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Templar issues thread

  • Sharmony
    Sharmony
    ✭✭✭
    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.

    Gina what about the charge freeze bug with toppling charge that completely breaks gameplay? I can give you video footage if you like, I have plenty going for VMSA deathless and it kills me.

    If this doesnt get fixed within the next two months before thieves guild I am literally relying on rng whether or not I will get my deathless in VMSA due to a broken move and not an in game challenge. Please don't say we'll have to wait till thieves guild for something like this :neutral: I can't even replace the move with anything, doing so would be to change how the entire setup plays to a weaker setup.
    Edited by Sharmony on December 16, 2015 8:12PM
    @Wjleppard - EU - Sharmony Youtube
    Holyfire - V16 Stamina Templar | Auriels Bow - V16 Stamina Nightblade | Sharmony - V16 Magicka Templar | Flaming Rose - V16 Magicka Dragonknight | Rejuvenation - V16 Magicka Nightblade | Dora The (Explorer Title) - V16 Magicka Sorcerer | Critjiit - V16 Stamina Dragonknight | Just Hold Block - V16 Stamina Dragonknight | Stormburst - V16 Stamina Sorcerer | Ashenbourne - V16 Magicka Templar | Swims-At-Speed - V16 Magicka Templar | Sharmonknee - V16 Stamina Nightblade | Sharmoney - V16 Magicka Warden
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  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    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.

    Thank you for keeping us updated. I will reserve judgement on the changes for the actual patch.
  • Cinbri
    Cinbri
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    Dont forget new templar charge bug - casting charge is auto-cancelling, i.e. skill not working at all. I can record if you need to see what i talkin about.
    P.S. And pls dont tweak abilities, i wont survive more nerfs
    @ZOS_GinaBruno ETA of pts pls?
    Edited by Cinbri on December 16, 2015 8:39PM
  • myrrrorb14_ESO
    myrrrorb14_ESO
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    Trying to stay positive about the upcoming changes, but fear has gripped me on the potential for massive and debilitating bugs...
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    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.

    Apparently, after speaking with someone in the forums (Might be this one) on the matter of Master Ritualist, they said that the soul gem return only works for them outside of Cyrodiil. Since my tests (and usage of this skill) have really been mostly in Cyrodiil, this would explain my results. Perhaps there is something about Cyrodiil which is blocking this effect?
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
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    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • ESOFanBoyz
    ESOFanBoyz
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    Cinbri wrote: »
    Dont forget new templar charge bug - casting charge is auto-cancelling, i.e. skill not working at all. I can record if you need to see what i talkin about.
    P.S. And pls dont tweak abilities, i wont survive more nerfs

    Is that any different then the issue that the devs commented on in this thread http://forums.elderscrollsonline.com/en/discussion/comment/2494701#Comment_2494675

    If it is then making a video would probably be useful.
    Edited by ESOFanBoyz on December 16, 2015 8:31PM
  • Dagoth_Rac
    Dagoth_Rac
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    Does Master Ritualist give you a brand new filled soul gem? Or does it simply fill an existing empty soul gem in your inventory? I think it might be the latter. So if you have no empty soul gems in your possession, the passive may look like it never procs.
  • SturgeHammer
    SturgeHammer
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    I've got a little bit of feedback related to this list that I've been thinking about lately.

    @ZOS_GinaBruno, instead of changing the base dps of abilities that proc burning light, how about changing Burning light to deal Unresistable damage? The passives in the aedric spear skill line lean toward breaking down an opponent's defenses and this change would push that theme even harder. This would alleviate the poor dps issues that players are experiencing while using jabs/sweep against well armored or damage shielded opponents, while at the same time making burning light procs power again.
    First-in-Line - Swings-for-Lethal
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    Needs-Some-Help - Dead-Last
  • timidobserver
    timidobserver
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    Cinbri wrote: »
    Dont forget new templar charge bug - casting charge is auto-cancelling, i.e. skill not working at all. I can record if you need to see what i talkin about.
    P.S. And pls dont tweak abilities, i wont survive more nerfs

    I have gotten this. Focused charge paths differently than other abilities. You drag yourself across the terrain rather leaping to your target. So any terrain bump, obstruction, or glitch can make the ability cancel. If you keep spamming while it is cancelling, it locks your bars up entirely. I get this most frequently in Cyrodiil.
    Edited by timidobserver on December 16, 2015 8:46PM
    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)

  • Reorx_Holybeard
    Reorx_Holybeard
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    • 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.

    I don't really understand the explanation here. If shields have no mitigation shouldn't Biting Jabs have higher damage on shielded opponents? I'm trying to test this but couldn't find anyone in Cyrodiil to test with. If any can test can give some explicit numbers to demonstrate the issue (or lack of) that would be great.
    • 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.

    I did a quick test of chain casting Dark Flare on some mobs and analyzing the video capture frame-by-frame to see if I could duplicate the issue. There was no animation cancelling going on in these tests.

    First Cast of Dark Flare:
    • 0.00 sec = Skill button press show in UI
    • 0.20 = Light appears under character
    • 0.35 = Left arm of character stops moving down
    • 1.60 = Ball of light appears above character's hand

    On Subsequent Casts:
    • 0.00 = Ball of light appears above character's hand in last cast
    • 0.13 = Light appears under character
    • 0.27 = Left arm of character stops moving down
    • 1.30 = Ball of light appears above character's hand

    So the initial delay is not much (0.30 sec) but enough to be noticeable. Note that the timing on subsequent casts varied and while most took around 1.30 sec some took as long as 1.60 sec. If a video upload demonstating the issue or more timing statistics are needed just let me know.
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • AfkNinja
    AfkNinja
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    • 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.
    I don't really understand the explanation here. If shields have no mitigation shouldn't Biting Jabs have higher damage on shielded opponents? I'm trying to test this but couldn't find anyone in Cyrodiil to test with. If any can test can give some explicit numbers to demonstrate the issue (or lack of) that would be great.

    Exactly. Shields have no mitigation so Biting Jabs and Puncturing Sweeps should both hit HARDER because of no armor. But they aren't, it's like trying to pop their shield with a feather duster. IDK how they are not able to reproduce this.
  • Cinbri
    Cinbri
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    there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
    Is this it? Will we see a day when Healing Ritual will be usefull?!
    And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.
    Edited by Cinbri on December 16, 2015 8:56PM
  • AfkNinja
    AfkNinja
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    Cinbri wrote: »
    there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual
    Is this it? Will we see a day when Healing Ritual will be usefull?!

    Healing Ritual will now heal for 30% more. Cast time increased to 3s.
  • Reorx_Holybeard
    Reorx_Holybeard
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    AfkNinja wrote: »
    • 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.
    I don't really understand the explanation here. If shields have no mitigation shouldn't Biting Jabs have higher damage on shielded opponents? I'm trying to test this but couldn't find anyone in Cyrodiil to test with. If any can test can give some explicit numbers to demonstrate the issue (or lack of) that would be great.

    Exactly. Shields have no mitigation so Biting Jabs and Puncturing Sweeps should both hit HARDER because of no armor. But they aren't, it's like trying to pop their shield with a feather duster. IDK how they are not able to reproduce this.

    So I couldn't find any "willing volunteers" in Cyrodiil but played for a bit although being a Magicka Templar I was testing Puncturing Sweeps which seems to work fine against shield (other than lacking the critical hits):
    • PS Tooltip = 1292 = 1550 hits on players and 2650 crits
    • Hits on Shielded Players = 1400-1600 typically
    • Hits on Non-Shielded Players = 1200-2200 (less than the tooltip due to player mitigation)

    So at the very least Puncturing Sweeps seems to work as expected but someone should do the same with Biting Jabs.
    Edited by Reorx_Holybeard on December 16, 2015 9:11PM
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • MissBizz
    MissBizz
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    Cinbri wrote: »
    there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
    Is this it? Will we see a day when Healing Ritual will be usefull?!
    And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.

    I was more concerned about any "tweaks" to BoL.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • AfkNinja
    AfkNinja
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    AfkNinja wrote: »
    • 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.
    I don't really understand the explanation here. If shields have no mitigation shouldn't Biting Jabs have higher damage on shielded opponents? I'm trying to test this but couldn't find anyone in Cyrodiil to test with. If any can test can give some explicit numbers to demonstrate the issue (or lack of) that would be great.

    Exactly. Shields have no mitigation so Biting Jabs and Puncturing Sweeps should both hit HARDER because of no armor. But they aren't, it's like trying to pop their shield with a feather duster. IDK how they are not able to reproduce this.

    So I couldn't find any "willing volunteers" in Cyrodiil but played for a bit although being a Magicka Templar I was testing Puncturing Sweeps which seems to work fine against shield (other than lacking the critical hits):
    • PS Tooltip = 1292 = 1550 hits on players and 2650 crits
    • Hits on Shielded Players = 1400-1600 typically
    • Hits on Non-Shielded Players = 1200-2200 (less than the tooltip due to player mitigation)

    So at the very least Puncturing Sweeps seems to work as expected but someone should do the same with Biting Jabs.

    If your tooltip is 1292 you should be hitting 3100-4100+ dmg per strike against a shield (+140%). AKA it should do 12,000 ~ if all 4 strikes land before burning light.
    Edited by AfkNinja on December 16, 2015 9:15PM
  • AfkNinja
    AfkNinja
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    MissBizz wrote: »
    Cinbri wrote: »
    there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
    Is this it? Will we see a day when Healing Ritual will be usefull?!
    And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.

    I was more concerned about any "tweaks" to BoL.

    I am very concerned that Magicka Templar will get reviewed and Stamina Templar ignored. :(
  • MissBizz
    MissBizz
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    AfkNinja wrote: »
    MissBizz wrote: »
    Cinbri wrote: »
    there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
    Is this it? Will we see a day when Healing Ritual will be usefull?!
    And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.

    I was more concerned about any "tweaks" to BoL.

    I am very concerned that Magicka Templar will get reviewed and Stamina Templar ignored. :(

    I have not yet trudged into the Stamplar waters yet, so I don't personally know how they (don't) perform.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • dodgehopper_ESO
    dodgehopper_ESO
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    Dagoth_Rac wrote: »
    Does Master Ritualist give you a brand new filled soul gem? Or does it simply fill an existing empty soul gem in your inventory? I think it might be the latter. So if you have no empty soul gems in your possession, the passive may look like it never procs.

    My Templar character usually has 500+ filled soul gems on hand and at least 200 empty on hand. This would not have been an issue in my tests. In major battlefields as a Templar I like to resurrect as much as possible and I have always done so. While I often have historically played the annoying tank role, I still resuscitate my comrades (in or out of my raid group). It is second nature. Resurrecting people on your side is a good idea no matter what. Every single one of my characters keeps a store of 200+ filled soul gems at all time, and that includes my V16 nightblade, sorc, and dk. The point is on my Templar it is even more meaningful because you are rezzing your friends at full health and more rapidly. The AP gains are not really that worth it, but it is good team play.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
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    <And plenty more>
  • Reorx_Holybeard
    Reorx_Holybeard
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    AfkNinja wrote: »
    If your tooltip is 1292 you should be hitting 3100-4100+ dmg per strike against a shield (+140%). AKA it should do 12,000 ~ if all 4 strikes land before burning light.
    I assume you're forgetting the 50% damage reduction from Battle Spirit on players? My calculation goes like:
    • Tooltip: 1292 dmg
    • Actual Dmg on Mobs: 3100 (1292 * 2.4)
    • Actual Dmg on Players: 1550 (3100 / 2)
    • Actual Crit on Players: 2650 (1550 * 1.71, my crit dmg bonus is 71%)
    So I should do 4 x 1550 = 6200 dmg per PS on shielded players and 8620 dmg on average to unshielded players (based on my 55% crit rate). If I've made a mistake anywhere let me know.
    Edited by Reorx_Holybeard on December 16, 2015 9:39PM
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • Essiaga
    Essiaga
    ✭✭✭✭
    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.

    Apparently, after speaking with someone in the forums (Might be this one) on the matter of Master Ritualist, they said that the soul gem return only works for them outside of Cyrodiil. Since my tests (and usage of this skill) have really been mostly in Cyrodiil, this would explain my results. Perhaps there is something about Cyrodiil which is blocking this effect?

    Is there a more worthless passive bonus? You can already fill soul gems super easy via Soul Magic passives and most content hands them out like parsley.

    @ZOS please compare the versatility of the other classes skills and passive and compare to the Templar.
    Look at our Buffs ...
    Look at our Debuffs ...
    Look at our CC ...
    Look at our Mitigation ...
    Compare our skills to skill available to all and give us a reason to use our class skills

    @Fengrush ... I kinda agree with you at times and then I realize that while spamming BOL there's no chance win the fight and is only delaying the inevitable in hopes that someone will come along and rescue. No escape. I liken it to Sorc's who streak away with Expedition buff and shields up though they have better chance of survival ... and winning the fight for the most part.

    Stinks for both of parties and needs better balance, though I think due to the flawed balance in PVE encounters Healing and Damage are on the rise and possibly at the same rates.

    There's to much crap that under performs for the Templar so thankfully there something OP about the class.
  • Cryhavoc
    Cryhavoc
    ✭✭✭
    FENGRUSH wrote: »
    AfkNinja wrote: »
    AfkNinja wrote: »
    FENGRUSH wrote: »
    Did anyone report the breath of life healing for way too much bug yet?

    I haven't heard anything. Can you provide a link to where it was noticed and tested?

    FENGRUSH hates this ability because templars can blindly and without realizing it heal the people he is trying to burst down.

    If it is not in fact bugged then wouldn't that be a l2P issue? Always burst the healer first right?

    Nope it appears to be bugged and healing for very high amounts right now!

    I haven't noticed anything odd with BoL. I would be fine with a reverse-nerf however.
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Essiaga 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.

    Apparently, after speaking with someone in the forums (Might be this one) on the matter of Master Ritualist, they said that the soul gem return only works for them outside of Cyrodiil. Since my tests (and usage of this skill) have really been mostly in Cyrodiil, this would explain my results. Perhaps there is something about Cyrodiil which is blocking this effect?

    Is there a more worthless passive bonus? You can already fill soul gems super easy via Soul Magic passives and most content hands them out like parsley.

    @ZOS please compare the versatility of the other classes skills and passive and compare to the Templar.
    Look at our Buffs ...
    Look at our Debuffs ...
    Look at our CC ...
    Look at our Mitigation ...
    Compare our skills to skill available to all and give us a reason to use our class skills

    @Fengrush ... I kinda agree with you at times and then I realize that while spamming BOL there's no chance win the fight and is only delaying the inevitable in hopes that someone will come along and rescue. No escape. I liken it to Sorc's who streak away with Expedition buff and shields up though they have better chance of survival ... and winning the fight for the most part.

    Stinks for both of parties and needs better balance, though I think due to the flawed balance in PVE encounters Healing and Damage are on the rise and possibly at the same rates.

    There's to much crap that under performs for the Templar so thankfully there something OP about the class.



    I'm not disagreeing with you. I'd love to see something with a little more power behind it. On the discussion of class skills, I also feel like other classes really get a bit more versatility and choice. I think it should also be noted that I was hugely in favor of NB getting a lot of its problems dealt with. For the longest time NB was at the bottom of the totem pole, and for all the wrong reasons. Those days are clearly over. I always felt Templar was second on that list, in large part because of the glitchy & clunky way things operated. In a world where animation cancelling dominates, having a class loaded down with cast times and channels is something of a problem. Having abilities that simply fail to fire or lock you out is just unacceptable. On the issue of self healing and Templars. Compare the way Nightblade can have insane regeneration rates -and- lay down damage dealing pressure at the same time. I've always felt that this would ultimately give the NB an advantage over the Templar in pvp as the Templar's mitigation really doesn't afford much in the way of damage output. The best aggressive combo you can hope for is to Bubble and Spear (which requires a magicka build). The bubble is woefully underperforming now, and the spear is easily avoidable. I almost wonder if we'd be better served having a 1 or 2 strike skill instead of a 4 strike skill. Then at the least it could be spammable or woven with heavy/light attacks.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    AfkNinja wrote: »
    If your tooltip is 1292 you should be hitting 3100-4100+ dmg per strike against a shield (+140%). AKA it should do 12,000 ~ if all 4 strikes land before burning light.
    I assume you're forgetting the 50% damage reduction from Battle Spirit on players? My calculation goes like:
    • Tooltip: 1292 dmg
    • Actual Dmg on Mobs: 3100 (1292 * 2.4)
    • Actual Dmg on Players: 1550 (3100 / 2)
    • Actual Crit on Players: 2650 (1550 * 1.71, my crit dmg bonus is 71%)
    So I should do 4 x 1550 = 6200 dmg per PS on shielded players and 8620 dmg on average to unshielded players (based on my 55% crit rate). If I've made a mistake anywhere let me know.

    Actually I assumed you had already factored the -50% dmg so my bad. Now that we know for a fact there is a cooldown on Burning Light I am pretty tempted to just drop biting jabs completely for WB...my WB does more dmg than that :(
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    AfkNinja wrote: »
    AfkNinja wrote: »
    If your tooltip is 1292 you should be hitting 3100-4100+ dmg per strike against a shield (+140%). AKA it should do 12,000 ~ if all 4 strikes land before burning light.
    I assume you're forgetting the 50% damage reduction from Battle Spirit on players? My calculation goes like:
    • Tooltip: 1292 dmg
    • Actual Dmg on Mobs: 3100 (1292 * 2.4)
    • Actual Dmg on Players: 1550 (3100 / 2)
    • Actual Crit on Players: 2650 (1550 * 1.71, my crit dmg bonus is 71%)
    So I should do 4 x 1550 = 6200 dmg per PS on shielded players and 8620 dmg on average to unshielded players (based on my 55% crit rate). If I've made a mistake anywhere let me know.

    Actually I assumed you had already factored the -50% dmg so my bad. Now that we know for a fact there is a cooldown on Burning Light I am pretty tempted to just drop biting jabs completely for WB...my WB does more dmg than that :(

    My stamplar rolls with steel tornado or wb now as well. I haven't found it worthwhile to use the jabs morph in pvp. Its far too much risk for very little return. I can spam/clip weapon skills, you can't say the same for most of the Templar abilities. I do however try to find a way to keep an aedric skill on the bar for my passives. Otherwise there really is no point in being a non-healing templar, the way it is designed.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Essiaga
    Essiaga
    ✭✭✭✭
    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.

    THANK YOU @ZOS_GinaBruno for getting back to us.

    Does test these things on the live server? I'm just wondering how issues have trouble reproducing when so many are reporting the bug.

    PTS can't come soon enough. I've got limited hard drive space so I'll be uninstalling ESO and installing PTS. Hopefully I'll see a reason to reinstall ESO again.
  • Jura23
    Jura23
    ✭✭✭✭✭
    No way there should be cooldown on Burning Light. Get rid of that! :|
    Georgion - Bosmer/Templar - PC/EU
  • pelennor_fields
    pelennor_fields
    ✭✭✭
    Breath of Life is one of the few things that isn't broken. Please don't kill it!
  • Jura23
    Jura23
    ✭✭✭✭✭
    Breath of Life is one of the few things that isn't broken. Please don't kill it!

    "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."

    BoL nerf inc.
    Georgion - Bosmer/Templar - PC/EU
  • pelennor_fields
    pelennor_fields
    ✭✭✭
    BoL nerfs... Smh... That is just ridiculous. It had better be a typo. If you guys really want to address Templar issues you probably should leave one of their best abilities alone.
    Edited by pelennor_fields on December 17, 2015 1:08PM
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