tinythinker wrote: »Has anyone with a templar at veteran rank spent a small fortune yet respeccing from Biting Jabs to Puncturing Sweep, and if so, what did you think of the trade-off from increased crit chance to self-healing? As there wasn't a skill point refund I am curious on players' views on whether the switch is worth it.
Our Dps has raised greatly since last patch.
I ran a few tests yesterday on some R9 Trolls in Easternmarch :
1,2,3 : Punctunring sweep only : ~400 dps
4,5,6 : Puncturing sweep + Vampire ban : ~500 dps
7 : Puncturing sweep + Vampire ban + blazing spear : ~600 dps
I'm not stuffed dps and I don't use bitting jabs (so no execute distortion in this tests), just magika management oriented with healing staff. I think 500 dps is easly sustainable in a long run fight now. With equilibrium and proper stuff even 600+ is possible. Still far away from DK but not so bad
I also ran some tests with destruction staff on mono target in dungeon :
Medium attack / interupt cast with force shock / vampire ban cycle go over 500 dps with no mana management issue.
Nova is really (too) strong now. We did crypt of hearts with another templar, 2 novas just destroy every packs of mobs. And with the use of vampire ban and some healing, it goes up really nicely.
I didn't test PvP since it was over laggy, but I believe templar is truelly OP now. Overall a great patch for our class, let's just wait for our nerf now
monden1980b16_ESO wrote: »If you mainly want to use it as a powerful finisher, better stay with Biting Jabs (huge crit chance increase vs. low health targets).
I decided to respec to Puncturing Sweep and don't regret it... but consider that it probably won't save you from hard hitting mobs or in PvP... the heal is nice and helps a bit, but not strong enough to be invincible
It doesn't change much in PvP, because it's all about movement and stunning and dodging and a lots of ranged combat. I'm actually thinking about respeccing back to Biting Jaws because the extra crit chance on low targets is seemed more valuable in my experience.monden1980b16_ESO wrote: »I decided to respec to Puncturing Sweep and don't regret it... but consider that it probably won't save you from hard hitting mobs or in PvP... the heal is nice and helps a bit, but not strong enough to be invincible
tinythinker wrote: »
I was just wondering about the value of health return vs crit chance, so your comments are helpful. I have no interest in being invincible, but I do sometimes get in a situation where I have to decide whether to use the last of my magicka for a heal or a finisher like Jabs.
ZOS_JessicaFolsom 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.
it does not affect any of the 4 jabs.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.
I totally agree, and actually suggested this in another post. Can't even use this ability with biting jabs because it only effects the first jab.
It should be a timed buff that lasts a few seconds. 6 seconds seems to be a popular theme with Templar skills. In this case it would work.
Blazing Shield is not working properly after the patch.
I did some testing and no matter how many mobs was near me the damage it returns stayed the same whether it was 1 or 6 mobs. The shield seems to return a set amount of damage (damage varies with mob/npc types)
Tested it on wolves, damage done to each was 367 or 551 with critical whether it was one or 6.
Also tested it on some npc's, damage done was 348 or 551 with critical.
My health is 2431 and the shield should return damage based on the shield strength, so anything beetween 34-50% of my health and 53% of that amount should be returned so I should see some variation beetween the damage numbers based on how many mobs there are.
Also I would like to point out that the shield sometime's does not hit all the targets even tho they are basically hugging me so this seems to be a bug as well rather than range issue. (I know the AoE cap is 6 targets but this seems to happen with only 2-3 mobs as well.)
blazing shield never worked like tooltip states, it was always like that.Blazing Shield is not working properly after the patch.
I did some testing and no matter how many mobs was near me the damage it returns stayed the same whether it was 1 or 6 mobs. The shield seems to return a set amount of damage (damage varies with mob/npc types)
Tested it on wolves, damage done to each was 367 or 551 with critical whether it was one or 6.
Also tested it on some npc's, damage done was 348 or 551 with critical.
My health is 2431 and the shield should return damage based on the shield strength, so anything beetween 34-50% of my health and 53% of that amount should be returned so I should see some variation beetween the damage numbers based on how many mobs there are.
Also I would like to point out that the shield sometime's does not hit all the targets even tho they are basically hugging me so this seems to be a bug as well rather than range issue. (I know the AoE cap is 6 targets but this seems to happen with only 2-3 mobs as well.)
Totally agree with you, it should be through passives mainly, although fixing abilities here and there like Honor the Dead or boosting Channeled Focus or even implementing magicka return on other skills from one line, would definitely help too.I would rather not get kind of magicka management skill. Magicka in exchange for 20% of action bar would be just as crippling as no magicka, if not more (and, on higher level, getting not all that useful boost would be worse than getting none, as in latter case there would still be something to look forward).
Anyway, I find no magicka regeneration associated with Sun Shield bit too harsh. Not that Sun Shield is unusable that way, but a) I take hit where it hurts most and b) ironically, the higher the base magicka regeneration I have, the harder I am being hit. Conversely, reduced but not flat out zeroed magicka regeneration would increase damage output (in certain scenarios) and magicka available.
Bunch of cry babies here
Templar is really fine where it stands at the moment.
In PvP, templar is one of the best duelist in the game. very usefull as healer, tank, fine as DD.
In PvE, templar is perfectly fine as tank and healer. Regardind damage, the templar is still a little bit below other classes, but dps build is far from ridiculous, and can deal very good damage overall when played properly.
Blazing Shield is not working properly after the patch.
I did some testing and no matter how many mobs was near me the damage it returns stayed the same whether it was 1 or 6 mobs. The shield seems to return a set amount of damage (damage varies with mob/npc types)
Tested it on wolves, damage done to each was 367 or 551 with critical whether it was one or 6.
Also tested it on some npc's, damage done was 348 or 551 with critical.
My health is 2431 and the shield should return damage based on the shield strength, so anything beetween 34-50% of my health and 53% of that amount should be returned so I should see some variation beetween the damage numbers based on how many mobs there are.
Also I would like to point out that the shield sometime's does not hit all the targets even tho they are basically hugging me so this seems to be a bug as well rather than range issue. (I know the AoE cap is 6 targets but this seems to happen with only 2-3 mobs as well.)blazing shield never worked like tooltip states, it was always like that.Blazing Shield is not working properly after the patch.
I did some testing and no matter how many mobs was near me the damage it returns stayed the same whether it was 1 or 6 mobs. The shield seems to return a set amount of damage (damage varies with mob/npc types)
Tested it on wolves, damage done to each was 367 or 551 with critical whether it was one or 6.
Also tested it on some npc's, damage done was 348 or 551 with critical.
My health is 2431 and the shield should return damage based on the shield strength, so anything beetween 34-50% of my health and 53% of that amount should be returned so I should see some variation beetween the damage numbers based on how many mobs there are.
Also I would like to point out that the shield sometime's does not hit all the targets even tho they are basically hugging me so this seems to be a bug as well rather than range issue. (I know the AoE cap is 6 targets but this seems to happen with only 2-3 mobs as well.)
monden1980b16_ESO wrote: »Templar is still overshadowed by other classes regarding most roles (tank, DPS, healer).
I really try do play my templar as a DPS, but I'm nowhere near a DK (puts out more DPS while even harder to kill than a Templar). Sorcs and NB deal much higher single target damage, too.
Next thing I'll try is playing as a healer/supporter, but I'm not very confident that it will work well, as first tests showed that I run out of magicka rather quickly.
Tank I haven't tried yet, as it's obvious that DK is the better choice if you want to try a tank.
david.haypreub18_ESO wrote: »A question for all you Templars: I have Nova on my bar (morphed to Solar Prism), but I'm just not seeing what some people think is so awesome about it. Firstly, it is very expensive. Secondly, it seems to pale in comparison to the DKs standard (which is actually cheaper), especially since you can't root people in the area; they can just easily get out of it (seeing that Templars don't have an AoE root like Talons).
Am I using it wrong? I usually fire it away at a distance as a zerg charges at me. Should I be dropping it on myself, or getting my allies to hit the synergy more often? I'm just not really seeing the attraction right now. This is not a whine-- I'm honestly asking how I can make this work for me.
monden1980b16_ESO wrote: »Templar is still overshadowed by other classes regarding most roles (tank, DPS, healer).
I really try do play my templar as a DPS, but I'm nowhere near a DK (puts out more DPS while even harder to kill than a Templar). Sorcs and NB deal much higher single target damage, too.
Next thing I'll try is playing as a healer/supporter, but I'm not very confident that it will work well, as first tests showed that I run out of magicka rather quickly.
Tank I haven't tried yet, as it's obvious that DK is the better choice if you want to try a tank.
It's obvious you didn't try hard enough. Speak about your experience, not about things you don't know about and just guessing please
Just use Nova on a full band of 24 players, then jump in with sunshield and pulsar... you'll see if you do no damage...
Power of light coupled with soul strike = OS
No other class can do that !
Templar has the best healing skill in PvP with its flash heal and some really impressive defense skill for tanking (sunshield, channeled focus, aedric spear ult, healingjab, etc.)
If you run out of mana, it's just because you are not properly stuffed (i.e. cloth armor, warlock set, cost reduction on jewelry, magika pots). You can blame meta game for that but not templar.
May be it's not the way you see your classe, but templar is really good in PvP.
Blazing Shield is not working properly after the patch.
I did some testing and no matter how many mobs was near me the damage it returns stayed the same whether it was 1 or 6 mobs. The shield seems to return a set amount of damage (damage varies with mob/npc types)
Tested it on wolves, damage done to each was 367 or 551 with critical whether it was one or 6.
Also tested it on some npc's, damage done was 348 or 551 with critical.
My health is 2431 and the shield should return damage based on the shield strength, so anything beetween 34-50% of my health and 53% of that amount should be returned so I should see some variation beetween the damage numbers based on how many mobs there are.
Also I would like to point out that the shield sometime's does not hit all the targets even tho they are basically hugging me so this seems to be a bug as well rather than range issue. (I know the AoE cap is 6 targets but this seems to happen with only 2-3 mobs as well.)blazing shield never worked like tooltip states, it was always like that.Blazing Shield is not working properly after the patch.
I did some testing and no matter how many mobs was near me the damage it returns stayed the same whether it was 1 or 6 mobs. The shield seems to return a set amount of damage (damage varies with mob/npc types)
Tested it on wolves, damage done to each was 367 or 551 with critical whether it was one or 6.
Also tested it on some npc's, damage done was 348 or 551 with critical.
My health is 2431 and the shield should return damage based on the shield strength, so anything beetween 34-50% of my health and 53% of that amount should be returned so I should see some variation beetween the damage numbers based on how many mobs there are.
Also I would like to point out that the shield sometime's does not hit all the targets even tho they are basically hugging me so this seems to be a bug as well rather than range issue. (I know the AoE cap is 6 targets but this seems to happen with only 2-3 mobs as well.)
I'm getting the same steady results on Blazing Shield aswell, normal hits for 350ish, crits for 500ish, no matter how many enemies are nearby.
If it's not a tooltip mistake, would be really interesting to see it fixed.
Can't wait to see Devs' approach on templars updates soon.