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Let Templar Double Dip Balanced Warrior

  • madmufffin
    madmufffin
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    twing1_ wrote: »
    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.

    I don't like to use jabs, so I will acknowledge that was an oversight on my part
  • SugaComa
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    twing1_ wrote: »
    SugaComa wrote: »
    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.

    You’re responding to an argument I didn’t make. I never said Templar has no useful abilities; I said its toolkit is disproportionately stationary, lacks mobile synergy, and the new Balanced Warrior does not solve that problem.

    Fortified Brass actually demonstrates my concern. It isn’t free—it costs a five-piece set—but it allows medium armour to stack resistance while retaining its mobility and damage passives. Balanced Warrior can then convert that resistance into additional offence. Therefore, high resistance does not necessarily represent the slower, defensive playstyle this passive appears intended to reward.

    You then list four stationary Templar abilities and acknowledge that fixing them properly requires a rework. That is precisely the issue being discussed.

    Saying Cleansing Ritual is practically required, Rune Focus supplies mandatory Major Resolve, or Judgment’s Brand rewards filling the bar with Templar skills does not prove the toolkit is well designed. “Required,” “unique” and “useful” are not the same as competitive, synergistic or enjoyable.

    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
  • Radiate77
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    Templar’s #1 problem is its horrible sustain.

    Radiant Aura is horrible, Repentance was cool for all of 1 patch before they made Subclassing into Grave Lord irrelevant, losing Masteries.

    That said, back on topic, this new passive scaling off of resistance creates a very unhealthy playstyle, especially in a game with skills like Onslaught and Corrosive Armor.

    Like when Cloak was overpowered, and people would say, just use a detect pot, now what are we expected to slot a full Pen ultimate?

    Easy enough now, as DK is already top dog, but how is a bow Warden gonna kill that? How about a dual wield Nightblade?…
    Edited by Radiate77 on 18 August 2026 22:50
    Founder of New Age Crusade, the #1 Battlegrounds guild on Xbox NA
  • Pinktraining
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    You know, you only need to group with a DK to get Minor Brutality. If you can't or can't find a DK to group with, that's definitely your own problem. ;) /S

    Frankly, I think this argument that "you only need to group with X to get Y buff, you only need to give up X skill line to get Y skill line buff, so removing your class's original buff won't affect you" is essentially ignoring balance, player experience, and real-world situations; it's even malicious sophistry.
  • Zallion
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    Has anyone jumped on pushing what the passive can do with berserker’s rage? Just curious if there’s documented testing on that.
  • Firstmep
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    Zallion 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.

  • Zallion
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    Firstmep wrote: »
    Zallion 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.
  • Firstmep
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    Zallion wrote: »
    Firstmep wrote: »
    Zallion 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.
    Edited by Firstmep on 19 August 2026 17:55
  • Zallion
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    Firstmep wrote: »
    Zallion wrote: »
    Firstmep wrote: »
    Zallion 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
  • madmufffin
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    Zallion wrote: »
    Firstmep wrote: »
    Zallion wrote: »
    Firstmep wrote: »
    Zallion 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.
  • Firstmep
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    madmufffin wrote: »
    Zallion wrote: »
    Firstmep wrote: »
    Zallion wrote: »
    Firstmep wrote: »
    Zallion 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.

    Onslaught doesn't remove your armor, it gives equal pen to the user based on your armor.

    That being said I just thought about an interesting situation if 2 templars both run berserker rage, 1 uses it and gains let's 40k armor and add it to their base, then the other uses rage and adds the 40k plus whatever templar 1 had to themselves as armor, plus their original amount. Could be hilarious.
  • ceruulean
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    SugaComa wrote: »
    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

    I agree. Even if the changes to Balanced Warrior are currently a buff and "open up certain build possibilities," it is not a good direction. We have this problem in Vengeance with an armor scaling damage AoE, and as more game systems are changed it will become more imbalanced (AOE cap increasing from 3 to 12, so a "tank" build will nuke more players). If players want damage, they should build for damage. If they want defense, they should build defense at the expense of damage. This change is bad because it tells the players that the devs aren't following balance rules, and letting exceptions rule.

    I like templar because it's "generic" and a jack of all trades. It has javelin which is a very strong CC. I can play any kind of build and function well as long I build for it (pressure, burst, ST, AOE, melee, ranged, healing, tank), while other classes have more noticeable strengths and limitations (NB is a burst class, sorc traditionally lacked strong healing, DK used to be melee and slow, warden is more defensively stacked and lacked execute, necro is more AoE pressure, arcanist is more buff and debuff oriented). This does not mean templar class should build armor and be rewarded damage for it.
    Edited by ceruulean on 19 August 2026 18:51
  • Firstmep
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    Zallion wrote: »
    Firstmep wrote: »
    Zallion 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.

    Ok tested berserker rage on pts with someone with about 28k resistance. Lets just say the offensive value is really not worth you get about 200 spell damage before modifiers. The theory about "stealing" each others armor with brage does hold up tho, hit over 100k if i hit it second. :D
  • Firstmep
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    After doing some more testing on pts I have to say I'm not in love with the new formula.
    This hodge podge of slot templar skills but also scale armor really doesn't work out very well.
    The armor scaling is extremely weak even at very high amounts of resistances, and the 75 base wpd per templar skill also feels weak for purely offensive builds.
    While it's still a buff over live, it's very heavily tilted towards the defensive side, which I didn't feel was necessary.
    I still think decoupling the armor scaling and making it something like this: -2% increased armor and 3% increased weapon damage, plus an extra 2% to both per plar ability slotted- would be better overall.
    This way you would get the same % scaling from plar skills at 3 skills as if you had 3 fighters guild skills, meaning we would be more free to mix and match for pve, while still gaining the same defensive benefit as now for pvp.

    On second thought, 2% wpd per plar skill might be too weak compared to live so maybe 3 base and 3 per would be healthier.
    At that point it's on equal footing with fg skills, but with the added benefit of a lot of extra armor.
    At 3 plar skills it would be 12% wpd which is pretty decent and very achievable for any build.
    Edited by Firstmep on 19 August 2026 19:16
  • VinnyGambini
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    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.
  • madmufffin
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    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.

    Thematically the class is holy entity that stands on the front lines fighting everything its path and supporting its allies, but in implementation it's just a shiny boulder.
  • Firstmep
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    Issue with templar house concept apart from the mobile nature of pvp, is that we have 2 skills that are really used in that concept and one of them has a tiny area.
    I love how my extended ritual heals allies and let's them cleanse in a pintch, but there nothing else to reinforce this identity at all.
  • Firstmep
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    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.
    Edited by Firstmep on 21 August 2026 21:05
  • madmufffin
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    Firstmep 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%.
    Edited by madmufffin on 21 August 2026 21:27
  • Firstmep
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    madmufffin wrote: »
    Firstmep 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?
    Edited by Firstmep on 21 August 2026 21:35
  • madmufffin
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    Firstmep wrote: »
    madmufffin wrote: »
    Firstmep 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.
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭✭
    madmufffin wrote: »
    Firstmep wrote: »
    madmufffin wrote: »
    Firstmep 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
    madmufffin
    ✭✭✭✭✭
    Firstmep wrote: »
    madmufffin wrote: »
    Firstmep wrote: »
    madmufffin wrote: »
    Firstmep 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.
  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Making Balanced Warrior grant the 3k armor when an Aedric Spear ability is used and giving you 1% of your combined armor up 700 damage and then having Prism give you flat or % more damage per plar skill would've made this whole thing a lot cleaner and easier to maintain long term.
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭✭
    madmufffin wrote: »
    Firstmep wrote: »
    madmufffin wrote: »
    Firstmep wrote: »
    madmufffin wrote: »
    Firstmep 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.

    Depends, if I shoot for the same resistances as on live, I can bump up my spell damage a fair amount.

    That being said I really wish we got % spell damage from balanced warrior over flat, even for pve, I don't think it's right that fighters guild skills provide a higher bonus to spell damage than a class passive.

    And yes it's overly complex, and the armor scaling isn't even impactful for damage so I hope they reconsider just making it a simple %bump to both armor and spell damage.

  • madmufffin
    madmufffin
    ✭✭✭✭✭
    Looks like we're stuck with this awful approach for now
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