With it being so bad this update, what you using instead or still sticking with it for minor breach and sorcery?
Problem with the templar is that as long as radiant opression works the way it works class itself will be sometimes highly overperforming in group scenario. There are templars in BGs that are built defensively just running around staying in mist for long periods of time that will just spam elementral suscpetibility+some DoT (preferably reflective light) on all the enemies and then just wait to javelin+execute everyone who will come close to 50% hp since You cannot dodge radiant and You cannot block javelin. While this tactic is cheesy as hell very often it works.
Problem with the templar is that as long as radiant opression works the way it works class itself will be sometimes highly overperforming in group scenario. There are templars in BGs that are built defensively just running around staying in mist form for long periods of time that will just spam elementral suscpetibility+some DoT (preferably reflective light) on all the enemies and then just wait to javelin+execute everyone who will come close to 50% hp since You cannot dodge radiant and You cannot block javelin. While this tactic is cheesy as hell very often it works.
gariondavey wrote: »Templar has gone full circle, from being a healbot that spams beam from a zerg, to being a well-rounded class with multiple playstyles and power fantasies, and now we're back to being exclusively a healbot that spams beam from a zerg. Wow.
Buff jabs, buff BL, and change POTL/PL again so that Templar FINALLY has a delayed burst on par with blastbones/curse/whip that doesn't rely on an unreliable copied damage mechanic to reach its potential. Just make it a flat value, every 6s, and let us Templars get back to playing the damn game, please.
Exactly. The irony is templar is one of the worst pvp healers, competitively speaking.
@ZOS_Kevin please save us templars!
Um. J-beam is the most powerful execute in game. I'm getting 20k crits on enemies...and it can't be dodged. You hit a javelin and beam at 25% health if the first tic of beam doesn't kill em the second will. And if the second doesn't kill them you either fudged, there's too much lag, or it wasn't meant to be....or you don't have enough damage and have too much mitigation or sustain in ur build. One tic alone with hit higher than anyone else's execute...just one tic.
Deff a great zerg surfing skill....yeah awesome. But also the best execute to run for any player while solo.
If you think templar isn't in a great spot I'd suggest you build for more damage than defense. You can easily sustain 1300 regen with vampire and smart heavy attacks. You should give up the idea of standing toe to toe with anyone...just *** on blowing people up, keep them on their backbar while you unload...ugh so much fun on my glassplar...
gariondavey wrote: »Eh I've always hated how backlash functions. Before the nerf, you needed to stay on the offense for the 6 seconds or it wouldn't hit hard.
Am I upset that backlash got nerfed? Yes
Do I wish they would just rework it to be 6 second version of curse? Yes
Am I content to use beam on my bar instead of it? Yes
MEBengalsFan2001 wrote: »gariondavey wrote: »Eh I've always hated how backlash functions. Before the nerf, you needed to stay on the offense for the 6 seconds or it wouldn't hit hard.
Am I upset that backlash got nerfed? Yes
Do I wish they would just rework it to be 6 second version of curse? Yes
Am I content to use beam on my bar instead of it? Yes
Imagine if curse had the similar effect to backlash where it was based on damage done to the target vs. it just going off.
TechMaybeHic wrote: »Data has to be showing them something about Templar in Cyrodiil. People I know are instant pass on kill enemy templar quest because it takes forever. Granted; its because they still can heal and turtle, but also because there are not that many of them. You have to fight your way to the back of the zerg
Jabbs_Giggity wrote: »TechMaybeHic wrote: »Data has to be showing them something about Templar in Cyrodiil. People I know are instant pass on kill enemy templar quest because it takes forever. Granted; its because they still can heal and turtle, but also because there are not that many of them. You have to fight your way to the back of the zerg
Yes. I can attest on xbox NA that I am maybe one of 20 templars running on EP. Majority of player base is running Ice Warden, NB or DK. Every group has at least one Necro bomber running convergence.
Edit for clarity: I am on stamplar, not mag. Even at 6800 WD it's tough getting kills. Survivability is great though. I can face tank a squad of 10+ running Mara's on backbar.
TechMaybeHic wrote: »Jabbs_Giggity wrote: »TechMaybeHic wrote: »Data has to be showing them something about Templar in Cyrodiil. People I know are instant pass on kill enemy templar quest because it takes forever. Granted; its because they still can heal and turtle, but also because there are not that many of them. You have to fight your way to the back of the zerg
Yes. I can attest on xbox NA that I am maybe one of 20 templars running on EP. Majority of player base is running Ice Warden, NB or DK. Every group has at least one Necro bomber running convergence.
Edit for clarity: I am on stamplar, not mag. Even at 6800 WD it's tough getting kills. Survivability is great though. I can face tank a squad of 10+ running Mara's on backbar.
That's pretty much it. DKs, NBs, Wardens (might be hype but the numbers are there) but I have even seen a return of sorcs with engine guardian. Thought that was dead but apparently are some out there. So Sorc, Necro, Templar have niches (kite, bomb, healer); the other 3 are fully loaded and can do multiple things. Kind of afraid of them just obliterating the rest here.
Jabbs_Giggity wrote: »TechMaybeHic wrote: »Data has to be showing them something about Templar in Cyrodiil. People I know are instant pass on kill enemy templar quest because it takes forever. Granted; its because they still can heal and turtle, but also because there are not that many of them. You have to fight your way to the back of the zerg
Yes. I can attest on xbox NA that I am maybe one of 20 templars running on EP. Majority of player base is running Ice Warden, NB or DK. Every group has at least one Necro bomber running convergence.
Edit for clarity: I am on stamplar, not mag. Even at 6800 WD it's tough getting kills. Survivability is great though. I can face tank a squad of 10+ running Mara's on backbar.
Yeah I do agree the damage is meh. Getting them to execute range can be tough. I'm rocking 20k pen and 7-8 k spell damage and can't kill these tank idiots running around.
I saw last night a DK that had 30k health turn my dark flare into a 4k crit, my meteor into a 6k crit my javelin hit like a limp noodle. I got him to 20k health and couldn't believe it. The combo of flare LA flare LA meteor LA javelin hit perfect...20k health left over. He didn't even need to break free. Then he turned and WB leap whip and I was done.
There's something wonky with defense in this game currently. I know I'm build like paper but I'm facing a toon that is clearly built a ton of passive mitigation in and he has the damage to burst. The defense to offense built in isn't equal. There's no benefit to building any damage offense in my eyes
Remember when blazing spear cc'd everyone..deemed too op and got nerfed..
Templar aoe stun = op, Yet aoe stun on nb and warden and aoe immobilise on dk, wardens nd sorc is absolutely fine!
I hit this last patch before they completely changed how PL and POTL works. Ability needed tuning down as it was honestly absurd, but the current iteration is awful and not worth slotting. I went from seeing 15-20k crits to rarely seeing 5k crits this patch. Ideally, PL/POTL should be critting for 10-12k fully stacked against a player with average resists and average crit resist. 8k against good builds.
It feels like battle spirit isn't properly applying to the ability, or maybe PL/POTL is double dipping into battle spirit currently. It's not hitting as much as it should be; it feels impossible to stack to full 200% copied damage. Get rid of the copied damage mechanic entirely, it's CLUNKY and has RARELY ever worked properly.
I'd personally prefer a PL/POTL that hits hard where you have to build 6 stacks based on burning light ticks on your enemy and then you can 'sanctify' your enemy for a good amount of burst damage that can be blocked but not dodge rolled (to keep in line with Templar's identity of going through dodge roll with jabs, burning light, beam etc etc), similar to Assassin's Will. It'd be more balanced and allows for counterplay, and likely less prone to glitching out. There'd also be a sound, similar to Assassin's Will, telling your opponent that you can sanctify them, allowing them to anticipate it.
Something like:
Purifying Light
Channel the might of the Aedra for 24 seconds, increasing your damage done by 1% every time burning light damages an enemy, adding a stack of sanctified. When you reach six stacks of sanctified, this ability converts into Aedric Judgement, allowing you to consume six stacks of sanctified to purify your target with holy fire for 4782 magic damage. Also heals you and nearby allies in the area for 599 Health every 2 seconds, over 10 seconds after six stacks of sanctified are consumed.
% Damage done modifier should help Templar's numbers in PvE and also give a small meaningful buff to jabs which are sorely needing some love too. Also forces the Templar to decide when to use Aedric Judgement, as they won't have the 6% extra damage done if they mistime their burst. Power of the Light would deal physical damage and still apply minor breach, as well.
TechMaybeHic wrote: »If I understand @Cloudrest proposal on it, while yes; huge numbers like that did not happen often, but they were possible. It seems the idea would be to make it more controlled by action and counters and less volatile of a swing when fighting someone who doesn't know and just eats it to see that high damage