david.haypreub18_ESO wrote: »Soooo..... how's that Templar magicka recovery buff coming?
It's been over a month since the first bumps to Templars were announced. Some of them have helped, and the buff to Sun Shield will too, but the major complaint of nearly all Templar players (poor mana resource management) remains largely unaddressed.
So how is that coming?
monden1980b16_ESO wrote: »If a templar uses light armor and enchants that decreases magicka costs, the problem might not be that significant. If a templar wears medium or heavy armor, he will run out of resources midways of almost any 1vs1 situation.
monden1980b16_ESO wrote: »If a templar uses light armor and enchants that decreases magicka costs, the problem might not be that significant. If a templar wears medium or heavy armor, he will run out of resources midways of almost any 1vs1 situation.
You see, but all of you saying that light armor mitigates the problem for templars seem to be forgetting one crucial thing: All the other classes can (and do) use light armor with all its passives too!
So the result is that :
- in group PvE everyone is ready to go after each pack of mobs while me templar is begging everyone to wait before attacking the next group because I'm zero on magicka. Or worse, that during fight when I run out of magicka, everyone of other classes in the group is going for one more minute.
- in PvP, our opponents have much larger pools of magicka at their disposal and on top of that, their DPS is vastly superior to ours.
- when I heal groups, I am supposed to use magicka only (templars are the healer class -- so why should they get enough magicka right?)
And I am light armor rank 50, I've unlocked all ranks of all the light armor passives, and all the other passives that help reduce spell costs in other skill lines, and I wear all the appropriate jewelry to support my magicka management.
And on top of that, we have pretty sub-par DPS compared to all the other classes.
So yes, templar needs some proper fixing.
All of the above problems could be solved by providing a passive skill to siphon magicka based on damage dealt to enemies, and another passive in a templar skill line to boost max magicka by xx%. It would increase the pitiful dps to average, and it would mitigate the insufficient-magicka problems. Restoring Spirit seems like an ideal candidate for that change.
Or maybe you want everyone to play as DK or sorc? So why put templar in the game? Sorcs can heal too.
If you play any group dungeons of your level or do PvP you will run into magicka problems with a templar soon. And you will be wondering why you are out of it 1 minute sooner than the other classes.I just hit VR1, and haven't seen too much of an issue with my magicka. Mind you, I have 20 stat points in Magicka and use only 3 DPS skills on my bar that require the resource, and lets face it, I've been in the leveling content this whole time, too.
It seems to me (and this is just my silly opinion, I'm sure many of you know better) like the best overall answer would be to slightly reduce magicka costs across the board (300+ Magicka for any skill is very expensive) while increasing the amount of magicka gained from stat points.
I appreciate getting +15 points to my health when I spend a stat point on it, but as a Templar, I feel like getting the same amount of points (+10) as I would for stamina, just seems off.
My 2 septims, for what they're worth
I'm a big fan of the magika-over-time mechanic of Honor the Dead (now that it works) and Channeled Focus.
I think it would be very interesting to see the same mechanic implemented in more abilities, or even a passive that would return a % of the ability cost over time. That would effectively reduce the costs, in a very templarish way.
I'm a big fan of the magika-over-time mechanic of Honor the Dead (now that it works) and Channeled Focus.
I think it would be very interesting to see the same mechanic implemented in more abilities, or even a passive that would return a % of the ability cost over time. That would effectively reduce the costs, in a very templarish way.
Sorry but magika-return-over-time isn't going to fix the problems templars have. It won't increase the pitiful DPS and it won't prevent you from getting out of magicka.
Magicka over-time-regen boost is simply useless in real combat situations. You will end up waiting 10 seconds for magicka regen, while the other classes are still going. This is more or less the current state of things already. Nothing would be fixed.
I define "sustain" differently. Waiting 10 seconds to regen 150 magicka is not what I call sustain. For me, sustained DPS means how long you are able to deal sustained (not burst) damage until you run out of magicka. DKs and Sorcs can do that for a longer time than Templars, and on top of that, they deal 50% more damage than Templars.It would actually provide less burst, but more sustain. YMMV
Exactly.madangrypally wrote: »I have each class to Vet Rank. Templar and Sorcerer to Vet 12, and ill have my DK and Nightblade to Vet 12 sometime this month. Templars by far has the worst abilities and magicka management.
Is there a team in charge of all classes or are they being handled as separate entities?
I see to many problems with the class to be fixed anytime in 2014 and likely wont be a good class for at least another year or more. Which sucks because Templars are what I was most excited about in ESO.
Templar skills don't use stamina. They use magicka. Your problem isn't related to templars. It is related to the overall weakness of stamina builds. This is a known issue, also being officially looked-into (see: forums.elderscrollsonline.com/discussion/112513/improvements-for-stamina-based-skills-and-passives )Elsterchen wrote: »My playstile is not magica based
Templars were in top notch shape before they changed restoring spirit. They ought to just revert it but only make it work with abilities that use magicka to cast - and probably reduce the magicka return rate to 2-3% instead of the original 4%. That way they will have a magicka management system that compares to the other three classes. Currently templars don't have anything that comes even close to that.
MeowGinger wrote: »Why not switch back the "Restoring Spirit" passive back to what it was in beta?
Restoring Spirit currently reduces magicka, stamina, and ultimate costs by 4%. In beta, it returned 4% of the user's maximum magicka whenever an ability was cast. This could be changed from "any" ability to magicka-depleting abilities only, templar class abilities only, or Dawn's Wrath skills only.
Reddit thread from March 8, re: Restoring Spirit nerf
One from Tamriel Foundry
Or maybe something on par with the Dragonknight's Battle Roar -- whenever an ultimate is activated, health, magicka, and stamina are restored equal to 70% of the ultimate's cost. For templars, maybe something along the lines of magicka restoration equal to 100% of the ultimate's cost, or magicka and health restoration equal to 85% of the ultimate's cost.
25% stamina to your tank is not useless. He should be gobbing those up from you and thanking you. What other synergy was it blocking?Also please remove the synergy granted to allies by Spear Shards and their morphs. Restoring 25% Stamina is simply useless. Nobody in groups ever uses my synergy and it only gets in the way. I even encountered a group member asking me to stop throwing Spear Shards because "I was blocking his more useful synergy for his friend in the group!"