Templar Update

  • Custos91
    Custos91
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    @ZOS_JessicaFolsom‌
    I guess you are more or less aware of the problems and the posted solutions, but still my thoughts to this.

    1: Most people here say Spell Symmetry is enough, no point in raging.
    Spell sym is nice, no doubt, but for example it is useless for tanks and in certain situations like the whispmother in archives, depending on the strategy that you are using.
    Leeching strikes and dark exchange are much better for tanks magickawise
    Dragonblood and Repentance seem somehow to be in line, but the templar skill is once more more situational.

    2: All templar skills seem to cost more magicka then other class skills.
    That is that way, nobody can deny that. Its somehow fair, because all of these skills bring a lot of tools, but with all our abbilitys that magicka draining it is dangerous.

    3: Passives, compare them.
    Our passives provide no synergy, no regeneration, nothing.
    compare them to dk with battle roar, helping hands, kindling
    NB who has at least the 8% max magicka buff if using a siphoning skill
    Sorc with less stam and magicka cost, less ultimate cost, and more regg.
    Our Heal passives are somehow broken from time to time, situational and only doing anything for our own heal, I mean the strongest passive is the faster ressurecting of people, and the more health stuff.
    Dawns wrath passives seem week too, aedric spear passives work better.
    Still, these things provide no synergy at all, for anything^^

    4: Abbilitys that should work great, that are not.
    Aurora Javelin, still not doing the right amount of dmg, apparently its more fixed on the pts, I think I heard of 24 -30% now, should do 40% just doesn't do it.
    Eclipse, simple rule, if a mob seems to big for the bubble, the bubble isn't working. Seriously? reflective scales and defensive posture are working in any case, why not Eclipse?
    Blazing shield, apparently the +more shield part for enemys around you isn't working, haven't tested it, but that means the dmg that comes from it is affected too, am I right?
    Honor the dead, completely wrong tooltip, effect overwrites itself, only working if the target is below 50% while the effect is active/at the end of the effect?
    Ritual of rebirth, a morph that gives its full effect on the first rank. and 1,7 seconds is still to much, if enough people are there I get much higher HPS/better sustainible HPS/more failsave HPS and more ultimate if I am using Healing springs, with healing springs I am able to get my ultimate up every 10 seconds while healing the second boss in archives, evern after the nerfs, without the 8% crit of PVP... Lingering Ritual is more or less useless too.
    Rune Focus, just not big enough, would probably be ok if it would be range placeable like most of the aoes, but running in meele to the tank is normally not a great idea.

    Give us something, like more regg for amount templar abbilitys slotted, the 4% we got are not enough, not at all, I argued with a DK not a week ago, he said I should use willows path instead of seducer, he doesn't think seducer is somehow noticeable, I nearly killed his abbility to hear me, thats how loud I laughed, I notice these 3% I feel like they are mandatory, and other are just running aorund in random sets, trying to convince me that more output would be better xDDD

    We don't need that much survival buffs or dmg buffs if you give us the abbility to just use our spells xD
    Warden Main apparently... 7 Wardens currently, otherwise a healer of every class.
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  • timidobserver
    timidobserver
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    The changes look solid to me from a dps perspective. I do agree with the overall opinion that the class still has resource management issues. Basically, they over nerfed our resource management when they nerfed restoring spirit and they never did anything to fix that over nerf.

    V16 Uriel Stormblessed EP Magicka Templar(main)
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    V16 Jed I Nyte EP Stamina NB(retired)

  • Mortosk
    Mortosk
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    Cogo wrote: »
    I have not played a templar, but played with em and I know several. Are your suggestions meant to keep your Magika at 100% no matter if you chain cast spells?

    I think he's suggesting our Magicka should be higher than 0% every once in a while. That's all. Also, thanks for confirming you have not played a Templar and therefore have no way of relating to what it is like to have all your abilities cost insane amounts of Magicka, and having no way to restore it other than waiting forever for it to slowly tick back. (Even with over charged Magicka regeneration and Warlock Jewelry it is unbearably slow)

    Did you notice about 80-90% of the posts leading up to Jessica's mentioned Magicka Regen or resource management is in need of a buff for Templars?

    Do you think it's just a weird cosmic coincidence that happened? Or, perhaps, just perhaps, there really is something wrong with it.

    Edited by Mortosk on June 20, 2014 5:58AM
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
  • Dagoth_Rac
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    Custos91 wrote: »
    I argued with a DK not a week ago, he said I should use willows path instead of seducer, he doesn't think seducer is somehow noticeable, I nearly killed his abbility to hear me, thats how loud I laughed, I notice these 3% I feel like they are mandatory, and other are just running aorund in random sets, trying to convince me that more output would be better xDDD

    We don't need that much survival buffs or dmg buffs if you give us the abbility to just use our spells xD

    Go with Magnus' Gift if you want spell cost reduction. Having 5% of spells cost 0% is a 5% spell cost reduction in the long run. Seducer is only 3% spell cost reduction.

    Seducer = Cast 100 spells that normally cost 300 magicka = 100 spells that now all cost 291 magicka = 29100 total magicka cost.

    Magnus = Cast 100 spells that cost 300 magicka. That is 95 spells that cost 300 and 5 spells that cost 0. 95 x 300 + 5 x 0 = 28500 total magicka cost.

    Yes, you won't see the cost reduction in your tooltip with Magnus. And it is unpredictable. It may hit 5 times in a row then disappear for 100 spells. It may hit on a spell that costs 120 magicka when you hoped it would hit on that one that costs 400 magicka. But with the thousands upon thousands upon tens of thousands of spells you will cast in the lifetime of your character, it will work out to 5% less magicka use.

    Or, go 3 pieces Magnus and 3 pieces Seducer. That is going to be 8% spell cost reduction in the long run.
  • Cogo
    Cogo
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    Mortosk wrote: »
    ]

    Did you notice about 80-90% of the posts leading up to Jessica's mentioned Magicka Regen or resource management is in need of a buff for Templars?

    Do you think it's just a weird cosmic coincidence that happened? Or, perhaps, just perhaps, there really is something wrong with it.

    Yes, I did notice. And since I am a heavy user of stamina, because I love tanking. And Vet level demand a biiiit more control of my stamina use. BUT the demand for highest stamina regen, I do not agree with.

    Again, I cant say its the same with magika for healers.

    But yes, Templars are in need of fixes for several skills, and Zenimax already listed a few? And templar Got its own section now.

    But without playing one, I have one healing me in Vet dungeons, that keeps me warm and alive. So it cant be broken to oblivion, but needing fixes, sure.

    Stupid question. Since there are so many that says DK in light armor gets an insaine magika regen. Doesnt Templars in light armor get magika regen too?
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  • Fuxo
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    The best candidate for magicka regen passive is Light Weaver. I mean it is a pretty useless passive, since it gives ulti to wounded allies only, increases duration of restoring aura, but many templars use repentance and the increased armor and spell resist only when channeling rite of passage is very situational and helps little because of soft caps.

    Instead, Light Weaver could restore magicka when templar is hit by a spell while standing in an area of protection like rune focus, cleansing ritual or rite of passage.
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Stupid question. Since there are so many that says DK in light armor gets an insaine magika regen. Doesnt Templars in light armor get magika regen too?[/quote]

    you are missing the point of the whole thread. they have CLASS abilities that give the ability to manage/replenish magica or "regain it" in a way unrelated to magica regain.
    for instance, the dk sea of flames restores magica whenever enemy effected dies, its toggled, cost x every one second and you replenish double for each enemy who dies under its effect. so you have a light armor person increasing magica regain and reducing spell cost firestaff aoe till mobs almost dead and then switch on sea of flames for a couple secs boom. so if its 50 per sec for two sec and regain double per dead enemy inside a mob of 6 that you impulse down you would regain 600 mana for the cost of 100 activating the skill for 2 sec( the costs are made up so im not using algebra but its x per sec and double that per dying enemy). and that is not the only spell dk has the option to use that replenishes magica when x criteria happens. what do templars, get nothing.
    I dont know dk well enough to know if that is what people are doing. but ill tell you what, put that skill in our dawns wrath tree and we would be pretty damn excited. we get an unslottable spell giving resist and armor buff and regain half the mana of said spell, which is tiny aoe you have to stand still in to actually get the mana or the buffs; and we all know you cant stand still.
  • dylanjaygrobbelaarb16_ESO
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    chaosme wrote: »
    channeleld focus is also almost completely useless because it is a tiny aoe that stays routed, and this is a game where you have to stay moving to survive. the one thing do like is the magica you gain is completely separate from your magica-regain stat. unless the magica you gain is at least double the cost, the skill is still basically unusable because you have to constantly move out of it. possibley if the area was a little larger, the magica gain was drastically increased and the non magica replinesh was decreased( so its not op) it might have a chance of someone slotting it( aside for perhaps a templar tank playing a dungeon)

    This is a common misconception regarding channeled focus that I would like to correct. You do not have to stay in the focus to get the magicka regen from the skill. You lose the armor buff if you step out of the focus but the magicka regen keeps working as long as the focus is still on the ground. I would prefer if the armor buff degrades over time instead of falling off completely when you step out of the focus but that is another issue.

    Currently, you also gain 10 magicka per 0.5s while the focus is active which works out to a total of 340 magicka gain if you let the focus expire instead of recasting it as you move. Depending on your cost reduction, 340 magicka can be about double the cost of the skill.

    EDIT: to fixed broken quote.

    its 5 per 1/2 sec 10 per sec for 18 sec thats 180 magica only, so its a free spell and still not worth using; unless they changed it without changing tooltip. so ill take your word you dont need to be inside. its still not a way to regain resources. it cost me 27 less then i gain; at 100 magica regain per 2 sec that nets me half of one second worth over 18 seconds. boo. now if they change it to 10 a second and indeed you dont need to stand in buff zone, we may have something ok that probably is still bearly slottable, and underpowered compared to other classes mana management skills. sea of flames gives firstaff dk some insane potential. they can quadrouple the mana they spend in 2 sec if timed properly.
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    its 5 per 1/2 sec 10 per sec for 18 sec thats 180 magica only, so its a free spell and still not worth using; unless they changed it without changing tooltip. so ill take your word you dont need to be inside. its still not a way to regain resources. it cost me 27 less then i gain; at 100 magica regain per 2 sec that nets me half of one second worth over 18 seconds. boo. now if they change it to 10 a second and indeed you dont need to stand in buff zone, we may have something ok that probably is still bearly slottable, and underpowered compared to other classes mana management skills. sea of flames gives firstaff dk some insane potential. they can quadrouple the mana they spend in 2 sec if timed properly.[/quote]

    correction*if they change it to 10 per half second i meant to say
  • Custos91
    Custos91
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    Dagoth_Rac wrote: »
    Custos91 wrote: »
    I argued with a DK not a week ago, he said I should use willows path instead of seducer, he doesn't think seducer is somehow noticeable, I nearly killed his abbility to hear me, thats how loud I laughed, I notice these 3% I feel like they are mandatory, and other are just running aorund in random sets, trying to convince me that more output would be better xDDD

    We don't need that much survival buffs or dmg buffs if you give us the abbility to just use our spells xD

    Go with Magnus' Gift if you want spell cost reduction. Having 5% of spells cost 0% is a 5% spell cost reduction in the long run. Seducer is only 3% spell cost reduction.

    Seducer = Cast 100 spells that normally cost 300 magicka = 100 spells that now all cost 291 magicka = 29100 total magicka cost.

    Magnus = Cast 100 spells that cost 300 magicka. That is 95 spells that cost 300 and 5 spells that cost 0. 95 x 300 + 5 x 0 = 28500 total magicka cost.

    Yes, you won't see the cost reduction in your tooltip with Magnus. And it is unpredictable. It may hit 5 times in a row then disappear for 100 spells. It may hit on a spell that costs 120 magicka when you hoped it would hit on that one that costs 400 magicka. But with the thousands upon thousands upon tens of thousands of spells you will cast in the lifetime of your character, it will work out to 5% less magicka use.

    Or, go 3 pieces Magnus and 3 pieces Seducer. That is going to be 8% spell cost reduction in the long run.

    Running 3 piece Seducer, 3 piece magnus and 3 piece Warlock xD
    Softcapped on health and magicka^^

    Aiming for wormcult+warlock+the thing that was called indarys before craglorn^^
    Trust me, I know what I am doing, I may not be good at it, but at least I know what I am doing^^
    Warden Main apparently... 7 Wardens currently, otherwise a healer of every class.
    Mostly active in No CP PVP on EU, blaming the buffbot meta in pve.
    I want to feel like I am saving somebodies life, not like I am carrying amunition for them...
  • chaosme
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    its 5 per 1/2 sec 10 per sec for 18 sec thats 180 magica only, so its a free spell and still not worth using; unless they changed it without changing tooltip. so ill take your word you dont need to be inside. its still not a way to regain resources. it cost me 27 less then i gain; at 100 magica regain per 2 sec that nets me half of one second worth over 18 seconds. boo. now if they change it to 10 a second and indeed you dont need to stand in buff zone, we may have something ok that probably is still bearly slottable, and underpowered compared to other classes mana management skills. sea of flames gives firstaff dk some insane potential. they can quadrouple the mana they spend in 2 sec if timed properly.

    correction*if they change it to 10 per half second i meant to say[/quote]

    It does give back 10 per half second right now on the live version, regardless of what the tooltip states. Use an addon that displays the exact numbers of your magicka, use sun shield and you can see that your absolute magicka number is ticking upwards at 10 per half second.

  • dylanjaygrobbelaarb16_ESO
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    And please explain this:
    First: DO NOT apply this to RESTRO STAFF, but to the class itself.

    I can understand that if a class skills are "broken" and needs to be looked for balancing.
    But WHAT have anything regarding Templars broken abilities to do with not applying to a resto staff?

    [/quote]

    he simply wants any buffs to the templars healing abilities not to benefit all healers, and i agree with him. but it is completely redundat to say when talking about specific class balance/buff because its assumed anything would not be assigned to global skills.
    also to all the people who say oh whatever templars just have to be more carefull( which I agree that we all should probably be). please go on pts server, make a vr12 character and load up all the skills and morphs so you can see for yourself and know what your talking about.
  • Sirlex
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    Looks like a great start! I think a few changes will need to be increased (and maybe some different changes completely) - but a very good starting point!

  • ARtChi
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    Oô thread for templar <3

    From the 2 main issues of our class, at least dps has been addressed !

    Dawn's wrath skills got the nice boost they deserve :
    - I think nova is getting a lot better with those changes. For me this ultimate is on par with standard now
    - Up of Solar flare and sun fire should provide a nice boost for Magika distance dps now. Since those skills generate ultimate points, I think nova will be up a lot more often. I'm very impatient to test them to see if I can reach a good dps with those and blazing spear. I think it could be great.

    I believe that many didn't test it, but templar in medium armor is already a nice domage dealer. Adding 10% of critical strike to piercing spear is just the thing we missed to be one of the most powerfull stamina build class.

    When it comes to magika management.
    Like many others, I feel like templar is missing something but as a healer not as a domage dealer
    When domage dealing, equilibrium is good enough (like it is for any other classes since someone else should be healing your missing health). For now, we didn't had the tools to dps properly. As Dawn's wrath has been boosted, i think we might have now.

    When healing, using equilibrium is not satisfaying, because it's too risky. But, if we had a strong regen magika skill, it would be great for PvE, but also imbalance PvP too much, since we have the only flash heal in the game (and it heals really hard).

    So to be fair, i think our mana regen needs to be boost a little bit, but not so much. Channeled focus, is unpopular for many templar, but is a very strong skill since it provides tons of resists. Combined with Healing spring and siphon spirit, we can have a pretty decent amount of magika regen (provided combat circumstances be favourable). My personal choice would be to tone up a little channeled focus (like double regen magika in the zone) and it would be just great

    Edited by ARtChi on June 20, 2014 10:36AM
  • mndfreeze
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    You know, all classes are not supposed to be exactly the same and equal across the board. They are all supposed to be able to play all roles, but each is supposed to have a little niche they do better then the others. Templars is supposed to be healing. That means ALL healing, not just self healing. Sorcs dont have any healing for others and their self healing is limited to that one spell and having a crit build. So it doesnt apply like people in this thread are trying to make it sound

    Sorcs are supposed to be the niche for magicka and general spellcraft. So I would expect them to have more magicka based abilities or passives then a templar. If you give Templars the same level of magicka regen, or the same sort of DPS as a sorc, then you need to be giving sorcs all those healing and buffing abilties, or hell, lets just make everyone all the exact same.

    Not saying Templars dont need some love, but there is some extreme viewpoints being tossed around and if half of them even got remotely implemented, then there would be no point playing any specific class since they are all going to end up the same. What I mean by this should be apparent. You guys want more DPS, you want more magicka regen. Well, that basically turns you into a sorc with way better healing. IMO If magicka regen/management is the real big issue then for balance reasons, and the purpose of having classes, dps or something else should be suffering. That sort of is the point of having these classes and roles to begin with. You dont have to be cookie cutter locked down, but My Sorc with a resto staff shouldnt be out healing a templar based on ability. If that is occuring SOLELY due to magicka management and its tested by the devs and not just a l2p issue then perhaps lower the cost of your healing abilities.
    Edited by mndfreeze on June 20, 2014 12:01PM
  • danno8
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    its 5 per 1/2 sec 10 per sec for 18 sec thats 180 magica only, so its a free spell and still not worth using; unless they changed it without changing tooltip. so ill take your word you dont need to be inside. its still not a way to regain resources. it cost me 27 less then i gain; at 100 magica regain per 2 sec that nets me half of one second worth over 18 seconds. boo. now if they change it to 10 a second and indeed you dont need to stand in buff zone, we may have something ok that probably is still bearly slottable, and underpowered compared to other classes mana management skills. sea of flames gives firstaff dk some insane potential. they can quadrouple the mana they spend in 2 sec if timed properly.

    correction*if they change it to 10 per half second i meant to say[/quote]

    It is 10 per second, and you do not need to stand in the circle. Go test it yourself, ignore the tooltip.

    And yes it is still subpar for magicka regen, but better than most think it is given the above two unstated conditions of the spell.

  • Ralph_Damiani
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    This is a great start. I would like to know what you guys think about our very lacking resource management capabilities. Can't we have something like our pre-nerf Restoring Spirit back?

    With the upcoming stamina changes, you'll have caught my interest again.
  • Kulrig
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    Erock25 wrote: »
    My question to you or anyone else is, why not use Spell Symmetry just like Sorc? No Sorc worth taking in a trial group is using Dark Conversion to regen magicka so therefore Sorc is in the same exact boat and relies only on Spell Symmetry in group pve situations.

    I'm gonna have to give that a shot. Dark Conversion will still have a place on my bars since I often come under attack while needing to regen mana, but reading up on Spell Symmetry it sounds exactly like what I need when there's little or no pressure on me and the rest of the group needs heals right meow.
  • bruceb14_ESO5
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    Inco wrote: »
    Hi folks,

    We hear you loud and clear about the need for resource management improvements for Templars. We're looking into what we can do there, too, and appreciate your suggestions.

    @ZOS_JessicaFolsom‌ thank you for that update! Nice to see you still keep an eye on everything. :)

    Meanwhile.. Suggestion(s) I would make are very specific to the Templar class as that is where REGEN is the biggest issue.

    First: DO NOT apply this to RESTRO STAFF, but to the class itself.

    Second: "Restoring Light" tree I would seriously increase the PASSIVE skills to include an update to "Focused Healing" passive. Adding a large Magicka Regen equal to and only from CRIT Heals.

    Third: Add Magicka Regen into 2nd row of ACTIVE's across all three skills (Only when that skill is used) and on MORPHS only. Piercing Javelin, Solar Flare, Healing Ritual and heck maybe any of the ACTIVE spells, but you get the idea. Prevents abuse when used for specific skill line.

    Fourth: Add to Templar PASSIVE a similar bonus like Mages Guild gets when you SLOT multiple Restoring Light items you get larger Magicka Regen buffs and/or costs decrease.

    Fifth: Focused Healing Passive - Add a Bonus for RESTORATION Staff use when recovering Magicka (I mean like 50% bump in what we get back), but don't increase the amount of damage done (Healer specific item). This item ALONE might help REGEN DPS and HEALS if done right. Little bit like the "Destruction Expert" below, but really more "Healing Expert" type setup.

    Sixth: Same as #5, but for DPS Tree something like "Destruction Expert" from the Destruction Staff needs to be added to Aedric Spear and Dawn's Wrath tree's. Today the destruction staff is awesome regen and for a SORC/DK that have good REGEN on top of that it's crazy cool REGEN.

    I like the idea of Magicka Regen bonus for number of Restoring Light/Resto Staff skills slotted. Buff the healer. I don't want so much given to me that it is the go to class or the one being nerfed later. It would be possible to be given so much magicka that it screws up PVP from spamming skills.
  • Syndy
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    Dark Flare decreased cast time and more damage...

    Also some Nova love! It's a good day.

    Thanks! <3

    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.

    Templars should be able to do every bit as much damage as Nightblades and be able to tank just as well as a Dragonknight. The whole concept of this game was that any class can do anything.

    That is why I am not bothered if Sorcerers, Dragonknights or Nightblades can heal as well as (currently better than) Templars.

    I completely agree with every other point you made :smile:

    So being as the only class with a healing tree where you don't have to equip a resto staff to heal, and also be able to do the same dmg as dps classes is balanced to you?

    This is part of the problem for the Devs, 90% of the population don't understand how balancing should work... Templars should not do as much dmg as Sorc/NB simply because of the healing Templars can do w/o having to have a resto staff equiped.

    Sorcs have their crtical surge, which is not dependable due to it relying on crit and the dmg done, so blocking will counter it. NBs have their siphoning which again, is not that great, it's not like Templars where you can intsa cast for 1/2 your health.

    DK's are the outlier, they need some nerfs to become remotely balanced. All the CC, suvivability and dps.

    This is coming from a strictly PvP view.

    No way in a balanced PvP game can you have a class that heals like templars be able to do as much dmg as DPS classes.

    As for your statement about every class being able to do everything, well they pretty much can. Yet, I have not see where it says every class can do everything equally as well as every other class.
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  • NerfEverything
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    So are these changes on the PTS yet or no?
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    @ZOS_JessicaFolsom

    What about what was posted to PTS a few weeks ago. I do not see these listed on this update and did they get scrapped?


    Puncturing Sweep: Added self healing based on amount of damage caused.

    Empowering Sweep: Added damage reduction and removed the armor. Based on amount of targets hit.

    Rite of Passage: Added CC immunity while channeled.

    Are those still scheduled for patch? These should be added to that list if so. These changes are major IMO>

    Yes, those are still in the 1.2.3 update! The improvements listed in the first post of this thread are in addition to those. :)
    Jessica Folsom
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  • Axer
    Axer
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    I find it pretty funny that you guys JUST nerfed puncturing strikes last major update. Then only partially un-nerfed it in reponse to how much of that was a mistake, yet it remained nerfed - increased magicka cost.

    Yet now suddenly you feel it needs buffs.

    And everyone in the thread seems to think sustainable dps is the problem, yet you are not undoing the poorly thought out increased cost nerf.

    Plus this is really just a minor +10-25% dps boost, as it's only buffing one skill that matters - puncturing strikes, and our only dps ultimate that is worth anything (and is the highest cost one in the game): nova/solar prison.

    The other abilities are so incredibly worthless, that even after those minor fixes, they will still be worthless.

    Really all templar needs is a REAL reason they stand out as the clear top tank and healer class. Thats it.

    We can let other classes reign supreme in dps, if we have something we are best at at least. Right now, we don't really.

    Healing:
    Every class can put out sufficient healing with the current pve game design. The better burst heal templars get (breath of life) is better in pvp in theory, but annoying in practice: It inevitably always heals the terrible noob lvl10 nearby, and not the powerful V12 ally you are grouped with.

    One major fix would simply to be to improve the smart targetting (prioritize group members), and also allow us to plain disable it, and use it a self only, or targeted heal.

    That along with allowing just ONE of our healing passive to apply to resto staff, would be enough to set templars apart as the best healers. Maybe mending. I mean tons of DK passives apply to other likes (like flame destro staff) so its pretty broken balance none of the templars have any weapon skill line synergy.

    Tanking:
    As long as DK have a "I win I have god mode" button, this can never be balanced. As much as I do not want any DK nerfs to happen ,and instead just have templar/nb buffs balance thigns out.. Magma armor is just plain broken. It has to be changed from "You can't die for 10 seconds" to something reasonable. It can be mega powerful, it just cant be the current GODMODE that it is.
    Perhaps: +50% damage reduction for 12 seconds, plus a minor dps boost on it.
    Still would be near unkillable, just not flat out god mode.

    Then give templars a tank ultimate (we have none really, the healing one breaks us as we cannot taunt/tank properly while using it.

    I noticed the radial sweep is getting some weird low duration DR% applied to it. It would still be worthless for tanks, as we generate almost zero ultimate while tanking. So id scrap that idea and change it to:
    While slotted, increases damage reduction 10%. (Plus current benefits for activating it, maybe +10% dmg took, and fix the spear crit passives as noted).

    And change spear wall to: Increases block mitigation by 15%. (No "for melee stirkes only", put it on a bloody even level with the dk passive, which does apply to all blocking.)

    Those minor fixes to templars, (and a neccesary major change to magma armor on dks) would let templars confortable sit on the tanking throne.

    That'd leave balance as:

    Templar:
    Top healer
    Top tank
    Medicore singlet target dps
    Horrible aoe dps

    DK:
    Still wins AoE DPS, a critical game component.
    Still 1st for 1v1 pvp
    Drops to 2nd for tanking
    Still a very strong healer

    Sor:
    Still wins single target DPS, in most fights. Especially at longer range.
    Still 1st for being annoying in pvp
    Still ultra strong healer

    NB:
    Still bad all around, but has a ultra strong ultimate. - which was a backwards upgrade imo, as it gave them pretty strong aoe dps, which they should not be favored as. (DKs need something to dominate)
    So up NB to they are top single target melee dps as they should be. (Dont up aoe abilties)

    And like other, can make ultra strong healers
    Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • RangerChad
    RangerChad
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    Is Empowering Sweep still getting damage reduction 15% +an amount per mob
    Is Puncturing Sweep still going to heal during damage?
    Is Blazing Spear getting more AoE damage?
    Sorry if this was answered in front of my post, I don't want to sort through them all. I was mostly eager for those three updates that were part of the PTS.
    Edited by RangerChad on June 20, 2014 3:42PM
  • Mortosk
    Mortosk
    ✭✭✭✭

    Stupid question. Since there are so many that says DK in light armor gets an insaine magika regen. Doesnt Templars in light armor get magika regen too?
    you are missing the point of the whole thread. they have CLASS abilities that give the ability to manage/replenish magica or "regain it" in a way unrelated to magica regain.
    for instance, the dk sea of flames restores magica whenever enemy effected dies, its toggled, cost x every one second and you replenish double for each enemy who dies under its effect. so you have a light armor person increasing magica regain and reducing spell cost firestaff aoe till mobs almost dead and then switch on sea of flames for a couple secs boom. so if its 50 per sec for two sec and regain double per dead enemy inside a mob of 6 that you impulse down you would regain 600 mana for the cost of 100 activating the skill for 2 sec( the costs are made up so im not using algebra but its x per sec and double that per dying enemy). and that is not the only spell dk has the option to use that replenishes magica when x criteria happens. what do templars, get nothing.
    I dont know dk well enough to know if that is what people are doing. but ill tell you what, put that skill in our dawns wrath tree and we would be pretty damn excited. we get an unslottable spell giving resist and armor buff and regain half the mana of said spell, which is tiny aoe you have to stand still in to actually get the mana or the buffs; and we all know you cant stand still.

    I was so desperate I tried using the soul magic skill (not a templar skill) that can be morphed to restore 9% magicka when a mob dies, but you have to time it right and kill it within 10 seconds of casting. It's single target only, does crappy dot damage and wastes a slot I need for other skills, but it is the only ability I have that restores magicka.
    Edited by Mortosk on June 20, 2014 4:07PM
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
  • madangrypally
    madangrypally
    ✭✭✭✭
    RangerChad wrote: »
    Is Empowering Sweep still getting damage reduction 15% +an amount per mob
    Is Puncturing Sweep still going to heal during damage?
    Is Blazing Spear getting more AoE damage?
    Sorry if this was answered in front of my post, I don't want to sort through them all. I was mostly eager for those three updates that were part of the PTS.

    Jessica replied 2 post above yours that they are still getting buffed. The ones listed here was in addition to the changes currently on PTS.
  • madangrypally
    madangrypally
    ✭✭✭✭
    Changes not listed that should be included in this upcoming patch.

    Templar

    Aedric Spear
    Blazing Spear (Spear Shards morph): Moderately increased this ability’s damage over time.

    Empowering Sweep (Radial Sweep morph): This Ultimate ability now gives 15% damage reduction and +4% damage reduction for each target hit instead of increasing your armor.

    Puncturing Sweep (Puncturing Strikes morph): This ability will now heal you based on the damage done.

    Spear Shards: This ability will no longer disorient targets that roll dodge.

    Dawn’s Wrath
    Blinding Flashes (Blinding Light morph): Increased this ability’s duration.

    Blinding Light: Missing a bash attack while under the effects of Blinding Light will now set the target off balance.

    Searing Light: Increased this ability’s damage.

    Restoring Light
    Focused Healing: This passive ability now correctly applies a healing power increase to Rite of Passage and its morphs.

    Remembrance (Rite of Passage morph): The damage reduction buff now perists for the duration of the channel.

    Rite of Passage: This Ultimate ability is now capable of critical strikes and will make you immune to crowd-control while channeling it.

    Ritual of Rebirth: This ability now heals you (the caster) for the same value as the other morph, Lingering Ritual.
  • Mortosk
    Mortosk
    ✭✭✭✭
    What about solar barrage? I guess I picked the wrong morph. It's already instant so doesn't benefit from the buff. It just costs way too much magicka and does crappy damage, and it definitely has a fairly long GCD for some reason, unlike other skills.

    The thing is it provides a buff that sorta sucks, but it will boost the next skill u use with certain exceptions including itself.

    Would be nice if you buffed this melee centric skill especially considering you buffed the range variants and melee DPS is in the pits right now.
    Edited by Mortosk on June 20, 2014 5:00PM
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
  • Buck
    Buck
    ✭✭✭
    Focused Charge/Explosive Charge - is not stunning the enemy for 3secs. I reported this in game before but didn't see it in the list. Maybe someone else can confirm/deny this...? But I do not see the mob stunned at all after I hit it.
  • Mortosk
    Mortosk
    ✭✭✭✭
    Buck wrote: »
    Focused Charge/Explosive Charge - is not stunning the enemy for 3secs. I reported this in game before but didn't see it in the list. Maybe someone else can confirm/deny this...? But I do not see the mob stunned at all after I hit it.

    It's OK they are just going to change the "misleading" tooltip to fix that issue.
    "Now I stand, the lion before the lambs and they do not fear. They can not fear." --Arthas Menethil (aka, The Lich King)
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