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Official Feedback Thread for Templars

  • AriBoh
    AriBoh
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    Guys it took what a whole damn year for them to listen to us to remove the free CC on jabs and now after all this BS our suggestions, complaints, threads and run on sentences will be ignored and forgotten. I honestly think the only way to actually get ZoS to do anything good with templars right now is to just not play them.
    khele23eb17
    Agreed. Whoever came up with the design should be shot in the foot and only admitted to hospital when he manages to find 3 other people willing to maim themselves the same way in order to accompany him.

    ZOS_AmeliaR admin
    Ultimately, any method of entering an enemy keep without breaking down the door is considered an exploit. Thanks for checking!

    tinythinker
    "I used to be a healer once, but then I took a Wrobel to the knee"
  • Zinaroth
    Zinaroth
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    Nifty2g wrote: »
    I can't actually tell what over half the people are upset about in here

    That is because you're out of tune with Templar's performance in PvP. :)
    AfkNinja wrote: »
    Gigasax wrote: »
    yet Templars and magic DKs will still be left in dark!
    I don't think I can play Templar or DK any longer I don't see it in me.
    Templars will not only struggle against harder hitting players we will struggle with resource management.
    recovery enchants and 5 seducers will probably be a must, leaves no room for damage.

    I think Magicka DK´s got a huge buff...
    Templar is the only class that will be nerfed to death..

    Magicka DK looks incredible right now, ZOS actually did exactly what was needed with DK. Stam DK was king and didn't need much so they focused on Magic DK and I think the changes look great. They did the opposite with Templar. Stamplar needed the most love and got almost nothing....

    Yeah well we're a drowning minority here since almost everyone who endured playing a Templar up until 1.6 has definately rerolled in the last year or so where we've been scraping the bottom. Most people who still play Templar obviously play magicka since the only thing stamina has going for it right now is a bit more burst potential, but otherwise is inferior in any way to magicka.

    I am starting to wonder if ZOS even wants to aknowledge our problems...

    Stamina Templars and Stamina Sorcerers are arguably the builds that need the most help right now with Magicka DKs being restored to somewhat former glory.
    Edited by Zinaroth on February 4, 2016 8:43PM
  • Gigasax
    Gigasax
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    AfkNinja wrote: »
    Magicka DK looks incredible right now, ZOS actually did exactly what was needed with DK. Stam DK was king and didn't need much so they focused on Magic DK and I think the changes look great. They did the opposite with Templar. Stamplar needed the most love and got almost nothing....


    Yep, exactly what i think...
    I really hope they realize that Stamplars were completely ignored!
    - Noractis -
    - PC EU -
  • Mojmir
    Mojmir
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    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.
  • Eas007
    Eas007
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    Dovahmiim wrote: »
    Everyone else has basically articulated the problems with these changes to the Templar Class.

    In PvP, the theme of standing your ground is further encouraged by many of these changes, in a game where mobility and positioning is key. However encouraged =/= positive changes, as Templar is still left without ANY tools to stand our grand and win, as heal spam does not constitute as it is not a proactive defense.

    [*] 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.
    Yep, this will definitely be a useful change! Especially when in most end game content and PvP, especially vMA, you need to be very mobile! Thanks for doing the opposite of what Templars suggested with feedback ZoS :')
    [/list]

    This!

    And no response from ZoS what so ever...
    Edited by Eas007 on February 4, 2016 9:11PM
    United we stand, divided we fall. Shields as one!
  • Gigasax
    Gigasax
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    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Every Build is probably better, PTS or Live :s
    - Noractis -
    - PC EU -
  • Bazeric
    Bazeric
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    I fear Templar is becoming the vocal minority. There are real and perceived problems that will only reinforce heal-bot play styles down the road for most Templars a.k.a the ones who won't bother to visit or participate in the forums.

    Stamplar is going to be the under-performing underdog since ZOS presumably doesn't feel that stamplars are worth the effort or aren't desired in their idea/plan for Tamriel. I suggest Stamplars (which includes my main PVP character) bask in their underdog glory until you ultimately get sooooo frustrated you reroll or quit entirely.

    The changes I read about on PTS (until I can finish downloading it and find some time to test) are less than desirable in most cases. There is some discussion in this thread that ZOS might take to heart (doubtfully), but I think I can add to the illustration (which might have been said already, I've fallen behind in the thread ATM). I'll do this by considering the Enduring Rays change.

    Enduring Rays has never been the greatest tool for Templar, in fact it was almost a give and take. Certain skills it effected gain from it while others where negatively effected by it. Now with the current change it is a laughable joke that has many Templars being pushed to delirium. Why would a passive only effect 50% of a skill tree and offer nothing else? 2 of 5 skills and an ultimate....50% I can't even... This passive could almost be the normal rank bonuses for the effected skills it is so weak..... I can't even.... I digress. (I'll have a suggestion after I finish illustrating my first point)

    This illustrates how Templars adjustments have panned out. Kinda fix one half of the problem and in turn ignore the other half. This is why the forums get vocal. The lack of (or untimely) responses only exaggerates things, and I understand this is do to lack of man power and effective policies to handle these issues. But it feels like mud thrown in our faces when we look at the adjustments made for other classes. So please ZOS remove Templars forms the game... Wait what am I trying to argue here... Oh yeah, there are plenty of creative solutions to Templars if you could only find 10% more resources to dedicate to them.

    I'd like to submit a better (additional) change to Enduring Rays to set you on the right path of adjusting Templar. Add a 1%/3% max magicka if we equip any skill in the tree. That or any similar addition that effects a character max stats/regen. Heck, you could even borrow from your sister and add "Solar Powered" and have that be an excuse to add regen (only during the day if you are feeling particularly rude) As it stands though, when PTS finishes downloading and I get some free time, I'll test some Templar things. But my live stamplar will be on hiatus until meaningful changes/balances come, if they ever do. I'm not going to bother respecing magicka as I have other more suitable characters for that play style.

    RIP Kill Templar Kill Quests. You all thought you were focused hard before.
    Looking for broken things in hopes they may be fixed. I've given up, my game literally works differently from yours.
    64M+ AP across 9 toons... kinda makes me a GO
  • Mumyo
    Mumyo
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    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    How?
  • Zinaroth
    Zinaroth
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    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Mr_Nobody wrote: »
    Jabs - very good
    Dark Flare - OP AF
    Jesus Beam - Back to 1.6
    What else do u want?
    In PvP, a mobility option that gets you out of a mess.
    In PvP, an ultimate that is actually useful 1v1.
    In PvP, a shield that is actually useful 1v1.
    In PvP, a dark flare that procs like Crystal Fragments.
    In PvP, a class that can survive 1v1 against a skilled Sorc

    Overall, skills that actually become useful instead of being placeholders as Radial Sweep or Healing Ritual. The next thing not to be used anymore will be Right of Passage, because Barrier now costs the same and does not freeze the healer. The Templar class is the only class with many WORSE skills than the ones available to all players.

    All the Templar changes are made only for PvP. And all these PvP changes come too late. The Templar class is almost extinct in PvP. All the people who re-rolled a liquid Sorcerer/NB won't come back to the Templar snail.

    What really hurts now is that the Templar class goes down the drain in PvE as well. ZOS dictates immobility and lower healing, while content gets more dynamic and demanding. With the latest changes, Templars now can become extinct in PvE as well.

    RIP.

    I bolded the part I want to comment on. This is exactly true. All of our CC is greatly surpassed by other out of class skills: Silken Webs, Caltrops, Efficient Purge, Meteor, Volcanic Rune, etc. In fact, if Bone Shield also dealt with magic skills I would probably use that instead of Blazing Shield to be honest (given its very niche use though it is really just a pve skill). It is pretty bad when you feel like you MUST slot a skill for the passives, but the passives and skill are so bad that you'd rather forego access to your class passives altogether. I called it on the Breath of Life nerf, and actually I'm fine with them doing this. I just deeply hope that this means they'll start looking at the deep functional problems with the class, finally.
    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>
  • Nightwolfmenace
    "Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "

    At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand

    If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.

    Stamina Templars now have an Inevitable Detonation.. rejoice!

    Edit: Someone told me that it added the 25% to the (33)% increase of backlash.. now im confused if they buffed the skill or basically kept it the same.. :/

    Can @ZOS_GinaBruno clarify?
    Edited by Nightwolfmenace on February 4, 2016 9:39PM
    Argonian Magicka NB v16 EP / Dark Elf Magicka DK v16 EP
    Wood Elf Stamina NB v16 AD / Imperial Stamina DK v16 DC
    Redguard Stamina Templar v16 EP / Breton Magicka Sorc v16 EP
    High Elf Magicka Templar v16 AD / Orc Stamina Sorc v1 DC
  • Mumyo
    Mumyo
    ✭✭✭✭✭
    "Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "

    At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand

    If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.

    Stamina Templars now have an Inevitable Detonation.. rejoice!

    U think it might find a use in pvp?
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.
    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>
  • Mumyo
    Mumyo
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    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    They got 30% increased healing.
    And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.
    Edited by Mumyo on February 4, 2016 9:17PM
  • Nightwolfmenace
    Mumyo wrote: »
    "Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "

    At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand

    If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.

    Stamina Templars now have an Inevitable Detonation.. rejoice!

    U think it might find a use in pvp?

    Heck yea.. the problem with Backlash before was that you had to do 30k damage just to get a 10k explosion.. but 30k damage in a meta where people have 20k health you would never see it..

    Now you only have to do 10k damage to a target to get the maximum explosion!
    Argonian Magicka NB v16 EP / Dark Elf Magicka DK v16 EP
    Wood Elf Stamina NB v16 AD / Imperial Stamina DK v16 DC
    Redguard Stamina Templar v16 EP / Breton Magicka Sorc v16 EP
    High Elf Magicka Templar v16 AD / Orc Stamina Sorc v1 DC
  • Zinaroth
    Zinaroth
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    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    Completely agree on the Rune, so ridiculous it didn't get the standard 20 sec treatment like all other class armor buffs, and it should stick to us! Noone needs a small rune on the ground in PvP. Stick it to us along with the buffs, end of story.
    Mumyo wrote: »
    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    They got 30% increased healing.
    And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.

    Major Mending is actually 25% now, but it could have been 100000000000000% for all I care, it doesn't eliminate the problem that we cannot do anything on the move, we are forced to be more stationary that any other class, and not because we have no mobility, which everyone else have by now, but because we have to either reconnect with Rune every 8 seconds or rebuff it every 8 seconds. Please tell me that rebuffing your major armor buff every 8 seconds is okay when NBs get it passively for using their main damage ability and Sorcs/DKs have theirs last 20 seconds, and with all three classes it stays with their character, not one some weird spot on the ground...
  • Mumyo
    Mumyo
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    Mumyo wrote: »
    "Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "

    At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand

    If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.

    Stamina Templars now have an Inevitable Detonation.. rejoice!

    U think it might find a use in pvp?

    Heck yea.. the problem with Backlash before was that you had to do 30k damage just to get a 10k explosion.. but 30k damage in a meta where people have 20k health you would never see it..

    Now you only have to do 10k damage to a target to get the maximum explosion!

    if things wont be too buggy i am really not sure we need any more buffs :) need some testing before but i wanna keep try outcry small untill we really know.
  • Sallington
    Sallington
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    Zinaroth wrote: »
    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    Completely agree on the Rune, so ridiculous it didn't get the standard 20 sec treatment like all other class armor buffs, and it should stick to us! Noone needs a small rune on the ground in PvP. Stick it to us along with the buffs, end of story.
    Mumyo wrote: »
    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    They got 30% increased healing.
    And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.

    Major Mending is actually 25% now, but it could have been 100000000000000% for all I care, it doesn't eliminate the problem that we cannot do anything on the move, we are forced to be more stationary that any other class, and not because we have no mobility, which everyone else have by now, but because we have to either reconnect with Rune every 8 seconds or rebuff it every 8 seconds. Please tell me that rebuffing your major armor buff every 8 seconds is okay when NBs get it passively for using their main damage ability and Sorcs/DKs have theirs last 20 seconds, and with all three classes it stays with their character, not one some weird spot on the ground...

    This is my biggest problem. The buff should be non-reliant on standing in the circle, but we should get EXTRA buffs for standing in the circle, like 20% less incoming damage or something. Something to make staying stationary no so much of a liability and maybe turn into into a staple of the class (since we have no escapes anyway).
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • dodgehopper_ESO
    dodgehopper_ESO
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    Mumyo wrote: »
    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    They got 30% increased healing.
    And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.

    Right, the 30% increased healing (Major Mending) is more or less what we had a year ago as Templars on all heals (it might have even been higher, I honestly can't recollect the particulars). I wasn't getting down into the nitty gritty of things, just speaking in terms of sweeping changes. If they can't dodge our spears, that will help a lot at least. If our Toppling Charge is actually reliable and comfortable, that might be good as well. @Blabafat iterated a lot of my concerns about the game and he is generally very positive. I use to be very positive, but I think a little agitation is warranted right now. We need ZoS to understand what we are going through or we'll wallow in clunky mechanics and irritating gameplay til the game shuts down. I will admit I've become a bit more sour in past months, and it might in part be because of some real life tragedies as well, but this irritated state has come to the fore in large part because there are problems with the Templar class that I've had to put up with for 2 years. I have seen many friends leave the game over the poor balance/design issues with the class. I've seen many other friends in the game simply start over and change classes. I sometimes wonder if I'm too stubborn for my own good, but the reality is I like the character and at the least I still gain enjoyment from playing the character in storyline content. I just find myself getting very frustrated when I'm having to suck wind to keep up with the nightblades and sorcerers on my team, everywhere we go. Retreating Maneuvers won't cut it if you're in combat, and dagger cloak forces us down a very specific build and path. Mist form is its own can of worms, and is pretty inferior nowadays for what it offers (not to mention the fact that not everyone wants to be a vampire to make their class functional in pvp). I'm frustrated that I get more use out of just ignoring most of my class skills and loading up on out of class skills. Until they added the Mending Effect, I generally favored using Efficient Purge to Cleansing Ritual, because it is a faster skill and doesn't require people to synergize for the side effect (I realize that cleansing ritual is a better pick if you're being selfish).

    I'm still hopeful, but I'm very concerned if they think the class changes are over.
    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>
  • kkravaritieb17_ESO
    kkravaritieb17_ESO
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    Bol nerf is so stupid and unnecessary ...nobody really asked for it but here it is. Why does ZOS never listen to the people actually playing templar i cant understand.
    Member of the glorious Zerg Squad
    Rip Banana Squad

    Lheneth -- Sorc PvP Rank 31
    Ellynna -- Templar PvP Rank 50 (No Bleaker's roleplaying involved)
    Smellynna -- Templar PvP Rank 28
    and many other chars


  • bowmanz607
    bowmanz607
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    Bol nerf is so stupid and unnecessary ...nobody really asked for it but here it is. Why does ZOS never listen to the people actually playing templar i cant understand.

    actually plenty of people asked for bol nerf. this was not the one many had in mind though.
  • danno8
    danno8
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    Essiaga wrote: »
    maxjapank wrote: »
    blabafat wrote: »
    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.

    What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.

    But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.

    Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.

    Using AUI I've not seen the magicka regen outside of the Rune. Infact the skill seems to be the most accurate area of effect in the game to me. No give at all.

    The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.

    I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.

    If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.
  • technohic
    technohic
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    danno8 wrote: »
    Essiaga wrote: »
    maxjapank wrote: »
    blabafat wrote: »
    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.

    What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.

    But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.

    Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.

    Using AUI I've not seen the magicka regen outside of the Rune. Infact the skill seems to be the most accurate area of effect in the game to me. No give at all.

    The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.

    I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.

    If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.

    Does the buffs on the other morph do so also? Haven't tried it.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    If they only un-nerfed blazing shield. And removed battle leveling nerfs on ALL health % shields and heals, I would be excited to play my templar again.

    This change would fix blazing shield, igneous shield, and dragon's blood.


    There are a lot of bugs and issues still outstanding but this would give templar another survivability option other than healbot.
  • danno8
    danno8
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    AfkNinja wrote: »
    Nifty2g wrote: »
    I can't actually tell what over half the people are upset about in here

    I will tell you exactly the parts that upset me.

    1. Nerf to Purifying Ritual, no more cleansing projectiles. Huge nerf
    2. Breath of Life reduced to 2 targets. Honor the Dead is better imo now, just use HtD and Grand Healing. They needed to fix line of sight, not nerf BOL 25%.
    3. Nerf of our Rune. Leaving the rune causes major mending or mana regen to cancel after 4~ seconds (On live it lasts ~18). WHY DO WE HAVE TO STAND STILL????
    4. My main complaint. All of the positive changes were for Magicka Templar only, which was already in a much better position than my Stamplar. All stamplar got was Major Mending which requires us to be stationary to use....Stamplar passives still suck, still no synergy, still no pro-active defense. Blazing shield is still terrible, radiant shield is still terrible etc etc.

    I am pissed. They seriously couldn't go ONE PATCH without nerfing something on Templar? NOT ONE PATCH??? I'm thinking I will focus on my DK from now on, It's just too obvious they don't know what to do with Templar and I actually like the DK changes.

    P.S. Disclaimer, I haven't tested the changes yet so this is just my opinion based on theory crafting.

    For 3 + 4: The magicka regen still continues for the life of the rune, no matter if you are in it or not. Not sure if that is what they meant to do but it still works exactly as live.

    You can still get Major Mending from Purifying Ritual circle which is much larger than the Rune. Doesn't Stamplar use Purifying Ritual?
  • Husan
    Husan
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    Hey everyone,

    I'd like to start by saying I have been maining a templar since 4/4/2014 going strong through the good and the bad times and I will probably keep playing this class no matter how weak we are compared to the others. I had great expectations for the PTS patch notes as not only the templar players, but the community as a whole believed it was time to give us some much needed love.

    With that said, I have to say I am somewhat disappointed with the changes that are proposed right now. The fixes to bugs are appreciated, and some of the buffs are amazing, but the patch notes still leave much to be desired. In general I can say that we are heading in the right direction, however some of the changes seem to have veered off course. I'll go through the patch notes step by step and add some more additional notes later after I read all the other replies to this topic. Thanks for your patience reading all these comments who ever you are, unlucky ZOS employee! :)

    Aedric Spear

    Blazing Spear (Spear Shards morph): This morph now displays a hostile red telegraph if it is cast from enemy Templars.

    I am indifferent to this one. I don't mind the ability being telegraphed to the enemy, but I guess one could argue this is a nerf. I feel this ability is in a good spot right now if we consider it a utility ability. The damage portion is meh, but due I just don't see this as a damage ability anymore, the damage is just just a bonus to the utility it gives. I'm perfectly happy to keep this ability as it is to make room for changes elsewhere.

    Focused Charge: This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation.

    I have a strange deja vu feeling on this one. As if I read it in 3 different patch notes already ;). I really hope it works properly this time, and that it truly feels more responsive. If it feels anything like critical rush, I will be very happy.

    Piercing Javelin: Increased the range of this ability and its morphs to 28 meters from 20 meters.

    Appreciated, but ultimately unnecessary. If this ability needed a buff it was to add an effect (example: major breach), increase the damage or reduce the cost. I don't mind having increased range on it, as I will use this ability anyway even without any further buffs.

    Puncturing Strikes: This ability and its morphs no longer knockback and apply crowd control immunity to the nearest enemy on the final hit; instead, they now snare that enemy by 70% for two seconds.

    Nice. Awesome change, ZOS actually listened to feedback on this one. Much appreciated. It would be perfect for the snare to be applied on the first strike instead of the final one, but this is great as it is. As for the stamina morph, I do believe the 170% extra damage on single target needs to come back. Stamina templars were considered one of the best DPS ingame back when that was the case, compared to the absolutely weakest on live now, on par with magicka templars and stamina sorcs. The stamina version doesn't heal, while magicka version does, so it should definetly have a little bit more "oomph" added to it than currently.

    Radial Sweep: Increased the radius of this ability and its morphs to 6 meters from 5 meters.

    Now this is a major disappointment. Reading this sentence honestly feels like a bad joke. This ability needs revisiting. With the exception of tanking some of the PvE content with the damage reducing morph, there is no reason I would use this instead of a dawnbreaker. Not to mention for a stamina build, dawnbreaker also gives you tons of weapon damage passively. This ability is just meh. Doesn't feel like an ultimate at all. My recommendation is increase it's cost and greatly increase the damage done. The tanking morph should also reduce the cost of the base ability (which is higher with my proposed change, and it would only bring it back to the same amount that it is on live) and still provide the 15% damage reduction per enemy hit. The damage morph of this ability should have a massive boost to damage done in it's frontal cone. It should hit more than a dawnbreaker does on a non-deadra/non-WW/non-undead period.

    Radiant Ward (Sun Shield morph): Increased the shield strength bonus from this morph’s shield to 6% per enemy hit from 5%.

    Another minuscule buff that achieves nothing. Sun shield and it's morphs are decent abilities for PvE, but due to how battle spirit works they are completely useless in PvP. I strongly believe battle spirit should not reduce shields and healing amounts from abilities that are based on percentages (DK heal, anyone?). This change would not only make sun shield usable in PvP again, it would actually be a really strong ability once more. An active form of defense we desperately need at the moment. It would also serve as a very good magicka dump for stamina templars, as they are lacking on that front. For those of you concerned about how much damage a blazing shield would do - it would stay the same as it does now on live. The shield is reduced by half now in live, but the damage is not to avoid the double nerf on it. If my proposed changes happen, the shield would not get cut in half, but the damage would - resulting in the same damage output, but also a stronger defense for the templar.

    Dawn’s Wrath

    Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected.

    I don't fully understand this change. I need to test this before I can really comment on it, but I don't really have a good feeling about it for some reason.

    Eclipse:
    This ability and the Total Dark morph can now reflect ranged physical projectiles back to the enemy, in addition to spell projectiles.
    Revised the tooltips for this ability and the Total Dark morph to indicate that the area damage effect is separate from the self-reflect effect, and can be applied to a CC-immune target.
    Fixed an issue where this ability and the Total Dark morph could reflect snares from ground-placed ticking abilities, such as Caltrops or Ash Cloud, and cause you to move at extremely high speeds.


    Ah. Eclipse. I'll miss flying around Cyrodiil whenever I throw caltrops on NPCs and then use this ability on me :p . On a serious note, I can guarantee this the total dark morph will not be used until it has the cc-immunity component completely removed. If you are only able to apply it on one target, it should work regardless of whether the target is CC immune or not. They may choose to cleanse it or CC-break it again, but as of the current state and the proposed change this skill is just a way to give out free CC-immunity.

    Enduring Rays:
    This passive ability now only increases the duration of the Sun Fire, Eclipse, and Nova abilities.
    Increased this passive ability’s bonus to 15/30% more duration at Ranks I/II from 10/20%.


    The infamous passive, that actually decreases the damage output of skills it applies to. I would really be happy to see this passive completely replaced. I have prepared an example:
    Crusade: Every time you use a templar skill you get (pick and choose ZoS, up to you)
    a) minor speed buff for x seconds
    b) major sorcery and major brutality for x seconds (all other classes now have a way of obtaining them in their class tree, so why not?)
    c) increase y stat regen by z% for x seconds (we can be a bit unique here and choose a different y (stat) for different templar skill trees - for example magicka for dawns wrath skills, stamina for aedric spear, and health for restoring light. pretty cool, huh?)

    Nova:
    Reduced the effects and visual light intensity for this ability and its morphs.
    Increased the damage from the Supernova and Gravity Crush synergies by 16%.
    Increased the activation range for the Supernova and Gravity Crush synergies to 3.5 meters from 2.5 meters.


    This abilities damage was fine as it was, but I'm not gonna say no to some extra damage :). The increased range for synergy activation is much appreciated, good call there! This ability is in a good spot, and the only templar ulti that I actually use (mostly in PvE trials).

    Radiant Destruction: Fixed an issue where the execute bonus damage from this ability would not apply if multiple Templars were channeling these abilities on the same target.

    That's awesome, but what is more awesome is the fact that as a channeled ability, radiant destruction is no longer dodgeable. Probably my favourite change in the whole patch notes. I was ecstatic after reading that one!

    Solar Flare: Increased the damage for this ability and the Dark Flare morph by 12%. The damage of the Solar Barrage morph remains unchanged.

    This confuses me. The ability already hits like a truck, but now has it's damage increased by another 12%? Crazy stuff. This should now hit hard. Very hard. The problem with it remains basically the same though. Actually getting to hit it. The damage boost is completely unneeded and I would much rather see a reduced cast time and especially a reduced arc it makes when it travels to the enemy. With the very loud, very specific sound this skill makes, along with the crazy long travel time, no good player is going to take it to their face. They will dodge, or worse, reflect. And since you can no longer reflect more than once.. hmm :).

    Unstable Core (Eclipse morph): Increased the area damage when the effect ends by 50% and can be placed on an unlimited amount of targets, but it no longer reflects single target spells back to the enemy.

    Sounds.. gimmicky. Like a weak version of sorc inevitable curse. Probably a use for it for AoE dps in PvE, which a magicka templar is lacking right now. I like this as a PvE morph, while the other morph needs some more strenghts to it for it to be considered a good PvP morph.

    Vampire’s Bane (Sun Fire morph): Increased the damage over time duration for this morph to 9 seconds from 7 seconds.
    Restoring Light


    What I would personally like to see here is that this ability has its dot damage lowered, or even completely removed and it's initial damage amped way higher, so we have a strong NON CHANNELED! single target dps ability that can be weaved and animation cancelled. Doesn't help stamina templars, but they would already have insane DPS with jabs. This should be the go to DPS skill for a magicka templar, and it should be strong enough to at least do comparable damage to a nightblades funnel health.

    Breath of Life (Rushed Ceremony morph): This morph now only fires one additional secondary heal, previously two heals.

    Saw this one coming. I am actually glad the nerf to breath of life is happening, because that gives us an excuse to buff other skills. But I'd prefer to see it stay on a 3-person heal like it was. What I am hoping here is to have this ability do a line of sight check before firing, and only healing people that are actually in a cone, in front of the templar (imagine bombard skill from bow skill line). Of course terrain obstacles like walls, or even high enough elevation (but only really high rocks, towers, etc.) should prevent it from reaching the target as well!

    Cleansing Ritual:
    Increased the healing from the Purify synergy from this ability and its morphs by 12%.
    Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability.


    The healing buff is unnecessary, but again, I won't say no to it. The "issue" is something a lot of us templar have accepted as a boon to us and have used to our advantage. This is a direct nerf to a major part of our defensive playstyle. I don't mind the change, as it clearly wasn't working as intended (what, you wanted to meteor me? nope. *casts purifying ritual*), but since we have lost this, we need another form of ranged defense. My hopes are for total dark still applying it's effects on a cc-immune target for this.


    Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.

    Awesome. Hands down, the best buff for stamina templars in this patch. It makes sense, we all wanted this, ZOS listened, ZOS delivered. Major props for this change. This is also a very huge buff for templar healers in trial. Pop cleasing ritual or rune focus, BAM 25% more healing from all heals. Grand healing and it's morphs really benefit from this change. Templar status as the best healer in game status: SAVED.

    Healing Ritual: Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%.

    A 25% boost there for a 25% nerf there leaves this ability exactly in the same place as before: 0% effective. This is currently (and it seems same can be said for the next DLC) the worst ability in the templar line up. I've talked about this before, there is nothing this ability can do, that a grand healing couldn't do better. Especially now, since the templar can have major mending, increasing his healing staff heals by 25%. My proposal for the replacement ability is the same as for the enduring rays replacement. Either a minor speed buff, a way to access major sorcery and brutality, or a way to get resources.

    Radiant Aura (Restoring Aura morph): This morph now grants you and your allies the Major Intellect buff upon activation, as well as having an increased radius as a morph effect.

    Another unnecessary change. I, among most other templars will still run repentance, as it is an amazing skill.

    Restoring Focus (Rune Focus morph): This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect.

    Looks OK for a dedicated tank build.

    Rite of Passage: In order to prevent visual issues or issues where the channel would end prematurely, this ability and its morphs can no longer be cast in mid-air.

    This ability is still lack-luster. With all the tools at our disposal, only a bad healer is ever going to use this. What I propose here is the base skill and one of the morphs stays the same, but the other morph significantly changes how the ability behaves. I think a 3-5 second damage and healing immunity to the templar would make for a very interesing playstyle, but not be op. Or maybe one ability could restore magicka+stamina instead of health, again only affecting the templar.

    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.


    This currently does not work as intended on live, and I have heard reports that it is also not working on PTS, although I haven't tested it myself. If we want this ability to be useful in a PvP and late game PvE scenario (VMA and trials), then this needs to become a self buff. All the other classes have easier, less tedious ways to obtain the major ward and major resolve bonuses. Recasting this ability every 8 seconds is just such a pain, I would give a kidney to see it go. A 20 second duration self-buff would be so amazing here. It would just be a really good quality of life improvement for templars.

    EDIT:
    Eventhough it wasn't in the patch notes, I wanted to mention the burning light passive. Currently this passive has a hidden (why do you hide stuff from us, ZOS? :( ) cooldown of one second, which means you are probably not going to activate it more than once per jabs cast. It also means it's not going to activate any more often if you throw down shards, keep jabbing and also have a blazing shield explode at the same time - which it should. A good rotation of keeping blazing spear up on your enemy should reward more total dps. I strongly believe the cooldown for this passive should be removed. This, with my other proposed changes should bring templar to be one of the strongest classes in terms of DPS, and it would be able to compete with the like of magicka DK in sustained damage.
    Edited by Husan on February 4, 2016 10:38PM
  • Ashamray
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    ...I'm runnig Channeled focus since it bring me regen. When it got buff (8 seconds outside rune + 480 total mag recovery) I decided that this morph is now much more usefull. And I used it in pvp and pve all the times.
    Now when I cast my rune I feel something uncosy. I'am afraid of doing a little step. It is not good at all - such a "nervous static gameplay". I'm going to get rid of this morph.
    Edited by Ashamray on February 4, 2016 10:23PM
    Boadrig, EU PC

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  • AfkNinja
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    danno8 wrote: »
    AfkNinja wrote: »
    Nifty2g wrote: »
    I can't actually tell what over half the people are upset about in here

    I will tell you exactly the parts that upset me.

    1. Nerf to Purifying Ritual, no more cleansing projectiles. Huge nerf
    2. Breath of Life reduced to 2 targets. Honor the Dead is better imo now, just use HtD and Grand Healing. They needed to fix line of sight, not nerf BOL 25%.
    3. Nerf of our Rune. Leaving the rune causes major mending or mana regen to cancel after 4~ seconds (On live it lasts ~18). WHY DO WE HAVE TO STAND STILL????
    4. My main complaint. All of the positive changes were for Magicka Templar only, which was already in a much better position than my Stamplar. All stamplar got was Major Mending which requires us to be stationary to use....Stamplar passives still suck, still no synergy, still no pro-active defense. Blazing shield is still terrible, radiant shield is still terrible etc etc.

    I am pissed. They seriously couldn't go ONE PATCH without nerfing something on Templar? NOT ONE PATCH??? I'm thinking I will focus on my DK from now on, It's just too obvious they don't know what to do with Templar and I actually like the DK changes.

    P.S. Disclaimer, I haven't tested the changes yet so this is just my opinion based on theory crafting.

    For 3 + 4: The magicka regen still continues for the life of the rune, no matter if you are in it or not. Not sure if that is what they meant to do but it still works exactly as live.

    You can still get Major Mending from Purifying Ritual circle which is much larger than the Rune. Doesn't Stamplar use Purifying Ritual?

    Yes it is currently bugged and the regen sticks for the full duration, likely the Major Mending as well. However ZOS has clarified this is not how they want the skill to work. They want the bonus effects to wear off after 4 seconds if you leave the rune. Eventually this will be fixed, therefore it's still an issue to me.
  • danno8
    danno8
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    Mumyo wrote: »
    "Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. "

    At first i was confused about this change.. but now I believe how it works so i can clarify for everyone.. basically if assuming it works the way i think it does (Needs Testing)..ITS A HUGE BUFF! To put it in numbers to understand

    If it took 30k Damage stored last patch just to do a 10k Explosion, now it takes 30k - (30k * .66) which is 10200 damage stored to inflict 10k* 1.25 = 12500 damage explosion.

    Stamina Templars now have an Inevitable Detonation.. rejoice!

    U think it might find a use in pvp?

    Heck yea.. the problem with Backlash before was that you had to do 30k damage just to get a 10k explosion.. but 30k damage in a meta where people have 20k health you would never see it..

    Now you only have to do 10k damage to a target to get the maximum explosion!

    Go test it, you are way off. It is the same as before, but you need to do MORE damage than before, but they raised the cap higher.
  • danno8
    danno8
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    technohic wrote: »
    danno8 wrote: »
    Essiaga wrote: »
    maxjapank wrote: »
    blabafat wrote: »
    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.

    What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.

    But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.

    Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.

    Using AUI I've not seen the magicka regen outside of the Rune. Infact the skill seems to be the most accurate area of effect in the game to me. No give at all.

    The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.

    I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.

    If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.

    Does the buffs on the other morph do so also? Haven't tried it.

    Just tried it. The Minor Protection and Minor Vitality fall of immediately upon leaving the Rune.

    The magicka return has always worked outside the RUNE for Channeled Focus, but they really do seem intent on nerfing that aspect of it. I think they are having trouble with it because it is not a standard "buff" they can apply and remove so easily.

    If they do manage to actually nerf it one day I will be very upset. Templar is already the least mobile of all classes and they are trying to make then even more immobile? It makes no sense!
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