Sun Shield (323 Magicka)
Blinding Light (404 Magicka)
Eclipse (457 Magicka)
Backlash (189 Magicka)
For me : Blazing shield is 202, blinding light is 266, Eclypse is 305, Backlash : 112, Blinding jalevin is : 266... and I could go lower than that.
Of course you will complain because it costs more in heavy armor, but isn't it normal to have a better magika management when you are in light armor ?
(actually, light armor is too strong because it provides you the most important resist in the game, which is magika resist and not enough on heavy armor, but it's not a templar problem, it's global)
So yeah, let's lower all templar skill cost so we can spam them, it will help the game balance... Really ?
Again lack of big picture here... You fail to see that problem is magika regeneration in PvE situation and not magika cost of spells
p_tsakirisb16_ESO wrote: »Look, for me the costs aren't that high either in 5 MA/ 2LA with cap on Magicka regen.
But they are not as powerful as the DK & SC ones, while costing more than double.
This is a small part of our ongoing class and skill line efforts, and there will be more to come.
p_tsakirisb16_ESO wrote: »Look, for me the costs aren't that high either in 5 MA/ 2LA with cap on Magicka regen.
But they are not as powerful as the DK & SC ones, while costing more than double.
Problem is not how much cost of other classes skills but to know if templar is on par with others when it comes to fullfil a role in the game.
Templar in medium armor with 2H is one of the strongest duelist in the game atm. You know as well as I do that you can just stun lock people to death.
Adding critical strike to aedric skill line will make it even stronger in the near future. But as any class in medium armor, it will just pigeon hole you in an assassin role.
Except for full heavy armor build (which again is not a templar issue but an heavy armor design problem because it doesn't tank enough compared to light armor), There are awsome builds as a templar to be fine in any PvP situation as healer, aoe dps, assassin or tank.
When it comes to PvE, we all know that medium armor is crap, again not a templar problem but of stamina mangement with a lack of dps sustainability.
The only real problem of templar class is lack of mono dps spec in PvE situation and lack of magika sustainability in long run fights for both healing or dps. Other wise, templar is really strong.
For me : Blazing shield is 202, blinding light is 266, Eclypse is 305, Backlash : 112, Blinding jalevin is : 266... and I could go lower than that.
Of course you will complain because it costs more in heavy armor, but isn't it normal to have a better magika management when you are in light armor ?
(actually, light armor is too strong because it provides you the most important resist in the game, which is magika resist and not enough on heavy armor, but it's not a templar problem, it's global. Give 20% mitigation on all damage received when wearing 5 pieces of heavy armor, you will see many people going back to its real purpose : tanking)
So yeah, let's lower all templar skill cost so we can spam them, it will help the game balance... Really ?
Again lack of big picture here... You fail to see that problem is magika regeneration in PvE situation. It's not in pvp, and not a problem of magika cost of spells either
Just a view thoughts added to the others.
- Backslash:
- - Tooltip: Info about the max. amount of damage who can be stored
- - Casttime: Please make it an Instant dot
- - Activation: When reached the max amount of damage, or a recast, activate the ability to do the damage.
- Solar Flare:
-- Side Note: Reducing the time to cast by 0.2sec. is nonsense and dosnt have much of an impact!
-- Instead of a time reduction by 13% (0.2s) - increase the damage by 13%
Well i cant say much more what others havnt sayed, just this:This is a small part of our ongoing class and skill line efforts, and there will be more to come.
I realy hope so.
Drake
p_tsakirisb16_ESO wrote: »Solar barrage is really good and very underrated.
Is cheap, instant, does 250 damage AoE, more if you are magicka spec, ads 60 Power (weapon/spell) on the next hit to be received by affected from the AoE.
Can spam cast and barely notice the magicka. Very very good in Cyrodiil when your team is trying to cast AoE.
To give you a perspective. 60 power is 30% base damage bonus if you are V8. Add all passives, crit damage, damage bonuses, and gets insane.
p_tsakirisb16_ESO wrote: »Solar barrage is really good and very underrated.
Is cheap, instant, does 250 damage AoE, more if you are magicka spec, ads 60 Power (weapon/spell) on the next hit to be received by affected from the AoE.
Can spam cast and barely notice the magicka. Very very good in Cyrodiil when your team is trying to cast AoE.
To give you a perspective. 60 power is 30% base damage bonus if you are V8. Add all passives, crit damage, damage bonuses, and gets insane.
Do any Templars use restoring light class skills in PVP except for Breath Of Life? Just curious..I don't. I only need Breath of Life and a couple Restoration skills.
p_tsakirisb16_ESO wrote: »Solar barrage is really good and very underrated.
Is cheap, instant, does 250 damage AoE, more if you are magicka spec, ads 60 Power (weapon/spell) on the next hit to be received by affected from the AoE.
Can spam cast and barely notice the magicka. Very very good in Cyrodiil when your team is trying to cast AoE.
To give you a perspective. 60 power is 30% base damage bonus if you are V8. Add all passives, crit damage, damage bonuses, and gets insane.
madangrypally wrote: »p_tsakirisb16_ESO wrote: »Solar barrage is really good and very underrated.
Is cheap, instant, does 250 damage AoE, more if you are magicka spec, ads 60 Power (weapon/spell) on the next hit to be received by affected from the AoE.
Can spam cast and barely notice the magicka. Very very good in Cyrodiil when your team is trying to cast AoE.
To give you a perspective. 60 power is 30% base damage bonus if you are V8. Add all passives, crit damage, damage bonuses, and gets insane.
Make the power last for 2 seconds instead of next attack and it would be a nice ability to use. Until they change that ability ill stick to something else.
@spliffmaster2b16_ESO, sorry for quoting perhaps too much in a long thread, but this was very well thought out and helpful.spliffmaster2b16_ESO wrote: »My VR12 Templar is my main, former emperor and all trials completed as DPS/Tank.
The state of Templars before 1.2 was that they were good healers, bottom-tier DPS for single target as well as for AoE, lackluster tanks due to no %based damage mitigation and mid tier for solo play. All roles were very much effected by poor sustain and bad ultimates (except for Remembrance for PvE). My tank build and all of my PvP builds were usually only using 1 or 2 Templar skills including the ultimate while almost everyone else is running 4 to 5 class skills in PvP. That really goes to show the state of Templars before 1.2.
Here is what I think of the current Templar skills with regards to the announces changes:
Empowering Sweep: The change to make it %damage mitigation instead of Armor is an amazing improvement to Templar tanking, now possibly the best tank for many encounters. It's also a improvement to solo-leveling in veteran content and to melee based PvP Templars.
Crescent Sweep: This ability is only useful for PvE AoE clearing and even than it's questionable. I think it's missing an added utility side effect like increasing the chance for Burning Light procs for 8seconds by 15% or something to that effect (crit, movement speed, etc.).
Biting Jabs & Puncturing Sweep: I'm shocked that the Piercing Spear passive wasn't improving weapon critical strike for this ability. With that out of the way and the damage increase Biting Jabs is very powerful, maybe too powerful. The best Templar DPS rotation should definitely not evolve around simply using one single ability over and over. The perfect spot for this ability would be that it deals slightly less DPS out of execute range than other DPS options. Puncturing Sweep after the change is a powerful morph for solo play and PvP, again, maybe even too powerful.
Aurora Javelin & Binding Javelin: An obvious example of a PvE and a PvP morph. Binding Javelin is in a good spot, it's powerful but easy to block/dodge and very high mana cost. Aurora Javelin on the other hand doesn't deal enough damage for it's mana cost and it has no synergy with Burning Light since there is only one damage tick per activation. It really feels out of place in the Aedric Spear tree. I would change it so that it reads "Inreased damage and chance to proc Burning Light when the player is a greater distance from the target, by up to 40%".
Explosive Charge & Toppling Charge: Toppling Charge is in a good place. Explosive Charge doesn't really fill it's purpose very well though. If it had a 5m radius knockback around the impact point or a temporary offensive buff to the Templar for 4seconds or something it would be much more interesting. Either way both of these are bugging out way too much even on pretty open terrain.
Explosive Charge is also missing it's radius in the tooltip.
Luminous Shards & Blazing Spear: Both of these abilities would be amazing if it wasn't for the horrible animation. Not visually but practically it's almost unusable. It needs to be sped up or changed completely. Otherwise this is a great ability with two interesting morphs. The only problem is that the pulses of Blazing Spear are generating 0 ultimate when they don't crit. Templars options to generate ultimate are already lacking as it is.
The tooltip is missing the radius.
Radiant Ward & Blazing Shield: This looks good at first but there is rarely much reason to use it. No mitigation applies to damage shields and you can get an instant heal for a similar amount that in the end is much cheaper on your magicka since you are missing out on ~90 magicka per second with this shield up. Blazing Shield does have it's uses for stamina builds and builds that use it in combination with Harness Magicka and a group setup with many damage shields. For Radiant Ward the damage is laughable, the tooltip is unclear and doesn't state the radius. The numbers need to be tweaked on this or better yet it gets completely reworked.
Aedric Spear passive abilities: All of these are well tuned.
Aedric Spear summery: This skill tree is one of the best in the game. The passive abilities provide synergies with some of the skills which is great but could be improved on some occasions. Some of the morphs are not very interesting but overall the holy warrior style is cool and memorable.
Solar Prison & Solar Disturbance: This ability might be in a good spot with the upcoming changes. Previously the ultimate cost was too high for what it provided but I'm glad that instead of downwashing the classes and making all the similar ultimates 200/250 Templars are getting a ultimate that's extra expensive and hopefully with these changes also extra powerful.
However it won't ever matter what the numbers on this ultimate are until the following glaring issues get fixed!!!
1. You have to click multiple times to get the Nova to spawn. When playing solo you might get Nova to spawn with the first click if you're in luck but if the screen is cluttered with other players I have to spam my left click up to 6 times before the cast will finally follow through. The unresponsiveness of the Nova cast is an absolute NIGHTMARE.
2. If you somehow manage to get Nova out and it's lagging too much don't be surprised to find that all your ultimate is gone but Nova never even spawned!! There can be multiple causes for this. If you get CCed with a bad timing it can happen, but also many times when there is nothing even close to you but it's simply lagging too much. It doesn't help that with too many ability effects on the screen the animation for Nova isn't showing so you won't even know if it never spawned or simply isn't showing.
Both of these issues have traumatized me and held me back from ever running Nova as my main ultimate in PvP.
Also, the tooltip is missing the radius.
Vampires Bane & Reflective Light: This ability has been slightly too low on it's damage per activation before but now it should be in the perfect spot. The tooltip is not very well worded/unclear. It would be better to state the damage per tick instead of the overall damage. Because if you increase the duration of the ability with Enduring Rays it leads you to think that the overall damage stays the same and the damage per tick actually goes down.
Dark Flare & Solar Barrage: Dark Flare has also been slightly under-performing and should be in a great spot after the changes. Solar Barrage has a problem with it's internal cooldown or animation. When you are spamming this ability there are sometimes very noticeable delays between casts that are much longer than usual.
Both of these abilities have weird interactions with some types of abilities. For example AoE effects like Blazing Spear are getting no bonus from this ability and Puncturing Strikes only gets increased damage for the first of the 4 consecutive hits. Overall it's quite inconsistent and performs worse than expected with many ability combinations.
Purifying Light & Power of the Light: This ability is a mess. While it's overall a great ability the inner workings of it are overly complicated.
1. Damage cap. It's not mentioned in the tooltip. It seems to scale with Spell Power. It seems to be able to crit but not higher than the cap. The problem is also with increased duration from Enduring Rays. If it only increases the duration but not the cap than it would lead to a damage per second decrease. Unless there is a damage cap per second?
2. Unintentional stacking. Not going to go into this as it's super weird anyway.
Purifying Light is a bit weak and would make more sense to heal based on the damage stored. It's also missing the radius in the tooltip.
Total Dark & Unstable Core: Not a big fan of this ability. To some people it has no effect and to others it counters out their complete build. It can be CC broken but most people don't know about it and it doesn't make sense either to be honest. Also, both morphs don't really add much to the ability.
Searing Light & Blinding Flashes: Searing Light suffers from the same issue as other morphs of abilities that only add some damage to it (Radiant Ward, Unstable Core): The damage is laughable. It seems similar to DKs that have a damage over time morph for every other ability except that it's not similar at all. DKs have long-duration damage over time AoE abilities. They generate a ton of ultimate, are resource efficient and have great damage per execute time. For the Templar it's just an awkward small damage bonus that doesn't really help with anything. Blinding Flashes is alright now with the upcoming changes but in the end both of these morphs really need an increased radius.
Dawn's Wrath passive abilities: As I already pointed out it's not clear if Enduring Rays is really a positive thing in combination with Sun Fire and Backlash. Illuminate is an interesting passive that has great synergy with all abilities in this tree. Sadly soft-caps render this great-on-paper passive quite useless. Prism should be 2/4 and Restoring Spirit 4/8. Nuff said.
Dawn's Wrath summery: This tree provides some good DPS and utility options. Sun Fire and Dark Flare are in a good place, there are some unclear mechanics and responsiveness problems but the most glaring issue is that Restoring Spirit is not strong enough to fix our sustain.
Restoring Light: This tree is great, maybe even too good, so I won't spend the time to write about every morph separately and just mention the few problems that still remain.
1. Practiced Incantation needs to be buffed or reworked.
2. Honor the Dead is still bugged as far as I know. This is a big problem.
3. The internal coefficient for Healing Ritual is too low. Rushed Ceremony simply outperforms this ability at high Magicka & Spell Damage.
4. Channeled Focus Magicka recovery needs to be buffed or reworked. Rune Focus and morphs are missing the radius in the tooltip.
5. Light Weaver should give at least 2/4 ultimate.
6. Mending & Focused Healing might be too powerful. Although I would prefer a buff to other classes healing capabilities instead of a nerf to these passives.
Thank you for your attention towards Templars and please remember that class design is not simply about a class being too strong or weak but about synergy, interesting choices and a fun playstyle.
That would be a bit too much as it applies to all attackers. Maybe give bonus to 1 weapon attack and 1 spell attack within 2 seconds.
Anyway, in its current state it is a very weak morph since it does not work with channeled abilities and the bonus is usually wasted on a weaved weapon attack and is actually halved, since damage bonus from weapon power = bonus from spell power / 2.
Dagoth_Rac wrote: »Has there ever been any clarification on whether Enduring Rays lowers the DPS of Sun Fire? The tooltip seems to indicate same damage over longer time = lower DPS = I don't want to waste two skill points to lower my DPS. I still don't know if this is a poorly worded tooltip and in reality I'll do more DoT with this passive or if the tooltip is correct and Enduring Rays is a skill point powered self-inflicted nerf.
Ghostnight013 wrote: »I completely agree with others that restoring spirit needs a boost from 2/4 to as much as 4/8...
Rune focus needs to be at least 50% larger, I should still be able to stay in it if an NPC drops their smallest aoe in the middle by moving to an edge...and not be driven out by every single fire/oil/volley attack...
I think the most interedting thing todo for active regen would be to change light weaver so it would restore a small amount of magicka and stam(maybe 1% of base stat) each time one of our templar heals crit. Then healing becomes our resource management skill and our healing tree starts to synergize with our other trees, same as other classes rather than being "the red headed stepchild" of the skill trees.
If not that, then give the Templar a small amount of restore based on damage taken, to encourage front line Templar fighting, as a Knight should rather than the Templar hiding in the back healing...
tinythinker wrote: »2. As for resource management and magicka, do you really want magicka regen, which has many routes for increase via provisions, gear, etc, or do you want magicka regain? See this quote of a previous post for examples of regain.
tinythinker wrote: »2. As for resource management and magicka, do you really want magicka regen, which has many routes for increase via provisions, gear, etc, or do you want magicka regain? See this quote of a previous post for examples of regain.
I've noticed this too, but whenever I read it I tend to think people actually mean magicka regain or management, in other words: ways to get magicka through class abilities/passives, i.e. Channeled Focus or Honor the dead (if it worked properly).
That's the boost the class needs at least - not getting more magicka regeneration stat which you can easily softcap.
But I'm sure that's quite clear.
A question that needs to be asked is, "What is the heart of being a templar?" Everything else builds off of that.
I tested Sun Fire with Enduring Rays prior to Craglorn. The increased duration on Sun Fire merely increases the time between dot ticks. The number of ticks is still the same, so it is a dps decrease.
Haven't tested it again since then but might have changed based on the posted patch notes and info?