Maybe that's a pc related bug?
Ah so you play on console? That explains a lot.
The meta game on console is a completely different thing.
People's ability to react isn't as high as on PC.
This creates a battlefield at a way slower pace.
When everything happens at a slower pace some of the issues with templars become less appearent because their problem is that they can't keep up with the other classes because of long cast times and channels, spell animations etc.
TBH I didn't expect a console player to even take part in this discussion since they can't have much experience given it released what, 4 months ago, on console.
EDIT: This is not meant as an offense, people can play on whatever platform they're on. I'm sure console has some areas where content is harder than on PC because lack of addons and reaction time and worse controls.
pulling approx 30k dps in pve
contact.opiumb16_ESO wrote: »@Zinaroth
" Templars need; less healing potential to make other classes more viable healers, more instant damage abilities with stamina/magicka morphs instead of channels/casts, a class mobility tool or speed buff (but not both), self-buffs like Rune Focus and Healing Ritual needs to stick to the character to promote mobility, the CC component of Biting Jabs/Puncturing Sweep removed, more than one ultimate (Nova) that is worth using, more class passives for rescource management! "
This, exactly, plus an aoe CC. Nothing more, nothing less
Hiero_Glyph wrote: »There are some really balanced ideas in this thread and ZOS should be taking notes.
That being said one of the biggest annoyances of the Templar class is the constant granting of CC immunity to the enemy. I mean it happens almost non-stop so having a Templar attack really shuts down the CC for the rest of your group. This has been noted and neglected by ZOS going on forever now. Then to make matters worse they add a pathetic damage component to Eclipse and take away the ability to cast it on multiple enemies (before you could at least spam it at the start of a fight since they are going to get CC immunity in a few seconds from something else anyway).
I strongly feel that if ZOS removed most of the effects that grant CC immunity from the Templar the clas would become far better regardless of any other changes. The funny part is that despite needing a proper CC ability, most enemies would be immune to its effects due to how horribly the current abilities function so this needs to be fixed as part of the mobility/CC issue.
Maybe that's a pc related bug?
Ah so you play on console? That explains a lot.
The meta game on console is a completely different thing.
People's ability to react isn't as high as on PC.
This creates a battlefield at a way slower pace.
When everything happens at a slower pace some of the issues with templars become less appearent because their problem is that they can't keep up with the other classes because of long cast times and channels, spell animations etc.
TBH I didn't expect a console player to even take part in this discussion since they can't have much experience given it released what, 4 months ago, on console.
EDIT: This is not meant as an offense, people can play on whatever platform they're on. I'm sure console has some areas where content is harder than on PC because lack of addons and reaction time and worse controls.
I've played A LOT since console release, near enough just templars (I've got an nb, sorc and dk too) but 3 templars as I truly belive the class to be most versitle.
I can switch bars to go from a full dps, pulling approx 30k dps in pve, to a full bore healer/buffer that keeps groups alive, or go to a full defence tank that can take a beating.
I personally and others have started threads on pc transfer, I already bought the game on pc to try it and throughly enjoy it, but I don't fancy doing 3 vr16s again, along side gathering all my gear again.
Personally from the experience I had on pc, I found that combat was quicker, merely due to people relying on "cast ultimate now" "execute now" "potion ready" "dodge now"
So although it is slightly wuicker paced, I find that that's more due to people reading text and fighting than the actual pace of things, if anything I would say it makes the templar class harder, as I'm constantly trying to look at the ground and count down timers for things such as entropy, purifying light and channeled focus, so along side fighting I have to count down a minimum of 3 different buffs constantly.
Joy_Division wrote: »
I play a templar because I like healing and none of the other classes are particularly good at it in PvP and since I am aware of its flaws and quirky mechanics, I can compete in just about any situation I am in. Just because I think a class has issues and needs reform doesn't mean I'm insane for playing one and doesn't mean I don't have fun playing it.
Joy_Division wrote: »Why are you telling my that in narrow situations sometimes the templars skills I listed do their job? That's what I said. A Templar has a great ultimate for 4 man daily pledges that I can complete with my eyes closed? Gee, that sounds like fun. Why does my ultimate have to suck in actual competitive environments?
Joy_Division wrote: »If you think I get rekt and need a better build, switch your campaign to Azura's and see for yourself.
Click the image to make it bigger
Enraged_Tiki_Torch wrote: »Joy_Division wrote: »
I play a templar because I like healing and none of the other classes are particularly good at it in PvP and since I am aware of its flaws and quirky mechanics, I can compete in just about any situation I am in. Just because I think a class has issues and needs reform doesn't mean I'm insane for playing one and doesn't mean I don't have fun playing it.
Let's stay on topic here. This is about Templars getting mobility or better Defense. If your not one of them, fine. For those who have played Templar for a year and a half that are not "fine" with lacking those 2 things. It's INSANITY to keep playing when they could play something else.Joy_Division wrote: »Why are you telling my that in narrow situations sometimes the templars skills I listed do their job? That's what I said. A Templar has a great ultimate for 4 man daily pledges that I can complete with my eyes closed? Gee, that sounds like fun. Why does my ultimate have to suck in actual competitive environments?
Because certain abilities are best suitable for different gameplay and terrible for others. I completely missed where you clarified they are good in narrow situations as apart of your argument. Anyway, not every ability has to be best in slot for every environment. Part of knowing your character and being competent is knowing what abilities fit certain situation. If every ability was great for everything, we wouldn't need to make choices and the game would even more dumbed down than it is now.
If it's not fun, then don't use it. It's simple, switch out the Ulti for something else that doesn't suck. Keeping it on your bar and QQ'ing about how it sucks, that's Insanity. I would of thought "dumb" if your opening statement to me wasn't thoughtful. Clearly your intelligent and surely honest about your next statement.Joy_Division wrote: »If you think I get rekt and need a better build, switch your campaign to Azura's and see for yourself.
And confident, I like that. We need more of this instead of "Oh ZOS please buff us Templars who currently suck". So you got a good build that doesn't get rekt. Do you still believe we need better defense?
Joy_Division wrote: »
You are not acknowledging that it is possible to enjoy and succeed at something even though it is flawed
Were you around at launch? Remember how stamina NBs were trash because so many NB passives were broken and stamina was utterly noncompetitive? There were people that played that spec and nevertheless made a name for themselves. Should we have just left that spec as terrible simply because some people were capable of doing well even though they had to play left-handed?
Haha ikr. First blinding flashes and then blazing shield. I wonder what will be next.RinaldoGandolphi wrote: »Templar's used to have an ability called Blinding Flashes It was in the Dawns Wrath tree
Click the image to make it bigger
Just give Templar's back this ability, this was our escape/damage avoidance ability...just give it back and the class would be fine....
could you just imagine the upraor if ZOS took away DK scales or Nightblade Cloak, yet Templar's had that taken away from them and no one cares...just give it back ZOS...
cschwingeb14_ESO wrote: »It's disappointing to see how many magicka templars are just glossing over the usefulness FOR DEFENSE that BoL and purify bring. Sweeps heal in PvP is a bit meh, due to issues of cc/no target/blocking target/shields when you really need a heal.
I mean, sure, if you completely neglect the passives and +heal in/out part of CP and gearing then BoL is a lot worse... But that's like a sorc complaining about ward with no points in Bastion.
contact.opiumb16_ESO wrote: »@Zinaroth
" Templars need; less healing potential to make other classes more viable healers, more instant damage abilities with stamina/magicka morphs instead of channels/casts, a class mobility tool or speed buff (but not both), self-buffs like Rune Focus and Healing Ritual needs to stick to the character to promote mobility, the CC component of Biting Jabs/Puncturing Sweep removed, more than one ultimate (Nova) that is worth using, more class passives for rescource management! "
This, exactly, plus an aoe CC. Nothing more, nothing less
Glad you agree.
I actually have a proposal to the AoE CC and mobility in one existing skill:
The parts in bold are the added parts and the parts with a line over are the removed parts.
Spear Shard•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
-> Luminous Spear (Morph Effect: Restores stamina to all friendly targets inside the area when the spear is picked up)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina and Magicka over (10) seconds to all friendly players positioned inside the effect. This action will not remove the spear, so the caster can still teleport to it.
-> Blazing Spear (Morph Effect: Disorients all enemis and roots them when caster teleports to the location)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•Also disorients and roots all enemies in the area for (6) seconds after the caster teleports to the spear.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
So basically we're giving the spear an ability to be teleported to. The Burning Light instead of magic damage allows it to scale with both magicka and stamina, but still cost magicka, seeing as stamina templars need a proper magicka dump. On the first morph I took away the magicka restoration component and instead made it a stamina restoration for all friendlies, seeing as we need that in trials with the very limited possibilities of feeding stamina DPS with stamina compared to how many possibilies we have to feed magicka DPS with magicka. This effect would also work on yourself, but someone else would still need to pick it up, promoting group play, which is the purpose of synergies. The second morph I took away the DoT effect since it's petty at best and added a root and disorient to all targets in the area when the templar teleports on top of the spear. This sounds very strong, but hitting people with spear is difficult already with the huge traveling time and people would quickly learn not to stand in the spear. This would provide a means of CCing more than one target at the time through good timing and skillful play without being too OP in my opinion. Since it's a disorient it breaks on damage anyway. The root would further help keeping people from fleeing or help the templar in fleeing, albeit he would have to teleport there first. It is basically an AoE version of the DKs fossilize, just less instant and requires better timing. Risk versus reward. Everything here would ofcourse abide whatever AoE cap there is in place in the game at the time of implementation; being 6 targets at the moment for the CC, and 6 for the AoE stamina regeneration. So basically the base spear would no longer CC, but instead serve as a movement tool and scale to stamina/magicka, and one morph would make the stamina regen go to more targets, while the other adds an AoE CC when you use the skills secondary effect.
contact.opiumb16_ESO wrote: »@Zinaroth
" Templars need; less healing potential to make other classes more viable healers, more instant damage abilities with stamina/magicka morphs instead of channels/casts, a class mobility tool or speed buff (but not both), self-buffs like Rune Focus and Healing Ritual needs to stick to the character to promote mobility, the CC component of Biting Jabs/Puncturing Sweep removed, more than one ultimate (Nova) that is worth using, more class passives for rescource management! "
This, exactly, plus an aoe CC. Nothing more, nothing less
Glad you agree.
I actually have a proposal to the AoE CC and mobility in one existing skill:
The parts in bold are the added parts and the parts with a line over are the removed parts.
Spear Shard•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
-> Luminous Spear (Morph Effect: Restores stamina to all friendly targets inside the area when the spear is picked up)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina and Magicka over (10) seconds to all friendly players positioned inside the effect. This action will not remove the spear, so the caster can still teleport to it.
-> Blazing Spear (Morph Effect: Disorients all enemis and roots them when caster teleports to the location)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•Also disorients and roots all enemies in the area for (6) seconds after the caster teleports to the spear.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
So basically we're giving the spear an ability to be teleported to. The Burning Light instead of magic damage allows it to scale with both magicka and stamina, but still cost magicka, seeing as stamina templars need a proper magicka dump. On the first morph I took away the magicka restoration component and instead made it a stamina restoration for all friendlies, seeing as we need that in trials with the very limited possibilities of feeding stamina DPS with stamina compared to how many possibilies we have to feed magicka DPS with magicka. This effect would also work on yourself, but someone else would still need to pick it up, promoting group play, which is the purpose of synergies. The second morph I took away the DoT effect since it's petty at best and added a root and disorient to all targets in the area when the templar teleports on top of the spear. This sounds very strong, but hitting people with spear is difficult already with the huge traveling time and people would quickly learn not to stand in the spear. This would provide a means of CCing more than one target at the time through good timing and skillful play without being too OP in my opinion. Since it's a disorient it breaks on damage anyway. The root would further help keeping people from fleeing or help the templar in fleeing, albeit he would have to teleport there first. It is basically an AoE version of the DKs fossilize, just less instant and requires better timing. Risk versus reward. Everything here would ofcourse abide whatever AoE cap there is in place in the game at the time of implementation; being 6 targets at the moment for the CC, and 6 for the AoE stamina regeneration. So basically the base spear would no longer CC, but instead serve as a movement tool and scale to stamina/magicka, and one morph would make the stamina regen go to more targets, while the other adds an AoE CC when you use the skills secondary effect.
Such an awesome idea man!!!!
dodgehopper_ESO wrote: »cschwingeb14_ESO wrote: »It's disappointing to see how many magicka templars are just glossing over the usefulness FOR DEFENSE that BoL and purify bring. Sweeps heal in PvP is a bit meh, due to issues of cc/no target/blocking target/shields when you really need a heal.
I mean, sure, if you completely neglect the passives and +heal in/out part of CP and gearing then BoL is a lot worse... But that's like a sorc complaining about ward with no points in Bastion.
As a tank I'm more annoyed with what they did to Sun Shield and Blinding Flashes. Breath of Life is not really a tanking skill, no matter how much people like to call it such. Blazing Shield use to be a way to make enemies pay in melee for fighting a tank, much like Spike Armor on a DK or Boundless Lightning on a Sorc. The real issue with a Templar is that almost every ability is situational and specific, whereas other classes have skills which do more than one thing at once. Funnel Health for instance deals damage and heals, Breath of Life only heals. Since mitigation on a Templar has become almost all about Healing, this has meant that Templar Stamina DPS or Tanks are having to draw from areas outside of the class. The whole Restoring Light class passives have now become useless to the non-healer, which is unheard of in other classes. I can't think of any Class line that doesn't have at least some passives usable by all Roles. Templar has become less and less synergistic with itself unless you play a very narrowly defined and predetermined build. Many Templar skills are also better replaced by something else out of class, apart from the Healing role. This is the problem of the Templar.
Hiero_Glyph wrote: »There are some very good Templar players in ESO. Some of them include Blabafat, Essa, Deltia, Divine Cross, Benzyboy and Ebonheart Templar; SypherPK is not (by his own admission) an experienced Templar player.
caeliusstarbreaker wrote: »Buff burning light to 40-50% proc chance since it's either used on a channel ability or a ground targeted aoe, give temps back blinding flashes and morphs and call it a day
Oh yea .. You can get rid of power of the light or whatever to put blinding flashes back
contact.opiumb16_ESO wrote: »@Zinaroth nice solution.
I have another one, but for eclipse : give eclipse on self, giving back a version of blinding flash. Attackers have 20% chance to be disoriented. First morph : give an aoe damage, second morph gives a shield.
Jabs : remove the CC for a snare, because the knockback is not very usefull and the CC immunity given don't synergies with other hard CC
A real magicka tank can be achieved like that : taunt, protect with a blazing shield + eclipse +caeliusstarbreaker wrote: »Buff burning light to 40-50% proc chance since it's either used on a channel ability or a ground targeted aoe, give temps back blinding flashes and morphs and call it a day
Oh yea .. You can get rid of power of the light or whatever to put blinding flashes back
I had great times with my imperial hybrid templar tank using BS + blinding flash + empowering sweeps + solar barrage (for ult regen)... i miss this build so much
contact.opiumb16_ESO wrote: »@Zinaroth nice solution.
I have another one, but for eclipse : give eclipse on self, giving back a version of blinding flash. Attackers have 20% chance to be disoriented. First morph : give an aoe damage, second morph gives a shield.
Jabs : remove the CC for a snare, because the knockback is not very usefull and the CC immunity given don't synergies with other hard CC
A real magicka tank can be achieved like that : taunt, protect with a blazing shield + eclipse +caeliusstarbreaker wrote: »Buff burning light to 40-50% proc chance since it's either used on a channel ability or a ground targeted aoe, give temps back blinding flashes and morphs and call it a day
Oh yea .. You can get rid of power of the light or whatever to put blinding flashes back
I had great times with my imperial hybrid templar tank using BS + blinding flash + empowering sweeps + solar barrage (for ult regen)... i miss this build so much
contact.opiumb16_ESO wrote: »@Zinaroth
" Templars need; less healing potential to make other classes more viable healers, more instant damage abilities with stamina/magicka morphs instead of channels/casts, a class mobility tool or speed buff (but not both), self-buffs like Rune Focus and Healing Ritual needs to stick to the character to promote mobility, the CC component of Biting Jabs/Puncturing Sweep removed, more than one ultimate (Nova) that is worth using, more class passives for rescource management! "
This, exactly, plus an aoe CC. Nothing more, nothing less
Glad you agree.
I actually have a proposal to the AoE CC and mobility in one existing skill:
The parts in bold are the added parts and the parts with a line over are the removed parts.
Spear Shard•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
-> Luminous Spear (Morph Effect: Restores stamina to all friendly targets inside the area when the spear is picked up)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina and Magicka over (10) seconds to all friendly players positioned inside the effect. This action will not remove the spear, so the caster can still teleport to it.
-> Blazing Spear (Morph Effect: Disorients all enemis and roots them when caster teleports to the location)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•Also disorients and roots all enemies in the area for (6) seconds after the caster teleports to the spear.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
So basically we're giving the spear an ability to be teleported to. The Burning Light instead of magic damage allows it to scale with both magicka and stamina, but still cost magicka, seeing as stamina templars need a proper magicka dump. On the first morph I took away the magicka restoration component and instead made it a stamina restoration for all friendlies, seeing as we need that in trials with the very limited possibilities of feeding stamina DPS with stamina compared to how many possibilies we have to feed magicka DPS with magicka. This effect would also work on yourself, but someone else would still need to pick it up, promoting group play, which is the purpose of synergies. The second morph I took away the DoT effect since it's petty at best and added a root and disorient to all targets in the area when the templar teleports on top of the spear. This sounds very strong, but hitting people with spear is difficult already with the huge traveling time and people would quickly learn not to stand in the spear. This would provide a means of CCing more than one target at the time through good timing and skillful play without being too OP in my opinion. Since it's a disorient it breaks on damage anyway. The root would further help keeping people from fleeing or help the templar in fleeing, albeit he would have to teleport there first. It is basically an AoE version of the DKs fossilize, just less instant and requires better timing. Risk versus reward. Everything here would ofcourse abide whatever AoE cap there is in place in the game at the time of implementation; being 6 targets at the moment for the CC, and 6 for the AoE stamina regeneration. So basically the base spear would no longer CC, but instead serve as a movement tool and scale to stamina/magicka, and one morph would make the stamina regen go to more targets, while the other adds an AoE CC when you use the skills secondary effect.
kendellking_chaosb14_ESO wrote: »contact.opiumb16_ESO wrote: »@Zinaroth
" Templars need; less healing potential to make other classes more viable healers, more instant damage abilities with stamina/magicka morphs instead of channels/casts, a class mobility tool or speed buff (but not both), self-buffs like Rune Focus and Healing Ritual needs to stick to the character to promote mobility, the CC component of Biting Jabs/Puncturing Sweep removed, more than one ultimate (Nova) that is worth using, more class passives for rescource management! "
This, exactly, plus an aoe CC. Nothing more, nothing less
Glad you agree.
I actually have a proposal to the AoE CC and mobility in one existing skill:
The parts in bold are the added parts and the parts with a line over are the removed parts.
Spear Shard•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
-> Luminous Spear (Morph Effect: Restores stamina to all friendly targets inside the area when the spear is picked up)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina and Magicka over (10) seconds to all friendly players positioned inside the effect. This action will not remove the spear, so the caster can still teleport to it.
-> Blazing Spear (Morph Effect: Disorients all enemis and roots them when caster teleports to the location)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•Also disorients and roots all enemies in the area for (6) seconds after the caster teleports to the spear.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
So basically we're giving the spear an ability to be teleported to. The Burning Light instead of magic damage allows it to scale with both magicka and stamina, but still cost magicka, seeing as stamina templars need a proper magicka dump. On the first morph I took away the magicka restoration component and instead made it a stamina restoration for all friendlies, seeing as we need that in trials with the very limited possibilities of feeding stamina DPS with stamina compared to how many possibilies we have to feed magicka DPS with magicka. This effect would also work on yourself, but someone else would still need to pick it up, promoting group play, which is the purpose of synergies. The second morph I took away the DoT effect since it's petty at best and added a root and disorient to all targets in the area when the templar teleports on top of the spear. This sounds very strong, but hitting people with spear is difficult already with the huge traveling time and people would quickly learn not to stand in the spear. This would provide a means of CCing more than one target at the time through good timing and skillful play without being too OP in my opinion. Since it's a disorient it breaks on damage anyway. The root would further help keeping people from fleeing or help the templar in fleeing, albeit he would have to teleport there first. It is basically an AoE version of the DKs fossilize, just less instant and requires better timing. Risk versus reward. Everything here would ofcourse abide whatever AoE cap there is in place in the game at the time of implementation; being 6 targets at the moment for the CC, and 6 for the AoE stamina regeneration. So basically the base spear would no longer CC, but instead serve as a movement tool and scale to stamina/magicka, and one morph would make the stamina regen go to more targets, while the other adds an AoE CC when you use the skills secondary effect.
So Templar can teleport up walls? We have enough powers that bug out and do this as it is. Besides that I don't see how giving Templar heals/healing debuffs and Bolt Escape is balanced game play.
kendellking_chaosb14_ESO wrote: »contact.opiumb16_ESO wrote: »@Zinaroth
" Templars need; less healing potential to make other classes more viable healers, more instant damage abilities with stamina/magicka morphs instead of channels/casts, a class mobility tool or speed buff (but not both), self-buffs like Rune Focus and Healing Ritual needs to stick to the character to promote mobility, the CC component of Biting Jabs/Puncturing Sweep removed, more than one ultimate (Nova) that is worth using, more class passives for rescource management! "
This, exactly, plus an aoe CC. Nothing more, nothing less
Glad you agree.
I actually have a proposal to the AoE CC and mobility in one existing skill:
The parts in bold are the added parts and the parts with a line over are the removed parts.
Spear Shard•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
-> Luminous Spear (Morph Effect: Restores stamina to all friendly targets inside the area when the spear is picked up)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina and Magicka over (10) seconds to all friendly players positioned inside the effect. This action will not remove the spear, so the caster can still teleport to it.
-> Blazing Spear (Morph Effect: Disorients all enemis and roots them when caster teleports to the location)•Send your spear into the heavens to bring down a shower of divine wrath, triggering Burning Light on enemies in the target area.
•For 15 seconds after the spear has landed your ability will change, and you are able to teleport to its location aslong as you are within range. This action will remove the spear, making it able to be placed elsewhere.
•Also disorients one enemy for (6) seconds.
•Also disorients and roots all enemies in the area for (6) seconds after the caster teleports to the spear.
•While active, an ally can pick up a spear shard, restoring (25)% Stamina plus an additional (1700) Stamina over (10) seconds. This action will not remove the spear, so the caster can still teleport to it.
So basically we're giving the spear an ability to be teleported to. The Burning Light instead of magic damage allows it to scale with both magicka and stamina, but still cost magicka, seeing as stamina templars need a proper magicka dump. On the first morph I took away the magicka restoration component and instead made it a stamina restoration for all friendlies, seeing as we need that in trials with the very limited possibilities of feeding stamina DPS with stamina compared to how many possibilies we have to feed magicka DPS with magicka. This effect would also work on yourself, but someone else would still need to pick it up, promoting group play, which is the purpose of synergies. The second morph I took away the DoT effect since it's petty at best and added a root and disorient to all targets in the area when the templar teleports on top of the spear. This sounds very strong, but hitting people with spear is difficult already with the huge traveling time and people would quickly learn not to stand in the spear. This would provide a means of CCing more than one target at the time through good timing and skillful play without being too OP in my opinion. Since it's a disorient it breaks on damage anyway. The root would further help keeping people from fleeing or help the templar in fleeing, albeit he would have to teleport there first. It is basically an AoE version of the DKs fossilize, just less instant and requires better timing. Risk versus reward. Everything here would ofcourse abide whatever AoE cap there is in place in the game at the time of implementation; being 6 targets at the moment for the CC, and 6 for the AoE stamina regeneration. So basically the base spear would no longer CC, but instead serve as a movement tool and scale to stamina/magicka, and one morph would make the stamina regen go to more targets, while the other adds an AoE CC when you use the skills secondary effect.
So Templar can teleport up walls? We have enough powers that bug out and do this as it is. Besides that I don't see how giving Templar heals/healing debuffs and Bolt Escape is balanced game play.
Heals and healing debuff? Where do you see that? I talked with a friend about the teleporting up walls thing and another solution could be a blink charge to the spear, only allowed you to go to it if it was in line of sight.
Besides it was just a suggestion. Feel free to chime in if you have a better one.
Bolt Escape would still be a stronger tool than this one.
Besides NBs can already teleport up walls with their shadow image, the only difference being that it can only be placed where they can go. But that's totally balanced right? However a Templar being able to do the same would be game breaking, right?
Maybe that's a pc related bug?
Ah so you play on console? That explains a lot.
The meta game on console is a completely different thing.
People's ability to react isn't as high as on PC.
This creates a battlefield at a way slower pace.
When everything happens at a slower pace some of the issues with templars become less appearent because their problem is that they can't keep up with the other classes because of long cast times and channels, spell animations etc.
TBH I didn't expect a console player to even take part in this discussion since they can't have much experience given it released what, 4 months ago, on console.
EDIT: This is not meant as an offense, people can play on whatever platform they're on. I'm sure console has some areas where content is harder than on PC because lack of addons and reaction time and worse controls.
I've played A LOT since console release, near enough just templars (I've got an nb, sorc and dk too) but 3 templars as I truly belive the class to be most versitle.
I can switch bars to go from a full dps, pulling approx 30k dps in pve, to a full bore healer/buffer that keeps groups alive, or go to a full defence tank that can take a beating.
I personally and others have started threads on pc transfer, I already bought the game on pc to try it and throughly enjoy it, but I don't fancy doing 3 vr16s again, along side gathering all my gear again.
Personally from the experience I had on pc, I found that combat was quicker, merely due to people relying on "cast ultimate now" "execute now" "potion ready" "dodge now"
So although it is slightly wuicker paced, I find that that's more due to people reading text and fighting than the actual pace of things, if anything I would say it makes the templar class harder, as I'm constantly trying to look at the ground and count down timers for things such as entropy, purifying light and channeled focus, so along side fighting I have to count down a minimum of 3 different buffs constantly.
30k dps??????
I say thats bs unless u give me proof of that and when u say dps, u usually speak of single target dmg u can hold for minutes at the same level.
Maybe that's a pc related bug?
Ah so you play on console? That explains a lot.
The meta game on console is a completely different thing.
People's ability to react isn't as high as on PC.
This creates a battlefield at a way slower pace.
When everything happens at a slower pace some of the issues with templars become less appearent because their problem is that they can't keep up with the other classes because of long cast times and channels, spell animations etc.
TBH I didn't expect a console player to even take part in this discussion since they can't have much experience given it released what, 4 months ago, on console.
EDIT: This is not meant as an offense, people can play on whatever platform they're on. I'm sure console has some areas where content is harder than on PC because lack of addons and reaction time and worse controls.
I've played A LOT since console release, near enough just templars (I've got an nb, sorc and dk too) but 3 templars as I truly belive the class to be most versitle.
I can switch bars to go from a full dps, pulling approx 30k dps in pve, to a full bore healer/buffer that keeps groups alive, or go to a full defence tank that can take a beating.
I personally and others have started threads on pc transfer, I already bought the game on pc to try it and throughly enjoy it, but I don't fancy doing 3 vr16s again, along side gathering all my gear again.
Personally from the experience I had on pc, I found that combat was quicker, merely due to people relying on "cast ultimate now" "execute now" "potion ready" "dodge now"
So although it is slightly wuicker paced, I find that that's more due to people reading text and fighting than the actual pace of things, if anything I would say it makes the templar class harder, as I'm constantly trying to look at the ground and count down timers for things such as entropy, purifying light and channeled focus, so along side fighting I have to count down a minimum of 3 different buffs constantly.
30k dps??????
I say thats bs unless u give me proof of that and when u say dps, u usually speak of single target dmg u can hold for minutes at the same level.
I believe you zornyan, my templar does crazy high damage too, 30k+ Its probably a good thing that people don't believe it really though, with all of these ridiculous nerf threads lately...