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Class mod in scribing

ZDunlain
ZDunlain
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Why on earth the Templars arwe the unique class with drawbacks on this meanwhile other classes are just buffed?

For your info, one of the modification in abilities in scribing system depends on your class and are the following:

Arcanist Script: Creates a Crux

Necromancer Script: Once every 3 seconds, increase your Health, Magicka, and Stamina by 2% for 10 seconds for each corpse within 12 meters, up to a max of 10. If no corpses are nearby, create a corpse.

Warden Script: Create an 8 meter area under your target once every 10 seconds that snares enemies by 70% and charms after 3 seconds. If no enemies are charmed, you restore 1000 Magicka and Stamina.

Dragonknight Script: For each enemy within 8 meters up to 6, gain 50 Weapon and Spell Damage and reduce your damage taken by 2% plus 1% per enemy for 5 seconds.

Nightblade Script: Restore 187 Magicka and Stamina if your target was above 50% Health. Increase your Critical Chance by 10% if your target was at or below 50% Health.

Sorcerer Script: Enchant your closest pet for 20 seconds to heal a nearby ally each time the pet deals damage, up to once a second. If you do not have a pet, you deal Shock Damage to enemies within 8 meters of you.

Templar Script: Gain Lightweaver for 4 seconds, increasing your Armor and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.

I hope templars have a BIG amount of armor for that BIG drawback.
It happened to the Infinite Archive set as well when once reached the stacks you lose a big amount of magicka...

If templars get 20k resistances it can be "okay" but if it is just for 5k or something... It will be really bad.

Also it will have no uses in PvP where mobility is imho the best thing to have in order to survive and in PvE with AoE and instakill mechanics it will be really bad even for tanking.

It is good ZOS that you keep your fantasy about templars to "build your house" but you do it, in my opinion, not in a reliable way with drawbacks meanwhile other classes get buffed without any drawback. I dont see templars that good in comparison with others to give them not good buffs and give them drawbacks while others buffs are by far better.

Only Templar PvP player
  • ZhuJiuyin
    ZhuJiuyin
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    I think socr is full of flaws, using pets to give almost pointless healing. In the absence of pets, only close range damage is given. Almost completely erasing the existence of remote sorc. :/
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  • TybaltKaine
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    Warden is probably the most overtuned here. DK is a close second. NB stinks, Sorc is pet dependent, Templar is jabs on skooma, Necro relies on broken corpse mechanics and Arcanist does literally nothing most Arc skills don't already do.

    All told, this is a mixed bag, but Warden and DK have it the best by far.
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  • Soarora
    Soarora
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    Warden is probably the most overtuned here. DK is a close second. NB stinks, Sorc is pet dependent, Templar is jabs on skooma, Necro relies on broken corpse mechanics and Arcanist does literally nothing most Arc skills don't already do.

    All told, this is a mixed bag, but Warden and DK have it the best by far.

    Warden seems meh to me except for pve tank, is it going to be good for pvp?
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  • Erickson9610
    Erickson9610
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    If Werewolf got a Grimoire in the future, this is what I'd say about each Class Mod:


    Arcanist's Class Mod is useful because Werewolf can't generate Crux. This'll allow Arcanist Werewolves to utilize the Healing Tides passive for a maximum of +9% Healing Done.

    Necromancer's Class Mod is also super useful. Being able to generate a corpse when there are none nearby will allow Necromancer Werewolves to feed on a corpse to sustain their transformation timer. The max stats are useful, too.

    Warden's Class Mod applies an AoE snare, which Werewolf doesn't have in its toolkit. Restoring resources is also useful for Werewolf's sustain. The "charmed" effect is unique, but I don't know how useful it is in practice.

    Dragonknight's Class Mod is incredible. A Dragonknight Werewolf would make great use out of having the extra Damage Taken Reduction and Weapon/Spell Damage.

    Nightblade's Class Mod restores resources or increases Critical Chance. Generally good to have for a Werewolf.

    Sorcerer's Class Mod will be interesting for Sorcerer Werewolf. With Pack Leader, it'll make one of the Dire Wolves heal allies when it deals damage. Otherwise, as Werewolf Berserker, you'll deal shock damage around you.

    And finally, Templar's Class Mod, which is the least useful for Werewolf players. The snare is too much — granted, Werewolf has a built-in bonus to movement speed, but they have no purge or snare removal, so it won't be a good idea to use this in PvP. The armor may be useful though. Finally, the Ultimate given is completely wasted while in-form.


    In short, the good Class Mods for a Werewolf to use are Dragonknight, Necromancer, Arcanist, Sorcerer, Nightblade, and Warden. Some of these are better than others. The only one that not only debuffs you but also has wasted stats (i.e. Ultimate generation) is Templar's.

    In general, Werewolf players should not use the Templar Class Mastery Script when they get access to a Werewolf Grimoire in the future. Arcanist, Necromancer, and Sorcerer Class Mastery Scripts are special in that they allow Werewolf to do things they couldn't do before, like access Class passives, feed on corpses at will, or heal allies.
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  • Trejgon
    Trejgon
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    This is the first time I see someone actually confirming the sorc script other than "it's just some pet stuff". Is there a source out there I am not aware off that could be used to confirm this is what it is?
  • IncultaWolf
    IncultaWolf
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    I think dragonknight has the strongest one. The templar one is a meme.
  • Lystrad
    Lystrad
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    Assuming none of these change dramatically I feel like templar and dragon knight should be switched. Given part of dragon knight's class kit is rocks. getting a ton of armor but making yourself less mobile would actually kind of make sense for them, while templars theming is very crusader/paladin which should feel confidant wading into hordes of enemies like the current DK one would do.
    Edited by Lystrad on 14 April 2024 17:45
  • ToRelax
    ToRelax
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    Assuming this is accurate (which we'll see later today), I don't think this can be balanced. The amount of power required to make this trade worthwhile works on a mythic, not something supposed to be equivalent to one Crux. This means it will either make it way too easy to stack resistances on Templar, or the Affix simply won't see use in any competitive setting.
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  • ArctosCethlenn
    ArctosCethlenn
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    Does it mean Light Weaver, the restoring light passive that gives +33000 resists while channeling the healing ult?
    Edited by ArctosCethlenn on 15 April 2024 05:28
  • colossalvoids
    colossalvoids
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    Lystrad wrote: »
    Assuming none of these change dramatically I feel like templar and dragon knight should be switched. Given part of dragon knight's class kit is rocks. getting a ton of armor but making yourself less mobile would actually kind of make sense for them, while templars theming is very crusader/paladin which should feel confidant wading into hordes of enemies like the current DK one would do.

    Templar is stay in place class in ESO, there was a "this is my house" plar mentality with previous combat team and you can see it clearly with rune, clap, ritual etc.
  • mmtaniac
    mmtaniac
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    I could stay in place as a templar but i need tools to be able to stay. Current tools are not good enough i can't put others in my house or survive in my house. Or my damage is not enough in my house. Templar should be get the f... out of my lawn!
    Edited by mmtaniac on 15 April 2024 08:59
  • Cast_El
    Cast_El
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    What a joke 🤣 . But I know they won't change templar script. Just learn to live with it
  • Mrtoobyy
    Mrtoobyy
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    Do DK's really need more mitigation!? I mean come on....
    As a templar main I can say that more basic armor is not what we need!

    Give the crux major mending or vitality or more of a boost to Spell dmg. More armor whilst being snared? Who came up with this
  • Dagoth_Rac
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    If it is like the Lightweaver passive, it is +33000 armor, which is significant. Basically means that no matter how much penetration enemy players have, you will still be at the 50% mitigation cap. Only issue is that problem in PvP is everybody is super tanky and hard to kill. This does not help with that. Maybe if it reduced enemy armor by 33000 instead of buffing your own...
  • Faulgor
    Faulgor
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    Lystrad wrote: »
    Assuming none of these change dramatically I feel like templar and dragon knight should be switched. Given part of dragon knight's class kit is rocks. getting a ton of armor but making yourself less mobile would actually kind of make sense for them, while templars theming is very crusader/paladin which should feel confidant wading into hordes of enemies like the current DK one would do.

    Templar already has two skills that increase in potency depending on the number of enemies around (Everlasting Sweep and Sun Shield). It's baffling they would give this to DKs, which only use this mechanic for the Magicka return on the Draw Essence morph.

    That said, everything except Arcanist is hopelessly overdesigned. Which is a result of the other classes not having proper mechanics. I was hoping they would bring them up to par with Arcanist this patch, but alas ...
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  • festegios
    festegios
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    Does it mean Light Weaver, the restoring light passive that gives +33000 resists while channeling the healing ult?

    Probably,

    Then add a aoe damage for those 4 seconds that does breach or something turns it into a channelled aoe skill.

    Or an aoe heal that’s channelled

    Or a single target channelled damage

    I wish people would just wait before getting mad over skills. it’s not like we know the full scope of how all this works
  • Seraphayel
    Seraphayel
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    ZhuJiuyin wrote: »
    I think socr is full of flaws, using pets to give almost pointless healing. In the absence of pets, only close range damage is given. Almost completely erasing the existence of remote sorc. :/

    Honestly, I love the Sorc one. The pet healing is just another layer for Sorc healers and I love what they’ve done in the recent update.
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  • TheGodlyImage
    Seraphayel wrote: »
    ZhuJiuyin wrote: »
    I think socr is full of flaws, using pets to give almost pointless healing. In the absence of pets, only close range damage is given. Almost completely erasing the existence of remote sorc. :/

    Honestly, I love the Sorc one. The pet healing is just another layer for Sorc healers and I love what they’ve done in the recent update.

    The non-pet version of Sorc seems lazy though... shock damage around you. lol!
  • ToRelax
    ToRelax
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    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

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  • MashmalloMan
    MashmalloMan
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    I love the Sorc one, it's really dynamic, but the damage around the caster is silly. It should be around the first/closest target you hit. Ranged Sorc is a prevalent playstyle.
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    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • umagon
    umagon
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    “Nightblade Script: Restore 187” I see what they did there, that’s funny.
  • Theist_VII
    Theist_VII
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    ToRelax wrote: »
    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.

    Looks like every Templar next patch is going to be running 3 Swift and Celerity next patch. lol
  • MashmalloMan
    MashmalloMan
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    Telos_Tim wrote: »
    ToRelax wrote: »
    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.

    Looks like every Templar next patch is going to be running 3 Swift and Celerity next patch. lol

    They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...

    Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?
    Edited by MashmalloMan on 16 April 2024 01:53
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Theist_VII
    Theist_VII
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    Telos_Tim wrote: »
    ToRelax wrote: »
    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.

    Looks like every Templar next patch is going to be running 3 Swift and Celerity next patch. lol

    They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...

    Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?

    I’ll be able to confirm whether the two snares stack when I get home from work.

    Logic dictates that there’s no way they don’t, but who knows lately, they tacked an immobilize on a DPS skill and shipped it as a Tank one.
  • MashmalloMan
    MashmalloMan
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    Telos_Tim wrote: »
    Telos_Tim wrote: »
    ToRelax wrote: »
    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.

    Looks like every Templar next patch is going to be running 3 Swift and Celerity next patch. lol

    They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...

    Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?

    I’ll be able to confirm whether the two snares stack when I get home from work.

    Logic dictates that there’s no way they don’t, but who knows lately, they tacked an immobilize on a DPS skill and shipped it as a Tank one.

    I don't think there is anything to confirm because that isn't how snares work in ESO. It takes the highest value one applied to you, they shouldn't ever stack together, that would be a bug.

    Eg. if you're snared by the new Templar script for -50%, you can not be snared by a further -40% from Sea Serpent's Coil. The -40% is negated by the higher -50%. You are only snared by -50%, not -90%(50% + 40%), and not -70%(50% x 40%).

    Correct me if I'm wrong?

    This is why snares like -70% from Warden's Permafrost are allowed to exist at all. High values like these wouldn't be possible if every snare added on top of each other. It's also why running sets with kiss/curses that apply snares aren't a huge deal in PVP where you're usually snared by a minimum of -30% in combat 90% of the time anyway, unless you're using an immunity skill like RAT.
    Edited by MashmalloMan on 16 April 2024 02:06
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  • sneakymitchell
    sneakymitchell
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    That nigtblade so busted. No downsides to slot. I swear nightblade has the easiest crit rating than other classes which is fine but they can still be tanky to the point where you can’t kill them easily.
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  • Theist_VII
    Theist_VII
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    Telos_Tim wrote: »
    Telos_Tim wrote: »
    ToRelax wrote: »
    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.

    Looks like every Templar next patch is going to be running 3 Swift and Celerity next patch. lol

    They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...

    Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?

    I’ll be able to confirm whether the two snares stack when I get home from work.

    Logic dictates that there’s no way they don’t, but who knows lately, they tacked an immobilize on a DPS skill and shipped it as a Tank one.

    I don't think there is anything to confirm because that isn't how snares work in ESO. It takes the highest value one applied to you, they shouldn't ever stack together, that would be a bug.

    Eg. if you're snared by the new Templar script for -50%, you can not be snared by a further -40% from Sea Serpent's Coil. The -40% is negated by the higher -50%. You are only snared by -50%, not -90% or -70% (50% x 40%).

    Correct me if I'm wrong?

    This is why snares like -70% from Warden's Permafrost are allowed to exist at all. High values like these wouldn't be possible if every snare added on top of each other. It's also why running sets with kiss/curses that apply snares aren't a huge deal in PVP where you're usually snared by a minimum of -30% in combat 90% of the time anyway, unless you're using an immunity skill like RAT.

    Yet in PvE, any enemy snare roots you in place with Sea Serpent’s Coil. Maybe this one has special considerations, only one way to find out.
    Edited by Theist_VII on 16 April 2024 02:06
  • MashmalloMan
    MashmalloMan
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    That nigtblade so busted. No downsides to slot. I swear nightblade has the easiest crit rating than other classes which is fine but they can still be tanky to the point where you can’t kill them easily.

    Will have to review on the PTS, but from my understanding it was like 10% for 2s if they're below 50% hp. Since it's a signature script you're giving up potentially valuable damage from something like a 5s, 10s, or 20s dot on the majority of skills I read. Among other things like sustain, or in the case of Soul Magic, the execute proc. It sounds strong, but I'll hold my judgement till I see it in action on different skills.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Theist_VII
    Theist_VII
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    Just got in, it appears the servers are still down.
  • TheGodlyImage
    Telos_Tim wrote: »
    ToRelax wrote: »
    wqbnvv5an1a3.jpg

    Yeah, this is going to be a problem.

    Looks like every Templar next patch is going to be running 3 Swift and Celerity next patch. lol

    They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...

    Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?

    god like shut up.. have you even tried any of this yet? why are you jumping to conclusions lmfao
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