Official Feedback Thread for Templars

  • maxjapank
    maxjapank
    ✭✭✭✭✭
    ✭✭
    All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...

    If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.
  • caeliusstarbreaker
    caeliusstarbreaker
    ✭✭✭✭✭
    blabafat wrote: »
    Instead of some stubborn, short comments that serve no purpose in this thread, I'm going to give my point of view, and be as objective as possible.

    Most of what I have to say is relevant to PvP.

    Main changes and my thoughts:

    Puncturing Sweeps - There is a snare now. This is a good change because it helps solve the problem that most people had with this ability - aiming it. However, the stun it had previously was bad by itself. I think it was great in catching people with CC that could be followed with an ultimate or another set of jabs. An idea is to add the stun back, and make the snare occur after the CC is gone.

    Radiant Destruction - This ability can't be dodged - rightfully so. If I recall correctly, it was stated that it being dodgeable was unintended. In PvP, the damage MIGHT need to be toned down a bit. Since they increased the damage per tick a couple patches ago, it can tick for really high amounts. This may be a frowned upon suggestion.

    Eclipse - This can now reflect physical projectiles. This is a great change. Unfortunately, this ability doesn't reflect ALL single target spells anymore (only projectiles). I don't think that was a necessary nerf, as it's another redundant CC that can be easily taken care of via purge or cc break.

    Javelin - Range is now 28 meters. That's really far. I don't think this change is unbalanced. The magicka morph of this ability gives up to a 40% damage increase based upon the range at which it's casted. No change was made to the magicka morph(I believe). It's very weak compared to the stamina morph. Adding extra damage to a CC ability doesn't make sense. The ability is not used as DPS; it's supposed to be used as a CC skill. The stamina morph, providing a 3 second stun after the knockback, is far superior.

    Crescent Sweep and Blazing Shield As stated in previous comments, the changes made to these skills are insignificant. Blazing shield will not all of the sudden become viable with the small change that was made. The same goes for Radial Sweep. It is nothing compared to similar ultimates, such as dawnbreaker or soul tether, which cost a little more, but they deal way higher damage and have addition effects.

    Focused Charge - This ability was "fixed." Unfortunately, based on my experience on the PTS so far, only part of the problem was addressed. In live, Focused Charge has multiple problems. After landing it, there is a slight delay compared to other gap closers, and you can't use any abilities for about .5 seconds or so. When looked at side by side, the difference is very apparent. The other problem (the most noticed one) occurs after casting the ability. Your character will be locked out of his/her bars and will not be able to cc break, dodge roll, or cast any abilities for an extended period of time. This can be dealt with by using a consumable, however, that doesn't change the fact that it is a nuisance. THIS particular problem was the one addressed in the PTS ( to my knowledge ). The third problem involves not being able to use the ability at all. As far as I know, this was introduced in Orsinium. When this problem is occuring, your character will start the animation of the ability when you attempt to cast it, but the ability will not actually play out. Your character will be in the same spot, as if nothing happened. If you press it repeatedly, you'll see the starting animation very fast. All of these problems should be addressed.

    Breath of Life - I see a lot of Templars complaining about the change that was made with this ability. It heals 1 less player than it did before. From a PvP standpoint, this change was necessary. Breath of life was far too powerful, especially since heals go through LoS. The amount that it heals was unchanged.

    Solar Flare % Morphs - Damage was increased by 12%. The damage on dark flare was already great. This change is not too drastic. Both morphs hit harder. Nothing too special.

    Vampires Bane - About 2 seconds added to the DoT. This is a great change, and combined with elemental expert and magic damage being merged in the CP system, this ability is more than viable in 1v1 situations. However, it still won't take a place on my bar in open world, as a single target, ranged projectile can be easily countered. This is a well balanced change.

    Focused Healing Passive - This change is absolutely amazing. Instead of increasing the Restoring Light healing by 30%, this passive now grants major mending. That means the 30% healing buff applies to all heals, including those from Resto staff or stamina abilities. This offers a buff to stamina Templars and incentive to using Resto staff abilities.

    Rune Focus - The main change that caught my eye:

    Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.

    If I'm reading this correctly, it states that you MUST be INSIDE the circle at all times to receive the buffs that each morph provides. When I logged onto the PTS today, I was still receiving the magicka while being outside the circle. The magicka gain lasted 18 seconds, just like it does on live. I hope this isn't a bug, as forcing us to be immobile doesn't make any sense. Nobody will use the ability if he/she is forced to stand in a circle that has a 1 meter diameter.

    Radiant Aura - This ability now grants major intellect. This is a nice change on paper, however it still defeats the purpose of potions. There is no reason to use this morph if you are using potions. Until the effects that are given upon cast are changed from being major buffs, this ability will be used by few.


    Nova synergy got a buff.
    Purifying light got a buff...? Not sure lol. Still can't be crit?
    Purifying ritual heals for a little more.

    Those are alright, I suppose.

    186,000% agree with the puncturing strikes model you posted
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    maxjapank wrote: »
    All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...

    If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.

    We have been keeping it up. Even to the extent of us starting a templar issues thread requested by Gina so they could review our issues and suggestions (I think it hit about 40 pages). After two years of begging for changes they gave us exactly 2 that were requested by the community. Major Mending so Stamplars get some bonus healing, and snare on jabs. Every other change made was something decided by ZOS not requested by us.

    What's the point man, you can call it crying all you want. The way I see it we have watched the past two years go by with nerf after nerf, always being close to bottom of the barrel and after all this time and countless feedback threads we got some minor tweaks as an apparent "shut up" by zos. Did you read the patch notes for DK? For Sorc? Notice a trend?
    Edited by AfkNinja on February 5, 2016 10:19PM
  • Neoauspex
    Neoauspex
    ✭✭✭✭✭
    There is a lot of valid reasoning behind a potential nerf to Breath of Life, and while I do think line-of-site changes would better serve to remedy the problems with the skill, I'm happy to accept this current proposal if the trade off is better balance in other areas for the class.

    My conceptual problem with these changes as a whole is this: if I were to build a character that had access to every active skill in the game, I don't think I would end up with a single Templar skill on either bar. Breath of Life was that skill. I worry that with this change every skill in the Templar arsenal will just be some marginally-different version of a skill in another line (embarrassingly, most of which are available to any class), and a passiveless character wouldn't be that much worse or better off with one instead of the other.

    This would be fine if it were true for all classes, but we all know instantly what skills we would cherry-pick from other classes if we could. It may be absolutely necessary to nerf a class-defining skill, just make sure there still is a class-defining skill.
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Neoauspex wrote: »
    There is a lot of valid reasoning behind a potential nerf to Breath of Life, and while I do think line-of-site changes would better serve to remedy the problems with the skill, I'm happy to accept this current proposal if the trade off is better balance in other areas for the class.

    My conceptual problem with these changes as a whole is this: if I were to build a character that had access to every active skill in the game, I don't think I would end up with a single Templar skill on either bar. Breath of Life was that skill. I worry that with this change every skill in the Templar arsenal will just be some marginally-different version of a skill in another line (embarrassingly, most of which are available to any class), and a passiveless character wouldn't be that much worse or better off with one instead of the other.

    This would be fine if it were true for all classes, but we all know instantly what skills we would cherry-pick from other classes if we could. It may be absolutely necessary to nerf a class-defining skill, just make sure there still is a class-defining skill.

    This is a pretty good point. Much of what is 'class defining' can be easily learned outside of the class (purge/cleansing ritual), or has a better version in another class. I think there were definitely some good moves made by the Devs, but I also think at this point I'd actually MUCH rather be a DK healer any day over playing as a Templar healer. Magma Shell, Obsidian Shield, Stone Fist - all great. Throw in some restoration staff moves and the litany of cc/debuffs that DK's can toss out with ease, and you're rocking and rolling (not to mention rolling a lot more with all that stamina return).
    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>
  • sabresandiego_ESO
    sabresandiego_ESO
    ✭✭✭✭✭
    Neoauspex wrote: »
    There is a lot of valid reasoning behind a potential nerf to Breath of Life, and while I do think line-of-site changes would better serve to remedy the problems with the skill, I'm happy to accept this current proposal if the trade off is better balance in other areas for the class.

    My conceptual problem with these changes as a whole is this: if I were to build a character that had access to every active skill in the game, I don't think I would end up with a single Templar skill on either bar. Breath of Life was that skill. I worry that with this change every skill in the Templar arsenal will just be some marginally-different version of a skill in another line (embarrassingly, most of which are available to any class), and a passiveless character wouldn't be that much worse or better off with one instead of the other.

    This would be fine if it were true for all classes, but we all know instantly what skills we would cherry-pick from other classes if we could. It may be absolutely necessary to nerf a class-defining skill, just make sure there still is a class-defining skill.

    Purifying Ritual is the class defining skill. Its the best cleanse in the game, and a great heal over time and self healing buff as well.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • Neoauspex
    Neoauspex
    ✭✭✭✭✭
    Purifying Ritual is the class defining skill. Its the best cleanse in the game, and a great heal over time and self healing buff as well.

    It might have been before this patch! But on a side note I think that the other morph of this skill should be the exact same except it should remove buffs from nearby enemies instead of cleansing negative effects.
  • Kaliki
    Kaliki
    ✭✭✭✭
    Purifying Ritual is the class defining skill. Its the best cleanse in the game, and a great heal over time and self healing buff as well.

    It is a good skill, but class defining?
    Every player has access to a very good aoe cleanse...
    - Templars: Slower by Design® -
  • Pomaikai
    Pomaikai
    ✭✭✭✭✭
    maxjapank wrote: »
    All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...

    If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.

    We're not whining. We're righteously pissed off. There is a difference.
  • Ffastyl
    Ffastyl
    ✭✭✭✭✭
    I have spent the past hour dueling and I came away with a new feeling:

    "I don't have enough abilities to fill my bars."

    As I pondered how to adapt my build into a versatile one given the changes (I have always struggled against Sorcerers due to the combination of mobility gap and (over)powered damage shields), I settled on one with sword and shield as primary attack and two handed for auxiliary abilities. The sentiment that continued to grow as I fought, winning, losing and mostly tieing, was that I could not find enough useful abilities to fill both bars. Purifying Ritual is a necessity on any offensive bar due to the shear number of debuffs and DoTs, which combined with Radiant Aura puts me down to 3 slots I can work with. Splitting offense and defense between bars was not working as I constantly needed to swap to cleanse my own debuffs and reapply them on the enemy, unable to continually attack. So scrapping the less defendable two hander as an offensive bar and setting it up with supplementary skills for the sword and shield was the way to go. What I quickly realised is one slot is always changing, no one ability I slot there is useful enough to stay...

    The sentiment I had when I first started designing builds was "There aren't enough slots on my bars to fit all these!" Many have expressed the same when they begin experimenting, finding many useful abilities to play with and not enough slots to use them all simultaneously -- a great byproduct of horizontal progression done right. I still get that feeling with Nightblade and am starting to get that feeling again with Dragonknight. Yet Templar...

    What abilities are useful are restrictive, such as Rune Focus or Binding Javelin. Of the remaining skills, some are near useless by design but most are restricted to pure Magicka builds. What I really wanted in that one slot was a defensive skill, and not a Stamina based one. I wanted a Magicka evasion skill or a long lasting armor buff, a durable damage shield or a useful heal. One of those is in class but only useful to specialized healers.

    Binding Javelin costs 3.4k Stamina to hurl for under 4k damage and a decent ranged CC. Wrecking Blow offers the same CC at melee range and double the damage at near half the cost.

    Blazing Shield costs 3.6k Magicka for a damage shield 15% of Max Health. It can prevent critical hits, a mechanic of damage shields, but bursts after one to two hits. Like Binding Javelin, cost inefficient.

    Backlash has been buffed to be capable of decent damage for a delayed attack, but now requires a group to attain that decent damage.

    Eclipse is powerful but also weak. Reflecting infinite projectiles, it can be cleansed with Break Free, granting CC immunity for something as disabling as a root. "Inconsistent" is the word to describe Eclipse and the attribute that fuels most player frustration in any game.

    Rushed Ceremony is useful to only Magicka builds. Which would be fine if Stamina builds had competent defenses to work with.

    Rune Focus is less restricted than the rest, and powerful, but still restricted. Rune Focus limits mobility in exchange for an armor buff, which used to be acceptable as Templars could stand their ground. Standing ground has become increasingly impossible as the months go on, the Updates come out.

    We have seen the number of comments regarding Healing Ritual: it may be the candidate for another ability replacement. Something defensive this time. Not overwhelming offense or healing supporting the Magicka specced glass cannons-- a genuine non-scaling defensive ability useful to all specialties. I have also seen suggestions to put defensive buffs into passives, such as granting Minor Evasion upon casting a Dawn's Wrath ability. Sprinkling a few of those into Templar's passives would do just as well a job.
    Edited by Ffastyl on February 5, 2016 11:28PM
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
    Daggerfall Covenant

    Ffastyl - Level 50 Templar
    Arturus Amitis - Level 50 Nightblade
    Sulac the Wanderer - Level 50 Dragonknight
    Arcturus Leland - Level 50 Sorcerer
    Azrog rus-Oliphet - Level 50 Templar
    Tienc - Level 50 Warden
    Aldmeri Dominion
    Ashen Willow Knight - Level 50 Templar
    Champion Rank 938

    Check out:
    Old vs New Intro Cinematics


    "My strength is that I have no weaknesses. My weakness is that I have no strengths."
    Member since May 4th, 2014.
  • maxjapank
    maxjapank
    ✭✭✭✭✭
    ✭✭
    AfkNinja wrote: »
    maxjapank wrote: »
    All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...

    If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.

    We have been keeping it up. Even to the extent of us starting a templar issues thread requested by Gina so they could review our issues and suggestions (I think it hit about 40 pages). After two years of begging for changes they gave us exactly 2 that were requested by the community. Major Mending so Stamplars get some bonus healing, and snare on jabs. Every other change made was something decided by ZOS not requested by us.

    What's the point man, you can call it crying all you want. The way I see it we have watched the past two years go by with nerf after nerf, always being close to bottom of the barrel and after all this time and countless feedback threads we got some minor tweaks as an apparent "shut up" by zos. Did you read the patch notes for DK? For Sorc? Notice a trend?

    But if you look at the overall picture, Magicka Templars have become stronger, especially in pvp.

    Major Mending, +25% heals for all healing done for everyone, just for standing in my own Purifying Ritual or Channeled Focus. And the Mending buff stays with you for 4 seconds after you leave. It's a great change for both Stam and Magicka play.

    Stronger Darkflare. You didn't ask for it?? Well, too bad. It's still a buff. And I've had some success with it in group play. So makes me happy.

    Snare on jabs. Very welcome change. Toppling Charge into jabs with that snare. Makes me happy, too.

    Constellation changes to help Magicka builds become more resistant to Physical damage. Very Very nice.

    Breath of Life nerf. Okay..so not happy. But I can live with it. And I guess everyone is going to have to live with it, including non Templars. So...maybe players need to become a bit more self-reliant on keeping themselves alive. That is a good thing, I think. But the BoL nerf is a factionless nerf. It's gonna hit everyone equally.
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    Ffastyl wrote: »
    a genuine non-scaling defensive ability useful to all specialties.


    Blinding Flashes......please?
  • danno8
    danno8
    ✭✭✭✭✭
    ✭✭✭✭✭
    AfkNinja wrote: »
    maxjapank wrote: »
    All I hear is whining. Sure...some changes mean we need to learn to play differently. But other changes were good. I'm excited for my Magicka Templar. I still wish that the passive that reduces resource and Ult costs was buffed a bit. If anything, Templars have always asked for skills to be less expensive. But...

    If you have good feedback for the Devs, then keep it up. If you're just whining how it's the end of the world, quit it. And if you must re-roll, then by all means re-roll. I'm gonna keep on playing my Templar.

    We have been keeping it up. Even to the extent of us starting a templar issues thread requested by Gina so they could review our issues and suggestions (I think it hit about 40 pages). After two years of begging for changes they gave us exactly 2 that were requested by the community. Major Mending so Stamplars get some bonus healing, and snare on jabs. Every other change made was something decided by ZOS not requested by us.

    What's the point man, you can call it crying all you want. The way I see it we have watched the past two years go by with nerf after nerf, always being close to bottom of the barrel and after all this time and countless feedback threads we got some minor tweaks as an apparent "shut up" by zos. Did you read the patch notes for DK? For Sorc? Notice a trend?

    The DK changes are really nice. Buff after buff after buff. A couple skills got Templared (yes I am now using that as a verb), like Inferno that are head scratchers, but I could find only one direct 6% increase to a skill, and the loss of their (much maligned) execute.

    In short, DK got an update that both DK's and Templars needed. Cyro will be full of magicka DK's again. Can't wait to get my extra powerful Dark Flare reflected back at me + 20%, with no way to double reflect it anymore.

    Ah who am I kidding'? My Templar won't be in Cyro at all with these current changes.
    Edited by danno8 on February 6, 2016 2:05AM
  • danno8
    danno8
    ✭✭✭✭✭
    ✭✭✭✭✭
    Magma Shell (Magma Armor morph): •Increased the radius of the shield application to 8 meters from 5 meters

    This is the kind of stuff that makes me mad though. 5 to 8m for this skill but 5 to 6m for Templar ultimate. Obviously they realize 5m is just way too small to land anything, yet......
  • nagarjunna
    nagarjunna
    ✭✭✭✭
    The other aspect that really kills is the change to block-cancelling. That thread can be found here:

    forums.elderscrollsonline.com/en/discussion/245038/official-feedback-thread-for-prioritization-of-combat-animations#latest

    It means that our combat, which is clunky at the best of times, is now seriously broken as well.

    I am contemplating parking my V16 templar - I find that upsetting as I really like playing the class. I'm lucky in that I have a V16 Sorc and a V16 DK to go to but it's not the same.
    @nagarjunna- PC / NA / AD / DC
    Zazarakel - Max CP Magicka Templar
    Tartys - Max CP Stamina Nightblade
    Temelechus - Max CP Magicka Sorcerer
    Assaku - Max CP Stamina DragonKnight
    Truthforge - Sub 50 Stamina Templar
    Yang Wudi Sub 50 Stamina Sorceror [DC]
    Shou Chung Sub 50 Magicka DragonKnight
    Chen Tuan Sun 50 Magicka Nightblade
  • Calandrae
    Calandrae
    ✭✭✭✭
    It's really weird how they are just plain destroying our best heal. Well ok, destroying is too strong a word, but it's going to become immensely less useful in many situations. Yet the high cost of that skill remains the same - I really think at least the cost should be reduced.

    But all in all, I'm getting quite sick how the PvE gameplay suffers time and time again because of loud and obnoxious PvP demands. There will never be compelete PvP balance until every class has the exact same skills and passives available to them. And by then all diversity in PvE will be utterly ruined.

    ESO is my first MMO, I started playing this solely based on my love for the Elder Scrolls series. These days I enjoy the MMO aspect of this game a lot, but with the directions this game is taking, I have started to wonder if there is any other multiplayer game I could enjoy. :/

    Also with only 4 classes to "balance" one could think it would not be this difficult to at least keep them on the same page when it comes to overall usefulness and usability.
    Edited by Calandrae on February 6, 2016 5:59AM
  • Radburn
    Radburn
    ✭✭✭
    I'm not too concerned about the BoL nerf however I did come across a situation tonight which should be addressed:

    I switched to honor the dead tonight and was trying it out in non-pts Cyrodiil. There were a bunch of DC teammates around me and we were getting smacked by AD. My health bar dropped to 40-50% and I began to retreat while spamming honor the dead, 5-6 times. My health bar did not move at all! This is seriously messed up if I am healing everyone around me when I need the heal. Honor the dead should have a mechanic that self heals if the caster is below a threshold like 50% health.

  • shellin3D
    shellin3D
    ✭✭
    I've only played a Templar tank and then switched to a stamina Templar dps since playing this game. I really do love how it is right now on live. I tried the pts and it feels so much more difficult to fight in PvP. The major mending passive through the restoring light skill tree is amazing and feels like a pretty big buff but the hardest part to deal with right now for me personally is that the biting jabs no longer CC towards the end making it much more difficult to finish players off when they reach execute range. The snare added to it is alright but I have always had stampede and caltrops to help with snaring opponents. I could understand the snaring to be a lot more useful on magicka Templars. If this current pts goes live with the Templar changes, I feel like stamina Templar will definitely be one of the hardest to play in PvP. I feel like it will even be more difficult to run VMA knowing that I also relied on the biting jab CC to help keep off adds. This is just my opinion and what I feel based on my experiences.
  • Dovahmiim
    Dovahmiim
    ✭✭✭
    shellin3D wrote: »
    I've only played a Templar tank and then switched to a stamina Templar dps since playing this game. I really do love how it is right now on live. I tried the pts and it feels so much more difficult to fight in PvP. The major mending passive through the restoring light skill tree is amazing and feels like a pretty big buff but the hardest part to deal with right now for me personally is that the biting jabs no longer CC towards the end making it much more difficult to finish players off when they reach execute range. The snare added to it is alright but I have always had stampede and caltrops to help with snaring opponents. I could understand the snaring to be a lot more useful on magicka Templars. If this current pts goes live with the Templar changes, I feel like stamina Templar will definitely be one of the hardest to play in PvP. I feel like it will even be more difficult to run VMA knowing that I also relied on the biting jab CC to help keep off adds. This is just my opinion and what I feel based on my experiences.

    Have a go with using Binding Javelin from the Aedric Spear skill line! It's a really good way for you to control your burst, especially in PvP. I use the magicka morph and it's also good now that it got a stealth buff to its knockdown time.
    Edited by Dovahmiim on February 7, 2016 3:42AM
    I'm better.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dueled for about an hour or two and my biggest impression is that defensive morph of Eclipse (total dark) is noticeably worse than before. I have been using this skill forever and I felt naked because it no longer blocks spells. DK whips, NB concealed weapons and ...ehem ...soul tether! ... enemy templar charge/jabs, all this stuff was reflected and the trade for physical projectiles in no way makes up for that loss. A duel is the absolute best environment this skill is ever going to get as the one target restriction is irrelevant so there is no way I'd recommend any templar take this morph.

    I did not use channeled focus in preparation for the next patch and I have to say the lack of sustain passives is very noticeable.

    On the plus side, I feel relatively confident that at no point in the game have templars ever been in an easier position to actually get a DPS burst combo, which is all the more reason to go with unstable core over eclipse.

    Patch is definitely pushing us toward a DPS/glass cannon approach. People who prefer a more "tanky" build I think are going to feel a squeeze
    Edited by Joy_Division on February 6, 2016 8:21AM
  • darkstar2084
    darkstar2084
    ✭✭✭✭
    unless you figure out a way to change skills for PVP when in PVP, Don't nerf them for PVE! BOL is pretty much a prerequisite for temps in some dungeons. like DC caverns last boss with some mechanics. With a new trial coming out, why wound you Nerf the Templar staple heal. I might as well switch to my DK toon when the changes happen. Dk's are now going to be go to for everything. Tanking, Healing, stam and magic dps. SMH rant over
  • Gigasax
    Gigasax
    ✭✭✭✭
    @ZOS_GinaBruno:

    Why do we get Dev-Comments on Threads with not even the half amount of Posts?
    We really need a statement! There are a lot of Posts here with constructive Feedback...
    - Noractis -
    - PC EU -
  • Alcast
    Alcast
    Class Representative
    The BoL nerf seems wrong, better put Line of Sight checks in to fix some issues with the skill.

    Anyway, what will happen, Zerglings just gonna stack more Templars to spam BoL..
    And at the same time even noobs will get easy access to Battle Ressurection lv 2...then they will wear Kragrenance...

    brace yourself for instarezzes swarming cyrodiil
    Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • Zinaroth
    Zinaroth
    ✭✭✭✭✭
    After speaking to @ZOS_Seiffer on a Hodor raid stream last night he assured me that developers are reading all feedback made on the PTS forum at the moment. If you really want your point across make sure its thorough, indepth and well argumented, and not just some snippy comment about you wanting a buff or a nerf.
    Alcast wrote: »
    brace yourself for instarezzes swarming cyrodiil
    Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)

    Yeah man, that is why I think the templar ressurection passive should just be made into a straight rescource management passive.

    5% reduced stamina and magicka cost
    or
    10% increased stamina and magicka regeneration
    or
    something simular... :)
    Edited by Zinaroth on February 6, 2016 9:55AM
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    I feel at this point they might just scrap eclipse which is a very niche skill anyway and replace it with blinding flashes.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Alcast
    Alcast
    Class Representative
    Zinaroth wrote: »
    After speaking to @ZOS_Seiffer on a Hodor raid stream last night he assured me that developers are reading all feedback made on the PTS forum at the moment. If you really want your point across make sure its thorough, indepth and well argumented, and not just some snippy comment about you wanting a buff or a nerf.
    Alcast wrote: »
    brace yourself for instarezzes swarming cyrodiil
    Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)

    Yeah man, that is why I think the templar ressurection passive should just be made into a straight rescource management passive.

    5% reduced stamina and magicka cost
    or
    10% increased stamina and magicka regeneration
    or
    something simular... :)

    or 15% like Nbs :open_mouth: But that is actually a good idea
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Zinaroth wrote: »
    After speaking to @ZOS_Seiffer on a Hodor raid stream last night he assured me that developers are reading all feedback made on the PTS forum at the moment. If you really want your point across make sure its thorough, indepth and well argumented, and not just some snippy comment about you wanting a buff or a nerf.
    Alcast wrote: »
    brace yourself for instarezzes swarming cyrodiil
    Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)

    Yeah man, that is why I think the templar ressurection passive should just be made into a straight rescource management passive.

    5% reduced stamina and magicka cost
    or
    10% increased stamina and magicka regeneration
    or
    something simular... :)

    5% H/M/S recovery for every Restoring Light skill slotted?

    Although I really love the synergy between my Kagrenac's and the Templar resurrection speed =/
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Zinaroth
    Zinaroth
    ✭✭✭✭✭
    Alcast wrote: »
    Zinaroth wrote: »
    After speaking to @ZOS_Seiffer on a Hodor raid stream last night he assured me that developers are reading all feedback made on the PTS forum at the moment. If you really want your point across make sure its thorough, indepth and well argumented, and not just some snippy comment about you wanting a buff or a nerf.
    Alcast wrote: »
    brace yourself for instarezzes swarming cyrodiil
    Battle Res lv 2 (30%)+Kragrenance(25%)+(Templar 20%)

    Yeah man, that is why I think the templar ressurection passive should just be made into a straight rescource management passive.

    5% reduced stamina and magicka cost
    or
    10% increased stamina and magicka regeneration
    or
    something simular... :)

    or 15% like Nbs :open_mouth: But that is actually a good idea

    Yeah. Going to copy paste a comparison from my Stamina Templar Balancing Thread found here:
    http://forums.elderscrollsonline.com/en/discussion/245360/stamina-templar-balancing-thread/p1


    - Rescource Management; active abilities and passive abilities
    Before I get too much into this, since it is a rather big deal I would like to do a class comparison of the tools available for each class to manage HIS OWN
    rescources and maintain them, both through passives and active abilities. For the sake of simplicity I have excluded anything that has to do with health and
    health regen since here we're more concerned about stamina and magicka.

    __________________________________________________________________________________________________
    Dragonknight:
    7x ultimate cost magicka/stamina restored
    2% stamina return when activating Earthen Heart ability
    Draw Essence - restores magicka per enemy hit

    Nightblade:
    1848 magicka over 6 seconds when killing target with class execute
    15% increased stamina/magicka recovery
    8% increased magicka with Siphoning ability slotted
    Siphonin Attacks - Restore 1k magicka and stamina on each basic attack and 10% chance of restoring 2k magicka and stamina per basic ability hit

    Sorcerer:
    5% reduced magicka/stamina cost
    15% reduced ultimate cost
    10% increased magicka recovery
    20% increased stamina recovery with Daedric Summoning ability slotted
    10% increased magicka regeneration with Restoring Twillight slotted (Minor Intellect)
    5% max magicka/stamina with Bound Armor slotted
    Dark Exchange - change stamina into health/magicka or magicka into health/stamina

    Templar:
    4% reduced magicka/stamina/ultimate cost
    10% increased magicka/stamina regeneration (Minor Intellect and Minor Endurance)
    Repentance - sucks health/stamina out of corpses
    Channeled Focus - 120 magicka every 0.5 seconds
    __________________________________________________________________________________________________

    It quickly becomes very appearent that Nigblades and Sorcerers have the best deals.
    Sorcerers have the best passives for sustaining magicka/stamina, on the other hand their active ability is not worth using.
    Nightblades have som good passives for sustaining aswell, but their active ability is what really makes them the kings of managing rescources at the moment.
    On top of this both classes have really awesome damage passives, but I won't go into detail on those here since we are talking about sustain.
    Next we have the Dragonknights, these are a little tricky to judge because their passives aren't straight up bonuses, but when first a Dragonknight get going with some great ultimate generation they will be popping ultimates fairly often, and most times it will be like popping a tri-stat potion. It is hard to put a number on, but they are easily up to scratch when it comes to managing rescources, atleast on par with the Sorcerer. Their activated ability isn't worth it really but thought I should mention it anyway.
    Then we have the Templar; 4% reduced cost is what they could amount to... Unless you play magicka in which you have Channeled Focus which is a really good ability aswell - but once again you need to stand still. Repentance gives us Minor Intellect and Endurance when slotted - here it is worth nothing that it is not just a 10% increase, so it won't stack with other minor buffs of the same kind. Anyway Repentance is good in PvE, but you wouldn't have it on main bar so you would never benefit from this, and in PvP it's the same story, only it is debatable whether you should slot it at all. On top of all this Templars have the highest base cost abilities in the game.

    So the verdict is that if you play stamina once again rolling Templar is the worst choise when it comes to managing rescources, something needs to be done about this ZOS!

    I would propose getting rid of the Master Ritualist passive in the Restoring Light tree; currently it is a resurrection passive and completely useless for the Templar and his allies outside stacking it with Kagrenac armor and almost instantly ressing people, which is also an issue. Change this passive into some stamina and magicka return or whatever, just something to get us up to scratch!

    I also seriously propose changing the behaviour from Repentance to maybe be usable on living targets instead or aswell and just add less rescources or something.

    Templars and especially stamina templars needs some help in this area, please get on it!

    Edited by Zinaroth on February 6, 2016 10:57AM
  • Mojmir
    Mojmir
    ✭✭✭✭✭
    ✭✭✭✭✭
    1.) radial sweep still misses targets directly in front of you, regardless of range change. is it an axis issue?
    2.) toppling locked me up a couple of times: once inside the trial,2nd time was a test on the lamia world boss
    Edited by Mojmir on February 6, 2016 11:16AM
  • Tankqull
    Tankqull
    ✭✭✭✭✭
    can someone explain me why sorcs get a upgraded prenerf bol in form of the twilight matriarch [3x7-8k heal] while we got stripped of one of our bol side heal wich were allready weaker than those twilight side heals?
    spelling and grammar errors are free to be abused

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


Sign In or Register to comment.