: »ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
Thank you for the response. By "as soon as possible" I am really hoping for a hotfix today that corrects this and other numerous issues (some game breaking) introduced in yesterdays patch. To leave the game in this state over the 3 day weekend would be unfortunate.
Silverblade wrote: »ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
Thank you for the response. By "as soon as possible" I am really hoping for a hotfix today that corrects this and other numerous issues (some game breaking) introduced in yesterdays patch. To leave the game in this state over the 3 day weekend would be unfortunate.
Keep hoping. They honestly believe that leaving the templar class in the dreadful and unplayable state we are now in is acceptable. They think people will just put up with it and wait patiently
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
bots are using templars, remove templars from the game.
devs logic.
Not that I think this is a good change, but I'll share a little trick I've played with on a Templar that is RIDICULOUS for AoE.
Open with Explosive Charge, then Alternate between Solar Barrage and Pulsar. Solar Barrage increases weapon and spell power for the next attack, which will make your Pulsar hit ridiculously hard. Its pretty much the best trash clearing build in the game. You can open with reflective light to keep them from getting away and have even more DPS. Extended ritual is your last skill, which is just for healing and purging.
Not that I think this is a good change, but I'll share a little trick I've played with on a Templar that is RIDICULOUS for AoE.
Open with Explosive Charge, then Alternate between Solar Barrage and Pulsar. Solar Barrage increases weapon and spell power for the next attack, which will make your Pulsar hit ridiculously hard. Its pretty much the best trash clearing build in the game. You can open with reflective light to keep them from getting away and have even more DPS. Extended ritual is your last skill, which is just for healing and purging.
Pulsar is a destro staff skill, which hardly all Templars use
Given the read in this entire thread, it is pretty clear what the issue is. Templars are by far the most versatile class in the game and have been in quite a good place for some time. This is a tempest in a tea cup if you ask me.
If you had been around last year in beta, you would know that this skill went through a number of animation issues and bugs, including getting frozen on you indefinitely if used to the point where it would lock out all other skills from being effective. Something similar is happening again for whatever reasons in the game tech, which I HIGHLY doubt were intentional on ZoS's part. Obviously it is a bug so do the right thing and file a bug report and please get on with it.
There are tons of skills at your disposal to dispatch groups of mobs in no time flat in VR content - and yes! even when in LIGHT ARMOR and using a Restro staff for heaven sake. Aedric spear has some very fine options for AoE combined with other weapons and Dawn's Wrath for ST, so make use of what you have until this gets addressed and you are golden.
Your full of it.
Please list a few of the "tons of skills at your disposal to dispatch VR mobs"
As I stated, you have plenty to work with in Aedric Spear besides Biting Jabs, and I have already stated that earlier in the thread. If you rely on a single skill for your rotation to be effective, you have a lot to figure out. Go do some reading and find a build that works for you.
So i already use spear for a single target 3.5 sec reprieve. That does nothing when facing more than 2 trash mobs. And you telling me to go copy someones build so i am viable.
im vr 6 and am not going to farm vr 1 areas. I have no issue with the game being challenging, or hard or difficult- this is not the case. Its impossible for me to take on more than 2 opponents in "solo friendly" areas now.
And i have changed skills, tried different combos, working with what i have. I have equipped heavy armor, sword and board- let me let you in on a little secret- its BROKEN and if this is as intended then prepare for the templar tsunami of cancelled accounts.
I did not tell you to "copy someones build." I am saying very planly there is more than one way to skin a cat and there are plenty of builds in TF discussion which prove it.
No one is disputing the Jabs is bugged atm. I already stated to bug it as we have done in the past. Meantime, manage some level of creativity and work around it. The problem is not as over the top and the reactions it's receiving. You do have choices. Use them.
Dude. now youre talking down to me like im stuck on stupid.
I look at my skill tree like a tool box. i dig around and find what works best-sometimes swapping skills between mage heavy mob or melee heavy mob. i play my templar similar to a classic D&D Paladin/ undead hunter. i can shut down mages, burn the heretics and clear trash while giving my party or myself some buffage or purification. when I approach a dungeon or an anchor i am a quick swap to resto staff away from being full time heals for the group.
short of depleting my magic pool in exchange for more life or stamina based melee attacks my Templar/resto staff/sword and board-grind through 'solo' friendly content is not viable.
I am not a child, I am not stuck in a rut and keep trying different variations using puncturing sweep- I have changed everything and tried my whole tool-box and magic heavy, healer spec, robe wearing templar is NOT viable when questing in appropriate or below my VR level.