Maintenance for the week of November 25:
• [COMPLETE] Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

Templar OP?

pkb16_ESO2
pkb16_ESO2
✭✭✭
Hi,
I play a Templar since beta and i always likes the class. We were a bit weak at the beginning but especially with the change of Blazing Shield it was fine.
I play mostly PVP an there are like two viable ways to play a PVP Templar on live.
1. A magikca Templar half supporter/healer and a bit DD (the lack of damage is well known). The most important skills are BS, Restoring Aura, and Jabs.
2. A stamina Temp were the lack of burst is compensated by using 2H. The most important skills (apart of the 2h skills) BS, Restoring Aura.

Blazing Shield and Restoring Aura is the bread and Butter of a Templar and BS it is maybe a bit OP on live.
Now i read everywhere in Forum Templar OP and that makes me wonder.
I tried a lot on PTS and on 1.6.0 we were truly strong.That had 1 reason (No, not the Jesus beam) the new real hard Jabs (magikca and stamina versions).
But now on 1.6.4 Jabs are nearly useless. The CC immunity makes them broken for PVP use.
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.
RA nerf is well known.
My kind of playing a Templar seems very weak now.
The stamina Templar has BS(really not good on 1.6.4) an RS as class abilitys ant that seems much worse the DK GDB and Dot or the real nice new NB stamina class skills.
So stamina Temp is imo not a real option.
The only viable option seems to be a range caster Temp, with the absolutely not OP channeled and interruptable Jesus beam, a very weak Shield (would love to exchange it for a magikca scaled one), and nearly no way to build range. We have the Javelin but a good player will allways counter it.
So i dont feel OP at all and i believe it this goes live like this once again all the whiners (especialy Sorcs but also Dks) will be much better PVP class.
Maybe i´m missing something or these is a super build that i dont know...
If so tell me plz i would love to test it:)
best Regards

Righal




  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    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.
    Edited by DDuke on February 24, 2015 12:10PM
  • pkb16_ESO2
    pkb16_ESO2
    ✭✭✭
    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?
  • Alcast
    Alcast
    Class Representative
    DDuke wrote: »
    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.
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    I think everything scaling with health will get more powerful as people get more CP because hen 1.6 launches, you can't do anything else if you stack HP.
    That said, many CP does not hinder you from min maxing magicka or stamina at the expense of HP.
    I played mainly my Sorc and a bit DK on PTS, both as ranged casters. While both were fun and playable, DK had problems with several enemies, as well as NPCs in PvP, he lacked a bit in defense against melee, were the Sorc had kiting tools and a 100% stronger class shield, even though the DK used higher HP than the Sorc.
    So I guess HP scaling shield is not very desirable in PvP for most builds in 1.6 if you can take the damage with a magicka or stamina based shield (are there even shields scaling with stam, don't know actually?).
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Lied
    Lied
    ✭✭✭
    Personally, I just wish they would have removed the "CC" from jabs rather than have it grant immunity. That or just make the end of it equivalent to a simple bash/interrupt.
  • JLB
    JLB
    ✭✭✭✭
    DDuke wrote: »
    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.


  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    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).
    Alcast wrote: »
    DDuke wrote: »
    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:

    RgRGVn1.jpg

    Not optimal gear, just scrapped together what I could find in my bank :smiley:

    You could get 2-3 more health set bonuses with different gear, infused traits & upgrade them all to legendary.
    That should do it.
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    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).
    Alcast wrote: »
    DDuke wrote: »
    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:

    RgRGVn1.jpg

    Not optimal gear, just scrapped together what I could find in my bank :smiley:

    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?
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    technohic wrote: »
    DDuke wrote: »
    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).
    Alcast wrote: »
    DDuke wrote: »
    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:

    RgRGVn1.jpg

    Not optimal gear, just scrapped together what I could find in my bank :smiley:

    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?

    Without counting potions, that magicka regen allows you to cast a shield every 2-3 seconds.

    When the 20k shield isn't up, you've got 60k (with optimal gear) health & 5 pieces of heavy armour...

    If needed, you could probably add Harness Magicka to the build & stack it with Blazing for some magicka regen.
    I've also one jewelry part without +magicka regen on that screenshot character (ran out of glyphs).

    The reason I'm using magicka regen instead of cost reduction is because I'm using one Mages Guild ability & 2 Support ones for +12% magicka regen.
    Edited by DDuke on February 24, 2015 1:53PM
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    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 :D
    Edited by Cinbri on February 24, 2015 2:46PM
  • rich.magab14a_ESO
    rich.magab14a_ESO
    ✭✭✭
    Cinbri 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 :D

    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

    Loki Ironheart
    Loki Firespitter
    Gattica!!
  • manny254
    manny254
    ✭✭✭✭✭
    ✭✭
    Cinbri 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 :D

    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

    Emp really has almost nothing to do with class balance as it is intended to be OP.
    - Mojican
  • pkb16_ESO2
    pkb16_ESO2
    ✭✭✭
    Ok i tried the max HP build.
    Used 5 WL / 5 Arena /1 Malu/ 1 Nerien + Sword/shield
    I play Imperial and used 225 CP:
    40k HP in Cyro
    16k mana
    14stam
    1889Magikca reg!!!

    Dont know how u want to get 50+ and good magikca reg but maybe its porsible.
    First i have to admit its at least effective... Not much fun to play... but also quite good.
    My BS do about 7k dam.. not bad, but also not mindbreaking. My magikca seems to last forever.
    But i can only make dam with BS... because my skills dont make that much dam with so few magikca and no spell power, and if i start to spam im oom very quickly.
    Its really not a build i like to play...but maybe a good zerg counter:)


  • Kas
    Kas
    ✭✭✭✭✭
    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.
    Edited by Kas on February 24, 2015 3:27PM
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • JLB
    JLB
    ✭✭✭✭
    @DDuke
    With 1k magicka regen and 13k Magicka Pool you can't sustain a 3800 magicka cost skill every 2 seconds in that Heavy Armor you are wearing in your screenshot. Before you have enough magicka to use it again, you'll be dead because you won't have Stamina to block very soon either.

    Maybe being your main an NB you are forgetting not all the classes have the exceptionally good resource sustain NBs have. 50k Health without being able to sustain your resources means you are a 50k Health dummy.


    Edited by JLB on February 24, 2015 3:56PM
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kas wrote: »
    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.

    Thanks for the post. This all makes a lot of sense to me.

    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? Really not much of a silver lining, I know; but maybe it will let you survive a little better when you do get stunned after the immunity wears off and your shield goes down.

    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.

  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    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.
    Edited by timidobserver on February 24, 2015 4:08PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    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.
    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.
  • pkb16_ESO2
    pkb16_ESO2
    ✭✭✭
    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.

    well thats just wrong... if all damage gets higher the Hp of all lower => Blazing shield is worse...
    Your argumentation isnt correkt.
  • Kas
    Kas
    ✭✭✭✭✭
    technohic wrote: »
    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.
    technohic wrote: »
    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.
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • Kas
    Kas
    ✭✭✭✭✭
    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.

    i was refering to this passage:
    pkb16_ESO2 wrote: »
    BS is very weak in min /max build because it scales of HP(which is even lower in 1.6).

    And my argument was/is:
    The passage is not true because the effectiveness of Bshield does not depend on the size of HP pools. All mitigation on the one hand, and damage done to an enemy on the other hand, is exactly the same relative amount - no matter the absolut numbers.

    Now, if you say all other abilities' damage has been scaled with a higher factor than player's life (i.e. it takes a lower number of crushing shocks to kill the same player-target now) and only blazing shield remained the same, that's a different argument. But I am really not sure if it is correct at all.

    MAG+STA *10 and Health*7, however, doesn't say anything about Bshield
    Edited by Kas on February 24, 2015 5:40PM
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kas wrote: »
    technohic wrote: »
    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.
    technohic wrote: »
    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.
  • Kas
    Kas
    ✭✭✭✭✭
    technohic wrote: »
    Kas wrote: »
    technohic wrote: »
    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.
    technohic wrote: »
    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.

    Interesting thought. So far i was thinking in terms of "inside / tanky close range (synergy activating with blazing shield up)" and "outside / range" bar. Put like that, it I always felt I wanted immovable on the close range bar. Even more so because I wanted immovable mainly so I could avoid blocking with damage shields up and wasting stam.

    But the "immovable when no BShield" makes a lot of sense, I have to admit.
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kas 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.
  • glak
    glak
    ✭✭✭
    Kas 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.

    That buff is crazy high because the skill is so situational that ZOS' logs show extremely low usage of it. Like "dead skill" low.

    I think it needs either
    • a redesign to be a short springs hot with initial burst and one burst per second OR
    • else if ZOS is absolutely married to the useless burst heal then yet another 70% buff with auto damage shield during casting instead of extra heal on self

    The bad design as it stands makes it a useless skill. Only Erlexx uses it (that I know of).
  • Soris
    Soris
    ✭✭✭✭✭
    DDuke wrote: »
    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).
    Alcast wrote: »
    DDuke wrote: »
    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:

    RgRGVn1.jpg

    Not optimal gear, just scrapped together what I could find in my bank :smiley:

    You could get 2-3 more health set bonuses with different gear, infused traits & upgrade them all to legendary.
    That should do it.

    You can cast only 4 shield but nothing else before going OOM and you have to wait 20 seconds to cast another 4 shield. Is that really effective you think?

    And can cast 3 immovable with that stamina.
    You would beaten so hard if you go out with this build :)
    Edited by Soris on February 24, 2015 7:21PM
    Welkynd [Templar/AD/EU]
  • Mortac
    Mortac
    ✭✭✭
    Kas wrote: »
    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.
  • madangrypally
    madangrypally
    ✭✭✭✭
    Mortac wrote: »

    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.

    Damage Shield has never been mitigated by armor/spell resist. It is confusing about the mechanics in ESO because there are not a whole lot of of theorycrafters and gaming sites for ESO. This is due to a lower population base and many "hard-core" players already leaving the game. Casuals do not create guides and info sites, thus less "hard-core" players means less info is known about actual game mechanics.

    With the game turning B2P and the console release there will be a massive influx of new players. I am expecting a pretty nice population increase. This also means more "hard-core" players which will lead to more/better guides and info sites for ESO. The community will grow and more info will be shared. This is both a great thing but also bad as ESO has a ton of broken and buggy mechanics.

    Expect an increase in:
    Info Sites and Guides.
    You-tube Videos and Steamers.
    Easy to understand mechanic breakdown.
    New improved Add-on's and improvements on existing add-on's.


    I would also be weary of any info from unreliable sources. 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.
  • madangrypally
    madangrypally
    ✭✭✭✭

    I only have one complaint about Blazing Shield and it may have already been fixed. That is it doing way to much damage then is intended due to bad stacking mechanics.

    I play both sorcerer and templar near equally in PvP and I use blazing shield as part of my build.

    Lets assume I have 40,000 Health in PvP.
    Blazing Shield is 30% of Max Health.
    40,000 x 0.3 = 12,000 Point Damage Shield.

    Now lets assume I have the CP damage shield increase that offsets the 15% reduction in cyrodil. Most likely wont get this until later in the game besides a blazing shield build anyway.

    Blazing Shield does 53% of damage absorbed.
    12,000 x 0.53 = 6360 very small range AoE explosion. Or around 9540 if it crits.

    More enemies players near Templar the larger the damage shield is. (rumored to be actually fixed now).

    The problem is when the above explosion deals many times the intended damage because of shield stacking and delayed explosions. This is where I feel Blazing shield should be fixed. Not nerfed as IMO the problem is a bug and not intended.


    Suggested Changes:
    1: Cap the 4% increase per enemy around Templar to 24% increase
    2: Explosion occurs
    • Blazing Shield is recast
    • Blazing Shield Damage Shield is removed by either absorbing full damage or from another source.
    • Blazing Shield Damage Shield duration expires.
    • Player with Blazing Shield dies.

    This means blazing shield can never stack with itself as a recast makes the previous blazing shield explode instantly.

    Remember the higher health a player has the more likely the lower magicka/stamina he has. This means he has low damage output from everything but the blazing shield which can be counted by avoiding the small radius explosion.



  • Mortac
    Mortac
    ✭✭✭
    Kas wrote: »
    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.

    Well, that's not quite how I intended to play this game. The sole fact that you can't trust what the game tells you actually tells me to stay away from it entirely. How you can spend 5 years developing a game and still fail on adding a few lines of text to skills is beyond me. Having hidden and unclear mechanics in stat based games is so stupid I'm at a loss for words whenever I see it. The possibility of spending months on building a character only to find out it isn't going to work as you planned because a dev didn't find it important enough to clarify how stuff works is offensive and insulting. It's a huge turnoff.
Sign In or Register to comment.