So, are we all just ignoring that Templar still has a useless taunt on the explosive charge that will ruin synergy with sets that act on "Blink, Charge, Leap, Teleport, or Pull ability" like Crusader, or even just magplars who want to use a gap closer?
Putting a taunt on that skill won't save Templar from being an abysmal tank. It will instead only ruin the day for DPS Templars. It sucks that this is being completely overlooked.
I realize that this feedback is far too late for U44, but I just noticed that Spear Shards is underpowered at the moment in comparison to the Necromancer's Boneyard. It would be great if Shards, and by extension its morphs, would be buffed in a future patch.
From a mechanical standpoint Spear Shards is pretty similar to Boneyard: both skills cost 2970 Magicka, deal the same DPS in an area over 10 seconds and have a synergy. On top of that, however, Boneyard's damage is increased by 30% when a corpse is consumed (which happens most of the time) and the skill applies Minor Vulnerability.
Hence, I believe that a debuff could be added to Spear Shards as well. It could be a unique debuff similar to Engulfing Flames that makes affected enemies take up to 6% more Magic Damage, for example, or perhaps something like Breach. A decent unique effect would be more fun though.
I did think about Blazing Spear as well, but if things are balanced by spreadsheets, Blazing Spear is still lacking compared to both morphs of Boneyard considering it only has two secondary effects instead of three (if we consider Avid Boneyard's ability to self-activate the synergy a tertiary effect). Both abilities activate passives, so that doesn't really count imho.necro_the_crafter wrote: »I realize that this feedback is far too late for U44, but I just noticed that Spear Shards is underpowered at the moment in comparison to the Necromancer's Boneyard. It would be great if Shards, and by extension its morphs, would be buffed in a future patch.
From a mechanical standpoint Spear Shards is pretty similar to Boneyard: both skills cost 2970 Magicka, deal the same DPS in an area over 10 seconds and have a synergy. On top of that, however, Boneyard's damage is increased by 30% when a corpse is consumed (which happens most of the time) and the skill applies Minor Vulnerability.
Hence, I believe that a debuff could be added to Spear Shards as well. It could be a unique debuff similar to Engulfing Flames that makes affected enemies take up to 6% more Magic Damage, for example, or perhaps something like Breach. A decent unique effect would be more fun though.
Blazing Shards has built in immobilise, and helps with burning light procs, so its loaded up pretty decently, and Luminous shards synergie grants both stamina and magicka, which is pretty mych double of any other simmilar synergie (blazing and necrotic orb). So yeah I dont see it getting updated since its in really good place already.
Uniqe magic damage debuff would be nice on Dark Flare (5%), since nobody really use that after empower rework, and defile on it is pretty trash so magick damage debuff could replace it and everyone would be happy about it, while more powerful unique magic damage selfbuff (10%) could be placed on solar barage instead of class damage buff.
This way Dark Flare could find some use for pve support, and solar barrage would be nice to buff up magical soul/ele blade/puncturing sweep/radiant destruction (which may require some nerfs if said changes would be implemented)/ purifing light/ cresent sweep - pretty much whole magplars arsenal.
I did think about Blazing Spear as well, but if things are balanced by spreadsheets, Blazing Spear is still lacking compared to both morphs of Boneyard considering it only has two secondary effects instead of three (if we consider Avid Boneyard's ability to self-activate the synergy a tertiary effect). Both abilities activate passives, so that doesn't really count imho.
I mean, if the skill was amazing already, why do Templars stop using it as soon as a target is below 40% health? A nice (de)buff might make it worthwhile to use it for longer, similar to Solar Barrage.
That said, your idea about giving the unique Magic Damage Taken debuff to Dark Flare is nice too... I have to admit that I only suggested adding it to Spear Shards (and by extension Blazing Spear) so that I could kill trash mobs in vVH even faster on my Magplar considering that it would then buff subsequent casts of the ability, as well as Sweeps.
YandereGirlfriend wrote: »Spear Shards should have the bi-sustain mechanic present in all morphs and then Luminous should provide the bi-sustain synergy as something that can be repeatedly hit, a la Undaunted Orbs.
It remains actually bewildering that Undaunted Orbs, a generic skill, is like a straight-up upgrade over a core class ability.
I also favor a named debuff being given to the damage morph... but unless every other class is getting a unique debuff at some point (which, to be clear, would be a good move, because it's absurd that only DKs currently feature this), then it probably shouldn't be off of the Major/Minor system.
necro_the_crafter wrote: »Yeah also was thinking about that, but with the way they done banners, thereis now less options for class uniqe debuffs.
DKs have 6% fire damage.
Sorcs should have 6% lightning damage obviously on a lightning flood.
NBs mark target could have 4% martial (desease/bleed/phys/poison) damage.
Necros should have 1% damage increase per 10% missing health debuff on a targets hit with the sythe
Templars - 6% magic damage on dark flare/barrage.
Wardens - 6% ice damage on impaling shards.
Arcs - 8% status damage increase avaliable for whole group on abyssal ink.
I believe PotL and Solar Barrage, as well as the other DoTs except for Ritual of Retribution, are cast until the enemy is at ~10% or so though? But I'm nitpicking at this point, and am actually glad that my post sparked a little discussion about Shards and unique class buffs.necro_the_crafter wrote: »I did think about Blazing Spear as well, but if things are balanced by spreadsheets, Blazing Spear is still lacking compared to both morphs of Boneyard considering it only has two secondary effects instead of three (if we consider Avid Boneyard's ability to self-activate the synergy a tertiary effect). Both abilities activate passives, so that doesn't really count imho.
I mean, if the skill was amazing already, why do Templars stop using it as soon as a target is below 40% health? A nice (de)buff might make it worthwhile to use it for longer, similar to Solar Barrage.
That said, your idea about giving the unique Magic Damage Taken debuff to Dark Flare is nice too... I have to admit that I only suggested adding it to Spear Shards (and by extension Blazing Spear) so that I could kill trash mobs in vVH even faster on my Magplar considering that it would then buff subsequent casts of the ability, as well as Sweeps.
Templars would still drop everything on 40% health targets, because beam is that crazy, and not catsing every gcd will lose you dps.
necro_the_crafter wrote: »Edit: After thinking for a second...
Procing burning light could aply a stack of holy light to a templar. Each stack of holy light increase your next aedric spear ability damage by 30%. That would buff all of aedric spears abilities, without buffing overtuned beam. And since burning light procs on everything, this change would breathe some class identity back into it without taking away from it.
Also it could have a pretty sick visuals like:
1 stacks: your arms starts to burn with holy light;
2 stacks: your forearms starts to burn;
3 stack: your whole arms burn up to a shoulders.
Yeah, I'm not sure what generic debuff would be nice though? I did browse through the list of ESO's Buffs and Debuffs prior to making my post to see what debuffs aren't already included in the Templar's kit. Breach, Vulnerability or perhaps Maim (but that's already part of Blazing Shield now) would fit the description of Spears best I think.YandereGirlfriend wrote: »Spear Shards should have the bi-sustain mechanic present in all morphs and then Luminous should provide the bi-sustain synergy as something that can be repeatedly hit, a la Undaunted Orbs.
It remains actually bewildering that Undaunted Orbs, a generic skill, is like a straight-up upgrade over a core class ability.
I also favor a named debuff being given to the damage morph... but unless every other class is getting a unique debuff at some point (which, to be clear, would be a good move, because it's absurd that only DKs currently feature this), then it probably shouldn't be off of the Major/Minor system.
necro_the_crafter wrote: »Yeah also was thinking about that, but with the way they done banners, thereis now less options for class uniqe debuffs.
DKs have 6% fire damage.
Sorcs should have 6% lightning damage obviously on a lightning flood.
NBs mark target could have 4% martial (desease/bleed/phys/poison) damage.
Necros should have 1% damage increase per 10% missing health debuff on a targets hit with the sythe
Templars - 6% magic damage on dark flare/barrage.
Wardens - 6% ice damage on impaling shards.
Arcs - 8% status damage increase avaliable for whole group on abyssal ink.