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Official Feedback Thread for Templars

  • Cinbri
    Cinbri
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    Here is some feedback:
    1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush Check next post 2. Crescent Sweep - removal of Dawnbreaker ult as viable for magicka templars without Pelinal set will make CS only left viable damage dealing ult and finally will make both morphs desirable at least in PvP.
    3. Radiant Glory - maybe as payback for "double dip" got +2% healing buff. Passives of Dawn Wrath still crap.
    4. BoL LoS - is much needed in PvP.
    5. Cleansing Ritual - new passive Sacred Ground transforming it and Focus literally into magicka version of Caltrops and this is very strong change as we will have AoE snare and something what (hopefully intentional) pull NBs from cloak instantly, i.e. class Revealing Flare, also both morphs for the first time now equal for PvP but serious decrease of purging is heavily decreasing survivability of class with worst defense and this is huge draw back as AllianceWar Purge may become more usefull skill than class purge for class whos feature was efficient cleansing, passive is what made it strong, skill should not be heavily punished coz strong passive(finally) coz without Sacred Ground passive this skill becoming super weak. To keep change and make Ritual viable i suggest to allow it to purge 3 effects, i believe it will make this skill perfectly fine and not OP.
    6. Rite of Passage - still most useless ultimate in entire game, it should be revamped to be viable for templars' survivability to cover weak spot of using Crescent Sweep instead of Empowering Sweep. Negate got its revamp and now may become most usefull AvAvA ultimate in PvP. My suggestion regarding it: decrese radius of ultimate; decrease number of healed targets to 3; remove caster disable while activating ult, so he will have possibility to do what he usually do; keep CC immunity during ultimate duration; increase time of ult on 1 sec - from 4 to 5. It will make ult viable for solo/small-scale templars coz of short CC immunity and removal of disable and won't encourage zerging by double reducing number of healed allies and radius of ult. I believe it is easy to code this way during PTS and revamp of RoP must be done. We don't need to wait next 4-5 months.
    @Wrobel
    Edited by Cinbri on May 1, 2016 10:57AM
  • Roymachine
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    Cinbri wrote: »
    Here is some feedback:
    1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush :(

    Honestly, this would be great, but to differentiate itself you could make it similar to what I've seen some mobs in north Wrothgar use where they jump high in the air and come down on their opponent. Naturally this animation would have to be quicker, but it could keep it separate from Ambush and be more in line with Templar. The best part is that it is already in the game.
  • GoodOlPinkly
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    Solariken wrote: »
    Even with so many excellent changes, I am still worried about overall class balance. I worry about the efficacy of Stamplars versus other classes. Stamplars still have a few crippling-ly weak passives - I hope you will consider my wishlist of suggestions:

    [passive] Light Weaver (the worst class passive in the game in my opinion, consider changing to the following:) Healing yourself while below 50% health restores X magicka and Y stamina. This effect has a cooldown of Z seconds. [X/Y/Z is obviously determined/balanced by ZOS, and I feel that the stamina return should be slightly greater as Stamplars struggle the most with resources.]

    [passive] Piercing Spear in addition to current effects, increases the damage of Aedric Spear abilities against enemies with a damage shield by 5/10%. [mageplars currently have 0 chance of busting shield-stack builds because everything they do is negated by Harness Magicka and gives the target infinite magicka sustain. Also, there aren't any counters to damage shields within any skill trees yet - this is a great place to do it!]

    [passive] Balanced Warrior in addition to current effects, provides Minor Expedition (+10% movement speed) at all times while Aedric Spear ability slotted.

    [passive] Master Ritualist (does not currently help the Templar at all) - in addition to current effects, increases weapon attack speed by 5/10%. [same basic effect as the 2.3 weighted weapon trait]

    Sorry dude but master ritualist.... I love my temp kag clutch rez
  • Sugaroverdose
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    So much people happy with changes, good to see that templars do want to be a dps test toon.
  • GoodOlPinkly
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    Neoauspex wrote: »
    Soris wrote: »
    No update for blazing shield? :(

    You did great job with light armor shield and bone shield but what made you think that blazing shield is so perfect to not to update it at all?

    Blazing Shield still exists? Remarkable.

    Have you seen those damn emporer health stacking templars..... Making groups wipe themselves, sad but funny.
  • Essiaga
    Essiaga
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    Dawnbreaker: This ability and its morphs no longer deal bonus damage to Undead and Daedra, and now deals Physical Damage instead of Magic Damage..

    This seems like a huge nerf to magicka Templar with our crappy PVP Ults. If one morph isn't doing Magicka Damage were all down to Meteor. It was nice to have Options. Maybe they can take DBSmitting and replace one of our alts with it.

    Sorc's just got a passive boost to Health (8%) to go with Bounds 8% boost to Magicka ... Templar has NO boost to Max Stats, regen, spell damage ... Seriously?

    ONE passive change ... I like the snare, but would prefer a mass Minor Maim or Protection and would LOVE an 8% boost to health to help make up for the 50% *** of Sun Shield. We have passives that don't help the templar fight or survive. They help allies only or fill a damn soul stone when rezing, etc. Why?
  • dagonbeer
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    Essiaga wrote: »
    Sorc's just got a passive boost to Health (8%) to go with Bounds 8% boost to Magicka ... Templar has NO boost to Max Stats, regen, spell damage ... Seriously?

    8% bonus to health if you give up 2 slots for a pet. 8% magicka if you give up another 2 slots.
  • hobicabobjob
    hobicabobjob
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    It really should remove 3 negative effects. Especially since we will now be dealing with poisons in addition to the plethora of status affects we already deal with. The skill may be very useful with the new passive, I can't say for sure, but the previous utility of this skill no longer exists with the nerf.

    Please go easy on the nerfing-- for every skill, class. The 'completely reimagine' nerf-changes just upset the playerbase.
  • Cinbri
    Cinbri
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    Roymachine wrote: »
    Cinbri wrote: »
    Here is some feedback:
    1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush :(

    Honestly, this would be great, but to differentiate itself you could make it similar to what I've seen some mobs in north Wrothgar use where they jump high in the air and come down on their opponent. Naturally this animation would have to be quicker, but it could keep it separate from Ambush and be more in line with Templar. The best part is that it is already in the game.

    Sorry, ignore what i said about teleporting Charges - it is already here ;D
  • Soris
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    lol that second video
    Welkynd [Templar/AD/EU]
  • Minno
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    Cinbri wrote: »
    Roymachine wrote: »
    Cinbri wrote: »
    Here is some feedback:
    1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush :(

    Honestly, this would be great, but to differentiate itself you could make it similar to what I've seen some mobs in north Wrothgar use where they jump high in the air and come down on their opponent. Naturally this animation would have to be quicker, but it could keep it separate from Ambush and be more in line with Templar. The best part is that it is already in the game.

    Sorry, ignore what i said about teleporting Charges - it is already here ;D

    We did ask for charge to act more like ambush lol
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Cinbri
    Cinbri
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    Minno wrote: »
    Cinbri wrote: »
    Roymachine wrote: »
    Cinbri wrote: »
    Here is some feedback:
    1. Templar Charge - don't have much experience of it on PTS but yet didn't faced skill refusing to cast. Still, charge became slower - now instead of jumping on enemy from far distance your tempalr will run closely to target, jump, hit, land back. And most terrible thing i encountered just after several uses of Charge is - returning of stuck in animation bug that i didn't experienced since TG launch. Just give us tempalr version of Ambush :(

    Honestly, this would be great, but to differentiate itself you could make it similar to what I've seen some mobs in north Wrothgar use where they jump high in the air and come down on their opponent. Naturally this animation would have to be quicker, but it could keep it separate from Ambush and be more in line with Templar. The best part is that it is already in the game.

    Sorry, ignore what i said about teleporting Charges - it is already here ;D

    We did ask for charge to act more like ambush lol
    Now templars... and rest of players can exploit charges to jump into inner Ash and same style castles ;)
    Soris wrote: »
    lol that second video

    With simultaneous Silver Lash we were able to pull some funnier charges
    Edited by Cinbri on April 29, 2016 9:54PM
  • Dagoth_Rac
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    Eas007 wrote: »
    Power of the Light deals physical dmg now, finaly!

    I see no effective difference in Power of the Light. The reason we want stamina skills to do physical damage is so we get the damage boost from Mighty star. But PotL has a damage cap that is unaffected by Mighty star. There is no difference between 30000 magic damage capped at 23000 and 37500 physical damage capped at 23000.
  • Van_0S
    Van_0S
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    Are these abilities (biting jabs/ puncturing sweep) are not considered as a DOT damage that scales to Thaumaturge(CP) in DB?
  • Mojmir
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    Are these abilities (biting jabs/ puncturing sweep) are not considered as a DOT damage that scales to Thaumaturge(CP) in DB?

    They do,wrobel admitted it's a bug on pts
  • Van_0S
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    Mojmir wrote: »
    Are these abilities (biting jabs/ puncturing sweep) are not considered as a DOT damage that scales to Thaumaturge(CP) in DB?

    They do,wrobel admitted it's a bug on pts

    So, I guess putting points in Thaumaturge is useless now. :/
  • Mojmir
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    Mojmir wrote: »
    Are these abilities (biting jabs/ puncturing sweep) are not considered as a DOT damage that scales to Thaumaturge(CP) in DB?

    They do,wrobel admitted it's a bug on pts

    So, I guess putting points in Thaumaturge is useless now. :/

    its still early and only on pts, if its crunch time with a week left til live,id be worried.
  • Mumyo
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    Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???

    Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.
  • thejynxed
    thejynxed
    Mumyo wrote: »
    Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???

    Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.

    Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.

    Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.
  • staracino_ESO
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    thejynxed wrote: »
    Mumyo wrote: »
    Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???

    Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.

    Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.

    Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.

    I know you are being sort of facetious with the bolded part there, but, as I have posted elsewhere, this is likely the true reason they did it.
  • Brrrofski
    Brrrofski
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    thejynxed wrote: »
    Mumyo wrote: »
    Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???

    Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.

    Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.

    Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.

    I know you are being sort of facetious with the bolded part there, but, as I have posted elsewhere, this is likely the true reason they did it.

    Don't poisons apply 3 things? Purify changed to remove 2... It's exactly why they did it.
  • Joy_Division
    Joy_Division
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    Brrrofski wrote: »
    thejynxed wrote: »
    Mumyo wrote: »
    Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???

    Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.

    Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.

    Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.

    I know you are being sort of facetious with the bolded part there, but, as I have posted elsewhere, this is likely the true reason they did it.

    Don't poisons apply 3 things? Purify changed to remove 2... It's exactly why they did it.

    Probably. Then again, with every set of patch notes comes a Templar nerf that wasn't ask for by non-templars so it's not a given that ZoS is logical in this respect. I mean, has there ever been a thread about Eclipse being OP?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Cinbri
    Cinbri
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    Brrrofski wrote: »
    thejynxed wrote: »
    Mumyo wrote: »
    Why are they nerfing the only good purgemorph and leave the useless one witht he longer duration???

    Haveing the 5 effects purge and the 30% snare dotpurge as option would be way nicer.

    Because, we can't have Templars instantly cleansing those shiny new poisons (thus making them useless), now can we.

    Honestly, reading through some of the changes and having taken note how every class can benefit from the new (or revised) gear in this update BUT Templar (except maybe if you're a tank, but tanking is about godawful on Templar to begin with), time to shelf mine for a few months since it is blindingly obvious that they have no idea what to do with the class at this point.

    I know you are being sort of facetious with the bolded part there, but, as I have posted elsewhere, this is likely the true reason they did it.

    Don't poisons apply 3 things? Purify changed to remove 2... It's exactly why they did it.

    Probably. Then again, with every set of patch notes comes a Templar nerf that wasn't ask for by non-templars so it's not a given that ZoS is logical in this respect. I mean, has there ever been a thread about Eclipse being OP?
    But this unhomoginized templar version of Scales is really OP, don't you see. Thats why 0.01% of templar population use this pvp skill in Cyro.
    Edited by Cinbri on April 30, 2016 3:43PM
  • Solariken
    Solariken
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    Solariken wrote: »
    Even with so many excellent changes, I am still worried about overall class balance. I worry about the efficacy of Stamplars versus other classes. Stamplars still have a few crippling-ly weak passives - I hope you will consider my wishlist of suggestions:

    [passive] Light Weaver (the worst class passive in the game in my opinion, consider changing to the following:) Healing yourself while below 50% health restores X magicka and Y stamina. This effect has a cooldown of Z seconds. [X/Y/Z is obviously determined/balanced by ZOS, and I feel that the stamina return should be slightly greater as Stamplars struggle the most with resources.]

    [passive] Piercing Spear in addition to current effects, increases the damage of Aedric Spear abilities against enemies with a damage shield by 5/10%. [mageplars currently have 0 chance of busting shield-stack builds because everything they do is negated by Harness Magicka and gives the target infinite magicka sustain. Also, there aren't any counters to damage shields within any skill trees yet - this is a great place to do it!]

    [passive] Balanced Warrior in addition to current effects, provides Minor Expedition (+10% movement speed) at all times while Aedric Spear ability slotted.

    [passive] Master Ritualist (does not currently help the Templar at all) - in addition to current effects, increases weapon attack speed by 5/10%. [same basic effect as the 2.3 weighted weapon trait]

    Sorry dude but master ritualist.... I love my temp kag clutch rez

    Cool. Me too. That's why I said in addition to current effects
  • Sugaroverdose
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    It is also clear ZOS wants us to use an expensive purge instead of a cheap self purge. It's a band-aid balance, set on a scale that heavily favors DMG.
    Can't wait for next dlc when ZOS start to teach sorcs to use rapid maneuver instead of streak, dk will learn how to use defensive stance instead of scales, night blades will learn how to eat invisibility pots.
  • Van_0S
    Van_0S
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    Combat & Gameplay
    General Abilities that heal based on their damage done (Strife, Puncturing Sweeps, etc.) will no longer “double dip” in the Critical Strike modifier.
    The damage from these abilities can still Critically Strike, but the healing will no longer be able to roll for an additional Critical Strike chance.

    Can someone explain to me this^^

    To me, change to PS is that we might not get any heal from it or just from critical hit by which it as the same meaning because almost all magicka Templar's are going slot innerlight for critical heal and damage.

    So, this will most likely make this ability useless compared to Biting jabs. Right?
  • cpuScientist
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    Can we get a stamina damage version of the purifying ritual. I really love the change but would LOVE if it also had a stamina damage morph just for that little extra, but really it's whatevs.
  • cpuScientist
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    Can I ask this though, in trials and what not how competitive is stamina Templar DPS the highest I have seen it go is 22k -23k... Can a stamplar hit the 30's sustained like magicka classes?
  • AOECAPS
    AOECAPS
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    Can I ask this though, in trials and what not how competitive is stamina Templar DPS the highest I have seen it go is 22k -23k... Can a stamplar hit the 30's sustained like magicka classes?

    Depends on the fight if they can get and stay in melee range with maelstrom duel wield maybe I'm a console peasant so can't have damage reports.but would need to make sure every single dot is up 24/7 major brutality minor berserk spell power trapped beast I'm sure I'm missing other buffs. The cool down time on burning light I think will always kind of limit stamplar damage since our spammable dps relies so heavily on it to get a good portion of our damage
  • danno8
    danno8
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    Combat & Gameplay
    General Abilities that heal based on their damage done (Strife, Puncturing Sweeps, etc.) will no longer “double dip” in the Critical Strike modifier.
    The damage from these abilities can still Critically Strike, but the healing will no longer be able to roll for an additional Critical Strike chance.

    Can someone explain to me this^^

    To me, change to PS is that we might not get any heal from it or just from critical hit by which it as the same meaning because almost all magicka Templar's are going slot innerlight for critical heal and damage.

    So, this will most likely make this ability useless compared to Biting jabs. Right?

    Currently if PS crits, you get an equivalent boost to the healing portion of the spell, ie a regular hit for 1000 gives a heal of 350, and a crit of 1500 gives a heal of 525. Both being 35% of damage dealt

    However, also currently, the healing part gets an individual chance to crit. So that 350 can crit up to 525, and that 525 can crit up to 787.

    They have changed it on the PTS so that only the damage portion can crit (and increase the heal naturally), but the heal does not get a second chance to crit again.
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