Tyrant_Tim wrote: »I brought this up earlier, and hate to hammer on the same points, but this ability is useless.
If this ability is supposed to function as a tool for tanking, why does it not get mitigated by block?
Sun Shield needs a complete redesign.
ssewallb14_ESO wrote: »Yeah, I would really like to see Blazing Shield go back to the magicka scaling version from the early game. It was only ever "OP" because of the bug that made the damage scaling stack multiple times. It made for a unique playstyle that punished players for getting too thirsty during execute phase, which was more or less deleted from the game when 1.6 came out.
Or at least make it do something useful. It's been a useless morph for years at this point.
Tyrant_Tim wrote: »I brought this up earlier, and hate to hammer on the same points, but this ability is useless.
If this ability is supposed to function as a tool for tanking, why does it not get mitigated by block?
Sun Shield needs a complete redesign.
Necrotech_Master wrote: »Tyrant_Tim wrote: »I brought this up earlier, and hate to hammer on the same points, but this ability is useless.
If this ability is supposed to function as a tool for tanking, why does it not get mitigated by block?
Sun Shield needs a complete redesign.
because of pvp
thats exactly what troll tanks did back in the early days, perma block with a shield, they almost wouldnt even need any healing at that point, just recasting their shields
Tyrant_Tim wrote: »Necrotech_Master wrote: »Tyrant_Tim wrote: »I brought this up earlier, and hate to hammer on the same points, but this ability is useless.
If this ability is supposed to function as a tool for tanking, why does it not get mitigated by block?
Sun Shield needs a complete redesign.
because of pvp
thats exactly what troll tanks did back in the early days, perma block with a shield, they almost wouldnt even need any healing at that point, just recasting their shields
Okay, so let’s bounce around ideas on how to improve this ability. I like the idea I proposed, but what else could be done to make this functional?
Necrotech_Master wrote: »Tyrant_Tim wrote: »Necrotech_Master wrote: »Tyrant_Tim wrote: »I brought this up earlier, and hate to hammer on the same points, but this ability is useless.
If this ability is supposed to function as a tool for tanking, why does it not get mitigated by block?
Sun Shield needs a complete redesign.
because of pvp
thats exactly what troll tanks did back in the early days, perma block with a shield, they almost wouldnt even need any healing at that point, just recasting their shields
Okay, so let’s bounce around ideas on how to improve this ability. I like the idea I proposed, but what else could be done to make this functional?
my first idea to make it better would be to not scale the shield based on how many enemies you hit with it
in 1v1 pvp, or lone boss encounters, the shield value i agree is way too small to be useful, its only moderately OK when dealing with larger trash mobs
blazing shield could give a fixed shield amount, then when it exploded from dmg, it could give some other kind of benefit (something like the deep breath DK ability type thing, which is very similar to how this was functioning)
Necrotech_Master wrote: »i think the templars shield ability could in some way be similar to the DK ability inhale
base inhale ability: Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies. (the scaling factor is healing for dmg, which more enemies = more healing, but the dmg is scaled based on your offense stats)
deep breath morph: Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies. (basically the same as base ability, but will interrupt casting enemies and has a stronger delayed dmg burst)
draw essence: Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka. (heals for more, and additional scaling factor of restoring more mag based on number of enemies hit to refund some of the cost)
so along that vein, right now the scaling factor for the sun shield ability is the increased shield size, but as noted this is problematic
so my proposed solution:
base skill: grants shield scaled on max hp + some other scaling effect (since templar maybe healing received or healing done, or resources)
radiant ward: grants shield based on max hp, and this morph being a ward maybe could have some kind of scaling dmg reduction (though dmg reduction might be bad for pvp, but could still give some kind of buff to make you "tankier", maybe stronger values of the base morph) (the current bonus from this morph is stronger shield scaling, +20% per enemy instead of +4% per enemy)
blazing shield: for this morph, i would make it give the shield + explode when it expires or ends and deals some base dmg, that could scale up for the number of enemies (more enemies = more dmg) (the current morph has the dmg based on how much the shield absorbed before it expires, only 30% of the dmg, which is useless in pvp with the low shield value)
this might make more sense, so it would still have the shield in all cases and theme to that, but it has other effects depending on the morph (one morph focusing on being more "tanky" and one morph being more "offensive")
Tyrant_Tim wrote: »Necrotech_Master wrote: »i think the templars shield ability could in some way be similar to the DK ability inhale
base inhale ability: Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies. (the scaling factor is healing for dmg, which more enemies = more healing, but the dmg is scaled based on your offense stats)
deep breath morph: Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies. (basically the same as base ability, but will interrupt casting enemies and has a stronger delayed dmg burst)
draw essence: Channel draconic energy to suck in the air around you, dealing 870 Flame Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka. (heals for more, and additional scaling factor of restoring more mag based on number of enemies hit to refund some of the cost)
so along that vein, right now the scaling factor for the sun shield ability is the increased shield size, but as noted this is problematic
so my proposed solution:
base skill: grants shield scaled on max hp + some other scaling effect (since templar maybe healing received or healing done, or resources)
radiant ward: grants shield based on max hp, and this morph being a ward maybe could have some kind of scaling dmg reduction (though dmg reduction might be bad for pvp, but could still give some kind of buff to make you "tankier", maybe stronger values of the base morph) (the current bonus from this morph is stronger shield scaling, +20% per enemy instead of +4% per enemy)
blazing shield: for this morph, i would make it give the shield + explode when it expires or ends and deals some base dmg, that could scale up for the number of enemies (more enemies = more dmg) (the current morph has the dmg based on how much the shield absorbed before it expires, only 30% of the dmg, which is useless in pvp with the low shield value)
this might make more sense, so it would still have the shield in all cases and theme to that, but it has other effects depending on the morph (one morph focusing on being more "tanky" and one morph being more "offensive")
That might work, I genuinely don’t see this ability working as an AoE enemy scaling one in the current state of the game though, it’s way too niche and even with those provided changes, it would remain very niche instead of an ability people have to consider when build making.
After Templar lost Blinding Flashes, Sun Shield was the only thing Templar had left for defense, and it’s just been languishing away seeing minimal use, and when it is used, it’s generally for trash packs in dungeons that propose zero threat whatsoever to begin with.
We just can’t have a shield that small, with such weak scaling with health, or a damage type dependent on both that shields size, and the amount of damage dealt to it while both wards and damage is halved in PvP.
There isn’t a drawing board anywhere in the world where this ability is acceptable with Battle Spirit.
Necrotech_Master wrote: »i had some rough designs in an earlier post
sun shield (being the base skill) should be the shield, and maybe some kind of other buff which could scale based on enemies in range
radiant ward (sounds like a tank morph) should maybe give some small dmg reduction (or just minor protection or something along the same scale) while the shield holds, and stronger scaled buffs from the base morph
blazing shield (sounds like a dps morph) should give the shield and then explode for some amount of dmg after the shield ends (either expires or depleted), possibly scaling on number of enemies (similar to the plaguebreak explosion), the balance factor here would be if you wanted the most of the explosion, you would need to focus on dmg, but the shield value would be smaller (still scaled on health), if you wanted a tank with more dmg, you could get a stronger shield, but the explosion would be a little weaker
Create a tether of solar rays to a nearby enemy with the highest Max Health and gain a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. The shield's strength is increased by 20% of the Max Health of the tethered enemy, up to a maximum of 100k Health.
While tethered, the enemy takes 30% of the damage the shield takes. The tether is broken if the enemy moves 8 meters away from you, or if the shield ends.
Disclaimer: Not a templar main, just a bit bored and with internet access and enjoys brainstorming, buuuut...Tyrant_Tim wrote: »@Necrotech_Master, if you had to completely rework Sun Shield and its morphs, and envision them around their ability names, what would you consider for them?…
- Sun Shield
- Radiant Ward
- Blazing Shield
That’s an open invite to anyone reading this, let’s get creative here. I want to hear opinions on this.
Billium813 wrote: »As a Templar Tank, the Radiant Ward morph is legitimately good in PvE, but the Blazing Shield morph is very under utilized in all content. Comparatively, Radiant Ward does similar damage, but produces a vastly larger shield!
Radiant Ward
- 42.6k Health -> 27.4k shield w/ ~12 enemies nearby
- Deals 3771 damage to each enemy
- Costs 3800 Magicka
Blazing Shield
- 42.6k Health -> 15.8k shield w/ ~12 enemies nearby
- Deals 3718 damage to each enemy after shield is fully hit down by enemies
- Costs 4060 Magicka
Disclaimer: Not a templar main, just a bit bored and with internet access and enjoys brainstorming, buuuut...Tyrant_Tim wrote: »@Necrotech_Master, if you had to completely rework Sun Shield and its morphs, and envision them around their ability names, what would you consider for them?…
- Sun Shield
- Radiant Ward
- Blazing Shield
That’s an open invite to anyone reading this, let’s get creative here. I want to hear opinions on this.
I think a scaling factor based on how much of the templar 'house' they are standing in would be cool, in addition to whatever else. Standing in the rune, +something. Standing in the purify whatsit, +even more. Make it just 'for every one of your own ground effects you're standing in, gain XYZ'. I think trying to fight a templar standing in its fully built house should be ridiculously scary.
This would give them cleansing ritual, rune focus, and spear shards, plus maybe nova? Maybe it would need to be capped.
Also, the benefit should scale with targets, but in a 50%, 33%, 17% fashion - in that hit one target and you get 50% of the total benefit (to maintain usefulness in single target fights), 33% more with two targets, and the last 17% with the third target. Divvy it up and adjust for balance. Mind I'm not saying buff the skill by 50% for hitting one target, then 83% for two targets, etc - just that its scaling across multiple targets should be smoothed out some, as currently it seems feast or famine when used against multiple targets vs one target.
Base skill: The usual boring health based shield, deals damage on press, minor shield strength gain per target damaged. Damage doubled at max targets (so 1.5% with one target, 1.83% with two targets, 2.0x with 3).
Radiant Ward: Personally I just think this sounds more like a tank name, but ultimately it doesn't matter. Damage gain exchanged for shield gain per target and per your own beneficial class AoE you're standing in and deal plink damage to enemies when struck in melee range. While the shield holds, blocking damage reduces damage the shield takes like blocking should and dealing damage while blocking applies major maim (or something, idk, something strong but short lived) to a target. Additionally increases maximum block interval (how many times you can lose stam from blocking in, I think it's 0.25 sec base?) to...something higher than it currently is. Scales on health. Ideally, this should be somewhere in the range of a 18k-20k shield at start (so 13k base plus 6.5k for one enemy), ~24k (rounded) at two enemies, and 26k at 3 enemies.
Blazing Shield: DPS morph. No longer scales on health, but on offensive stats (to a cap). Generates...Iunno, 4k absorb? every 2 seconds (or higher interval? Lower interval? Not sure what exact value would be valuable in pvp, either). Absorb shield stacks if the previous absorb isn't fully consumed, up to a max of 10-12k(?). Damage dealt to the shield is reflected back to the attacker with no requirement for melee range. Every 2 seconds, if the shield holds (or 3? Who knows), gain a charge of <Templar Themed Buff Name> that makes offensive skills more beefy and using one consumes a charge. Deal x% more damage to targets that have recently taken damage from the absorb shield reflect for 2-3 seconds, where x% is however much damage templar needs to make up for in however parses are stacking up right now. Maybe this one could have the shield strength scaling partially from health, while the damage returned from the absorb - a percentage of the shield strength - scales from damage stats. Just to help preserve that tanky-reflects-damage class fantasy a bit.
Also, templar should get a class mechanic that gives them Generic Combo Point Name charges at an interval for standing in their own stuff - one charge every 6 seconds, or every 3 standing in one of their fields, or every 1 standing in two fields and consumed on skill use, up to a cap of three (or two?) so they can be banked but not excessively.
Anyway, this all probably ridiculously overpowered as written and will never happen and all current templar players would probs hate it, but I wish for some sort of class mechanic based around templar's 'house' with some added unique interactions for the last skill in each of templar's skill lines (something similar to the blazing shield interaction). Also jesus beam should have a morph that turns it into a 4 second executioner skill where you use it when an enemy is below 25% health, then 4 sec later they take a frickton of damage high enough to compensate for that it's a delayed execute, and Healing Ritual should be the final skill in Restoring Light and have one morph be the big honkin AoE heal while the other should be a massive single target HoT + oodles of buffs and whatnot.
Tyrant_Tim wrote: »@Necrotech_Master, if you had to completely rework Sun Shield and its morphs, and envision them around their ability names, what would you consider for them?…
- Sun Shield
- Radiant Ward
- Blazing Shield
That’s an open invite to anyone reading this, let’s get creative here. I want to hear opinions on this.
Tyrant_Tim wrote: »@Necrotech_Master, if you had to completely rework Sun Shield and its morphs, and envision them around their ability names, what would you consider for them?…
- Sun Shield
- Radiant Ward
- Blazing Shield
That’s an open invite to anyone reading this, let’s get creative here. I want to hear opinions on this.
Honestly I'd probably design it like Bound Armaments and Grim Focus, where you collect stacks and can activate the active component when you feel like - except you collect stacks defensively, either when blocking or taking direct damage.
Sun Shield:
When slotted on either bar, gain a stack of Radiance when taking direct damage, up to x max. Each stack increases your block mitigation by y%. When used, gain a damage shield that absorbs z damage. The shield scales with Radiance stacks and your max health.
Radiant Ward:
When used, you and your allies within z meters heal x health over y seconds.
Blazing Shield:
When used, deal x Flame damage over y seconds to enemies within z meters.
Tyrant_Tim wrote: »Necrotech_Master wrote: »i had some rough designs in an earlier post
sun shield (being the base skill) should be the shield, and maybe some kind of other buff which could scale based on enemies in range
radiant ward (sounds like a tank morph) should maybe give some small dmg reduction (or just minor protection or something along the same scale) while the shield holds, and stronger scaled buffs from the base morph
blazing shield (sounds like a dps morph) should give the shield and then explode for some amount of dmg after the shield ends (either expires or depleted), possibly scaling on number of enemies (similar to the plaguebreak explosion), the balance factor here would be if you wanted the most of the explosion, you would need to focus on dmg, but the shield value would be smaller (still scaled on health), if you wanted a tank with more dmg, you could get a stronger shield, but the explosion would be a little weaker
If I could alter Sun Shield in another fashion than the original concept I had, it would be to give your weapon and shield an aura that gives you increased effectiveness when blocking, as if you have the power of the Sun on your Shield.
I like your idea for Radiant Ward and would love to see Major Courage applied in an AoE on activation.
For the damage from your Blazing Shield to do anything, with the scaling on multiple enemies, it would need to be early Proxy Det values. Maybe instead, if they were to add light-to-medium damage to enemies that hit your shield, similar to Spiked Armor?
Tyrant_Tim wrote: »Billium813 wrote: »As a Templar Tank, the Radiant Ward morph is legitimately good in PvE, but the Blazing Shield morph is very under utilized in all content. Comparatively, Radiant Ward does similar damage, but produces a vastly larger shield!
Radiant Ward
- 42.6k Health -> 27.4k shield w/ ~12 enemies nearby
- Deals 3771 damage to each enemy
- Costs 3800 Magicka
Blazing Shield
- 42.6k Health -> 15.8k shield w/ ~12 enemies nearby
- Deals 3718 damage to each enemy after shield is fully hit down by enemies
- Costs 4060 Magicka
As far as Radiant Ward, I would have to disagree about the effectiveness of it. The ability provides zero utility to the group, in a game where group utility defines your class as a support…
You would be better off running Bone Shield because at least that provides a synergy.
Tyrant_Tim wrote: »Tyrant_Tim wrote: »@Necrotech_Master, if you had to completely rework Sun Shield and its morphs, and envision them around their ability names, what would you consider for them?…
- Sun Shield
- Radiant Ward
- Blazing Shield
That’s an open invite to anyone reading this, let’s get creative here. I want to hear opinions on this.
Honestly I'd probably design it like Bound Armaments and Grim Focus, where you collect stacks and can activate the active component when you feel like - except you collect stacks defensively, either when blocking or taking direct damage.
Sun Shield:
When slotted on either bar, gain a stack of Radiance when taking direct damage, up to x max. Each stack increases your block mitigation by y%. When used, gain a damage shield that absorbs z damage. The shield scales with Radiance stacks and your max health.
Radiant Ward:
When used, you and your allies within z meters heal x health over y seconds.
Blazing Shield:
When used, deal x Flame damage over y seconds to enemies within z meters.
Great ideas! What kind of numbers would we be looking at for those heals and flame damage?
Tyrant_Tim wrote: »@Billium813, Templar tanks are ranked at the bottom for choice of tanks in trials, and it’s for a very specific reason. They provide no group utility while survivability is not an issue for tanks of any class in this game.
For the longest time I played a Templar tank and ran Sun Shield, not because the ability is good, but because you have literally nothing else in your kit… and let’s be honest; I just liked the visual and uniqueness of having an ability no one else was using, in a spec that got no love or respect, clearing hard content.
After making a tank on every class, and climbing the proverbial mountain of content on them, I can 100% agree with the statement that Templar tanks are the worst, and it makes me sad, knowing my first ever character, a Nord Templar, is just not it.
Templars used to be necessary for execute and boss pushing, remember when Nova provided 30% damage mitigation?
Remember when Radiant Aura used to have an extremely unique Minor Endurance and Intellect, and Repentance gave the whole group stamina?
Were you there for when Templar had Blinding Flashes, an ability that caused nearby enemies to miss 20% of the time?
Templar hasn’t had anything to compensate all of the identity loss it’s suffered… they don’t have additional block mitigation past the 10% of the passive, they don’t have a health based heal (RIP Living Dark), have no AoE root, have no in-class pull ability, and provide nothing unique, other than a Purify synergy that is near useless in PvE, or Minor Expedition, and Minor Sorcery is useless when you’re guaranteed to have a Dragonknight in your group.
Playing a Templar tank in ESO at the moment is an effort to ride against the current.
Now, you mentioned using the Vateshran pull for add fights, and the efficiency of Sun Shield with that synergy…
Every other class can use the same arena weapon and not require Sun Shield to survive those add pulls on a tank, they are add pulls. Then while casually surviving due to Block Mitigation’s magic, those same other classes using their own class abilities… can root those enemies in place or stun them all to keep them stationary, while giving a whole arsenal of Major and Minor Buffs to the group.
Boss fights are where tanks truly shine, and the efficiency of Sun Shield in both morphs is outshined by Bone Shield, (An ability that anybody can access) as the vast overwhelming majority of boss fights in ESO consist of one boss, with no adds, or when they are present, tend to be ranged.
Also, if Sun Shield were to be reworked within it’s identity as a tank skill, you would still have that Spear Wall passive.
Tldr; Both morphs of Sun Shield are not fine, and are extremely niche, and almost any replacement would be a better iteration than what we have currently.