david.haypreub18_ESO wrote: »Also, as someone else noted, removing Blinding Flashes removes the only AoE CC the Templar has (Javelin and Shards only CC one person). Is it worth giving up our only AoE CC for a channeled skill? Especially if, given ZOS' previous track record of designing skills for Templars, it is likely to have a 2-second channel.
While you may not like his comments he has a very good point....
I can't replicate this behavior. I'm getting 30% more stam/health regen on myself on activation.david.haypreub18_ESO wrote: »Player testers have now confirmed that the active form of Restoring Aura does not affect the caster. So you go from 80% more stamina regen in 1.5 to 0% in 1.6.
Goodbye stamina Templars; you had a good run.
Slot\Regen Stats Magicka Health Stamina Unslotted 1319 319 514 Slotted 1450 350 565 Activated 1450 414 668
•Puncturing Strikes’ overall damage to all targets will be increased by 10%.
I can't replicate this behavior. I'm getting 30% more stam/health regen on myself on activation.david.haypreub18_ESO wrote: »Player testers have now confirmed that the active form of Restoring Aura does not affect the caster. So you go from 80% more stamina regen in 1.5 to 0% in 1.6.
Goodbye stamina Templars; you had a good run.Slot\Regen Stats Magicka Health Stamina Unslotted 1319 319 514 Slotted 1450 350 565 Activated 1450 414 668
Gear: Warlock with Oblivion's Foe and Warlock again with Seducer. One hand and Shield picked up in the wild.
Abilities: Used the basic ability and then the extended range morph.
Buffs: Illuminate, which wouldn't go away.
Group sizes: none and 2. Other templars with resto staves also couldn't reproduce the issue.
Or terrain but would have to test that theory. I was in Rawl'kha, not on a dock.david.haypreub18_ESO wrote: »I can't replicate this behavior. I'm getting 30% more stam/health regen on myself on activation.david.haypreub18_ESO wrote: »Player testers have now confirmed that the active form of Restoring Aura does not affect the caster. So you go from 80% more stamina regen in 1.5 to 0% in 1.6.
Goodbye stamina Templars; you had a good run.Slot\Regen Stats Magicka Health Stamina Unslotted 1319 319 514 Slotted 1450 350 565 Activated 1450 414 668
Gear: Warlock with Oblivion's Foe and Warlock again with Seducer. One hand and Shield picked up in the wild.
Abilities: Used the basic ability and then the extended range morph.
Buffs: Illuminate, which wouldn't go away.
Group sizes: none and 2. Other templars with resto staves also couldn't reproduce the issue.
Hmmm... interesting. Could the soft cap still be in place? That's the only thing I can think is the difference...
david.haypreub18_ESO wrote: »I tested it and it seemed to be working on me, the caster too. However...
It is now down to a 20% increase in stamina and health when activated (the tooltip says 20%, IIRC).
Another nerf?
Dark Flare decreased cast time and more damage...
Also some Nova love! It's a good day.
Thanks!
Edit: Templars need some sort of resource management option other than a minimal decrease in spell cost... If you play your templar as rdps/support, you are forced to use a Healing staff to even go through 2 rotations of abilities.
Edit 2: I don't think Templars should do as much dps as Night Blades or Sorcs, or be able to take a beating like Dragon Knights (which do to much dmg combined with their survivability).
IMO buffing dmg is not the way to go, giving Templars a way to replenish magicka would help the class more than any dmg buff. Templars can do some insane burst healing so they don't need to be able to do insane damage due to that.
Radiant Aura nerfed, gets exactly the same buff as Green Dragon Blood "secondary effect". Really?
Rune Focus duration: 12s; out of aura buff duration: 8s
Spiked Armour : 20s
For exactly the same buffs.
Bravo balance. Still same mistakes over and over.
Hi Jessica and Devs,
I do appreciate the changes to the Templar class. So I do not want to sound ungrateful. I thought the update would fix things as the goal was more balance. I see that the most glaring problem has not been addressed which is a most of the other posts talk about, resource management and Magicka most of all. Simply put a few breath of life’s and I am out of magicka. I have every armor glyph (seven) with Magicka, Seducer 5 piece, Warlock 5 piece with all light armor and passives and crit Weapons and above soft capped Magicka regen. The Dungeon difficulty combined with PUG groups and ppls overwhelming desire to DPS in the red leaves me to heal myself and be the last person to wipe. So I stopped healing and rarely do pledges unless someone helps off heal to keep us going while I regen and suck tri-pots like it’s the last blugoss in Tamriel. Even with these nice changes Templar DPS will still not be competitive and most groups will only take a Templar over another DPS class if there is no choice and I consistently run out of Magicka DPSing as well… better but by no means good. I use my destruction staff and have it maxed as well as most of the weapons and do better in the stamina weapon usage so that is the way I play now. Not because I want to but because I have to. I guess if I want to keep playing this game effectively I will have to continue to do this. I will continue to use my one Templar ability that does not really suck… blazing shield. But I will certainly be using my Radiant Destruction. I guess I don’t need to keep healing (or DPS) if everything is dead. Weee!
AD VR14 Templar
The radiant aka Death ray on Templars need to get nerfed ASAP.! pretty annoying when it does 25-30k in one go.
Please change Puncturing Strikes, this skill grants CC immunity to all mobs or players in PvP, it is broken.
My solution: remove the cc from it and let us run while channeling this skill.
Combine Backlash with a root like Talons from DK for one target would make this skill finally useful and it would compensate the loss from the CC of Puncturing Strikes.
PLEASE remove the global CD from Toppling charge, make this skill working like Critical Rush or Shield Charge.
Solar Flare and Sunfire could use some speedup in the bolt animation they are so terribly slow, cast time(for Flare) plus this long way to the target makes them to easy to counter. And it feels like slow motion sometimes.
My idea for Healing Ritual would be that the heal will go to all players in range(10m radius)at the beginning of the cast, so it does not matter if they ran out of the skills range.
greets
I dont think anybody is reading this anyway, we could really need some serious buffs but the Templars are the first thing people cry about. Our community is small and thats why we are doomed as supporters forever.
Radiant Aura nerfed, gets exactly the same buff as Green Dragon Blood "secondary effect". Really?
Rune Focus duration: 12s; out of aura buff duration: 8s
Spiked Armour : 20s
For exactly the same buffs.
Bravo balance. Still same mistakes over and over.