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[Suggestion] First step to increase Templar viability in solo/group situations

Kegero
Kegero
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Hi there,

I myself play a VR12 Templar fully specced to healing with the mandatory destro/resto staff combination.

First of all, I do not think that a complete overhaul/major buff of either Templar or Nightblade would be a good idea. Small steps are required to bring them in line with the current difficulty level of the game.
And yes, I try not to compare them with the "other two" classes although they, too, need some adjustments to the current difficulty level of the game.

Also, I only want to change one skill: Rune focus
Templars lacking in dps do so because of the limited resources and the almost non-existant tools for resource management. This also applies to Templars that want to tank or heal.

I suggest the following change to rune focus:
Base ability name: Prayer
- The ability is a toggle-able* self buff (no longer a PBAoE) and costs 2.5% max magica and stamina.
- Bonus to armor and spell resist reduced to 400 each

Morph 1: Combat Prayer
- Additional bonus of 200 to spell resist
- Regenerates 5 stamina every half second

Morph 2: Holy Prayer
- Additional bonus of 200 to armor
- Regenerates 5 magica every half second

*The spell could also be made castable with a duration of e.g. 20 seconds.

For healers, this change would get them a source of slightly increased magica regeneration compared to the current ability (no magica casting costs) but would allow them to receive a buff to armor and magic resist during the whole duration of the spell.
For tanks, the new morphs are a slow but constant stamina or magica source while increasing both their armor and spell resist.
Damage dealers are no longer bound to the small area for the armor and spell resist buff and, depending on their choice of damage source, can either access increased stamina or magica regeneration.

Both, the magica and stamina regeneration is not huge (+20 to either magica or stamina regeneration attribute), but also has no strings attached (dark exchange, siphoning, equlibirium all provide more resources but also have negative side effects).

Also, the values can easily be adjusted to e.g. 8 stamina/magica each half second if the buff is not strong enough or be toned down a little in the future if other skills (mostly the dps ones) are buffed.
  • Commonpain
    Commonpain
    ✭✭✭
    Sorry, but as long as mages have Dark Ritual and templars dont have crucial healing skills, templars will never be on par in terms of healing... I would love to see skills that make up for a better Stamina use on templar healers =)
  • Calgrissom
    Calgrissom
    ✭✭
    This is a good idea. I was thinking along the same lines for this ability. It is the only ability we have that returns magica and its poorly thought out as its is a ground based ability. Most all boss fights require you to be mobile meaning that you tend to spend more casting the effect than it returns to you.

    I am a V12 Templar Tank. My off spec is healing. I use 5h/2 light all legendary for tanking and 7 light (3 piece v12 warlock) all epic for healing. In my tanking gear I constantly struggle with magica using almost all magica enchants and 3 v11 magica cost reduction jewelry pieces and the mage mundus stone. Every class has some sort of reliable magica return ability other than the Templar. We are one of the most magica hungry classes as well.





    Edited by Calgrissom on 2 June 2014 13:46
  • Kegero
    Kegero
    ✭✭
    Commonpain wrote: »
    Sorry, but as long as mages have Dark Ritual and templars dont have crucial healing skills, templars will never be on par in terms of healing... I would love to see skills that make up for a better Stamina use on templar healers =)

    I do not really care about other classes and whether they are the carebear version of a class that need a faceroll instead of skill and planning to perform. Also, as a healer I am quite confident about being able to keep my group alive. For me, breath of life only costs ~250 magicka and I use both mana potions and the resto-staff to fill my magicka pool.
    Yes, there are situations where it would be more comfortable to have a bigger source for magicka regeneration (hence my suggestion) and I also come across healing sorcs that seem to have it easy on magicka generation.

    With the current state of the class balance, nerfs should be used with extreme care (see biting jabs). More important than bringing sorcs and DKs in line with the game difficulty is to allow both templars and nightblades to perform well in various roles (not just templar healer and nightblade tank).
    Because: In which way do I profit (long term), if both DKs and sorcs are nerfed hard to the current level of templars and nightblades? A lot of these players will quit or flood the forums with their rage. Yes, groups might want to add more nightblades or templars, but there will be far less groups due to the decreased player base.

    If ZOS (and to a degree: the player base) is confident with the state of templars and nightblades they can address the DK and Sorc. At most, they should apply slight adjustments but nothing major.

    Furthermore, ZOS already did announce additional bug fixes and slight adjustments for the nightblade for patch 1.1.3... and I hope there will be some love for the templar, too :)

  • Kegero
    Kegero
    ✭✭
    Calgrissom wrote: »
    This is a good idea. I was thinking along the same lines for this ability. It is the only ability we have that returns magica and its poorly thought out as its is a ground based ability. Most all boss fights require you to be mobile meaning that you tend to spend more casting the effect than it returns to you.
    You do not need to stay within the ground effect to receive the 5 magica every half second. Only the armor/magic resist buff requires you to stand within the 5 meter radius (was changed within one of the last patches/hotfixes). But I am not completely confident that the 5 magica/0.5 sec are applied each tick (bug?)

    Edited by Kegero on 2 June 2014 13:59
  • temjiu
    temjiu
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    Id prefer the bonuses to rest in passives. making a skill our "primary"resource for regen stats means we are now down to 4 skills on the bar, as every templar that wanted to survive would take that skill. better as passive.

    simplest way is to add a stamina reduction passive to the spear line (since its really about melee/tanking skills) and a magick reduction passive to the dawns wrath line. resto I think needs some other buffs (such as a passive damage buff for the character after using a resto spell) so that its viable and attractive as something other then "the other healing line". and the damage boost would also shore us up a bit in our other weak area...damage production.

    I say stamina/magick reduction as it's already too easy to hit regen overcharge thresholds...we need something else other then regen. either cost reduction, or isolated magick/stamina return that doesn't impact regen softcaps.

    If they did that, and then balanced stamina based skill accordingly, we'd be in a hundred percent better place then we are today. I can think of at least a dozen different individual skill tweaks that we could use to tidy things up (and bring us on par with other classes ), but this would be a start.
    Edited by temjiu on 3 June 2014 01:10
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