Maintenance for the week of September 1:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – September 2, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

Templar issues thread

  • EgoRush
    EgoRush
    ✭✭✭✭
    Templar Bugs/Issues:
    1. Puncturing Strikes granting CC immunity for what is a laughable CC. Improve the CC or remove it completely.
    2. Focused Charge, global cool down is still there with a delay on follow-up abilities. Can still get stuck though it doesn't seem as permanent now. Issues activating this on targets above/below you.
    3. Dark Flare: the initial cast still has a massive delay compared to subsequent casts.


    Templar Suggestions:

    Aedric Spear
    1. Biting Jabs needs a buff or alternative secondary effect. Right now in end game gear a magicka build does more damage with Puncturing Sweep than a stamina build with Biting Jabs. Magicka has the bonus of a self heal whereas stamina get Major Savagery, a buff easily obtained by simply slotting Camo/Evil Hunter. This isn't balanced. Biting Jabs either needs more damage or an alternative secondary effect such as a stamina return or the self heal like Puncturing Sweeps.
    2. Piercing Javelin. This skill is a joke. Very little damage for the cost. The CC works fairly well. I'd like to see this work like Silver Leash and you can activate it again to drag enemies in (irrespective of being Daedra/Undead).
    3. Blazing Spear: you have overnerfed it. Reducing the number of ticks for this skill has reduced the number of chances for Burning Light to proc. Then you announced reducing the damage overall too. Where has this been complained about? Magicka Templar have terrible AoE damage and you're destroying that entirely. Either return the strength or give us back the original number of ticks and find a way to reduce lag that doesn't involve nerfing skills constantly.
    4. Sun Shield: another skill that was overnerfed. With Battle Spirit implemented the shield became all but useless. You could return Blazing Shield back to its former self when it was exploited and it wouldn't be an issue thanks to Battle Spirit. It needs a damage buff or a size buff.
    5. Balanced Warrior passive: this should be treated like the sorcerer passive and give us spell damage as well as weapon damage. Giving just one over the other isn't very balanced...

    Dawn's Wrath
    1. Sun Fire: the ONLY skill to be fire damage instead of magic damage. This should be changed to be magic damage also. "But it's called Sun Fire", I hear you say? Well, let me read out the tool tip for Radiant Destruction for you: "Burn an enemy with a ray of holy fire, dealing MAGIC damage...". None of this makes any sense! Make it all magic damage and Templar will have a viable class skill DoT like every other class.
    2. Backlash: allow this to crit above the cap.
    3. Eclipse: another useless skill. Only 1 target can be affected and even NPCs seem smart enough to simply break free and get immunity to it. The explosion from Unstable Core is weak. The self heal from Total Dark is hardly needed for a Templar. Either remove this skill for Blinding Flashes, create a new skill with CC/mobility, or return it to being able to affect multiple targets. I preferred Total Dark when it nerfed spell damage for the target.
    4. Illuminate: the minor sorcery buff lasts 20 seconds, whereas the equivalent buff from Mountain's Blessing on DKs lasts for 30 seconds. This should be equalised. Either both to last 20 seconds or both to last 30 seconds.

    Restoring Light
    1. Honor the Dead: useless morph, especially considering the CP system granting a lot of reduced cost. 15% of the Spell Cost every 2 seconds for 8 seconds. With a starting cost of 3927 this would return 2356.2 magicka giving the total cost of the skill at 1570.8 magicka. Now factor in 100 points into CP for spell cost reduction and the skill now costs 2945.25, with a return of magicka for healing allies under 75% of 1767.15 giving a cost for the skill at 1178.1. 1178.1 magicka to heal 1 person (this cost being relevant only once 8 seconds has elapsed). Breath of Life will heal 3 allies at the cost of 2356.2 with CP in Magician maxed out. 3 X 1178.1 = 3534.3. So to do the equivalent amount of healing with Honor the Dead as Breath of Life you're actually losing a lot more magicka. This skill needs reworking. I wouldn't be against a stamina version of Breath of Life.
    2. Radiant Aura: give it Major Intellect on activation as well as Major Endurance.
    3. Focused Healing: this should affect all healing abilities. I think it should be changed to grant Major Mending while the Templar is within the areas of protection created by Rite of Passage, Cleansing Ritual and Rune Focus.

    I think that's it for now. I may be missing things so I will keep an eye on the thread. If anyone at ZOS wants certain things testing for them then feel free to ask and I will try to get video/screenshot evidence.
    Edited by EgoRush on December 5, 2015 12:25PM
    Server: EU Pact
    Guild: Hodor (PvE - www.hodor-guild.eu), Chimaira (PvE)
    Character: Oriantha (Templar Healer), Zelda's Inferno (Dragonknight Tank), The Lumen Sage (Stamina Sorcerer DD), The Umbra Witch (Magicka Nightblade DD), Flirts-With-Boys (Stamina Nightblade DD), Oriantha Ellesidil (Magicka Sorcerer DD/healer), Wariantha (Magicka Warden in the making)

    Current vMA score (Templar): Pending return to game
    World Record for all trials pre-Thieves Guild
    World first V16 Maw of Lorkhaj clear
    World first V16 Maw of Lorkhaj speed run clear
    Returning to the game for Morrowind
  • Edgar_Baerland
    I've mained a Templar since beta. V16 now

    I've posted a boatload about Templars over the years.

    Honest assessment: they have amazing heals, a select few very strong dmg abilities (jabs, dflare, radiant destruction), no mobility, and a ton of skills that are for all practical purposes, defunct.

    -I will say ZOS that I see javelin being used more, and I think it has really become a bit more useful since the recent changes. I would LOVE if the magicka version was tweaked to be a bit stronger or cheaper so it was competitive with the stam morph which currently blows it out of the water.

    -As previously mentioned, sun shield is useless when scaling off of health. ALSO: the cast time animation takes WAY too long. The skill is 6sec long and 1sec of that is spent cast-animating. I would love to see it pushed to 8-10sec long duration if the cast time is going to stay the way it is.

    -The passives are simply not good enough. I do not like to sound extreme in this view, but when i play my alts (DK, NB) I'm blown away by how good the passives are and how much I can tell they are improving my gameplay. Even if you wanted to tone down the templar healing passives a bit in favor of more damage or regen that would be fine. But as is they just still are greatly lacking in comparison to every other class. It would be great if enduring rays instead increased spell penetration or strengthened flare and sunfire. Also, it would make way more sense if illuminate increased magicka regeneration. As it stands, giving allies minor sorcery is... mildly useful. IMO balanced warrior should also increase spell damage as well as weapon damage so it could be in fact a BALANCED warrior =D

    -focused charge is great but has serious pathing/GCD issues. I will not beat a dead horse here.

    -Nova and empowering sweep are just subpar versions of dawnbreaker and meteor. They need to change in order to have some kind of value or relevance to at least make them an option for Templar. (I will say nova has a small role in PVE and sweep has a small role in PVE tanking)

    -Eclipse is great. I'd just love to see it punish the caster more for firing off into it. Given that it's CC breakable, i think it should have a greater reward for the time risk/cost.

    -Sun fire has been improved greatly but I would love to see it do more upfront damage and less DOT damage in order to make it a more viable primary DPS skill, more of a bread-and-butter skill for ranged magicka templars. As I've mentioned before templars just have so few build options because of a lack of viable primary attack skills. (its basically just jabs, and to a lesser extent dark flare)

    - I would love to see blinding flashes brought back to replace backlash. Backlash is basically just a toss-on PVE skill that isn't really necessary. in pvp its just auto-cleansed, always. waste of time. If it's going to stay I'd love to see it explode for the absorbed damage upon cleansing so it has some place in PVP.

    -Healing ritual is not useful in 95% of situations. with only 5 bar slots even healers don't waste a bar spot on it.

    -Dark flare is great, but I'd love for Solar Barrage to be more viable an option. I think just directly increasing the damage of it to make it worth the mana cost, making it another option for primary damage skill outside of Jabs. (notice a theme?)

    -IMPORTANT: Templars have so many skills that proc CC immunity. There's a lot of "negative synergy." It's really hard to set up a skill bar given that most skills make other skills useless because of CC immunity (jabs makes eclipse useless, and marginalizes javelin. Toppling charge (which everyone uses) gives CC immunity. If you're making a melee templar to fight casters with Jav, jabs charge and eclipse on one bar, you're basically constantly making most of the skills on your bar unusable. sure, you can just make a different bar setup, but it's extremely frustrating trying to synergize templar skills when they don't work well together.
    I can think of only a few good class skill pairs: Darkflare+radiant. Purifying ritual+Breath of life. Javelin+dark flare. Sunfire+jabs.
    and most of those are hard to build a bar around. The best ones being Darkflare+radiant and purifying ritual+breath of life.

    Something interesting to think about: Maybe make a passive that makes wearing heavy armor increase magicka or stamina regen slightly, just to fit the Templar style a bit more and to incentivize HA usage? Random thought, just throwin' it out there.

    Anyway, this has gone on long. I just wanted to share. thank you for taking the time to hear us, ZOS.
    -Edgar







    Edgar Baerland V16 DC Templar NA
  • Essiaga
    Essiaga
    ✭✭✭✭
    The templar class as a whole is sluggish.

    SPEAR SHARDS ... Shards has a hang time which makes it more easily avoided. It goes up ... then back down. You can cast shards and the Toppling charge and land at the same time and sooner depending on range. Its a tell that no other AOE I can think of has.

    Changes to the way DOTs tick means less chances at Burning Light before walking out the small range of this weak AOE. Also the caster can't Proct Shards for Stam/magicka return so it has NO value to the caster and still requires we use Repentance or other means of recovery (Drain Essence, Rune Focus, Heavy Resto attack, etc).

    While I'm on Repentance ... its pretty much only good on trash fights and group PVP. On most boss fights the corpses of adds (lesser monsters) despawn and are "immune," for lack of a better term, to Repentance. I only use it for the regen which other classes get, and more of it, in their passives. It's nice for taking resources and stam user. Radiant Aura or a pot and some others kill? eh. Take both of these as well as Healing ritual and give ME something else. Others may like repentance but to me it's just another limited skill on a bar of limited skills.

    Backlash ... Damage was probably capped due to party damaged no doubt making it a party skill. No debuff on magicka morph ... only MORE healing in our DAMAGE trees and 50% less healing (and damage) in PVP. Compare to Mark Target's morphs and tell me this skill sounds ok. Add Debuff or Buff or something. It would be nice to have another class that can counter NB stealth like NB can with Mark, especially because we lack mobility. Magicka return could also allow us to lose Drain Essence and destro staff as healers and let us step out side of Rune Focus for a few seconds since there is no protection there.

    Enduring Rays only hurts Dawn's Wrath abilities. Longer duration means more chance to cleanse/break free. This is true of all such passives in PVP. It would be better if it increased the damage per tick. Would be nice to have something similar to DKs Warmth which gives all Ardent Flame abilities a snare.

    Puncturing Strikes ... (which Implies bleeding) This skill (and its morphs) has a cast time and is easily interrupted with several abilities. Wrecking Blow has a shorter duration, hits harder, gives a true HARD CC (knock down followed by stun, which when broken free of often doesn't grant CC immunity fast enough, which causes the 2nd WB to knock you down, and then the 3rd if your not already at execute range) grants Empowers, and can't be interrupted.

    So Puncturing Strikes spam vs WB spam = WB wins. PS will not interupt WB nor WB caster. Wear as WB will still crush the PS caster. Magicka caster don't have viable Shield, stamina to block or dodge roll, nor the defensive buffs like Evasion, protection, or Debuffs like Maim, etc to counter WBs ... and WB is the stamina stamable attack.

    Wrecking blow needs address. Its a weapon attack that has a cone AOE that is way wider and reaches way farther then a single melee attack should be able. The Damage ZONE of this and many skills, including the range of Puncturing Strikes needs addressed. WB is used as the main source of damage for to many stamina builds which need rectified with other option and a nerf to make those option viable. Puncturing Strikes Morphs are inferior in every way, even with heals from morphed magicka). Stamplars are still using WB as are some NB as the MAIN attack as it is superior in class options. Stam-whip for DK would be great but WB would still need to be adjusted or DK will just have an additional inferior option to WB.

    Puncturing Strikes ... Lack of collision in PVP makes the knock back much less valuable then in PVE. Knock back is NOT something that is CC broken out of as it's duration is soooo short you don't need to. So basically the Templar is just GIVING away CC immunity for free. I don't care if you give it a hard CC (knockdown/stun) or don't have it apply in PVP but giving CC immune when there is NO point to break free or dodge out, no point in spending stamina, doesn't make sense. So they eat a second Jab/Sweep which does crap for damage compared to CFrag, WB, Sneak Attack ... and doesn't benefit any where near as much form animation canceling as many other skills, especially as a magicka user are being all but forced to use DW for Spell damage or S&S for mitigation and defense.

    Its embarrassing going up against a Sorc with hardened ward, and possibly other shields up. I have to hard CC before Ellipse but either way I'm giving them 5 second to kill me (since they'll use streak to stun and escape my view) in which they are not concerned in the least with my damage. I had a sorc in IC open his inventory in the middle of combat with me. He closed it about 8 seconds later(when i got through his ward) and cast ward again. Then went back to sorting mail I assume. Then after I got through his ward again he cast Ward and V Curse, which proct CFrag (hitting me while in Puncturing Strike channel) then cast his execute. I was dead in about 3 seconds. Hardened Ward is the only shield that people wanted addressed and the rest of us got nerfed instead. Burst DPS is the only way through Ward and Magicka classes can't get that from weapons like Stam users can (WB). Destro staff is stupid weak. DK and Templars do not have the burst damage that NB and Sorcs do, which makes Hardened Ward just huge pan in the butt. Then when you beat through it the Sorc streaks away, like skipping child watching his stubby legged little brother chase after him.

    Toppling Charge is considered a magical projectile which causes Elipse, Reflective scales, and Defensive posture to reflect it. NO other gap closer has this a counter like this. Streak is the only other magicka "gap closer" though I DO NOT consider it a gap closer since it doesn't require a target and the class has no ACTIVE melee skills. Streak is also a MASS stun, that frees you from roots, snares, etc, and a great counter to long traveling gap closers, that does some damage, and with a passive can be an execute. That's a lot from one skill. I guess Fiery Grip is as well but honestly it's like a 1/15 DK that use it so whatevs. (Fix Fiery Grip too please. DK is my distant second favorite class.)

    Templar's have many SINGLE TARGET HARD CCs. Every skill in the Aedric Spears line, except for Sun Shield does this making your rotation limited as you don't want give CC immunity before you charge, but you can't wait to drop shards or it may miss due to slow travel. Then there is Eclipse which i address later. Why so many hard CC? Maybe a root, a snare, a buff, debuff ... anything more then the same thing for every damn skill which causes one to devalue the next.

    Piercing Javelin ... How is this any different then Destructive Reach? What is unique or special about this skill at all? Damage and effects are comparable. I even thing DR is cheaper and the destructo passives ... Only benefit is I don't HAVE to use a Destructo-staff I guess. Ok Burning Light passive which is a CHANCE for it to be sorta special.

    Sun Fire move so slow and is so easily avoided. I don't care about its damaged, DoTs, etc. I want to snare (and the buff). I Charge and then cast this to improve the chance of it hitting. I've been within melee range of a target running away from me and he turned slightly to get around a rock and the spell didn't correct for this and missed ... many time ... in the same fight. Cfrags goes around walls. Templar's have no in class mobility making this snare only bring those that are buffed with Expedition back to normal speed. Magicka players are using Bow to be able to dodge roll for expedition. So a magicka templar might be rocking DW, S&S, or bow, but much less likely staff. WTH?

    Solar Barrage ... How is this any different from Impulse? Its doesn't debuff health, or add a DOT. It requires NOT morphing Dark Flare which is very useful in PVE, though very risky in PVP. Only benefit I see is I don't HAVE to use a staff I guess. This could be our Blinding Flashes if all enemies in the AOE had increase miss chance or at the very least maim (which again look at Mass Hysteria which fears, snares, debuffs, makes you dinner, washes your cloths, folds them, and puts them neatly away).

    Eclipse gives CC immunity despite the fact the the are free to use all escape skills. Cloak, Streak. hardened ward, heals, etc, and it can be BROKEN FREE of AND cleansed. It doesn't move your target, root, snare, stun, knock down, etc. If the target casts a stun they should be able to break free of that giving them CC immunity. It also doesn't reflect Overload (DK reflective scales does). It does nothing to Stamina users and despite these limitations it can only be cast on one target.

    Eclipse should be not be CC breakable. It should be able to be cleansed, like Daedric Curse. Otherwise I think Reflective Scales, Defensive posture should be considered a CC and break able, which obviously sounds ridiculous, as should Eclipse being break-able. It should also be able to be cast on multiple targets since again we are the SITTING DUCK class and needs all the protection it can get.

    Oh and Enduring Rays...

    Eclipse also doesn't seem to work all the time. Single target skills, including Cfrags, will still occasionally get through harming the Templar but not the caster.

    Radiant Destruction ... This is a CHANNEL. It is not a DOT. A channel keeps the caster from doing other abilities while casting and if they interrupt the damages is CUT OFF. A DOT is applied and ticks while other skills are able to be cast therefor stacking damage on top of damage. A DOT execute is one thing. A CHANNEL execute is another things. Both have limitations and this skill gets the worst of both worlds.
    *DoTs can not be dodged or dodged rolled out of. They need to be cleansed. DoTs can canceled with Cloaked. What other execute can be escaped from?
    *A single target Channels can be reflected. Channeled and spells with cast times are easily interrupted as the Templar comes to know well (Puncturing Strikes, Dark Flare, R. Destruction, Healing Ritual, Rite of passage ... now name 2 other class skills that are a channel or have a cast time ... now name 1 that doesn't have a way around it).

    I get that this was probably done for sets that proct off DOTs, but most of those sets have been nerfed (because of other classes) or are obsolete (due to max level increase) and the weren't being used much by Templar anyways. If you want us to have more DOTs then add DOTS. Cleansing Ritual can do a small DOT. Javelin and Shard can cause bleeding. Solar Barraged can be a DoT. If RD has to be a channeled make interrupt the only option out, which would still would make it the only execute you can escape. It also seems to not Execute and the base damage is junk making it super situation (like so many of the Templar's abilities). Sitting Duck execute ... give me Blinding Flashes back so might be able to use RD. I equip stamina skill over RD. No joke.

    Templars should not have to use Evasion (from Medium armor) to gain the Major Evasion buff at the cost of stamina. We had this. I get that with heals it may have been a bit OP but you've also nerfed heals in PVP leaving us more and more defenseless. With animation canceling and CP burst DPS leaves little time to heal, and again healing is nerfed already. We need a chance at surviving long enough to heal ourselves.

    ZOS has nerfed our shied and heals in PVP. They've taken our 1 AOE CC/debuff when the took Blinding Flashes. We need someway to stand and fight and against multiple mobs (since we are again the Sitting Duck class, along with DKS). Defensive buffs like Evasion, Protection, and AOE Debuffs such as maim would give us that without making us much more powerful in 1v1 situations or to OP in 1vX situations, though Templar and DK should be more powerful the more enemies they are facing to make up for the low DPS/low mobility. (I wouldn't mind seeing DKs get a heal for every DOT tick and if they could share those heals with party members.) It would accentuate the "support role" (heals and tank) we are damned to play while providing the survival that other classes get through mobility, shields, CCs, and raw DPS.
    Edited by Essiaga on December 5, 2015 1:44PM
  • Zinaroth
    Zinaroth
    ✭✭✭✭✭
    zornyan wrote: »
    Zinaroth wrote: »
    zornyan wrote: »
    @AfkNinja I've made a specific thread for gina concerning sweeps too and talked through all the issue with that skill, let's keep it up guys we NEED this issues attended too.

    Ninja do you have a pc eu account?

    Got an ep or ad friends / alts? Would love to meet up and try to record some footage between us to actually show the devs what's going on

    I am glad you finally came to your senses and decided to join in on the fight for the Templar class!

    You've taken a complete 180 degree turn compared to your attitude in this thread a while back:
    forums.elderscrollsonline.com/en/discussion/224956/give-templars-mobility-stronger-defense/p7

    Thumbs up mate, keep up the good work!

    I believe you misunderstood me, templars are a great class, and can still do well, BUT only in the most skilled hands, I still kill plenty of people, but it requires so much hard work compared to other classes, I can log on any of my other builds (stam nb, magicka and stam sorcs) and wreck face far far more.

    The reason being that 90% of the time I'm praying a skill doesn't bug out, like toppling charge, that odd time it manages to actually not freeze me still, or using sweeps the rare time all 4 hits land.

    Overall we're fairly well balanced, we just need all these bugs fixing, and I would also argue for some aoe cc/random stuff sorting out, like getting rid of the pathetic hard cc that the 4th jab is.

    I wouldn't say that I misunderstood anything when you purposely lied and forged fake examples of how good Templars can be to undermine my point; being that Templars need a lot of fixes and some buffs to be viable; especially Stamplars (which I saw you aknowledge aswell in a post the other day).

    The same point of this thread aswell.

    I am not going to derail and polute this thread by continuing our dispute here, I just wanted to aknowledge you for the change you made in your rethoric regarding the Templar class.

    So basically a thumbs up from me.

    Always good to see another active forum user who mains a Templar rally to the cause. :)

    Now let's see if we can enlighten these ZOS plebs on what's needed to bring the Templar class back in line! ;)
    Edited by Zinaroth on December 5, 2015 3:15PM
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Hi there!

    Bugs:
    • Radial Sweep: Does not always hit targets within 5 meters (anecdotal suggestion: different elevation)
    • Puncturing Strikes: No bonus against damage shields
    • Focused Charge: sometimes get locked into animation, I still think it has a cooldown (perhaps that's psychological)
    • Radiant Destruction: Inconsistent damage. People report not getting an execute tick when other templars in group.

    Feedback:
    • Radial Sweep: Power and effect feel like normal skill instead of an ultimate
    • Explosive Charge morph is terrible (note: The same could be said for every morph that is minor AoE damage when the alternative is good single target effect).
    • Spear Shards was barely adequate and got nerfed twice. I'm fine with the slow travel time (avoidable templar DPs is a theme), but please reward templars for correctly anticipating where opponents go. Up the proc rate for burning light by 100%, up the damage, and this really needs to be the area CC the templar lacks (you dont have to stun all target but do something).
    • Sun Shield: A Nightblade's basic attack will does more damage than this shield will mitigate. Please stop pretending tanks stack health. They don;t.
    • Balance warrior (passive) is not balanced and obsolete. Include spell damage.
    • Sun Fire: All DoTs in this game are poor performers
    • Bakclash: Does NOT get modified by spell damage. Poor decision (arguably a bug) as it is capped and a DPS loss.
    • Eclipse. Where to start? One target restriction: dumb. Doesn't work on elite mobs: dumb because other reflects do. "Damage" morph 40% greater: pointless because 40% of small number is still small number. Opponents can CC break this and gain immunity: I can live with this BUT this is where the small damage and lack of aftereffect really hurts templars trying to play defensively.
    • Radiant Destruction: dodgeable is not fair. If I am forced into a defenseless channel that all but immobilizes me, it is just bad balance that there is no offensive payoff. Note: this game mechanic affects all channels and removed the sole redeeming aspect of the lightning staff.
    • Nova: really, really, really need to prioritize the synergy and make it activation radius cover the whole Nova (as opposed to a few pixels in the center of it). Note: Same applies to DK standard.
    • Enduring Rays (passive): Passive actually lowers DPS of Backlash.
    • Restoring Spirit (passive: Templars are uniquely bad at passive resource management (i.e. they have none). Forcing us to slot specific morphs and have them on our bars while other clases get resources for free is balanced exactly how?
    • Rushed Ceremony: Can you please insert on option so this skill never heals the biased DPS players out there that willfully ignore the anti-healing tools in the game and do nothing but stack weapon damage and then complain that templars do much healing (even though they vigor and rally spam)?
    • Healing Ritual: Everything about this skill is counter productive to healing. Cast-time, small radius, interruptible, virtually immobilizes you. Needs complete overhaul
    • Radiant aura (specific morph): Where to start? Exchange magicka for a small bonus to health and stamina regeneration rates for ... 12 seconds ... Does not stack with your tripot that does the same thing (plus gives magicka regen) for 40 seconds ... Typical health regen is 400. 20% = 80. 6 ticks is 480. 1 (non crit ... regen can't crit) tick from Mutagen is 1400 ... using this morph means not using the exceedingly useful Repentance morph which costs nothing to cast and actually gives significant health and stamina to allies from corpses.
    • Rune focus: 8 seconds buffs are really short and what we get for staying in the runes is not good enough in a game that stresses mobility. Also the restoring morph is lackluster
    • Rite of Passage: I really dislike the new animation and the 6 target cap may make it "fair" according to the anti-healers out there, but it also makes it a terribly inefficient "ultimate."
    • Mending (passive): I still remember the double nerf that restricted it to class specific heals and lowered the amount of bonus healing. You do know ZoS has *never* buff templar passives, only ever nerfed them?
    • Light Weaver (passive): Probably the most underpowered and useless passive in the entire game.

    It's been said loud and clear and many times, but the game has developed and changed in such a way that has undermined "tanky" classes and put a premium on damage + mobility. The only way I survive in PvP and in Maelstrom Arena is puncturing sweep spam.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • I55UE5
    I55UE5
    ✭✭✭
    On my Stamplar I do have a few niche abilities that I do use, but some feel flawed.


    Of the abilities I do use:

    Power of Light - I love this ability as a stamina morph, though I would like for the ability to be able to crit higher than the maximum allowed ability damage. The passive Enduring Rays is questionable for this ability. On one hand I want them to have Minor Fracture for longer, but on the other I want them to take that max damage as soon as it is fully stored.

    EDIT: New thought on this.. Instead of allowing this ability to crit, make the beam deal unresistable damage.

    Blazing Spear - You recently nerfed the damage of this ability, twice. Once by reducing the abilities damage, which doesn't concern me as a stamina user. Another nerf by limiting the frequency of ticks. I like to throw this ability in PvP in conjunction with bombard, in order to trap enemies in the AoE for Burning Light damage. I now do less damage because people spend the same amount of time in AoEs as they always have, but now take damage less often while inside it.

    Radiant Aura - I usually run this morph because other Templars are running Repentance around me, and frankly I like the idea of sustainability without having a corpse nearby. This aura is a very unique skill and I would like to benefit more from having it on my bar. When using this in a group, I can't help but think.. how many people are actually benefiting from me being around them casting this Aura?.. Unfortunately many of my allies have likely already been affected by one Major buffs due to potions and their passives.

    Thanks.
    Edited by I55UE5 on December 12, 2015 12:11AM
  • zornyan
    zornyan
    ✭✭✭✭✭
    Zinaroth wrote: »
    zornyan wrote: »
    Zinaroth wrote: »
    zornyan wrote: »
    @AfkNinja I've made a specific thread for gina concerning sweeps too and talked through all the issue with that skill, let's keep it up guys we NEED this issues attended too.

    Ninja do you have a pc eu account?

    Got an ep or ad friends / alts? Would love to meet up and try to record some footage between us to actually show the devs what's going on

    I am glad you finally came to your senses and decided to join in on the fight for the Templar class!

    You've taken a complete 180 degree turn compared to your attitude in this thread a while back:
    forums.elderscrollsonline.com/en/discussion/224956/give-templars-mobility-stronger-defense/p7

    Thumbs up mate, keep up the good work!

    I believe you misunderstood me, templars are a great class, and can still do well, BUT only in the most skilled hands, I still kill plenty of people, but it requires so much hard work compared to other classes, I can log on any of my other builds (stam nb, magicka and stam sorcs) and wreck face far far more.

    The reason being that 90% of the time I'm praying a skill doesn't bug out, like toppling charge, that odd time it manages to actually not freeze me still, or using sweeps the rare time all 4 hits land.

    Overall we're fairly well balanced, we just need all these bugs fixing, and I would also argue for some aoe cc/random stuff sorting out, like getting rid of the pathetic hard cc that the 4th jab is.

    I wouldn't say that I misunderstood anything when you purposely lied and forged fake examples of how good Templars can be to undermine my point; being that Templars need a lot of fixes and some buffs to be viable; especially Stamplars (which I saw you aknowledge aswell in a post the other day).

    The same point of this thread aswell.

    I am not going to derail and polute this thread by continuing our dispute here, I just wanted to aknowledge you for the change you made in your rethoric regarding the Templar class.

    So basically a thumbs up from me.

    Always good to see another active forum user who mains a Templar rally to the cause. :)

    Now let's see if we can enlighten these ZOS plebs on what's needed to bring the Templar class back in line! ;)

    The thing is it IS entirely possible even with all these bugs, such as the chap that posted a 36k dps with a magi temp, and several people on tamrielfoundry pulling 25-30k single target dps.

    but it's hugely based on luck, luck of procs for burning light, luck of skills actually working/hitting etc.

    Then you could just roll a sorc, use overload and pull 45k dps.

    But honestly I think with just bug fixes templars will be working really really well, maybe just buffing a few skills and fixing some stupid skills, but overall the class doesn't needing buffing as much as it needs fixing I'd say.

    I also say this, as if zos did fix our bugs and buff is, I think we night be a tad overpowered, people would QQ and we would be nerfed to oblivion again. So I would rather fixes and a few tweaks for better synergy.
  • zornyan
    zornyan
    ✭✭✭✭✭
    IS ANYONE ON HERE ON PC EU? With an AD OR EP ALT CAPABLE OF USING A SHIELD?

    I would think it could be hugely beneficial to our cause to get video documentation of the issues.

    If someone could spare the time to meet up with me on a quiet server, and let me use some skills to display various bugs it would be handy.

    Namely if someone could use a damage shield to show differences, using different elevations to show how skills are bugged etc.

    If anyone can do this please send me a message on here and we'll organise a time. I can record via shadow play if required.
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    Potential Bug:

    http://forums.elderscrollsonline.com/en/discussion/233908/radiant-destruction-nerfed
    http://forums.elderscrollsonline.com/en/discussion/233829/radiant-destruction-nerf

    Has anyone else noticed that their radiant destruction tooltip is much lower than it was as of last week's(2.2.7) incremental patch? ....

    Anyway here is what I think happened

    From patch notes v2.2.5
    Adjusted several abilities to improve overall game performance. Affected abilities will now tick less frequently, but deal more damage such that overall damage should remain constant. The affected abilities include:
    Blazing Spear
    Consuming Darkness and its morphs
    Eruption
    Lightning Splash and its morphs
    Necrotic Orb and its morphs
    Path of Darkness and its morphs
    Radiant Destruction and its morphs

    From patch notes v2.2.7
    Fixed several minor issues for the following abilities, based on the adjustments made in patch v2.2.5:
    Blazing Spear: Decreased the damage values, which were previously higher than intended.
    Eruption: Enemies in the area of effect will now always be snared.
    Path of Darkness: The caster in the area of effect will now always receive the Major Expedition buff.
    Necrotic Orb and its morphs: Decreased the damage and healing values, which were previously higher than intended.

    So basically in 2.2.5 a few of abilities had their damage, healing, or something increased or bugged inadvertently. In 2.2.7 it was fixed. Radiant Destruction was listed in 2.2.5 but not 2.2.7. However, after 2.2.7 Radiant Destruction damage did go down. The question is whether Radiant Destruction was changed in 2.2.7, even though it wasn't listed, and if so was it intended?
    Edited by timidobserver on December 6, 2015 3:22AM
    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)

  • Forcebuster
    Forcebuster
    ✭✭
    @Wrobel @ZOS_GinaBruno @ZOS_RichLambert

    Stamina templars are in a really bad position atm, specially with the problems going on with the damage of biting jabs, being far more weaker than puncturing sweep that hits harder and heals for 40% of the damage. I don't know what happened but something broke biting jabs this late update. That 10% crit from biting jabs isnt useful when u can just have evil hunter on ur bar and have tht effect all the time, atleast increase its damage or just bring back the old biting jabs with 170% damage or something. Its funny how a single wrecking blow can hit 3 times the dmg of 4 jabs, or 1 crit rush hits higher and its instant.Can you guys please do somethin about it?
  • Essiaga
    Essiaga
    ✭✭✭✭
    @Wrobel @ZOS_GinaBruno @ZOS_RichLambert

    That 10% crit from biting jabs isnt useful when u can just have evil hunter on ur bar and have tht effect all the time

    Its funny how a single wrecking blow can hit 3 times the dmg of 4 jabs, or 1 crit rush hits higher and its instant.Can you guys please do somethin about it?

    Yeah that always confused me. It's like they didn't think about it and just through a buff on there. Camo is way better due to the proct. WB is to much to put away.

    Would make more sense to give brutality w/ Jabs and then a stam-heal to make up for rally, like my recommendation for Sun Shield. A class stam-charge would be nice so you could possible get away from 2 hander all together. Perhaps in favor of Bow for Expedition and stealth snipe for chance at camo proct. Or stick with 2 hander for Execute. At least it opens things up a bit.

    Stamplar lacks identity. Its not a Templar and its not a NB. NB does better buffs/debuffs/mobility/damage/and its heals are pretty solid for a 'DPS' class. Stam shield/heal, fix jab, change to give brutality, and a stam-charge would add some tankiness and allow you to use other skills to supplement better. The shield as I suggested would allow some escape ability as well, especially with a bow (bombard/hasty retreat). This would be like dream build for me. :love:
  • Destruent
    Destruent
    ✭✭✭✭✭
    ✭✭
    In addition to all Bugfixes and already made suggestions (i rly enjoyed reading them):

    Feedback

    - Change one morph of radial Sweep to deal physical damage and adjust the damage of both morphs to make it worth slotting
    - Change Burning Light passive, so that it deals physical damage if you have more weapon damage than spell damage.

    This could help stamplars a bit with their dmg. It would also be rly nice if there is a second ultimate ingame dealing physical damage instead of magic/elemental damage.


    Destruent :smile:
    Noobplar
  • blabafat
    blabafat
    ✭✭✭✭✭
    Radiant Destruction is dodgeable

    Ultimates are weak

    Vampires bane(DoT and Snare) don't work on blockers(used to not work on shields, but not 100% sure if this is still the case)

    CCs do not synergize well. Eclipse gives immunity. Jabs has a 1 second knockback which gives immunity. Magicka Javelin doesn't even stun the target; the target gets knocked back and then gets up right away. Toppling charge has a delay, it locks the user out of his/her own skills.

    Fire Cloak - VR12 DK - Nord - EP
    Ámeer - VR15 Templar - Imperial - AD
    The Mágician - VR16 Templar - Imperial DC
    Magíc - VR16 DK - Dark Elf - DC
    Àmeer - VR16 Templar - High Elf - DC
    ámeer - VR16 Templar - High Elf - AD
    Æ ámeer - VR16 Templar - High Elf - EP
    Ameer Flow - Level 34 Nightblade - High Elf - EP


    Youtube:
    https://youtube.com/channel/UCFNmXCgmTVo-T-p1BIVLxbQ
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Nifty2g wrote: »
    Hey thanks for tagging me in here
    Because my reply is going to be fairly large I want you to have a read @ZOS_GinaBruno or point someone to this post. I posted In @wrobel thread but I believe that was skipped over and missed out on their meeting unfortunately, because this is a fresh thread I'll share some more insight.

    First off guys, lets not say skills are useless, they have uses but have been cut down due to constant exploiting, ZOS for the most part don't know how to deal with this so they make changes to defeat the exploits which dulls down the use of the said ability, that being said I will contribute my thoughts.

    Secondly I want to stress that I am not asking for Templars to be incredibly overpowered, I'm asking for fixes to make the class how it used to be, this class was the most diverse in ESO, since then we are taking nerfs for absolutely no reason. In short, ZOS you are slowly making this diverse class very linear. You need to stop, when something is being exploited, fix the thing being exploited not destroy the class synergy.

    Adjusting Templar Skills
    1a) Vampires Bane: This right now is on my top priority list because this skill deals Fire Damage whereas the whole Templar toolkit is Magic Damage, this needs to be adjusted accordingly as it is a strong DoT and Templar's don't exactly get a use out of Damage over Time effects but this would bring the class up to where others are on a competitive standpoint.

    1b) Javelin: This skill needs a complete overhaul maybe remove it similar to Blinding Flashes, maybe we could see a unique Extended Chains type skill for a Templar using the divine light to pull an enemy to you. Anything you do to this current skill's state will be completely subpar and not used by most Templars mainly because our main attack Puncturing Sweeps/Biting Jabs causes CC immunity and is a Melee damaging skill, this is designed to be a ranged attack - a very weak one at that.

    1c) Puncturing Sweeps: This attack needs to be able to critically heal - with an ICD on the critical chance

    1d) Breath of Life: This skill was amazing, you need to bring back the instant cast/heal on this, telling us to "anticipate damage" just doesn't work in a dynamic playing environment, it also seems like you guys didn't want to take the time to fix the skill up.

    1e) Blazing Shield / Sun Shield: This was being largely exploited in Cyrodill by a lot of players, especially Emperors, this skill was looked at and changed very badly in a quick rush what it seems like it. Blazing Shield should have had the damage dealt reduced and stronger shield. Sun Shield should also deal less damage and the shield strength should be increased as it is right now this shield is a pity excuse for a shield, it doesn't do anything and the time it is active is very little. We have no defense as it stands right now. This needs to be adjusted, the shield strength has to be increased and damage reduced. That would be the perfect fix for this, we don't rely on a shield doing damage, we rely on shields to soak up damage.

    1f) Toppling Charge: As stated this skill is working very oddly.

    Adjusting Templar Passives
    2a) Balanced Warrior: This increases your Spell Resistance and Weapon Damage - seeing as it's name is Balanced Warrior can we also add Spell Damage and Physical Resistance to the mix as well?

    2b) Mending: I just wanted to bring this up again I know it will most likely be on the ignore list, but we are Templars, we are healers that is the main point of the class, to have stronger heals. This passive needs to apply to the overall class and any healing ability. Regardless, it was not unbalanced it also gave Templars a good use in groups, I'm seeing less and less of them.

    Adjusting Templar Ultimates
    3a) Crescent Sweep: This would possibly the most unused skill in all of ESO, this skill needs to be changed to act similar to Soul Harvest where it grants additional ultimate or a damage increase on effected targets.

    That's all I have for now guys, I hope ZOS reads this and makes these changes to the class it would be great.

    I agree with all of this and would add crescent sweep should have a larger radius. I'd use it as a form of defense if it could actuall hit more targets. Or instead of damage reduction based on targets hit, Give it the blinding flashes sort of effect...as an ultimate.
  • Tankqull
    Tankqull
    ✭✭✭✭✭
    AfkNinja wrote: »
    Hate that pause after toppling charge.

    Why is healing ritual useless?

    Useless was not my words but 2 second cast time, no one uses it for this reason. Breath of Life is instant and only heals slightly less. Even less reason for stamplar to use it cause it's slow, expensive and weak without heavy magic investment.

    Edit: Healing from Sweeps also does not work on shields. lol

    the casttimne would be ok if it wouldnt snare you, would not be ruptable, would have 28m range like other heals, but with 12m radius around the caster, 2sec CT and movement reduction the spell has absolutly no purpose. as you do not effect anyone but yourself in the current fast paced pvp where relocating is neccessary/king and even in pve its not used as you can cast 3 healing springs in the same time healing for 15% more HPs without the requirement to stand inbetween your healing targets as you have 28m range for the GTAE centre+ 12m =40m for the max covered distance of the GTAE...

    or in other words healing ritual is completly useless...
    Nifty2g wrote: »
    1d) Breath of Life: This skill was amazing, you need to bring back the instant cast/heal on this, telling us to "anticipate damage" just doesn't work in a dynamic playing environment, it also seems like you guys didn't want to take the time to fix the skill up.
    the horrible part about this change in 1.6 or was it 1.5 is that it actually turned this "instant" ability to be ruptable!!! the liklyhood is rather small due to the small delay timeframe but it does happen from time to time and is completly bogus...

    Radial Sweep (and morphs): needs its radius increased from 5m to 12, it needs to be either a 50 point ulti like death stroke or work in a similar way to overload(without the additional QB) but its costs increased to 100 points while you could use it multiple times. ah and its dmg needs a significant increasement too its an ultimate it should do atleast dmg like steeltornado wich it currently doesent.
    Edited by Tankqull on December 6, 2015 8:21PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Mumyo
    Mumyo
    ✭✭✭✭✭
    What templar really needs is some skill improvement and he has to get more options than just Aedric spear jabs.

    He is jammed with burning light and is really bad when he wants to use something else. He has almost no profit of using weapon abilities or something not classrelated where other classes have big advantages.

    compared to any other class, the templar has the worst passives and the worst cc as ressource management. except the runefocus for magickabuilds.

    What the Templar needs is some options to sustain, he can only buff groups but not himself. Radiant Aura is being 100% useless atm because it doesnt stack with pots and is costy aswell. Backlash is a dps decrease instead an increase and is 100% useless in pvp, it can be blocked and avoided so easy. It should have a sideeffect as detection or major armor penetration to be of any use.

    The Ults are the worst ingame since they are absolutely comparable to the other ones but arent even close as good as any other ults.

    Aedric spear ult does no dmg and has no range. i wouldnt see a point in using it. The tankiness of empowering sweep is just joke in comparison to dk's armor ult or the tanky leap.

    We lack of burst but have good sustain dps if jabs would work properly on shields.
    Jabs leave us unprotected and offers sustain but no burst.
    A nightblade can do way more damage by skipping his animation in the same time.

    A staminamorph on radiant destruction would be unique though and lots of fun.


    Abilities that need a change:
    • Healing ritual used no one ever (a channeling and bashable heal...)very bad
    • Radiant aura has 0 use, doesnt stack with pots and wastes a slot for a thing that nb has as a passive in a stronger form. So has sorc and dk.
    • Toppling charge needs do get rid of his bloody global cooldown, it takes every burst away sicne u have to wait a second before u can attack, no other charge has that issue.
    • Templar healing tree passives dont work on stamina at all and there is also no way of getting any use of the healing tree abilities, they all scale off magicka and spell dmg. Making on of em scale off max health would be interesting.
    • Jabs, our main ability is not working properly on shields and makes it really awful to fight a group of nightblades warding each other.
    • Blazing shield also has no use at all, its a slot waste and also a shame that this game is built all around vigor instead of the shields, frontliner classes with no escape can not match a nb or sorc with their escape and surviveability. We really need protection since we cant run away so easily



    Edited by Mumyo on December 6, 2015 10:41PM
  • SemiD4rkness
    SemiD4rkness
    ✭✭✭✭✭
    I have faith they will do the right thing. However, if things don't change drastically for stamina templars after the fixes and skill balance have been implemented Im leaving this game for good.
  • zornyan
    zornyan
    ✭✭✭✭✭
    I have faith they will do the right thing. However, if things don't change drastically for stamina templars after the fixes and skill balance have been implemented Im leaving this game for good.

    Stam temps need so much more love that magicka temps, personally I think the best thing for them

    Biting jabs does 170% damage and heals for 20% of damage recieved (get rid of the major savagery )
    Piercing javelin needs to apply and armor debuff, since you just pierced their armor surely it should be weakened?
    Make healing passives work for all heals.
    Make channeled focus restore mag and stam, also make repentance restore mag too
    Give toppling charge a stam morph
    Give radiant destruction a stam morph
    Blazing spears a stam morph
    Get rid of honor the dead and make it a stam morph that's a self heal only

    These things alone will make them far far better, and put them on equal ground to stam nb's and stam dk.
  • Ernest145
    Ernest145
    ✭✭✭
    Nifty2g wrote: »
    Hey thanks for tagging me in here
    Because my reply is going to be fairly large I want you to have a read @ZOS_GinaBruno or point someone to this post. I posted In @wrobel thread but I believe that was skipped over and missed out on their meeting unfortunately, because this is a fresh thread I'll share some more insight.

    First off guys, lets not say skills are useless, they have uses but have been cut down due to constant exploiting, ZOS for the most part don't know how to deal with this so they make changes to defeat the exploits which dulls down the use of the said ability, that being said I will contribute my thoughts.

    Secondly I want to stress that I am not asking for Templars to be incredibly overpowered, I'm asking for fixes to make the class how it used to be, this class was the most diverse in ESO, since then we are taking nerfs for absolutely no reason. In short, ZOS you are slowly making this diverse class very linear. You need to stop, when something is being exploited, fix the thing being exploited not destroy the class synergy.

    Adjusting Templar Skills
    1a) Vampires Bane: This right now is on my top priority list because this skill deals Fire Damage whereas the whole Templar toolkit is Magic Damage, this needs to be adjusted accordingly as it is a strong DoT and Templar's don't exactly get a use out of Damage over Time effects but this would bring the class up to where others are on a competitive standpoint.

    1b) Javelin: This skill needs a complete overhaul maybe remove it similar to Blinding Flashes, maybe we could see a unique Extended Chains type skill for a Templar using the divine light to pull an enemy to you. Anything you do to this current skill's state will be completely subpar and not used by most Templars mainly because our main attack Puncturing Sweeps/Biting Jabs causes CC immunity and is a Melee damaging skill, this is designed to be a ranged attack - a very weak one at that.

    1c) Puncturing Sweeps: This attack needs to be able to critically heal - with an ICD on the critical chance

    1d) Breath of Life: This skill was amazing, you need to bring back the instant cast/heal on this, telling us to "anticipate damage" just doesn't work in a dynamic playing environment, it also seems like you guys didn't want to take the time to fix the skill up.

    1e) Blazing Shield / Sun Shield: This was being largely exploited in Cyrodill by a lot of players, especially Emperors, this skill was looked at and changed very badly in a quick rush what it seems like it. Blazing Shield should have had the damage dealt reduced and stronger shield. Sun Shield should also deal less damage and the shield strength should be increased as it is right now this shield is a pity excuse for a shield, it doesn't do anything and the time it is active is very little. We have no defense as it stands right now. This needs to be adjusted, the shield strength has to be increased and damage reduced. That would be the perfect fix for this, we don't rely on a shield doing damage, we rely on shields to soak up damage.

    1f) Toppling Charge: As stated this skill is working very oddly.

    Adjusting Templar Passives
    2a) Balanced Warrior: This increases your Spell Resistance and Weapon Damage - seeing as it's name is Balanced Warrior can we also add Spell Damage and Physical Resistance to the mix as well?

    2b) Mending: I just wanted to bring this up again I know it will most likely be on the ignore list, but we are Templars, we are healers that is the main point of the class, to have stronger heals. This passive needs to apply to the overall class and any healing ability. Regardless, it was not unbalanced it also gave Templars a good use in groups, I'm seeing less and less of them.

    Adjusting Templar Ultimates
    3a) Crescent Sweep: This would possibly the most unused skill in all of ESO, this skill needs to be changed to act similar to Soul Harvest where it grants additional ultimate or a damage increase on effected targets.

    That's all I have for now guys, I hope ZOS reads this and makes these changes to the class it would be great.

    I don't think balanced warrior should give spell damage because you can get minor sorcery from Illuminate. Unless they make Illuminate give weapon damage as well.
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • zornyan
    zornyan
    ✭✭✭✭✭
    But illuminate requires you to cast a spell, which are all mostly unused except for radiant destruction, so to you generally don't have it active.

    Plus someone using weapon damage will be in medium armor which gives 12% and have flawless dawnbraker for another 8%

    Also healers in group will be using combat prayer for minor beserk which is +8% weapon damage.

  • Essiaga
    Essiaga
    ✭✭✭✭
    On Ultimate ...

    Radial sweeps shouldn't even be an Ultimate when you compare to other skills in the game. I use this in Non-vet for lack of options (meteor/dawnbreaker). Magicka Det>Aedric Ultimate ... thought they could work well together if your a suicide bomber. Of course Sun Sheild could as well if it shield where worth a crap in PVP.

    Radial has some quality aspects. It's an AOE. It reduces damage. Both of these are nice in pve and pvp but this is a burst damage/mobility meta. To hit more targets doesn't do enough to justify it as an Ultimate. Nor does it prolong your life, especially with the weak shields the Templar has. If you have 3 people around you this skill is not going to deter them or hurt them. Maybe if it did execute damage or also knocked back to give space for a heal or healed for every enemy hit or gave you a shield, but even at that more enemies means more Ambush and WB and probably Fear which means you don't even get this Ult off before you get enough people around you. Maybe chance is to Last Ditch Effort. I'd trade it for Mass Hysteria in a heart beat and that's not even an Ultimate.

    Nice skill for grinding. Easily replaced and dismissed. I personally like execute damage. Then get rid of JamesBeam, and give us back Blinding flashes. (James was Jesus's little brother. He carried on Jesus's teachings after the crucifixion and was eventually stoned to death. Seems fitting.)

    Nova ... I'd like this to work more like Meteor where you cast it on a target. It's also easy to accidentally drop as it since it doesn't require a target and is the many reason to have Templar in Trials. The damage mitigation is nice in PVE however in PVP unless its applying a debuff (compare to caltrops) to the enemy they're just a dodge roll away from ignoring it. No real damage from our DAMAGE tree (Dawns Wrath). Atronach attacks players (stuns and buffs too) ... maybe if its not targeted you can have Solar Flares (not the actually skill but flares) lash out off the orb and do extra damage to enemies in the radius or something. Then we could use it to stand in with Rune Focus every 200 ult ... it has pretty short duration the least it can do is be more effective. requires synergy to do damage ... again in our damage tree.

    I don't expect it to be buffed beyond reason but removing the synergy and add flares for some damage and maybe increase duration a few second I think is reasonable. At the very least it should make enemy players want to get out of it and give the Templar a chance to Synergies are stupid IMHO since the caster can't use it.

    Rite of passage ... another channel and self CC. Why? I've seen some people use this in Cyro in large groups or Templar tanks use this when they're not able to tank like DC/FG. I think if you replaced Healing Ritual with this ability it might get used only slightly more. AOE effects in dungeons makes it hard to be able to stand still for 4 - 6 seconds in dungeons. Armor from Passive, but does that mitigate the final bosses in DC and FG? I'd rather have like Magna shield that protects me so i can keep casting, and regen resources.

    While I'm on Restoring light tree ... 2 passives are completely worthless. Light Weaver increases 3 skills no one uses. Master Ritualist helps with resurrecting players but that is so situation its stilly. As the 'healing class' we wouldn't/shouldn't rez unless in a DPS role. This does nothing for the Templar its self, no buff at all, and filling soul gems is easy enough with Soul Lock passive in the Soul Magic Tree which everyone gets. I honestly didn't bother with these passives until i leveled all crafts and leveled all skills. Then I figure the unspent points are just sitting there so I might as well.

    When I rez people I hear Jay-Z from the end of the song "Dirt Off Your Shoulder' shouting "Best rapper alive" only I replace the rapper with Rezer. When I throw shard I hear T-Pain ... "Every time I step up in the building everybody hand go up ..." From DJ Khaled's 'All I do is win."
  • Seri
    Seri
    ✭✭✭✭
    Some awesome points above, many of which I agree with. Particularly @Joy_Division 's observations - short and to the point. B)

    Now for a completely non-balance bug: first cast of blazing spear after loading in to a zone strips me of my costume (revert to wearing armor) and I need to actually unequip and then reequip. Not sure if this is female Dunmer specific, but a male Nord friend doesn't have the same issue. Amusingly this used to be caused by channeled focus which is now fixed, with blazing spear "breaking" at the same time.
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Swen_von_Walhallion
    well i dont like idea about stam morf of radiant destruction ( i actualy hate this skill) what about insted this get of from bitting this brutaliti buf and KB and give it some sort of execute, mebe around 50% dmg boost if target is under 25% HP ?
    Adraria Argentum Draco - imperial Stamplar
    Bevdyen Tus Ntxhuav - Orc Stamplar
    Celestun Ira Dei- Imperial Tankplar
    Halldis Rautt Höfuð- Nord Tankplar
    Misawa Yoshike - Breton Healplar
    Lae'ozhael - Dunmer Magplar
  • Nifty2g
    Nifty2g
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ernest145 wrote: »
    Nifty2g wrote: »
    Hey thanks for tagging me in here
    Because my reply is going to be fairly large I want you to have a read @ZOS_GinaBruno or point someone to this post. I posted In @wrobel thread but I believe that was skipped over and missed out on their meeting unfortunately, because this is a fresh thread I'll share some more insight.

    First off guys, lets not say skills are useless, they have uses but have been cut down due to constant exploiting, ZOS for the most part don't know how to deal with this so they make changes to defeat the exploits which dulls down the use of the said ability, that being said I will contribute my thoughts.

    Secondly I want to stress that I am not asking for Templars to be incredibly overpowered, I'm asking for fixes to make the class how it used to be, this class was the most diverse in ESO, since then we are taking nerfs for absolutely no reason. In short, ZOS you are slowly making this diverse class very linear. You need to stop, when something is being exploited, fix the thing being exploited not destroy the class synergy.

    Adjusting Templar Skills
    1a) Vampires Bane: This right now is on my top priority list because this skill deals Fire Damage whereas the whole Templar toolkit is Magic Damage, this needs to be adjusted accordingly as it is a strong DoT and Templar's don't exactly get a use out of Damage over Time effects but this would bring the class up to where others are on a competitive standpoint.

    1b) Javelin: This skill needs a complete overhaul maybe remove it similar to Blinding Flashes, maybe we could see a unique Extended Chains type skill for a Templar using the divine light to pull an enemy to you. Anything you do to this current skill's state will be completely subpar and not used by most Templars mainly because our main attack Puncturing Sweeps/Biting Jabs causes CC immunity and is a Melee damaging skill, this is designed to be a ranged attack - a very weak one at that.

    1c) Puncturing Sweeps: This attack needs to be able to critically heal - with an ICD on the critical chance

    1d) Breath of Life: This skill was amazing, you need to bring back the instant cast/heal on this, telling us to "anticipate damage" just doesn't work in a dynamic playing environment, it also seems like you guys didn't want to take the time to fix the skill up.

    1e) Blazing Shield / Sun Shield: This was being largely exploited in Cyrodill by a lot of players, especially Emperors, this skill was looked at and changed very badly in a quick rush what it seems like it. Blazing Shield should have had the damage dealt reduced and stronger shield. Sun Shield should also deal less damage and the shield strength should be increased as it is right now this shield is a pity excuse for a shield, it doesn't do anything and the time it is active is very little. We have no defense as it stands right now. This needs to be adjusted, the shield strength has to be increased and damage reduced. That would be the perfect fix for this, we don't rely on a shield doing damage, we rely on shields to soak up damage.

    1f) Toppling Charge: As stated this skill is working very oddly.

    Adjusting Templar Passives
    2a) Balanced Warrior: This increases your Spell Resistance and Weapon Damage - seeing as it's name is Balanced Warrior can we also add Spell Damage and Physical Resistance to the mix as well?

    2b) Mending: I just wanted to bring this up again I know it will most likely be on the ignore list, but we are Templars, we are healers that is the main point of the class, to have stronger heals. This passive needs to apply to the overall class and any healing ability. Regardless, it was not unbalanced it also gave Templars a good use in groups, I'm seeing less and less of them.

    Adjusting Templar Ultimates
    3a) Crescent Sweep: This would possibly the most unused skill in all of ESO, this skill needs to be changed to act similar to Soul Harvest where it grants additional ultimate or a damage increase on effected targets.

    That's all I have for now guys, I hope ZOS reads this and makes these changes to the class it would be great.

    I don't think balanced warrior should give spell damage because you can get minor sorcery from Illuminate. Unless they make Illuminate give weapon damage as well.
    Well the balanced warrior passive is not balanced at all, having illuminate grant weapon damage wouldn't be a bad thing either. But when you think about it, that is kind of redundant at this moment as there is no Stamina abilities under dawn's wrath.
    And right now the only time you use Dawn's Wrath would be using your execute because Vampires Bane is mostly unused
    #MOREORBS
  • zornyan
    zornyan
    ✭✭✭✭✭
    Nifty2g wrote: »
    Ernest145 wrote: »
    Nifty2g wrote: »
    Hey thanks for tagging me in here
    Because my reply is going to be fairly large I want you to have a read @ZOS_GinaBruno or point someone to this post. I posted In @wrobel thread but I believe that was skipped over and missed out on their meeting unfortunately, because this is a fresh thread I'll share some more insight.

    First off guys, lets not say skills are useless, they have uses but have been cut down due to constant exploiting, ZOS for the most part don't know how to deal with this so they make changes to defeat the exploits which dulls down the use of the said ability, that being said I will contribute my thoughts.

    Secondly I want to stress that I am not asking for Templars to be incredibly overpowered, I'm asking for fixes to make the class how it used to be, this class was the most diverse in ESO, since then we are taking nerfs for absolutely no reason. In short, ZOS you are slowly making this diverse class very linear. You need to stop, when something is being exploited, fix the thing being exploited not destroy the class synergy.

    Adjusting Templar Skills
    1a) Vampires Bane: This right now is on my top priority list because this skill deals Fire Damage whereas the whole Templar toolkit is Magic Damage, this needs to be adjusted accordingly as it is a strong DoT and Templar's don't exactly get a use out of Damage over Time effects but this would bring the class up to where others are on a competitive standpoint.

    1b) Javelin: This skill needs a complete overhaul maybe remove it similar to Blinding Flashes, maybe we could see a unique Extended Chains type skill for a Templar using the divine light to pull an enemy to you. Anything you do to this current skill's state will be completely subpar and not used by most Templars mainly because our main attack Puncturing Sweeps/Biting Jabs causes CC immunity and is a Melee damaging skill, this is designed to be a ranged attack - a very weak one at that.

    1c) Puncturing Sweeps: This attack needs to be able to critically heal - with an ICD on the critical chance

    1d) Breath of Life: This skill was amazing, you need to bring back the instant cast/heal on this, telling us to "anticipate damage" just doesn't work in a dynamic playing environment, it also seems like you guys didn't want to take the time to fix the skill up.

    1e) Blazing Shield / Sun Shield: This was being largely exploited in Cyrodill by a lot of players, especially Emperors, this skill was looked at and changed very badly in a quick rush what it seems like it. Blazing Shield should have had the damage dealt reduced and stronger shield. Sun Shield should also deal less damage and the shield strength should be increased as it is right now this shield is a pity excuse for a shield, it doesn't do anything and the time it is active is very little. We have no defense as it stands right now. This needs to be adjusted, the shield strength has to be increased and damage reduced. That would be the perfect fix for this, we don't rely on a shield doing damage, we rely on shields to soak up damage.

    1f) Toppling Charge: As stated this skill is working very oddly.

    Adjusting Templar Passives
    2a) Balanced Warrior: This increases your Spell Resistance and Weapon Damage - seeing as it's name is Balanced Warrior can we also add Spell Damage and Physical Resistance to the mix as well?

    2b) Mending: I just wanted to bring this up again I know it will most likely be on the ignore list, but we are Templars, we are healers that is the main point of the class, to have stronger heals. This passive needs to apply to the overall class and any healing ability. Regardless, it was not unbalanced it also gave Templars a good use in groups, I'm seeing less and less of them.

    Adjusting Templar Ultimates
    3a) Crescent Sweep: This would possibly the most unused skill in all of ESO, this skill needs to be changed to act similar to Soul Harvest where it grants additional ultimate or a damage increase on effected targets.

    That's all I have for now guys, I hope ZOS reads this and makes these changes to the class it would be great.

    I don't think balanced warrior should give spell damage because you can get minor sorcery from Illuminate. Unless they make Illuminate give weapon damage as well.
    Well the balanced warrior passive is not balanced at all, having illuminate grant weapon damage wouldn't be a bad thing either. But when you think about it, that is kind of redundant at this moment as there is no Stamina abilities under dawn's wrath.
    And right now the only time you use Dawn's Wrath would be using your execute because Vampires Bane is mostly unused

    Not to mention that skills like grim focus, dks, combat prayer (which every healer in group content will run) all grant minor brutality which is an 8% buff as opposed to 5% of illuminate, so even if it gave weapon damage you'll most like have it active anyway.
  • SemiD4rkness
    SemiD4rkness
    ✭✭✭✭✭
    Also, passives are pretty bad for stamina builds. Idk man I feel that the class needs a drastic change .... I can put the same gear I use with my templar on my DK and have better sustain, more damage, more tankiness and better healing. There's literally zero reasons to play stamina templar atm.
  • warpower9
    warpower9
    ✭✭
    OMG! Am I in heaven ...did I die GO GUYS GO ....MAKE TEMPLARS PROUD!
  • Alcast
    Alcast
    Class Representative
    Maybe put some things in better english as my english is not the very best and I want ZOS to understand the issues. This is mostly a Stamplar Point of View
    First off, there is literally NO reason at all for being a Stamplar instead of a Magplar. Stamplar has lower dps, no selfhealing, no selfshielding, no nothing!
    As long as ZOS sees Templars as a healing class only (YES THEY DO! Was said on ESO Live several times from different ppl) I do not really see a big "improvement" incoming. Anyway, lets start
    Bugs:
    Root+Jabs/sweeps issue: When you get rooted Jabs/Sweeps will not change the direction. Meaning you can look 180 Degree in the other direction the Hits will still be at the point where you got rooted.
    Healing passives of Restoring Light tree do NOT work with any other healing skills outside of that tree which makes them almost 100% useless (especially for stamina as we have to use Rally and Vigor)


    Suggestions of Changes to skills:
    Radial Sweep and its morphs: 100% nonexisted in every build because completely useless 5m range lol.
    Empowering Sweep:
    Currently: Dealing Magicka dmg in a 5m Radius and DoT damage for 6s every 2s. For every target hit 15% reduced damage taken and for each additional target hit 4% extra dmg reduction for 8s.
    Should be: Dealing Physical dmg in a 10m radius and DoT damage for 3s every 1s. For every target hit gain x Physical/Spell resistance.
    Why the change? > Really nobody is using this Ulti because it almost NEVER hits enemies because of the small 5m range and the too weak damage it deals. Making the DoT shorter but tick more would be helpful because of purge/cloak spammers. Giving it increases resistance would help NON-existant Templar Tanks.
    Cresent Sweep:
    Currently: Dealing Magicka dmg in a 5m Radius and DoT damage for 6s every 2s. Deals 33% additional damage to enemies in front of you.
    Should be: Dealing Physical dmg in a 10m radius and DoT damage for 3s every 1s. 50% chance to apply blinding flashes effect!!
    Why the change? > Really nobody is using this Ulti because it almost NEVER hits enemies because of the small 5m range and the too weak damage it deals. Making the DoT shorter but tick more would be helpful because of purge/cloak spammers. Applying blinding flashes with chance of 50% would be nice comeback of a once good skill taken away from templars!

    Biting Jabs:
    Currently: Biting jabs grants 140% Inc dmg on first target hit and gives Major Savagery
    Should be: Biting Jabs granting 160% Inc dmg on first target hit and gives Major Fracture
    Why the change? > In PvE this skill is not used because it deals not enough damage compared to other skills. In PvP it is not used because of silly bugs like root and no dmg on shields, so those small changes would definitely make it more competitive again!

    Binding Javeling:
    Currently: Dealing x physical dmg and knocking enemy 5m back and knocking them down for 3,5s.
    Should be: Same thing but give it 20% more damage as it is really low dmg in pvp atm.
    Why the change? > High cost and low damage in PvP. Completely useless in PvE anyway so make it at least worth for pvp.

    Sun shield and its morphs: Due to several nerfs almost completely useless
    Radiant ward:
    Currently: Absorbs 30% of max HP, shieldtime 6s. 4% extra shield for each enemy hit.
    Should be: Absorbs 30% of max Magicka/Stamina, shieldtime 10s. Whenshield expires 25% chance to heal yourself for 20% of max HP.
    Why the change: > This would help Non-existant Templar Tanks make a comeback and it would help beeing more defensive in PvP.
    Blazing Shield Shield:
    Currently: Absorbing 30% of max HP. Each neraby enemy increases shieldstrength by 4%. Nearby enemies take 50% of damage absorbed when shield expires.
    Should be: Absorbs 30% of max Magicka/stamina, shieldtime 10s. Nearby enemies take 25% of damage absorbed when shield expires.
    Why the change? > Atm the skill is completely useless as it barely is not noticable in pvp bc of shieldnerfs. Making it scale of magicka/Stamina would make it competitive again and raising duration to 10s (which is still low compared to Sorc shield 20s!) would help it too I guess. Lowering the dmg output (maybe even a bit more?) would make up for the scaling of the shield I guess.

    Power of the Light:
    Currently: Storing damage for 6seconds, releasing 36% of its dmg to enemy. Max dmg possible dependant on Stamina. Cannot crit. (usually atm approx 17k dmg max). Minor Fracture applied.
    Should be: Storing damage for 6seconds, releasing 36% of its dmg to enemy. Max dmg possible dependant on Stamina. CAN CRIT. Minor Fracture applied.
    Why the change? > Atm the skill is not bad, but beeing not able to crit makes the skill not worth to slot in PvE and PvP wise the skill is non-existant anyway.

    Eclipse and its morphs: Completely useless as its limited to 1 target only and Players AND MOBS break free of it.
    Total Dark:
    Currently: Bubble on enemy for 6s, each reflected spell heals for x amount. When bubble expires deals x dmg.
    Should be: UNBREAKABLE Bubble on enemy for 6s, each reflected spell heals for x amount.
    Why the change? > Atm nobody uses this skill bc of CC Break and giving free Imunity to enemy, also max 1 target is just not worth it compared to Reflective scales of DK. Making the bubble unbreakable but removing the dmg component would make it more competitive.
    Unstable Core:
    Currently: Reflects spells back to enemies. When bubble expires deals x dmg.
    Should be: Applying Bubble to Player(myself) for 6s. Reflecting spells back to enemy (only spells, no projectiles)
    Why the change? > Kind of like reflective scales but make it only reflect spells and no projectiles but increase the time to 6s.

    Restoring Focus:
    Currently: Giving Major Ward and Major Resolve. Effects disappear 8s after you move out of rune. Gain Minor Vivacity.
    Should be: Giving Major Ward and Major Resolve. Increase Stamina Recovery by 15%. Effects disappear 8s after you move out of rune. Gain Minor Vivacity.
    Why the change? > Nobody uses this skill, Channeled focus with its magicka Recovery is the only used morph. Giving the other morph Stamina Recovery would make it more competitive to its morph!



    I will write up suggestions for Passive changes later this week!
    Edited by Alcast on December 7, 2015 2:21PM
    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



  • Cryhavoc
    Cryhavoc
    ✭✭✭
    This thread is turning out to be epic!

    A lot of great suggestions. Primarily, I would like my favorite skills of all time to be fixed (Puncturing Sweeps and Toppling Charge).

    I disagree that any of our heals need a stamina morph, however. Stamina morphs for any class ability seem to be a shortsighted bandaid-fix for a lack of class focus. There need to be choices, and a need to make a choice.
  • Neoauspex
    Neoauspex
    ✭✭✭✭✭

    Something interesting to think about: Maybe make a passive that makes wearing heavy armor increase magicka or stamina regen slightly, just to fit the Templar style a bit more and to incentivize HA usage? Random thought, just throwin' it out there.

    I really like this idea. It would be a step towards class balance and Templar identity. I often feel like I'm building a sorcerer that won't ever be as good as a sorcerer.
Sign In or Register to comment.