Templar, I must be doing something wrong

billp_ESO
billp_ESO
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I'm a lvl 14 Templar, and I keep failing in the FG dungeon. I'll get into a pickup group as the healer, and once I start healing I get aggro. I've put points into the class healing, and also into resto staff. I morphed the class heal to affect 3 people, and keep the heal ultimate on my skills bar too.

But it seems that everytime I do much healing, I grab aggro and have to start kiting. This makes it tougher to heal, and we wipe.

I've played healers for years in other MMO's. So what am I doing wrong?
  • snagallnub18_ESO
    nothing... they need to fix the heal agro problem
  • billp_ESO
    billp_ESO
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    nothing... they need to fix the heal agro problem

    I've thought about equipping heavy armor, and sword/shield like I do to solo. Then I probably wouldn't have to kite as much, but then I'd lose some mana and mana regen. I run out of mana pretty quick as it is.
  • snagallnub18_ESO
    no the best combo would be destro staff and heal staff... ive tryed the 2hd and sword and board.. after the nerf to block its practilly worthless...
  • Lynx7386
    Lynx7386
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    There's a few issues here, some of which can be resolved by better play from your group members:

    1. Healing aggro sucks, but it's something we cant change. Healers will always draw a lot of threat from enemies, and the only way to deal with it is with the methods below...

    2. Your tank should be taunting (via inner fire or puncturing strike) any 'large' mobs. In fungal grotto this would be the bigger black spiders, as opposed to the small white ones. When it comes to other types of pulls, your tank should be taunting any melee/brawler style enemies, and when possible rogue style enemies. A good tank should be able to keep at least 2-3 enemies per pull taunted without running out of stamina or magicka too quickly. The rest of the enemies need to be dealt with by the damage dealers in the group, not by the tank.

    3. If you've got single target damage dealers who lack AoE damage abilities, you're going to have a hard time in any dungeon, but especially in fungal grotto (where the aoe packs are stupid big for being a first tier / entry level dungeon). Single target is for bosses only, so everyone in the group who isnt a tank or healer should -always- be focusing more on aoe damage. Bombardment, volley, cleave, whirlwind, or impulse from weapon skills, and a variety of class skills, can cover this role. Unfortunately fungal grotto takes place at a level where most of these aoe skills are not yet available to the damage dealers of the group, which makes things more difficult than they need to be.

    4. When aoe damage is lacking, and even when it isnt, crowd control is the single most important aspect of dealing with AoE pulls. Dragonknights inherently make better tanks than others simply because they can spam draconic talons to immobilize entire groups of enemies, keeping them together for AoE damage dealers to burn down. Sorcerors can do the same with encase. Templars and nightblades, however, dont really have much by way of AoE crowd control/roots, which makes it harder for them to deal with these groups of enemies as the tank. If you're running with one of those two classes tanking, have a damage dealer cover that control role with talons/encase/bombard/etc.

    5. You dont really have the tools to survive well as a healer yet, but later on you can grab repentance (free heal on yourself and allies based on the number of corpses around you), annulment from the light armor tree as a damage shield, and blessing of protection to boost survivability for yourself and your allies. These tools make surviving as a healer -much- easier, and you'll eventually get better at kiting enemies and using interrupt/bash/block/dodge while healing to avoid damage and keep enemies pinned down.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    Oh one more thing I forgot to mention - the templar healing ultimate is great for boss fights where things are predictable and aggro is under control by the tank, but it's a death sentence to use it while you're being swarmed by large numbers of enemies in an aoe pull. You're better off slotting something like nova from the dawn's wrath tree (personally I use solar prison), which you can drop in an emergency to not only damage the enemies but also reduce their damage output and snare/stun them.
    Plus, nova looks badass and makes your group members go "what the hell was that" and "the sky is falling!" =P
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • traigusb14_ESO2
    traigusb14_ESO2
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    This is a tank problem (I am a healer and a tank temp), and a pickup group problem

    At low levels a lot of people bring in baggage from other games, and combat in ESO works differently. The first 3 dungeons are extra tough because people wander in and use their solo builds.

    Unlike other mmos there is no "aggro list" or aggro %. tanks don't build up aggro just by wailing on things (any more than anyone else).

    Mobs tend to go after whomever hit them last, or if you score a big heal.

    Tanks don't just wham AoEs and hold aggro like other games... most taunts are 15 secs, single target and instant. (and pretty much close range, except one of the undaunted ones)

    You should stand still and your tank should whammy each mob with a taunt attack as soon as something turns to hit you. Worst case you, your tank, or a DPS, should root, snare or otherwise CC stuff that is going after you, so you can step away and the tank can get it, or the DPS can kite it.

    Honestly I wear heavy armor and use a shield, so I can stay there blocking with my aoe ground heal up pretty much forever, with occasional other heals until someone else gets aggro.

    Even in light armor, cast a heal over time (not one you have to channel) or drop a + Armor emergency buff and just hold block. If your tank is on the ball, you should be ok.

    You will get aggro. There are no de-aggro buttons. Everyone else has to keep stuff off you.

    Running around is bad (except to stay out of red circles). If you run around, it will be very hard for the tank to get stuff off you with his melee range taunt (if he bothered to buy and equip it because it doesn't do a lot of AOE damage).

    People tend to get better by the 2nd or 3rd set of dungeons. Though I ran into a VR 3 guy the other day who didn't realize people without shields could block stuff.
  • billp_ESO
    billp_ESO
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    The first one I did, the group had a real leader, so we knew what we were doing at each stage. We did it pretty easily. Ever since though, it seems I draw massive aggro. Sounds like it's not really me, but I need to get better at blocking and dodging. Thanks!

  • billp_ESO
    billp_ESO
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    Sure enough, I got invited to a good group for FG, and we finished that one. Then we went on to finish BC and SC. Never been there before. We died some, but finished them all in a few hours.

    Renews my faith in MMO's. Had a blast!
  • Jeremy_gelber_ESO
    Jeremy_gelber_ESO
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    you can block while casting breath of life and rapid regen.

  • Depechenova
    Depechenova
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    reroll a better class, this one thinks Templar is terrible
  • Shaun98ca2
    Shaun98ca2
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    In Standard Pick Up Groups/PUGs expect to get a lot of agro. The best thing you can really do is slot some CC. The agro issue is really a couple of things together as stated in earlier posts.


    Tank not taunting a couple of the stronger mobs.
    DPS not utilizing CC to assist in keeping the healer alive.
    The group taking too much damage too fast before they can establish their own agro.

    This game requires healers to have a MUCH higher level of participation in combat than any other MMO I have really seen. Sure the Healers would maybe DPS a little but this game is an entirely different ballpark.
  • Locke_ESO
    Locke_ESO
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    Templar is far from terrible/useless. It's heavily geared towards being a support and healing type class atm and still is very useful in groups despite what people say. Just dont pick it as a damage dealer atm although that said you will not have many problems soloing if you play it well and pick the right abilities.
  • Drakoleon
    Drakoleon
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    Templar is far from terrible/useless. It's heavily geared towards being a support and healing type class atm and still is very useful in groups despite what people say. Just dont pick it as a damage dealer atm although that said you will not have many problems soloing if you play it well and pick the right abilities.

    A V5 panacea of health does a lot better job than a templar...i know i play templar V12 (played all the way up... not Craglorn way ;) and..... its completely obsolete class comparing with all others

  • captain_awesome
    captain_awesome
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    Healing generates a lot of agro.

    Your tank needs to agro the boss when he loses agro.
    As there is no AOE taunt - If there are a bunch of mobs you need to aoe CC - if you cant your tank or your group need to do it for you.
    Dodge roll, block and have fun!

    That's it really.
    Dominion FTW.
  • williamburr2001b14_ESO
    There's no such thing as aggro, or threat--can we say that out loud at this point?

    In mmos, every other game has a table, in which every action has a threat/aggro amount. We have no idea how it works out in ESO thus far, but we know it isn't a table of actions. A dude mining ore will take priority target with mobs when a person actiively hitting them with spells won't.

    A lot of pve fighting bears more resemblance to other mmo PVP, like Warcraft colusseum PVE/P fighting. But it's quite hard figuring out the rules. There don't seem to be any, and the ones that we can see don't seem to make sense.
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