Templars used to have a synergy with heavy attacks through Blinding Light. Aside from the 50% miss chance, if the enemy missed, they were set off-balance, which would make them take more damage from the next heavy attack. It was a very fun and powerful synergy, making Blinding Light a strong defensive and offensive tool.
I would like to see the off-balance status ailment returned to the Templar arsenal. Aside from adding it to the base ability Sun Shield, I am not sure where else to put it. Sun Shield, without Battle Spirit's reduction, is already a strong ability but it is also the only defensive ability that is used frequently enough to make the off-balance effect worthwhile. It will make Templars a bigger threat in close quarters as bursting Blazing Shield will yield a burst of damage as the absorbed damage is released and a heavy attack takes advantage of the off-balance state; Radiant Ward will benefit too by giving it an offensive capacity and making the off-balance effect on demand, as opposed to waiting for Blazing Shield to expire.
The qualm I have about adding off-balance to Sun Shield is the Devs are already hesitant to buff Blazing Shield and this is undoubtedly a buff to Radiant Ward, but the wrong buff for the morph concept. If off-balance is not overpowering Sun Shield and its morphs, then adding an additional disorient CC to Radiant Ward's explosion should put it on par with Blazing Shield's offensive utility. Unless, of course, the goal of Radiant Ward is to be a powerful defensive damage shield, then offensive buffs are misguided.
Disorient on Radiant Ward would make for a nice AoE CC that Templars lost with Blinding Light and the off-balance effect will make the "Templar house" a less inviting abode.
Templars used to have a synergy with heavy attacks through Blinding Light. Aside from the 50% miss chance, if the enemy missed, they were set off-balance, which would make them take more damage from the next heavy attack. It was a very fun and powerful synergy, making Blinding Light a strong defensive and offensive tool.
I would like to see the off-balance status ailment returned to the Templar arsenal. Aside from adding it to the base ability Sun Shield, I am not sure where else to put it. Sun Shield, without Battle Spirit's reduction, is already a strong ability but it is also the only defensive ability that is used frequently enough to make the off-balance effect worthwhile. It will make Templars a bigger threat in close quarters as bursting Blazing Shield will yield a burst of damage as the absorbed damage is released and a heavy attack takes advantage of the off-balance state; Radiant Ward will benefit too by giving it an offensive capacity and making the off-balance effect on demand, as opposed to waiting for Blazing Shield to expire.
The qualm I have about adding off-balance to Sun Shield is the Devs are already hesitant to buff Blazing Shield and this is undoubtedly a buff to Radiant Ward, but the wrong buff for the morph concept. If off-balance is not overpowering Sun Shield and its morphs, then adding an additional disorient CC to Radiant Ward's explosion should put it on par with Blazing Shield's offensive utility. Unless, of course, the goal of Radiant Ward is to be a powerful defensive damage shield, then offensive buffs are misguided.
Disorient on Radiant Ward would make for a nice AoE CC that Templars lost with Blinding Light and the off-balance effect will make the "Templar house" a less inviting abode.
Yes. We oh so desperately need an AOE CC. Blazing or Radiant Ward would be good options. Not sure about a disorient though, don't those not proc CC immunity? I think people would hate us. Maybe just fix the shield amount in pvp and add an aoe knockdown? Idk
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Disorient does grant CC immunity at termination or break free. It is a stun that lasts for relatively longer than normal and is broken if the stunned sustains any damage. Luminous Shards vs Blazing Spear, 6 second disorient and 2 second stun; Power Bash, 2 second stun and 15 second disorient; Rock Tomb, 30 second disorient; etc. In the past disorient would not grant CC immunity when broken by damage sustained or duration expiration, leading to double CCs when disorient is involved. Recently (past month or two) disorient has been changed to grant CC immunity in these cases though some abilities may have missed the sweep.
The intent of adding a disorient to Sun Shield is to create an AoE interrupt, granting the Templar a brief (~1 second) grace period of no melee damage. This disorient can be long or short but because it breaks on damage, everyone else steelnado spamming, impulse training, blindly crystal fragging, etc. will almost immediately break the disorient on targets, turning it into more of a knockback or pseudo interrupt.
Disorient does grant CC immunity at termination or break free. It is a stun that lasts for relatively longer than normal and is broken if the stunned sustains any damage. Luminous Shards vs Blazing Spear, 6 second disorient and 2 second stun; Power Bash, 2 second stun and 15 second disorient; Rock Tomb, 30 second disorient; etc. In the past disorient would not grant CC immunity when broken by damage sustained or duration expiration, leading to double CCs when disorient is involved. Recently (past month or two) disorient has been changed to grant CC immunity in these cases though some abilities may have missed the sweep.
The intent of adding a disorient to Sun Shield is to create an AoE interrupt, granting the Templar a brief (~1 second) grace period of no melee damage. This disorient can be long or short but because it breaks on damage, everyone else steelnado spamming, impulse training, blindly crystal fragging, etc. will almost immediately break the disorient on targets, turning it into more of a knockback or pseudo interrupt.
Truly I would LOVE an aoe disorient on Blazing shield, especially if they lift the Battle Spirit nerf on it. (I use it constantly in PVE for AOE farming.) I was merely playing devil's advocate. I can imagine lots of QQ from people about our shield being an aoe disorient. Being that it's harder to spam than shards however maybe it would be balanced.
Disorient does grant CC immunity at termination or break free. It is a stun that lasts for relatively longer than normal and is broken if the stunned sustains any damage. Luminous Shards vs Blazing Spear, 6 second disorient and 2 second stun; Power Bash, 2 second stun and 15 second disorient; Rock Tomb, 30 second disorient; etc. In the past disorient would not grant CC immunity when broken by damage sustained or duration expiration, leading to double CCs when disorient is involved. Recently (past month or two) disorient has been changed to grant CC immunity in these cases though some abilities may have missed the sweep.
The intent of adding a disorient to Sun Shield is to create an AoE interrupt, granting the Templar a brief (~1 second) grace period of no melee damage. This disorient can be long or short but because it breaks on damage, everyone else steelnado spamming, impulse training, blindly crystal fragging, etc. will almost immediately break the disorient on targets, turning it into more of a knockback or pseudo interrupt.
Truly I would LOVE an aoe disorient on Blazing shield, especially if they lift the Battle Spirit nerf on it. (I use it constantly in PVE for AOE farming.) I was merely playing devil's advocate. I can imagine lots of QQ from people about our shield being an aoe disorient. Being that it's harder to spam than shards however maybe it would be balanced.
With some improved passives and a fixed shield I'm pretty sure my Stamplar would be complete.
Truly I would LOVE an aoe disorient on Blazing shield, especially if they lift the Battle Spirit nerf on it. (I use it constantly in PVE for AOE farming.) I was merely playing devil's advocate. I can imagine lots of QQ from people about our shield being an aoe disorient. Being that it's harder to spam than shards however maybe it would be balanced.
The disorient will go to Radiant Ward to make it competitive with Blazing Shield.
Incurring the off-balance status to anyone struck by the blast is for Sun Shield, which will carry over to both morphs.
Heavy attacks are often overlooked because they slow down attack speed -- they are stronger than people give them credit for. If an Uppercut (Wrecking Blow) deals 8k damage, a heavy attack from the same person will deal 6k. For Dragonknights, using that 6k heavy attack after a Wrecking Blow with Molten Armaments active (+40% heavy attack damage) bumps it up to 10k damage.
Off-balance targets take double damage from heavy attacks. So heavy attacks will quickly become the strongest attack available. Off-balance is a soft CC that does not incur CC immunity -- it only increases heavy attack damage after all (and inflicts knockdown in PvE) -- but because it is still a soft CC, off-balance cannot be incurred on targets with CC immunity.
With off-balance back in the Templar arsenal, our heavy attacks will be much stronger but the tradeoff is we lose that offense if we regularly crowd control the enemy.
And please continue to play devil's advocate. It's necessary to find flaws in balancing suggestions.
Truly I would LOVE an aoe disorient on Blazing shield, especially if they lift the Battle Spirit nerf on it. (I use it constantly in PVE for AOE farming.) I was merely playing devil's advocate. I can imagine lots of QQ from people about our shield being an aoe disorient. Being that it's harder to spam than shards however maybe it would be balanced.
The disorient will go to Radiant Ward to make it competitive with Blazing Shield.
Incurring the off-balance status to anyone struck by the blast is for Sun Shield, which will carry over to both morphs.
Heavy attacks are often overlooked because they slow down attack speed -- they are stronger than people give them credit for. If an Uppercut (Wrecking Blow) deals 8k damage, a heavy attack from the same person will deal 6k. For Dragonknights, using that 6k heavy attack after a Wrecking Blow with Molten Armaments active (+40% heavy attack damage) bumps it up to 10k damage.
Off-balance targets take double damage from heavy attacks. So heavy attacks will quickly become the strongest attack available. Off-balance is a soft CC that does not incur CC immunity -- it only increases heavy attack damage after all (and inflicts knockdown in PvE) -- but because it is still a soft CC, off-balance cannot be incurred on targets with CC immunity.
With off-balance back in the Templar arsenal, our heavy attacks will be much stronger but the tradeoff is we lose that offense if we regularly crowd control the enemy.
And please continue to play devil's advocate. It's necessary to find flaws in balancing suggestions.
Truely love the idea, this would make me seriously consider which morph to use. I'd likely go for the aoe disorient on Radiant Shield in that case as I already work heavies into my rotation. I can't emphasis enough how great it would be if Sun Shield were just fixed... even without these changes PLS PLS PLS just make it ignore battle spirit!!!
dtsv217_ESO wrote: »From a PvE Stamplar view (Edit: then onto healing): (with TL;DR at end)
After playing around with the four classes we have in stamina builds, I come to find that Stamplars were my least favorite. Not because they do little damage or low survivability but because I look at my bars and find that I only have 3 Templar skills slotted.
My main bar only has Biting Jabs, a cool skill for sure but I actually only use it once every 8 seconds for the Major Savagery buff (if I do not have Evil Hunter slotted). The passive Burning Light helps with the dps but I find that it could be better. Yes, it scales off of weapon damage if it is higher but it still does Magic damage. We only have limited CP and investing some in Elemental Expert takes away from the other Stamina based ones in the Ritual tree.
Repentance is awesome, no denying that but for long fights against bosses for example that do not spawn mobs it is useless. The only other skill I use sometimes is Restoring Focus (but most of the time I do not have time to use as it is a dps loss, only use for long fights and the boss has nasty AoE).
Other classes get a skill that gives them Major Brutality and I often hear Stamplars complain that we need one. I totally disagree, (usually hear it from PvPers and I prefer PvE) we get the passive Balanced Warrior (6% weapon damage) and Piercing Spear (10% more crit damage). Also, coming from a stamina view, it is likely we are using either a 2 handed weapon or dual wielding. Both trees have a Major Brutality buff. When running with other players, a DK will most likely use their new awesome party buff that gives everyone Major Brutality anyways, meaning you have one more slot free to use what you will.
However, coming back to my main point, we as Stamplars have a lack of good stamina based stamina damage (or damage improving) skills compared to all the other classes. Aedric Spear tree is a mix of dps and tank, Dawn's Wrath is pretty much all magicka dps and Restoring Light is all about healing.
What I would have liked to see from the Templar (though it really is too late now for a complete overhaul and I am not the designer) is the Aedric Spear line convert into a stamina style tree, Dawns Wrath is good as it is for magicka dps and make the Restoring Light tree into a mix of healing and tanking. I always thought the Templar was designed in a way to be more of a front-line healer and doing the trees this way will help with that. (Okay, now I am moving away from Stamplars and into Templar healing)
As a front-line healer the heals themselves would be shorter in range, so Breath of Life would be 10-15 meters (or shorter depending) instead of 28 but be stronger (as you would be closer to the action). Personally, I would remove Healing Ritual altogether (really, who uses that?) and give us an Aura based toggle (think of Sorcerers Bound Armor) that would give the party and yourself some buff (I was thinking maybe a short range incoming heal buff of 15% {Major Vitality?} or something along those lines). Restoring Aura could be mixed with the previous skill mentioned. Cleansing Ritual is fine with me, semi-large area with HoT which is best placed near the fighting. I always imagined Templars as the party buffer and our "House", Rune Focus, should implement something like that. Right now it gives us our Major Resistances and either magicka return or damage reduction and healing incoming depending on morph. DKs have their own similar buff that is mobile, so I was thinking that since ours is not mobile (ignoring the 8s after leaving) make this into a focus that we share with the party if they enter it. For the last skill (removed Restoring Aura) would be our shield for tanking or even healing which would be kinda cool if you want to go that route. I would move our Sun Shield from Aedric Spear (giving them some stamina improving skill) and change it slightly. Right now it only lasts 6 seconds and the size of the shield is based off of max health. I would change it to a flat incoming damage (say 10k) and make the morphs choose between doing damage based off of that incoming damage (like Blazing Shield) and the other would be a much stronger version that takes incoming damage from party members (like 50-80% for that duration) but does not do damage. Right now it is a fairly expensive skill to keep spamming and with these changes it would make for interesting situations to use either one (and healers could use it to).
TL;DR:
Stamplars need more stamina class skills
Would like to see trees changed to stamina type damage, magicka type damage and healing/tanking
dtsv217_ESO wrote: »I believe (TL;DR my own post XD) I was talking about the Burning Light passive. It does X magic damage. I think it should be like other passives where it scales off of either weapon or spell damage, whichever is higher.