I'd still like judgement brand to give full value in pvp, as it stands it's the only truly offensive mastery we have and it's also the worst in pvp for some reason.
Like bastion of light is actually really strong, and then you can choose between guardian or bright harbinger and the rest are utter garbo.
I'd still like judgement brand to give full value in pvp, as it stands it's the only truly offensive mastery we have and it's also the worst in pvp for some reason.
Like bastion of light is actually really strong, and then you can choose between guardian or bright harbinger and the rest are utter garbo.
Jabbs_Giggity wrote: »I'd still like judgement brand to give full value in pvp, as it stands it's the only truly offensive mastery we have and it's also the worst in pvp for some reason.
Like bastion of light is actually really strong, and then you can choose between guardian or bright harbinger and the rest are utter garbo.
The problem with judgement is that it's double dipping again in PVP still. Halved in PVP, then halved again by Battle Spirit.
This definitely needs to get fixed. Class Masteries IMO should be exempt from being halved or effected by Battle Spirit in PVP. This was kinda the whole point to incentivizing pure class building.
Yes, mentioned the same concept in a similar thread.
Acknowledges the issue, leaves Templar open to future changes in the rework but mildly addresses a short term power issue.
Fully agree. Will break nothing from a power balance perspective
Yup, agree 100%.
We are still net negative on high w/s dmg builds… something we are trapped into as a Templar in PvP.
All of our healing strength comes from weapon/spell damage… and healing is our only survival tool as we don’t have the benefit of an escape skill and our Extended Ritual is useless in today’s game.
As much as I hate Class Mastery as a concept, Templar’s best one is a flat 600 w/s damage… that should speak volumes about how harmful Prism’s change is to the class as a whole.
madmufffin wrote: »Yup, agree 100%.
We are still net negative on high w/s dmg builds… something we are trapped into as a Templar in PvP.
All of our healing strength comes from weapon/spell damage… and healing is our only survival tool as we don’t have the benefit of an escape skill and our Extended Ritual is useless in today’s game.
As much as I hate Class Mastery as a concept, Templar’s best one is a flat 600 w/s damage… that should speak volumes about how harmful Prism’s change is to the class as a whole.
Meanwhile another class that won't be named gets 20% more damage if they be brawlin for 50s, 10% more shields, 10% more healing, major berserk, major protection, and just yoinked the only access to the buff that Templar has had since its inception... cool stuff. Glad we get 3k resistances and a nice like 70 damage buff from the new Balanced Warrior...
Something has to happen as the changes they have made simply don't account for the fact that not every templar is able to stack resistances on every build to even take advantage of their "fix" -- it's literally just killing build diversity even more.
Balancing with a group environment in mind is also faulty logic when the game has solo arenas and content that doesn't have a full group to utilize any benefit that might exist.
I don't consider a conditional advantage a buff, especially when the other classes are not being subject to those kinds of conditions in order to get benefit and power from their passives and overall class power budget.
When a condition exists for one class to exert its old power, but not the others, I will call it a nerf.
Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
Elendildur wrote: »madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/8519488/#Comment_8519488
Someone's already crunched the numbers, and the new value for Balanced Warrior is a buff over the old one, unless you have abnormally low resists
madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/8519488/#Comment_8519488
Someone's already crunched the numbers, and the new value for Balanced Warrior is a buff over the old one, unless you have abnormally low resists
Yes for the changes to balanced warrior it's a small buff. That's why I said "to account for the loss of minor sorcery" which is 10% damage buff.
Elendildur wrote: »madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/8519488/#Comment_8519488
Someone's already crunched the numbers, and the new value for Balanced Warrior is a buff over the old one, unless you have abnormally low resists
Yes for the changes to balanced warrior it's a small buff. That's why I said "to account for the loss of minor sorcery" which is 10% damage buff.
In a trial group, you'll almost certainly have a Dragonknight to provide Minor Brutality, which means losing Minor Sorcery isn't even a factor. Even in smaller groups, DKs are popular enough that it's decently likely you'll have one
madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/8519488/#Comment_8519488
Someone's already crunched the numbers, and the new value for Balanced Warrior is a buff over the old one, unless you have abnormally low resists
Yes for the changes to balanced warrior it's a small buff. That's why I said "to account for the loss of minor sorcery" which is 10% damage buff.
In a trial group, you'll almost certainly have a Dragonknight to provide Minor Brutality, which means losing Minor Sorcery isn't even a factor. Even in smaller groups, DKs are popular enough that it's decently likely you'll have one
And what about for overland, pvp, and dungeon groups not built around a dk? You can't balance around over organized 12 man content. This is an outright nerf to the Templar class when it was an underperformer in both PVE and PVP as is.
madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/8519488/#Comment_8519488
Someone's already crunched the numbers, and the new value for Balanced Warrior is a buff over the old one, unless you have abnormally low resists
Yes for the changes to balanced warrior it's a small buff. That's why I said "to account for the loss of minor sorcery" which is 10% damage buff.
In a trial group, you'll almost certainly have a Dragonknight to provide Minor Brutality, which means losing Minor Sorcery isn't even a factor. Even in smaller groups, DKs are popular enough that it's decently likely you'll have one
And what about for overland, pvp, and dungeon groups not built around a dk? You can't balance around over organized 12 man content. This is an outright nerf to the Templar class when it was an underperformer in both PVE and PVP as is.
In pvp this is a net gain in stat for almost every build, even if you take into account losing minor sorcery. As for overland and small group pve, it is still a net gain in overall spell damage since illuminate provides extra armor now which translates into extra spell damage.
There are some very specific scenarios like wearing full light armor where it may be a net decrease, but that's about it.
In U50 solo templar has 16% wpn/spell dmg from passive buffs currently. At 3125 damage, you will get 500 wpn and spell dmg. You don't need to mess with CP, Minor Resolve, or armor weights to reach 3.2k dmg. Just play class and use a Dawns Wrath skill.
In U51 solo templar will get 500 MAX flat wpn/spell dmg. And that's assuming you're medium or heavy armor. Screw all the light armor players and newbies with low CP. Enforce stale medium armor meta even more.
How is this a buff to solo templars? Why should I rely on DK in party to achieve max potential?
Arcanist doesn't have spell damage party buff but the class is easy to play, whereas templar is harder to play.
DK has magma shell and can reach high IA arcs better than templar.
Extra resistances isn't going to make templar more worth to play when it has to make tradeoffs for sustain, skill selection (class mastery only works on solar barrage slotted, or templar skills, so no more dizzying swing builds), and mobility/defense.
On Vestige difficulty, you have to roll dodge. Resistances and extra healing don't help with one-shots.
In PVP, the majority of people are running Onslaught and Corrosive which ignores resistances.
It's either rework templar entirely, or give it damage for being clunky.
madmufffin wrote: »madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/8519488/#Comment_8519488
Someone's already crunched the numbers, and the new value for Balanced Warrior is a buff over the old one, unless you have abnormally low resists
Yes for the changes to balanced warrior it's a small buff. That's why I said "to account for the loss of minor sorcery" which is 10% damage buff.
In a trial group, you'll almost certainly have a Dragonknight to provide Minor Brutality, which means losing Minor Sorcery isn't even a factor. Even in smaller groups, DKs are popular enough that it's decently likely you'll have one
And what about for overland, pvp, and dungeon groups not built around a dk? You can't balance around over organized 12 man content. This is an outright nerf to the Templar class when it was an underperformer in both PVE and PVP as is.
In pvp this is a net gain in stat for almost every build, even if you take into account losing minor sorcery. As for overland and small group pve, it is still a net gain in overall spell damage since illuminate provides extra armor now which translates into extra spell damage.
There are some very specific scenarios like wearing full light armor where it may be a net decrease, but that's about it.
In no way shape or form is it a net gain. In mostly medium armor, you sit at 4k wd/sd pretty normally on plar unbuffed. Minor sorcery alone gives you 400 from that. Balanced Warrior gives you 240 without taking in account buffs impacting your base damage to be multiplied. That is a bare minimum of 640 damage with a minimal contribution into building raw damage. For the new calc you can net more wd/sd from Balanced Warrior, but have to build for it a bit and still don't reach the level of minimal return on Balanced Warrior + minor sorcery. That's a 30% difference on bare bones low investment plar. I have 4018 wd/sd on my 5L/2M healplar in ritual mundus unbuffed on a rock in Rawl'kha right now.
madmufffin wrote: »In U50 solo templar has 16% wpn/spell dmg from passive buffs currently. At 3125 damage, you will get 500 wpn and spell dmg. You don't need to mess with CP, Minor Resolve, or armor weights to reach 3.2k dmg. Just play class and use a Dawns Wrath skill.
In U51 solo templar will get 500 MAX flat wpn/spell dmg. And that's assuming you're medium or heavy armor. Screw all the light armor players and newbies with low CP. Enforce stale medium armor meta even more.
How is this a buff to solo templars? Why should I rely on DK in party to achieve max potential?
Arcanist doesn't have spell damage party buff but the class is easy to play, whereas templar is harder to play.
DK has magma shell and can reach high IA arcs better than templar.
Extra resistances isn't going to make templar more worth to play when it has to make tradeoffs for sustain, skill selection (class mastery only works on solar barrage slotted, or templar skills, so no more dizzying swing builds), and mobility/defense.
On Vestige difficulty, you have to roll dodge. Resistances and extra healing don't help with one-shots.
In PVP, the majority of people are running Onslaught and Corrosive which ignores resistances.
It's either rework templar entirely, or give it damage for being clunky.
There's also been no clarification if the bonus takes into account your base armor or if it adjusts according to debuffs. If you're gonna get your passive nuked every time you get major/minor breached and/or hit with alkosh in pvp, that just makes it even worse.
madmufffin wrote: »In U50 solo templar has 16% wpn/spell dmg from passive buffs currently. At 3125 damage, you will get 500 wpn and spell dmg. You don't need to mess with CP, Minor Resolve, or armor weights to reach 3.2k dmg. Just play class and use a Dawns Wrath skill.
In U51 solo templar will get 500 MAX flat wpn/spell dmg. And that's assuming you're medium or heavy armor. Screw all the light armor players and newbies with low CP. Enforce stale medium armor meta even more.
How is this a buff to solo templars? Why should I rely on DK in party to achieve max potential?
Arcanist doesn't have spell damage party buff but the class is easy to play, whereas templar is harder to play.
DK has magma shell and can reach high IA arcs better than templar.
Extra resistances isn't going to make templar more worth to play when it has to make tradeoffs for sustain, skill selection (class mastery only works on solar barrage slotted, or templar skills, so no more dizzying swing builds), and mobility/defense.
On Vestige difficulty, you have to roll dodge. Resistances and extra healing don't help with one-shots.
In PVP, the majority of people are running Onslaught and Corrosive which ignores resistances.
It's either rework templar entirely, or give it damage for being clunky.
There's also been no clarification if the bonus takes into account your base armor or if it adjusts according to debuffs. If you're gonna get your passive nuked every time you get major/minor breached and/or hit with alkosh in pvp, that just makes it even worse.
I went on PTS and tested in a duel. On the Balanced Warrior passive, the value goes down when I'm debuffed with Weakness to Elements (Major Breach). However, my weapon and spell damage doesn't change on my stat sheet. So I'm not sure how this passive contributes to weapon and spell damage, or if it's affected by Brutality buffs, but I can confirm the tooltip value on the passive goes down.
madmufffin wrote: »madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Elendildur wrote: »madmufffin wrote: »Thr 2 things I'd like to see is the scaling for this passive to be increased to 1.5% and the cap increased to 750.
Second please remove the battle spirit nerf from judgement brand, we still have plenty of pts time to test if it really is somehow too strong.
I still don't think that's near enough damage to account for the loss of minor sorcery. Would like to see Judgement Brand get a look at full power in PVP though.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/8519488/#Comment_8519488
Someone's already crunched the numbers, and the new value for Balanced Warrior is a buff over the old one, unless you have abnormally low resists
Yes for the changes to balanced warrior it's a small buff. That's why I said "to account for the loss of minor sorcery" which is 10% damage buff.
In a trial group, you'll almost certainly have a Dragonknight to provide Minor Brutality, which means losing Minor Sorcery isn't even a factor. Even in smaller groups, DKs are popular enough that it's decently likely you'll have one
And what about for overland, pvp, and dungeon groups not built around a dk? You can't balance around over organized 12 man content. This is an outright nerf to the Templar class when it was an underperformer in both PVE and PVP as is.
In pvp this is a net gain in stat for almost every build, even if you take into account losing minor sorcery. As for overland and small group pve, it is still a net gain in overall spell damage since illuminate provides extra armor now which translates into extra spell damage.
There are some very specific scenarios like wearing full light armor where it may be a net decrease, but that's about it.
In no way shape or form is it a net gain. In mostly medium armor, you sit at 4k wd/sd pretty normally on plar unbuffed. Minor sorcery alone gives you 400 from that. Balanced Warrior gives you 240 without taking in account buffs impacting your base damage to be multiplied. That is a bare minimum of 640 damage with a minimal contribution into building raw damage. For the new calc you can net more wd/sd from Balanced Warrior, but have to build for it a bit and still don't reach the level of minimal return on Balanced Warrior + minor sorcery. That's a 30% difference on bare bones low investment plar. I have 4018 wd/sd on my 5L/2M healplar in ritual mundus unbuffed on a rock in Rawl'kha right now.
Literally what I wrote about it being a decrease in light armor.

madmufffin wrote: »Spent all weekend very excited after the midweek update just to get this need a math degree nonsense... With 25k of each resistance and 6 templar skills front barred this is only 650 damage. You got that from minor sorcery alone in PVE content.