Official Feedback Thread for Templars

  • Nifty2g
    Nifty2g
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    Just your daily reminder that eclipse is still buged and you've done nothing about it.
    Do you expect it?
    Wait till next major update. Things reported in PTS don't normally get fixed
    #MOREORBS
  • Lutallo
    Lutallo
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    Sun Shield should receive a buff in PvP. It is the only class damage shield a templar has and healing is hopeless now. Magicka Templars are so horrible in PvP I had to re-spec him to a healer.

    My fully geared sorc gets a 13k damage shield, 21k with harness.
    My fully geared templar gets a 5k breath of life and a 3.75k Sun Shield (25k health)

    Shield strength reduction by 50% shouldn't apply to a shield that scales off health. It was a tiny shield to begin with before IC and now it's completely useless.
    "Rock is too OP, please nerf"
    Sincerely, Scissors.
  • nagarjunna
    nagarjunna
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    Just your daily reminder that eclipse is still buged and you've done nothing about it.

    I don't expect them to fix them, I do expect them to try...

    Which reminds!

    Your daily reminder that Toppling Charge is still not fixed.
    @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
  • Tankqull
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    Ffastyl wrote: »
    Same issues PC had after launch: Population is primarily inexperienced. After a year, the majority shifts to experienced players and issues will align across platforms. The only thing a controller cannot do as well as mouse & keyboard is snap pivoting. And controller will always have a one-up on keyboard for freedom of movement (joystick vs wasd).

    PC will always have a year of experience over console due to the release date delays and with a lack of third parties to get certified by, PC also gets Updates and patches several weeks prior to console. So, I would not say ESO on console is slower, but rather the population has less experience.

    Console players sometimes weave but there is a distinct lack of the light attack-ability combo having unerring consistency no matter what the player is doing. Damage is also not timed to stack as well. In general, the variety of attacks is also less. The top end of console player dishes damage like upper middle PC players. So yes, as a general rule, damage comes much slower on console than on PC. If you play both console and PC you would know this...

    It's also not an experience issue. Console has as many hardcore players as PC, including the players that live in Cyrodiil. Console players are also not inherently slower learners than PC players either... I'm not sure what it is, internet connection, console processor or what, but you simply don't find the players that jump rock to rock, sinning for los and light attack-ability-bashing like on PC.

    the reason is the controller, why do you guess have FPS on console a build in autoaim...
    Nifty2g wrote: »
    Just your daily reminder that eclipse is still buged and you've done nothing about it.
    Do you expect it?
    Wait till next major update. Things reported in PTS don't normally get fixed

    they will exclude needed fixes "as they have implemented to many other things" that need to work proper before fixing templars as it would bloat to many error sources into one patch...
    Edited by Tankqull on February 29, 2016 2:35PM
    spelling and grammar errors are free to be abused

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


  • Ishammael
    Ishammael
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    LOL this thread is still going.
  • Ffastyl
    Ffastyl
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    Tankqull wrote: »
    Ffastyl wrote: »
    Same issues PC had after launch: Population is primarily inexperienced. After a year, the majority shifts to experienced players and issues will align across platforms. The only thing a controller cannot do as well as mouse & keyboard is snap pivoting. And controller will always have a one-up on keyboard for freedom of movement (joystick vs wasd).

    PC will always have a year of experience over console due to the release date delays and with a lack of third parties to get certified by, PC also gets Updates and patches several weeks prior to console. So, I would not say ESO on console is slower, but rather the population has less experience.

    Console players sometimes weave but there is a distinct lack of the light attack-ability combo having unerring consistency no matter what the player is doing. Damage is also not timed to stack as well. In general, the variety of attacks is also less. The top end of console player dishes damage like upper middle PC players. So yes, as a general rule, damage comes much slower on console than on PC. If you play both console and PC you would know this...

    It's also not an experience issue. Console has as many hardcore players as PC, including the players that live in Cyrodiil. Console players are also not inherently slower learners than PC players either... I'm not sure what it is, internet connection, console processor or what, but you simply don't find the players that jump rock to rock, sinning for los and light attack-ability-bashing like on PC.

    the reason is the controller, why do you guess have FPS on console a build in autoaim...

    It's not the controller. I use it on PC and have stated before, in this very multi-layer quote, that the non-bridgeable differences are camera precision vs movement precision. Attack weaving, animation cancelling, weapon cancelling and general high level combat is not impeded by hardware choice.

    Button mapping is severely limited on console, compared to PC controller support which allows full button remapping. The camera can also be an issue, with the default sensitivity being sluggish for the sake of precision. I have had to tweak several sliders in and out of game to get the sensitivity to a more competitive level, but what tools I have cannot grant the camera controls an optimal curve. In Dark Souls 2, at half tilt the camera speed increases dramatically, allowing slow and precise camera movement simultaneously with fast and reactionary movement. ESO (on PC at least) does not have this, having no sensitivity curve or jump, like in Dark Souls 2, to allow the best of both low and high sensitivity.

    In short, the controller isn't an issue. The coding for it is.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
    Daggerfall Covenant

    Ffastyl - Level 50 Templar
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    Arcturus Leland - Level 50 Sorcerer
    Azrog rus-Oliphet - Level 50 Templar
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    Champion Rank 938

    Check out:
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    "My strength is that I have no weaknesses. My weakness is that I have no strengths."
    Member since May 4th, 2014.
  • Zheg
    Zheg
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    Ishammael wrote: »
    LOL this thread is still going.

    So is Wrobel's inaction and obliviousness ;)
  • SemiD4rkness
    SemiD4rkness
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    Eclipse has been buged for more than a year, any plans to fix it? It doesn't just affect templars but all classes. Yes you read it Zos your beloved sorcerers and nightblades are being affected by it too!!!!!!!!!!! Inb4 hotfix.
  • SeptimusDova
    SeptimusDova
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    Well it is clear they have a vision. And that vision is turbulence, compounded by mirage and befuddled by uncertainty.In a world of mediocrity and apathy they strive to fit in. Indeed they excel at it in certain aspects when they care enough to actually excel.

    Other than civility disclaimers and ghost edits methinks that we shall never get a green post in here.
    @nagarjunna I will try to fit your lyrics to a genre and post it on you tube in the next couple of days. I have some mad Vocaloid skills to bring to bear.

    I got total darked on my Sorc last night and I laughed it off. It wasn't a Joy cast either. This was a weak shot.

    This is a summation of wrobels aoe vision that we are seeing. Again they sidestep the problems.You know the AOE CAPs that no one wanted. I noticed they do alot of FEELING when they should be THINKING!.

    "Feeling" is part of the indefensible argument set. Thinking is open to critique and logic..I think they are good honest taxpaying citizens. How I feel about them is another story.
  • Iyas
    Iyas
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    "Abilities that heal based on their damage done (Strife, Puncturing Sweeps, Surge, etc.) will now properly calculate their heal values when the damage is fully or partially absorbed."

    Could anyone test if sweeps is actual healing on shields now? :hushed:

    When the server are back
    Noricum/ Kitesquad/ PC/EU

    Kitesquad Vol. 1

    https://youtube.com/watch?v=6tGxK9KRrEI
  • TheM0rganism
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    1) AOE CC: Add an AOE stun to the damage portion of both Sun Shield morphs.

    2) MOBILITY: Replace Master Ritualist passive with a 2 sec Minor Expedition buff for all party members affected by a Restoring Light spell. NO COOLDOWN; making Repentance/Radiant Aura into AMAZING must-have spells.

    3) REGEN: Add a 8% all-resources return per enemy hit on Empowering Sweep along with making it physical damage.

    4) STAMINA VIABLE HEAL: Make Eclipse return %12 of max health.

    5) AOE SUPPORT REGEN: Spears should add high passive regen (mag = luminous, sta = blazing) when inside its range to party members, like Channeled Focus does. Don't have it be a named Passive, though, just a flat, high number (like 150 every .5 seconds).

    6) A CLASS SUPPORT SHIELD: Healing Ritual casts a 2k shield upon activation as well, to make up for the delay.

    7) ANTI-CLOAK COUNTERPLAY: Backlash should keep targets from cloaking for it's duration and for 2 seconds after it pops.

    8) BUFF THE MOST UNDERUTILIZED MORPH: Radiant Aura no longer needs to be activated (always on for all allies), and damage done by you and your allies returns 1% of max of all three resources. CD of 2 seconds.

    9) BUFF AN UNDERWHELMING SKILL: Piercing Javelin should cause a bleed.

    10) BUFF AN UNDERWHELMING ULTIMATE: Rite of Passage is boring af. Make one of it's morphs insta-rez one or two party members in the radius on one morph (call it Path of the Phoenix), and put BOTH other morphs onto a single one (increased duration and bonus resistances).

    11) FIX BROKEN PASSIVES: Make Burning Light proc on every 3rd AS skill used, to add a sense of strategy and rotation, instead of the hidden CDs and proc rates. Also, make Balanced Warrior give Spell Damage.

    12) MAKE NOVA A MORE SOLO-VIABLE ULT: Remove the synergy and have it proc if an enemy has been affected by it for more than 4 seconds.

    13) MAKE RUNE FOCUS MOBILE: The rune stays on you and nearby Allies receive Minor Resolve and Ward
    Edited by TheM0rganism on February 29, 2016 4:25PM
    PS4 DC Stamina Templar Tank/DPS...because I ALWAYS play on hard mode
    #2233 - Never Forget
  • Husan
    Husan
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    Time to let go guys. @ZOS_GinaBruno said a year ago we will see more dev interaction on the forums, which hasn't happened by now, and it probably never will. I've asked several times in this thread for dev recognition, atleast a /lurk to see someone is actually reading this. It's obvious they don't care. @Wrobel has his ideas of what a templar should be, and he is going through with them no matter what the feedback is. I realise now the real point of this thread was just to see what abilities were still bugged on PTS. Everyone from ZOS team except for the poor sod of a moderator that has to keep us in check has stopped reading this thread by page 10.

    Just let this thread die, go roll an alt (or play another game - I'm enjoying BDO at the moment) and wait for the Dark Brotherhood DLC. Pray that Eric "the architect" Wrobel and his vision for the templar class result in a strong house, nay, a fortress!
  • TheM0rganism
    TheM0rganism
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    Wrobel's stated vision with templars is so counter-intuitive of what the content designers have planned out that it's apparent the left and right hands have no idea what the other is doing.

    Disgusting...
    PS4 DC Stamina Templar Tank/DPS...because I ALWAYS play on hard mode
    #2233 - Never Forget
  • nagarjunna
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    @nagarjunna I will try to fit your lyrics to a genre and post it on you tube in the next couple of days. I have some mad Vocaloid skills to bring to bear.

    It's an old First World War song called Hanging On The Old Barbed Wire! Used by troops to sum up the situation they felt they were in.
    @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
  • nagarjunna
    nagarjunna
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    Oh, yes! How exciting (not)... Patch 2.3.4 is out.

    As usual nothing there for Templars - I suppose we should be very grateful we weren't nerfed or anything in public. Still need to check for the usual stealth nerfs!
    @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
  • Cinbri
    Cinbri
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    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?
    Edited by Cinbri on February 29, 2016 5:41PM
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Cinbri wrote: »
    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?

    Can we meet in the middle and call it a huge bug fix?
  • Cinbri
    Cinbri
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    Cinbri wrote: »
    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?

    Can we meet in the middle and call it a huge bug fix?

    Thats what i wanted to say. :)
  • Hiero_Glyph
    Hiero_Glyph
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    Husan wrote: »
    Time to let go guys. @ZOS_GinaBruno said a year ago we will see more dev interaction on the forums, which hasn't happened by now, and it probably never will. I've asked several times in this thread for dev recognition, atleast a /lurk to see someone is actually reading this. It's obvious they don't care. @Wrobel has his ideas of what a templar should be, and he is going through with them no matter what the feedback is. I realise now the real point of this thread was just to see what abilities were still bugged on PTS. Everyone from ZOS team except for the poor sod of a moderator that has to keep us in check has stopped reading this thread by page 10.

    Just let this thread die, go roll an alt (or play another game - I'm enjoying BDO at the moment) and wait for the Dark Brotherhood DLC. Pray that Eric "the architect" Wrobel and his vision for the templar class result in a strong house, nay, a fortress!

    It is worth noting that ZOS reverted the animation cancelling change based on PTS feedback, so really they are just ignoring Templars. I do agree about rerolling (another game).
    Edited by Hiero_Glyph on February 29, 2016 6:31PM
  • Minno
    Minno
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    Husan wrote: »
    Time to let go guys. @ZOS_GinaBruno said a year ago we will see more dev interaction on the forums, which hasn't happened by now, and it probably never will. I've asked several times in this thread for dev recognition, atleast a /lurk to see someone is actually reading this. It's obvious they don't care. @Wrobel has his ideas of what a templar should be, and he is going through with them no matter what the feedback is. I realise now the real point of this thread was just to see what abilities were still bugged on PTS. Everyone from ZOS team except for the poor sod of a moderator that has to keep us in check has stopped reading this thread by page 10.

    Just let this thread die, go roll an alt (or play another game - I'm enjoying BDO at the moment) and wait for the Dark Brotherhood DLC. Pray that Eric "the architect" Wrobel and his vision for the templar class result in a strong house, nay, a fortress!

    It is worth noting that ZOS reverted the animation cancelling change based on PTS feedback, so really they are just ignoring Templars. I do agree about rerolling (another game).

    Templars and abusive gamers. In retrospect, we should have been concise, on topic and focused via numbers on PTS instead of past Templar threads.

    Let's regroup after live and get our points across then.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Wreuntzylla
    Wreuntzylla
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    Cinbri wrote: »
    Cinbri wrote: »
    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?

    Can we meet in the middle and call it a huge bug fix?

    Thats what i wanted to say. :)

    I seem to remember that this was an intended effect of ZoS' rock-paper-scissors strategy.

    This is a pretty significant change, how is the healing on shields since shields don't mitigate?
  • Francescolg
    Francescolg
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    Lutallo wrote: »
    My fully geared sorc gets a 13k damage shield, 21k with harness.
    My fully geared templar gets a 5k breath of life and a 3.75k Sun Shield (25k health)
    Hardened Ward on a spell-dmg spec'd sorc can be considerably higher than 13k.. but you're 100% right. Just speak more about Blazing Shield, because real Templars use the term Blazing Shield, since we've never spec'd in the other morph since release of the game!

    We've been in this situation for pretty much a year now and ZOS doesn't care at all.
    Funny, how people still think and hope for better timer: You are wasting your time, sorry!
  • Cinbri
    Cinbri
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    Cinbri wrote: »
    Cinbri wrote: »
    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?

    Can we meet in the middle and call it a huge bug fix?

    Thats what i wanted to say. :)

    I seem to remember that this was an intended effect of ZoS' rock-paper-scissors strategy.

    This is a pretty significant change, how is the healing on shields since shields don't mitigate?

    It is high, no mitigation by shields negate problem of non-crittable shields, no more shieldstacking sorcs will LOL at your face. And about shieldstacking, did you guyz known that shields are executable on pts? It is huge nerf of shields too
    Edited by Cinbri on February 29, 2016 7:03PM
  • Hiero_Glyph
    Hiero_Glyph
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    Cinbri wrote: »
    Cinbri wrote: »
    Cinbri wrote: »
    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?

    Can we meet in the middle and call it a huge bug fix?

    Thats what i wanted to say. :)

    I seem to remember that this was an intended effect of ZoS' rock-paper-scissors strategy.

    This is a pretty significant change, how is the healing on shields since shields don't mitigate?

    It is high, no mitigation by shields negate problem of non-crittable shields, no more shieldstacking sorcs will LOL at your face. And about shieldstacking, did you guyz known that shields are executable on pts? It is huge nerf of shields too

    What's funny is that this would be a Templar nerf too if ZOS hadn't already nerfed Sun Shield into the ground. As it stands now it's a Templar buff since almost no Templars are using Sun Shield.

    Also, you know ZOS will nerf healing against shields shortly since Templars can't have nice things.
    Edited by Hiero_Glyph on February 29, 2016 7:10PM
  • staracino_ESO
    staracino_ESO
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    I was bored so I went ahead and redesigned the entire Templar class. I know it probably doesn't count as "PTS Feedback," but I don't think any of that matters anymore at this point in time.
    The idea for this assignment was to make every ability something that I could see myself taking for one spec or another; with the goal of making a fun-to-play class.

    So here it is for your reading pleasure:

    Aedric Spear - The changes I have made to this tree are to tilt it slightly more towards tanking. I think the identity of the Templar should be that they have 1 specific tree for each piece of the holy trinity. Obviously this wont be rigidly adhered to, but the trees should carry the spirit of each role.
    Puncturing Strikes - Ability will function mostly the same, except instead of casting anywhere, it requires a target. It will track the target at all times like Flurry, and the target will always take the 140% extra damage. Any enemies within a cone of the same size as it is currently will still take the regular damage from each jab. Will still snare all targets at the end. (or beginning if they go for that) It can be cast at targets that are out of range to do the AOE damage in the cone, but no targets will receive the bonus damage.
    Puncturing Sweeps - No changes other than targeting. If all of my Restoring Light changes make Templar healing too powerful, I would think lowering the healing from this would be the first place to start.
    Biting Jabs - Now attempts to interrupt casting with each jab. Possibly remove Major Savagery. (see New Ability below)
    I am of the philosophy that a primary damage dealing ability should not provide many (if any) buffs. I like rotations and buff spells. I think making this ability and its morphs function like Flurry will eliminate many of the issues with it.

    Piercing Javelin will be combined with Spear shards (see below) and a new ability will replace it.

    Focused Charge - Will actually work properly with no GCD upon landing. Otherwise it will be mostly the same, with the base ability and Explosive Charge adding a 50% snare for 2 seconds to any targets hit (AOE snare for Explosive). I do not feel a Stamina morph is necessary, but toppling charge would be my choice for changing to Stamina if it was needed.

    Spear Shards - This will be combined with Piercing Javelin, with the following specifications:
    Javelin's cost (maybe higher), range, targeting, single target knock-back/down and main target damage.
    Shards' radius, synergy* and damage to other enemies inside radius.
    Basically, the Templar throws a spear at an enemy and it bursts on impact, dealing main target damage, as well as smaller AOE damage to anyone in the radius. It then spawns the burning shards on the ground.
    Burning portion of blazing shards becomes base, and the burning damage will be seriously ramped up. There will no longer be Burning Light damage procs (see Passives below), so this will need to hit harder. The goal is that the Javelin knocks the target back, but spawns the burning ground where they were. The target will end up near the edge of the radius when they land, so they have to make a choice between retreating and saving Health, or going towards the Templar through the burning ground. This will give Templars some turf control.
    *The mana gain upon synergy from blessed shards will become base as well.
    Morph 1 costs/scales from stamina etc. Stuns each enemy hit for 2 seconds (AOE stun). Main target will still get knocked back. Physical damage, and the AOE ground effect should be Poison or Disease damage. (Toxic Spear or Corrupting Spear)
    Morph 2 grants the caster either the ability to use the synergy themselves, or they get the restores when another player uses it, standard synergy CD applies to caster and synergy user. Pick one.
    Combines 2 lackluster (yes they are lackluster) abilities into one to provide a medium amount of damage and a lot of utility, depending on the morph. Main target damage would not be high enough for the cost to warrant spamming, and the burning ground DOT and utilities would be desirable enough to warrant use.

    Sun Shield - Complete rewrite.
    Base - Applies Major Ward and Major Resolve. Upon casting and whenever the caster takes damage, the shield pulses and damages nearby enemies (6m) for the amount that the old Burning Light would hit for, as magic damage. The damage pulse would have a 2-3 second internal cool-down. Lasts 6-9 seconds (3x whatever the cool-down for the damage pulse is).
    Radiant Ward - Reduced Cost. Whenever the damage pulse is triggered, the Templar gets a damage shield equal to x% of their Max Health. This percentage, and whether or not it is based off of Health would have to be tested/debated/decided.
    Blazing Shield - Increase the damage and radius (8-10m) of the damage pulses. When the shield expires, it explodes for the damage of 2-3 of the pulses. (amount of damage would need testing)
    Offers Major Resolve and Ward since Rune Focus will longer have it (see below). Behaves similarly to Spiked Armor and Lightning Form, but is unique enough to fit the Templar. Offers a tanky option and a bursty option with the morphs. The second option allows it to be used for DPS when the Templar is not taking damage. Has a built-in counter where a smart enemy can activate the pulse from range, burst during the ICD, and then back away before it pulses again, or just block.
    This would be the only non-target damage class ability the Templar has, so it would be used to search for stealthed players.

    New Ability - A good spot for this one would be between Focused Charge and The New Shards/Javelin Combo, so 3rd unlocked.
    Base - A single jab with the Aedric Spear, causing Minor Maim for 10 seconds. Deals magic damage similar to the damage of Low Slash.
    Morph 1 - Also grants Minor Resolve and Minor Ward for 10 seconds.
    Morph 2 - Costs/Scales from Stamina etc. Deals Physical damage. Causes the target to bleed for the duration, or applies Minor Fracture, or both. Testing is needed. The bleed should be fairly hefty, as this morph sacrifices the option to have Minor Ward/Resolve. If Major Savagery was removed from Biting Jabs, it would go here.
    A new ability that is primarily for buffing/debuffing. It functions similarly to Low Slash, but offers a Magicka version as well as a different variety of Buffs and Debuffs. The Stamina morph would encourage a rotation for Stamina Templars, instead of just spamming Jabs.

    Ultimate
    Base - Causes 360 degree spear wall to shoot up around the caster with an 8 meter radius. Deals direct magic damage and a dot similar to radial sweep, but slightly more for each.
    Morph 1 - Also grants Major Protection for 10 seconds.
    Morph 2 - On activation, knocks up all enemies within the radius in a similar fashion to Volcanic Rune/Meteor, and increases the DOT portion of the damage.
    Even with an increase in damage, the damage will still be low for an Ultimate. The choice is more about deciding if you want a good tanking buff, or some AOE CC with extra damage. I am not very good at figuring Ultimate costs, so have at it, but it should be fairly cheap.

    Passives
    Piercing Spear - Fine as is.

    Spear Wall - Change to all blocking, not just melee. Also reduce cost of blocking by 1% per rank.

    Burning Light - A major problem with Templar DPS is that it is reliant on a 1/4 proc chance, with a hidden internal cool-down. To rectify this, this ability should simply increase the damage of Aedric Spear abilities by 3/5%, a la Energized. All Aedric Spear abilities would have to have their damages re-evaluated because of this.
    Another option could be that every hit from an Aedric Spear ability deals bonus damage that is approximately 1/4 the old Burning Light damage. Damage values would most likely not need to be revised in this case. Damage could be magic, but I would prefer fire with a chance to proc burning, just for flavor. It should still scale the way it does now.

    Balanced Warrior - I believe there should be NO class passives that add flat, arbitrary stat values. Not just among Templars; several other class passives just give flat values instead of percentages. Everything should be in percentages to make getting more of the affected stats more valuable via scaling. To this end, this should add spell and physical resistances as a percentage. It should not add damage, as Burning Light and tweaks to base damages should have that covered. Rename it Balanced Defender.

    Dawns Wrath - The primary DPS tree. This is where Templars should find many of the abilities to build a successful DPS rotation, and the buffs to empower it. Even with the CP changes, I would say it should do magic damage to be consistent, or all Dawns Wrath abilities should deal fire damage. Up for debate. I will carry on under the assumption that it is all magic, unless otherwise noted.
    Sun Fire - Solid damage as is, but the way the damage is given needs to be tweaked.
    Base - Casting this should function very much like Mage's Wrath, or the classical Sunstrike from many other MMO's. Instant downward beam of light to burn enemy. Should deal about the same amount of total damage, but the damage should be split to 60% on initial hit, and 40% on DOT over 4 seconds. Still gives Major Prophecy.
    Vampire's Bane - Keep same initial hit damage, but DOT damage needs to be doubled over the same time-frame. This should be dangerous if the enemy chooses not to cleanse/reflect it.
    Reflective Light - No longer has a DOT component, and deals less initial damage. Hits all targets in a 8 meter radius around the target. Damage is increased by x% for each extra hit, up to y%. These percentages need to be decided after testing, but this is how it should function. It should be nowhere near as powerful as Magicka Detonation since it is spammable, but should still penalize stacking if used properly. Maybe 15% as strong as Detonation?
    Keeps a faster pace to Templar combat. Waiting for long, small DOTS is not feasible right now. The Reflective morph gives Templars the ability to split up small to medium sized groups, and covers the AOE damage that Solar Barrage never could get.

    Solar Flare - Base is fine except for travel time. Needs to hit in about half of the time as it does now, especially when traveling long distances.
    Dark Flare - Fine as it is, except for the travel time as mentioned above. May need to have damage reduced.
    Solar Barrage - Costs/Scales from Stamina etc. Is now a melee spell that functions like Flurry, with a channel time equal to the normal Solar Flare cast time. Pummels the target with flaming fists for a small amount of physical damage. Grants Empower on the final hit, and also grants Major Brutality for 20 seconds.
    A decent ability as is, save for Solar Barrage morph, which is terrible. The AOE morph is being covered by Reflective light, so this is the best place to provide a way for Stamina Templars to access Brutality. Does small damage to encourage a rotation as opposed to spamming this.

    Backlash - Complete rewrite! This is the only ability in the game that currently requires extra players to get basic functionality out of it... that is no good.
    Base - Stores 50% (subject to change based on balancing) of the damage from ONLY the caster. Lasts for 10 seconds. Has a similar maximum hit cap as now, which should be fairly challenging to hit, but not impossible for Templars to reach by themselves. This maximum hit cap should always scale from either Magicka or Stamina, whichever is more powerful. Limit 1 Backlash at a time. While active, an ally can activate a synergy to add ~5000 to the stored damage. The synergy is 1 time per cast, with the standard synergy cool-downs. The damage is released upon one of four conditions:
    1) The 10 second timer expires.
    2) The damage cap is hit.
    3) The ability is re-cast on same target.
    4) The ability is cast on another target.
    Purifying Light - When the damage is released by any of the methods above, heals nearby allies for x% of the damage done. (This is a tough percentage to calculate, so much testing will be needed to arrive at the right number.)
    Power of the Light - No longer a Stamina morph. Grants Major Sorcery. Applies only Minor Breach.
    Removes the reliance on allies to get the spell to function well, but retains some form of group play via the synergy. Can provide useful utility with either morph, but can provide truly powerful burst in the hands of a skilled player. Like with Solar Barrage, Power of the Light provides a Major buff without being to spammable, to encourage a rotation for Magicka Templars.

    Eclipse - Complete rewrite! An ability that has no practical function in PvE should not be in the game. I struggle to think of 1 reason anyone would use this in PvE, since bosses are immune to the reflect and trash doesn't need to be reflected.
    Base - Self buff for Templar that lasts 10 seconds or 5 projectiles. Templar takes 50% damage from incoming projectiles, and fires a ray of light (which looks like a real-life solar flare) dealing the other 50% of projectile damage back to attacker as magic damage.
    Total Dark - Templar takes no damage, is healed for 10-25% (needs balance testing) of projectile damage, and fires ray of light back at attacker for 50% of projectiles' damage as magic damage.
    Unstable Core - Costs/scales from Stamina. Templar takes 50% damage from projectiles. No longer fires retaliation rays. After timer expires or once 5 projectile limit hit, bubble explodes dealing an amount of physical damage equal to the amount the Templar took from the absorbed projectiles to enemies within 6-8 meters. Imagine it as the shield spraying the projectiles everywhere when it bursts.
    No longer the wonkiest spell in the game! Offers Templars their own unique reflect that is based on them, not a target. It does not reflect 100% of the damage, so it is not as brutishly powerful as Reflective Scale. The Stamina morph is no longer a reflect but sort of a reverse Backlash that puts pressure in melee range. Smart enemies will know to get away before it bursts, but anyone caught in it will certainly pay the price.

    Radiant Destruction - With the bevy of self heals the Templar has, the healing morph is not needed. The morphs for this ability should be identical, except one is up to 20% based on remaining Magicka, and the other is based on remaining Stamina. The Stamina one should scale from Stamina, and deal either poison or disease damage, of course.

    Nova Ultimate
    Base - Now applies Major Maim to enemies while inside (same as currently, but having it be a standard debuff is more consistent). It offers the synergy, but the synergy no longer has a stun component.
    Solar Disturbance - Going with the Disturbance theme, is should silence enemies inside of it. They can always break free of it, just like with Negate Magic. Allies within the Disturbance Field should gain Major Evasion, because of the light and debris. This morph will act as a mitigation ultimate, and if need be, can do slightly less damage than the base spell.
    Solar Prison - This should stun enemies for 2 seconds upon impact, and snare enemies inside of it for 70%. It is a prison, it should act like one. Morphs based solely on synergies have no place outside of the Undaunted skill line.
    Both morphs would still offer the synergy. The problem with this ability is that it is just a big DOT. In order to compete with Meteor, it needs a front-load of damage upon impact, with about the same ratio. Meteor seems to do about 1/5 of its damage up front, and the rest over 10 seconds. Nova should do slightly less total damage than Meteor, but with about the same ratio of upfront/DOT damage. The synergy is the reason it should do slightly less damage than Meteor, but it should look cool when it goes off (the yellow core should supernova or something.)

    Passives
    Enduring Rays - As I have changed most of the abilities to not be reliant upon duration, this should be very similar to my new Burning Light, and simply increase Dawns Wrath damage 3/5%. Rename it Intensified Rays or something, and of course tweak the base damages to balance it.

    Prism - This is a very non-prismatic prism. To be a true prism, it should restore 2/3 ultimate, and 2/4% Max Health, Magicka and Stamina when activating a Dawns Wrath ability. It should keep the 6 second internal cool-down.

    Illuminate - Should also grant Minor Brutality as well.
    Passives should apply to Stamina and Magicka builds evenly, otherwise this passive needs some other effect to have parity with Mountains Blessing.

    Restoring Spirit - This type of passive would be better suited to the Restoring Light tree. Instead, it should be called Sun Spots, and it should grant Minor Evasion to the Templar for 6 seconds when they activate a Dawns Wrath ability.
    Offers small amount of mitigation and has good synergy with the tank and heal trees, as all of them would want to be hit less often.

    Restoring Light - I want Templars to be unique in that they can heal without the aid of a Restoration Staff, without having to spam only 1 ability. Other classes can heal fine with a staff, so that means the staff is self-sustained. Therefore, I do not feel that many (if any) Templar abilities/passives should have synergy with the staff. Bear in mind I am not very good at calculating healing numbers, so I will throw out ballpark numbers and compare them to other healing abilities that we know.
    Rushed Ceremony - This is the part that might hurt a little bit. I feel these changes will make healing not so rampant, but keep Templars as competitive healers without having to use a Restoration Staff.
    Base - Now has a 1 second cast time. This is a bomb heal, and should have a cast time for the amount of healing that it is capable of; especially with the other changes I have made to this tree. (see below) Possibly may need to cost even more than it does now.
    Honor the Dead - Same cast time and still has mana return, but the same amount of mana comes in over 4 seconds instead of 8. If the mana-return conditions are met, the recipient if the heal also gets a small (5-10% HP) damage shield.
    Breath of Light - Same cast time. Heals up to 4 allies for 50-75% of Rushed Ceremony values. (not sure on what this percentage should be)
    This ability would now be for the Templar who is good at "predicting" damage. Its high cost and cast time would make spamming it less useful, but it could be spammed when you know big group damage is coming, or when 1 person is being hammered on for most of their Health. It would make a good supplement for smaller, controlled heals and HOTS.

    Healing Ritual - This is supposed to be an AOE heal to compete with Grand Healing. All forms still do bonus 30% to caster.
    Base - No longer has a cast time. Heals allies in 10 meter radius for ~3000 (or approximately 2 ticks of Grand Healing).
    Ritual of Rebirth - Costs/Scales from Stamina etc. If the caster is under 50% Health, the heal is strengthened by 100% (this percentage may need tuning).
    Lingering Ritual - Also leaves a HOT on healed allies that heals for the initial amount over 4-8 seconds. Not sure about the timer for the HOT. Whatever makes it decent but not over-powered.
    THIS should be the primary Templar heal. In essence it is a mana version of Vigor, with a stamina option to allow Stamina Templars to throw out the occasional heal. The 50% Health requirement for the Stamina morph should prevent any exploiting. The 10 meter radius is small for an AOE heal, but it is not made worse by a snare+cast time.

    Restoring Aura - This and its morphs will still provide all of the minor stat buffs while slotted, as it does now.
    Base - Applies Minor Vitality to allies in a 12 meter radius for 15 seconds. Allies can activate a synergy to grant them all of the passive minor stat restore buffs that the Templar gets for 15 seconds.
    Radiant Aura - Keeps Minor Vitality, keep the synergy, and grants a damage shield to allies similar to Obsidian Shield, with 100% bonus to caster.
    Repentance - Same as it is now, but also restore magicka for corpses. The amount of stamina and magicka restored per corpse should probably be lower than it is currently, but health should stay the same. It should not be castable if there are no usable corpses nearby. No longer offers synergy.
    This will now serve as a sort of "rubbing alcohol" that a Templar applies before starting their healing. It preps them to receive bigger heals, and the Radiant morph will give them a small buffer to keep them alive until the real healing starts. A synergy that offers the option to get some minor stat restore buffs will be more useful and make up for the synergy I removed from Cleansing Ritual. (see below) Repentance should offer all stats back because of the unique requirement of fresh corpses, and to fit in with more build types.

    Cleansing Ritual - Needs to be somewhat competitive with Purge.
    Base - Mostly the same, but no more synergy, and automatically cleanses 1 harmful effect from allies in range upon activation. Keeps ground-based HOT. Possibly raise the cost a little
    Purifying Ritual - Same as it is currently, plus the 1 cleanse per ally, and it should have reduced cost, as this is likely the morph Stamina Templars will want to use.
    Extended Ritual - The longer an ally remains in the circle without leaving, the more powerful the HOT gets. It should be very powerful if they stay in it for the entire duration.
    Keeps the spirit of Cleansing Ritual without having to rely on allies using synergies, which is a terrible way to heal. The Extended morph offers an opportunity for a group to make a stand on a plot of land, but should not be so powerful as that it cant be countered by putting a lot of GBAOE pressure on top of it to force people out. Something may have to be put in place to prevent stacking these. Perhaps any given player may only have 1 Extended Ritual hot active on them at a time.

    Rune Focus - Since Aedric Spear picked up Ward/Resolve duty, that leaves this ability to be rewritten! I would prefer to call it First to Aid. :P
    Base - Lasts 10 seconds. Grants Major Expedition and Major Mending. This buff or any of its morphs should fall off early if any non-Restoring Light ability is used.
    Morph 1 - Costs/scales from Stamina. Removes roots and snares and grants immunity to them for the duration. Restores Stamina in similar amounts to how Channeled Focus worked for Magicka.
    Morph 2 - Restores Magicka similarly to how Channeled Focus did. Reduces cost of dodge roll and break-free by 50% for the duration.
    This gives Templars a version of Expedition that allows them to escape without penalizing them for trying to help others while they escape, or to let get them to where the heals are needed quickly. The morphs offer meaningful CC reduction that I feel will help their respective play-style.

    Ultimate
    Base - Instant cast. Applies a very large HOT to all allies within 20 meters. Hot lasts for about 8 seconds.
    Morph 1 - Also applies Major Vitality to all allies within radius. Buff lasts 15 seconds.
    Morph 2 - Also applies Minor Berserk to all allies within radius. Buff lasts 8 seconds.
    A healing Ultimate that keeps the Templar mobile and offers buffs with each morph to fit either a defensive healing role, or an aggressive assaulting role.

    Passives
    Mending - Same effect, but applies to all heals from ANY Templar tree. Does not include Restoration Staff.
    This would offer a small amount of synergy between the Templar trees, without bleeding into Restoration Staff and making it too good.

    Focused Healing - Gives Minor Protection to Templar while under the effects of Restoring Aura/morphs, Cleansing Ritual/morphs, new Major Expedition Spell/morphs, or new Ultimate/morphs.
    Simply makes healers a little bit less squishy as a reward for being a healer.

    Light Weaver - Good place to put the Restoring Spirit passive we took from Dawns Wrath. Percentages may need tuning. This combined with the new Prism should go a long way to helping sustain. Perhaps it should only apply when at least 1 Restoring Light ability is slotted, to encourage all types of Templars to use at least 1.

    Master Ritualist - Once per 6/3 minutes, one ally that is under the effects of any of your Restoring Light abilities (HOTS, Buffs, or Damage Shields) is healed for 5/10% of their Max HP if they take a blow that would otherwise kill them. Make sure that the Templar does some sort of cast animation so that they can tell that it went off. Perhaps rename it Watchful Custodian or Watchful Eye.
    This may end up being insanely overpowered, but I think it is a good and unique idea for the final passive in THE healing tree. Amounts and internal cool-down might need tweaking. Obviously it would need some sort of fail safe to prevent exploiting certain instant-kill PvE mechanics or fall damage. Perhaps make it only work if the killing blow is spell or weapon damage, and make fall damage and other instant-kill damage a new type of damage that is exempt.

    So there you have it. Please share any feedback you may have on these changes (I will actually listen and respond) and any input you may have for the variables I was not sure about. Sorry for any typos/grammar. English IS my first language, but I went to public school. <;{
  • Wreuntzylla
    Wreuntzylla
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    Cinbri wrote: »
    Cinbri wrote: »
    Cinbri wrote: »
    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?

    Can we meet in the middle and call it a huge bug fix?

    Thats what i wanted to say. :)

    I seem to remember that this was an intended effect of ZoS' rock-paper-scissors strategy.

    This is a pretty significant change, how is the healing on shields since shields don't mitigate?

    It is high, no mitigation by shields negate problem of non-crittable shields, no more shieldstacking sorcs will LOL at your face. And about shieldstacking, did you guyz known that shields are executable on pts? It is huge nerf of shields too

    Very interested to see how this plays out.

    Good sorcs are not easy to stick to and this seems to be a rather balanced approach to start undoing the damage the purifying projectiles nerf has wrought.
  • Spacemonkey
    Spacemonkey
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    Well, I've been keeping track, and been around for a long time. But if this is IT come the actual update release. My sub is going poof. And not returning until there's more than just DPS walls to this game. I just don't get it. So I guess I'll move on.
  • CP5
    CP5
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    @staracino_ESO, interesting write up and I always like seeing those. I did want to say one thing about backlash however, they changed it in 1.6 to only rely on the casters damage output but I liked it before this change. My healer in 1.5 was able to kill a dk emperor several times because I was able to place this skill on them and they got a crazy out of nowhere burst to bring them down. It wasn't as useful alone, true, but in groups the burst gave templars a type of burst damage enemies never expected and I felt that was useful.
  • Essiaga
    Essiaga
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    Cinbri wrote: »
    Cinbri wrote: »
    Cinbri wrote: »
    You are wrong about templars - now both Radiant Glory and Puncturing Sweep can heal upon hitting damage shields :yum: It is huge buff. So @Iyas, answer is - yes.
    And Rite of Passage can't be interrupted by dk burp Deep Breath anymore. Still:
    @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom please give us some clarifications:
    1. Does Sweeps and Glory unable to crit heal like Strife is bug or intended?
    2. Does Jabs unable to proc Siphon from resto-staff in 2.3 version is bug or intended?

    Can we meet in the middle and call it a huge bug fix?

    Thats what i wanted to say. :)

    I seem to remember that this was an intended effect of ZoS' rock-paper-scissors strategy.

    This is a pretty significant change, how is the healing on shields since shields don't mitigate?

    It is high, no mitigation by shields negate problem of non-crittable shields, no more shieldstacking sorcs will LOL at your face. And about shieldstacking, did you guyz known that shields are executable on pts? It is huge nerf of shields too

    Very interested to see how this plays out.

    Good sorcs are not easy to stick to and this seems to be a rather balanced approach to start undoing the damage the purifying projectiles nerf has wrought.

    Anyway you put it they'r just going to make shields worthless which is just pushing the DPS Train harder. Mitigation is getting weaker and weaker. Sun Shield is still useless ... and is getting further and further from ever being useful which is a loss. When their bad enough they'll remove (some or all) the battle spirit nerf and give us shields that are still to weak to matter while Sorc's shields will still be far superior and no balance will have taken place.

    ZOS could have simply balanced the shields. Instead they're making them ALL weaker and weaker in an effort to balance 1 class. You can't balance the classes by blanket ****ing shields and mitigation. Mobility is so important because mitigation is so weak. I don't see that changing any time soon since mitigation is offset by healing in PVE.

    Stupid, stupid, stupid ZOS.
  • deximasb14_ESO
    11) FIX BROKEN PASSIVES: Make Burning Light proc on every 3rd AS skill used, to add a sense of strategy and rotation, instead of the hidden CDs and proc rates. Also, make Balanced Warrior give Spell Damage.

    I like this but I would have one change. make burning light proc on anything if its slotted. that way sweeping strikes will not me so must have for a lot of builds. I could for example use wrecking blow on my stamplar if I wanted too but right now I cant because its a dps lose
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