FireCowCommando wrote: »Group play, templars fun like you said.
Solo play is also really fun! You take your time finding that 1v1 or 1v2, sitting in stealth for very long time to try to make sure you can have fun. Then the 3rd guy shows up... and it gets harder. Once the 4th guy shows up you just stop doing anything and run.
You do your best to go back, and find a good fight again. Its pretty *** since you dont have any choice in the matter. All you can do is try as hard as you possibly can to find a good fight, and if you get interrupted you die.
I have done the run away tactic sooo many times once the fight gets to the point where its unwinnable due to numbers, and the amazing thing is no matter how long you spend running, ducking behind corners, and just trying to gtfo it doesnt matter. I could not tell you the amount of times ive been chased for 5-15 minutes before a group of 4-6 players finally get me.
They see a templar and something clicks in their brains that no matter how long it takes they are getting that kill. Sorc's people give up on, NB people give up on, DK's... Well the DK motto is 'hey guys, i know that group is huge but lets yolo into it'.
If you enjoy running around a lot on a horse, sitting in stealth as huge numbers of players go past, even letting solo players move on because you think theres going to be a few more any second, then templar solo play is for you.
TL:DR - Its hard as hell trying to find a good fight solo. Running is pointless once you start getting teamed up on because players really want to finish the templar kill quest
bosmern_ESO wrote: »FireCowCommando wrote: »Group play, templars fun like you said.
Solo play is also really fun! You take your time finding that 1v1 or 1v2, sitting in stealth for very long time to try to make sure you can have fun. Then the 3rd guy shows up... and it gets harder. Once the 4th guy shows up you just stop doing anything and run.
You do your best to go back, and find a good fight again. Its pretty *** since you dont have any choice in the matter. All you can do is try as hard as you possibly can to find a good fight, and if you get interrupted you die.
I have done the run away tactic sooo many times once the fight gets to the point where its unwinnable due to numbers, and the amazing thing is no matter how long you spend running, ducking behind corners, and just trying to gtfo it doesnt matter. I could not tell you the amount of times ive been chased for 5-15 minutes before a group of 4-6 players finally get me.
They see a templar and something clicks in their brains that no matter how long it takes they are getting that kill. Sorc's people give up on, NB people give up on, DK's... Well the DK motto is 'hey guys, i know that group is huge but lets yolo into it'.
If you enjoy running around a lot on a horse, sitting in stealth as huge numbers of players go past, even letting solo players move on because you think theres going to be a few more any second, then templar solo play is for you.
TL:DR - Its hard as hell trying to find a good fight solo. Running is pointless once you start getting teamed up on because players really want to finish the templar kill quest
Are you a stamina or magicka build?
I've tried countless magicka builds (because I'm a healer for my guild first, solo fighter second) and none of them seem to really work for me. If I had enough champion points I'd be able to go into both magicka and stamina but I'm going to need like 2000 champion points for that.
FireCowCommando wrote: »bosmern_ESO wrote: »FireCowCommando wrote: »Group play, templars fun like you said.
Solo play is also really fun! You take your time finding that 1v1 or 1v2, sitting in stealth for very long time to try to make sure you can have fun. Then the 3rd guy shows up... and it gets harder. Once the 4th guy shows up you just stop doing anything and run.
You do your best to go back, and find a good fight again. Its pretty *** since you dont have any choice in the matter. All you can do is try as hard as you possibly can to find a good fight, and if you get interrupted you die.
I have done the run away tactic sooo many times once the fight gets to the point where its unwinnable due to numbers, and the amazing thing is no matter how long you spend running, ducking behind corners, and just trying to gtfo it doesnt matter. I could not tell you the amount of times ive been chased for 5-15 minutes before a group of 4-6 players finally get me.
They see a templar and something clicks in their brains that no matter how long it takes they are getting that kill. Sorc's people give up on, NB people give up on, DK's... Well the DK motto is 'hey guys, i know that group is huge but lets yolo into it'.
If you enjoy running around a lot on a horse, sitting in stealth as huge numbers of players go past, even letting solo players move on because you think theres going to be a few more any second, then templar solo play is for you.
TL:DR - Its hard as hell trying to find a good fight solo. Running is pointless once you start getting teamed up on because players really want to finish the templar kill quest
Are you a stamina or magicka build?
I've tried countless magicka builds (because I'm a healer for my guild first, solo fighter second) and none of them seem to really work for me. If I had enough champion points I'd be able to go into both magicka and stamina but I'm going to need like 2000 champion points for that.
i am magicka, to be a magicka templar you have to be focused entirely on defense until they run out of their burst, then you slowly pepper in dots until you feel comfortable to switch to deeps (this could take a few minutes to get to). rune focus is core, shield stacking is core.
You must be extremely good with weapon swapping to even cast one ability and cancel animation by weapon swapping back. I highly recommend running frost clench (frost destro) for the immobilize since templars have none, and vampires bane for your slow.
The good news is templars can be build to have bonk's resources, the bad news is you still need to survive with your bad dmg mitigation. Most fights you will win are entirely based off running them out of resources or getting them to be greedy through surviving for so long. To survive stamina users you MUST have frost clench and rune focus as magicka, otherwise you wont be able to peel them off of you to out heal their deeps
Edit: Basically, if they hit hard, your going to have to outplay the hell out of them to win.
FireCowCommando wrote: »bosmern_ESO wrote: »FireCowCommando wrote: »Group play, templars fun like you said.
Solo play is also really fun! You take your time finding that 1v1 or 1v2, sitting in stealth for very long time to try to make sure you can have fun. Then the 3rd guy shows up... and it gets harder. Once the 4th guy shows up you just stop doing anything and run.
You do your best to go back, and find a good fight again. Its pretty *** since you dont have any choice in the matter. All you can do is try as hard as you possibly can to find a good fight, and if you get interrupted you die.
I have done the run away tactic sooo many times once the fight gets to the point where its unwinnable due to numbers, and the amazing thing is no matter how long you spend running, ducking behind corners, and just trying to gtfo it doesnt matter. I could not tell you the amount of times ive been chased for 5-15 minutes before a group of 4-6 players finally get me.
They see a templar and something clicks in their brains that no matter how long it takes they are getting that kill. Sorc's people give up on, NB people give up on, DK's... Well the DK motto is 'hey guys, i know that group is huge but lets yolo into it'.
If you enjoy running around a lot on a horse, sitting in stealth as huge numbers of players go past, even letting solo players move on because you think theres going to be a few more any second, then templar solo play is for you.
TL:DR - Its hard as hell trying to find a good fight solo. Running is pointless once you start getting teamed up on because players really want to finish the templar kill quest
Are you a stamina or magicka build?
I've tried countless magicka builds (because I'm a healer for my guild first, solo fighter second) and none of them seem to really work for me. If I had enough champion points I'd be able to go into both magicka and stamina but I'm going to need like 2000 champion points for that.
i am magicka, to be a magicka templar you have to be focused entirely on defense until they run out of their burst, then you slowly pepper in dots until you feel comfortable to switch to deeps (this could take a few minutes to get to). rune focus is core, shield stacking is core.
You must be extremely good with weapon swapping to even cast one ability and cancel animation by weapon swapping back. I highly recommend running frost clench (frost destro) for the immobilize since templars have none, and vampires bane for your slow.
The good news is templars can be build to have bonk's resources, the bad news is you still need to survive with your bad dmg mitigation. Most fights you will win are entirely based off running them out of resources or getting them to be greedy through surviving for so long. To survive stamina users you MUST have frost clench and rune focus as magicka, otherwise you wont be able to peel them off of you to out heal their deeps
Edit: Basically, if they hit hard, your going to have to outplay the hell out of them to win.
DKs with scales, 1h+Shield defensive stance plus vampires' bane on the other bar. Reflect, reflect back. It's what I was using on them before the 4 reflect limit was put into place.FireCowCommando wrote: »bosmern_ESO wrote: »FireCowCommando wrote: »Group play, templars fun like you said.
Solo play is also really fun! You take your time finding that 1v1 or 1v2, sitting in stealth for very long time to try to make sure you can have fun. Then the 3rd guy shows up... and it gets harder. Once the 4th guy shows up you just stop doing anything and run.
You do your best to go back, and find a good fight again. Its pretty *** since you dont have any choice in the matter. All you can do is try as hard as you possibly can to find a good fight, and if you get interrupted you die.
I have done the run away tactic sooo many times once the fight gets to the point where its unwinnable due to numbers, and the amazing thing is no matter how long you spend running, ducking behind corners, and just trying to gtfo it doesnt matter. I could not tell you the amount of times ive been chased for 5-15 minutes before a group of 4-6 players finally get me.
They see a templar and something clicks in their brains that no matter how long it takes they are getting that kill. Sorc's people give up on, NB people give up on, DK's... Well the DK motto is 'hey guys, i know that group is huge but lets yolo into it'.
If you enjoy running around a lot on a horse, sitting in stealth as huge numbers of players go past, even letting solo players move on because you think theres going to be a few more any second, then templar solo play is for you.
TL:DR - Its hard as hell trying to find a good fight solo. Running is pointless once you start getting teamed up on because players really want to finish the templar kill quest
Are you a stamina or magicka build?
I've tried countless magicka builds (because I'm a healer for my guild first, solo fighter second) and none of them seem to really work for me. If I had enough champion points I'd be able to go into both magicka and stamina but I'm going to need like 2000 champion points for that.
i am magicka, to be a magicka templar you have to be focused entirely on defense until they run out of their burst, then you slowly pepper in dots until you feel comfortable to switch to deeps (this could take a few minutes to get to). rune focus is core, shield stacking is core.
You must be extremely good with weapon swapping to even cast one ability and cancel animation by weapon swapping back. I highly recommend running frost clench (frost destro) for the immobilize since templars have none, and vampires bane for your slow.
The good news is templars can be build to have bonk's resources, the bad news is you still need to survive with your bad dmg mitigation. Most fights you will win are entirely based off running them out of resources or getting them to be greedy through surviving for so long. To survive stamina users you MUST have frost clench and rune focus as magicka, otherwise you wont be able to peel them off of you to out heal their deeps
Edit: Basically, if they hit hard, your going to have to outplay the hell out of them to win.
I was trying to create templar builds for my guildies, including Frost Clench... but it's obvious weakness would be DKs with scales, right? So what do you do against those?
FireCowCommando wrote: »bosmern_ESO wrote: »FireCowCommando wrote: »Group play, templars fun like you said.
Solo play is also really fun! You take your time finding that 1v1 or 1v2, sitting in stealth for very long time to try to make sure you can have fun. Then the 3rd guy shows up... and it gets harder. Once the 4th guy shows up you just stop doing anything and run.
You do your best to go back, and find a good fight again. Its pretty *** since you dont have any choice in the matter. All you can do is try as hard as you possibly can to find a good fight, and if you get interrupted you die.
I have done the run away tactic sooo many times once the fight gets to the point where its unwinnable due to numbers, and the amazing thing is no matter how long you spend running, ducking behind corners, and just trying to gtfo it doesnt matter. I could not tell you the amount of times ive been chased for 5-15 minutes before a group of 4-6 players finally get me.
They see a templar and something clicks in their brains that no matter how long it takes they are getting that kill. Sorc's people give up on, NB people give up on, DK's... Well the DK motto is 'hey guys, i know that group is huge but lets yolo into it'.
If you enjoy running around a lot on a horse, sitting in stealth as huge numbers of players go past, even letting solo players move on because you think theres going to be a few more any second, then templar solo play is for you.
TL:DR - Its hard as hell trying to find a good fight solo. Running is pointless once you start getting teamed up on because players really want to finish the templar kill quest
Are you a stamina or magicka build?
I've tried countless magicka builds (because I'm a healer for my guild first, solo fighter second) and none of them seem to really work for me. If I had enough champion points I'd be able to go into both magicka and stamina but I'm going to need like 2000 champion points for that.
i am magicka, to be a magicka templar you have to be focused entirely on defense until they run out of their burst, then you slowly pepper in dots until you feel comfortable to switch to deeps (this could take a few minutes to get to). rune focus is core, shield stacking is core.
You must be extremely good with weapon swapping to even cast one ability and cancel animation by weapon swapping back. I highly recommend running frost clench (frost destro) for the immobilize since templars have none, and vampires bane for your slow.
The good news is templars can be build to have bonk's resources, the bad news is you still need to survive with your bad dmg mitigation. Most fights you will win are entirely based off running them out of resources or getting them to be greedy through surviving for so long. To survive stamina users you MUST have frost clench and rune focus as magicka, otherwise you wont be able to peel them off of you to out heal their deeps
Edit: Basically, if they hit hard, your going to have to outplay the hell out of them to win.
I guess he meant the Channeled Focus and Aura(passive) since he plays magicka build. When stacked, they give roughtly 600 macika regen (480 + 10% of max regen) It is huge bonus. Thus heavy armor magicika builds are absolutely doable.
But I think stamina regen is more important even in a magicika build. It's currently big problem for templars imo after blazing shield. Aura is too bad currently to call it a stamina regeneration skill. And the other morph requires dead bodies around which isn't handy in most situations when playing solo. Hopefully it will get a buff soon or stack with poitons.
There's so many problem. I feel mostly how the old design and idea of the templar class just cant keep up with the directions of 1.6.
All you can do now effectively is heal- and support bot with bodyguards, while staying close to the guy with Rapid Manuevre.
Templar has no escapes and no mobility, because apparently supposed to be able to tank and out-heal dmg in PvP lol.
This clearly went out the window after the update. Stuff hits to hard, avoiding dmg and kiting is the viable way to stay alive. Templar has no tools for that. So you desperately hit your shield a few times, wave your healy hand in the air, than explode. The class needs a skill badly that helps with mobility.
Same goes for combat. Burst and offensive is more effective than defence since the update. This penalizes Templar as a class the most. Least potential for burst. Either adjust game-play or adjust templars to fit into it.
To a certain degree this also goes for magicka DK's, but it's only *** and tears for them, not disaster.
Other issue is all the clunky, useless and broken skills. Even the cast time with Breath of Life got ninja-nerfed with "improved animations". I appreciate what they tried with Eclipse and Toppling Charge for like the fifth time. But doesn't change a thing. What skills are you supposed to use after you charged into another player? Biting Jabs and give everyone in a cone area free cc immunity?
There's so many problem. I feel mostly how the old design and idea of the templar class just cant keep up with the directions of 1.6.
All you can do now effectively is heal- and support bot with bodyguards, while staying close to the guy with Rapid Manuevre.
Templar has no escapes and no mobility, because apparently supposed to be able to tank and out-heal dmg in PvP lol.
This clearly went out the window after the update. Stuff hits to hard, avoiding dmg and kiting is the viable way to stay alive. Templar has no tools for that. So you desperately hit your shield a few times, wave your healy hand in the air, than explode. The class needs a skill badly that helps with mobility.
Same goes for combat. Burst and offensive is more effective than defence since the update. This penalizes Templar as a class the most. Least potential for burst. Either adjust game-play or adjust templars to fit into it.
To a certain degree this also goes for magicka DK's, but it's only *** and tears for them, not disaster.
Other issue is all the clunky, useless and broken skills. Even the cast time with Breath of Life got ninja-nerfed with "improved animations". I appreciate what they tried with Eclipse and Toppling Charge for like the fifth time. But doesn't change a thing. What skills are you supposed to use after you charged into another player? Biting Jabs and give everyone in a cone area free cc immunity?
There's so many problem. I feel mostly how the old design and idea of the templar class just cant keep up with the directions of 1.6.
All you can do now effectively is heal- and support bot with bodyguards, while staying close to the guy with Rapid Manuevre.
Templar has no escapes and no mobility, because apparently supposed to be able to tank and out-heal dmg in PvP lol.
This clearly went out the window after the update. Stuff hits to hard, avoiding dmg and kiting is the viable way to stay alive. Templar has no tools for that. So you desperately hit your shield a few times, wave your healy hand in the air, than explode. The class needs a skill badly that helps with mobility.
Same goes for combat. Burst and offensive is more effective than defence since the update. This penalizes Templar as a class the most. Least potential for burst. Either adjust game-play or adjust templars to fit into it.
To a certain degree this also goes for magicka DK's, but it's only *** and tears for them, not disaster.
Other issue is all the clunky, useless and broken skills. Even the cast time with Breath of Life got ninja-nerfed with "improved animations". I appreciate what they tried with Eclipse and Toppling Charge for like the fifth time. But doesn't change a thing. What skills are you supposed to use after you charged into another player? Biting Jabs and give everyone in a cone area free cc immunity?
Templars and DKs are supposed to stand still and fight face to face with enemies. This is what their archetype is and what they did mostly before 1.6.
This isn't possible anymore as you said. But just because it isn't possible anymore, doesn't mean we should drop our much lovely class of choice and become some kind of trickster rogue like these pesky nightblades all around? Hell no! We are the holy paladins and knights of Tamriel to protect the weak(in this case NBs and Sorcs) and the realm!
On a serious note, we don't need any escape tool but we need some solid tanking tool. This new meta and the burst is out of control right now. It needs some serious adjustments that's for sure. Adjustments on power stacking and our defensive skills are much needed. (and health points)
Maybe then we will have a chance to do again what we did before update 6.
Any skilled templar can post their pvp video? Current templar state is too depressive.
Templars are viable. here's a video from @blabafat showing us how.
https://www.youtube.com/watch?v=bH83vFV0tJs
that's a 5L 1H 1M templar you're seeing, and it's 1vX-ing like crazy