Ah damm, could have been a good basis.
Basically what needs to happen to jabs is
"Strike at an enemy with a spear of aedric light, the spear hits 4 times in 0.7 seconds and hits for 4000 (example) every hit, all nearby enemies recieve 20% of the total damage when the last jab lands"
Make it a single target skill, that has an aoe as a side effect, end result is the same as it is now but it will work properly.
Making it single target for the magicka version would mean it would be reflected. Keep the AOE on Magicka version please.
cazlonb16_ESO wrote: »I understand how it is difficult to balance a game, but i can't see an excuse for toppling charge be left bugged how it is until the next major update. I CAN'T EVEN CAST IT NOW! It is worse than it was 6 months ago.
Am i supposed to use a stamina gap closer as a magicka templar?
You're supposed to healbot or gtfo. I think ZOS have made that abundantly clear by now.
cazlonb16_ESO wrote: »I understand how it is difficult to balance a game, but i can't see an excuse for toppling charge be left bugged how it is until the next major update. I CAN'T EVEN CAST IT NOW! It is worse than it was 6 months ago.
Am i supposed to use a stamina gap closer as a magicka templar?
You're supposed to healbot or gtfo. I think ZOS have made that abundantly clear by now.
This is actually a good reason to let go of BOL. So long as we get some fixes and cool factor to match whatever it is reduced by.
@ZOS_GinaBrunoZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
There are two bugs with Crescent Sweep
1. It does less than the tooltip damage
2. When it crits, it does not take into account Elfborn (it may be taking into account Piercing Strikes but I did not test this)
In the image above, I am attacking an effectively 0 resistance mob. Puncturing sweep does 2808 base damage and 4970 when it crits. My crit multiplier is 0.77 (0.5 base + 0.1 Piercing Spear + 0.17 Elfborn). The base damage of 2808 is exactly 2.4 times the tooltip value of Puncturing Sweep which is 1170. However Crescent Sweep deals 7061 damage which is less than the tooltip value of 8322. The DoT ticks of Crescent Sweep does 3927 base damage and 6951 on crits. The 3927 matches the tooltip value of 3927 and the crit multiplier here is still 0.77.
In this second image, Puncturing Sweep and DoT ticks of Crescent Sweep does the same damage as before. When Crescent Sweep crits, it deals 11298 damage. This means the crit multiplier for Crescent Sweep is 0.6 (11298/7061). This suggest that Elfborn is not being applied correct to the initial damage of Crescent Sweep but Elfborn is applied correctly to the DoT ticks of Crescent Sweep.
Eclipse is single target spells though. I reflect whips.
@Nifty2g don't worry about sweeps, I actually think their going to increase the damage back to 170%.
It was either rich or worbel, but in another thread they stated that currently , cone AOEs (such as sweeps) are more difficult to use than othere, due to various things such as roots, and mobility of enemies, and that they are not doing the damage that is intended, that they are going to increase the base damage of skills to reflect the fact that they require more skill to use than traditional aoe .
I really think biting jabs needs 170%, and punctuation sweep needs 150%. That would make the stamina version far more heavy hitting, in which it was originally thought of and designed when on pts, so at that point they obviously decided that jabs should be hitting harder than it currently is.
@Nifty2g don't worry about sweeps, I actually think their going to increase the damage back to 170%.
It was either rich or worbel, but in another thread they stated that currently , cone AOEs (such as sweeps) are more difficult to use than othere, due to various things such as roots, and mobility of enemies, and that they are not doing the damage that is intended, that they are going to increase the base damage of skills to reflect the fact that they require more skill to use than traditional aoe .
I really think biting jabs needs 170%, and punctuation sweep needs 150%. That would make the stamina version far more heavy hitting, in which it was originally thought of and designed when on pts, so at that point they obviously decided that jabs should be hitting harder than it currently is.
@Nifty2g don't worry about sweeps, I actually think their going to increase the damage back to 170%.
It was either rich or worbel, but in another thread they stated that currently , cone AOEs (such as sweeps) are more difficult to use than othere, due to various things such as roots, and mobility of enemies, and that they are not doing the damage that is intended, that they are going to increase the base damage of skills to reflect the fact that they require more skill to use than traditional aoe .
I really think biting jabs needs 170%, and punctuation sweep needs 150%. That would make the stamina version far more heavy hitting, in which it was originally thought of and designed when on pts, so at that point they obviously decided that jabs should be hitting harder than it currently is.
Sure hope they fix puncturings damage...because right now, sometimes I feel like my sweep is just bouncing off players(mostly shielded players) and not doing the damage it should.
WillhelmBlack wrote: »Bugs.
Not sure if bug, well it's not really but the Dawns Wrath Enduring Rays passive actually nerfs one of its own skills, Power of The Light.
Bonus damage of Puncturing Sweeps doesn't apply to damage shields.
Toppling Charge, needn't say more.
Radiant Destruction doesn't execute or gets stuck to dead bodies sometimes.
Empowering Sweep sometimes completely misses even in the 5m radius.
timmayyyboy wrote: »WillhelmBlack wrote: »Bugs.
Not sure if bug, well it's not really but the Dawns Wrath Enduring Rays passive actually nerfs one of its own skills, Power of The Light.
Bonus damage of Puncturing Sweeps doesn't apply to damage shields.
Toppling Charge, needn't say more.
Radiant Destruction doesn't execute or gets stuck to dead bodies sometimes.
Empowering Sweep sometimes completely misses even in the 5m radius.
Im having this problem with radiant oppression with about every other enemy killed in pve with it getting stuck and me having to block cancel about 3 or 4 times to get it unstuck
Eclipse is single target spells though. I reflect whips.
Strange, might be a bug, I've used concealed weapon before on dks and other reflect skills.
Not on eclipse because that's just a free CC break.
Ah wait I know why, currently skills like lotus fan although single target are counted as AOE because they have aoe elements, that's why they go through dodge roll and reflects.
So my idea would work as jabs would still be considered an aoe, therefor bypassing reflects.
Im not talking about gutting healing or BoL, Im just talking about healing outweighing damage 1:1 is bad. What happens when there is 2 templar healers and I 'go for the healer'? Which is what I do pretty much every single fight if you watch any of my PvP. The one templar covers the other. Is that all it takes to counter people? Theres no options left? Do I have to kill both healers at the same time now? It becomes a numbers game, and skill is taken out of the equation. Multiple healers should outweigh my DPS, one healer should not. Healing has a point - its why I have a templar healing in my group all of the time. I made the build, I tested it - I know what it is capable of, and in the current damage meta, its a joke.
Healing is effective as it is now due to champion points in large - its another thing that has run away with changes that are not well tested. Blabafat is probably amongst the best magicka templars in the game or the top of them all. Get him to 10% in a duel and hes back to 100% with an instant heal. Just as damage shouldnt be allowed to instant kill people, healing shouldnt be instant filling people. Its terrible design.
I get your issues, I have issues with my class too - but this one is pretty difficult to agree with. To reiterate - there are more templars now in groups than there were in the last patch, this class is not 'without tools'. Going through the templar they have more viable skills than they do non-viable. You want to see a class without options? My stam sorc has 3 skills that I can use in PvP. The ults are not good with stam, and the other 12 skills cant find use anywhere. Magicka DKs? Completely murdered my the champion system from damage perspective. Is this a reason not to address templar? No it isnt - but its to tell you every class has problems, and while there may be bug fixes and skills that need value added to them that I wouldnt disagree with - this is the current situation with almost every class in the game outside of nightblades and magicka sorcs. They all need to be revisited. But templars are not dead, they are far from it. They are absolutely essential to groups in a huge way.
SemiD4rkness wrote: »Seems like the most common suggestions are:
-Remove the knockback from Jabs (aka free cc immunity for all), snare would be the most logical change since landing jabs is not the easiest thing in the world.
-Add debuff Javelin to make it worth slotting, it barely does any damage and also hits for nothing if it doesn't proc burning light. Hell I know a few other cc abilities that are aoe, snares and reduces dmg all at the same time hehe.
-Buff blazing shield.
-Add a stamina morph to the gapcloser, it makes no sense not to have one.
-Nerf BOL (lmao)
I agree on all of them (but the last one). I also think that even if ALL of the above were to be implemented, both stamina and magicka templar still will be far behind the top 3 class/build atm (Stamblade, Magicka Sorcerer, Stamina DK). If we really want to "fix templars" the only way to do it is to nerf the strongest classes.
Im really hoping to be wrong, as id love to keep playing this game.
@Nifty2g don't worry about sweeps, I actually think their going to increase the damage back to 170%.
It was either rich or worbel, but in another thread they stated that currently , cone AOEs (such as sweeps) are more difficult to use than othere, due to various things such as roots, and mobility of enemies, and that they are not doing the damage that is intended, that they are going to increase the base damage of skills to reflect the fact that they require more skill to use than traditional aoe .
I really think biting jabs needs 170%, and punctuation sweep needs 150%. That would make the stamina version far more heavy hitting, in which it was originally thought of and designed when on pts, so at that point they obviously decided that jabs should be hitting harder than it currently is.
Sure hope they fix puncturings damage...because right now, sometimes I feel like my sweep is just bouncing off players(mostly shielded players) and not doing the damage it should.
I need someone to help me get a video, unfortunately no one seems willing on pc eu, basically I need someone to spam hardened ward and harness and let me keep using sweeps, and someone else using jabs, then try and go near some groups to introduce lag and see what's causing it.
If you or anyone is willing to help me test on PC EU on Monday I'll get as much footage for here as possible.
But yeah, sweeps does feel like it's missing 60% of the timr, and that 40% it does hit feels like a tickle.
ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
All good and fancy but none of these changes will help make Stamine Templsrs more viable in PvP. Could you tell us what we have to look forward to?
I hope they will implement any of my idea regarding Honor the Dead, Radiant Aura, Restoring Focus or passives to directly restore stamina. I really do.ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
All good and fancy but none of these changes will help make Stamine Templsrs more viable in PvP. Could you tell us what we have to look forward to?
SemiD4rkness wrote: »Also, sun shield is so useless I completely forgot about it on almost every post ive made complaining about stamplars.
It shouldn't scale off of health. Most of us run around with 20k to 25k health which grants you a very low shield that can be destroyed in 2 light attacks. Also it has a very low duration but it never actually runs out because it offers so little protection. I think it should scale off of max stat and get an increased duration.
ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
All good and fancy but none of these changes will help make Stamine Templsrs more viable in PvP. Could you tell us what we have to look forward to?
ZOS probably has no idea stamina Templars even exist.
Stam sorcs are far from being horrible.Hope templars wont become the new sorcerers
Excelent magicka builds and horrible stamina ones.
SemiD4rkness wrote: »