Official Feedback Thread for Templars

  • Cinbri
    Cinbri
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    Cryhavoc wrote: »
    I am not upset about the Breath of Life change. In PvE, nothing will change at all for my gameplay.

    In PvP, as a Templar healer, I will now have to use 2 skill bar sets: 1 for solo/duo and 1 for group play. BoL is no longer viable for healing groups larger than 3-4 in PvP (which is fine, mostly). BoL will work just fine for solo/duo, but that is all.

    I agree, BoL was awesome in PvP, and probably needed to be toned down. For Group healing in PvP, without using a Resto staff, what will I use instead? Healing ritual? Maybe. Purifying ritual has a buff to its synergy, but I am not sure that will be enough.

    My question: without using a Resto staff, how will you heal a group larger than 3 as a Magicka Templar?
    Someone should test if thaumaturge is increasing the damage of jabs/sweeps.

    For a jabs based build BOTH Elemental expert AND Thaumaturge buff your Jabs, Vamp Bane and Radiant Oppression, since they are all considered dots, thus running 50 in each would give you 15.6% +15.6%, or 31.2% buff to damage VS 25% if you only max one of those trees.
    Sun Fire however doesn't get full bonus from both CP - Elemental Expert increasing initial hit and dot, but Thaumaturge increasing only dot and leaving initial hit untouched.
    @Ffastyl i know what animation can be used for skill like Blinding Flashes - glowing aura from Sweep ultimate:
    Screenshot_20160111_202843.png
    Also 2nd "light" boss in new trial apply on you glowing aura that looks almsot the same.
    I suggested to change Radiant Ward to work like this (Evasion), so morph will become usefull, unlike this 1% increase.
    Edited by Cinbri on February 6, 2016 9:07PM
  • Zinaroth
    Zinaroth
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    Just thought I would leave this here, no offense intended to ZOS but damn it's hilarious! Thanks @Husan! :D
    Remember to turn on subtitles!

    https://www.youtube.com/watch?v=IQPT85gPa-c
    Edited by Zinaroth on February 6, 2016 8:34PM
  • Radburn
    Radburn
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    Mojmir wrote: »
    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

    This is sad news, but expected. Focus Charge has been "fixed" 5-6 times in the past. At a certain point you lose faith in the ability of ZOS to fix it. I'll admit when I read the patch notes I was 90% sure it would not be fixed.

    ZOS - If the ability is so poorly designed that you cannot fix it, maybe its time for a re-do from the ground up. Why do stamina based charges work and the only magicka based charge doesn't?
  • hedna123b14_ESO
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    Kaliki wrote: »
    I do not understand the buff to Dark Flare to be honest. Its damage was not the issue. 12 % more damage for Dark Flare may seem nice, but does not make the skill that more desirable.

    There are two main reasons why I cannot use Dark Flare:
    1) mostly PvE: fights require me to move most of the time, so casting is not possible
    2) mostly PvP: other players can just reflect it. This is now worse in the new update as spells can only get reflected once. This spell provides major defile which is good in PvP, but I cannot risk losing half my health having Dark Flare reflected back at me.

    So how can I effectively use Dark Flare?
    The only possible use I can imagine is as an opener from stealth if I were to gank (which I despise), or a combination of Dark Flare and Total Dark (or whatever the name of the reflecting morph now is) which only works if the target is not CC immune.

    What would make me be able to use the skill?
    1) Get rid of the cast time (and redesign/rebalance the skill)
    2) Giving us a passive increasing moving speed while casting (similar to the 1h and shield passive). This would most certainly look ridiculous, but it might work.
    3) Adding major defile to Solar Barrage, so we can use this morph instead

    Did the new trial on normal and was able to dark flare just fine in PvE pulling 23k+ dps...please don't tell me that you can't sustain dark flare in PvE...in PvP however I see your point...
  • Kaliki
    Kaliki
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    Did the new trial on normal and was able to dark flare just fine in PvE pulling 23k+ dps...please don't tell me that you can't sustain dark flare in PvE...in PvP however I see your point...

    Hmm... if I think of the Manticora, Serpent HM, Mage HM, Grobull, Endboss in Darkshade and many more encounters I do not think that I could pull off Dark Flare.
    Most encounters require quick reactions to ground based mechanics. Having to cancel a cast usually lowered my dps below what I could reach with Puncturing Sweeps spam.

    If you can stand still or slowly move out of things in the new trial then yes, it does awesome dps.

    I actually was about to suggest one little change that would make Dark Flare feel better:

    Reducing the animation time.
    Right now the animation takes around 1.7 seconds. But the cast time is only 1.1 seconds. This makes Dark Flare feel a lot more sluggish then it is. So unless you cancel the skill at 1.1 seconds, you are simply stuck in the animation and slowed.

    I think updating the animation was maybe forgotten when they reduced the cast time. It would be great if they could update it.
    Edited by Kaliki on February 6, 2016 9:20PM
    - Templars: Slower by Design® -
  • timidobserver
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    Kaliki wrote: »
    Did the new trial on normal and was able to dark flare just fine in PvE pulling 23k+ dps...please don't tell me that you can't sustain dark flare in PvE...in PvP however I see your point...

    Hmm... if I think of the Manticora, Serpent HM, Mage HM, Grobull, Endboss in Darkshade and many more encounters I do not think that I could pull off Dark Flare.
    Most encounters require quick reactions to ground based mechanics. Having to cancel a cast usually lowered my dps below what I could reach with Puncturing Sweeps spam.

    If you can stand still or slowly move out of things in the new trial then yes, it does awesome dps.

    I actually was about to suggest one little change that would make Dark Flare feel better:

    Reducing the animation time.
    Right now the animation takes around 1.7 seconds. But the cast time is only 1.1 seconds. This makes Dark Flare feel a lot more sluggish then it is. So unless you cancel the skill at 1.1 seconds, you are simply stuck in the animation and slowed.

    I think updating the animation was maybe forgotten when they reduced the cast time. It would be great if they could update it.

    Yup, I also don't see it being too useful in Maelstrom arena. One thing they can do is remove the reduced movement speed while channeling like Puncturing Sweep. Make it so that we can cast it on the fly will moving.
    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)

  • danno8
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    Kaliki wrote: »
    Did the new trial on normal and was able to dark flare just fine in PvE pulling 23k+ dps...please don't tell me that you can't sustain dark flare in PvE...in PvP however I see your point...

    Hmm... if I think of the Manticora, Serpent HM, Mage HM, Grobull, Endboss in Darkshade and many more encounters I do not think that I could pull off Dark Flare.
    Most encounters require quick reactions to ground based mechanics. Having to cancel a cast usually lowered my dps below what I could reach with Puncturing Sweeps spam.

    If you can stand still or slowly move out of things in the new trial then yes, it does awesome dps.

    I actually was about to suggest one little change that would make Dark Flare feel better:

    Reducing the animation time.
    Right now the animation takes around 1.7 seconds. But the cast time is only 1.1 seconds. This makes Dark Flare feel a lot more sluggish then it is. So unless you cancel the skill at 1.1 seconds, you are simply stuck in the animation and slowed.

    I think updating the animation was maybe forgotten when they reduced the cast time. It would be great if they could update it.

    There is a pretty good Reflective Light build floating around on the forums somewhere, where the guy is able to pull 30k+. On live I wasn't going to try it since magic and flame damage were separate CP stars. Now that they are on the same star however I am more inclined to give it a go and forget Dark Flare and its drawbacks for a while.
  • eliisra
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    Kaliki wrote: »
    I do not understand the buff to Dark Flare to be honest. Its damage was not the issue. 12 % more damage for Dark Flare may seem nice, but does not make the skill that more desirable.

    There are two main reasons why I cannot use Dark Flare:
    1) mostly PvE: fights require me to move most of the time, so casting is not possible
    2) mostly PvP: other players can just reflect it. This is now worse in the new update as spells can only get reflected once. This spell provides major defile which is good in PvP, but I cannot risk losing half my health having Dark Flare reflected back at me.

    So how can I effectively use Dark Flare?
    The only possible use I can imagine is as an opener from stealth if I were to gank (which I despise), or a combination of Dark Flare and Total Dark (or whatever the name of the reflecting morph now is) which only works if the target is not CC immune.

    What would make me be able to use the skill?
    1) Get rid of the cast time (and redesign/rebalance the skill)
    2) Giving us a passive increasing moving speed while casting (similar to the 1h and shield passive). This would most certainly look ridiculous, but it might work.
    3) Adding major defile to Solar Barrage, so we can use this morph instead

    Did the new trial on normal and was able to dark flare just fine in PvE pulling 23k+ dps...please don't tell me that you can't sustain dark flare in PvE...in PvP however I see your point...

    Of course he means PvP.

    Dark Flare always worked for PvE dps on group bosses, since you're not the one with aggro.

    In PvP not the case. Skills that can be interrupted, with long cast- and travelling time are doomed to fail.

    If you're sneaky and back-line, running with some zerg, you might get a few Flare of. But when players notice, target and attack you back, trying to get Flare of is a nightmare.

    Very same reason you wont see decent sorcs hardcast Crystal Fragments lol. Only sorcs straight out of Cadwell's Silver academy(free AP) will hardcast CF in PvP. Yet we have developers expecting templars to successfully "hardcast" Dark Flare :cold_sweat:
  • Docmandu
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    Did some runs on templar on PTS... some thoughts (PvP oriented):

    - Total Dark went from somewhat useful skill, to totally useless -- post edit: meant Unstable Core here
    - Purifying Light.. won't be using that one anymore in PvP. Wasn't great before, but now it's pointless.
    - Actually preferred jabs how it was before.. hardly notice the snare on people.. think this skill should at least be uninterruptable / unbashable.
    - Range increase on javelin is nice
    - Radiant ward... ROFL! nope... like NO!
    - Sweep ultimate, meh.. think people will stick to dawnbreaker / meteor

    Edited by Docmandu on February 7, 2016 7:36AM
  • Kaliki
    Kaliki
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    danno8 wrote: »
    There is a pretty good Reflective Light build floating around on the forums somewhere, where the guy is able to pull 30k+. On live I wasn't going to try it since magic and flame damage were separate CP stars. Now that they are on the same star however I am more inclined to give it a go and forget Dark Flare and its drawbacks for a while.

    Yeah, Reflective Light is awesome, especially when fighting several enemies close together. With the new CP system I am going to have it on my rotation regularly.
    But don't forget that Tondolino's build is based on being a Dark Elf and having a magicka DK apply a buff. If fighting a single target and not having these buffs it might still be better to just use Force Pulse.

    But I still hope to be able to use Dark Flare. Landing these slow but insanely huge hits is so awesome. :smiley:
    Edited by Kaliki on February 6, 2016 9:33PM
    - Templars: Slower by Design® -
  • Lore_lai
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    Tankqull wrote: »
    Mr.Hmm wrote: »
    Long Story Short.

    Pack up people and lets change class.

    jip switch to sorcs + 1 or 2 targets(with reduced ao dmg valnurability your pet(s)) to increase the impact of AOE caps and deliver hihger healing via your pet than BoL is capable off...

    Ashamray wrote: »
    Actually BoL is stronger than Matriarch healings. Sorc should have an enormous amount of Magicka to match BoL's strength
    sadly not

    small test on the PTS:
    highelf sorc and templar, 64points into magica, 100points into blessing
    equip: molagkena light armor helm + vicous death + willpower + mealstorm resto staff for both (1 slot unequiped)
    skills: all class passivs nothing else, on the QB nothing but the two tested abilities no buffs running
    jmgAAz1.pngD87weUg.png

    conclusion:
    matriarch heals much more do to lacking the 50% reduction on the secondary healed person, is cheaper, and (regarding the craptastic equipment) is still stronger on the primary healed target...

    Wow...just...wow.
    @ZOS_GinaBruno @Wrobel
  • danno8
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    Lore_lai wrote: »
    Tankqull wrote: »
    Mr.Hmm wrote: »
    Long Story Short.

    Pack up people and lets change class.

    jip switch to sorcs + 1 or 2 targets(with reduced ao dmg valnurability your pet(s)) to increase the impact of AOE caps and deliver hihger healing via your pet than BoL is capable off...

    Ashamray wrote: »
    Actually BoL is stronger than Matriarch healings. Sorc should have an enormous amount of Magicka to match BoL's strength
    sadly not

    small test on the PTS:
    highelf sorc and templar, 64points into magica, 100points into blessing
    equip: molagkena light armor helm + vicous death + willpower + mealstorm resto staff for both (1 slot unequiped)
    skills: all class passivs nothing else, on the QB nothing but the two tested abilities no buffs running
    jmgAAz1.pngD87weUg.png

    conclusion:
    matriarch heals much more do to lacking the 50% reduction on the secondary healed person, is cheaper, and (regarding the craptastic equipment) is still stronger on the primary healed target...

    Wow...just...wow.
    @ZOS_GinaBruno @Wrobel

    Yes, at first I thought it would heal and de-summon, but nope. It is a spammable heal that is officially better than BoL. By a lot. Big difference is the creature can be killed and will need to be recasted at 1.5s cast time, but still.

    Wow.
  • Husan
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    D87weUg.png
    I've quickly tested this ability to see if the heal is spammable, and my jaw dropped when I realised it did. Am I missing something here? It's got no smart heals, does it? Is that it? It just heals the closest two? Please tell me that is the case, because otherwise I will be very confused with this ability after they plan on nerfing it's exact counterpart.
  • caeliusstarbreaker
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    I'd rather have the stun on jabs than the snare.
    Edited by caeliusstarbreaker on February 6, 2016 10:19PM
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • technohic
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    Husan wrote: »
    D87weUg.png
    I've quickly tested this ability to see if the heal is spammable, and my jaw dropped when I realised it did. Am I missing something here? It's got no smart heals, does it? Is that it? It just heals the closest two? Please tell me that is the case, because otherwise I will be very confused with this ability after they plan on nerfing it's exact counterpart.

    Isn't the matriarch a creature that attacks with single target spells? I'm just thinking it makes a nice target for total dark and free heals if so and more sorcs start using it. Or; could be just easier to reroll sorc and have my one big heal still along with a real damage shield and mobility.
    I'd rather have the stun on jabs than the snare.

    I have no idea why. Nothing like a melee ability that knocks targets back out of it's own range.....


  • Joy_Division
    Joy_Division
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    Tankqull wrote: »
    Mr.Hmm wrote: »
    Long Story Short.

    Pack up people and lets change class.

    jip switch to sorcs + 1 or 2 targets(with reduced ao dmg valnurability your pet(s)) to increase the impact of AOE caps and deliver hihger healing via your pet than BoL is capable off...

    Ashamray wrote: »
    Actually BoL is stronger than Matriarch healings. Sorc should have an enormous amount of Magicka to match BoL's strength
    sadly not

    small test on the PTS:
    highelf sorc and templar, 64points into magica, 100points into blessing
    equip: molagkena light armor helm + vicous death + willpower + mealstorm resto staff for both (1 slot unequiped)
    skills: all class passivs nothing else, on the QB nothing but the two tested abilities no buffs running
    jmgAAz1.pngD87weUg.png

    conclusion:
    matriarch heals much more do to lacking the 50% reduction on the secondary healed person, is cheaper, and (regarding the craptastic equipment) is still stronger on the primary healed target...

    The lone bright spot is that now the anti-healing crowd can direct their venom to another class.
    Edited by Joy_Division on February 6, 2016 10:42PM
  • nagarjunna
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    technohic wrote: »
    Isn't the matriarch a creature that attacks with single target spells? I'm just thinking it makes a nice target for total dark and free heals if so and more sorcs start using it. Or; could be just easier to reroll sorc and have my one big heal still along with a real damage shield and mobility.
    You are missing the point here... In PvP that matriarch would be an instant target and rightly so.

    In PvE having something do more healing than a Templar using BoL means the end of Templars participating in Trials and end-game content. Why bring a Temp healer when a Sorc using the Matriarch does it better?

    One question: Does the Matriarch heal for 5888 per person or 5888 total?


    Edited by nagarjunna on February 6, 2016 10:45PM
    @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
  • danno8
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    nagarjunna wrote: »
    One question: Does the Matriarch heal for 5888 per person or 5888 total?

    Per person. It's really good.
  • nagarjunna
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    danno8 wrote: »
    nagarjunna wrote: »
    One question: Does the Matriarch heal for 5888 per person or 5888 total?

    Per person. It's really good.

    Say "Bye Bye" to Templar healers in group content.
    @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
  • Solariken
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    [I made significant changes to my earlier post (#32) after having some time to test and reflect on the PTS notes. I'm posting again in case the devs have read and don't plan to re-visit earlier posts.]

    My desperate plea for my long-beloved Templar:

    Templars need conceptual improvements (class synergy, survivability, and mobility) more than any other class, yet my overall impression from the first round of PTS is that they received more direct nerfs than any other class. I'm not sure how the developers arrived at some of these changes, but others are pretty nice. However, I believe Templars need some crucial adjustments to address some major PvP survivability issues. Here are some very conservative ideas with simple implementation suggestions:

    1. Minor Expedition (+10% movement) buff granted at all times while an Aedric Spear ability is slotted. [add to Burning Light?]


    This buff would be completely unique to Templars, would fit nicely into the "crusader of light" persona, and would go a long way toward relieving serious mobility woes for both flavors of Templar. It would be a very mild counter to Sorcerers and Nightblades running around with Major Evasion in addition to their powerful escapes. It has also become more important to add this in response to Dk's receiving a true class gap closer.

    2. Minor Evasion (+10% dodge chance) buff granted for 4-8 seconds upon activation of a Dawn's Wrath ability. [add to Prism?]

    This buff would also be completely unique to Templars, and would in a small way make up for the fact that Templars otherwise have to soak all of the damage thrown at them, whereas other classes have pretty reliable ways to escape damage.


    Here are my thoughts regarding changes currently in the PTS build:


    1. Sun Shield (and morphs) is still not very viable. It certainly needs an increase in strength, as it is destroyed by any normal DPS ability like Surprise Attack. I feel very strongly that this ability (and the others that are % of health) should be exempt from the Battle Spirit nerf. Would you consider increasing the duration to 8 seconds so that it can at least be used a little more pre-emptively? Also, perhaps replace the %based damage component of Blazing Shield with flat damage equal to Burning Light, since Burning Light already scales nicely, and Burning Light can have its chance to proc on top of it. Overall this suggestion equates to bigger shields but less damage for tanks, but more damage and weaker shields for DPS.

    2. Healing Ritual (and morphs) is still in bad shape. To incentivize using a heal with a cast time, would you consider adding a small, short-duration HoT (~25% of initial heal, ~5 seconds) to all morphs? This would at least make it synergize better with other healing abilities and become a viable situational alternative to Healing Springs.

    3. Puncturing Strikes should apply the snare on the first strike, such that there is a better chance of landing subsequent strikes especially in PvP. This ability has always missed far too often despite a decent cone size and is too vulnerable to lag. The snare would be much more sensible on the first hit.

    4. Radial Sweep needs a radius of 8 meters and the damage should be increased to be comparable overall to Flawless Dawnbreaker (the non-Daedra damage amount). I also believe the duration of the DoT and secondary effects should be increased to 8 seconds for both morphs and that Crescent Sweep should deal physical damage and include an AoE knockdown. I would certainly be willing to concede a cost increase for this ultimate to receive these changes.

    5. Eclipse is still too punitive to the Templar with very little reward for using (even strategically). The hard counter is supposed to be purge/cleanse, not break-free. I don't have an objection to allowing the enemy break free IF they receive additional punishment for doing so, such as a hefty damage increase from the explosion or a debuff like Minor Maim for a few seconds. I do still wish this skill would have become a self-targeting ability, such as a suggestion I made recently:
    Proposed change to the base skill:

    Eclipse
    Surround yourself with four lightless spheres that intercept any harmful projectiles for 4 seconds. Each projectile intercepted causes a sphere to explode, dealing X Magic damage to nearby enemies. (8m range)

    Proposed morphs:

    Total Dark
    Surround yourself with four lightless spheres that intercept any harmful projectiles for 4 seconds. Each projectile intercepted causes a sphere to explode, dealing X Magic damage to nearby enemies and healing nearby allies for X.

    Unstable Core
    Surround yourself with four lightless spheres that intercept any harmful projectiles for 4 seconds and grants Major Evasion (20% dodge chance) for 4 seconds. Each projectile intercepted causes a sphere to explode, dealing X Magic damage to nearby enemies. While slotted, you gain Minor Expedition (10% increased movement speed) at all times.

    Additional thoughts:
    This suggestion gives Templars a defensive ability that is analogous to Reflective Scale but fits more with the Templar niche. It addresses some Templar survivability problems and adds some needed utility (if you troll my thread with BoL hate I will ram my javelin right up your [snip]). Total Dark might be attractive for PvE tanks and PvE/PvP healers, while Unstable Core might be attractive to stamplars and magicka jabplars.

    6. Focused Charge still bugs out and the animation is still VERY punitive. The animation needs some adjustment at the point of impact - this is what players are actually complaining about, not a "global cooldown." We are prevented from capitalizing on the CC of Toppling Charge because of it - the target often finishes their break free and starts rolling or retaliating before you can even start your next attack. That's really screwy. Critical Charge or Shield Charge both allow for WAY more uptime on your target.

    7. Radiant/Restoring Aura is a really, really bad skill due to potion conflict. Repentance is a really, really great skill. I'd like the see the Major Regen buffs removed from the base skill and Radiant morph, and I'd like to offer a suggestion for this ability:
    Restoring Aura
    While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing Health, Stamina, and Magicka Regeneration by 10%. Activate to share your blessings with nearby group members, granting Major Fortitude, Major Endurance, and Major Intellect (+20% to all regen) for 15 seconds.

    Radiant Aura
    While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing Health, Stamina, and Magicka Regeneration by 10%. Activate to become filled with righteous wrath, granting Major Sorcery (+20% spell damage) and Major Brutality (+20% weapon damage) for X seconds.

    Repentance remains unchanged.

    This suggestion gives three really great options for the skill that the Templar can choose from depending on his/her style of play. This also gives in-class alternatives to Entropy and Momentum, which opens up many more build options. You know how much we players love our build options!

    [BONUS suggestion] Backlash should allow the casting Templar to maintain visibility of stealthed/invisible targets while the effect is active. It doesn't make a ton of sense that the only hard counter to Nightblades is a Nightblade skill (Piercing Mark). I think this addition is very reasonable and makes sense considering the target is bathed in penetrating light. Backlash is a very short-duration ability, but this may give incentive to using the ability.

    I think I can adjust to the other incoming changes listed in the patch notes. Keep up the good work ZOS, but we need a little more love in the right places. I really hope you consider my suggestions. :)
    Edited by Solariken on February 8, 2016 1:02AM
  • Ra'Shtar
    Ra'Shtar
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    I demand a new Icon for Breath of Life if the nerf goes to live servers now that it heals 2 not 3 the icon will make me cringe.
    Some of my favorite screenshots
    My opinions and posts are mostly on a PvE setting.
  • Zheg
    Zheg
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    Kevmeister wrote: »
    Breath of Life should be renamed to Fart of Despair.

    I would bet money that somewhere out there you made a templar laugh so hard that they farted. It won't be anyone at ZOS though, because they don't play templars.
  • Lyar09
    Lyar09
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    So I know most people play mag Templar and that is very apparent from the responses on this thread. But honestly, where the hell is the love for stamplar? I'm not happy at all with jabs being a snare now as that knock back was a great interrupt for sorcs spamming shields, Templars spamming BOL, and nightblades spamming surprise attack. The snare in all actuality is a joke since its 2 damn seconds long. And wtf were you thinking with purifying ritual? The major mending is much appreciative but now I can't cleanse ranged abilities? Sure cleansing a crystal frag was a little much but it is going to make surviving in pvp practically impossible when getting hit with snipe of meteor. Also for stamplar, I literally only use 5 of the 12 class passives. Which is the least viable by any class (to include stam sorc). Stop fixating this class to just magic users and help out stamplar. I think it's pretty apparent that currently in live it is the second, maybe even first, least played class. How about showing some balance Zos ffs
    PC/NA | twitch.tv/ohhlyar | youtube.com/lyaryt
  • Kaliki
    Kaliki
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    Lyar09 wrote: »
    I'm not happy at all with jabs being a snare now as that knock back was a great interrupt for sorcs spamming shields, Templars spamming BOL, and nightblades spamming surprise attack.

    This knockback lasted barely more than half a second... what use was that?
    Now you can use a real knockdown or stun instead, one that might even make them break free and lose stamina or give you time to burst them down.

    But yes, there's nothing for stamplars this time.
    Edited by Kaliki on February 7, 2016 1:00AM
    - Templars: Slower by Design® -
  • danno8
    danno8
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    Kaliki wrote: »
    Lyar09 wrote: »
    I'm not happy at all with jabs being a snare now as that knock back was a great interrupt for sorcs spamming shields, Templars spamming BOL, and nightblades spamming surprise attack.

    This knockback lasted barely more than half a second... what use was that?
    Now you can use a real knockdown or stun instead, one that might even make them break free and lose stamina or give you time to burst them down.

    But yes, there's nothing for stamplars this time.

    I agree. In my experience the only thing the knockback accomplished was to be sure they were cc immune when you really needed to cc them.
  • bowmanz607
    bowmanz607
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    danno8 wrote: »
    Kaliki wrote: »
    Lyar09 wrote: »
    I'm not happy at all with jabs being a snare now as that knock back was a great interrupt for sorcs spamming shields, Templars spamming BOL, and nightblades spamming surprise attack.

    This knockback lasted barely more than half a second... what use was that?
    Now you can use a real knockdown or stun instead, one that might even make them break free and lose stamina or give you time to burst them down.

    But yes, there's nothing for stamplars this time.

    I agree. In my experience the only thing the knockback accomplished was to be sure they were cc immune when you really needed to cc them.

    Same reason I hate the stun on nb suprise attack. I like to cloak and then strike for extra damage. I prefer my stun to be fear with the additional debuffs.

    I like the change for the same reason. No cc immunity on my bread and butter dps while making the ability more reliable to hit with because if the snare. Especially combined with stampede or calories or bombard etc.
  • Lyar09
    Lyar09
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    This knockback lasted barely more than half a second... what use was that?
    Now you can use a real knockdown or stun instead, one that might even make them break free and lose stamina or give you time to burst them down.

    But yes, there's nothing for stamplars this time.

    Like i said, it was an interrupt for me. It allowed me to burst them down while they were in the knock back animation. Now it allows them to spam those abilities and makes it harder to kill them.

    I will be looking at trying to use wrecking blow now into jabs. But, I liked stamplar because I didnt have to rely on using wrecking blow. Just giving my opinion from a stamina point of view. I think most magicka templars love the snare and it works well with them. But, I find it going to make surviving in open world (1/2/3vX) much harder.
    PC/NA | twitch.tv/ohhlyar | youtube.com/lyaryt
  • Rudyard
    Rudyard
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    nagarjunna wrote: »
    You are missing the point here... In PvP that matriarch would be an instant target and rightly so.

    Templars and healers in general are instant targets in PvP. The difference here is that to stop our heals, we take the damage, to stop the sorc's heals, we have to attack their pet instead of attacking the sorc. Folks, our class has been relegated to the value of a pet. But we can hardly get ZOS to throw us a bone, smh.
    Deacon Grim
  • Ra'Shtar
    Ra'Shtar
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    Have you guys fixed the bug where Empower doesn't apply to channels? (like sweeps or radiant oppression)
    NVM i just tested that and its still bugged (no surprise there)
    Edited by Ra'Shtar on February 7, 2016 2:39AM
    Some of my favorite screenshots
    My opinions and posts are mostly on a PvE setting.
  • Neoauspex
    Neoauspex
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    Please vary the skills in the Restoring light line if Templars are going to be the 3rd best healing class in the game.
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