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Discussion: Templar's Dawn's Wrath Skill Line

  • JLB
    JLB
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    He means Focused Healing passive not working.
  • Khivas_Carrick
    Khivas_Carrick
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    Ohhh ok, yea I didn't touch that in this thread for obvious thread title reasons. But that's another issue that @ZoS has yet to get to, among other things from other classes.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Ghostnight013
    I think I stumbled on a good idea on how to change Prism to boost it's usefulness, not just for Ultimate generation but to also help counter the lack of any Magicka management...

    In this post forums.elderscrollsonline.com/discussion/137218/templar-magicka-management-idea#latest.

  • booksmcread
    booksmcread
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    After watching ESO Live, it looks like the soonest we can expect any changes for Templars will be 1.6. They said something along the lines of, they will go over class skills with 1.6 the way they did weapon skills with 1.5. So, maybe December?
  • BugCollector
    BugCollector
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    After watching ESO Live, it looks like the soonest we can expect any changes for Templars will be 1.6. They said something along the lines of, they will go over class skills with 1.6 the way they did weapon skills with 1.5. So, maybe December?

    Hope that's not true. That's too long of a wait, and we even told them what to do. It can be such a quick fix.
    May knowledge guide you to enlightenment
  • Khivas_Carrick
    Khivas_Carrick
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    That's a long while but I'd rather they take their time and do it right than rush and fail. Also we told them an idea, not what to do exactly. They get final say in that.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Francescolg
    Francescolg
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    Take a closer look on your class skill passive's description ;)
  • Khivas_Carrick
    Khivas_Carrick
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    Is...Is that to me or to someone else?
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • BugCollector
    BugCollector
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    Take a closer look on your class skill passive's description ;)
    Yeah well, that's not nearly good enough.

    May knowledge guide you to enlightenment
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Yes, it is quite sad. They presented their tentative fixes and asked for feedback in June. The overwhelming response of the Templar community was, 'The real problem is Magicka management.' ZOS said they heard that message 'loud and clear'... but then did nothing about it for over four months (and probably at least 6, if changes aren't coming till 1.6).

    That is a pretty poor, even misleading, response by ZOS to the Templar community.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Pmarsico9
    Pmarsico9
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    I think the problems extend beyond just being tied to magicka management, as was stated.

    The list has been made many times but:

    Too much hardcasting in a game that rewards mobility for Templars.
    Not enough damage from abilities.
    Not especially rewarding overall.
    Only one Templar can use backlash at a time even on NPC's.

    Magicka management is a problem, there's no doubt. But it's amongst others.

    The passives are pretty terrible in there, too, to be honest. I mean look at Ardent Flame's passives.

    They need to seriously look at the tree and devise a way to allow for a caster-based DPS Templar.
  • Khivas_Carrick
    Khivas_Carrick
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    A few melee skills to help bolster our melee or at least our melee based allies wouldn't hurt either.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Pmarsico9
    Pmarsico9
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    A few melee skills to help bolster our melee or at least our melee based allies wouldn't hurt either.

    They still really need to fix Stamina based attacks. The return of stam on heavy attacks was a good step. I think they should allow for a means to make class abilities scale off Stamina instead of Magicka. In fact I think they are doing just that in the Champion system. See where it lands there.

    But at the very least, a two-handed Templar is at least viable right now. A caster DPS templar isn't even close.
  • BugCollector
    BugCollector
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    Pmarsico9 wrote: »
    They need to seriously look at the tree and devise a way to allow for a caster-based DPS Templar.

    This! So much this!
    And I think our proposed changes to the Dawn's Wrath skill tree is the perfect way to do it.
    May knowledge guide you to enlightenment
  • LunaRae
    LunaRae
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    300 Ultimate. 300. That's insane. Nobody else has that, nobody. Sorcs make a close second with 200 and 250 and DK's a not too distant third with 200 on one of their Ultimates. Nightblades just laugh all the way to the bank on this one. The only suggestion I have for Dawn's Wrath Ultimate costs is to simply lower the cost of the Ultimate, because even with the current (and crappy) version of Restoring Spirit, you're still paying 288 Ultimate to use it.
    I say reduce the cost to 250 before Restoring Spirit or possibly make it even 200. Just anything but 280-300, please.

    I've never understood this design logic. Lots of games do this - lets give X class the "reduce cost" ability. Sounds great, but how do we make it balanced? Lets just increase the cost of all their abilities. Same logic here, 6% reduction so they bump the cost of everything up for the hell of it. Just remove that passive and reduce my costs to normal amounts, and give me a different passive.
    Stands-Strong-As-Snow ~ Argonian Templar DC NA V14
    Ytheri ~ Argonian Nightblade EP Thornblade NA V14
    Heals-All-Colours ~ Argonian Templar EP Thornblade NA V14
    Stands-In-Still-Waters~ Argonian Sorcerer EP Thornblade NA V2
  • LunaRae
    LunaRae
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    Has the 30% heal bonus while standing in puryfying ritual (and morphs) started working correctly for every player?
    Did you mention this in your thread TE!? I wonder, because it would be SO important to fix that if it hasn't need done yet.

    Firstly this thread is about the Dawn's Wrath skill line - so it's pretty obvious why it is not mentioned here.

    Secondly, while I may not know of any older Templar issues I do know I see a big increase to my healing on players standing within my circles. Without actually checking the math I'd say it's giving the 30% bonus on the passive you're referring to.
    Stands-Strong-As-Snow ~ Argonian Templar DC NA V14
    Ytheri ~ Argonian Nightblade EP Thornblade NA V14
    Heals-All-Colours ~ Argonian Templar EP Thornblade NA V14
    Stands-In-Still-Waters~ Argonian Sorcerer EP Thornblade NA V2
  • eserras7b16_ESO
    eserras7b16_ESO
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    JLB wrote: »
    @Khivas_Carrick‌
    Very nice post. Pretty much echoes many of the best suggestions that have been thrown in the Templar Developer Discussion & Templar's related posts for the past 4-5 months, and then some new interesting stuff. Good job.

    @ZOS: print it and stick it on the screen, you have pretty much everything you need to fix Templars right there in 1 single post.


    Just what I wanted to say. I've been only playing Templar since beta and I would like to see this changes on my class.

    This would turn some useless habilities into usefull ones, would add more viable usefull options in my gameplay while it wouldn't make us Overpowered. It would add to the DPS the slightly increase we need while adding some interesting options for certain situacions while tanking. It would pretty much fix the class completely. Good job.
    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
  • Khivas_Carrick
    Khivas_Carrick
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    Thank you
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • ThatHappyCat
    ThatHappyCat
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    Might as well add my thoughts to the mix.

    Sun Fire: Fine as it is. Could definitely do with a projectile speed increase but otherwise I'm happy with it.

    Reflective Light: Ditto.

    Vampire's Bane: IIRC it only adds one extra DoT tick, which is really lacking compared to Reflective Light. Either more direct damage, higher damage per tick or longer duration is in order.

    Solar Flare: Change the one-time damage bonus to a percent damage increase over a short duration, and allow the damage bonus to work with Solar Flare (no real reason why it shouldn't).

    Solar Barrage: Make it retain the cast time of Solar Flare but Disorient enemies for a short time on hit. The spammable AoE role is already taken by Spear Shards, don't really need another; and Templar Tanks could use an AoE CC.

    Dark Flare: I'd personally pick a different effect but it works fine.

    Backlash: I don't like this skill, it feels really clunky to use. Would rather see it changed to something else entirely, and I have no suggestions for it in its current state.

    Purifying Light: The AoE needs to be much, much larger.

    Power of the Light: I don't like it but it's probably fine.

    Eclipse: Make it unbreakable (but can still be purged) and add escalating magicka costs (like it used to have) when cast on the same target. This makes it far more useful but prevents you from Eclipsing a target indefinitely. Duration may need to be reduced slightly too.

    Total Dark: The effect is a bit weak but otherwise it works okay.

    Unstable Core: The damage is meh but otherwise it's fine.

    Blinding Light: The Blinding Flashes morph should be baseline.

    Searing Light: If Blinding Flashes were baseline then AoE damage with each flash would be pretty good. May need to decrease damage per flash.

    Blinding Flashes: Some other effect. Higher blind chance perhaps.


    Edited by ThatHappyCat on November 21, 2014 6:04PM
  • Jahoel
    Jahoel
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    Hello fellow Templar players!

    Just have a bit to add about a feature of 'Power of the Light' that seems to not be working properly. I don't post here often, for many reasons, but this is something I feel is relevant to this thread, and to any discussion of Templar fixes and balancing.

    I'm not sure if this has been brought up here, I've looked through the thread and occasionally read through some Templar posts and haven't seen it anywhere on the official forums. Could have just missed it. Hoping that this thread actually has the legitimate attention of the development team, as this skill has been reported using the in-game bug feature for several months, still hasn't made it into any patch notes that I know of - and is definitely still broken in-game (if nothing else, for me and many others).

    As this is a discussion of the perceived issues with the Dawn's Wrath skill line, I think it's a good place to bring it up. Seems many Templar players are unaware that this is even happening!

    Power of the Light is NOT providing 10% "power" (Weapon Damage). It provides a total of two to three weapon damage, depending on overcharging. The obvious conclusion is that the (2%) buff is not stacking (5 times). It has been this way since at least patch 1.3.

    Thanks for your time! Take it easy.
    Edited by Jahoel on November 21, 2014 10:21PM
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