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Templars need reform because the game has changed

  • tinythinker
    tinythinker
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.
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  • Joy_Division
    Joy_Division
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.
    Edited by Joy_Division on 14 April 2018 14:29
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • tinythinker
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.

    Such a mechanic could have a cool-down like cc, but the more interesting part is the idea that defense against DoTs is the only good Templar defense mechanic for PvP.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Mr_Nobody
    Mr_Nobody
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.

    Stop giving out ideas to ZOS. Lmao
    ~ @Niekas ~




  • Minno
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.

    It might just happen, because in order to be effective against dots, I'd have to roll meditate and sit in the pressure.

    But if I wanted to play with stationary rocks, I'd go outside lol. I agree Templars are going to be SOL.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Joy_Division
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.

    Such a mechanic could have a cool-down like cc, but the more interesting part is the idea that defense against DoTs is the only good Templar defense mechanic for PvP.

    Interesting as in "wait, isn't this a bit too limiting and too narrowly focused?" :smiley:
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • tinythinker
    tinythinker
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.

    Such a mechanic could have a cool-down like cc, but the more interesting part is the idea that defense against DoTs is the only good Templar defense mechanic for PvP.

    Interesting as in "wait, isn't this a bit too limiting and too narrowly focused?" :smiley:

    I can't say because I'm not in the dev meetings, but it seems like there are different philosophies or approaches that have existed from alpha to today, and what is in the game is a mix of those plus fixes added along the way. I would imagine that it's like building and rebuilding an airplane while flying it. I wonder if they ever sit down to discuss the overall guiding principles they want for combat, the design categories and parameters associated with the axioms derived from those guiding principles, the rules for how the design categories/elements interact based on those axioms, etc.

    That would make it easier to deal with so many skill lines and set bonuses/effects, to know that a certain skill or bonus is both type 1 and 2, and this other skill is type 3, and "whenever a 1 and 3 interact the following occurs..." That makes the system modular and help in skill/set bonus passes and reviews, as anything that doesn't fit within the categories/elements, or any executions/interactions that don't obey the basic axioms, would have to be modified or eliminated. Thus less potential for error or mismatches with new skill lines and gear sets.

    Beyond overall combat, each class could also have its own design parameters to make it more comparable with the others.

    I'm not a pro-theorycrafter, or even an aspiring armchair developer, but if they do have such a clear system I would love to see a schematic overview to better understand the design goals and limits as well as to be able to better explain my concerns and make better suggestions by knowing what is on or off the table. Having so many variables to deal with for combat has got to be a nightmare, so even when I don't agree with the changes made (and not made) I always have at least a little sympathy for the combat team.
    Edited by tinythinker on 14 April 2018 18:20
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Solariken
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    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.

    It's an interesting idea but I agree I don't want a skill that can kill me when I cast it lol.
  • Nelson_Rebel
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    Solariken wrote: »
    Cinbri wrote: »
    Mr_Nobody wrote: »
    Wow, didn't realize this thread had kept going. No way I can catch up. Sorry if I write something redundant.

    I don't like to "bash the devs", because we aren't there when they are having meetings and doing their daily work, but do Templar as a case study strike anyone else that there may be an incomplete or inconsistent vision in what combat is supposed to be in ESO or how the elements (ground DoTs, sticky/curse DoTs, beam DoTs, gap-closers, etc.) work together effectively? It's like different models or aspirations in conflict with each other. And if not, it would be nice to have combat devs do a stream or vid using their preferred combos explaining how they see the pieces working together.

    One small idea to toss out as well:

    For the DoT-heavy classes, it would be nice if curse/sticky DoTs did half the damage remaining for their ticks if the DoT is purged. So a target could take half-damage as burst or deal with less damage at once over a longer period. Would also make siege much more interesting in Cyro :tongue:

    Great ideas but remember that siege, dots and cc against groups dont work because... Purge.

    Spammable superior aoe cleanse. Dont try even try to defend it. Every group has at least 3 of these. One charging through doors looks like an xmas tree blinging every 0.3 seconds.

    But that's the point. I hit you with two sticky DoTs --> you or an ally hits Purge as soon as I do --> you immediately take half of the full damage you would have taken if the DoT had run its full course as an instant burst. If you get four sticky DoTs on you and Cleanse, you just took 50% of the full damage value of all four DoTs. This just becomes base combat functionality for all sticky DoTs.

    As was said on last eso live - sieges will be as ground suppressing aoe now, so effectiveness of purge vs sieges will decrease a lot.

    It was my understanding the effect from catapults like meatbags would still stick to you after you left the area, but in any case I'd still like skill-line DoTs to get the upgrade.

    If cleanse only got rid of half the damage, or worse made you take half the remaining damage upon its use, I'm pretty sure Id never play a templar again because we'd have absolutely zero defense mechanics in our class. It would be pointless to play.

    It's an interesting idea but I agree I don't want a skill that can kill me when I cast it lol.



    Yeah this.

    Dots do need to be buffed but not by causing it to explode if it's cleansed.

    Here's my suggestion, have dots cleanse as normal BUT also Have all dots increase in effect they longer they stay on target by slight increaments.

    **Example. Mag dk, applies burning embers, it lasts 3-4 seconds before being cleansed but each second the dots damage is increased by 6% per tick.

    This would give DoTs a nice scaling effect and make sure they aren't casting useless skills and rewards them if they combo+stun effectively with dots. The cleanses and purge effect retains it's importance and makes templars and purge very important.

    NOTE- As a counter to compensate the damage increase from all dots (applied dots NOT AoE dots, IE- Poison arrow, embers, twins slashes etc..) Reduce the cost of Purge by HALF to be affordable by other classes. And reduce cleanse cost by 10% to retain the templars usefulness as the best cleanser, especially with its other morph to remove 5 effects at once
    Edited by Nelson_Rebel on 14 April 2018 18:59
  • technohic
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    I always liked how SWTOR did things with DOTs to where you apply the DOTs but then have a tool to then attack that does big damage if the DOTs are on the target. Cull is what I am thinking of. Then they made something called lingering toxins to where the DOT could be cleansed but it still left the effect there for the Cull to still make them hurt. Miss my lethality sniper every now and then
  • Solariken
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    I am interested in a re-tooling of the Templar cleanse though -

    I like the idea of reducing cleansed effects from 5 to 2 but removing ALL roots/snares and providing 2 seconds of root/snare immunity. Additionally the heal should tick every 1 second and cost should be brought back down a bit.
  • Cinbri
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    Solariken wrote: »
    I am interested in a re-tooling of the Templar cleanse though -

    I like the idea of reducing cleansed effects from 5 to 2 but removing ALL roots/snares and providing 2 seconds of root/snare immunity. Additionally the heal should tick every 1 second and cost should be brought back down a bit.

    There is such idea flowing around for some time to change Ritual of Retribution into it.
  • RiskyChalice863
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    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.

    Dark flare is exempt from that change
  • Destruent
    Destruent
    ✭✭✭✭✭
    ✭✭
    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.

    Even with the old empower it was more beneficial for DPS to LA weave than to just spam DarkFlare (only exception: you use dark flare on a DW-bar or any other stam-weapon...).
    Reason: 20% more damage to darkflare is less damage than an empowered LA...

    So this is definitely a buff, but we'll see if it's usefull for magplar DPS...bc from what i remember, darkflare is pretty expensive and i highly doubt it can be sustained in a way a templar really benefits from that change.
    Noobplar
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Destruent wrote: »
    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.

    Even with the old empower it was more beneficial for DPS to LA weave than to just spam DarkFlare (only exception: you use dark flare on a DW-bar or any other stam-weapon...).
    Reason: 20% more damage to darkflare is less damage than an empowered LA...

    So this is definitely a buff, but we'll see if it's usefull for magplar DPS...bc from what i remember, darkflare is pretty expensive and i highly doubt it can be sustained in a way a templar really benefits from that change.

    It's a buff for rangplars. But a Nerf for DWplars.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Destruent
    Destruent
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Destruent wrote: »
    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.

    Even with the old empower it was more beneficial for DPS to LA weave than to just spam DarkFlare (only exception: you use dark flare on a DW-bar or any other stam-weapon...).
    Reason: 20% more damage to darkflare is less damage than an empowered LA...

    So this is definitely a buff, but we'll see if it's usefull for magplar DPS...bc from what i remember, darkflare is pretty expensive and i highly doubt it can be sustained in a way a templar really benefits from that change.

    It's a buff for rangplars. But a Nerf for DWplars.

    Going ranged with a dw-build wasn't really good since they changed the destro-passives...
    atleast for pve, can't comment on PvP here.
    Noobplar
  • garystewart
    garystewart
    ✭✭
    As a noob magplar, I know little to none about the mechanics of my build, but have had enough practical grief doing Vet Dungeons and getting kicked because I spend more time doing the slow and awkward dance to avoid a burst from the last two bosses, than contributing any DPS, which is supposedly my job. On paper everything looks good, but the only way to describe my experience is 'glass jaw' and 'laughing stock'. My DPS is not great but not terrible, 33 DPS with Destro Staff and Aedric Spear, little stamina and absolutely no Sustain. The frequent advice I get is to simply dump the build and do nightblade or sorcerer.
    My last and most humiIiating experience was when I thought I was making progress dying once or twice instead of a dozen times, but getting kicked for not contributing anything, and having low dps? Maybe I just stink at this, but survivability and sustain are problems I keep reading about. I am CP 779 and frankly I am starting to hate the game. If someone has a not too difficult formula for fixing my "glass jaw" I would love some advice.

    Cheers,
    garystewart
  • Checkmath
    Checkmath
    ✭✭✭✭✭
    @garystewart
    What kind of content did you play? Ve dungeons or trials? Anyway dying is bad, but its normally avoidable by using the skill from light armor. Still i am not sure, why you died so much? Did you stand in aoe or did the npcs attack you? The seconds would be the fault of the tank then.
    Edited by Checkmath on 15 April 2018 08:38
  • garystewart
    garystewart
    ✭✭
    I usually queue for random dungeons, normal or vet. I have played pretty much solo for over a year and a half, never ran with a any group so I have no regular tank or healer any time, only the people in the queue, many, advanced and very knowledgeable some not. Depending on the boss and scenario I will stay on the outside killing npcs or spheres, and dodging bursts of poison or flame or whatever aoi thrown, while I counter with AOI and Destro from outside and then moving inside attacking with aedric spear or sword and board, dodging and crossing in and out through the boss, since I discovered that was the way I learned to kill low level bosses solo, up to about 440K bosses, but never anything above that alone. Sometimes I get protected, more often not in the big boss fights too intense and not coordinated and I have to keep moving and dodging to stay alive. I find myself spamming ritual of retribution (cleansing) and channeled focus just to self heal to stay alive which sometimes works, but that often fails with huge bursts or coordinated bursts from bosses and npc mobs.

    I have 32 champion points invested in light armor focus , 43 in hardy and 36 in elemental defender, none in thick skinned, but swarms/mobs easily kill me. I wear a typical PVE set: 4 Julianos, 3 Seducers, Cursed Eating Jewels (arcane), Julianos Destro Staff main, Seducers Sword and Board second line. I have mostly mundus and infused with only my board impenetrable, which I sometimes use as a shield against bursts, which most people think is crazy but works sometimes. Most of my time and energy is used in staying alive and its not working.







  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Destruent wrote: »
    Minno wrote: »
    Destruent wrote: »
    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.

    Even with the old empower it was more beneficial for DPS to LA weave than to just spam DarkFlare (only exception: you use dark flare on a DW-bar or any other stam-weapon...).
    Reason: 20% more damage to darkflare is less damage than an empowered LA...

    So this is definitely a buff, but we'll see if it's usefull for magplar DPS...bc from what i remember, darkflare is pretty expensive and i highly doubt it can be sustained in a way a templar really benefits from that change.

    It's a buff for rangplars. But a Nerf for DWplars.

    Going ranged with a dw-build wasn't really good since they changed the destro-passives...
    atleast for pve, can't comment on PvP here.

    99% of my comments are for PvP. The empower change messes with dual weld Templars who use the swords to boost both direct and dot DMG while being stuck in channels. But current empower doesn't do much because only a few abilities get buffed, and you have to cast the empower which adds to the clunky purfying light rotations.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    @garystewart -

    What you are describing sounds like more inexperience than templar mechanics. More so for another thread, but Ill say a few quick words.

    As much as I criticizing templar mechanics, the class isn't a "glass jaw" for the sort of content you are doing. And surviving stuff in random dungeons is less about gear/ putting CP points and more about just being familiar with mechanics.

    As far as Templar gameplay, the best advice I would give is to go to youtube and search for Alcast Templar VMA and you'll get a sense of what to do so no more "glass jaw". I'd especially recommend his 300 CP video he has somewhere on his channel.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Checkmath
    Checkmath
    ✭✭✭✭✭
    @garystewart
    yeah its definitel about some mechanics and also about the game actually works. for example damage dealers dont use sword and shield. as a magplar dd you should use staves. for a proper build you can look it up as said on alcasts website or in youtube buildvideos. actually with such a build and jabs you shouldnt be able to die in normal content. for vet content there are specific roles. the tank will taunt enemies and position them, so they do not face healers and damage dealers. the healer normally heals everyone up and buffs the group. you as damage dealer actually shouldnt deal with most of the damage. ether your healer cant heal or your tank did something wrong (or you use a taunt, which would be very suprising tough). anyway you should position yourself in the back of the enemy and therefore you only need to care about red circles on the ground. you stay there and do your job: do damage. if you try to avoid every single bit of damage, no wonder you cant do damage. so stay behind the enemy, apply dots and aoes and then spam jabs till you need to reapply dots. thats what you should do and not more.
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    @garystewart Let me echo the advice to look at Alcast's build, skill setup and rotations.
    https://alcasthq.com/eso-magicka-templar-build-pve/
    You don't have to have the latest meta gear to succeed, but it sure helps when you are learning to know you have a proven build so you can concentrate. Practice on a target dummy if needed.

    Next advice is to join a large, casual guild, and learn the dungeons on vet either with an experienced group, or with others who are learning.

    Also, drop the Impenetrable. That only works in PVP; NPCs don't crit.
  • Hymzir
    Hymzir
    ✭✭✭✭✭
    First of all, my hat's off to you @Joy_Division for your tenacity in keeping on fighting for Templars. I have mostly given up. After 4 years of inane nonsense from the devs, glaring unbalance issues and broken mechanics and general lack of vision, I just can't bring myself to believe in any kind of improvement.

    The best I can hope for, is that they change something unrelated to Templars that somehow brings about an unintended combo or build that actually makes Tempalrs viable. It has happened in the past, and it might happen in the future. But intentionally making Templars decent is just not something I can believe in.

    After your tagged me in the opening post of this thread, I tried to get into the discussion, to muster once more and try to fight for our cause. I started to formulate my view on the current state of Templars, and the things that are an issue with the class, and what ZOS could do to rectify these problems. I got as far as writing an analysis of the Restoring Light tree, and pointing out the broken skills, the useless morphs, and the lack of any real synergy with any other sort of healing, and the lackluster nature of the passives in general.

    I was gonna do the same to the other 2 trees but ran out of steam.I just couldn't force myself into doing it again. When I realized I was writing another lengthy post on the same issues I wrote lengthy posts about 3 years ago. With the exact same reasoning, with the exact same problems, with mostly the same solutions, I just gave up.

    And that is my stance on the class itself pretty much. My main is a Templar, an Imperial Templar, rolled up during early access back in 2014. That is the character I complete content with, get achievements and learn all the crafting motifs and recipes and blueprints. I played that character as a magicka build for most of the games existence. I played magplar even after soft caps were removed and being an Imperial was a really bad idea for a magplar. I kept on playing that character despite the constant nerfs patch by patch. I struggled, but I kept trying.

    With every new update, more and more core skills got discarded. It's been ages since I last tried to get Radiant to work - people kept whining about it 'cause it actually worked and managed to kill people. I kept telling them that it was working as intended. That it had flaws and was far from being an instant "I win button", and that the pros and cons were pretty solidly balanced. If the skill was nerfed then people would stop using it. Well, the whiners got their way, RO was nerfed and it's mostly gone from the battlefields of Cyrodiil.

    Every year I've been complaining about lack of mobility for Tempalrs, every year the game has evolved towards more mobile play style, yet still Templar have been stuck sitting in their "homes" Sitting on our circles and runes, providing nice targeting reticles for our foes - free of charge. At this point, using any kinda build based on jabs, is just a mild form of masochism. You will not land hits with that - the only way you can make it work, is if you run into a mob of enemies and start jabbing indiscriminately, hoping that someone runs in to your pokey bit. You certainly are not gonna land any hits intentionally.

    My last build, as a magplar, saw me discard jabs and radiant and every offensive Templar ability except Purifying Light and go full turtle. I got myself a full heavy set of Torug's Pact and a full set of Knight Slayer with an an infused lightning staff enchanted with an Oblivion damage glyph. Everything else about the build was aimed at defense including CP allocation and skills picked. No point to buff damage done, since 90% of meaningful damage done in the build comes from Oblivion procs. No point to pick any damage skills since am never gonna be using them. No need to use ability points for magicka since I'll mostly be spamming heavy attacks and can just get more stamina for dodging and sprinting or go with more health in general.

    I even ran Sword and board back par just to turtle down even more and get cheap blocks and a useful reflect. Let them damage themselves I though. I certainly can't. And the Sword and Board Ulti really makes one hard to kill. Especially since I was not using my ulti to do damage. I was really hard to kill, and could kill steal targets by targeting low health fores in zerg balls and pug hordes. I wasn't really competitive but at least I as effective to some degree. But it was also really silly and boring way to play the game.

    I then switched to stamina, mostly just to be able to sneak better for DB achievements, and to be able to run around more while farming mats. I did try to do some PVP as a Stamplar, even though I preferred the Magplar play style. As a Stamplar I realized that while you could sortta be effective, the lack of resource management meant that it was really hard to be competitive. Or more precisely. that any play style you went after, was easier and more effective to do on a character sporting a different class.

    And you still had really bad mobility. I even ran around for a while using Cowards Gear sword and board on my back bar just to have at least some mobility. But that proved to be clunky and inefficient way to do it. I had to sacrifice too much to gain it, and it was an inelegant solution to the actual issue.

    After a couple of really crappy sessions of PVP few weeks ago, I finally gave in and turned to the dark side. I started doing PVP as a Nightblade...

    And boy what a difference it makes. To have actual mobility, to have the ability to reset combat at will, to have instant cast abilities that work and to have passives that offer actual synergies. And most of all, to finally have an effective counter via Mark against other Nightblades.

    Even though my skill lines were not maxed out, was lacking several passives and my gear was gobbled up together from discarded pieces used by my other characters, my magblade was outperforming my Templar on all fronts. I was harder to kill, could escape from sticky situations and had less hard time on actually killing my targets.

    So yeah... After 4 years of trying to get my Templar to work I just adopted the tactics of my foes and have much less headaches as a result.

    So thus...I really have given up on Templars as a viable option for PVP - beyond serving as the pocket healer fot zergballs.

    And as such, I've mostly given up on this game as a whole. I just don't believe they will ever fix things. There's couple of rumored reveals that may happen at E3 - if either one proves to be true, then ESO is prolly mostly dead to me as an active game. I'll still log on occasionally to PVP, and will do any story content as it is released, but if those reveals do happen, and they prove to be what the rumors say them to be, then I doubt I'll be playing all that much come this fall and next year and beyond.
    Edited by Hymzir on 15 April 2018 17:35
  • garystewart
    garystewart
    ✭✭
    Thanks everyone for all the info and suggestions.

    I pretty much agree with Hymzir, because I had to get rid of my heavy armor when turtle speed became intolerable. Now I am a slightly faster turtle. A lot of good that does. It also kills me in farming when people are zipping around while I'm barely running, and no such thing as speed quests or even trying to do a roundup. I end up having to let any other class zip around and gather some zombies for the kill. I just add my aoi. No fun. at all.

    The other problem is I have never done any mmo before this, and I am totally unfamiliar with the complexities of each skill, application, combos, bad combos, balancing. It seems pretty complex to me to keep all those variables in mind. It seems to me most of you have serious years of experience and practice even outside ESO. And even then, the magplar is still a problem, difficult to master, let alone work with.

    I've been to Alcast many times and leave because I simply don't have any pvp skills to acquire the dropped items so prized.

    Finally, I know of no other class that garners so many criticisms, complaints and is generally disliked or maligned almost universally. But being stubborn, I am still going to try.
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Hymzir wrote: »
    First of all, my hat's off to you @Joy_Division for your tenacity in keeping on fighting for Templars. I have mostly given up. After 4 years of inane nonsense from the devs, glaring unbalance issues and broken mechanics and general lack of vision, I just can't bring myself to believe in any kind of improvement.

    The best I can hope for, is that they change something unrelated to Templars that somehow brings about an unintended combo or build that actually makes Tempalrs viable. It has happened in the past, and it might happen in the future. But intentionally making Templars decent is just not something I can believe in.

    After your tagged me in the opening post of this thread, I tried to get into the discussion, to muster once more and try to fight for our cause. I started to formulate my view on the current state of Templars, and the things that are an issue with the class, and what ZOS could do to rectify these problems. I got as far as writing an analysis of the Restoring Light tree, and pointing out the broken skills, the useless morphs, and the lack of any real synergy with any other sort of healing, and the lackluster nature of the passives in general.

    I was gonna do the same to the other 2 trees but ran out of steam.I just couldn't force myself into doing it again. When I realized I was writing another lengthy post on the same issues I wrote lengthy posts about 3 years ago. With the exact same reasoning, with the exact same problems, with mostly the same solutions, I just gave up.

    And that is my stance on the class itself pretty much. My main is a Templar, an Imperial Templar, rolled up during early access back in 2014. That is the character I complete content with, get achievements and learn all the crafting motifs and recipes and blueprints. I played that character as a magicka build for most of the games existence. I played magplar even after soft caps were removed and being an Imperial was a really bad idea for a magplar. I kept on playing that character despite the constant nerfs patch by patch. I struggled, but I kept trying.

    With every new update, more and more core skills got discarded. It's been ages since I last tried to get Radiant to work - people kept whining about it 'cause it actually worked and managed to kill people. I kept telling them that it was working as intended. That it had flaws and was far from being an instant "I win button", and that the pros and cons were pretty solidly balanced. If the skill was nerfed then people would stop using it. Well, the whiners got their way, RO was nerfed and it's mostly gone from the battlefields of Cyrodiil.

    Every year I've been complaining about lack of mobility for Tempalrs, every year the game has evolved towards more mobile play style, yet still Templar have been stuck sitting in their "homes" Sitting on our circles and runes, providing nice targeting reticles for our foes - free of charge. At this point, using any kinda build based on jabs, is just a mild form of masochism. You will not land hits with that - the only way you can make it work, is if you run into a mob of enemies and start jabbing indiscriminately, hoping that someone runs in to your pokey bit. You certainly are not gonna land any hits intentionally.

    My last build, as a magplar, saw me discard jabs and radiant and every offensive Templar ability except Purifying Light and go full turtle. I got myself a full heavy set of Torug's Pact and a full set of Knight Slayer with an an infused lightning staff enchanted with an Oblivion damage glyph. Everything else about the build was aimed at defense including CP allocation and skills picked. No point to buff damage done, since 90% of meaningful damage done in the build comes from Oblivion procs. No point to pick any damage skills since am never gonna be using them. No need to use ability points for magicka since I'll mostly be spamming heavy attacks and can just get more stamina for dodging and sprinting or go with more health in general.

    I even ran Sword and board back par just to turtle down even more and get cheap blocks and a useful reflect. Let them damage themselves I though. I certainly can't. And the Sword and Board Ulti really makes one hard to kill. Especially since I was not using my ulti to do damage. I was really hard to kill, and could kill steal targets by targeting low health fores in zerg balls and pug hordes. I wasn't really competitive but at least I as effective to some degree. But it was also really silly and boring way to play the game.

    I then switched to stamina, mostly just to be able to sneak better for DB achievements, and to be able to run around more while farming mats. I did try to do some PVP as a Stamplar, even though I preferred the Magplar play style. As a Stamplar I realized that while you could sortta be effective, the lack of resource management meant that it was really hard to be competitive. Or more precisely. that any play style you went after, was easier and more effective to do on a character sporting a different class.

    And you still had really bad mobility. I even ran around for a while using Cowards Gear sword and board on my back bar just to have at least some mobility. But that proved to be clunky and inefficient way to do it. I had to sacrifice too much to gain it, and it was an inelegant solution to the actual issue.

    After a couple of really crappy sessions of PVP few weeks ago, I finally gave in and turned to the dark side. I started doing PVP as a Nightblade...

    And boy what a difference it makes. To have actual mobility, to have the ability to reset combat at will, to have instant cast abilities that work and to have passives that offer actual synergies. And most of all, to finally have an effective counter via Mark against other Nightblades.

    Even though my skill lines were not maxed out, was lacking several passives and my gear was gobbled up together from discarded pieces used by my other characters, my magblade was outperforming my Templar on all fronts. I was harder to kill, could escape from sticky situations and had less hard time on actually killing my targets.

    So yeah... After 4 years of trying to get my Templar to work I just adopted the tactics of my foes and have much less headaches as a result.

    So thus...I really have given up on Templars as a viable option for PVP - beyond serving as the pocket healer fot zergballs.

    And as such, I've mostly given up on this game as a whole. I just don't believe they will ever fix things. There's couple of rumored reveals that may happen at E3 - if either one proves to be true, then ESO is prolly mostly dead to me as an active game. I'll still log on occasionally to PVP, and will do any story content as it is released, but if those reveals do happen, and they prove to be what the rumors say them to be, then I doubt I'll be playing all that much come this fall and next year and beyond.

    My first character was actually in beta and remade in early admission to the game. I was an Imperial Templar too and your story mirrors my own feelings on the game. I've tried everything with the character. I know Stamplar DoT based build is best way to go with it but playing something else (anything else) will always be easier. I think that's the part I resent most about playing Templar. Templar is the class that can never shine on its own. It is meant to make other people look good: either healing them to keep them alive while you die or simply dying easily so the enemy can feel good about themselves. I'm pretty weary as well but I've said before this is my last MMO. I'll still play because I'm having fun but like you it feels like chewing on broken glass playing Templar often times.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Thanks everyone for all the info and suggestions.

    I pretty much agree with Hymzir, because I had to get rid of my heavy armor when turtle speed became intolerable. Now I am a slightly faster turtle. A lot of good that does. It also kills me in farming when people are zipping around while I'm barely running, and no such thing as speed quests or even trying to do a roundup. I end up having to let any other class zip around and gather some zombies for the kill. I just add my aoi. No fun. at all.

    The other problem is I have never done any mmo before this, and I am totally unfamiliar with the complexities of each skill, application, combos, bad combos, balancing. It seems pretty complex to me to keep all those variables in mind. It seems to me most of you have serious years of experience and practice even outside ESO. And even then, the magplar is still a problem, difficult to master, let alone work with.

    I've been to Alcast many times and leave because I simply don't have any pvp skills to acquire the dropped items so prized.

    Finally, I know of no other class that garners so many criticisms, complaints and is generally disliked or maligned almost universally. But being stubborn, I am still going to try.

    Don't give up. If you play a healer for sure I think you'll be fine. Whenever Templars step outside of this role things get a little more difficult particularly in pvp.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • RiskyChalice863
    RiskyChalice863
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    Drdeath20 wrote: »
    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.

    Dark flare is exempt from that change

    Is that true?

    Destruent wrote: »
    Isn’t the change to Empower a pretty big nerf to Magplars?

    They get empower from Dark Flare, and it currently empowers the next Dark Flare. That adds a ton of extra damage. After these changes, empower will only work on light attacks. So it basically will be an effect used for weaving. But there’s two problems with that. First, even with light attacks getting buffed, I think it’s highly unlikely that a 40% increase to a light attack will add as much damage as a 20% increase to Dark Flare did.

    More importantly, the empower from Dark Flare will now only do something if you light attack weave. But 1.1 second channel abilities like Dark Flare (and abilities like Sweeps and Lethal Arrow) are essentially designed to NOT be utilized with light attack weaving. This is because the channel lasts just long enough that you can actually immediately cast an ability again because, by the time the ability goes off, the global cooldown is already over. This basically eliminates the need to weave light attacks to maximize DPS.

    In other words, Dark Flare now has a buff attached to it that is completely counterintuitive to its design. In order to make use of the empower, you have to do something that doesn’t really make a whole lot of sense given the skill’s design. Yes, you could still make use of it through something like: Dark Flare —> Instant-Cast ability —> Light Attack —> repeat. And I suppose it’s possible that just light attack weaving Dark Flare could be a very slight DPS boost, especially with light attack damage being buffed. But it still just seems completely bizarre to me to have a 1.1 second channel ability have a buff to light attacks.

    Even with the old empower it was more beneficial for DPS to LA weave than to just spam DarkFlare (only exception: you use dark flare on a DW-bar or any other stam-weapon...).
    Reason: 20% more damage to darkflare is less damage than an empowered LA...

    So this is definitely a buff, but we'll see if it's usefull for magplar DPS...bc from what i remember, darkflare is pretty expensive and i highly doubt it can be sustained in a way a templar really benefits from that change.

    An empowered LA does more damage than 20% more damage to Dark Flare, but an empowered LA doesn’t happen immediately. It’s pretty quick, since you avoid global cooldowns, but it’s certainly true that you get that next Dark Flare out quicker if you don’t LA. You may be right that it’s an overall DPS boost—especially if you’re super good at weaving—but I’m not really sure. On my Magplar, I actually don’t think it is right now. An empowered LA only does slightly more damage total than a 20% boost to Dark Flare, and the extra fraction of a second makes it a DPS loss, I think (though I can’t properly test since I’m on console).
  • ceruulean
    ceruulean
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    bro its always like this in mmos, the cleric/paladin/priest types are either too op or nerfed to oblivion, cause nobody knows how to balance utility with damage, so then ppl complain they dont get utility when they play a DD class...
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