pelennor_fields wrote: »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.
pelennor_fields wrote: »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.
They should probably address heals that cover entire health bars and are instant.
pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
1.Go watch your own last video. 2.See the numbers of BoL healings.pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
iamnotweakrwb17_ESO wrote: »Sigh. Play the class and see for yourself how *** templars are in PvP and then come back and call for BOL nerfs.
pelennor_fields wrote: »pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
It sounds like a zerg issue (which are issues in themselves.) I have been running a dk lately but i like groups of ten and under... In a group like this i have not seen more than one templar running with me. So taking that situation let's assume the healer is my templar and the case is what we already discussed - i am crit healing a night blade or a sorc you are fighting. If they suck so badly or you are so good they are taking repeated 12k hits from you - i am only going to be able to sustain that for like 4 or 5 heals (all while not damaging you) then you will be able to finish the player you were just abusing and turn around and waste my templar as well because i will be out of resources and can't escape.
pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
Good luck templars! Stam sorcs banded together and addressed the issues and ZOS totally nailed it wih a stam boundless storm. By nailed it I mean missed the nail completely, releasing the hammer on the backswing and hitting the guy behind them using a table saw who then fell onto the table saw unconscious. I'm pretty sure he was a templar.
pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
Healing should not outdo damage? Do you even read what you write? What would be the point in being a healer if you can't out heal 1 dps? Seriously. As other people have pointed out the skill is expensive and you're only getting that huge burst heal on one person, the second two get vastly reduced healing. It's not sustainable, plus you can just CC us and burst us down.
If there is no bug you can provide evidence for what are you doing asking for Templar nerfs? This is a bug thread and suggestions thread for positive changes, I think Templar's have been nerfed enough.
pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
Healing should not outdo damage? Do you even read what you write? What would be the point in being a healer if you can't out heal 1 dps? Seriously. As other people have pointed out the skill is expensive and you're only getting that huge burst heal on one person, the second two get vastly reduced healing. It's not sustainable, plus you can just CC us and burst us down.
If there is no bug you can provide evidence for what are you doing asking for Templar nerfs? This is a bug thread and suggestions thread for positive changes, I think Templar's have been nerfed enough.
Healing should be a supplement to survival - it shouldnt outdo damage. By this logic shouldn't you be arguing against shield stacking as well? Shields should be a supplement to survival and not able to outdo damage.
1 guy laying on the ground not breaking any CC being completely idle can be kept alive with someone hammering BoL? They can be kept alive by themselves with shieldstacking too. Why are you only asking for a Templar nerf? Something is wrong at that point. Yea something is wrong, it's weird that you hate Templar so much. Theres no point even using other heals because of the current cost/sustain of the meta. Balance is needed in so many places, this is just one gross offender.
Khivas_Carrick wrote: »Just reiterating what I've said many times before here, as well as a few others, so please don't bite my head off.
1) Remove the spear theme from Aedric Spear line and make it more like an actual Battle Cleric type deal. It's annoying as hell to see a character holding a mace, ax, or sword, then suddenly see them charge into something and stab it a hundred times with a giant glowing spear. No thanks, I and many other Templar's love the spears.
2) Get rid of the Javelin skills as they are, both of them, they're freaking useless. Instead change them into a Melee Damage Over Time for Binding Javelin and make Aurora Javelin into something a Magicka Templar would actually use, like a casted ability that doesn't take three years to hit or increases all friendly damage, something, anything. Don't get rid of them, just make them stronger with Major Breach/Fracture.
3) Sun Shield and it's morphs need love, as stated multiple times. Please stop nerfing it into the ground. Hell, if you don't want us having Damage Shields, then make it into a toggle that will either (A) Reduce Max Magicka to passively reduce all incoming damage by a small amount or (B) Make it a toggle that reduces Max Stamina to increase all outgoing damage by a small amount. Please stop nerfing our shield, yes please.
4) The charges should be leaps,/teleports, plain and simple, and obviously one should be stamina based, like that should be a no-brainer. Yes, absolutely.
5) I would suggest making Crescent Sweep's damage slightly higher. I would increase the dmg and range.
6) Make Power Of The Light do a DoT as it builds up, OR preferably, make it explode the moment that damage cap is reached, as to not waste time and DPS. Great idea.
7) Make Purifying Light heal as an instant AoE to those nearby instead of it being a damn puddle.
8) Puncturing Sweeps and Biting Jabs: Make these both hit a little harder, like 150% as opposed to the 140% it is now. Also, because spears are lame when you're not holding an actual spear, change the animation. Don't change the animation, change the .5 second knockback to a 30% snare for 6s.
9) Burning Light should proc on all attacks, all of them. If not, then I suggest a slight increase to the proc chance. Yes, who thought a cooldown would be a good idea?
10) Spear Shards should have a DoT in it's base form, that way Magicka Templars get not one but two awesome DoTs to use and a support ability. Make it so Blazing simply increases the damage by adding an additional bit of fire damage.
11) Eclipse is friggun useless across the board, like straight up. Change it to be an honest spell reflect similar to how, you know, Spell Reflects work, or make it something else, like a weapon or spell crit buff, idk.
12) Change Restoring Spirit so it increases Regen slightly in addition to it's current action. That alone would make Templars love the class again lol Passive regain would be great!
13) We need a HoT for Restoring Light imho, but that's just my thoughts. My deal is we have an entire tree devoted to healing but still need a damn Resto Staff to actually heal. Now I know this is born from other classes wanting to and needing to heal as well, but gods damn it, if we have an entire tree taken away from us just so we can heal, we better be the best god damn healers around, either through sheer healing power or immense versatility in our healing. My advice is to put in a HoT via one of the existing skills as an extra effect or to completely change one of them up, like Rune Focus or Radiant Aura. I would like Honor the Dead changed to a stamina heal over time for 1 target. Like a single target vigor
14) Also, make the passives of Restoring Light more beneficial to Templars as a whole, especially when healing. Yes.
15) And as others have said, make Balanced Warrior Increase Spell Damage too. Not much balanced about a buff that's only good for tanks and melee dps.
16) Moving away from Templars for a moment, remake Dawnbreaker. Have it give the weapon damage as a base effect, but have it's morphs do one of two things. First, make it like how Overload works, only instead of shooting lightning everywhere like Darth Sidious, you imbue your weapon to deal an additional X amount of holy damage, with 50% more damage to undead and Daedra, with more Ultimate meaning more attacks you can unleash. That would go a long way for melee/stamina builds in general, especially bow users. The other morph of Dawnbreaker can stay the same tbh, nobody uses it much anyway. And speaking of bows btw....
17) Good god make them hit harder and faster man. Sure in PvP it's one thing, but in PvE bows are fracking GARBAGE man, like come on. Although, to be fair, I like to think that as a Templar, the lack of Bow DPS is more attributed to my class' abilities rather than the weapon itself, so I'll wait on that one. Yes, buff bows.
18) Make Heavy Armor a little more DPS accessible, just a little. I don't know how you'd do it, but I believe in you.
19) Back to Templars for just a moment, Solar Flare. This old thing. Yea, know what? Ditch the AoE portion since people use Sweeps for that, and make it a faster cast with the chance to proc an instant hit and/or a much stronger blow on the next cast, or something. Actually, let's go with Solar Flare being the Templar Caster's Wrecking Blow, with a 1.1 second cast, decent flying projectile, and the next attack to the target that ISN'T a DoT getting that good ol` 20% damage boost. Sounds fair, eh?
20) Lastly, again, REMOVE THE SPEAR THEME DAMN IT! And add in actual spears to the game instead. Again, I don't know how you'd do it, but I believe you all to be a smart enough lot to figure it out.
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!
pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
Healing should not outdo damage? Do you even read what you write? What would be the point in being a healer if you can't out heal 1 dps? Seriously. As other people have pointed out the skill is expensive and you're only getting that huge burst heal on one person, the second two get vastly reduced healing. It's not sustainable, plus you can just CC us and burst us down.
If there is no bug you can provide evidence for what are you doing asking for Templar nerfs? This is a bug thread and suggestions thread for positive changes, I think Templar's have been nerfed enough.
Healing should be a supplement to survival - it shouldnt outdo damage. By this logic shouldn't you be arguing against shield stacking as well? Shields should be a supplement to survival and not able to outdo damage.
1 guy laying on the ground not breaking any CC being completely idle can be kept alive with someone hammering BoL? They can be kept alive by themselves with shieldstacking too. Why are you only asking for a Templar nerf? Something is wrong at that point. Yea something is wrong, it's weird that you hate Templar so much. Theres no point even using other heals because of the current cost/sustain of the meta. Balance is needed in so many places, this is just one gross offender.
So your one suggestion for the Templar class, in regards to balance, is to nerf the last thing we are good at? (Because groups are bringing too many healers!) I'm really having trouble following your reasoning here. I could understand toning down heals if not for the fact the rest of the class is so bugged out and terrible. You don't offer any other suggestions though, you really think all Templar needs is for them to nerf our heals? THAT WILL FIX US?
Apparently Templar is just so OP that for the last year they have had to repeatedly nerf us just so you can keep up, and yet in your opinion they didn't nerf us enough.
P.S. Even if they nerf healing it wouldn't stop your issue, people would just bring more healers or stack shields even more.
Khivas_Carrick wrote: »Just reiterating what I've said many times before here, as well as a few others, so please don't bite my head off.
1) Remove the spear theme from Aedric Spear line and make it more like an actual Battle Cleric type deal. It's annoying as hell to see a character holding a mace, ax, or sword, then suddenly see them charge into something and stab it a hundred times with a giant glowing spear. No thanks, I and many other Templar's love the spears.
2) Get rid of the Javelin skills as they are, both of them, they're freaking useless. Instead change them into a Melee Damage Over Time for Binding Javelin and make Aurora Javelin into something a Magicka Templar would actually use, like a casted ability that doesn't take three years to hit or increases all friendly damage, something, anything. Don't get rid of them, just make them stronger with Major Breach/Fracture.
3) Sun Shield and it's morphs need love, as stated multiple times. Please stop nerfing it into the ground. Hell, if you don't want us having Damage Shields, then make it into a toggle that will either (A) Reduce Max Magicka to passively reduce all incoming damage by a small amount or (B) Make it a toggle that reduces Max Stamina to increase all outgoing damage by a small amount. Please stop nerfing our shield, yes please.
4) The charges should be leaps,/teleports, plain and simple, and obviously one should be stamina based, like that should be a no-brainer. Yes, absolutely.
5) I would suggest making Crescent Sweep's damage slightly higher. I would increase the dmg and range.
6) Make Power Of The Light do a DoT as it builds up, OR preferably, make it explode the moment that damage cap is reached, as to not waste time and DPS. Great idea.
7) Make Purifying Light heal as an instant AoE to those nearby instead of it being a damn puddle.
8) Puncturing Sweeps and Biting Jabs: Make these both hit a little harder, like 150% as opposed to the 140% it is now. Also, because spears are lame when you're not holding an actual spear, change the animation. Don't change the animation, change the .5 second knockback to a 30% snare for 6s.
9) Burning Light should proc on all attacks, all of them. If not, then I suggest a slight increase to the proc chance. Yes, who thought a cooldown would be a good idea?
10) Spear Shards should have a DoT in it's base form, that way Magicka Templars get not one but two awesome DoTs to use and a support ability. Make it so Blazing simply increases the damage by adding an additional bit of fire damage.
11) Eclipse is friggun useless across the board, like straight up. Change it to be an honest spell reflect similar to how, you know, Spell Reflects work, or make it something else, like a weapon or spell crit buff, idk.
12) Change Restoring Spirit so it increases Regen slightly in addition to it's current action. That alone would make Templars love the class again lol Passive regain would be great!
13) We need a HoT for Restoring Light imho, but that's just my thoughts. My deal is we have an entire tree devoted to healing but still need a damn Resto Staff to actually heal. Now I know this is born from other classes wanting to and needing to heal as well, but gods damn it, if we have an entire tree taken away from us just so we can heal, we better be the best god damn healers around, either through sheer healing power or immense versatility in our healing. My advice is to put in a HoT via one of the existing skills as an extra effect or to completely change one of them up, like Rune Focus or Radiant Aura. I would like Honor the Dead changed to a stamina heal over time for 1 target. Like a single target vigor
14) Also, make the passives of Restoring Light more beneficial to Templars as a whole, especially when healing. Yes.
15) And as others have said, make Balanced Warrior Increase Spell Damage too. Not much balanced about a buff that's only good for tanks and melee dps.
16) Moving away from Templars for a moment, remake Dawnbreaker. Have it give the weapon damage as a base effect, but have it's morphs do one of two things. First, make it like how Overload works, only instead of shooting lightning everywhere like Darth Sidious, you imbue your weapon to deal an additional X amount of holy damage, with 50% more damage to undead and Daedra, with more Ultimate meaning more attacks you can unleash. That would go a long way for melee/stamina builds in general, especially bow users. The other morph of Dawnbreaker can stay the same tbh, nobody uses it much anyway. And speaking of bows btw....
17) Good god make them hit harder and faster man. Sure in PvP it's one thing, but in PvE bows are fracking GARBAGE man, like come on. Although, to be fair, I like to think that as a Templar, the lack of Bow DPS is more attributed to my class' abilities rather than the weapon itself, so I'll wait on that one. Yes, buff bows.
18) Make Heavy Armor a little more DPS accessible, just a little. I don't know how you'd do it, but I believe in you.
19) Back to Templars for just a moment, Solar Flare. This old thing. Yea, know what? Ditch the AoE portion since people use Sweeps for that, and make it a faster cast with the chance to proc an instant hit and/or a much stronger blow on the next cast, or something. Actually, let's go with Solar Flare being the Templar Caster's Wrecking Blow, with a 1.1 second cast, decent flying projectile, and the next attack to the target that ISN'T a DoT getting that good ol` 20% damage boost. Sounds fair, eh?
20) Lastly, again, REMOVE THE SPEAR THEME DAMN IT! And add in actual spears to the game instead. Again, I don't know how you'd do it, but I believe you all to be a smart enough lot to figure it out.
I agree with a lot of what you wrote except the removing spears part. I like my spear warrior of light, I would rather they just add a Spear weapon line.
Healing should not outdo damage.
pelennor_fields wrote: »I think what you are experiencing is situational. I have 4k spell power and over 50 percent crit chance. I am not sitting by my screen but i know i crit heal for around 14k.. So yeah.. If you are trying to burst down a min/max build it probably feels that way. But then again you can probably one/two shot them. It sounds like you just want to make it so your damage is consitently higher than a kitted out templar's heals.... So unless it is a glitch it seems like it is about right. (except making it heal group only.)
It is that way - that is why BoL/healing needs to be revisited. Healing should not outdo damage. Nobody is critting for 15-20k, but healers are popping that stuff nonstop, and most groups have multiple healers doing this. Its absurd at this point compared to damage.
Hard to take anything serious after reading nova is horrible for PvP . The healing ultimate allows you to be burst down??? What/how?? Rune of focus is OK for tanks?? Horrible when you need to move around?? How or why? The only thing horrible is any magicka templar that wouldnt run rune focus - this skill is amazing and practically free.iamnotweakrwb17_ESO wrote: »This games combat is horribly imbalanced.
This is the only game I've played where stupid hard hitting attacks can be spammed and also have hard CC attached to them. This is also the only game I've played where being rooted or snared to the spot is as bad as being hard CCed. I am used to games where CC is used tactically. Whoever designed the combat and let wrecking blow, crystal frags, concealed weapon, etc CC must have been high.
That being said, Templar's are hands down the worst overall class in this game.
Aedric Spear
Puncturing sweep / biting jabs is absolutely useless in PvP. You can be utterly shut down by anyone with a root. All they have to do is root you and step behind you and your ***. You have to cleanse or bleed stamina and pray they don't root you all over again. On top of that, landing the ability in PvP is an absolute nightmare. It "requires" near zero lag. Cyrodil is nothing BUT lag. On top of that, it hands out free CC immunity with a stupid knockback.
Then you have aura of javelin which has a massive 20m range. Destro's knockback is a 36m+ range for crying out land. This wouldn't be so bad but you have to slot "something" or you lose out on piercing spear passive which is the only thing worthwhile in the entire aedric spear tree.
Toppling charge has never worked properly. Even when they claimed to have fixed it, it was still broken. That means you're forced into sword and shield / two-hander if you want to melee and if you're a magic build its too bad so sad. The only thing you are getting is the middle finger. Thanks Zenimax.
Blazing spear is a 1 person CC on a *** weak AOE which actually had its damage nerfed recently even more. It's range sucks and it is a *** to cast from keeps because the ground target won't go where you place it.
Then we have Sun shield which is hands down the most worthless shield in the game. 15% HP shield for an absurdly disproportionate magicka cost. Now I know they are trolling.
Crescent sweep has a 5m radius on an AOE based ultimate which hits for a hell of a lot less than all the other ultimates.
Dawn's wrath
Vampires bane is fire based despite all the other abilities being virtually all magicka. I wouldn't mind it so bad if shields could actually be dotted up.
Dark flares cast time is crippling. It can't be light attack weaved or you have to suffer the full animation constantly. The talent self snares you while casting which is a horrendous flaw in it for PvP.
The Solar barrage AOE morph of solar flare causes your animation to stop completely rendering it useless. This is a real shame because I would probably use it if it didn't do this and hit a little harder.\
Backlash scales off max magicka and not spell power. It can also be purged rendering it useless. Its cap is also pitiful for an attack which is supposed to act as burst damage.
Eclipse is single target and also purgeable.
Radiant oppression is bugged. It also doesn't hit anywhere near as hard as it should. It also self snares your character.
Magicka builds must slot at least 1 dawns wrath ability to proc the illuminate passive. Unfortunately the only ability worth putting on your bar is the execute and its not something you cast at full health.
Nova is an ok ultimate for PvE but horrible for PvP. It has the same issues as dragonknight standard. It's a waste of ultimate.
Restoring light
Honor the dead and breath of life are both good morphs. One is geared for solo play and the other group play. I use both.
Healing ritual is absolutely useless. Its healing radius is horrible. It has a 2 second cast time and it self snares you. Nobody gives a crap that it heals for potentially a lot. It is not a practical talent in a game taht requires dodging and blocking on the fly. This talent more than any other tells me that Zenimax does not actually play their own game.
Radiant aura is rendered utterly useless by the minor and major buffs. The repentance morph is really good though.
Purifying ritual is a good cleanse. Unfortunately you have to stand in it constantly to proc focused healing to buff your healing 30%. This is fine in PvE but horrible in PvP unless you are in a ball group where everyone is stacking in your puddle anyway.
Rune of focus is ok for tanks but horrible for anyone else that actually needs to move around.
The healing ultimate is fine in PvE. It makes a handful of vet dungeons significantly easier. It's garbage for PvP tho as you can still easily be burst down while your locked in its animation.
Summary
Looking through the list, Templar's have a grand total of 4 useful PvP abilities. Those abilities being repentance, honor the dead, breath of life and purifying ritual. Beyond that, all the other abilities are a joke.
Templar's also receive no boost to health magicka or stamina. They have a small boost to weapon damage but none to spell power from balanced warrior. But don't worry.. our resources are in good shape because we get a massive 4% off the cost of magicka, stamina and ultimates!!!!
@FENGRUSH
and you want to nerf our BOL because its obviously the problem right? sigh...
Good luck templars! Stam sorcs banded together and addressed the issues and ZOS totally nailed it wih a stam boundless storm. By nailed it I mean missed the nail completely, releasing the hammer on the backswing and hitting the guy behind them using a table saw who then fell onto the table saw unconscious. I'm pretty sure he was a templar.
Hard to take anything serious after reading nova is horrible for PvP . The healing ultimate allows you to be burst down??? What/how?? Rune of focus is OK for tanks?? Horrible when you need to move around?? How or why? The only thing horrible is any magicka templar that wouldnt run rune focus - this skill is amazing and practically free.iamnotweakrwb17_ESO wrote: »This games combat is horribly imbalanced.
This is the only game I've played where stupid hard hitting attacks can be spammed and also have hard CC attached to them. This is also the only game I've played where being rooted or snared to the spot is as bad as being hard CCed. I am used to games where CC is used tactically. Whoever designed the combat and let wrecking blow, crystal frags, concealed weapon, etc CC must have been high.
That being said, Templar's are hands down the worst overall class in this game.
Aedric Spear
Puncturing sweep / biting jabs is absolutely useless in PvP. You can be utterly shut down by anyone with a root. All they have to do is root you and step behind you and your ***. You have to cleanse or bleed stamina and pray they don't root you all over again. On top of that, landing the ability in PvP is an absolute nightmare. It "requires" near zero lag. Cyrodil is nothing BUT lag. On top of that, it hands out free CC immunity with a stupid knockback.
Then you have aura of javelin which has a massive 20m range. Destro's knockback is a 36m+ range for crying out land. This wouldn't be so bad but you have to slot "something" or you lose out on piercing spear passive which is the only thing worthwhile in the entire aedric spear tree.
Toppling charge has never worked properly. Even when they claimed to have fixed it, it was still broken. That means you're forced into sword and shield / two-hander if you want to melee and if you're a magic build its too bad so sad. The only thing you are getting is the middle finger. Thanks Zenimax.
Blazing spear is a 1 person CC on a *** weak AOE which actually had its damage nerfed recently even more. It's range sucks and it is a *** to cast from keeps because the ground target won't go where you place it.
Then we have Sun shield which is hands down the most worthless shield in the game. 15% HP shield for an absurdly disproportionate magicka cost. Now I know they are trolling.
Crescent sweep has a 5m radius on an AOE based ultimate which hits for a hell of a lot less than all the other ultimates.
Dawn's wrath
Vampires bane is fire based despite all the other abilities being virtually all magicka. I wouldn't mind it so bad if shields could actually be dotted up.
Dark flares cast time is crippling. It can't be light attack weaved or you have to suffer the full animation constantly. The talent self snares you while casting which is a horrendous flaw in it for PvP.
The Solar barrage AOE morph of solar flare causes your animation to stop completely rendering it useless. This is a real shame because I would probably use it if it didn't do this and hit a little harder.\
Backlash scales off max magicka and not spell power. It can also be purged rendering it useless. Its cap is also pitiful for an attack which is supposed to act as burst damage.
Eclipse is single target and also purgeable.
Radiant oppression is bugged. It also doesn't hit anywhere near as hard as it should. It also self snares your character.
Magicka builds must slot at least 1 dawns wrath ability to proc the illuminate passive. Unfortunately the only ability worth putting on your bar is the execute and its not something you cast at full health.
Nova is an ok ultimate for PvE but horrible for PvP. It has the same issues as dragonknight standard. It's a waste of ultimate.
Restoring light
Honor the dead and breath of life are both good morphs. One is geared for solo play and the other group play. I use both.
Healing ritual is absolutely useless. Its healing radius is horrible. It has a 2 second cast time and it self snares you. Nobody gives a crap that it heals for potentially a lot. It is not a practical talent in a game taht requires dodging and blocking on the fly. This talent more than any other tells me that Zenimax does not actually play their own game.
Radiant aura is rendered utterly useless by the minor and major buffs. The repentance morph is really good though.
Purifying ritual is a good cleanse. Unfortunately you have to stand in it constantly to proc focused healing to buff your healing 30%. This is fine in PvE but horrible in PvP unless you are in a ball group where everyone is stacking in your puddle anyway.
Rune of focus is ok for tanks but horrible for anyone else that actually needs to move around.
The healing ultimate is fine in PvE. It makes a handful of vet dungeons significantly easier. It's garbage for PvP tho as you can still easily be burst down while your locked in its animation.
Summary
Looking through the list, Templar's have a grand total of 4 useful PvP abilities. Those abilities being repentance, honor the dead, breath of life and purifying ritual. Beyond that, all the other abilities are a joke.
Templar's also receive no boost to health magicka or stamina. They have a small boost to weapon damage but none to spell power from balanced warrior. But don't worry.. our resources are in good shape because we get a massive 4% off the cost of magicka, stamina and ultimates!!!!
@FENGRUSH
and you want to nerf our BOL because its obviously the problem right? sigh...
Anyone can make a thread and complain about the class outwardly. Theres skills that need fixes and skills that arent up to snuff and require buffs - it goes for every class. Theres also skills that are too strong - BoL is the only one Id rate, but this whole thread revolves around how terrible templar is, which is really offbase given the amount of templars youd see nightly in PvP making groups indestructible.
What is worse off than your templar? Magicka DK - nothing is in a worse situation than them. Stam templar isnt as well off due to mechanics changes with jabs. Magicka templar? Has a great place in this game right now. Am I saying its fine and just needs a nerf on one skill? No - but that is how you responded to me adding a point in this thread. Wont get anywhere making comments like that.