Mrs_Quietus wrote: »Radiant oppression has actually been nerfed so much (4-5 times) that even in execute range its dps hardly exceeds spamming dark flare or sweeps. That's not quite what an execute is about - and one can't really argue that flare or sweeps are OP either, so there's room for improvement there.
Sun shield is another "must fix" asap because it's been so underpowered since 1.6.
More absorbtion, longer duration and higher (return) damage - it's really that simple.
Channeled focus should regenerate magicka as default. Then one morph should empower healing, the other one should give major expedition.
Sun fire should have higher impact damage and a weaker DoT damage.
I like that suggested channeled focus!
IMHO I think Templars have great magic/stam sustain (I have never had problems managing stats, just slot repentance and you're good). I also don't think they need a buff to heals as they already have the best heals in the game (I hit 19k BOL crits regualarly on my healer, I would start to feel bad if i could empower that even more). Unless throwing down a focus empowers ALL heals, that way stamplars can utilize it (though it would be better for the restoring light tree passives to just apply to all heals).
My take on Templars: just stop crying. Seriously.
(No offence to joy division because tldr
A Templar
dodgehopper_ESO wrote: »Mrs_Quietus wrote: »Radiant oppression has actually been nerfed so much (4-5 times) that even in execute range its dps hardly exceeds spamming dark flare or sweeps. That's not quite what an execute is about - and one can't really argue that flare or sweeps are OP either, so there's room for improvement there.
Sun shield is another "must fix" asap because it's been so underpowered since 1.6.
More absorbtion, longer duration and higher (return) damage - it's really that simple.
Channeled focus should regenerate magicka as default. Then one morph should empower healing, the other one should give major expedition.
Sun fire should have higher impact damage and a weaker DoT damage.
I like that suggested channeled focus!
IMHO I think Templars have great magic/stam sustain (I have never had problems managing stats, just slot repentance and you're good). I also don't think they need a buff to heals as they already have the best heals in the game (I hit 19k BOL crits regualarly on my healer, I would start to feel bad if i could empower that even more). Unless throwing down a focus empowers ALL heals, that way stamplars can utilize it (though it would be better for the restoring light tree passives to just apply to all heals).
Templars do have the best heals but yes, we need a way to get Stamplars to actually heal themselves, because Stamplar is hurting on the self protection front with respect to other classes.
Blazing Shield: Either one of these two changes would be great: Scale off max resource, or last 20 seconds. Also, a stun when it explodes would be great, so long as you remove the knockback from Puncturing Sweep and change it to an interrupt. If it scales off max resource, Stam builds can use this as an added defense.
tinythinker wrote: »Nice write-up and follow-up. I keep tinkering with my own suggestions for tweaks and little fixes for Templar as well, a list which grows slowly over time. I, too, would love to have Blinding Flashes back, but the odds of that seem astronomically low.
On the off chance Wrobel or someone from his team reads this thread, or, at the very least, as something for other players who run Templars to look at...
AEDRIC SPEARReplace the Knockback on Puncturing Strikes and its morphs with a Stun (target can't move or use abilities until effect ends or they Break Free) or pair the Knockback with Concussion (target deals 10% less damage for the duration of the effect or until they Break Free). This gives an opening for another ability or weapon attack rather than just spam, spam, spam, spam...
Give a 15% base damage increase to Piercing Javelin and its morphs rather than 10% only to the Aurora Javelin morph; increase the range of the Aurora Javelin morph from 20 to 25 meters, increase the travel speed of the projectile to compensate for the longer distance, and boost the extra damage based on distance to a max of 60%.
Increase shield strength to 40% of caster's health for Sun Shield and its morphs. Double the damage on activation for Radiant Aura while either Stunning or Knocking Back those caught in the blast of the activation. Add Disorient (same as Stun but also ends if target takes damage) or Knock Back to enemies in range of the AoE damage effect when Blazing Shield explodes.
Change the Spear Wall passive to add a 10% chance to inflict Minor Maim (15% reduction in target's outgoing damage) for 8 seconds on an enemy whose melee attack has been blocked. [Helps make more of Blocking with the increased cost in 1.6 and the removal of Stamina Regeneration while Blocking in 2.1.]
For the Balanced Warrior passive, as others have mentioned, staffs haven't used Weapon Damage in a looong time. Drop the extra damage from 3%/6% to 2%/4% and have it include Spell Damage as well while including Physical Damage in the 1000/2000 resist bonus.
Radial Sweep (Ultimate):The Empowering Sweep morph works for being tanky in PvE on large pulls because of the damage reduction, so I use it when fighting large groups of mobs while solo adventuring. I just collect them and use Empowering Sweep, Blazing Shield, Puncturing Sweep. You can go all day like that because of the low ult cost with as many trash mobs as you want, the more enemies the better. I wouldn't use it in PvP. It also works if you're an actual tank in group play.
Crescent Sweep is meant to be a small burst+dot focusing on enemies in front of the player (33% more damage to enemies in front of the caster on the initial hit). It's more like a really strong AoE regular skill than an ultimate but that is probably tied to it being relatively cheap. Adding in something like a debuff to those caught in the +33% strike would be nice though and might make it better for PvP as an opening hit. Either major breach (significantly reduced spell resistance) since it does magicka damage or both minor breach+minor fracture (moderately reduced spell + physical resistance) would be nice. Just pop Cresent, hit your morph of Puncturing Strikes, and enjoy. Either that or up the damage on the initial hit to those standing in the frontal cone area of effect to 50%.
DAWN'S WRATHMake all spell projectiles in the Dawn's Wrath skill line -- Sun Fire and its morphs along with Solar Flare and its morph Dark Flare -- unable to be Dodged. Target(s) can still Block the projectiles to reduce damage taken, Reflect the projectiles, or Absorb the projectiles. [Dark Flare's cast time and slow travel speed would be balanced by the "no Dodge" effect. This would not effect PvE at all as most mobs don't dodge, but it would make the skill more useful in PvP. The target and nearby enemies would still receive Major Defile if it is Reflected.]
Replace Major Prophecy for Vampire's Bane (increase caster's Spell Critical chance by 10%) with Major Breach (lower target's Spell Resistance by 5120) to make the DoT more effective. [Many players already slot Mage Light or get Major Prophecy from a potion.]
Reclassify Eclipse and its morphs as non-CC abilities that cannot be removed by Break Free. They could still be cleansed/purged. Increase the bonus damage for Unstable Core to 50% or 60% (at least). Failing that, double or triple the damage done by the base ability and morphs when someone breaks out of the bubble in order to make up for wasting magicka in order to give them instant CC immunity. Make them choose between taking real damage or waiting it out (and taking normal "end of ability" damage). If it's going to be a "one target at a time" skill make it worth it.
Add "healing effect increased up to 20% based on your current magicka" to Radiant Glory.
Change the Enduring Rays passive to only increase the length of Nova, Sun Fire, and Eclipse. The Focused Healing and Light Weaver passives from the Restoring Light skill line only affect the ultimate and two active skills, so why not keep the boost to the skills that benefit from lasting longer and un-nerf those that do not?
Nova (Ultimate): Drop the cost to the 200-220 range.
RESTORING LIGHTThe Healing Ritual ability has always been in need of something, but the changes to it haven't really made it much better or worse. It does great healing, but the immobility, two second cast time, and ten meter radius in exchange for that healing is a bit much on the offset side of the scales. Increase the interval before the delayed heal of Lingering Ritual to 10 or 12 seconds and give those in the 10 meter radius who receive the initial cast Minor Vitality (+8% healing received) until that extra heal ticks. Add Major Mending (30% health recovery), for the caster only, to Ritual of Rebirth.
Have the Light Weaver passive grant 8 ultimate, not 2, when allies under 60% health are affected by Healing Ritual. Even if players spam it, there is little chance of exploiting given the limited range and immobility while casting. Besides, cheap ultimates are cheap, so it doesn't matter if you charge them a bit faster. And getting to the costlier ultimates faster makes Healing Ritual more appealing, which is a good thing.
Rite of Passage (Ultimate): I rarely see either morph of this ability used outside of PvE. Sometimes I and some healer Templars will use Remembrance in group PvE play for bosses that have high damage phases, while others use Practiced Incantation and its slightly longer channel time (an extra two seconds). I personally don't find the extra two seconds for Incantation a good trade for the damage reduction, but that's a matter of preference and some favor it. Perhaps that morph could be altered to be the PvP-preferred version. For example, by extending the caster's immunity to crowd control effect to the allies being healed for the duration of the ability.
I only lowered the values for that passive because I doubted ZOS would just *give* us a buff like adding in an equal amount of spell damage. Then again, these are just ideas being shared among players, and getting no dev attention, so what the heck Changed it back to just adding with no subtracting.dodgehopper_ESO wrote: »tinythinker wrote: »Nice write-up and follow-up. I keep tinkering with my own suggestions for tweaks and little fixes for Templar as well, a list which grows slowly over time. I, too, would love to have Blinding Flashes back, but the odds of that seem astronomically low.
On the off chance Wrobel or someone from his team reads this thread, or, at the very least, as something for other players who run Templars to look at...
AEDRIC SPEARReplace the Knockback on Puncturing Strikes and its morphs with a Stun (target can't move or use abilities until effect ends or they Break Free) or pair the Knockback with Concussion (target deals 10% less damage for the duration of the effect or until they Break Free). This gives an opening for another ability or weapon attack rather than just spam, spam, spam, spam...
Give a 15% base damage increase to Piercing Javelin and its morphs rather than 10% only to the Aurora Javelin morph; increase the range of the Aurora Javelin morph from 20 to 25 meters, increase the travel speed of the projectile to compensate for the longer distance, and boost the extra damage based on distance to a max of 60%.
Increase shield strength to 40% of caster's health for Sun Shield and its morphs. Double the damage on activation for Radiant Aura while either Stunning or Knocking Back those caught in the blast of the activation. Add Disorient (same as Stun but also ends if target takes damage) or Knock Back to enemies in range of the AoE damage effect when Blazing Shield explodes.
Change the Spear Wall passive to add a 10% chance to inflict Minor Maim (15% reduction in target's outgoing damage) for 8 seconds on an enemy whose melee attack has been blocked. [Helps make more of Blocking with the increased cost in 1.6 and the removal of Stamina Regeneration while Blocking in 2.1.]
For the Balanced Warrior passive, as others have mentioned, staffs haven't used Weapon Damage in a looong time. Drop the extra damage from 3%/6% to 2%/4% and have it include Spell Damage as well while including Physical Damage in the 1000/2000 resist bonus.
Radial Sweep (Ultimate):The Empowering Sweep morph works for being tanky in PvE on large pulls because of the damage reduction, so I use it when fighting large groups of mobs while solo adventuring. I just collect them and use Empowering Sweep, Blazing Shield, Puncturing Sweep. You can go all day like that because of the low ult cost with as many trash mobs as you want, the more enemies the better. I wouldn't use it in PvP. It also works if you're an actual tank in group play.
Crescent Sweep is meant to be a small burst+dot focusing on enemies in front of the player (33% more damage to enemies in front of the caster on the initial hit). It's more like a really strong AoE regular skill than an ultimate but that is probably tied to it being relatively cheap. Adding in something like a debuff to those caught in the +33% strike would be nice though and might make it better for PvP as an opening hit. Either major breach (significantly reduced spell resistance) since it does magicka damage or both minor breach+minor fracture (moderately reduced spell + physical resistance) would be nice. Just pop Cresent, hit your morph of Puncturing Strikes, and enjoy. Either that or up the damage on the initial hit to those standing in the frontal cone area of effect to 50%.
DAWN'S WRATHMake all spell projectiles in the Dawn's Wrath skill line -- Sun Fire and its morphs along with Solar Flare and its morph Dark Flare -- unable to be Dodged. Target(s) can still Block the projectiles to reduce damage taken, Reflect the projectiles, or Absorb the projectiles. [Dark Flare's cast time and slow travel speed would be balanced by the "no Dodge" effect. This would not effect PvE at all as most mobs don't dodge, but it would make the skill more useful in PvP. The target and nearby enemies would still receive Major Defile if it is Reflected.]
Replace Major Prophecy for Vampire's Bane (increase caster's Spell Critical chance by 10%) with Major Breach (lower target's Spell Resistance by 5120) to make the DoT more effective. [Many players already slot Mage Light or get Major Prophecy from a potion.]
Reclassify Eclipse and its morphs as non-CC abilities that cannot be removed by Break Free. They could still be cleansed/purged. Increase the bonus damage for Unstable Core to 50% or 60% (at least). Failing that, double or triple the damage done by the base ability and morphs when someone breaks out of the bubble in order to make up for wasting magicka in order to give them instant CC immunity. Make them choose between taking real damage or waiting it out (and taking normal "end of ability" damage). If it's going to be a "one target at a time" skill make it worth it.
Add "healing effect increased up to 20% based on your current magicka" to Radiant Glory.
Change the Enduring Rays passive to only increase the length of Nova, Sun Fire, and Eclipse. The Focused Healing and Light Weaver passives from the Restoring Light skill line only affect the ultimate and two active skills, so why not keep the boost to the skills that benefit from lasting longer and un-nerf those that do not?
Nova (Ultimate): Drop the cost to the 200-220 range.
RESTORING LIGHTThe Healing Ritual ability has always been in need of something, but the changes to it haven't really made it much better or worse. It does great healing, but the immobility, two second cast time, and ten meter radius in exchange for that healing is a bit much on the offset side of the scales. Increase the interval before the delayed heal of Lingering Ritual to 10 or 12 seconds and give those in the 10 meter radius who receive the initial cast Minor Vitality (+8% healing received) until that extra heal ticks. Add Major Mending (30% health recovery), for the caster only, to Ritual of Rebirth.
Have the Light Weaver passive grant 8 ultimate, not 2, when allies under 60% health are affected by Healing Ritual. Even if players spam it, there is little chance of exploiting given the limited range and immobility while casting. Besides, cheap ultimates are cheap, so it doesn't matter if you charge them a bit faster. And getting to the costlier ultimates faster makes Healing Ritual more appealing, which is a good thing.
Rite of Passage (Ultimate): I rarely see either morph of this ability used outside of PvE. Sometimes I and some healer Templars will use Remembrance in group PvE play for bosses that have high damage phases, while others use Practiced Incantation and its slightly longer channel time (an extra two seconds). I personally don't find the extra two seconds for Incantation a good trade for the damage reduction, but that's a matter of preference and some favor it. Perhaps that morph could be altered to be the PvP-preferred version. For example, by extending the caster's immunity to crowd control effect to the allies being healed for the duration of the ability.
I personally think we should get blinding flashes back and I'm fine with balanced warrior giving an equal spell bonus as it grants weapon bonus - I do not think it should be reduced though. Disintegrate is also better than Burning Light because it is A) Universal to all lightning effects and Actually functions like the tooltip says. Frankly I'd like to see Burning Light to become less crappy.
Yeah, I have an Argonian magicka Templar and a Redguard stamina Templar. Like most stam builds the latter mostly uses weapon and Fighter's Guild skills.dodgehopper_ESO wrote: »Please bear in mind that for stamina builds the choices are a lot more limited than it seems. Binding Javelin & Biting Jabs are good but they can also be replaced with weapon skills. Backlash could also seriously use some love. Its the only Dawn Wrath ability worth slotting as a Stamina Temp, and even then it is debatable (I realize Eclipse has some niche uses). Binding javelin is Templar's best single target cc, and it is not as good as many out of class options, and not significantly better than wrecking blow apart from range.
And I think my proposed changes to Eclipse+morphs and Puncturing Strikes+morphs and Sun Shield+morphs would make them even more useful to any Templar build.dodgehopper_ESO wrote: »One could argue that Blazing Spear is a single target cc but in its current state is a weak aoe dot and a highly telegraphed single target cc that shares cd with Javelin. Biting Jabs is better than flurry, but not greatly so and both skills fall prey to being an easily avoidable channel for much of the dps of the skill. Biting Jabs is also treated as a hard cc despite a nonexistent cc built in at the end (which means you have to use a real cc first to make use of the skill properly). Next we have Repentance (to get our passive regen, and corpse regen), Rune Focus (armor bonus), Cleansing Ritual (to purge), Backlash (to use dawn's wrath passives if you care to), and Eclipse (which puts everything on cc, and is very specific to duelling). These are the only useful skills in a Stamina Templar's repertoire, and much of these are very much 'take it or leave it'. If they buffed Sun Shield it might be useful for a Stamplar. The ultimates can be used to soak up some passive shortcomings (like empowering sweep if you want your aedric spear passives on a bar that doesn't use spear).
Yeah, but the current logic is that stam users get four weapon skill lines to choose from that use stam as opposed to two magicka-based weapon skill lines, so there are fewer stam morphs in class skill lines. I don't mind if ZOS adds a a couple more stam options, my list of suggestions is simply to fix the current situation in terms of broken, under-performing, or outdated abilities. That itself might make for more appealing options for different builds (as mentioned just above)dodgehopper_ESO wrote: »To Sum up this is the Stamplar Class Skill Toolkit: Binding Javelin, Biting Jabs (both of which are weapon skill opportunity cost, eg: steel tornado, wrecking blow, executioner), Repentance, Rune Focus, Cleansing Ritual, Backlash. Cramming all of that in leaves little room for things like Vigor/Rally, and Templars get the least mileage out of these two skills. In short: If you're getting beat by a Stamplar, you'd get beat even faster by another Stamina build.
will be very relevant if the changed hit and cause unpurgeable meatbags.Less reliance on barrier, more dependence on actual healing with efficient healing builds.
Mrs_Quietus wrote: »Radiant oppression has actually been nerfed so much (4-5 times) that even in execute range its dps hardly exceeds spamming dark flare or sweeps. That's not quite what an execute is about - and one can't really argue that flare or sweeps are OP either, so there's room for improvement there.
Sun shield is another "must fix" asap because it's been so underpowered since 1.6.
More absorbtion, longer duration and higher (return) damage - it's really that simple.
Channeled focus should regenerate magicka as default. Then one morph should empower healing, the other one should give major expedition.
Sun fire should have higher impact damage and a weaker DoT damage.
I like that suggested channeled focus!
IMHO I think Templars have great magic/stam sustain (I have never had problems managing stats, just slot repentance and you're good). I also don't think they need a buff to heals as they already have the best heals in the game (I hit 19k BOL crits regualarly on my healer, I would start to feel bad if i could empower that even more). Unless throwing down a focus empowers ALL heals, that way stamplars can utilize it (though it would be better for the restoring light tree passives to just apply to all heals).
This is probably a thread for the combat & character mechanics subforum where all good intentioned threads go to die in a 'productive discussion' with @wrobel.
With that said, please nerf BoL asap. Thank you!
bikerangelo wrote: »This is probably a thread for the combat & character mechanics subforum where all good intentioned threads go to die in a 'productive discussion' with @wrobel.
With that said, please nerf BoL asap. Thank you!
Please no. I'm all for an exponential cost increase with spamming the ability (or any ability for that matter) only in Cyrodiil, but that would absolutely destroy PvE dungeon runs.
Also, I think the primary point Joy was making was the affect Templars have on PvP in the Alliance War, so while it's pretty exclusive to the Templar mechanics and abilities, it also compares them to other classes with regards to competitive PvP and group dynamics.
But please don't nerf BoL, please don't.
bikerangelo wrote: »This is probably a thread for the combat & character mechanics subforum where all good intentioned threads go to die in a 'productive discussion' with @wrobel.
With that said, please nerf BoL asap. Thank you!
Please no. I'm all for an exponential cost increase with spamming the ability (or any ability for that matter) only in Cyrodiil, but that would absolutely destroy PvE dungeon runs.
Also, I think the primary point Joy was making was the affect Templars have on PvP in the Alliance War, so while it's pretty exclusive to the Templar mechanics and abilities, it also compares them to other classes with regards to competitive PvP and group dynamics.
But please don't nerf BoL, please don't.
NERF IT NOW!
BoL spam 2 fast 2 strong.
Too strong with the 5 meters range it had? I don't think so.WillhelmBlack wrote: »Good post. Blinding Flashes and Blazing Shield back please!
I thought I knew Templar, was wrong. The passive that nerfs Backlash and other morph, never even realised until now!
blinding flashes would be way too strong in this state of the game. That would make every melee totally chanceless against u.
bikerangelo wrote: »This is probably a thread for the combat & character mechanics subforum where all good intentioned threads go to die in a 'productive discussion' with @wrobel.
With that said, please nerf BoL asap. Thank you!
Please no. I'm all for an exponential cost increase with spamming the ability (or any ability for that matter) only in Cyrodiil, but that would absolutely destroy PvE dungeon runs.
Also, I think the primary point Joy was making was the affect Templars have on PvP in the Alliance War, so while it's pretty exclusive to the Templar mechanics and abilities, it also compares them to other classes with regards to competitive PvP and group dynamics.
But please don't nerf BoL, please don't.
NERF IT NOW!
BoL spam 2 fast 2 strong.
tinythinker wrote: »I only lowered the values for that passive because I doubted ZOS would just *give* us a buff like adding in an equal amount of spell damage. Then again, these are just ideas being shared among players, and getting no dev attention, so what the heck Changed it back to just adding with no subtracting.dodgehopper_ESO wrote: »tinythinker wrote: »Nice write-up and follow-up. I keep tinkering with my own suggestions for tweaks and little fixes for Templar as well, a list which grows slowly over time. I, too, would love to have Blinding Flashes back, but the odds of that seem astronomically low.
On the off chance Wrobel or someone from his team reads this thread, or, at the very least, as something for other players who run Templars to look at...
AEDRIC SPEARReplace the Knockback on Puncturing Strikes and its morphs with a Stun (target can't move or use abilities until effect ends or they Break Free) or pair the Knockback with Concussion (target deals 10% less damage for the duration of the effect or until they Break Free). This gives an opening for another ability or weapon attack rather than just spam, spam, spam, spam...
Give a 15% base damage increase to Piercing Javelin and its morphs rather than 10% only to the Aurora Javelin morph; increase the range of the Aurora Javelin morph from 20 to 25 meters, increase the travel speed of the projectile to compensate for the longer distance, and boost the extra damage based on distance to a max of 60%.
Increase shield strength to 40% of caster's health for Sun Shield and its morphs. Double the damage on activation for Radiant Aura while either Stunning or Knocking Back those caught in the blast of the activation. Add Disorient (same as Stun but also ends if target takes damage) or Knock Back to enemies in range of the AoE damage effect when Blazing Shield explodes.
Change the Spear Wall passive to add a 10% chance to inflict Minor Maim (15% reduction in target's outgoing damage) for 8 seconds on an enemy whose melee attack has been blocked. [Helps make more of Blocking with the increased cost in 1.6 and the removal of Stamina Regeneration while Blocking in 2.1.]
For the Balanced Warrior passive, as others have mentioned, staffs haven't used Weapon Damage in a looong time. Drop the extra damage from 3%/6% to 2%/4% and have it include Spell Damage as well while including Physical Damage in the 1000/2000 resist bonus.
Radial Sweep (Ultimate):The Empowering Sweep morph works for being tanky in PvE on large pulls because of the damage reduction, so I use it when fighting large groups of mobs while solo adventuring. I just collect them and use Empowering Sweep, Blazing Shield, Puncturing Sweep. You can go all day like that because of the low ult cost with as many trash mobs as you want, the more enemies the better. I wouldn't use it in PvP. It also works if you're an actual tank in group play.
Crescent Sweep is meant to be a small burst+dot focusing on enemies in front of the player (33% more damage to enemies in front of the caster on the initial hit). It's more like a really strong AoE regular skill than an ultimate but that is probably tied to it being relatively cheap. Adding in something like a debuff to those caught in the +33% strike would be nice though and might make it better for PvP as an opening hit. Either major breach (significantly reduced spell resistance) since it does magicka damage or both minor breach+minor fracture (moderately reduced spell + physical resistance) would be nice. Just pop Cresent, hit your morph of Puncturing Strikes, and enjoy. Either that or up the damage on the initial hit to those standing in the frontal cone area of effect to 50%.
DAWN'S WRATHMake all spell projectiles in the Dawn's Wrath skill line -- Sun Fire and its morphs along with Solar Flare and its morph Dark Flare -- unable to be Dodged. Target(s) can still Block the projectiles to reduce damage taken, Reflect the projectiles, or Absorb the projectiles. [Dark Flare's cast time and slow travel speed would be balanced by the "no Dodge" effect. This would not effect PvE at all as most mobs don't dodge, but it would make the skill more useful in PvP. The target and nearby enemies would still receive Major Defile if it is Reflected.]
Replace Major Prophecy for Vampire's Bane (increase caster's Spell Critical chance by 10%) with Major Breach (lower target's Spell Resistance by 5120) to make the DoT more effective. [Many players already slot Mage Light or get Major Prophecy from a potion.]
Reclassify Eclipse and its morphs as non-CC abilities that cannot be removed by Break Free. They could still be cleansed/purged. Increase the bonus damage for Unstable Core to 50% or 60% (at least). Failing that, double or triple the damage done by the base ability and morphs when someone breaks out of the bubble in order to make up for wasting magicka in order to give them instant CC immunity. Make them choose between taking real damage or waiting it out (and taking normal "end of ability" damage). If it's going to be a "one target at a time" skill make it worth it.
Add "healing effect increased up to 20% based on your current magicka" to Radiant Glory.
Change the Enduring Rays passive to only increase the length of Nova, Sun Fire, and Eclipse. The Focused Healing and Light Weaver passives from the Restoring Light skill line only affect the ultimate and two active skills, so why not keep the boost to the skills that benefit from lasting longer and un-nerf those that do not?
Nova (Ultimate): Drop the cost to the 200-220 range.
RESTORING LIGHTThe Healing Ritual ability has always been in need of something, but the changes to it haven't really made it much better or worse. It does great healing, but the immobility, two second cast time, and ten meter radius in exchange for that healing is a bit much on the offset side of the scales. Increase the interval before the delayed heal of Lingering Ritual to 10 or 12 seconds and give those in the 10 meter radius who receive the initial cast Minor Vitality (+8% healing received) until that extra heal ticks. Add Major Mending (30% health recovery), for the caster only, to Ritual of Rebirth.
Have the Light Weaver passive grant 8 ultimate, not 2, when allies under 60% health are affected by Healing Ritual. Even if players spam it, there is little chance of exploiting given the limited range and immobility while casting. Besides, cheap ultimates are cheap, so it doesn't matter if you charge them a bit faster. And getting to the costlier ultimates faster makes Healing Ritual more appealing, which is a good thing.
Rite of Passage (Ultimate): I rarely see either morph of this ability used outside of PvE. Sometimes I and some healer Templars will use Remembrance in group PvE play for bosses that have high damage phases, while others use Practiced Incantation and its slightly longer channel time (an extra two seconds). I personally don't find the extra two seconds for Incantation a good trade for the damage reduction, but that's a matter of preference and some favor it. Perhaps that morph could be altered to be the PvP-preferred version. For example, by extending the caster's immunity to crowd control effect to the allies being healed for the duration of the ability.
I personally think we should get blinding flashes back and I'm fine with balanced warrior giving an equal spell bonus as it grants weapon bonus - I do not think it should be reduced though. Disintegrate is also better than Burning Light because it is A) Universal to all lightning effects and Actually functions like the tooltip says. Frankly I'd like to see Burning Light to become less crappy.Yeah, I have an Argonian magicka Templar and a Redguard stamina Templar. Like most stam builds the latter mostly uses weapon and Fighter's Guild skills.dodgehopper_ESO wrote: »Please bear in mind that for stamina builds the choices are a lot more limited than it seems. Binding Javelin & Biting Jabs are good but they can also be replaced with weapon skills. Backlash could also seriously use some love. Its the only Dawn Wrath ability worth slotting as a Stamina Temp, and even then it is debatable (I realize Eclipse has some niche uses). Binding javelin is Templar's best single target cc, and it is not as good as many out of class options, and not significantly better than wrecking blow apart from range.And I think my proposed changes to Eclipse+morphs and Puncturing Strikes+morphs and Sun Shield+morphs would make them even more useful to any Templar build.dodgehopper_ESO wrote: »One could argue that Blazing Spear is a single target cc but in its current state is a weak aoe dot and a highly telegraphed single target cc that shares cd with Javelin. Biting Jabs is better than flurry, but not greatly so and both skills fall prey to being an easily avoidable channel for much of the dps of the skill. Biting Jabs is also treated as a hard cc despite a nonexistent cc built in at the end (which means you have to use a real cc first to make use of the skill properly). Next we have Repentance (to get our passive regen, and corpse regen), Rune Focus (armor bonus), Cleansing Ritual (to purge), Backlash (to use dawn's wrath passives if you care to), and Eclipse (which puts everything on cc, and is very specific to duelling). These are the only useful skills in a Stamina Templar's repertoire, and much of these are very much 'take it or leave it'. If they buffed Sun Shield it might be useful for a Stamplar. The ultimates can be used to soak up some passive shortcomings (like empowering sweep if you want your aedric spear passives on a bar that doesn't use spear).Yeah, but the current logic is that stam users get four weapon skill lines to choose from that use stam as opposed to two magicka-based weapon skill lines, so there are fewer stam morphs in class skill lines. I don't mind if ZOS adds a a couple more stam options, my list of suggestions is simply to fix the current situation in terms of broken, under-performing, or outdated abilities. That itself might make for more appealing options for different builds (as mentioned just above)dodgehopper_ESO wrote: »To Sum up this is the Stamplar Class Skill Toolkit: Binding Javelin, Biting Jabs (both of which are weapon skill opportunity cost, eg: steel tornado, wrecking blow, executioner), Repentance, Rune Focus, Cleansing Ritual, Backlash. Cramming all of that in leaves little room for things like Vigor/Rally, and Templars get the least mileage out of these two skills. In short: If you're getting beat by a Stamplar, you'd get beat even faster by another Stamina build.
dodgehopper_ESO wrote: »In short: If you're getting beat by a Stamplar, you'd get beat even faster by another Stamina build.
Healing should be supplemental to survival, in the same way blocking, dodging, buffing and other factors should be. When someone can just lay helplessly on the ground or even someone is sitting there AFK being kept alive while a DPS rips everything he has into him - theres a problem with healing. Its primarily BoL spam and its rate of fire. When you have someone actually spec'd into healing with a good survival build, you have the result of the healing templar I play with... able to survive against 5-10 players beating on him for at least 2minutes with heal spam. Its a joke on both ends.
Healing is a bit over the top - and certain heals more than others. None more than BoL. You dont need to spec into healing very much for BoL to be effective because of how many BoL you can throw out per second as compared to the damage of someone purely built into damage. This is the byproduct of the changes in nerfing damage and healing by 50%. Yes people dont get instantly killed, and I agree with that and appreciate it. But I dont agree with 1 templar keeping a guy alive whos laying on the ground not CC breaking because 'hes a healer'. Once you have 2-3 templars forget about it, youre simply waiting for them to slack and not heal.
Healing should be supplemental to survival, in the same way blocking, dodging, buffing and other factors should be. When someone can just lay helplessly on the ground or even someone is sitting there AFK being kept alive while a DPS rips everything he has into him - theres a problem with healing. Its primarily BoL spam and its rate of fire. When you have someone actually spec'd into healing with a good survival build, you have the result of the healing templar I play with... able to survive against 5-10 players beating on him for at least 2minutes with heal spam. Its a joke on both ends.