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Templar 1.6 Discussion

  • jopeymonster
    jopeymonster
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    Having spent most of last evening duelling, I'm gonna give my view on Templars from the eyes of a Sorc. It's on the long side, so bear with me.

    Templars seem much stronger in 1.6 then 1.5 which is a good thing cause I rarely felt troubled by Templars before. A few dedicated duellists had come up with interesting builds that were very strong, but your average Templar would be a weaker damage dealer and thus have to focus on healing and shielding. The class seemed to lack the damage output to push others hard enough.

    1.6 is a whole different game for Templars. They hit hard. Both melee and ranged damage dealers seem very capable. Ranged casters with Crushy Shock, Dark Flare and Entropy are as capable damage dealers as anyone. The inclusion of Radiant Destruction to the mix makes them very potent.

    On this subject and because there has been a lot of QQ around here about Radiant Destruction, I'll say that I didn't find it OP in duels. You can shield through it or interrupt it so it seems fine to me. I'll reserve judgement about its effectiveness in open PvP till I get to do some.

    Moving on, stamina Templars built around 2h seem beast mode atm, in single-target damage. But then again, upon reflection, so did a lot of the stamina DKs an Sorcs I played. The addition of Vigour, the changes to the 2H and the 0 mitigation of light armor seem to be a game changer. These changes are not specific to Templar, I must stress. The weak spot of stamina builds seems to be the insane amount of CC you get in PvP which costs stamina to get out of every time. But they are in a much better place than before.

    Overall, I'm gonna say I've been positively surprised by the class. They seem very strong all around and can't be pigeon-holed into 1 build any more. My only major gripe is that stunlock from Jabs. Every other hard CC in the game now grants CC immunity, even Streak. The fact that Jabs is now both insanely powerful (which is good) and a stun that doesn't grant you CC immunity is in my eyes a travesty. Other than that Templars seem pretty good :)

    This is spot on. Thanks for the detailed and unbiased writeup.

    Jabs CC is gimmicky. Since it's a melee range channel though, I can't see any change to it other then CC in the beginning of the cast, so you either break free and move during the remaining cast and can keep from getting locked, or remove the CC and up the damage and/or make it some type of instant cast. It's a weird one, kinda like Toppling Charge/morphs.

    Magicka DPS definitely took a boost, and stamina is only better because of weapon skills getting changed, so that really affects all classes, not just Templars. The gripe about stamina sustain is real though, and there isn't a solution in sight. Can't rely on Repentance in most Trials or vet dungeon boss fights, and taking away the self sustain for the templar makes him less likely to slot and use for group buffage. Should have only reduced it to 50% at most when used first. Then more if needed in the future. Guess we just need to stock up on the green candy.

    Another minor "nerf" is the 10% increase to Shield cost. This was probably done to help mitigate the buff that absorb shields got for 1.6, but making this change without seeing the overall effects of shields was short sighted. It won't affect magicka specced templars too much, but the cost is felt by stamina dps and tank spec templars the most.

    I feel out of all the 1.6 changes, Restoring Aura and 10% Sun Shield increase are the biggest /flipoffs to templars. Neither was necessary, and given the base changes to the game, those nerfs should have been left out first as neither one would make a templar OP.
    #nerfkeyboards
  • technohic
    technohic
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    Lettigall wrote: »
    Maybe it's just me, but putting Restoring Aura on skill bar seems like waste of space. And correct me if I'm wrong, it also don't give you anything if Momentum is activated, you can't have 2 mayor buffs at same time.

    I wouldn't say that this skill is nerfed to oblivion, I rather say it's killed on spot...

    I thought it was you just couldn't have 2 major of the same buff. You can have 2 different major buffs which would be the case with momentum and Restoring Aura.

    At any rate; if you are going stam and are likely already close to cap stamina regeneration on live now; 20% will actually be more beneficial than the 80% is now because the soft cap is gone. Of course, this depends on how close you were to that already.

    Its a huge nerf to someone that puts their stats elsewhere and relied on RA for the stamina regeneration though. I do think it went a bit too far in that regard.
  • likewow777
    likewow777
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    I feel out of all the 1.6 changes, Restoring Aura and 10% Sun Shield increase are the biggest /flipoffs to templars. Neither was necessary, and given the base changes to the game, those nerfs should have been left out first as neither one would make a templar OP.

    ^This
    "War doesn't build character, it reveals it."
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    technohic wrote: »
    At any rate; if you are going stam and are likely already close to cap stamina regeneration on live now; 20% will actually be more beneficial than the 80% is now because the soft cap is gone. Of course, this depends on how close you were to that already.

    I hear this argument a lot, and it makes no sense to me.

    Let's say you were at the soft cap; the 80% would then only give you 40 extra stamina regen. In virtually no scenario, however, would you get less than 40, and 40 is always twice as good as 20. The only scenario in which you would get less than 40 is if you were already at the hard cap... in which case, you're not going to get 20 either.

    There is no scenario where 20 is better than 40. Or am I missing something?
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Mantic0r3
    Mantic0r3
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    Puriyfying Light
    Plz increase the size of the healing pool from this skill, its literally 1m in radius and you have to stand inside it to get anything oO

    Prism
    Supposed to grant 2 Ulti per activation of dawns wrath ability, DOES NOT WORK at all

    Edited by Mantic0r3 on 6 February 2015 17:55
  • danovic
    danovic
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    technohic wrote: »
    My only major gripe is that stunlock from Jabs. Every other hard CC in the game now grants CC immunity, even Streak. The fact that Jabs is now both insanely powerful (which is good) and a stun that doesn't grant you CC immunity is in my eyes a travesty. Other than that Templars seem pretty good :)

    I'm not banking on that staying. Looking at how I thought jabs would work, I kind of chose brawler in stead for a stamina shield, even if very small, and its a quick hit. But if jabs stays anywhere close to what it actually is, I will swap.

    I wouldn't blame you for swapping. You use what is given to you.

    I was hit by stamina Templars for up to 10k (crit ofc) with biting jabs when I was close to execute. I've seen 12k hits too. An average hit seems to be in the 5k-6k region. That's 1/4 of the health of most people since the HP changes. The damage is high but this part like I said I have no problem with.

    But for such a high damage ability to both offer hard CC and more importantly a total stunlock with no CC immunity if you can't CC break is in my humble opinion unbalanced. In 1.5 it was gimmicky but now it's a death sentence, because you'll never generate stamina quick enough to get out now. Your regen has been diminished and it ticks every 2". In 2" you have lost half your health at least, if you're lucky. In 4" (two ticks) you are dead with 100% certainty. Imagine insta-cast Crystal Fragments with no CC immunity, well it's close to that but melee ofc.

    For those that think I'm exaggerating and what not, watch Sabre Ali's video (copied from another thread)

    https://www.youtube.com/watch?v=c2R7Tingglk

    Biting jab will kill you fast if you stand still but has a huge flaw it is very short range. So you can avoid it. One step back and it wouldn't be hitting you any more. its long cast time makes it easy to avoid if it hits you once you can easily get out of range before the last stunning hit takes effect. I find that things I could hit before stopping short still in two handed range the biting jab missed all the time.
  • Islyn
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    danovic wrote: »
    Think Zos doesn't play enough Templars to realize the mending 30 percent increasing chance is for critical heals not offensive crits. They need to change it back!

    I am pretty sure it was done because non-Templar healers have been complaining about being inferior for a long time.

    Well IMO, you wanna heal - play a Templar. Don't rely on a resto staff except for offhealing IMO.
  • Islyn
    Islyn
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    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


  • Digiman
    Digiman
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    Radiant Destruction

    This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction. Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health. Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability. Radiant Oppression (morph): This ability will now deal more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.

    Difficult to judge without some numbers, but I'm excited for this.

    At what percentage does the execute effect trigger? 20%?
  • pppontus
    pppontus
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    Digiman wrote: »

    Radiant Destruction

    This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction. Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health. Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability. Radiant Oppression (morph): This ability will now deal more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.

    Difficult to judge without some numbers, but I'm excited for this.

    At what percentage does the execute effect trigger? 20%?

    30%, with damage getting higher the lower the target health gets. Same scaling as 2H executioner.
  • glak
    glak
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    technohic wrote: »
    if you are going stam and are likely already close to cap stamina regeneration on live now; 20% will actually be more beneficial than the 80% is now because the soft cap is gone. Of course, this depends on how close you were to that already.

    Its a huge nerf to someone that puts their stats elsewhere and relied on RA for the stamina regeneration though. I do think it went a bit too far in that regard.
    On that score, it's 30% stam regen that you didn't get with the hard cap in 1.5. You would have lost the 10% slotted passive due to the hard cap anyway or was that bugged?

    When active, RA gives you 30%. I tested it in 1.6. I know where you're getting 20% from: 30% - 10% slotted passive = 20%.
    http://forums.elderscrollsonline.com/en/discussion/comment/1519174#Comment_1519174
  • glak
    glak
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    technohic wrote: »
    At any rate; if you are going stam and are likely already close to cap stamina regeneration on live now; 20% will actually be more beneficial than the 80% is now because the soft cap is gone. Of course, this depends on how close you were to that already.

    I hear this argument a lot, and it makes no sense to me.

    Let's say you were at the soft cap; the 80% would then only give you 40 extra stamina regen. In virtually no scenario, however, would you get less than 40, and 40 is always twice as good as 20. The only scenario in which you would get less than 40 is if you were already at the hard cap... in which case, you're not going to get 20 either.

    There is no scenario where 20 is better than 40. Or am I missing something?
    Agreed, ZOS has the same misconception and that is where this argument comes from.

    They need to give yet another major buff to RA.

    Since Radiant Aura is the magicka morph, then it should give major magicka regen to allies in the radius when active to compensate for the loss above, in addition to the other two major buffs.

    Repentence should to scale on Stamina. Currently scales on Magicka.
    Edited by glak on 24 February 2015 13:35
  • technohic
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    Yeah; after testing it a bit, I switched to repentance. RA just is not worth the magicka it cost TBH. Would rather have the free burst of stats even if it relies on a dead body. Which BTW; in zergs fights, there is always plenty.
  • asteldian
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    Islyn wrote: »
    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


    Biting jabs being stam is not really an issue and shouldn't change your magicka dps plans - puncturing sweep and jabs do exactly the same damage, all you lose is 10% crit that jabs gives. But if you are a magicka temp then you have inner light so have the same crit jabs would give you anyway.

    Jabs lost its 70% crit at low health but now that temps have a real execute for magicka builds, even if jabs had stayed the same as 1.5 there would be no reason to take jabs over puncturing sweep because Jesus beam is much better for low health targets.
  • Khivas_Carrick
    Khivas_Carrick
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    Islyn wrote: »
    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


    Not necessarily. I for one am quite glad it uses Stamina among other things, and could see which abilities would use what far before they released them, simply because you're a holy knight. And game mechanics are a thing. Either way you still maybe need only one set of gear, at most two if you really feel the need. On 1.6 I was running around in the same gear set I use for Trials and still soloing things just fine as Stamina. I don't see why you couldn't do it as Magicka either, especially since you would have access to stronger heals then.
    asteldian wrote: »
    Islyn wrote: »
    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


    Biting jabs being stam is not really an issue and shouldn't change your magicka dps plans - puncturing sweep and jabs do exactly the same damage, all you lose is 10% crit that jabs gives. But if you are a magicka temp then you have inner light so have the same crit jabs would give you anyway.

    Jabs lost its 70% crit at low health but now that temps have a real execute for magicka builds, even if jabs had stayed the same as 1.5 there would be no reason to take jabs over puncturing sweep because Jesus beam is much better for low health targets.

    This, this is accurate, yes. Biting Jabs is an AoE and utility move now with the recent nerf to it's CC Change. It sucks, and I even had the shame of misunderstanding it, but it beats cheesing people to death. In return for this however, Templars still managed to get a skill to use in Stamina Builds and actually have a use for it, in this case AoE spam and being able to gain 10% upon it's use, which is quite a bit to gain.

    Personally, I'm ok with this.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Cinbri
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    Do you guyz understand that this video with Biting Jabs was made when 2h weapon procs bugged damage for all stamina based abilities that sometimes scaled to millions damage depending on number of CP spent? And you seriously try to convinvce that it shows how OP jabs?! My Biting Jabs previoulsy to fix could crit for 19k damage while 2h...
    Don't get reason why people try to misinform others.
  • manny254
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    pppontus wrote: »
    Digiman wrote: »

    Radiant Destruction

    This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction. Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health. Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability. Radiant Oppression (morph): This ability will now deal more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.

    Difficult to judge without some numbers, but I'm excited for this.

    At what percentage does the execute effect trigger? 20%?

    30%, with damage getting higher the lower the target health gets. Same scaling as 2H executioner.

    I think the 2h execute actually starts at 50%. Not a 100% on this so someone please verify.
    - Mojican
  • technohic
    technohic
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    Cinbri wrote: »

    Do you guyz understand that this video with Biting Jabs was made when 2h weapon procs bugged damage for all stamina based abilities that sometimes scaled to millions damage depending on number of CP spent? And you seriously try to convinvce that it shows how OP jabs?! My Biting Jabs previoulsy to fix could crit for 19k damage while 2h...
    Don't get reason why people try to misinform others.

    Actually; I didn't think that bug came until 1.6.1 or 1.6.2 and I think this video was from 1.6 and it was before they took the damage down from 170% to 140% then made it cause CC immunity. I think we have long since gone from "OMG! That is OP!" to "OMG! That is worthless now!" even without having to have the damage bug be accounted for.
  • Kas
    Kas
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    I just calculated damage per ultimate point. Did I make a mistake or is crecent sweep the hardest hitting ult in the game now only overshadowed by shooting star as soon as 5 or more targets are hit? Sure, the utility is quite low which makes the comparison somewhat lackluster but for pure dps on a singel target bossfight, I think this might be the ult of your choice, now
    @bbu - AD/EU
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    + many others
  • Cinbri
    Cinbri
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    technohic wrote: »
    Cinbri wrote: »

    Do you guyz understand that this video with Biting Jabs was made when 2h weapon procs bugged damage for all stamina based abilities that sometimes scaled to millions damage depending on number of CP spent? And you seriously try to convinvce that it shows how OP jabs?! My Biting Jabs previoulsy to fix could crit for 19k damage while 2h...
    Don't get reason why people try to misinform others.

    Actually; I didn't think that bug came until 1.6.1 or 1.6.2 and I think this video was from 1.6 and it was before they took the damage down from 170% to 140% then made it cause CC immunity. I think we have long since gone from "OMG! That is OP!" to "OMG! That is worthless now!" even without having to have the damage bug be accounted for.
    And again - this video was made when people reported damage bug but when 3600 CP were not available to spend it for increasing buged damage multiplier ... As i said my damage with Biting Jabs (stamina based) was like 19k while my preferable skill Puncturing Sweep (magicka based) dealt 4-5k damage
    Edited by Cinbri on 24 February 2015 15:36
  • glak
    glak
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    manny254 wrote: »
    pppontus wrote: »
    Digiman wrote: »

    Radiant Destruction

    This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction. Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health. Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability. Radiant Oppression (morph): This ability will now deal more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.

    Difficult to judge without some numbers, but I'm excited for this.

    At what percentage does the execute effect trigger? 20%?

    30%, with damage getting higher the lower the target health gets. Same scaling as 2H executioner.

    I think the 2h execute actually starts at 50%. Not a 100% on this so someone please verify.

    Correct, tests showed it starting at 50%
    50% - 40% Health : 101-125% increase
    40% - 30% : 125%-150%
    30% - 20% : 150%- 225%
    20% - 10% : 225%-300%
    10% - 0% : 300% - 400%
  • C0pp3rhead
    C0pp3rhead
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    glak wrote: »
    manny254 wrote: »
    pppontus wrote: »
    Digiman wrote: »

    Radiant Destruction

    This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction. Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health. Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability. Radiant Oppression (morph): This ability will now deal more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.

    Difficult to judge without some numbers, but I'm excited for this.

    At what percentage does the execute effect trigger? 20%?

    30%, with damage getting higher the lower the target health gets. Same scaling as 2H executioner.

    I think the 2h execute actually starts at 50%. Not a 100% on this so someone please verify.

    Correct, tests showed it starting at 50%
    50% - 40% Health : 101-125% increase
    40% - 30% : 125%-150%
    30% - 20% : 150%- 225%
    20% - 10% : 225%-300%
    10% - 0% : 300% - 400%

    And this is the same damage scaling for the 2h ability, Executioner.
    "Things which are alike in nature grow to look alike, and the speaking stones have lain a long time lookin' at the sun. Some believe they descend with the lightning, but I believe they are on the ground and are projected downward by the bolt."

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  • Darklord_Tiberius
    Darklord_Tiberius
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    Xiana wrote: »
    Xiana wrote: »
    Another nerf to templar heal:
    Calling a bug-fix a 'nerf' is kind of /emo, don't you think?

    So, they way it worked since beta is now considered a bug? O Really?
    If you want to call ZOS liars please do, otherwise the answer to your question is "yes". Just because something has bee like it is 'forever' doesn't mean it needn't be changed if it was never intended to be like it.

    Its not a bug fix. That passive has been working as intended, read the tool tip it states ALL healing. If it only said Restoration Staff abilities, but yet increased all healing anyway; that would be a bug. See the difference? Good. For them to call it a bug and not working as intended after 11 months into the game is a back hand slap in the face to us players. They are nerfing it, simple as that and just trying to cover it up with smoke and mirrors. Typical of ZOS.
  • Islyn
    Islyn
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    Islyn wrote: »
    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


    Not necessarily. I for one am quite glad it uses Stamina among other things, and could see which abilities would use what far before they released them, simply because you're a holy knight. And game mechanics are a thing. Either way you still maybe need only one set of gear, at most two if you really feel the need. On 1.6 I was running around in the same gear set I use for Trials and still soloing things just fine as Stamina. I don't see why you couldn't do it as Magicka either, especially since you would have access to stronger heals then.
    asteldian wrote: »
    Islyn wrote: »
    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


    Biting jabs being stam is not really an issue and shouldn't change your magicka dps plans - puncturing sweep and jabs do exactly the same damage, all you lose is 10% crit that jabs gives. But if you are a magicka temp then you have inner light so have the same crit jabs would give you anyway.

    Jabs lost its 70% crit at low health but now that temps have a real execute for magicka builds, even if jabs had stayed the same as 1.5 there would be no reason to take jabs over puncturing sweep because Jesus beam is much better for low health targets.

    This, this is accurate, yes. Biting Jabs is an AoE and utility move now with the recent nerf to it's CC Change. It sucks, and I even had the shame of misunderstanding it, but it beats cheesing people to death. In return for this however, Templars still managed to get a skill to use in Stamina Builds and actually have a use for it, in this case AoE spam and being able to gain 10% upon it's use, which is quite a bit to gain.

    Personally, I'm ok with this.

    I understand you - I am not talking pvp though or raiding. In raids and pvp I solely heal.

    Just me against Tamriel :-P
  • Islyn
    Islyn
    ✭✭✭✭✭
    asteldian wrote: »
    Islyn wrote: »
    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


    Biting jabs being stam is not really an issue and shouldn't change your magicka dps plans - puncturing sweep and jabs do exactly the same damage, all you lose is 10% crit that jabs gives. But if you are a magicka temp then you have inner light so have the same crit jabs would give you anyway.

    Jabs lost its 70% crit at low health but now that temps have a real execute for magicka builds, even if jabs had stayed the same as 1.5 there would be no reason to take jabs over puncturing sweep because Jesus beam is much better for low health targets.

    I am not home so cannot look easily - but do you mean puncturing jabs? Or sweep? Because if sweep - that is an Ultimate no?

    I am bad with names and afk - excuse me but...?

    ETA: Ok no - I just thought it was because of Radial Sweep Ulti - which I am not using.

    It is just the other morph. Sorry I was on my phone before and a little limited.

    Thanks!
    Edited by Islyn on 26 February 2015 23:44
  • Digiman
    Digiman
    ✭✭✭✭✭
    pppontus wrote: »
    Digiman wrote: »

    Radiant Destruction

    This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction. Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health. Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability. Radiant Oppression (morph): This ability will now deal more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.

    Difficult to judge without some numbers, but I'm excited for this.

    At what percentage does the execute effect trigger? 20%?

    30%, with damage getting higher the lower the target health gets. Same scaling as 2H executioner.

    That seems intense, but it's interruptible so it might make force shock more useful against templers.
  • Kas
    Kas
    ✭✭✭✭✭
    asteldian wrote: »
    Islyn wrote: »
    TheKingisback - You are correct. As of right now both biting jabs and puncturing strikes scale off magicka and spell power. After the patch biting jabs will scale off stamina/weapon power.

    Which I actually do not like. It seems weird to me to make ANYTHING in Templar Skill Tree STAM based.

    I know it will make for some good builds - but ffs - there are enough BADASS stam build floating around As Is and I liked that ability as backup DPS for my Templar *Healer* - so I can do anything by myself in the World - it kind of sucks if you ask me.

    So looks like I will have to just run around with 2 sets gear - one for soloing/duoing stuff and one for trials/raiding.


    Biting jabs being stam is not really an issue and shouldn't change your magicka dps plans - puncturing sweep and jabs do exactly the same damage, all you lose is 10% crit that jabs gives. But if you are a magicka temp then you have inner light so have the same crit jabs would give you anyway.

    Jabs lost its 70% crit at low health but now that temps have a real execute for magicka builds, even if jabs had stayed the same as 1.5 there would be no reason to take jabs over puncturing sweep because Jesus beam is much better for low health targets.

    for inner light, you have evil hunter.
    rally + 2hand is gonna do more than entropy. this is even more important since not only jabs vs sweep damage is modified but also the damage from burning light.
    @bbu - AD/EU
    Kasiia - Templar (AR46)
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    + many others
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    Kas wrote: »
    I just calculated damage per ultimate point. Did I make a mistake or is crecent sweep the hardest hitting ult in the game now only overshadowed by shooting star as soon as 5 or more targets are hit? Sure, the utility is quite low which makes the comparison somewhat lackluster but for pure dps on a singel target bossfight, I think this might be the ult of your choice, now

    Flawless Dawnbreaker hits harder actually.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Alcast
    Alcast
    Class Representative
    glak wrote: »
    technohic wrote: »
    if you are going stam and are likely already close to cap stamina regeneration on live now; 20% will actually be more beneficial than the 80% is now because the soft cap is gone. Of course, this depends on how close you were to that already.

    Its a huge nerf to someone that puts their stats elsewhere and relied on RA for the stamina regeneration though. I do think it went a bit too far in that regard.
    On that score, it's 30% stam regen that you didn't get with the hard cap in 1.5. You would have lost the 10% slotted passive due to the hard cap anyway or was that bugged?

    When active, RA gives you 30%. I tested it in 1.6. I know where you're getting 20% from: 30% - 10% slotted passive = 20%.
    http://forums.elderscrollsonline.com/en/discussion/comment/1519174#Comment_1519174

    Radiant aura provides same stam rec buff as potions. Makes it kinda useless in my Point of view, sadly :(
    That is why i use repetnance at least you get 10% stam rec+the drain.
    Edited by Alcast on 25 February 2015 15:39
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  • Alcast
    Alcast
    Class Representative
    Kas wrote: »
    I just calculated damage per ultimate point. Did I make a mistake or is crecent sweep the hardest hitting ult in the game now only overshadowed by shooting star as soon as 5 or more targets are hit? Sure, the utility is quite low which makes the comparison somewhat lackluster but for pure dps on a singel target bossfight, I think this might be the ult of your choice, now

    Shooting star does about 60k dmg/cast
    Crecent sweep around 17k dmg/cast.

    What are your calculations? Why would you think Sweep > Shootingstar? >.>


    I am sry for doublepost
    Edited by Alcast on 25 February 2015 15:38
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