madmufffin wrote: »So you get double the value and can run a better source of crit since vamp bane is clunky, get detection, and source minor berserk if you're not in Monomyth. You can also run a better front bar damage ult since DB is going to outperform sweep in most cases. You will also get 4 templar skills worth of damage plus additional means of ulti gen if you don't have one/both the masteries for genning ult.
What are you talking about?
Why would I need a source of Minor Berserk? That comes for free on Templars, along with Minor Protection. I don't even run Vampire's Bane and feel no need for Savagery because I am in heavy armor.
This reads as though someone at ZOS understands the Templar description, but not the experience of actually playing one.
On paper:
Holy warrior. Heavy armour. Sacred ground. Stand firm.
In actual ESO combat:
The boss/players move, players kite, enemies leave your circles, Corrosive and Onslaught ignore your armour, and you have neither the mobility nor pressure needed to dictate the fight.
Then they make damage scale from armour and call it class identity.
Anyone regularly playing Templar would immediately ask:
What happens when I’m Breached?
Why does my offensive passive prefer heavy armour?
Why must I fill my bar with weaker Templar abilities?
Why can Fighters Guild skills still reward me more?
What happens to light-armour Magplars and Templar Werewolves?
Why am I losing Minor Sorcery while DK retains the replacement group buff?
Why is the weakest offensive class receiving conditional compensation instead of an actual improvement?
It feels like Templar is being designed from the phrase “defensive master”, not from observing how it functions in current content.
we have spent months \ years explaining that the game had moved beyond stationary sacred-ground combat. ZOS’s response was essentially: “We understand. Your damage now depends on standing there wearing more armour.”
Since when did having higher resistances limit your mobility?
Here's an idea for you:
Wear a full medium set of Fortified Brass.
Watch the numbers on your stat sheet go up for free, while maintaining all of the mobility and damage perks of medium armor.
Yes, Templar has an issue with stationary skills. Rune Focus, Cleansing Ritual, Blazing Spear, and Nova all have this issue.
Outside of a complete rework to these skills (which is coming, btw), what is supposed to be done?
If you truly feel like Templar skills are weaker and don't deserve a spot on your bar, you are not playing Templar correctly.
In PvE, you want to slot as many Templar skills as possible to make the most out of Judgment's Brand.
In PvP, most of Templar's toolkit is potent and viable. Binding Javelin is a forced roll dodge or a guaranteed stun. Power of the Light is Templar's only source of a delayed burst ability. Cleansing Ritual is practically required for its purge effect. Rune Focus is going to be used for Major Resolve and slight sustain. Rushed Ceremony/Healing Ritual serve as very potent burst heals with additional effects. Toppling Charge is a gap closer, a stun, and an easy source of Major Protection. Solar Barrage is a free player-centric DoT and 5% damage increase to class abilities. Unstable Core completely removes an enemy player from a fight by putting them on a time out.
How are you having issues finding useful Templar skills to slot? If you don't like the Templar toolkit, maybe it just isn't the class for you. And that's okay.
Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
I've done a bit of testing with the new passive but not with berserker rage.
Generally, the armor to spell damage scaling is not that amazing, although with 4 plar skills frontbar you get a 10% multiplier to it so maybe that skill could be interesting.
With some minor tinkering my plar got about 42k armor fully buffed on pts, that's with bloodspawn procced and no other armor set.
2 heavy/4 med/ 1 light, triple protective, Nord, bloodspawn. Little over 7k spell damage fully buffed.
Things is because of the percent scaling getting let's say 10k armor flat becomes pretty valuable as it gets added to the base and then multiplied by 1.1x assuming 4 plar skills which is pretty easy to get.
Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
I've done a bit of testing with the new passive but not with berserker rage.
Generally, the armor to spell damage scaling is not that amazing, although with 4 plar skills frontbar you get a 10% multiplier to it so maybe that skill could be interesting.
With some minor tinkering my plar got about 42k armor fully buffed on pts, that's with bloodspawn procced and no other armor set.
2 heavy/4 med/ 1 light, triple protective, Nord, bloodspawn. Little over 7k spell damage fully buffed.
Things is because of the percent scaling getting let's say 10k armor flat becomes pretty valuable as it gets added to the base and then multiplied by 1.1x assuming 4 plar skills which is pretty easy to get.
That’s interesting.
On paper what I’m thinking, and if my math is right.. if you build to 40k resistance, 4 skills front bar, berserker’s rage on a let’s say 30k resistance target. That’s what like roughly 850-900 weapon/spell damage depending on how breached we are? I could be way off.
Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
I've done a bit of testing with the new passive but not with berserker rage.
Generally, the armor to spell damage scaling is not that amazing, although with 4 plar skills frontbar you get a 10% multiplier to it so maybe that skill could be interesting.
With some minor tinkering my plar got about 42k armor fully buffed on pts, that's with bloodspawn procced and no other armor set.
2 heavy/4 med/ 1 light, triple protective, Nord, bloodspawn. Little over 7k spell damage fully buffed.
Things is because of the percent scaling getting let's say 10k armor flat becomes pretty valuable as it gets added to the base and then multiplied by 1.1x assuming 4 plar skills which is pretty easy to get.
That’s interesting.
On paper what I’m thinking, and if my math is right.. if you build to 40k resistance, 4 skills front bar, berserker’s rage on a let’s say 30k resistance target. That’s what like roughly 850-900 weapon/spell damage depending on how breached we are? I could be way off.
Only issue I have with berserker rage is that you lose value on both the ult and the armor granted if you have major and minor breach on the target.
That being said my current build already has so much ult gen that I hand out fat db's like candy.
Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
I've done a bit of testing with the new passive but not with berserker rage.
Generally, the armor to spell damage scaling is not that amazing, although with 4 plar skills frontbar you get a 10% multiplier to it so maybe that skill could be interesting.
With some minor tinkering my plar got about 42k armor fully buffed on pts, that's with bloodspawn procced and no other armor set.
2 heavy/4 med/ 1 light, triple protective, Nord, bloodspawn. Little over 7k spell damage fully buffed.
Things is because of the percent scaling getting let's say 10k armor flat becomes pretty valuable as it gets added to the base and then multiplied by 1.1x assuming 4 plar skills which is pretty easy to get.
That’s interesting.
On paper what I’m thinking, and if my math is right.. if you build to 40k resistance, 4 skills front bar, berserker’s rage on a let’s say 30k resistance target. That’s what like roughly 850-900 weapon/spell damage depending on how breached we are? I could be way off.
Only issue I have with berserker rage is that you lose value on both the ult and the armor granted if you have major and minor breach on the target.
That being said my current build already has so much ult gen that I hand out fat db's like candy.
So about 740 wd if you and your target are major and minor breached. Meh
madmufffin wrote: »Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
I've done a bit of testing with the new passive but not with berserker rage.
Generally, the armor to spell damage scaling is not that amazing, although with 4 plar skills frontbar you get a 10% multiplier to it so maybe that skill could be interesting.
With some minor tinkering my plar got about 42k armor fully buffed on pts, that's with bloodspawn procced and no other armor set.
2 heavy/4 med/ 1 light, triple protective, Nord, bloodspawn. Little over 7k spell damage fully buffed.
Things is because of the percent scaling getting let's say 10k armor flat becomes pretty valuable as it gets added to the base and then multiplied by 1.1x assuming 4 plar skills which is pretty easy to get.
That’s interesting.
On paper what I’m thinking, and if my math is right.. if you build to 40k resistance, 4 skills front bar, berserker’s rage on a let’s say 30k resistance target. That’s what like roughly 850-900 weapon/spell damage depending on how breached we are? I could be way off.
Only issue I have with berserker rage is that you lose value on both the ult and the armor granted if you have major and minor breach on the target.
That being said my current build already has so much ult gen that I hand out fat db's like candy.
So about 740 wd if you and your target are major and minor breached. Meh
The passive dynamically allocating based off your resistances is going to be really annoying in pvp. Just gonna lose a monstrous chunk of my one good passive if I get smacked with 2h ult? Seems less than ideal, but I don't really know how else they code it unless they do base resistances, which is also not great.
I’ve played Templar long enough to understand what its skills do. That experience is why I’m criticising the direction—not evidence that the class somehow isn’t for me
Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
I've done a bit of testing with the new passive but not with berserker rage.
Generally, the armor to spell damage scaling is not that amazing, although with 4 plar skills frontbar you get a 10% multiplier to it so maybe that skill could be interesting.
With some minor tinkering my plar got about 42k armor fully buffed on pts, that's with bloodspawn procced and no other armor set.
2 heavy/4 med/ 1 light, triple protective, Nord, bloodspawn. Little over 7k spell damage fully buffed.
Things is because of the percent scaling getting let's say 10k armor flat becomes pretty valuable as it gets added to the base and then multiplied by 1.1x assuming 4 plar skills which is pretty easy to get.
That’s interesting.
On paper what I’m thinking, and if my math is right.. if you build to 40k resistance, 4 skills front bar, berserker’s rage on a let’s say 30k resistance target. That’s what like roughly 850-900 weapon/spell damage depending on how breached we are? I could be way off.
VinnyGambini wrote: »Holy warrior who use power of the sun, and aedric entities, use light as weapon and shield, and can create sanctuaries. Templars can keep pressure at a distance, but are truly a force when in melee range.
This is class vision.
Nothing about defense masters
Nothing that sanctuaries cannot move with them
They should shine in melee - we all know how bad jabs are, dmg in melee is just dissapointment.
While IMO balanced warrior as a passive does not look bad, templar needs buffs to damage, especially melee, to follow class vision.
After spending more time on the pts my takeaway for Balanced Warrior is as follows.
The armor to spell damage scaling in incredibly weak, even when going into extreme measures like using berserker rage on someone with high resistances. Beacuse most templar skills scale fairly poorly already, this part of the passive is largely irrelevant.
The % armor scaling, especially coupled with the new 3k armor from illuminate will make it laughably easy to reach armor cap in pvp, and even go as far as to reach it while afflicted with major and minor breach.
The flat spell damage provided per templar ability is sadly weaker than just slotting Fighters Guild abilities, losing 2 different modifiers and then gaining some flat really puts this part of the passive at a disadvantage.
This is compounded by the fact that so many of our tie in effects from bright harbinger, lancer and even the class flourish can already provide us with large amounts of flat spell damage as is, making percent modifiers simply better.
Overall this is still is still a buff to our stats, but it's a minor offensive buff and a more pronounced defensive one.
I've made a suggestion the other day to make this passive provide both % armor and spell damage per Templar ability slotted, instead of this wierd mix of flat, and armor scaling. The absolute ceiling would be lower, but it would be a much simpler passive and would be much easier to use and with a larger overall offensive buff.
madmufffin wrote: »After spending more time on the pts my takeaway for Balanced Warrior is as follows.
The armor to spell damage scaling in incredibly weak, even when going into extreme measures like using berserker rage on someone with high resistances. Beacuse most templar skills scale fairly poorly already, this part of the passive is largely irrelevant.
The % armor scaling, especially coupled with the new 3k armor from illuminate will make it laughably easy to reach armor cap in pvp, and even go as far as to reach it while afflicted with major and minor breach.
The flat spell damage provided per templar ability is sadly weaker than just slotting Fighters Guild abilities, losing 2 different modifiers and then gaining some flat really puts this part of the passive at a disadvantage.
This is compounded by the fact that so many of our tie in effects from bright harbinger, lancer and even the class flourish can already provide us with large amounts of flat spell damage as is, making percent modifiers simply better.
Overall this is still is still a buff to our stats, but it's a minor offensive buff and a more pronounced defensive one.
I've made a suggestion the other day to make this passive provide both % armor and spell damage per Templar ability slotted, instead of this wierd mix of flat, and armor scaling. The absolute ceiling would be lower, but it would be a much simpler passive and would be much easier to use and with a larger overall offensive buff.
Yeah they managed to make both forms of scaling completely worthless. How does 10k resistances giving you 40 damage even make it worth the time of adding the code to the repo. 75 damage for a class skill? Yippee....
The fact that the active investment into 70k combined resistances yields you the benefit of a single infused damage glyph makes the whole thing feel so pointless. Why go through all this and add more spaghetti to the code for some tiny amount of benefit. Could've just upped Balanced Warrior to 10-15% and called it a day. Adding the armor nonsense is completely meaningless at .4%.
madmufffin wrote: »After spending more time on the pts my takeaway for Balanced Warrior is as follows.
The armor to spell damage scaling in incredibly weak, even when going into extreme measures like using berserker rage on someone with high resistances. Beacuse most templar skills scale fairly poorly already, this part of the passive is largely irrelevant.
The % armor scaling, especially coupled with the new 3k armor from illuminate will make it laughably easy to reach armor cap in pvp, and even go as far as to reach it while afflicted with major and minor breach.
The flat spell damage provided per templar ability is sadly weaker than just slotting Fighters Guild abilities, losing 2 different modifiers and then gaining some flat really puts this part of the passive at a disadvantage.
This is compounded by the fact that so many of our tie in effects from bright harbinger, lancer and even the class flourish can already provide us with large amounts of flat spell damage as is, making percent modifiers simply better.
Overall this is still is still a buff to our stats, but it's a minor offensive buff and a more pronounced defensive one.
I've made a suggestion the other day to make this passive provide both % armor and spell damage per Templar ability slotted, instead of this wierd mix of flat, and armor scaling. The absolute ceiling would be lower, but it would be a much simpler passive and would be much easier to use and with a larger overall offensive buff.
Yeah they managed to make both forms of scaling completely worthless. How does 10k resistances giving you 40 damage even make it worth the time of adding the code to the repo. 75 damage for a class skill? Yippee....
The fact that the active investment into 70k combined resistances yields you the benefit of a single infused damage glyph makes the whole thing feel so pointless. Why go through all this and add more spaghetti to the code for some tiny amount of benefit. Could've just upped Balanced Warrior to 10-15% and called it a day. Adding the armor nonsense is completely meaningless at .4%.
Yeah at .4% it's really not worth. I'm also am not a fan of then trying cram in so many different effects into a simple passive. Meanwhile we have things like enduring rays, can we like fiddle with that instead?
madmufffin wrote: »madmufffin wrote: »After spending more time on the pts my takeaway for Balanced Warrior is as follows.
The armor to spell damage scaling in incredibly weak, even when going into extreme measures like using berserker rage on someone with high resistances. Beacuse most templar skills scale fairly poorly already, this part of the passive is largely irrelevant.
The % armor scaling, especially coupled with the new 3k armor from illuminate will make it laughably easy to reach armor cap in pvp, and even go as far as to reach it while afflicted with major and minor breach.
The flat spell damage provided per templar ability is sadly weaker than just slotting Fighters Guild abilities, losing 2 different modifiers and then gaining some flat really puts this part of the passive at a disadvantage.
This is compounded by the fact that so many of our tie in effects from bright harbinger, lancer and even the class flourish can already provide us with large amounts of flat spell damage as is, making percent modifiers simply better.
Overall this is still is still a buff to our stats, but it's a minor offensive buff and a more pronounced defensive one.
I've made a suggestion the other day to make this passive provide both % armor and spell damage per Templar ability slotted, instead of this wierd mix of flat, and armor scaling. The absolute ceiling would be lower, but it would be a much simpler passive and would be much easier to use and with a larger overall offensive buff.
Yeah they managed to make both forms of scaling completely worthless. How does 10k resistances giving you 40 damage even make it worth the time of adding the code to the repo. 75 damage for a class skill? Yippee....
The fact that the active investment into 70k combined resistances yields you the benefit of a single infused damage glyph makes the whole thing feel so pointless. Why go through all this and add more spaghetti to the code for some tiny amount of benefit. Could've just upped Balanced Warrior to 10-15% and called it a day. Adding the armor nonsense is completely meaningless at .4%.
Yeah at .4% it's really not worth. I'm also am not a fan of then trying cram in so many different effects into a simple passive. Meanwhile we have things like enduring rays, can we like fiddle with that instead?
The entire Dawn's Wrath line outside of Illuminate is just completely worthless garbage passives wise at this point. Prism and Restoring Spirit were nice, but have been left in the dust by other class passives as time has gone on. One of those easily could handle a per Templar skills damage buff component and Balanced Warrior can be left at a % of your resistances to damage like it was in the week 1 of PTS. They could've just left it the way it was and move up/remove the cap. They've shoved too much into it now and added to their already horrific ability to balance combat in the game.
madmufffin wrote: »madmufffin wrote: »After spending more time on the pts my takeaway for Balanced Warrior is as follows.
The armor to spell damage scaling in incredibly weak, even when going into extreme measures like using berserker rage on someone with high resistances. Beacuse most templar skills scale fairly poorly already, this part of the passive is largely irrelevant.
The % armor scaling, especially coupled with the new 3k armor from illuminate will make it laughably easy to reach armor cap in pvp, and even go as far as to reach it while afflicted with major and minor breach.
The flat spell damage provided per templar ability is sadly weaker than just slotting Fighters Guild abilities, losing 2 different modifiers and then gaining some flat really puts this part of the passive at a disadvantage.
This is compounded by the fact that so many of our tie in effects from bright harbinger, lancer and even the class flourish can already provide us with large amounts of flat spell damage as is, making percent modifiers simply better.
Overall this is still is still a buff to our stats, but it's a minor offensive buff and a more pronounced defensive one.
I've made a suggestion the other day to make this passive provide both % armor and spell damage per Templar ability slotted, instead of this wierd mix of flat, and armor scaling. The absolute ceiling would be lower, but it would be a much simpler passive and would be much easier to use and with a larger overall offensive buff.
Yeah they managed to make both forms of scaling completely worthless. How does 10k resistances giving you 40 damage even make it worth the time of adding the code to the repo. 75 damage for a class skill? Yippee....
The fact that the active investment into 70k combined resistances yields you the benefit of a single infused damage glyph makes the whole thing feel so pointless. Why go through all this and add more spaghetti to the code for some tiny amount of benefit. Could've just upped Balanced Warrior to 10-15% and called it a day. Adding the armor nonsense is completely meaningless at .4%.
Yeah at .4% it's really not worth. I'm also am not a fan of then trying cram in so many different effects into a simple passive. Meanwhile we have things like enduring rays, can we like fiddle with that instead?
The entire Dawn's Wrath line outside of Illuminate is just completely worthless garbage passives wise at this point. Prism and Restoring Spirit were nice, but have been left in the dust by other class passives as time has gone on. One of those easily could handle a per Templar skills damage buff component and Balanced Warrior can be left at a % of your resistances to damage like it was in the week 1 of PTS. They could've just left it the way it was and move up/remove the cap. They've shoved too much into it now and added to their already horrific ability to balance combat in the game.
I will say, I will probably try to reach around 33k resistances like on live and then just put everything else into spell damage. From my current build I can remove triple protective for example and go Infused, it will net way more damage than trying to scale armor.
There are 2 sets that kinda have some interesting interaction with high armor, tremorscale and dovrah sabatons.
With tremoracale the issue is that the scaling is rather weak, at around 57k armor it has a tt of 12k, I guess with the armor shred effect combined that's decent but nothing earthshattering.
Dovrah is kinda clunky, altho it has much higher damage potential.
madmufffin wrote: »madmufffin wrote: »madmufffin wrote: »After spending more time on the pts my takeaway for Balanced Warrior is as follows.
The armor to spell damage scaling in incredibly weak, even when going into extreme measures like using berserker rage on someone with high resistances. Beacuse most templar skills scale fairly poorly already, this part of the passive is largely irrelevant.
The % armor scaling, especially coupled with the new 3k armor from illuminate will make it laughably easy to reach armor cap in pvp, and even go as far as to reach it while afflicted with major and minor breach.
The flat spell damage provided per templar ability is sadly weaker than just slotting Fighters Guild abilities, losing 2 different modifiers and then gaining some flat really puts this part of the passive at a disadvantage.
This is compounded by the fact that so many of our tie in effects from bright harbinger, lancer and even the class flourish can already provide us with large amounts of flat spell damage as is, making percent modifiers simply better.
Overall this is still is still a buff to our stats, but it's a minor offensive buff and a more pronounced defensive one.
I've made a suggestion the other day to make this passive provide both % armor and spell damage per Templar ability slotted, instead of this wierd mix of flat, and armor scaling. The absolute ceiling would be lower, but it would be a much simpler passive and would be much easier to use and with a larger overall offensive buff.
Yeah they managed to make both forms of scaling completely worthless. How does 10k resistances giving you 40 damage even make it worth the time of adding the code to the repo. 75 damage for a class skill? Yippee....
The fact that the active investment into 70k combined resistances yields you the benefit of a single infused damage glyph makes the whole thing feel so pointless. Why go through all this and add more spaghetti to the code for some tiny amount of benefit. Could've just upped Balanced Warrior to 10-15% and called it a day. Adding the armor nonsense is completely meaningless at .4%.
Yeah at .4% it's really not worth. I'm also am not a fan of then trying cram in so many different effects into a simple passive. Meanwhile we have things like enduring rays, can we like fiddle with that instead?
The entire Dawn's Wrath line outside of Illuminate is just completely worthless garbage passives wise at this point. Prism and Restoring Spirit were nice, but have been left in the dust by other class passives as time has gone on. One of those easily could handle a per Templar skills damage buff component and Balanced Warrior can be left at a % of your resistances to damage like it was in the week 1 of PTS. They could've just left it the way it was and move up/remove the cap. They've shoved too much into it now and added to their already horrific ability to balance combat in the game.
I will say, I will probably try to reach around 33k resistances like on live and then just put everything else into spell damage. From my current build I can remove triple protective for example and go Infused, it will net way more damage than trying to scale armor.
There are 2 sets that kinda have some interesting interaction with high armor, tremorscale and dovrah sabatons.
With tremoracale the issue is that the scaling is rather weak, at around 57k armor it has a tt of 12k, I guess with the armor shred effect combined that's decent but nothing earthshattering.
Dovrah is kinda clunky, altho it has much higher damage potential.
I pretty easily get 30k resistances and 6.5k damage right now on live, so I'm sure it'll be about the same once the patch goes live and this whole thing will do nothing to alleviate the pain points plar has had for years and keep it relatively weak in PVE and PVP. Add in the addition of another pointlessly complex mechanic in the game to make performance and balance worse and it's just a bundle of fun.