I think the fixes are okay. They are useful.
I think it's hard to keep the balance of the templar.
By the way, here are the german and french translation. I hope that other templars, who don't speak english sooooo well, could follow this discussion.
Templer
Zorn der MorgenröteAedrischer Speer
- Dunkles Aufleuchten: Ein Problem wurde behoben, durch das die grafischen Effekte dieser Fähigkeit auf dem Ziel blieben, nachdem sie entfernt wurde.
- Reflektierendes Licht (Veränderung von Sonnenfeuer): Ein Problem wurde behoben, durch das diese Fähigkeit Zweitziele zweimal verlangsamte.
- Ein Problem wurde behoben, durch das die Synergien „Supernova“ und „Zertrümmernde Schwerkraft“ keine Obergrenze an Zielen hatten.
- Ein Problem wurde behoben, durch das die Wirkungsdauer von „Sonnenfeuer“ nicht durch die passive Fähigkeit „Beständige Strahlen“ erhöht wurde.
Wiederherstellendes Licht
- Lodernder Speer: Die Leistung eures Spielclients beim Einsatz dieser Fähigkeit wurde leicht verbessert.
- Speerscherben: Ein Problem wurde behoben, durch das diese Fähigkeit getarnten Feinden keinen Schaden zufügte oder sie desorientierte.
- Ein Problem wurde behoben, durch das ihr mit „Fokussierter Ansturm“ und „Explosiver Ansturm“ durch das Ziel hindurch stürmen konntet.
- Fokussierte Heilung: Ein Problem wurde behoben, durch das diese passive Fähigkeit nicht auf die Heiling von „Ritus des Übergangs“ wirkte.
Templier
Courroux de l'aubeLance aedrique
- Éruption noire : Problème résolu des effets visuels liés à cette compétence qui persistaient sur une cible même après leur suppression.
- Lumière réfléchie (évolution Feu du soleil) : Correction de cette compétence qui appliquait deux pièges sur des cibles secondaires.
- Correction des compétences de synergie Supernova et Anéantissement de gravité qui ne comportaient aucune limite de cible.
- Correction de la durée du piège Feu du soleil qui n'augmentait pas en présence des Rayons persistants passifs.
Rétablissement lumineux
- Lance ardente : Légère amélioration de vos performances de jeu en utilisant cette compétence.
- Éclats de lance : Correction de l'erreur pour cette compétence qui n'infligeait pas de dégâts et ne désorientait pas les ennemis furtifs.
- Correction d'une erreur relative à la Charge concentrée et la Charge explosive qui permettait de charger en passant à travers la cible.
- Problème résolu de la Guérison focalisée passive qui ne s'appliquait pas à la guérison du Rite de passage.
Khivas_Carrick wrote: »Also Stamina builds need love too, big time.
Khivas_Carrick wrote: »Actually I healed for 73k in a Spindle run with Purifying Light XD and get around 60k on avg in most vet dungeons if/when people stand in it. I play my templar supporty, so it works in that vein, but isn't often used that way since others can do just fine without being a Templar while at the same time nuking things more.
All in all I still agree with you that things could definitely be better for us.
Khivas_Carrick wrote: »Not so much a need as it is a bonus. The healer was well competent enough to heal, but I doubt anybody will ever say no to something that makes it easier for them XD
Khivas_Carrick wrote: »That much is true, yes, but what if the healer had a few more DPS skills on their toolbar? Or perhaps you could not be so angry every time you look at Templar Skills and see that some people make it work XD
Now this is the part where I look at them and freak out because Templar skills are technically working as intended......Just nobody is really that bad at this game as to need support of any kind outside of basic stuff a healer can already throw out on their own.
Hell, WoW and SWTOR did a better job with Support Group Abilities than this game and they only had like 2 or 3 per multi-spec class lol
They need to fix Dawn's Wrath. It's that simple. Backlash, Solar Flare, and Vamp's Bane have to combine to create solid and sustainable DPS equal to Sorcs, NB's, and DK's.Khivas_Carrick wrote: »Which is why I'm pissed as all hell at how Templar's and melee are currently set up. Zero love from the abilities we posses, zero.
Well maybe not zero but you get what I mean, we're on the same page. Just like every f***ing game in existence a class can only do what it's built to do, and if a class has every option available, it doesn't mean it gets to do all 3-6-9 at once, it gets to do just that one because it has be tailored to that one. Templars do not have that, we get shafted constantly into the same *** on a different day while everybody else gets to have their cake and eat it too.
They need to fix Dawn's Wrath. It's that simple. Backlash, Solar Flare, and Vamp's Bane have to combine to create solid and sustainable DPS equal to Sorcs, NB's, and DK's.Khivas_Carrick wrote: »Which is why I'm pissed as all hell at how Templar's and melee are currently set up. Zero love from the abilities we posses, zero.
Well maybe not zero but you get what I mean, we're on the same page. Just like every f***ing game in existence a class can only do what it's built to do, and if a class has every option available, it doesn't mean it gets to do all 3-6-9 at once, it gets to do just that one because it has be tailored to that one. Templars do not have that, we get shafted constantly into the same *** on a different day while everybody else gets to have their cake and eat it too.
Stamina and weapons overall, again, are a separate issue and one that should be addressed flatly.
Khivas_Carrick wrote: »They need to fix Dawn's Wrath. It's that simple. Backlash, Solar Flare, and Vamp's Bane have to combine to create solid and sustainable DPS equal to Sorcs, NB's, and DK's.Khivas_Carrick wrote: »Which is why I'm pissed as all hell at how Templar's and melee are currently set up. Zero love from the abilities we posses, zero.
Well maybe not zero but you get what I mean, we're on the same page. Just like every f***ing game in existence a class can only do what it's built to do, and if a class has every option available, it doesn't mean it gets to do all 3-6-9 at once, it gets to do just that one because it has be tailored to that one. Templars do not have that, we get shafted constantly into the same *** on a different day while everybody else gets to have their cake and eat it too.
Stamina and weapons overall, again, are a separate issue and one that should be addressed flatly.
^
EDIT*
Simple *** can be done with each skill too, literally all you gotta do is make Backlash stack so more than one Templar can use it, and make it instant cast. If- You know what I'm going to make yet another thread about Dawn's Wrath ***, hang on.
It feels like I am the only one here who actually likes his templar...
1. With Puncturing Sweep, we have one pretty strong AoE DD CC Heal Skill. Connected with Piercing Spear and Burning Light, it gets even stronger. (really, is there anything this skill can't do? I would even call that one OP)
2. With Blazing Shield, we have probably the strongest Solo-Shield in the whole game. (In groups, DK Obsidian Shield is probably just as strong. Sorc Shield needs love...)
3. With Restoring Focus, we have a Defensive Skill that can be called decent, at least. (But weaker than what dk and sorc can do, probably, since it's bad against AoE)
4. With Breath of Life, we have the strongest Heal in the game.
5. With Reflective Light, we probably have the best long-range AoE DoT in the game.
6. And of course, Extended Ritual connected with Focused Healing (and Breath of Life) is just insane
7. Oh, not to forget, Blinding Flashes gives a decent AoE CC to round things up.
Of course, there are other strong templar-skills as well, and of course there are some weak ones as well. But that's true for all classes, not only templars. And it needs some fixing, since it really restricts builds that some skills aren't really useful.
All that said, only one more thing, and that is simple math. Because of those enrage timers in trials, quite a few groups only take 1-2 templars with them (one healer, and maybe one tank). Just because our dps isn't (and probably shouldn't be, since we are templars and not barbarians or berserkers) as high as the dps of other classes, and trials don't leave any room for anybody to take his time.
So yeah, 1-2 max. templars, out of twelve people.
Oh, and as the end of my comment, play what you want, it's Eso after all but not dd templars in trials, those not. Play what I want you to want
But really, I think those trials are more at fault than our templars.
Can't DPS in PVE group content. It's really that simple. The melee builds have no special advantage over other classes other than (arguably) Radiant Aura and that is not some huge bonus. Is it really worth the slot at this point with the stamina returns that exist on heavy attacks???
Can't DPS in PVE group content. It's really that simple. The melee builds have no special advantage over other classes other than (arguably) Radiant Aura and that is not some huge bonus. Is it really worth the slot at this point with the stamina returns that exist on heavy attacks???
Can't DPS in Trials. That's the only fact.
Ok, my templar is the healer in groups. I made him for that purpose, and that's that. And from my point of view, I rate the DD classes in (most) Veteran Dungeons as followed:
1. Dragon Knight
2. Templar
3. Sorcerer
4. Nightblade
Dragon Knight
Well, that's obvious. Together with Talons and other AoE, they burn anything down. If there is a problem, the standard can save the day. Well, everybody knows that DKs are damn strong, but what's more amazing is that nearly everybody of them knows how to play their specific builds.
Templar
Yep, second. You heard me. Well, what to say. As DDs they are collected. When close range (or forced to close range), nearly everyone uses Puncturing Sweep (healing), connected with some protection like immoveable, blazing shield, some other defence increase or sometimes heal. (And sometimes blinding flashes, but they are great as well, if used right it's a damage reduction of nearly 50 % after all) Even if I wouldn't heal them, they are nearly immortal, when compared to other classes. With ultis, nova can't be used often, but is still great in emergencies. If they have bat swarm (vampire) or Rite of Passage as Ulti, nothing can kill them.
Sorcerer
They need to know how to play. If they don't, they aren't as good as Templars or DKs. If they play mage-stile with light armor, they need to know how to get away from too much damage. With encase, Lightning form, Bolt Escape and/or Bound Armor. Things like that. For damage, they need Weapon Skills till the enemy is ready for execute (Mage's Fury). Sorcerers are third in my list, because there are too many of them who only spam Crystal Shard and Impulse with/without some summoned pets (but they don't make that much of a difference)
Nightblades
Yep, last. Dead last. I would probably even prefer players which don't use class skills at all. Doesn't really matter if mobs of bosses, (most of the time) they jump in first. They don't leave time for the tank to taunt the most dangerous things, they don't wait for the tank to pull the first aggro-wave (mobs) and they don't wait till I have casted my first healing spells (rapid regeneration, and if strong enemies, extended ritual as well.) Well, I would still have time for that, if Nightblades would have some sort of defence in their skill bar. But no, they jump in to die. And so they use up half my mana bar (multiple breath of life) before the fight even starts. And if you don't manage to heal them at some point, it's your fault, of course. You are the healer, and you should heal them.
Now that I said that, I have to say, as long as the specific player knows how to play, every class can play as a DD, except for trials cause those enrage timers are stupid. (really, for strong teams enrage timers don't really matter, and weaker players/teams are closed out completely! Who is doing something like this? But this isn't the thread to rant about trials)
So yeah, in veteran dungeons, the DDs that give me (the healer) and with that the whole group the hardest time are narrow-minded players without any self heal or damage shield or damage prevention. Which, most of the time, happen to be nightblades and sorcs. (If there are good sorcs and nightblades, they are great too, of course) That's how a normal group works, anyway. everybody has their part in it to make the group work. The use of CC, damage prevention and other stuff are all things that make it easier for the whole group (Another thing I hate about trials. Only DPS matters. Really? Why? You can't even call that group-play. Self protection as well as CC becomes pretty useless in trials...)