Templar Skills Bugged/made useless - IGNORED

  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    CAn anyone tell me about Honor the dead mana return changes? My knowledge of english prevent from understanding it
  • ThatHappyCat
    ThatHappyCat
    ✭✭✭✭✭
    It triggers at 70% health and will now return magicka immediately instead of 2 seconds after casting. In other words...

    Still useless. No one's going to use this over Breath of Life unless they're completely dedicated to soloing.
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Well, i using it even now :P Does it mean that we will get back 72% of spell cost in a moment? I think for 2vX groups it will be amazing
    Edited by Cinbri on 2 July 2015 22:12
  • Soris
    Soris
    ✭✭✭✭✭
    Magicka regen effect will stack on each cast if I understand correctly. If so, that's a great change.
    Welkynd [Templar/AD/EU]
  • Soris
    Soris
    ✭✭✭✭✭
    .
    Edited by Soris on 3 July 2015 10:03
    Welkynd [Templar/AD/EU]
  • ThatHappyCat
    ThatHappyCat
    ✭✭✭✭✭
    Damage is also reduced by 50% so the overall effect isn't that different.

    If however Blazing Shield's damage is subjected to the 50% decrease on top of the shield strength decrease then it may become useless compared to Radiant Ward.

    Honour the Dead's magicka restore doesn't stack, the change they're talking about is that it now ticks immediately instead of 2s after. Previously if you spammed Honour the Dead the buff overwrites itself so you never get any magicka restore as long as it keeps being reapplied, now you will always get the first tick.

    Personally I have zero problems spamming Breath of Life so Honour the Dead is useless to me. It has always been a "non-healer" morph, but the problem is stamina builds get almost nothing out of it and magicka builds want to use Breath of Life since they don't need the magicka restore and Breath is more reliable even for just self-healing.

    IMO what Honour the Dead needs is to become a stamina morph.
    Edited by ThatHappyCat on 2 July 2015 22:45
  • Kas
    Kas
    ✭✭✭✭✭
    imho the whole 50% thing is the first change ever that could make ritual aka "wait 2 seconds for the most massive and useless overheal you have ever seen" useful. would really love to heal in a small scale pvp where i have to play around positioning and getting that huge gamechanging heal out or not can decide battle.

    the whoel 50% thing is the only positive thing for me, today
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • AriBoh
    AriBoh
    ✭✭✭✭✭
    How long I've ignored these forums, come back and nothings changed.
    khele23eb17
    Agreed. Whoever came up with the design should be shot in the foot and only admitted to hospital when he manages to find 3 other people willing to maim themselves the same way in order to accompany him.

    ZOS_AmeliaR admin
    Ultimately, any method of entering an enemy keep without breaking down the door is considered an exploit. Thanks for checking!

    tinythinker
    "I used to be a healer once, but then I took a Wrobel to the knee"
  • Animal_Mother
    Animal_Mother
    ✭✭✭✭
    Damage is also reduced by 50% so the overall effect isn't that different.

    If however Blazing Shield's damage is subjected to the 50% decrease on top of the shield strength decrease then it may become useless compared to Radiant Ward.

    Typical, isn't it. Reduce damage on our shield that returns damage back to attackers - who then take reduced damage.
  • danno8
    danno8
    ✭✭✭✭✭
    ✭✭✭✭✭
    Damage is also reduced by 50% so the overall effect isn't that different.

    If however Blazing Shield's damage is subjected to the 50% decrease on top of the shield strength decrease then it may become useless compared to Radiant Ward.

    Typical, isn't it. Reduce damage on our shield that returns damage back to attackers - who then take reduced damage.

    If my math is correct, and assuming when they said shields are going to be 50% weaker they mean they are going from the current 15% to 50%, then:

    With my 30000 health in Cyro,

    30000*(.30*.50)= 4500 shield using 50% less shield strength,

    returns 53% damage = 2385,

    now with 50% less damage from everything = 1190 damage overall

    And most people do not have 30k health in cyro...
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Still the changes are unclear, should wait more info.
    Overall, i liked what i heared for now.
    Edited by Cinbri on 3 July 2015 07:40
  • Soris
    Soris
    ✭✭✭✭✭
    It is 50% shield and 50% dmg reduction yes, but if a single skill can hit 2-3 times more than our shield like currently in the live server, then there will be no difference. Still the same crappy yellow shield will it be.
    Damage is also reduced by 50% so the overall effect isn't that different.
    If however Blazing Shield's damage is subjected to the 50% decrease on top of the shield strength decrease then it may become useless compared to Radiant Ward.
    And if even this become real, I don't even know what to say. They could just get rid of shield stacking or Hardened Ward if it's that big of a problem to balance shield stacking Sorcs. This is just not the right way imo. They did the same mistake in update 6, and yet they're gonna do it again. Why?
    I can't stop myself thinking about how small DK shield will be rofl. 2k maybe? It is already smallest shield currently after Brawler's shield effect and maybe Shielded Charge.

    Sure it is too early to talk right now. They didn't even give any detailed info about the new shield ignore sets. There will be a lot more tears all over the forums in upcoming days lol.
    Edited by Soris on 3 July 2015 08:37
    Welkynd [Templar/AD/EU]
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    My thoughts from what we heard about changes:
    1. Sun Shield is bad in 1.6 and if Sun Shiled won't be buffed to like 60% max HP, we can finally get rid of this skill on our bar and use some other usefull abilities+I already took out all my points from Bastion CP and invested it into healing buff.
    2. Rushed Ceremony increasing cast animation is what we all waited. Honor the Dead now proc at 70%, i.e. it proc every cast and spamming Honor the Dead will give us at least 1 tick=spell cost decreasing by 18%. Not best change but i like it and won't switch back to Breath.
    3. Focus Charge removal of GCD, so we will be able to chase enemies in addition to nerfed Streak and roll-dodgers, this will make templar's charge superior by using class ability that using magicka and can be casted with any weapon combination.
    4. 50% damage reduction might end those glass 25k snipes, i like it. Plus increasing TTK will not affect templars as hard as sorcs or nbs coz magicka templars were always worst class for burst damage.
    5. Block nerf - since most of templar strongest dd skills are channeled or cast time and we can "bubble-heal", templars wont be affected by it very hard unlike blockcasting dks or sap-veil/swarm nb tanks. It will make healing ultimate more usefull(everyone hold off block to regenerate stamina while protected and healed Remembrance). Also finally it will make Spear Shard synergy very usefull not just in PvE but in PvP too. Maybe they will increase templar stamina sustain cos dk's one passive that restoring stamina on ability use will shine after update.
    6. Promising to fix first tick bug for RD. Decreasing base damage so 1-button beamplars hopefully will RIP. No news about real nerf for skill. :)
    7. Heal 50% depression - we still have strongest "bubble-heal", and thx to CS we can invest tons of points into 3 CP that granting healing buff that will increase our survivability. Most of stamina users and dds prefer damage increasing passives and not investing into such healing buff. With increasing TTK, spam of dd abilities will suffer more than healings.
    8. NB Cloak won't be dispelled by single-traget abilities. Still our Jabs is AoE, Explosive Charge is AoE, Unstable Core is AoE, Spear Shards is AoE, Dark Flare has AoE healing debuff. So this change won't affect us as hard as others.
    9. Nerf Nirn - many PvP templars rolled to heavy armor, so with this nerf we still have high armor numbers, unlike magicka nbs and sorcs who prefer to count on Cloak and shield/escape with nirn light armor.
    10. Serpent mundus stone change to regen stamina - is what PvP Templars needed the most with their 0 stamina managment.
    Overall i like changes and what i see is buffing Templars not by buff class itself but by nerfing everyone else (hope more info won't ruin this feeling). Anyway for now i mostly interested in info about new sets as they could bring some new insane sets combos.
    Edited by Cinbri on 20 July 2015 14:36
  • BugCollector
    BugCollector
    ✭✭✭✭
    I wonder if ZOS forgot about these changes/buffs we posted. It's awfully quiet.
    May knowledge guide you to enlightenment
  • BugCollector
    BugCollector
    ✭✭✭✭
    Another week, still no Templar love.
    May knowledge guide you to enlightenment
  • NadiusMaximus
    NadiusMaximus
    ✭✭✭✭✭
    This is stupid.
    They fix things nobody notices, skip things after saying their looking at it for a year.
    Hit the point of not caring anymore about abilities working and just live with not having as many, or ones that work right as other tools.

    Really sucks ZOS. I advise everyone that wants changes made, stop posting here. Post on game sites and in review sections. Post how well your skills work compared to other classes. Their skill in the most part work. Ours, some of the counters to other classes attacks, don't. That alone makes us under powered. Think of what it would be like if our skills worked, and we're on the same level as other classes. We would see all sorts of crying then from others used to steam rolling us.
    Sure, there are ways to rock a Templar build like none other, and we are doing well, but we still can't use every skill. Imagine using all of them, and actually being viable in all situations.

    In vino Veritas, in wine there is truth.

    In this case it's mostly whine.
  • Animal_Mother
    Animal_Mother
    ✭✭✭✭
    This is stupid.
    They fix things nobody notices, skip things after saying their looking at it for a year.
    Hit the point of not caring anymore about abilities working and just live with not having as many, or ones that work right as other tools.

    Really sucks ZOS. I advise everyone that wants changes made, stop posting here. Post on game sites and in review sections.

    To be honest, I've stopped caring and playing.

    I could roll another class, but why? I really like Templar - on paper and I really don't want to grind to v14 again.

    Thanks @darkknightfkb16_ESO for starting this thread. At times there seemed to some light at the end of the tunnel for us and then we are ignored again. Four months and 32 pages, lots of work done documenting bugs, offers suggestions and even some workarounds and only what 2 made it into the mostly weekly patches - not to mention all the suggestions made while 1.6 was on the PTS that were very much ignored. That's what... Nearly 6 months of no love from ZOS.
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Suggestion for Restoring Aura:
    Passive > Stays the same.
    Active > works like Quick Siphon (Restoration staff).
    It restores Health and Stamina when you hit the target.
    This might help tanks when the new block mechanic will be introduced (especially in boss fights).

    Radiant Aura should give a larger health and Stamina return.
    Repentance should stay as it is (its pretty useful).
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Instant_Karma_88
    just here to say I approve this thread.

    Also, I've been trying to figure out how exactly to generate Ultimate , and can't figure it out. Usually I try to throw out a Structured Entrop. And sometimes the ticks generate Ult, sometimes they don't. ???

    Also, my dawn's wrath passive says "every six seconds activating an ability generates 3 Ult". I tested this and no matter how many dark flares or Jesus beams I cast, I get nothing.

    So I'm left with switching to my resto staff and severely reducing my dps to generate Ultimate? ( I'm magicka spec with DW on my other slot).

    Can any of you veteran templars help me understand this moree clearly?
  • ThatHappyCat
    ThatHappyCat
    ✭✭✭✭✭
    Ultimate is primarily generated by the Major Heroism buff, which grants you 3 Ultimate every 1.5 seconds over 8 seconds. You gain/renew Major Heroism by:

    1. Hitting an enemy with a light or heavy attack.

    2. Blocking or dodging an attack.

    3. Healing someone who is in-combat and has the Major Heroism buff.

    4. The "Last Stand" Champion passive.

    Passives like Prism only generate Ultimate if you have the Major Heroism buff. You can also gain Ultimate from the Minor Heroism buff which is granted by some skills.
  • SeptimusDova
    SeptimusDova
    ✭✭✭✭✭
    Do we have any new bugs to add to the list ?
  • Kaliki
    Kaliki
    ✭✭✭✭
    What about Radial Sweep not hitting its targets? I couldn't say as I'm not using it often, but 2 ppl seem to have experienced that it tends to miss if targets are not on the exact same altitude as the player.

    forums.elderscrollsonline.com/en/discussion/120487/radial-sweep-templar-aedric-spear-ultimate-missing-its-targets#latest
    - Templars: Slower by Design® -
  • SeptimusDova
    SeptimusDova
    ✭✭✭✭✭
    I will test out radial sweep later on tonight and get back with you. I am currently working on an issue with the jeezus beem oppression morph. It works fine but the game glitches if you hit a low health toon with it. They die before its activated. And you still get charged the magic cost.
  • Francescolg
    Francescolg
    ✭✭✭✭
    an issue with the jeezus beem oppression morph. It works fine but the game glitches if you hit a low health toon with it. They die before its activated. And you still get charged the magic cost.

    Now, it's a real Jesus Beam. How they wanted it to be nurfed. Who cares about skills? They will do it slowly and they'll kill it like Blazing Shield, Radiant Aura and our own decent (small) AE-CC. Please tell us what happened with Blazing Shield on the test server :-)

    Edited by Francescolg on 16 July 2015 01:16
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    So they promised PTS patchnotes "later this month". Does it mean that PTS will be online "later this month" too.
  • SeptimusDova
    SeptimusDova
    ✭✭✭✭✭
    Just completed testing of Radial sweep. 100 percent miss on anything higher in elevation than you. It seems to hit at an angle parallel to some plane. which is below your target.

    Also spent the last hour doing nothing but ranged attacks. FTC registered no incoming damage, physical or magical yet I incurred 1099 gold in armor damage. I have noticed the last 5 days and have been tracking it. So far 50,000 gold has been spent repairing armor from things that never touched me or fired off a spell. @ZOS_GinaBruno can you explain how armor degradation works? is a ratio of damage output considered in the factoring? I have taken absolutely no damage what so ever yet I am incurring heavy gold costs over time.
  • danno8
    danno8
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just completed testing of Radial sweep. 100 percent miss on anything higher in elevation than you. It seems to hit at an angle parallel to some plane. which is below your target.

    Also spent the last hour doing nothing but ranged attacks. FTC registered no incoming damage, physical or magical yet I incurred 1099 gold in armor damage. I have noticed the last 5 days and have been tracking it. So far 50,000 gold has been spent repairing armor from things that never touched me or fired off a spell. @ZOS_GinaBruno can you explain how armor degradation works? is a ratio of damage output considered in the factoring? I have taken absolutely no damage what so ever yet I am incurring heavy gold costs over time.

    In regards to missing things that are higher than you, this is a common tactic in PvP, to take the higher ground n order to mitigate a lot of incoming damage. It's pretty lame.

    In regards to repair costs, there were tests done at the beginning of the games release that showed armour wear is based on XP gain from killing mobs. Initially (I believe they fixed this) turning in quests would also damage your armour, and while grouped in dungeons the effect was further increased, leading peoples armour to break constantly while in a grouped environment. Also pretty lame mechanic.
  • Attorneyatlawl
    Attorneyatlawl
    ✭✭✭✭✭
    ✭✭✭
    Cinbri wrote: »
    Well, i using it even now :P Does it mean that we will get back 72% of spell cost in a moment? I think for 2vX groups it will be amazing
    @Cinbri
    Yes.

    Honor the Dead magicka return, version 2.0.13: Part every 2 seconds, for 8 seconds. Full power heal, 1 target.

    Honor the Dead magicka return, in upcoming Imperial City patch(version 2.1): All, instantly. No delay. Full power heal, 1 target.


    Breath of Life: Full power heal, 1 target. Half-power heal, 2 more targets. Zero (no) magicka return.

    :)
    Edited by Attorneyatlawl on 17 July 2015 00:32
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Attorneyatlawl
    Attorneyatlawl
    ✭✭✭✭✭
    ✭✭✭
    Just completed testing of Radial sweep. 100 percent miss on anything higher in elevation than you. It seems to hit at an angle parallel to some plane. which is below your target.

    Also spent the last hour doing nothing but ranged attacks. FTC registered no incoming damage, physical or magical yet I incurred 1099 gold in armor damage. I have noticed the last 5 days and have been tracking it. So far 50,000 gold has been spent repairing armor from things that never touched me or fired off a spell. @ZOS_GinaBruno can you explain how armor degradation works? is a ratio of damage output considered in the factoring? I have taken absolutely no damage what so ever yet I am incurring heavy gold costs over time.

    Ancient information and a horse beaten to paste a million times over :)... it is based on experience earned. You could stand around healing yourself for 10 hours straight without killing a pack of monsters hitting you, and you will take zero damage to your equipment.

    Z-axis regarding hitting enemies in PVP or PVE is likewise common knowledge. A very tiny number of skills will go up or down more than a hair in elevation. This is intuitive (and done for balance as well... think of simply pbaoe'ing from a ledge with enemies unable to reach you) during gameplay :).

    Crescent/Empowering Sweep are both very nice for their extremely low (69 after baseline Templar passives) ultimate cost, being usable frequently and dealing good damage on an ultimate-to-damage cost basis. Crescent becomes more competitive damage-wise and can help slightly with resource management due to how frequently it can be cast. Empowering's flat damage reduction buff is no joke. Hitting just 3 enemies with its initial strike provides a 26% flat damage reduction for eight seconds. Both morphs have an AOE pulse based on your position as you move, that fires every 2 seconds for 6 seconds (3 additional hits) which can all also proc, just like the initial hit, the aedric spear passive.

    I'm still looking for the "1-2 second skill lockout" I have been seeing people state exists in this thread. Every time, for months now, that I have used it, I can immediately weapon attack and then use another skill after just like with any other skill, upon landing. Just as with all other skills in the game, you can't use another activated skill for a brief time upon completing using the first one, but you can still weapon attack. I think this still remains an issue of perception and some people expecting a completely different behavior out of the skill for whatever reason than virtually every other skill in the game does, which I'm not sure why that is. *shrug* Explosive Charge does fairly strong AOE damage and is a gap-closing movement skill that interrupts/offbalances casters (goes great with the "Exploiter" passive in the champion system!), while Toppling does strong single-target damage and stuns. Both are Aedric Spear skills for the passive.

    Breath of Life and Honor the Dead have a minor travel time as the animation plays, though the skill itself is an instant cast. This is no different than other skills, either.

    Ritual of Rebirth remains amazing, outstripping Breath of Life, but being targetable by proximity to other allies, pre-castable (and cancelled if unneeded by tapping block), hitting six people total instead of just one at full strength (and then two at half strength), and being more magicka-efficient, not to mention triggering set bonuses such as 5-piece Cyrodiil's Light and its large damage reduction.

    Likewise, I'm hard-pressed to find many in-game that agree Eclipse is a "worthless skill" as I have seen so many here assert. It's an instant-travel time that can be put onto enemies mid-cast, and requires them to either CC break or sit with a diminished skillset unless they want to reflect their projectile spells back onto themselves and heal you for a good amount each time (Total Dark). Add in that unlike a Dragonknight's reflection, it lasts longer (six seconds), doesn't have a reflection limit, can be applied to any enemy in sight, and protects allies (as it is an enemy-targeted reflect and not one that only helps you), and it's a situational, but powerful, skill like many others in ESO as a whole.

    Puncturing Sweep/Biting Jabs are extremely powerful and high damage thanks to the aedric spear passives, and the knockback on single enemies acts as an interrupt and mobility threat as anyone casting while being hit by it knows that if they don't move out, they will be interrupted. This is another example of using skills as designed to strong effect and area denial in PVP.

    Blazing Shards and Luminous Shards are standout stars for the Templar, for reasons I'm sure need no explanation to anyone, I'd hope, despite the complaints here. It has a massive ground targeted area, is a targetable stun that leaves a moderate-low damage ground DoT with a 25% chance to proc a moderately-strong direct damage amount every tick, once per second, for several seconds in the case of Blazing. For Luminous, it becomes useful to help caster allies, and suffers no CC immunity being a disorient, allowing for an incredible amount of control in the hands of a skilled player. Both variants do moderate to strong damage upon landing and the initial hits both have the 25% proc chance for the aedric spear passive.

    Radiant Oppression/Glory both are extremely high damage, too much so outside of execute range still, and have zero travel time on their first tick. Even post-2.1 where the first tick damage is reduced, they both will remain worth using as a burst combination in PVP with other abilities that have travel times, and powerful DPS for PVE. Also, contrary to the on-paper math... the healing from the Glory morph is actually respectably strong in a good build, providing a few thousand to several thousand healing per second on yourself while doing a large amount of damage to the targeted enemy.

    Dark Flare scales slightly better than even Crystal Fragments with spell power and magicka totals, for damage. Add in its secondary "Dark Flare" debuff hit that provides an AOE heal debuff on the initial and all surrounding targets dealing a minimum (5-10) damage (I'm sure most theorycrafters can figure out why this is incredibly pertinent and useful information ;)) and the moderate travel time, and it makes an amazing backloaded damage burst for PVP. Topping it all off, you get an Empower for each and every cast.

    Reflective Light/Vampire's Bane both are strong skills, not only providing your spell critical buff (and that allows for you to leave off Radiant Magelight or Inner Light from one or both bars in PVP and instead use detect spellpots for the spellpower buff while still keeping the 10% crit chance), but having a slightly delayed/slower travel time that is quicker than Dark Flare's, making it a great combination to lob off right after casting one if burst is the aim and then an instant-travel skill. On Templars, we have an extremely accessible one in the form of Radiant ;) that also gives us and everyone else the 5% spell power buff from the skill line!

    After having both talked with top-end Templar PVE and PVP players, and played around with my newer Veteran Templar personally, the conclusion I've reached and seen reached by others is that the majority of issues expressed here tend to be related to not understanding the mechanics of the skills, and that is part of why I wrote this post up: to help people learn them. :)
    Edited by Attorneyatlawl on 17 July 2015 00:30
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Attorneyatlawl
    Attorneyatlawl
    ✭✭✭✭✭
    ✭✭✭
    Ultimate is primarily generated by the Major Heroism buff, which grants you 3 Ultimate every 1.5 seconds over 8 seconds. You gain/renew Major Heroism by:

    1. Hitting an enemy with a light or heavy attack.

    2. Blocking or dodging an attack.

    3. Healing someone who is in-combat and has the Major Heroism buff.

    4. The "Last Stand" Champion passive.

    Passives like Prism only generate Ultimate if you have the Major Heroism buff. You can also gain Ultimate from the Minor Heroism buff which is granted by some skills.

    As well as Invigorating Drain (20 ultimate per cast), Shooting Star (12 ultimate regained for initial target hit, plus another 60 when hitting up to 5 more targets (12 per) for a maximum total return of 72 ultimate on the original cost), and the Blood Spawn set from the Undaunted (15 ultimate as well as a stackable spell/armor buff that does not conflict with skills such as Immovable, 6 second cooldown, 6% chance when hit by any attack be it a DOT or small aoe). Prism has no other requirement such as being under major heroism.
    Edited by Attorneyatlawl on 17 July 2015 00:35
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
Sign In or Register to comment.