Thechemicals wrote: »Templars kick ass. Havent had any problems with them. Im only lvl 45 though, but its been easy so far. Even pvp is a cynch.
Thechemicals wrote: »Templars kick ass. Havent had any problems with them. Im only lvl 45 though, but its been easy so far. Even pvp is a cynch.
There are no issues before vet content with any class save night blade and that's only because of their buggy skills.
When you reach vet content you will hit a brick wall as far as leveling goes.
Here is where I see the problem.
Templars are healers meant and bred to be from the start. At v1 with crap hear I can get 7 casts of breath of life before I run out of mana in pvp. A couple strong resto staff attacks and my regen (capped 89 btw) I can get a couple more.
This means as a Templar I can heal 21 players for ton of hp in under 10 seconds. This negates most burst AOEs used on pvp. This is where the Templar shines.
To do this I have a mana battery build with capped regen and capped pool along with all the cost reduction I can find.
To pull this off I have little survivability other than my own heals and virtually no dps on my own.
This is how the Templar is designed to be played. As group heals and support. (While built around BoL I have other runes and group mitigation as well).
However the way vet content is built with phasing and whatnot being a support build really isn't possible all the time. Our class dps skills are lackluster at best when compared to other classes. Weapon skills in vet content do NOT scale to the contents level of difficulty so can not really be relied on. (Destro being the oddball that seems to).
So while the class seems to be designed around group play the content really isn't. If it were possible to level in pvp this wouldn't be such a glaring issue. But as it is a Templar is forced to spam heal themselves to survive a single group pull while other classes don't have to. Making is weaker as a solo class when standing alongside the DKs and sorcs of the world.
I have shelved my Templar until zos realizes this and gives us 1 solo friendly pve build. I would even be happy if this redesign took away from our heals to get higher dps while using it. Ie like the battle bard thing from lotro.
Mephiston87 wrote: »no a change of build wont save you from veteran content, the templar abilities dont scale to veteran content. without self buffs, CC and AOE which we have next to none of, you will fail. Without a shield im certain i would be able to do next to none of the content. The templar does tank well, but in saying that while tanking you have no good abilities to AOE, CC, self buff or recharge your bars except restoring aura, and that costs a medium amount of mana for a small amount of health/stamina or next to nothing because like most people playing templars your regens are already over charged.
Templar/NB are the least played classes by far for a reason.
Mephiston87 wrote: »no a change of build wont save you from veteran content, the templar abilities dont scale to veteran content. without self buffs, CC and AOE which we have next to none of, you will fail. Without a shield im certain i would be able to do next to none of the content. The templar does tank well, but in saying that while tanking you have no good abilities to AOE, CC, self buff or recharge your bars except restoring aura, and that costs a medium amount of mana for a small amount of health/stamina or next to nothing because like most people playing templars your regens are already over charged.
Templar/NB are the least played classes by far for a reason.
This was my biggest issue.
I leveled a 5 Heavy, 2 Medium armor Templar with a Two-Handed weapon build. One bar was general stuff: Charge, Drain Essence, Uppercut, Reverse Cut and Rushed Ceremony with the Healing Vampire Bat swarm.
The second bar for specifically for Daedra/Undead, which my character concept was based on: A vampire hunter who was a vampire...like vampire hunter D. The second bar was Silver Bolts, Cleave, Reverse Cut, Vampire's Bane and Evil Hunter with Solar Prison ult.
I decided "Oh, I'd like to try out Werewolf now"...I understood I'd lose some survivability. What I did NOT realize was that the Vampire was the crutch keeping this corpse of a class hobbling along.
Once I lost Drain Essence and the healing bat swarm it went from being manageable to being IMPOSSIBLE.
Yesterday I got killed in TWO HITS by mobs. A pack of 3, as I struggled to kill ONE of them, the other two, a dual wielding mob and a two-handed mob CCed me, had run out of stamina blocking, and breaking the CC and just got CUT DOWN.
I tried MULTIPLE abilities to increase my survivability to make up for the lack of vampire sustain...simply not doable. Sun Shield? Crap, and you run out of mana so you can't even heal yourself. The Restorative Aura is "okay" but it's no Green Dragon's Blood.
I tried cast time heals, they take too long, I tried all sorts of different skills, taking two-handed weapon skills off my bar and going more magicka heavy...
Nothing works. You just get crapped on over and over and over. Without the overpowered vampire sustain to crutch this broken, defeated class along it simply stops dead in the water unable to progress further.
chrisub17_ESO104 wrote: »You chose possibly the worst possible armor and weapons for veteran content.
It sounds to me like you are trying to play too defensively. As you have found, it doesn't work that well in veteran content. This is true for every class, not just templar.
heavy armor doesn't hold a candle to light. The passives are weak and you can almost soft cap armor on every fight using empowering sweep if you do it right. Medium armor is also fairly meh, as it is boosting a relatively small part of your dps (weapons).
Go 7/7 light or 7/2 light/heavy, use magicka cost reduction trinkets, and if you have points in stamina for christs sake ditch those and go with magicka or health.
Sun shield is not a solo skill. Blazing shield on the other hand is pure awsome. It really shines on pulls of 4-6.
For large pulls I start with the charge that hits 6 targets, then immediately pop blazing shield to absorb the up front damage and make the shield pop quickly so I don't take a full 6 seconds of no regen.
The staple of my dps is solar barrage following by empowering sweep, plus biting jabs thrown to either build ultimate or finish off mobs. The damage boost makes sweep hit pretty hard. I also stack as much crit as possible. I often run inner light, and I use the thief stone.
On pulls of 4-6 I can normally get off 2 sweeps.
I run sword/shield but have no weapon skills slotted, and bash is only used to just finish off the last mob or two when using magicka would be overkill.
I also use blocking and healing as ways to build extra ultimate. I almost always have resto as my second weapon, and before a fight I swap to it and put mutagen on myself. During a fight I take my time and make sure to block the heavy attacks, and/or move around a bit while blocking to get a better position. I never just blindly spam.
If you do have to heal, wait until you are low health and use honor the dead. In that situation it is extremely mana efficient due to the magicka it gives back, and it often crits for a huge heal.
Overall, you just need to focus more on offense. No class in veteran content does well (relatively) by playing defensively.
Or you could wear 5 light and heavy chest/helm and look quite knightly without gimping yourself.
chrisub17_ESO104 wrote: »Here is where I see the problem.
Templars are healers meant and bred to be from the start. At v1 with crap hear I can get 7 casts of breath of life before I run out of mana in pvp. A couple strong resto staff attacks and my regen (capped 89 btw) I can get a couple more.
This means as a Templar I can heal 21 players for ton of hp in under 10 seconds. This negates most burst AOEs used on pvp. This is where the Templar shines.
To do this I have a mana battery build with capped regen and capped pool along with all the cost reduction I can find.
To pull this off I have little survivability other than my own heals and virtually no dps on my own.
This is how the Templar is designed to be played. As group heals and support. (While built around BoL I have other runes and group mitigation as well).
However the way vet content is built with phasing and whatnot being a support build really isn't possible all the time. Our class dps skills are lackluster at best when compared to other classes. Weapon skills in vet content do NOT scale to the contents level of difficulty so can not really be relied on. (Destro being the oddball that seems to).
So while the class seems to be designed around group play the content really isn't. If it were possible to level in pvp this wouldn't be such a glaring issue. But as it is a Templar is forced to spam heal themselves to survive a single group pull while other classes don't have to. Making is weaker as a solo class when standing alongside the DKs and sorcs of the world.
I have shelved my Templar until zos realizes this and gives us 1 solo friendly pve build. I would even be happy if this redesign took away from our heals to get higher dps while using it. Ie like the battle bard thing from lotro.
My templar is V1 and I mow through groups of 3-6 mobs. I also have a V6 DK so I know how content scales up, and I'm positive that soloing will not be a problem.
Why is it that so many people just refuse to look at the real problem, which is them and not the class? Not only are you probably not even using the right abilities, you probably haven't even thought of how to put together combinations that maximize dps based on weapon power buffs like barrage, or keeping yourself at or close to armor cap while wearing light armor using empowering sweep, or so many other nice tricks that are available to the class.
The one thing that makes me a better player then you, is attitude. I look around and see templars doing veteran content with relative ease, so I start with the assumption that if I'm struggling, it's probably me that is missing something. Then I start doing my homework, looking up builds, trying some out for myself, experimenting with what works and what doesn't. I also took the time to learn combat mechanics and how to methodically counter mobs instead of just blindly spamming biting jabs until either the mobs or me are dead, which is unfortunately what I see a lot of templars doing out there.
That approach is what took me from normal play where 3 mobs were often difficult, to soloing those normally unsolable one per zone public dungeons all the way up to V1 (they are a bit too much for me to solo in veteran content right now, but I do think it's possible I just haven't figured it out yet).
It's a fact that we aren't that great for solo PVE but for me it's working as intended. Last thing we need is to have a dps WP's DoK's pandora box.
DK -> tank
NB -> best mdps
Sorc -> best rdps
Templar -> healzz, support
Now it's possible to make hybrid builds but we certainly don't want to see a Templar being able to tank like a full tanked specced DK, putting Sorc/NB dps out, healing like a real Templar and being able to range cc like a Sorc, all in one. For this kind of crap there's -> Vampire bite.
The problem with the DK is that his dps is way to high compared to his ability to tank/survive.
As for the Templar once in Cyrodiil and having nothing for him/her
1. Best direct heals and doesn't require a weapon so can be slotted anywhere, anyhow.
2. 30% aoe 8s damage debuff with Nova. (ult)
3. 30% aoe 6s heal debuff with Dark Flare
4. Free spamable "pounce" (not even requiring a Lion) with Charge, whatever morph, as escape.
5. Radiant Aura, 80% health and stamina regen for thar bros and sistas
6. Cleanse making purge remove all thar nastiness. (bye bye Dot's build, NERF Magus attitude), spamable
For this and much more I'm more than ready to "Slacker" a bit in PVE, solo. Worst case I just wait for someone to show up to tag along or ask to group up for some big ugly nasty bosses.
Nox_Aeterna wrote: »
It is not working as intended.
When i bought this game , i heard any class could play any role.
If zen turn to me now and like you says X class will be always the best pick for X role. I will go cancel my sub right now.
Im expecting them to balance this , so that a templar can tank just like a DK , dps just like a sorc/NB and so on.
It should be a matter of the build we picked , not a matter of class. That is what was promised.
Still , i understand that the game is just out and thus poorly balanced.
non vr levels are easy even without armor.Thechemicals wrote: »Templars kick ass. Havent had any problems with them. Im only lvl 45 though, but its been easy so far. Even pvp is a cynch.
Or you could wear 5 light and heavy chest/helm and look quite knightly without gimping yourself.
Let's take a look at Light Armor:
Recovery: Increases magicka recovery by 4% per piece of Light armour equipped.
Okay...well I use magicka as a supplement to my build, but it's not the focus. I use it mainly for healing when needed, but all of my offense comes from the weapon skills/two-handed weapon skills...this isn't that useful to me.
Evocation: Reduces the magicka cost of spells by 3% per piece of Light armour equipped.
Well, again, I don't use magicka for casting spells, so while I suppose technically reducing the cost of spells would increase my survivability by decreasing the cost of my heals....heavy armour gives me HP regeneration and additional healing per piece of heavy armour, so wouldn't they balance out?
Spell Warding: Increases base spell resist by 8% per piece of light armour equipped.
Universally handy, I'm sure but heavy armour provides the following...Resolve: Increases armor by 3% and spell resist by 3% per piece of Heavy Armour equipped.
So, that's 5% less spell resist, but improves armour and still gives some spell protection. Often I find more physical enemies than mages anyway.
Prodigy: Grants 10% chance for spells to cause critical damage while a light armour set of 5 or more is worn. Well, since I only use healing spells this doesn't help me at all. Again, all my damage comes from stamina based weapon attacks...
Concentration: Players ignore 6% of enemy Spell Resistance per piece of Light Armour equipped. Well, I don't use offensive magicka based spells, but can it pierce my own spell resist to grant myself more healing from Rushed Ceremony?
Meanwhile Heavy Armor:
Constitution: Increases health regeneration by 2% per piece of heavy armour equipped. Oh, well that's universally useful as all builds, no matter what, need health...and regenerating it more quickly equates to more survival. Doesn't help my offense, but neither would Light Armour, as again, I do not use Magicka based attacks.
I already went over resolve...less spell resistance trading in for more armour, sounds decent and more or less equal depending on situation.
Juggernaut: Increase power with melee attacks by 1% per piece of heavy armour equipped. Well that's great. I use melee attacks all the time! It's my bread and butter for my build...this sounds like a solid offensive boost!
Bracing: Decreases cost of blocking by 20% if wearing a set of 5 or more heavy armour. While I don't plan on tanking, it is useful for blocking the heavy attacks of monsters and saving on stamina so I can use more offensive moves like Uppercut, Cleave, Reverse Slice, Silver Bolts or any other weapon/fighter's guild based attacks...that my character's concept is based upon.
Rapid Mending: Increases Healing received by 1% per piece of heavy armour equipped. This is basically the reverse of that Concentration thing I was talking about, in that it DOES increase the healing I receive, which is useful in all situations.
Medium armour does give me increase stamina regeneration, melee critical strikes chance and reduced cost on dodge rolls..
Full package? Increased healing flat out, HP regeneration and from direct healing spells received...increase melee damage and regeneration and crit chance to deal more damage, decreased cost of defensive abilities allowing more room for more offense. Dodge out of an AOE? Costs less, which leaves more for uppercutting, reverse slicing, cleaving, charging and silver bolting... and increased armour AND spell resist as opposed to only spell resist.
As you can see, the reasons why I chose what I chose were quite logical and well thought out, planned out ahead of time you might say.
Not my fault I didn't know veteran content felt unkind toward those of us who like our weapons as opposed to our magic.
The reason why it isnt stronger is you basically stop leveling at 50. You get no more spell power (which is what class skills scale from), where at 1-50, every level gave you a few more stats. Increasing VR ranks only opens up higher level gear. The only way to make it stronger is through spell power jewelry, or respec your skill points to magicka.Mephiston87 wrote: »The templar ardent spear tree needs a complete rework, its an extremely soft melee tree. Namely the abilities dont get stronger as you level, my jabs is doing the same damage at vet 6 as it was at lvl 50, groups of 3 are definately getting harder to kill now requiring a whole mana bar of jabs+stamina bar of shield bash, and with templar having little to no way of regaining resources quickly its a very slow progress through quests since you need to wait 30sec between each group.
Thats the main problem im having but the whole 3 skill lines are littered with useless abilities like radial sweep, sunshield, eclipse etc. all of which are extremely expensive resource wise but offer next to no benefits. Only one of the dawns wrath passives are to actually help the dawns wrath tree.
Also the heals have a preferance in pvp/groups you will see them shoot off everywhere except yourself.
The templar tree's have next to no resource management, other then 1 or 2 snares no CC's, no effective AOE, next to no decent length self/group buffs and no escape abilities. Oppinions may differ but im vet 6 and this is how im feeling about the class, i have done plenty of PVP and i have gotten every single skill in the Templar tree's past theyr morphs just to test and see how they go.
we do need many boosts. i never felt so useless at healing in any MMO like i do in ESO. i have little to no control of who i heal in pvp. its just heal and hope. my instant heal just picks a random low health person before even healing myself.
in pve i had to totally change my build to even think about being effective, it heavily involved resto staff and destro staff. rarely used the class skills at all.
DK on the other hand gets everything very easily....
Giles.floydub17_ESO wrote: »Every single heal went to the NPC? I would suggest a respec, maybe read up on some builds people are working with. I have yet to see an all out failure of the Templar heals like this.
I agree i have also gone as a secondary healer and my bar is nearly completely resto staff related, they just give so much more control in your healing/shielding and the mana cost is far more efficient for resto staff heals then templar heals.
No one wants to read a novel you posted in A THREAD ABOUT OVERALL CLASS POWER when you say yourself you chose your skills on a RP concept. Your 'Templar is weak because I can't play mine as a vampire hunter build' logic is flawed. You say yourself that you tried a more magic build and it did not work because you were out of mana.... So wear light armor. It's as simple as that.