pkb16_ESO2 wrote: »And on Top of that Blazing and Restoring Aura had been extremely nerfed.
BS is very weak in min /max build because it scales of HP(which is even lower in 1.6). And it is affected now by 15% shield nerf and the cost was increased.
pkb16_ESO2 wrote: »And on Top of that Blazing and Restoring Aura had been extremely nerfed.
BS is very weak in min /max build because it scales of HP(which is even lower in 1.6). And it is affected now by 15% shield nerf and the cost was increased.
No... just no.
Try stacking health in 1.6.
There are no caps on it, which actually makes Blazing Shield extremely OP. Magicka regen on Jewelry & Arena set for CC break cost reduction, and you become a god on the battlefield, that's how strong it is.
50k-60k~ health should be attainable even with 70CPs, meaning you've got a 20k~ shield, dealing 11k dmg (which can crit) upon breaking, when fighting a single target, and 30k++ shields hitting for 17-18k~ when cast in middle of a group.
Most people have around 20k health, so do the math.
pkb16_ESO2 wrote: »50k-60k~ health should be attainable even with 70CPs
Can you please enlighten us and explain how can you reach even 50k-60k Health as a Templar, leaving enough MAGICKA and MAGICKA REGEN to cast Blazing Shield enough times for that supposed build to be remotely true?
Even if you reach 40k Health as an Imperial, with 70CP and food buffs, your build is so stupidly weak you can't even use Blazing Shield 3 times in a row before going OOM. Not to mention Stamina. Not to mention resource regen. Not to mention everything else.
Please be serious.
pkb16_ESO2 wrote: »I thought about stacking Hp (not tried yet) to make BS real hard and then increase Magikca reg as far as possible.
But that dont seem to be a nice (funny) build. No burst nor support only BS and maybe a finisher...
Is that the way to go as temp?
And what do u mean by "No...just no"?
Wasnt it right what i said that BS was nerfed?
Or did u mean is still OP?
pkb16_ESO2 wrote: »And on Top of that Blazing and Restoring Aura had been extremely nerfed.
BS is very weak in min /max build because it scales of HP(which is even lower in 1.6). And it is affected now by 15% shield nerf and the cost was increased.
No... just no.
Try stacking health in 1.6.
There are no caps on it, which actually makes Blazing Shield extremely OP. Magicka regen on Jewelry & Arena set for CC break cost reduction, and you become a god on the battlefield, that's how strong it is.
50k-60k~ health should be attainable even with 70CPs, meaning you've got a 20k~ shield, dealing 11k dmg (which can crit) upon breaking, when fighting a single target, and 30k++ shields hitting for 17-18k~ when cast in middle of a group.
Most people have around 20k health, so do the math.
I do not think so lol. If you know a way to get 60k HP pls tell meeeehh.
pkb16_ESO2 wrote: »I thought about stacking Hp (not tried yet) to make BS real hard and then increase Magikca reg as far as possible.
But that dont seem to be a nice (funny) build. No burst nor support only BS and maybe a finisher...
Is that the way to go as temp?
And what do u mean by "No...just no"?
Wasnt it right what i said that BS was nerfed?
Or did u mean is still OP?
Yes & no. All damage shields were nerfed, but health was also increased in Cyrodiil (meaning stronger Blazing Shield).pkb16_ESO2 wrote: »And on Top of that Blazing and Restoring Aura had been extremely nerfed.
BS is very weak in min /max build because it scales of HP(which is even lower in 1.6). And it is affected now by 15% shield nerf and the cost was increased.
No... just no.
Try stacking health in 1.6.
There are no caps on it, which actually makes Blazing Shield extremely OP. Magicka regen on Jewelry & Arena set for CC break cost reduction, and you become a god on the battlefield, that's how strong it is.
50k-60k~ health should be attainable even with 70CPs, meaning you've got a 20k~ shield, dealing 11k dmg (which can crit) upon breaking, when fighting a single target, and 30k++ shields hitting for 17-18k~ when cast in middle of a group.
Most people have around 20k health, so do the math.
I do not think so lol. If you know a way to get 60k HP pls tell meeeehh.
Templar with 70CPs spent:
Not optimal gear, just scrapped together what I could find in my bank
You could get 2-3 more health set bonuses with different gear, infused traits & upgrade them all to legendary.
That should do it.
pkb16_ESO2 wrote: »I thought about stacking Hp (not tried yet) to make BS real hard and then increase Magikca reg as far as possible.
But that dont seem to be a nice (funny) build. No burst nor support only BS and maybe a finisher...
Is that the way to go as temp?
And what do u mean by "No...just no"?
Wasnt it right what i said that BS was nerfed?
Or did u mean is still OP?
Yes & no. All damage shields were nerfed, but health was also increased in Cyrodiil (meaning stronger Blazing Shield).pkb16_ESO2 wrote: »And on Top of that Blazing and Restoring Aura had been extremely nerfed.
BS is very weak in min /max build because it scales of HP(which is even lower in 1.6). And it is affected now by 15% shield nerf and the cost was increased.
No... just no.
Try stacking health in 1.6.
There are no caps on it, which actually makes Blazing Shield extremely OP. Magicka regen on Jewelry & Arena set for CC break cost reduction, and you become a god on the battlefield, that's how strong it is.
50k-60k~ health should be attainable even with 70CPs, meaning you've got a 20k~ shield, dealing 11k dmg (which can crit) upon breaking, when fighting a single target, and 30k++ shields hitting for 17-18k~ when cast in middle of a group.
Most people have around 20k health, so do the math.
I do not think so lol. If you know a way to get 60k HP pls tell meeeehh.
Templar with 70CPs spent:
Not optimal gear, just scrapped together what I could find in my bank
You could get 2-3 more health set bonuses with different gear, infused traits & upgrade them all to legendary.
That should do it.
But look at that magicka and stam. I see people just staying away from your shield burst. Is that good magicka regen on 1.6? Shield costs more now, so what about cost reduction?
I will dissapoint you - Templar with 50k health 13k magicka and stamina will die even faster than with balanced attributes, even in 1v1
Btw dat thread name is
rich.magab14a_ESO wrote: »I will dissapoint you - Templar with 50k health 13k magicka and stamina will die even faster than with balanced attributes, even in 1v1
Btw dat thread name is
Have you played the pts? people are running builds similar to that and are owning people. Ive seen blazing shield hit for over 25k when i fought a templar emp. You couple this build with that unduanted dwarven sphere set and you have quite a bit of survive ability
My Templar is AR 29 right now (and I've tried most abilities and morphs for quite some time). I think repentance is already far better than RA and that jabs is a wasted slot aginst anything except noobs that don't know how to move / manage resources. I do not really understand how you include those spells over BoL (for groups), blazing spear (for ult generation from range) and most importantly repentance in your "bread and butter" list
Bshield still seems very fine.
The nerf (damage shield effectiveness in cyrodiil) is compensated by a couple of champion points. Scaling off health is no problem directly. 30% shield is still a 30% shield. 15% damage of your health pool, is still 15% damage. That these numbers will be lower in comparison to mag/stam pools doesn't really mean anything. All you have to compare it to is your and enemy health pools.
On top of that Bshield always had the following mechanic (liek all damage shields): if you block, you only gain the "stun immunity" (CC except fear and snares/immobilize) but still take the same damage and use stamina. Now that "just hold block forever" isn't a viable strategy anymore, this is actually a HUGE indirect buff to damage shields which made some of the nerfs very necessary.
The biggest nerf imho is the reduced CC immunity on immovable. Due to damage shield mechanics shield + immovable was the better alternative to blocking. CC immunity + damage shields is a match made in heaven and even more so in 1.6. Too bad it was nerfed pretty hard
On the bright side, many skills were buffed, especially if you liek to have single target damage spells on your bar. I'm still not decided if ritual (and morphs) might be worth using over grand healing (and its morphs) now for area heals. The ability used to be total crap but a 70% increase is probably one of the craziest buffs I've ever seen.
Answer is simple as Chlamydomonas nivalis - most of templars are PvE players. While templar was weak in 1.5, in 1.6 he became really strong dd; by the cost of heavily nerfed of pvp templars.timidobserver wrote: »I dont get the whole Templar are OP in 1.6 thing that the vocal minority has decided to push. We pretty much had one major buff in the patch notes 1.6-1.6.4. That being the addition of an execute, which was promptly nerfed. The rest was pretty much nerfs or minor tweaks. ALL of our CCs were nerfed. Blinding light removed. Biting jabs gives immunity now. Blazing spear gives immunity. Our healing was nerfed. Our resource management nerfed.
On the last part on ritual vs grand healing; I just have not found a place on my build usually. For heals; I pretty much carry rapid regeneration, purifying ritual and BOL. The last 2 are musts IMO.
I guess the silver lining to the immovable nerf is that while the CC immunity is shorter, didn't they increase the time for the armor buff?
pkb16_ESO2 wrote: »Bshield still seems very fine.
well thats just wrong... if all damage gets higher the Hp of all lower => Blazing shield is worse...
Your argumentation isnt correkt.
pkb16_ESO2 wrote: »BS is very weak in min /max build because it scales of HP(which is even lower in 1.6).
On the last part on ritual vs grand healing; I just have not found a place on my build usually. For heals; I pretty much carry rapid regeneration, purifying ritual and BOL. The last 2 are musts IMO.
I agree, though bar 2 may be an option, I love them on bar 1 as well (use PR to removed talons). However, I don't use rapid (except maybe for duels where it's an awesome bar 2 skill). I will definitly try to fit ritual in for pvp in groups of 4+, no idea if it's gonna works, though. the next weeks, or more probably months will tell.I guess the silver lining to the immovable nerf is that while the CC immunity is shorter, didn't they increase the time for the armor buff?
yes and no. armor and spell resist became more important overall and immovable may allow 7/7 light armor.
however, afaik there is no change to the principle that there is no mitigation for damage on damage shields. thus, as long as blazing shield is up, all armro / spell resist is useless. I'm not sure if immovable will remain on my bar with the shorter CC immunity. Quickly breaking free (and reducing the cost for it) for CC immunity is an interesting alternative now, imho. on the other hand, immovable+ritual combo might become interesting since may players interrupt with CC instead of actual interrupts. again, we'll have to see.
either way, templars were initially OP because of how strong damge shields + immovable were. but even with that gone, we don't have to cry too much, imho.
With magicka you still are a super strong support. If ritual turns out to be a worthy group heal, that would be awesome news.
With stamina builds, our damage got significantly buffed (keep in mind that the brunign light passive now can also scale with weapon damage + stam) and other classes no longer have an edge on us in terms of self buffs (which btw also applies to restoration staff heals where other classes' weapon damge selfbuffs gave them an edge on templars). entropy, rally, etc becoming strong, non-stackable (with surge et al) things is a significant, indirect buff for us templars.
The only thing I fear is that my supportive group magicka build might have become a lot weaker in 1vX situations. As of 1.5 I can solo 3 iexperienced players in my "group-play" without breaking a sweat. Maybe 1.6 takes that away from us and you have to decide upfornt if you want to be supportive or strong on your own and you cannot really have both at the same time.
On the last part on ritual vs grand healing; I just have not found a place on my build usually. For heals; I pretty much carry rapid regeneration, purifying ritual and BOL. The last 2 are musts IMO.
I agree, though bar 2 may be an option, I love them on bar 1 as well (use PR to removed talons). However, I don't use rapid (except maybe for duels where it's an awesome bar 2 skill). I will definitly try to fit ritual in for pvp in groups of 4+, no idea if it's gonna works, though. the next weeks, or more probably months will tell.I guess the silver lining to the immovable nerf is that while the CC immunity is shorter, didn't they increase the time for the armor buff?
yes and no. armor and spell resist became more important overall and immovable may allow 7/7 light armor.
however, afaik there is no change to the principle that there is no mitigation for damage on damage shields. thus, as long as blazing shield is up, all armro / spell resist is useless. I'm not sure if immovable will remain on my bar with the shorter CC immunity. Quickly breaking free (and reducing the cost for it) for CC immunity is an interesting alternative now, imho. on the other hand, immovable+ritual combo might become interesting since may players interrupt with CC instead of actual interrupts. again, we'll have to see.
either way, templars were initially OP because of how strong damge shields + immovable were. but even with that gone, we don't have to cry too much, imho.
With magicka you still are a super strong support. If ritual turns out to be a worthy group heal, that would be awesome news.
With stamina builds, our damage got significantly buffed (keep in mind that the brunign light passive now can also scale with weapon damage + stam) and other classes no longer have an edge on us in terms of self buffs (which btw also applies to restoration staff heals where other classes' weapon damge selfbuffs gave them an edge on templars). entropy, rally, etc becoming strong, non-stackable (with surge et al) things is a significant, indirect buff for us templars.
The only thing I fear is that my supportive group magicka build might have become a lot weaker in 1vX situations. As of 1.5 I can solo 3 iexperienced players in my "group-play" without breaking a sweat. Maybe 1.6 takes that away from us and you have to decide upfornt if you want to be supportive or strong on your own and you cannot really have both at the same time.
Yeah, I just meant the armor will be nice when shield is down.
With that said: I keep immovable on the healing bar as well while I keep BS on my more offensive bar (when running my magicka build, not the Stam one I have been playing around with). I'm ok with a brief stun before a break free with BS up as I am safe from damage long enough but if I need a heal, I want to make sure I get that off and immovable is the best guarantee even when nerfed at that point priority will be just getting the heals cast. May be better for me to lose rapid regen for healing springs or ritual with this in mind.
I'm still not decided if ritual (and morphs) might be worth using over grand healing (and its morphs) now for area heals. The ability used to be total crap but a 70% increase is probably one of the craziest buffs I've ever seen.
Joy_Division wrote: »I'm still not decided if ritual (and morphs) might be worth using over grand healing (and its morphs) now for area heals. The ability used to be total crap but a 70% increase is probably one of the craziest buffs I've ever seen.
It still very situational because of the cast time and small healing radius.
pkb16_ESO2 wrote: »I thought about stacking Hp (not tried yet) to make BS real hard and then increase Magikca reg as far as possible.
But that dont seem to be a nice (funny) build. No burst nor support only BS and maybe a finisher...
Is that the way to go as temp?
And what do u mean by "No...just no"?
Wasnt it right what i said that BS was nerfed?
Or did u mean is still OP?
Yes & no. All damage shields were nerfed, but health was also increased in Cyrodiil (meaning stronger Blazing Shield).pkb16_ESO2 wrote: »And on Top of that Blazing and Restoring Aura had been extremely nerfed.
BS is very weak in min /max build because it scales of HP(which is even lower in 1.6). And it is affected now by 15% shield nerf and the cost was increased.
No... just no.
Try stacking health in 1.6.
There are no caps on it, which actually makes Blazing Shield extremely OP. Magicka regen on Jewelry & Arena set for CC break cost reduction, and you become a god on the battlefield, that's how strong it is.
50k-60k~ health should be attainable even with 70CPs, meaning you've got a 20k~ shield, dealing 11k dmg (which can crit) upon breaking, when fighting a single target, and 30k++ shields hitting for 17-18k~ when cast in middle of a group.
Most people have around 20k health, so do the math.
I do not think so lol. If you know a way to get 60k HP pls tell meeeehh.
Templar with 70CPs spent:
Not optimal gear, just scrapped together what I could find in my bank
You could get 2-3 more health set bonuses with different gear, infused traits & upgrade them all to legendary.
That should do it.
however, afaik there is no change to the principle that there is no mitigation for damage on damage shields. thus, as long as blazing shield is up, all armro / spell resist is useless.
Is this true? If so, then why isn't this mentioned anywhere on the skill tooltip?
ZOS is seriously pissing me off with their hidden skill functions. How the hell is anyone not experienced with the game supposed to choose a class and create builds when they pull off all this random crap on every other skill? I was thinking of coming back but with all this crap they are hiding I'm seriously considering skipping this game altogether now. Screw this.
If a particular game mechanic is part of your build then I recommend testing it yourself to verify it works like the info sites says it does. Also do not take most game mechanics at face value. lol.
Most of the players who do the most damage and rock in PvP are taking advantage of the actual mechanics and not the perceived mechanics that are wrong.