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burning light should be fixed

Faint_One
Faint_One
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Since it makes jabs hard-bind with both mag and stam tamplars,it gives quite bad experience to this class
stam deal highest damage but easiest play style,magplar use hard rotation but not such good damage and Never ranged!(Ranged spammable are all far behind damage than jab+burning light)

to fix this I guess try to
adjust damage of burning light,and add a cooldown to it Proc ,to makes this passive gives standard benefit to damage rather than how much jabs you cast

adjust jabs damage especially mag's because it not combine well with staff’s passive to magplar,it still need be stronger than general spammables,but not too much to make templars able to give up just a bit damage to gain a damage range in some situations rather than A ton of it
  • Stx
    Stx
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    I wish burning light procced off of any 4 consecutive sources of damage instead of just aedric spear abilities.

    I agree, this passive shackles templars into only using jabs.
  • Ippokrates
    Ippokrates
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    Aren't they extending rapid succesion in next patch so not only jabs might proc it?
  • WabanakiWarrior
    WabanakiWarrior
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    Ippokrates wrote: »
    Aren't they extending rapid succesion in next patch so not only jabs might proc it?

    That sounds awesome, but I can't find it in the patch notes. Where does it say this? It could potentially be a really helpful change
    PS4 NA
    Grand Master Crafter, PVP, Housing nerd
  • Ippokrates
    Ippokrates
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    Oh sorry, it was already done:

    https://en.m.uesp.net/wiki/Online:Burning_Light
  • xHotguy6pack
    xHotguy6pack
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    Burning light needs to be reverted to what it use to do and dark flare needs to have it's nerf reverted if you want ranged templar to work again unfortunately. Pretty lame that they made a passive only work with two abilities and that they nerfed the only ranged burst that templars have. Made absolutely zero sense to nerf dark flare.
    Edited by xHotguy6pack on 5 August 2021 07:33
  • carlos424
    carlos424
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    If they won’t revert burning light changes, why not add another aedric spear dot, such as a morph of the javelin skill? One morph knocks back, the other gives a dot. That way, with more burning light ticks, templars have somewhat of an option to go more ranged. As it stands, templars have no option to do anything but jab. Drop jabs and drop 10k dps. No option.
  • Hymzir
    Hymzir
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    This is something I've been arguing for years now. Burning light is an awesome skill as long as you are stab-happy jab-machine.

    So much of the Templar raw damage potential is tied down into this one passive that only really works with jabs. When it was a proc chance, it at least occasionally fired with other Aedric Spear abilities. And Spear Shards gave at least some option for ranged use of the passive. But now... It's jab-jab-jabbity-stab or go home.

    Just make it deal damage on every fourth hit and let the players choose how they wanna approach fights and what weapons and skills to use. Right now it's jabs and dual wield or purposefully gimp yourself.

    You could also tie the damage dealt to the number of Aedric Spear abilites slotted. The same is system is used for other classes damage boost passives and would give a real choice in coming up with your build: Go for maximized power, or opt for more versatility.

    In any case, I just wish the whole class wasn't build around stabbing people in the face at bad breath range.
  • MEBengalsFan2001
    MEBengalsFan2001
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    Faint_One wrote: »
    Since it makes jabs hard-bind with both mag and stam tamplars,it gives quite bad experience to this class
    stam deal highest damage but easiest play style,magplar use hard rotation but not such good damage and Never ranged!(Ranged spammable are all far behind damage than jab+burning light)

    to fix this I guess try to
    adjust damage of burning light,and add a cooldown to it Proc ,to makes this passive gives standard benefit to damage rather than how much jabs you cast

    adjust jabs damage especially mag's because it not combine well with staff’s passive to magplar,it still need be stronger than general spammables,but not too much to make templars able to give up just a bit damage to gain a damage range in some situations rather than A ton of it

    They need to remove the cast time from Dark Flare and reduce its damage by 10-15%. This would give templar a way to play full range if they want to. They would have burning light, aura javelin, reflective light/vampire light, and dark flare.

    The problem I have with this setup is that abilities like dark flare with a casting time end up reducing a player damage output when the game lags and the player gets stuck in animation to use the ability but can't use it.
  • ealdwin
    ealdwin
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    I'm kind of curious if it would be better to just increase the WD/SD % of Balanced Warrior to 8-9% (?) and completely redo Burning Light to be something else.

    For instance:
    - Burning Light - Snare enemies for 40% when you deal direct damage with Aedric Spear Ability
    - Puncturing Strikes - No longer snares, now heals for 30% of damage dealt.
    - - - Puncturing Sweeps - Stays at 40% healing for damage dealt. (ie. increased healing from base)
    - - - Biting Jabs - Gains new morph effect like increased crit against below 25% enemies?

    Not quite sure this is perfect or ideal, but it would reduce the reliance on BL and just transfer the power into the flat bonus Templar's get.
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