Are you referring to torc of the aylied king? Ive been playing ranged plar with draugrkin for awhile and want to switch things up! Also does it disable everything or only 5 piece?
VinnyGambini wrote: »Look how many points you have to fullfill to be effective: rally cry, balorgh 200, acuity.
What if you get stunned during window? What if enemy streaks away? What if enemy cloaks?
Templar is absolutely ruined class.
Since I've put torc on I'm struggling to find anything better to be fair. It offers so much stat wise unless I want to go proc build I don't see the reason to take it off.
So anyone use a proc build thats fun and actually works. I play mostly bgs.
Since I've put torc on I'm struggling to find anything better to be fair. It offers so much stat wise unless I want to go proc build I don't see the reason to take it off.
So anyone use a proc build thats fun and actually works. I play mostly bgs.
Lightning staff ranged plar with Aetheric Lancer, Rallying Cry, Saint and Seducer and either Bloodspawn or Balorgh as monster. ( You don't really need the balorgh aside from stuff like giga tanks ).
Meteor javelin combo, timed with Power of the Light and Aetheric. Completely deletes people from 100 to 0 with very little counter play.
baguette_poolish wrote: »
Wouldn't Saint & Seducer be wasted with it being a ranged templar?
The_Meathead wrote: »I hate that the Ranged build is really our best option, but it absolutely is.
I fight it. I play Torc and get up to almost 10K Spell Damage in Cyrodiil by going with all Med/multiple Fighter's Guild abilities/Divines/Mundus to pull with Silver Leash, make Jabs do *something* and then melt people with Beam, but it's still very second banana to the Ranged build.
Can't imagine many of us picked Templar to be ranged pew pew, though? There might be some who did, and a lot of people just want to play whatever is the strongest option available (more power to them), but I sure miss when the bulk of our damage was Jabs/Burning Light/PotL.
The_Meathead wrote: »I hate that the Ranged build is really our best option, but it absolutely is.
I fight it. I play Torc and get up to almost 10K Spell Damage in Cyrodiil by going with all Med/multiple Fighter's Guild abilities/Divines/Mundus to pull with Silver Leash, make Jabs do *something* and then melt people with Beam, but it's still very second banana to the Ranged build.
Can't imagine many of us picked Templar to be ranged pew pew, though? There might be some who did, and a lot of people just want to play whatever is the strongest option available (more power to them), but I sure miss when the bulk of our damage was Jabs/Burning Light/PotL.
Ranged plar is the only reason i picked up plar again. Didn't like the jabs playstyle.
What are the three main weaknesses in 2024 for templars?
What are the three main weaknesses in 2024 for templars?
Joy_Division wrote: »What are the three main weaknesses in 2024 for templars?
Same as when you last played, with some new additions:
- Evasion is more prevalent and easier to get, so your spammable is going against many players with 20% and 30% resistance
- Player higher health (often >33K) means you window to use your only good skill (Beam) is shorter, smaller, and less frequent. Not to mention your Sweep ultimate is almost pointless now
- The devs think Charge and Radiant Ward are PvE tank abilities, so don't expect them to supplement good PvP builds (not they did much before anyway)
- PoTL is exceptionally bad at delayed burst damage. All the other classes delayed burst damage mechanics have been improved and made easier
The_Meathead wrote: »What are the three main weaknesses in 2024 for templars?
My opinion only, but I'd list:
1. Jabs/Burning Light/Potl should have more oomph.
Bring back the melee brawler identity and proactive feel. *If* it's enough of an improvement, nerf Beam accordingly. Jabs needs to be reworked to not be eaten up by Evasion and Minor Evasion in PvP. (Animation should be reverted as well, but that's not the subject here.)
2. Passives are poor compared to other classes.
3. Bar Space.
Back when Jabs was a sort of all-encompassing spammable, this didn't feel so bad, but Templar buffs and defensives hog an entire Backbar and sometimes more. We could use a better Major Sorc/Brut source than STA Jabs and some of our must-have abilities could be combined in ways similar to other classes.
I don't want to be Sorc and have everything on a platter, and historically Templar's weaknesses of Sustain and Mobility are fair to keep. The exchange was a powerful defense and a very strong offensive spammable, both of which were balanced by the fact you had to commit pretty clearly to attacking or defending actively while in combat.
That should all continue, but Templar needs to be brought in line with the "new normal" of better passives, some abilities could be combined and/or provide permanent buffs just for being slotted a la NB or Arcanist. Most of all, Templar needs its core melee brawler identity returned with Jabs/BL/Backlash improvements.
YandereGirlfriend wrote: »However, Jabs being mitigated by Evasion is totally proper for an AOE ability. There definitely shouldn't be any special carve-out made for one lone ability. Plenty of other classes have this issue with core class skills (certainly, my Necro Blastbones says 'Hi!') but it is what it is if you want the benefits of AOE.
The_Meathead wrote: »YandereGirlfriend wrote: »However, Jabs being mitigated by Evasion is totally proper for an AOE ability. There definitely shouldn't be any special carve-out made for one lone ability. Plenty of other classes have this issue with core class skills (certainly, my Necro Blastbones says 'Hi!') but it is what it is if you want the benefits of AOE.
Oh, I agree with you here - no AoE ability should get special treatment in regard to Evasion/Minor Evasion.
Jabs, however, is a two-part ability, and the part that targets the closest target is worded like and should be treated as single-target damage and thus not effected by either Buff. It's still reduced by Evasion; last I saw someone post data. The splash damage on the second part of the ability being diminished by Evasion is fair game imo.
If I'm mistaken, someone please correct me, but "The spear deals XX Physical Damage to the closest enemy" should be Single Target, and for whatever reason it's not. That's a big loss currently when Arcanists are handing out Minor Evasion like cheap candy on Halloween and Evasion is so easy to produce.
Since you're a Necro, lemme chime in that you guys are the only ones worse off than we are. While I often feel like Templar is the only class out there getting strenuously and meticulously balanced on a spreadsheet somewhere in ZOS headquarters, any gains matched by losses? Necromancer just straight up got mortared. The latest rework was also incredibly disappointing even for non-Necros, because it means if Templar (for example, and it needs one) gets a major rework next Update, it's likely to be poorly executed.
Meanwhile, Sorcs exist in PvP. Yeah.
Plar and Necro at least have beam and Blastbones, it's PvP Arc DD that's easily in the worst place. Arc DDs are slow, clumsy, and lack range. They're hard countered by "moving" and are by far the lowest threats on the field. They're not literally unplayable but are badly outclassed in their usual DD specs of bomber or pressure proc vessel. Arc supports are of course incredibly good, even better than Plars or Cros, though a lot of the power is in the Gibbering Shield ult.The_Meathead wrote: »Since you're a Necro, lemme chime in that you guys are the only ones worse off than we are.
Pressure Plar with dot procs like Unleashed off Toppling is very underrated. The best Plars I fight against are super aggressive with Toppling combos, the most annoying are the ones that turtle until they have 500 Balo Acuity. Try a setup like Maarselok + Unleashed + back bar WV or RC ice staff with Ele Sus.Since I've put torc on I'm struggling to find anything better to be fair. It offers so much stat wise unless I want to go proc build I don't see the reason to take it off. So anyone use a proc build thats fun and actually works. I play mostly bgs.
1) lack of immediate damage - combos require slow telegraphed setup, pressure requires buildupWhat are the three main weaknesses in 2024 for templars?
xylena_lazarow wrote: »Plar and Necro at least have beam and Blastbones, it's PvP Arc DD that's easily in the worst place. Arc DDs are slow, clumsy, and lack range. They're hard countered by "moving" and are by far the lowest threats on the field. They're not literally unplayable but are badly outclassed in their usual DD specs of bomber or pressure proc vessel. Arc supports are of course incredibly good, even better than Plars or Cros, though a lot of the power is in the Gibbering Shield ult.The_Meathead wrote: »Since you're a Necro, lemme chime in that you guys are the only ones worse off than we are.
xylena_lazarow wrote: »1) lack of immediate damage - combos require slow telegraphed setup, pressure requires buildupWhat are the three main weaknesses in 2024 for templars?
2) lack of speed - opponents easily move out of your slow clumsy jabs and LoS your slow ranged attacks
3) lack of bar space - core class skills are powerful but don't have mandatory buffs or secondary effects
I've seen Bow Arcs but their kit is definitely geared more towards melee brawling with all the short range AoE attacks. I think you see a lot of them because they're so good in PvE so people automatically assume it carries over. Their limited offensive kit can really clown on slow or unaware players, making it look better than it is.The_Meathead wrote: »The fact I see -very- few Necros and a decent amount of Arcanists in Cyrodiil seems a bit definitive to me, as well.... My views of Arcanist are of course colored by the fact I much prefer playing a melee brawler and tend to engage them directly. If I was a ranged bunny hopper, I might feel very different?
xylena_lazarow wrote: »I've seen Bow Arcs but their kit is definitely geared more towards melee brawling with all the short range AoE attacks. I think you see a lot of them because they're so good in PvE so people automatically assume it carries over. Their limited offensive kit can really clown on slow or unaware players, making it look better than it is.The_Meathead wrote: »The fact I see -very- few Necros and a decent amount of Arcanists in Cyrodiil seems a bit definitive to me, as well.... My views of Arcanist are of course colored by the fact I much prefer playing a melee brawler and tend to engage them directly. If I was a ranged bunny hopper, I might feel very different?
The last time I took a look at Arc myself last patch, the only Arc class damage skills I ended up using were the rune dot and the brutality buff pseudo-dot. They struggle with bar space now for fitting offensive skills.
More a testament to player skill than class strength, probably better on bomb Warden or pull Blade, but if you're getting good results I won't argue with those. Nobody plays Plar for being S tier damage, and yeah yall should try Pressure Plar.The_Meathead wrote: »Absolutely a very good player, but he was using a lot of Arc abilities to do his business and was by far the strongest part of his herd or solo when he did the ol' run around a pebble LoS stuff.
xylena_lazarow wrote: »More a testament to player skill than class strength, probably better on bomb Warden or pull Blade, but if you're getting good results I won't argue with those. Nobody plays Plar for being S tier damage, and yeah yall should try Pressure Plar.The_Meathead wrote: »Absolutely a very good player, but he was using a lot of Arc abilities to do his business and was by far the strongest part of his herd or solo when he did the ol' run around a pebble LoS stuff.
The Draugrkin/MDW/Vatesh archetype that I enjoy also works well on Plar and you can even combo Jabs + Blood Craze since a multi hit attack synergizes with Draugr. ST dots alleviate being goobed by Evasion.The_Meathead wrote: »Yeah, what you described earlier with Unleashed/Wretched/Maarselok is the Decimus Stamplar build and probably very effective for the reasons you and Minno described. I might give it a go at some point, but it's hard to put down Torc