Yeah I actually meant that about focus. And I agree we need less channels. I hate everything about jabs. Its channel, its animation, and its sound..I just hate that spell entirely lol.I haven't read the whole thread but I think mobility for templar is not really needed. Templar is warrior class and retreating from battle is non of our business. We should be able to stand our ground along with DKs but what we lack mostly is good defence. BoL alone is simply not enough.
So we need;
-Stronger blazing shield.
-Some aoe cc like blinding flashes.
-Better radiant aura that at least stacks with potions.
-Increased radius and duration for empowering sweep ultimate.
-Longer duration for channeled focus' mobile effect. Something more than 8 seconds.
That's it. When you do these Zeni, you'll fix templar class.
I personally just think the Rune Focus and it's morphs should stick to us for the entire duration. Also I would like some more instant cast abilities instead of so many casts or channels. Otherwise I think you are on the right track. Personally I would like to see something done for the stamina templar. I am not sure what but I think asking for a stamina morph for Breath of Life would be too much.
jelliedsoup wrote: »jelliedsoup wrote: »jelliedsoup wrote: »Templars are about stunning and killing very quickly, if you cannot they will spam heal all day.
As a defence this seems pretty good to me.
Please tell what awesome class self heals have stamina templars!
Vigour and rally, just like other stamina builds.
This game was not conceived as stamina based and continues along this line.
So why then you use healing as argument for templar survability? Why templars have relay on non class skills to survive?
As that's how they survive. Temps get a powerful heal
Fizzlewizzle wrote: »Maybe give Cleansing Ritual a short (2-3 second) CC immunity after casting.
Against CC spammers its little use.
If Templar is so terrible, and no one plays it then how come Telel is always getting chased through cyrodiil by pacter armies composed of 95% jabber wonkers, 4% newbs who don't know how to break out of fear yet, and 1 sorceror?
Note that last one is not a percentage it is literally just one guy.
I guess they didn't get the memo when so many of them suddenly switched over from being flappity flaps, and never looked back. But this one is sure some wise soul here will be along soon to convince them that their class choice is going to cost them so many victories...because...it's not effective.
This one would dearly love to hear their response but finds being stabbed a kabajillion times, and then shot with lasers affects their hearing.
P.S: This one does however agree that some form of mobility enhancer might be nice. Though they do not wish to see it eat into the NB's schtick as the dancing class and think it should be more like immovable, and less like rapid manouevers, the one bow passive, or Double Take. However they feel that the class's inherent toughtness when played correctly does not make such a change nescecarry and would even require their self healing skills to be toned down in order to maintain some blance.
dodgehopper_ESO wrote: »I think most of us who play Templars agree we don't want to play the cut and run build. We want to be knights, just like the Dragon Knight. The Templar just has a more sacred flair, with the robed variety being the monks and the heavy and medium armor types being the knightly orders. I'm not really for any speed buffs to the class, but I would like the tanking component to remain.
As a sidenote I think they've done a great job with Nightblade, and they've finally put that class where it needed to be. Since the early days of the game I knew Nightblade had potential to be the strongest class in the game in large part because its abilities are designed for economy of motion, with double duty actions of damage/cc/heals often coming simultaneously. I'm happy for the Nightblades. Dragon Knights and Templars though are in a sorry state. I tend to push Templars more, in large part because I don't think Templars have ever had their day. There was a time when all you had to do to play a DK well was to have your dog sit at the computer and slam is paws on the keyboard (That's hyperbole people, don't take it too seriously). I'm personally hopeful they make Templar a smoother class to play. It has an awesome style, it just needs better implementation, and the game systems themselves need better design at this point. I personally feel they've gone in the wrong direction on a lot of things.
dodgehopper_ESO wrote: »If Templar is so terrible, and no one plays it then how come Telel is always getting chased through cyrodiil by pacter armies composed of 95% jabber wonkers, 4% newbs who don't know how to break out of fear yet, and 1 sorceror?
Note that last one is not a percentage it is literally just one guy.
I guess they didn't get the memo when so many of them suddenly switched over from being flappity flaps, and never looked back. But this one is sure some wise soul here will be along soon to convince them that their class choice is going to cost them so many victories...because...it's not effective.
This one would dearly love to hear their response but finds being stabbed a kabajillion times, and then shot with lasers affects their hearing.
P.S: This one does however agree that some form of mobility enhancer might be nice. Though they do not wish to see it eat into the NB's schtick as the dancing class and think it should be more like immovable, and less like rapid manouevers, the one bow passive, or Double Take. However they feel that the class's inherent toughtness when played correctly does not make such a change nescecarry and would even require their self healing skills to be toned down in order to maintain some blance.
Jabs is good in confined spaces (particularly with two mobs fighting each other), so of course you'll face Templars fighting you with jabs in confined spaces. I find just as many Sorcs with hammers (Please don't say you're not running into Fengrush, because I know you hop on my pvp server. I don't know if its still your home though), and magicka or stamina nightblades. I don't think Templar is 'horrible' but it isn't what its intended to be and it isn't balanced. It also isn't what it started out to be, thereby messing with core builds for a lot of players, particularly tanks (a role that's been hit even more in the pvp realm with this last update). I actually don't want Templar (or dk for that matter) to get speed buffs outside what they can utilize from weapon lines or rapid maneuver or mist form. I just want them to be able to properly tank again. Core changes to the Templar class as well as game systems and pvp systems have really messed with this build.
Fizzlewizzle wrote: »Maybe give Cleansing Ritual a short (2-3 second) CC immunity after casting.
Against CC spammers its little use.
Fizzlewizzle wrote: »Maybe give Cleansing Ritual a short (2-3 second) CC immunity after casting.
Against CC spammers its little use.
A good candidate for Extended Ritual for sure. AFAIK everyone runs Purifying for the 5 negative effects removed.
Fizzlewizzle wrote: »Maybe give Cleansing Ritual a short (2-3 second) CC immunity after casting.
Against CC spammers its little use.
A good candidate for Extended Ritual for sure. AFAIK everyone runs Purifying for the 5 negative effects removed.
Why wouldn't you? Who needs it to stay longer on the ground? Most likely you're out of it after 5 seconds because you have to move.
#JustTemplarThings
dodgehopper_ESO wrote: »CrowsDescend wrote: »A lot of great comments here, yeah.. maybe movement speed wouldn't benefit Templar's as much as a stronger defense or CC that doesn't collide. I personally think having blazing shield's strength from max health is a bad idea, unless it was like 40%+ of max health instead of 15% but with a much less Damage return to enemies, I don't know really.
Agreed that Channeled Focus does suck in PvP, since it's glued to one spot anyway, which is why you're probably better off putting BoL on both bars instead of CF, since any kind of armor/spell resist decrease (like Mark Target) against a Light armor-wearer, like a Templar, is pretty lethal, no matter if you cleanse it for a moment or not -- people are still doing insane damage with enough mobility to not even worry about their own health or defense in most cases, anyway...
I'd recommend a buff to Rune Focus then, make it stick on you for the duration or allow you to be immune to loss of control, or something like that.
The whole spirit of the class has been beaten to a pulp. Healing is not as good, tanking is not as good, and magic dps was never great but made a little better until it got nerfed again in the latest patch. I agree with you that the Blazing Shield is problematic, as I've stated many times before. They've gutted this ability on many levels. Spike armor+Obsidian Shield on DK's for instance fills a similar but different role as Blazing Shield + Rune focus except that the durations and costs are better, the DK gets advantage of many regenerating passives off of these, and the dk can move as well as buff the whole team. In the case of Sorcs they have hardened ward + lightning form for the same effect and again they are more mobile with much better duration and costs. The nightblade gets Blur + any Shadow effect to do a similar thing. In all these cases, I find the tanking option is better on the other classes. I do not think the issue is with shields having a Health basis, as I personally feel that ALL shields should scale based on the health of the receiver of that shield, and I suggest the same for the scaling of armor/sr from powers as well. Blazing Shield is terrible because its original design was based upon the premise that it does damage as well as shielding. When you compare its cost/second to something like hardened ward or spike armor to maintain its no comparison how inferior the skill is though. Blazing Shield either needs a strong DPS component back for its cost, or it needs a long duration like hardened ward.
One other thing that doesn't get mentioned about a lot of Templar abilities is the Time Component. Templar in particular deals with a lot of hidden cooldowns on abilities, or issues of positioning. Jabs for instance roots you in place and forces you to go through an animation without a block up. Most classes don't have to deal with this, but everyone *** and moans about how much damage it does. Of course it does good damage, its a melee range ability that is channeled and easily exploited or avoided by the opposition. At the end of the Jab animation there is that little awkward stuck in place moment as well, that is easily exploited if timed right. Blazing Shield has a VERY long animation to activate (yes it can be clipped but that still has a time cost unless you macro) and with such a long animation time and short duration you spend 20% of the time it is active waving your hands. The only excuse for this in the early phase of the game was that it had a solid damage backlash to players at melee range. Now that the damage on this skill only tickles except for a minor, unusual, and relatively weak build the whole reason for that short duration is gone. Rune Focus lasts 8 seconds if you are mobile, which is fine actually. The problem is that unlike a class like nightblade which is also gaining other effects (including damage) while it gets a similar armor/sr buff, the Templar only gets the benefits of defense. This is actually a problem the Templar faces throughout, and the choice you have to make in pvp combat. Do I heal myself, or do I actually do damage so I can win? As a templar you are always a CC away from death. The templar player has to be a lot more strategic because everything he does is slow motion. The real issue here is that it isn't fair, and I think in the minds of the developers the reason that Templar was weak in everything but healing is they saw it as the healing class (even if that is not the description of the class when the game started). In fact, even to this day if I understand rightly when you create a Templar they put him in Heavy armor often with a 2hander. The way in which heavy armor works, and templar works are so much different from when the game started though that they don't match what they use to be. The big problem as may people have stated in the past about the class is that it is sluggish, its like all their powers are on heavy narcotics. I love Templar but I do agree they need work, and they really need to revive the Tanking elements of the class, without ruining dps for people who are specced heavy magicka. I've given suggestions before on how to resolve this issue (For all classes). Its a systemic issue in that regard, not a class issue. Once they fix the systemic issue they can make it fair for Templars, and frankly they need to assure that all class lines have good healing solutions. This would remove a lot of the problems the devs have with Templar.
dodgehopper_ESO wrote: »I think most of us who play Templars agree we don't want to play the cut and run build. We want to be knights, just like the Dragon Knight. The Templar just has a more sacred flair, with the robed variety being the monks and the heavy and medium armor types being the knightly orders. I'm not really for any speed buffs to the class, but I would like the tanking component to remain.
Having an ability to disengage at will and heal yourself is muuuch more reliable than running in turtle's speed and desperately spamming heals without an ability to turtle up.Giving templars more defence is ludicrous.
Your gonna give a class that canfull hp restore instantly more defence?
imagine that where to happen, i can already see the crying on this same forum how OP templars have become ...
Sure im all for a magicka runbuff, but dont make it class specific, use a world or alliance war skill line so anyone can get it.
Make retreating manouvre either magicka or stamina cost, who chooses the other morph anyway.
Make the undaunted useless blood altar into a magicka runbuff ...
Far better ways to give magicka builds a runbuff equal to retreating manouvre.
When you are surrounded for example, all you can do is just stand there or maybe run in between some pillars for LOS and mash that over-costly heal button as fast as you can until you got stunned or sneak attacked, whatever. You just can't do anything else. You cant escape, you cant block more than a second, you cant mitigate damage outside of passive mitigation, and you cant stop healing to do some dmg. You are just helpless in such scenario if your enemies are not dumb enough.
It's crippled and flawed as ***, period.
When you are surrounded for example, all you can do is just stand there or maybe run in between some pillars for LOS and mash that over-costly heal button as fast as you can until you got stunned or sneak attacked, whatever. You just can't do anything else. You cant escape, you cant block more than a second, you cant mitigate damage outside of passive mitigation, and you cant stop healing to do some dmg. You are just helpless in such scenario if your enemies are not dumb enough.
It's crippled and flawed as ***, period.
When you are surrounded for example, all you can do is just stand there or maybe run in between some pillars for LOS and mash that over-costly heal button as fast as you can until you got stunned or sneak attacked, whatever. You just can't do anything else. You cant escape, you cant block more than a second, you cant mitigate damage outside of passive mitigation, and you cant stop healing to do some dmg. You are just helpless in such scenario if your enemies are not dumb enough.
It's crippled and flawed as ***, period.
This is pretty much why I got tired of PvPing as a magicka templar and went stamina instead.
Atleast as stamina I have more movement, but I am pretty much *** when it comes to survivability compared to every single build in the game, sadly.
However right now movement and ability to escape and engage or chase is king compared to turtling up.
We need stronger defense indeed, and arguably better offense in the sense of better instant casts.
Running after someone running twice as fast as you trying to hit him with Jabs looks *** ridiculous and there is no skill in it.
Raise the skill cap on templars through more interesting abilities and options.
I didn't roll templar on day one of the game to be a a rescource/healing dispenser for my group, I would like to be able to make my own stand aswell and in the meantime be able to kill something.
Templars are currently the worst 1vX class, no matter how you build it. Even here the DK outshines us. But then both classes have inherent flaws with the new meta. But atleast DKs do a better job at turtling up and still maintain offensive power.
Dispense with the "templars are healers" mentality. Change the healing tree into something more versatile. Nerf our potential to heal to make room for other classes. Mainly BoL needs some fine tuning because this skill alone is what makes Templars the best healers.
When Gina gets confronted on the ESO Live Special Orsinium show with the question; "What about us healers? How will we be able to compete in the Maelstrom Arena?", and she answers with; "Don't worry, you will be fighting againt other healers on the leaderboards.", in a system where classes contend on their own leaderboards, it is just a testiment to what ZOS wants the Templar to be. They need to give away with this ideology regarding our class...
templars dont need a buff they are already in a really got spot in PVP and PVE
https://www.youtube.com/watch?v=1dpJ1wzl5T4
Lmfao...really? Using a video of a templar that's clearly bugged or exploiting as proof of them being in a good spot? Sigh.
Anyways, would be cool of templars could transform into a beam of light to travel, say the same distance as bolt escape maybe? Something like this:
templars dont need a buff they are already in a really got spot in PVP and PVE
https://www.youtube.com/watch?v=1dpJ1wzl5T4
Lmfao...really? Using a video of a templar that's clearly bugged or exploiting as proof of them being in a good spot? Sigh.
Anyways, would be cool of templars could transform into a beam of light to travel, say the same distance as bolt escape maybe? Something like this:
I think thats actually a really good idea, would be so cool! As long as it cost 50% more with each cast and stacks
Joy_Division wrote: »With light armor and a useless shield and no mobility/escape, how exactly are we supposed to defend ourselves? Don't say breath of life because it will not heal a single wrecking blow/ surprise attack + animation cancel.
THIS.Having an ability to disengage at will and heal yourself is muuuch more reliable than running in turtle's speed and desperately spamming heals without an ability to turtle up.
BalticBlues wrote: »Joy_Division wrote: »With light armor and a useless shield and no mobility/escape, how exactly are we supposed to defend ourselves? Don't say breath of life because it will not heal a single wrecking blow/ surprise attack + animation cancel.THIS.Having an ability to disengage at will and heal yourself is muuuch more reliable than running in turtle's speed and desperately spamming heals without an ability to turtle up.
Playing a templar in PvE is great, because in PvE you do not need speed.
Playing a templar in PvP insteads feels like being a snake instead of a warrior.
IF templars are supposed to be slow snakes,
at least it should be dangerous to come near them.
Like having a SHIELD that actually does useful damage to attackers
instead of even taking extra damage now from the SB set.
1-vs-1 with a Templar against a good NB or Sorc seems almost futile.
YurtTheSilentChief wrote: »BalticBlues wrote: »Joy_Division wrote: »With light armor and a useless shield and no mobility/escape, how exactly are we supposed to defend ourselves? Don't say breath of life because it will not heal a single wrecking blow/ surprise attack + animation cancel.THIS.Having an ability to disengage at will and heal yourself is muuuch more reliable than running in turtle's speed and desperately spamming heals without an ability to turtle up.
Playing a templar in PvE is great, because in PvE you do not need speed.
Playing a templar in PvP insteads feels like being a snake instead of a warrior.
IF templars are supposed to be slow snakes,
at least it should be dangerous to come near them.
Like having a SHIELD that actually does useful damage to attackers
instead of even taking extra damage now from the SB set.
1-vs-1 with a Templar against a good NB or Sorc seems almost futile.
Just use Rapid Maneuver and Toppling charge to get speed.