the1andonlyskwex wrote: »Jabs is already among the better class spammables (heck, it's not even Templar's worst spammable, Sweep and Dark Flare are both worse). Its nerf was well deserved and it doesn't need a buff.
The solution to Templar isn't bringing it back to the one-button Jabs-spammer days, it's buffing/replacing underperforming abilities to enable a new approach.
Theist_VII wrote: »Major_Mangle wrote: »Templar from a PvP perspective is good as long as you're not in an outnumbered situation. It's a fantastic class in smaller groups and will always have a spot in a duo (or at least it won't be bad). In duels templar is easily an S tier class, if not the best (even tho duels are mainly a sets vs sets thingy, templar is an incredibly strong spec for that scenario)
In terms of survivability templar is more than fine, the problem is that you rarely have an offensive window. Back when bubble (eclipse) was carrying templar survivability you had that, but it was objectively way too good.
What templar needs in PvP is to move some of the power away from beam and give it to backlash (amd maybe jabs/sweeps).
Templar is only decent in a 1v1 because of Extended Ritual.
Even now though, players are getting more and more access to ways to flood negative effects, making that skill completely useless, and I mean look at Jarall’s. As soon as that set is introduced to a 1v1 and you’re on the receiving end as a Templar, you’ve lost the fight, there is no other class so complete and utterly shut down by a 2-piece. No debate whatsoever.
That’s also why they are absolute trash when fighting outnumbered. When players were only capable of 2-3 negative effects on you at a time, the class was much more approachable.
Adding more ways to protect against yourself from those negative effects should be paramount to improving the gameplay experience of the class.
That could look like a buff to Sun Shield as a buffer for your heal-over-times, Radiant Aura/Repentance could receive a selfish sustain benefit that would allow for more casting of Extended Ritual, or they could just outright double the amount of negative effects removed by the skill.
Making Sun Shield into a skill worth slotting seems to me, to be the least game breaking option, as infinite sustain or endless negative effect removal is not healthy for the game.
Making Sun Shield into a skill worth slotting seems to me, to be the least game breaking option, as infinite sustain or endless negative effect removal is not healthy for the game.[/quote]
you have 25% cashback if the target was 75% or less. And this magic isn't returned instantly, but over time. Healing Soul gives 600 magic + 600 Stamina back instantly. And Major Vitality to a target.
But I agree, there are two things that make Honor The Dead even an option. Granting 2 ultimate to a healed target. But I'm not sure if it counts to yourself. And target priority, which you are correct with, indeed. Sometimes it's frustrating.
It's 18% every 2s for 6 seconds meaning near on 60% back. Target priority is far more important any way and I don't get on with healing soul
gariondavey wrote: »Please for the love of Pete just rework potl to be a templar copy of curse or assassins will or deep fissure
gariondavey wrote: »Please for the love of Pete just rework potl to be a templar copy of curse or assassins will or deep fissure
Stafford197 wrote: »gariondavey wrote: »Please for the love of Pete just rework potl to be a templar copy of curse or assassins will or deep fissure
Not saying you’re wrong, but wow how boring is this.
“Make my class ability literally just copy an ability from another class.” And this is a popular sentiment too.
These classes (and even Mag vs Stam!) are homogenized beyond belief at this point.
ArctosCethlenn wrote: »Hate to be that guy, but until Radiant and Javelin get toned down, plar needs no buffs. Nerf Radiant, make Javelin blockable, range CC"s should never be unblockable Period. Radiant needs to be toned down in PVP but unchanged in PVE, then you can talk about buffing jabs, otherwise we're just gonna go back to another obnoxious plar meta.
Pretty much everyone *wants* radiant to get tuned down, cut its damage and shift more of templar's power into non-execute damage instead of sitting there licking the walls until execute range.
huskandhunger wrote: »I would like to see Templar returned to area of denial gameplay since we see so much ground AOEs with Ritual and Rune and more active gameplay overall.
-for both morphs of jabs, each one will now heal for 33% damage dealt.
-for Ritual of Retribution make it snare for 40% or ramping damage per second scaling 50% per second up to 500% increased damage.
-for Extended Ritual - make it cleanse 3 effects every 5 seconds continuously or some such constant pattern, or cleanse all effects after 20 seconds.
-For Radiant Glory/Oppression/Destruction and its morphs bring the scaling down to 200% down from 500% and make it fire damage instead of just generic magic damage.
-For Power of the Light and Backlash morphs: simply leave the ability as is, but this time since it's so weak and the scaling is impossible to reach when loaded, remove the minor breach, but let the damage bypass all resistances. At least the crappy 2k/3k damage can now get through consistently.
-For Rune and it's morphs, turn it into a Runic Brand and let it be more impactful to walk over it for the Templar and their enemies where it roots the target enemies like a trap if they walk over it to give it active gameplay, instead of just ignored on the ground like a stain. And vice versa if the Templar walks back into their rune each time (cool down of 15 seconds) they gain a unique buff of 3000 damage on their next attack.
Execute should be toned down. Every templar main are behind this idea and want that for balancing other offense abilities.
the1andonlyskwex wrote: »I see a lot of proposals to buff Templar skills that are already quite strong. That's not how ZOS (or balance in general) work. You need to focus on making unused skills useful, not on making already strong skills overpowered.
gariondavey wrote: »Imagine if gravity crush had a 70 percent slow that was uncleansable. People slowed by increased gravity and not even those magical boots could stop it.
Would be very interesting against ballgroups and in choke points.
gariondavey wrote: »Imagine if gravity crush had a 70 percent slow that was uncleansable. People slowed by increased gravity and not even those magical boots could stop it.
Would be very interesting against ballgroups and in choke points.
gariondavey wrote: »Imagine if gravity crush had a 70 percent slow that was uncleansable. People slowed by increased gravity and not even those magical boots could stop it.
Would be very interesting against ballgroups and in choke points.
I think templar damage scale bad on skills. You can have 3 offensive sets in pvp and still you deal damage compared to nb with two defensive sets. I don't get why is that!?. Templar somehow can't function with battle spirit at all. Every thing battle spirit does are counter to templar. Templar is mostly countered by this debuff. On pve templar i different class, you have nice solid aoe damage and gameplay is good on pvp you become joke.