Templar Life Matters
1. Radial Sweep hitbox bugged - Radial Sweep and both of its morph can bug and miss target on initial hit, no matter how close it stands to caster, tried ult without animation cancelling and it still bugged, so it not related to animation cancelling like snb ult.https://www.youtube.com/watch?v=kLc3iIJL3EY
3. Explosive Charge missing cloacked targets - if enemy is cloacked it won't be revealed by AoE nor will receive AoE damage.https://www.youtube.com/watch?v=iAtRi8nKm1Y
4. Spear Shards initial hit counts as dot - while it is obvious that initial AoE hit is direct damage attack like Impulse or wardens ice shards, it counting as DoT and buffed by dot cp. As result it can't proc things that proc on direct attacks.
5. Solar Barrage - while being dot itself it not boosting by dot cp but boosting by direct damage cp. However can't proc things that proc on direct damage like Nerien/Bloodthorn/Varen sets, but proc dot things like Valkyn.
6. Backlash - while being direct attack it's initial hit can't proc things that proc on direct attacks, like Nerien set or Bloodthorn set.
7. Eclipse/Unstable Core - while every damage return proc counted as direct attack, it can't proc Bloodthorn set 5pc bonus, while can proc other sets like Nerien.
Magnetic bomb of Unstable Core - while counted as direct aoe explosion for CP it cant proc sets that proc on direct attacks like Nerien and Bloodthorn, also set like Varen Legacy doesn't count it as direct aoe attack and not buff it.
Still granting CC Immunity on cleansing it. It was considered as bug in Morrowind update but still staying after overhaul.https://www.youtube.com/watch?v=On85vQPv9OE
Grant CC Immunity on expire is inconsistent and allow it apply on CC immune enemies, that bring to weird situation when enemy has both CC effect and CC Immunity on him:
8. Rushed Ceremony animation stutter - same like old Barrage had - upon cast sometimes your char rooted for miliseconds during casting animation.
By using line of horizon you can see that it stop moving, it means that it not just some visual illusion of cast. Very annoying when it occure while kiting.
9. Rite of Passage - healing ignore any LoS.
10. Healing Ritual - healing ignore LoS.
11. Rune Focus - despite old change to mechanic of no longer affect allies inside but caster, it still counting as support buff of ally and thus casting it removing buffs like Rapid Maneuver, even if there is no ally nor enemy, that can be affected by snare, are nearby.
12. Radiant Aura - doesn't apply its debuff on stealthed or cloacked enemy. Bugged this way back when it changed to stop revealing invisible targets.
13. Repentance - still work to absorb hp and stamina on Shadowrend set.
14. Javelin double CC - doesn't apply CC immunity upon CCing enemy, allowing to use knockback several times upon fast cast.
As you can see 1st Javelin didn't grant cc immunity for its duration of CC, grant it only on expire, almost same problem as Eclipse has. LUI addon also shows 2 Stun effects used.
1. Spear Shards - cosmetic problems:
Initial skill and Luminous Shards missing its red telegraph despite any version of skill has DoT in it:
Blazing Spear does have it but despite fix to AoE radius of damage red telegraph wasn't update and thus show wrong radius, making people wonder why they getting hit by it:
As you can see something in visual setting also makes Spear invisible.
2. Solar Barrage - still same cosmetic bug that make visual apply on caster upon weaving light attack right after cast:
3. Burning Light - it's proc is blockable. While Implosion is unblockable. It is proc only on Shards aoe or channel of Strikes in addition to several skills with low procrate and unable to proc on dots/bleeds weapon damage, in addition that templar damage is pressure and it lack of tools against tanks+ all classes will get blocking buff next update - we could get unblockable BL too.
4. Radiant Destruction - same as once Soul Assault - it should loose its duration of empty channel in the beginning of skill. This empty duration lead to decreased reliability of execute coz: delayed damage is harder to use against enemy in pvp when every second allow enemy to get out of execute range, making execute unviable. In case of RD that leading to even worse problems:
1. Delayed cast allow enemy simply cancel your execute by interrupt you and prevent from using it all along:
^^Countered before harm even done. Purging result in same result
2. Another example is that execute is not automatically cancelling empty channel and such in group play when you start cast it on enemy who was killed meanwhile by teammates - you stuck in channeling full beam on corpse and forced manually cancel it:
^^Looks nice but feels terrible.
Unlike sorc execute you cant blockcast it nor animation cancel, and this problem to channel damage not same second but after empty channel duration making you vulnerable to counter-attacks and RD overall "slower".
5. Not pure Templar but still related - Pirate Skeleton set - bugged for quite a long and allow its 2pc Minor Defile to be purgable:
After some time its debuff was placed in category of buffs to prevent it being purged by skills, yet this treatment stopped working in some of the patches and it cleansable once again. Bug allowing to bypass set mechanic to grant very strong bonus and thus should be finally fixed.








Already probably a dozen times this PTS cycle I've sat down to write plea threads for various specific Templar issues like costs, terrible passives, wonky mechanics, and other inconsistencies, but honestly I just feel defeated before I finish my first sentence. This class could be great but I just don't feel like anyone at ZOS is interested. Every pre-PTS hype gets my hopes sky-high, just for them to be smacked to the floor when PTS hits.
I don't know why I even write this comment other than I know you guys are always here to commiserate with.
I think there's a secret for feedback pts, pay attention to the theme of the changes and offer our feedback.
This patch it looks like they are looking into healing/tanking and underused morphs. I know we have some bug fixes that need to happen and other fixes but if we want them to look at the feedback, then that's what I'd concentrate on.
I'm sure you're right to a degree, but they seem to have spent a ton of time re-tooling some other classes but Templar basically just got a cast time removed for the most uninteresting heal in the game (which is only good for zergballs anyway and ignores the solo Templar, FFS man).
Even Dk got a mammoth QoL boost with the snare purge. Why can't Templar get some o dat sweet dev lovin'?
I guess the bright side is we don't have it as bad as magWardens this patch...
Really frustrated with the BoL change. Healing in PvE has been a lot less fun since the last few major changes to Templar. I am still annoyed that BoL is now a cone.
8. Master Ritualist:
Passive that shows what wrong with class...
It is passive that out Templar wont utilize during leveling, or doing overland content, and rarely will be used during pvp or dungeons run. For majority of Templars it like playing class with 1 less passive. It screams to everyone "this class is resbot" - something I really hate, when utility of class is being dump for other classes and groups. Implication of it means - you already failed.
We already have CP passiv and set that boost resurrect, which caused passive to be nerfed if this gear used. If someone decided to be dedicated resbot - everyone can do it fine.
As the defacto healer, they didn't buff us because they needed us to remain the bar for other classes to hit.
The sad part is, DD and tank roles didn't get the adjustments needed to make Templar reach the bar other classes bring to the table in those areas.
TequilaFire wrote: »As usual no response from devs on Templars.
We are three days into the PTS cycle. Give them a minute.
And forgot to add to post above that current mechanics of skills ptevent us from effectively synnergize with psijic skilline:
Accelerate -long awaited magicka mobility buff for nonvampires. But this mobility wont work with our protective buffs -rune focus which is ground-based and punish movement.
Meditate - resorce restore skill that templar really need but again it wont be possible to synnergize it. While it will be possible to use resto ult/magma armor/soul siphon or even negate+meditate, it wont be possible to use remembrance+meditate.
What I believe ZoS must do is fix existing bugs and make class skills in line with other classes swithes.
1. Bugs, that plaguing Templar class, must be fixed. I will quote my post from Dragonbones dlc:Image hosting deleted most of images for some reason. But anyway as you can see majority of bugs remained. IDK about Jabs scaling.Templar Life Matters
1. Radial Sweep hitbox bugged - Radial Sweep and both of its morph can bug and miss target on initial hit, no matter how close it stands to caster, tried ult without animation cancelling and it still bugged, so it not related to animation cancelling like snb ult.https://www.youtube.com/watch?v=kLc3iIJL3EY
3. Explosive Charge missing cloacked targets - if enemy is cloacked it won't be revealed by AoE nor will receive AoE damage.https://www.youtube.com/watch?v=iAtRi8nKm1Y
4. Spear Shards initial hit counts as dot - while it is obvious that initial AoE hit is direct damage attack like Impulse or wardens ice shards, it counting as DoT and buffed by dot cp. As result it can't proc things that proc on direct attacks.
5. Solar Barrage - while being dot itself it not boosting by dot cp but boosting by direct damage cp. However can't proc things that proc on direct damage like Nerien/Bloodthorn/Varen sets, but proc dot things like Valkyn.
6. Backlash - while being direct attack it's initial hit can't proc things that proc on direct attacks, like Nerien set or Bloodthorn set.
7. Eclipse/Unstable Core - while every damage return proc counted as direct attack, it can't proc Bloodthorn set 5pc bonus, while can proc other sets like Nerien.
Magnetic bomb of Unstable Core - while counted as direct aoe explosion for CP it cant proc sets that proc on direct attacks like Nerien and Bloodthorn, also set like Varen Legacy doesn't count it as direct aoe attack and not buff it.
Still granting CC Immunity on cleansing it. It was considered as bug in Morrowind update but still staying after overhaul.https://www.youtube.com/watch?v=On85vQPv9OE
Grant CC Immunity on expire is inconsistent and allow it apply on CC immune enemies, that bring to weird situation when enemy has both CC effect and CC Immunity on him:
8. Rushed Ceremony animation stutter - same like old Barrage had - upon cast sometimes your char rooted for miliseconds during casting animation.
By using line of horizon you can see that it stop moving, it means that it not just some visual illusion of cast. Very annoying when it occure while kiting.
9. Rite of Passage - healing ignore any LoS.
10. Healing Ritual - healing ignore LoS.
11. Rune Focus - despite old change to mechanic of no longer affect allies inside but caster, it still counting as support buff of ally and thus casting it removing buffs like Rapid Maneuver, even if there is no ally nor enemy, that can be affected by snare, are nearby.
12. Radiant Aura - doesn't apply its debuff on stealthed or cloacked enemy. Bugged this way back when it changed to stop revealing invisible targets.
13. Repentance - still work to absorb hp and stamina on Shadowrend set.
14. Javelin double CC - doesn't apply CC immunity upon CCing enemy, allowing to use knockback several times upon fast cast.
As you can see 1st Javelin didn't grant cc immunity for its duration of CC, grant it only on expire, almost same problem as Eclipse has. LUI addon also shows 2 Stun effects used.
1. Spear Shards - cosmetic problems:
Initial skill and Luminous Shards missing its red telegraph despite any version of skill has DoT in it:
Blazing Spear does have it but despite fix to AoE radius of damage red telegraph wasn't update and thus show wrong radius, making people wonder why they getting hit by it:
As you can see something in visual setting also makes Spear invisible.
2. Solar Barrage - still same cosmetic bug that make visual apply on caster upon weaving light attack right after cast:
3. Burning Light - it's proc is blockable. While Implosion is unblockable. It is proc only on Shards aoe or channel of Strikes in addition to several skills with low procrate and unable to proc on dots/bleeds weapon damage, in addition that templar damage is pressure and it lack of tools against tanks+ all classes will get blocking buff next update - we could get unblockable BL too.
4. Radiant Destruction - same as once Soul Assault - it should loose its duration of empty channel in the beginning of skill. This empty duration lead to decreased reliability of execute coz: delayed damage is harder to use against enemy in pvp when every second allow enemy to get out of execute range, making execute unviable. In case of RD that leading to even worse problems:
1. Delayed cast allow enemy simply cancel your execute by interrupt you and prevent from using it all along:
^^Countered before harm even done. Purging result in same result
2. Another example is that execute is not automatically cancelling empty channel and such in group play when you start cast it on enemy who was killed meanwhile by teammates - you stuck in channeling full beam on corpse and forced manually cancel it:
^^Looks nice but feels terrible.
Unlike sorc execute you cant blockcast it nor animation cancel, and this problem to channel damage not same second but after empty channel duration making you vulnerable to counter-attacks and RD overall "slower".
5. Not pure Templar but still related - Pirate Skeleton set - bugged for quite a long and allow its 2pc Minor Defile to be purgable:
After some time its debuff was placed in category of buffs to prevent it being purged by skills, yet this treatment stopped working in some of the patches and it cleansable once again. Bug allowing to bypass set mechanic to grant very strong bonus and thus should be finally fixed.
2. Spear Wall passive should not require aedric skill to be on bar:
First of all, it would help promote frost magicka tanking, when tank wont have required to waste bar on aedric skill, secondly it will help in PvP for mitigation as many builds not utilize aedric spear ability on backbar, where Spear Shards could be replaced by more offensive skills for example of frost staff. But this bring problem that tankiness in this case severe a lot.
Compare those passives:
DK passive:
New sorc passive:
As you can see none of passives that affect blocking are limited to skillbar.
Most commonly passive is dk Iron Skin. IS can block 10% of range and 10% of melee, while tempalr passive can block only melee but 5% more. But main problem is that unlike other passives it dependant to skillbar. So, to help with tanking this passive must get in line with same passives of other classes - to no longer require aedric skill to be slotted.
3. Burning Light to become unblockable/Solar Barrage:
As it was stated in mechanics description by ZoS in patch 3.3.5: https://forums.elderscrollsonline.com/en/discussion/comment/4853841/#Comment_4853841
Following this description Implosion is unblockable coz it come inside of enemy. For same reason Burning Light must get in line with this mechanic and passives of other classes(sorc) and become unblockable.
With such mechanic Burning Light will work as pressure against permablocking enemies and thus tempalrs that lost unblockable offensive hard stun CC to counter tanks can pressure opponent by draining his stamina(jabs channel) and damaging him by unblockable sources.
I heared Gilliam want this to be removed target cap in cost of reduce damage/increase cooldown. This is terrible idea because because it will be negative in both pve and pvp:
In PvE: dps of classes determined by single target damage. Such change will decrease single target damage even further while increase its aoe damage that has no meaning beside clearing trash. And tempalr already benefit in this cos his dps skills are AoE.
In PvP: it will be vey negative because Burning Light is way of templar to redeem its utterly low single target damage coz of his aoe skills. BL allow to pressure single opponent more effective and serve as burst option passive. Change not only will make tempalr damage output much weaker in small fights/bgs but also will make Spear Shards uncomparably OP AoE skill in zerg surfing.
aoe Damage output can be granted by buff of Solar Barrage with removed cast time: it will allow to use aoe dps skill that will also boost single target light attack damage, and get in line with light attacks changes. Same for pvp - templar will get mobile aoe skill that wont proc burning light but will buff single target damage of light attacks.
4. Nova buff:
As I listed in previous comments Nova got 9+% damage nerf after change of Enduring Rays.
And have some issue with snaring enemies inside even tho description no longer mention it.
6x3=18. In PvE or static PvP (unexisting tho), additional duration of major maim debuff is equal to be 18ultimate gains. 250-18=232ult. Having static ultimate that cost 232 ult and lost 9+% of its damage is hardly balanced.
Since morph was made for movement battles and while debuff can be cleanse anyway in pvp while in pve maim debuff will be preferable anyway coz it used by healers who role to decrease damage of boss. In compare to Shifting Standart that last twice longer, cost 25ult cheaper and have possibility to proc 2 synnergies during 1 ultimate, I suggest to reduce cost of Nova lower than 225ult. I will allow extend gap between Novas drops in trials that will ensure usability of Templar healers.
5. Eclipse loose CC immunity/Unstable Core fix:
It was said many times that this skill is not hard CC, it combination of soft and hard CCs. It cant disable enemy nor severe his mobility in any way. And thus rule of it apply CC immunity on expire simply cant work coz here should be applayable rule of roots - only actively counter of such cc should grant immunity to it for some period. For Eclipse it means as part of being soft cc - it should be countered by counter mechanic - CC Break; as part of it as being hard cc - counter should grant immunity to it that in case of hard CCs is 7sec.
It should stop grating CC immunity on cleanse - previously disorient from Luminous Shards were terrible cc coz it allowed enemy to get free cc immunity without any efforts. Now purging Eclipse grant cc immunity for bare efforts. In large-scale pvp there is always Purge spammers - use Eclipse there means chance that affectd enemy will be purged and have cc immunity. Or in templar battles - Cleanse is Templar defense mechanic that class use in battle anyway, in addition that it don't have reliable hard cc - such battle between templars become stalemate because none will waste stamina on break free coz cc immunity can be achieved by spamming main defensive skill. Even here with new duration of Eclipse to be 6sec - duration is lower than time of cc immunity in addition that with such cc mechanic it allow to recast skill to get higher uptime and affect enemy even during cc immunity timer.
Unstable Core and Enduring Rays - and old problem that dps of magnetic bomb is decreasing is still here:
magnetic bomb is exploding every 4 sec on default but after investing into Enduring Rays that prolong skills it become 5 and 6sec without increasing its damage:
It means that passive is decreasing dps of this skill for ~34%!
What should be done: return to one of previous mechnaics: 1. bound explosion to cc break; along with removing free cc immunity on expire it would force people to break free and proc explosion. 2.Remove magnetic explosion from being affected by debuff; however it would be weird that skill cant be affected by passive, isn't it? 3. I prefer - buff magnetic bomb damage for each additional second, as it was done with other dawn wrath dps skills.
6. Remembrance change/fix:
First of all it outdated visual: during early days it applied damage mitigation buff on allies that was represented as same visual as Sun Shield have, but after change to no longer affect allies it got new visual, symbolizing major protection buff but also kept old visual for some reason:
Old Visual of mitigation buff should be removed. 1. As you can see old visual make new one invisible.
2. It have same effect as Sun Shield making it harder to determine if skill was used along with ult.
3. 3. New visual have 8 sec duration while major protection effect it represent has actually 10sec duration, making it invisible for last 2 seconds:
Morph itself should stop disabling caster -
1. It have exact same animation of pray as Healing Ritual. HR was finally changed to be instant cast, and same must happen with ult healing too.
2. we have 2 morphs: 1 for group support, Practiced Incantation and other for self utility, but after nerf of Remembrance it started to lack both group utility and self utility: you gain less healing but at same time your still disabled by channel, making you unable to positioning and participate in battle.
3. Such change would buff tankiness of both templar specs and get rid of dependance on weapon trait on bar where ult is slotted. As being healing ult that independent to weapon choices and traits, allowing diversity in builds and weapon traits.
Warden does have strong burst class heals like Fungal Growth and Budding Seeds and such, it validation of having Grove that not disable is not working, while NBs now have Soul Siphon that allow to keep group alive in far-far greater radius and apply on them major vitality buff with synergy, and its all while participating in fight.
7. Channeled/Restoring Focus:
In compare of it current mechanic - imagine that our Purifying Light aoe heal was not attached to target but was ground heal that proc where PL exploded. How terribly and it would be. Same goes for Rune Focus.
After update Bolstering Darkness and Bound armor got updated, one with no longer be limited by ground, other to stop be double bar toggle. And don't forget Siphoning Strikes simplify - it was updated to completely repay skill cost, along with weaving making it clear resource winning ability.
Rune Focus also must get in line with changes of other classes and like Bolst. Darkness to be ground based 4m aoe debuff but have its buffs attached to caster for duration of skill(18sec).
It will make it utility in line with betty netch:
Betty can purge, cost zero resources, restoreresources, fully portable, proc 3 passives, grant offensive buff, proc companion dependant sets like Necropotence, and immune to damage/interrupts.
While Focus will be - have cost, fully portable, restore resources, cant proc sets, proc 2 major defensive buffs, snare enemies inside (that wont be used coz Cleansing Ritual anyway), vulnerable to Negate, proc at best 1 passive.
In relative of Rune Focus - mana restore morph was never changed, but Restoring Focus was changed several times, so I think it reasonable to talk about this skill at what it was from beginning unchanged - resource restore skill and thus we can compare it with other classes:
Channeled Focus cant restore both resources, as was requested, for same reason as why Siphon Strikes were changed to heal and restore 1 resource - resource management. Also it cant restore max resources coz diversity of morphs:
Through other classes - Siphon Strikes morphs restore either mana or stamina, Netch morphs restore either mana or stamina. Those morphs allow diversity in choosing which of morphs you wana use and nowdays both resources are valuable for any spec, be it mana spec that chose to restore stamina by Siphon. Strikes, or stamwarden chose mana netch for easier mana dump.
So, to get in line with other classes changes Restoring Focus should become stamina restore morph.
With such change morphs functionality would be equal to netch, which grant small bonus to mana morph to be on par:
Channeled Focus - restore mana, reduced cost(as currently).
Restoring Focus - restore stamina.
Such Restoring Focus would help tanks to get stamina returns, and while stamplar has lower burst heal than magplar, but having stamina return allow to change builds to more offense or defense without hurting offense capability coz of additional sustain. It is superior to minor buffs that are subjects of calculation diminishing returns. More importantly for tank the possibility to hold block longer than uncapable to block but get tiny mitigation that wont save in majority of struggles.
8. Master Ritualist:
Passive that shows what wrong with class...
It is passive that out Templar wont utilize during leveling, or doing overland content, and rarely will be used during pvp or dungeons run. For majority of Templars it like playing class with 1 less passive. It screams to everyone "this class is resbot" - something I really hate, when utility of class is being dump for other classes and groups. Implication of it means - you already failed.
We already have CP passiv and set that boost resurrect, which caused passive to be nerfed if this gear used. If someone decided to be dedicated resbot - everyone can do it fine.
That's why we need change this passive to empower templar himself, to allow him be better at what he is doing, instead of being just a mark of his failure.
And there is a lot of possibilities that this passive can have. For example remove 2ult gains by Healing Ritual from Light Weaver and grant it to Master Ritualist to allow to gain 2ult upon activating it Restoring Light healing abilities or proc proc minor heroism buff for 3sec. Or make our class channels to activate some kind of short effect and allow to benefit from class theme of channels, for example same minor heroism buff for 3sec
It wouldn't ally to stack such effects like current Light Weaver that will allow to restore 14ult per cast to group with low hp every seconds without cooldown in execute mode in trials. <-- It sounds a bit OP.
And It would serve all the roles than: 100% viability for caster and much higher group utility that would prevent group deaths and need of res.
@ZOS_Wrobel
P.S.: Make Dark Flare debuff undodgeable. You simply cant dodge aoe effects
@Minno @Joy_Division Did you guys test the damage between live and PTS yet? I got my PC up and patched and will be in game for a bit if either of you need a target dummy. Hit me up @technohic
@Minno @Joy_Division Did you guys test the damage between live and PTS yet? I got my PC up and patched and will be in game for a bit if either of you need a target dummy. Hit me up @technohic
Not yet, we will be testing around lunchtime (adult free-time problems lol)
Already probably a dozen times this PTS cycle I've sat down to write plea threads for various specific Templar issues like costs, terrible passives, wonky mechanics, and other inconsistencies, but honestly I just feel defeated before I finish my first sentence. This class could be great but I just don't feel like anyone at ZOS is interested. Every pre-PTS hype gets my hopes sky-high, just for them to be smacked to the floor when PTS hits.
I don't know why I even write this comment other than I know you guys are always here to commiserate with.
Narvuntien wrote: »I was really hoping for some tankplar buffs this patch but there were barely any relevant changes for non-healers. I am trying to grind Psijic Order skill line to test out some of those skills.
I think overall I'd expect that magplars will be low dps high utility because its super easy to slap on a heal and/or purge when you need it. As such magplars will always have lower dps than other classes. (although I'd like it to be close)
Stamplars though, I'd expect a lot of self healing but there is no reason their dps should be so far behind the others. Perhaps its that compared to the other classes they are less likely to get themselves killed. I think they really should be getting much better resource sustain than other classes.
So I am in favor of Joaaocaampos suggestionsChanneled Focus (Rune Focus morph)
Create a rune of celestial protection, which defends you while you stand within it and for up to [x] seconds after leaving it.
The rune grants you Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by [x]. You also recover Magicka and Stamina every [x] seconds.
Spear Wall (Aedric Spear Passive)
Increases the amount of damage you can block against melee attacks by [x%].
Balanced Warrior (Aedric Spear Passive)
Increases Weapon Damage and Stamina Recovery by [x%], and Spell Resistance by [x].
Good for both Stamplars and Tankplars. Also seriously consider undoing the repentance nerf or perhaps have some why to make it more of a stamplar ability instead of a all templars ability.
Templar healers are good, great even, but we all hate being pidgeonholed like that.
@Minno @Joy_Division Did you guys test the damage between live and PTS yet? I got my PC up and patched and will be in game for a bit if either of you need a target dummy. Hit me up @technohic
Not yet, we will be testing around lunchtime (adult free-time problems lol)
LOL Yeah, I would have been busy but took today off thinking I was going to have to replace power supply, mobo, and CPU and figured Windows would then give me some problems; but it turned out to just be the power supply. Now I have free time aside from a needed trip to UPS to send some stuff back.
At any rate; if you guys have it covered, Im going to go get chores done.
I think we were seeing the same numbers as you, but Joy has all the data.
I was the test dummy lol.
Joy_Division wrote: »
I think we were seeing the same numbers as you, but Joy has all the data.
I was the test dummy lol.
Yeah, I'll do the exact number crunching this weekend, but my Sweeps numbers were not at all encouraging. I was not in my full PvP spec, however I was CRITTING for 973 damage and back in the day that was less than my regular hits in Cyrodiil.
Brutusmax1mus wrote: »
What I believe ZoS must do is fix existing bugs and make class skills in line with other classes swithes.
1. Bugs, that plaguing Templar class, must be fixed. I will quote my post from Dragonbones dlc:Image hosting deleted most of images for some reason. But anyway as you can see majority of bugs remained. IDK about Jabs scaling.Templar Life Matters
1. Radial Sweep hitbox bugged - Radial Sweep and both of its morph can bug and miss target on initial hit, no matter how close it stands to caster, tried ult without animation cancelling and it still bugged, so it not related to animation cancelling like snb ult.https://www.youtube.com/watch?v=kLc3iIJL3EY
3. Explosive Charge missing cloacked targets - if enemy is cloacked it won't be revealed by AoE nor will receive AoE damage.https://www.youtube.com/watch?v=iAtRi8nKm1Y
4. Spear Shards initial hit counts as dot - while it is obvious that initial AoE hit is direct damage attack like Impulse or wardens ice shards, it counting as DoT and buffed by dot cp. As result it can't proc things that proc on direct attacks.
5. Solar Barrage - while being dot itself it not boosting by dot cp but boosting by direct damage cp. However can't proc things that proc on direct damage like Nerien/Bloodthorn/Varen sets, but proc dot things like Valkyn.
6. Backlash - while being direct attack it's initial hit can't proc things that proc on direct attacks, like Nerien set or Bloodthorn set.
7. Eclipse/Unstable Core - while every damage return proc counted as direct attack, it can't proc Bloodthorn set 5pc bonus, while can proc other sets like Nerien.
Magnetic bomb of Unstable Core - while counted as direct aoe explosion for CP it cant proc sets that proc on direct attacks like Nerien and Bloodthorn, also set like Varen Legacy doesn't count it as direct aoe attack and not buff it.
Still granting CC Immunity on cleansing it. It was considered as bug in Morrowind update but still staying after overhaul.https://www.youtube.com/watch?v=On85vQPv9OE
Grant CC Immunity on expire is inconsistent and allow it apply on CC immune enemies, that bring to weird situation when enemy has both CC effect and CC Immunity on him:
8. Rushed Ceremony animation stutter - same like old Barrage had - upon cast sometimes your char rooted for miliseconds during casting animation.
By using line of horizon you can see that it stop moving, it means that it not just some visual illusion of cast. Very annoying when it occure while kiting.
9. Rite of Passage - healing ignore any LoS.
10. Healing Ritual - healing ignore LoS.
11. Rune Focus - despite old change to mechanic of no longer affect allies inside but caster, it still counting as support buff of ally and thus casting it removing buffs like Rapid Maneuver, even if there is no ally nor enemy, that can be affected by snare, are nearby.
12. Radiant Aura - doesn't apply its debuff on stealthed or cloacked enemy. Bugged this way back when it changed to stop revealing invisible targets.
13. Repentance - still work to absorb hp and stamina on Shadowrend set.
14. Javelin double CC - doesn't apply CC immunity upon CCing enemy, allowing to use knockback several times upon fast cast.
As you can see 1st Javelin didn't grant cc immunity for its duration of CC, grant it only on expire, almost same problem as Eclipse has. LUI addon also shows 2 Stun effects used.
1. Spear Shards - cosmetic problems:
Initial skill and Luminous Shards missing its red telegraph despite any version of skill has DoT in it:
Blazing Spear does have it but despite fix to AoE radius of damage red telegraph wasn't update and thus show wrong radius, making people wonder why they getting hit by it:
As you can see something in visual setting also makes Spear invisible.
2. Solar Barrage - still same cosmetic bug that make visual apply on caster upon weaving light attack right after cast:
3. Burning Light - it's proc is blockable. While Implosion is unblockable. It is proc only on Shards aoe or channel of Strikes in addition to several skills with low procrate and unable to proc on dots/bleeds weapon damage, in addition that templar damage is pressure and it lack of tools against tanks+ all classes will get blocking buff next update - we could get unblockable BL too.
4. Radiant Destruction - same as once Soul Assault - it should loose its duration of empty channel in the beginning of skill. This empty duration lead to decreased reliability of execute coz: delayed damage is harder to use against enemy in pvp when every second allow enemy to get out of execute range, making execute unviable. In case of RD that leading to even worse problems:
1. Delayed cast allow enemy simply cancel your execute by interrupt you and prevent from using it all along:
^^Countered before harm even done. Purging result in same result
2. Another example is that execute is not automatically cancelling empty channel and such in group play when you start cast it on enemy who was killed meanwhile by teammates - you stuck in channeling full beam on corpse and forced manually cancel it:
^^Looks nice but feels terrible.
Unlike sorc execute you cant blockcast it nor animation cancel, and this problem to channel damage not same second but after empty channel duration making you vulnerable to counter-attacks and RD overall "slower".
5. Not pure Templar but still related - Pirate Skeleton set - bugged for quite a long and allow its 2pc Minor Defile to be purgable:
After some time its debuff was placed in category of buffs to prevent it being purged by skills, yet this treatment stopped working in some of the patches and it cleansable once again. Bug allowing to bypass set mechanic to grant very strong bonus and thus should be finally fixed.
2. Spear Wall passive should not require aedric skill to be on bar:
First of all, it would help promote frost magicka tanking, when tank wont have required to waste bar on aedric skill, secondly it will help in PvP for mitigation as many builds not utilize aedric spear ability on backbar, where Spear Shards could be replaced by more offensive skills for example of frost staff. But this bring problem that tankiness in this case severe a lot.
Compare those passives:
DK passive:
New sorc passive:
As you can see none of passives that affect blocking are limited to skillbar.
Most commonly passive is dk Iron Skin. IS can block 10% of range and 10% of melee, while tempalr passive can block only melee but 5% more. But main problem is that unlike other passives it dependant to skillbar. So, to help with tanking this passive must get in line with same passives of other classes - to no longer require aedric skill to be slotted.
3. Burning Light to become unblockable/Solar Barrage:
As it was stated in mechanics description by ZoS in patch 3.3.5: https://forums.elderscrollsonline.com/en/discussion/comment/4853841/#Comment_4853841
Following this description Implosion is unblockable coz it come inside of enemy. For same reason Burning Light must get in line with this mechanic and passives of other classes(sorc) and become unblockable.
With such mechanic Burning Light will work as pressure against permablocking enemies and thus tempalrs that lost unblockable offensive hard stun CC to counter tanks can pressure opponent by draining his stamina(jabs channel) and damaging him by unblockable sources.
I heared Gilliam want this to be removed target cap in cost of reduce damage/increase cooldown. This is terrible idea because because it will be negative in both pve and pvp:
In PvE: dps of classes determined by single target damage. Such change will decrease single target damage even further while increase its aoe damage that has no meaning beside clearing trash. And tempalr already benefit in this cos his dps skills are AoE.
In PvP: it will be vey negative because Burning Light is way of templar to redeem its utterly low single target damage coz of his aoe skills. BL allow to pressure single opponent more effective and serve as burst option passive. Change not only will make tempalr damage output much weaker in small fights/bgs but also will make Spear Shards uncomparably OP AoE skill in zerg surfing.
aoe Damage output can be granted by buff of Solar Barrage with removed cast time: it will allow to use aoe dps skill that will also boost single target light attack damage, and get in line with light attacks changes. Same for pvp - templar will get mobile aoe skill that wont proc burning light but will buff single target damage of light attacks.
4. Nova buff:
As I listed in previous comments Nova got 9+% damage nerf after change of Enduring Rays.
And have some issue with snaring enemies inside even tho description no longer mention it.
6x3=18. In PvE or static PvP (unexisting tho), additional duration of major maim debuff is equal to be 18ultimate gains. 250-18=232ult. Having static ultimate that cost 232 ult and lost 9+% of its damage is hardly balanced.
Since morph was made for movement battles and while debuff can be cleanse anyway in pvp while in pve maim debuff will be preferable anyway coz it used by healers who role to decrease damage of boss. In compare to Shifting Standart that last twice longer, cost 25ult cheaper and have possibility to proc 2 synnergies during 1 ultimate, I suggest to reduce cost of Nova lower than 225ult. I will allow extend gap between Novas drops in trials that will ensure usability of Templar healers.
5. Eclipse loose CC immunity/Unstable Core fix:
It was said many times that this skill is not hard CC, it combination of soft and hard CCs. It cant disable enemy nor severe his mobility in any way. And thus rule of it apply CC immunity on expire simply cant work coz here should be applayable rule of roots - only actively counter of such cc should grant immunity to it for some period. For Eclipse it means as part of being soft cc - it should be countered by counter mechanic - CC Break; as part of it as being hard cc - counter should grant immunity to it that in case of hard CCs is 7sec.
It should stop grating CC immunity on cleanse - previously disorient from Luminous Shards were terrible cc coz it allowed enemy to get free cc immunity without any efforts. Now purging Eclipse grant cc immunity for bare efforts. In large-scale pvp there is always Purge spammers - use Eclipse there means chance that affectd enemy will be purged and have cc immunity. Or in templar battles - Cleanse is Templar defense mechanic that class use in battle anyway, in addition that it don't have reliable hard cc - such battle between templars become stalemate because none will waste stamina on break free coz cc immunity can be achieved by spamming main defensive skill. Even here with new duration of Eclipse to be 6sec - duration is lower than time of cc immunity in addition that with such cc mechanic it allow to recast skill to get higher uptime and affect enemy even during cc immunity timer.
Unstable Core and Enduring Rays - and old problem that dps of magnetic bomb is decreasing is still here:
magnetic bomb is exploding every 4 sec on default but after investing into Enduring Rays that prolong skills it become 5 and 6sec without increasing its damage:
It means that passive is decreasing dps of this skill for ~34%!
What should be done: return to one of previous mechnaics: 1. bound explosion to cc break; along with removing free cc immunity on expire it would force people to break free and proc explosion. 2.Remove magnetic explosion from being affected by debuff; however it would be weird that skill cant be affected by passive, isn't it? 3. I prefer - buff magnetic bomb damage for each additional second, as it was done with other dawn wrath dps skills.
6. Remembrance change/fix:
First of all it outdated visual: during early days it applied damage mitigation buff on allies that was represented as same visual as Sun Shield have, but after change to no longer affect allies it got new visual, symbolizing major protection buff but also kept old visual for some reason:
Old Visual of mitigation buff should be removed. 1. As you can see old visual make new one invisible.
2. It have same effect as Sun Shield making it harder to determine if skill was used along with ult.
3. 3. New visual have 8 sec duration while major protection effect it represent has actually 10sec duration, making it invisible for last 2 seconds:
Morph itself should stop disabling caster -
1. It have exact same animation of pray as Healing Ritual. HR was finally changed to be instant cast, and same must happen with ult healing too.
2. we have 2 morphs: 1 for group support, Practiced Incantation and other for self utility, but after nerf of Remembrance it started to lack both group utility and self utility: you gain less healing but at same time your still disabled by channel, making you unable to positioning and participate in battle.
3. Such change would buff tankiness of both templar specs and get rid of dependance on weapon trait on bar where ult is slotted. As being healing ult that independent to weapon choices and traits, allowing diversity in builds and weapon traits.
Warden does have strong burst class heals like Fungal Growth and Budding Seeds and such, it validation of having Grove that not disable is not working, while NBs now have Soul Siphon that allow to keep group alive in far-far greater radius and apply on them major vitality buff with synergy, and its all while participating in fight.
7. Channeled/Restoring Focus:
In compare of it current mechanic - imagine that our Purifying Light aoe heal was not attached to target but was ground heal that proc where PL exploded. How terribly and it would be. Same goes for Rune Focus.
After update Bolstering Darkness and Bound armor got updated, one with no longer be limited by ground, other to stop be double bar toggle. And don't forget Siphoning Strikes simplify - it was updated to completely repay skill cost, along with weaving making it clear resource winning ability.
Rune Focus also must get in line with changes of other classes and like Bolst. Darkness to be ground based 4m aoe debuff but have its buffs attached to caster for duration of skill(18sec).
It will make it utility in line with betty netch:
Betty can purge, cost zero resources, restoreresources, fully portable, proc 3 passives, grant offensive buff, proc companion dependant sets like Necropotence, and immune to damage/interrupts.
While Focus will be - have cost, fully portable, restore resources, cant proc sets, proc 2 major defensive buffs, snare enemies inside (that wont be used coz Cleansing Ritual anyway), vulnerable to Negate, proc at best 1 passive.
In relative of Rune Focus - mana restore morph was never changed, but Restoring Focus was changed several times, so I think it reasonable to talk about this skill at what it was from beginning unchanged - resource restore skill and thus we can compare it with other classes:
Channeled Focus cant restore both resources, as was requested, for same reason as why Siphon Strikes were changed to heal and restore 1 resource - resource management. Also it cant restore max resources coz diversity of morphs:
Through other classes - Siphon Strikes morphs restore either mana or stamina, Netch morphs restore either mana or stamina. Those morphs allow diversity in choosing which of morphs you wana use and nowdays both resources are valuable for any spec, be it mana spec that chose to restore stamina by Siphon. Strikes, or stamwarden chose mana netch for easier mana dump.
So, to get in line with other classes changes Restoring Focus should become stamina restore morph.
With such change morphs functionality would be equal to netch, which grant small bonus to mana morph to be on par:
Channeled Focus - restore mana, reduced cost(as currently).
Restoring Focus - restore stamina.
Such Restoring Focus would help tanks to get stamina returns, and while stamplar has lower burst heal than magplar, but having stamina return allow to change builds to more offense or defense without hurting offense capability coz of additional sustain. It is superior to minor buffs that are subjects of calculation diminishing returns. More importantly for tank the possibility to hold block longer than uncapable to block but get tiny mitigation that wont save in majority of struggles.
8. Master Ritualist:
Passive that shows what wrong with class...
It is passive that out Templar wont utilize during leveling, or doing overland content, and rarely will be used during pvp or dungeons run. For majority of Templars it like playing class with 1 less passive. It screams to everyone "this class is resbot" - something I really hate, when utility of class is being dump for other classes and groups. Implication of it means - you already failed.
We already have CP passiv and set that boost resurrect, which caused passive to be nerfed if this gear used. If someone decided to be dedicated resbot - everyone can do it fine.
That's why we need change this passive to empower templar himself, to allow him be better at what he is doing, instead of being just a mark of his failure.
And there is a lot of possibilities that this passive can have. For example remove 2ult gains by Healing Ritual from Light Weaver and grant it to Master Ritualist to allow to gain 2ult upon activating it Restoring Light healing abilities or proc proc minor heroism buff for 3sec. Or make our class channels to activate some kind of short effect and allow to benefit from class theme of channels, for example same minor heroism buff for 3sec
It wouldn't ally to stack such effects like current Light Weaver that will allow to restore 14ult per cast to group with low hp every seconds without cooldown in execute mode in trials. <-- It sounds a bit OP.
And It would serve all the roles than: 100% viability for caster and much higher group utility that would prevent group deaths and need of res.
@ZOS_Wrobel
P.S.: Make Dark Flare debuff undodgeable. You simply cant dodge aoe effects
Joy_Division wrote: »
I think we were seeing the same numbers as you, but Joy has all the data.
I was the test dummy lol.
Yeah, I'll do the exact number crunching this weekend, but my Sweeps numbers were not at all encouraging. I was not in my full PvP spec, however I was CRITTING for 973 damage and back in the day that was less than my regular hits in Cyrodiil.
Joy_Division wrote: »Joy_Division wrote: »
I think we were seeing the same numbers as you, but Joy has all the data.
I was the test dummy lol.
Yeah, I'll do the exact number crunching this weekend, but my Sweeps numbers were not at all encouraging. I was not in my full PvP spec, however I was CRITTING for 973 damage and back in the day that was less than my regular hits in Cyrodiil.
This isn't easy because we don't have a Live server where we know Sweeps is working for a baseline. And the damage mitigation calculator I used online is not outputting the "right" numbers even for skills we think are working correctly.
So all have to go on is relative test: is Sweeps being reduced by the same % as Reflective Light and Structured Entropy (2 skills we think work correctly. Going by this basis, then perhaps Sweeps is not bugged on the PTS.
My structured entropy DoT on Minno (near resist cap) without any CP was 322. With both damage reducing CPs (19% Thick Skin and 11% Elemental defender), it did 227. That's a 29.5% reduction.
My Reflective Light DoT without any CP was 615. With the CPs, 438. A 28.7% reduction.
My Sweeps damage without any CP was 994. With the CPs, 628. That's 29.3% reduction.
So, at least on a relative level, Sweeps probably isn't acting differently than anything else. At least on the PTS. 628 is low, but I was using a Frost Staff and did not have a complete 5 piece second set so my damage is lower that it should be and Minno's resist was roughly 30K.
That being said, I have been paying attention to Sweeps damage on Live (both for and against me) and I'm 90% certain something is fishy going on with the calculations on Live. I routinely hit for under 1K and routinely am hit for under 1K and that was not the norm before the Dragon Bones patch. It is possible ZOS fixed this. What I really think would be helpful and to put everyone's mind at ease is for a developer, whoever is in charge for bug testing to acknowledge they read this this post that details the Dragon Bones PTS bug. and give some sort of explanation why the damage numbers were too low and exactly what has been done on this cycle of the PTS to rectify that bug.
Joy_Division wrote: »Joy_Division wrote: »
I think we were seeing the same numbers as you, but Joy has all the data.
I was the test dummy lol.
Yeah, I'll do the exact number crunching this weekend, but my Sweeps numbers were not at all encouraging. I was not in my full PvP spec, however I was CRITTING for 973 damage and back in the day that was less than my regular hits in Cyrodiil.
This isn't easy because we don't have a Live server where we know Sweeps is working for a baseline. And the damage mitigation calculator I used online is not outputting the "right" numbers even for skills we think are working correctly.
So all have to go on is relative test: is Sweeps being reduced by the same % as Reflective Light and Structured Entropy (2 skills we think work correctly. Going by this basis, then perhaps Sweeps is not bugged on the PTS.
My structured entropy DoT on Minno (near resist cap) without any CP was 322. With both damage reducing CPs (19% Thick Skin and 11% Elemental defender), it did 227. That's a 29.5% reduction.
My Reflective Light DoT without any CP was 615. With the CPs, 438. A 28.7% reduction.
My Sweeps damage without any CP was 994. With the CPs, 628. That's 29.3% reduction.
So, at least on a relative level, Sweeps probably isn't acting differently than anything else. At least on the PTS. 628 is low, but I was using a Frost Staff and did not have a complete 5 piece second set so my damage is lower that it should be and Minno's resist was roughly 30K.
That being said, I have been paying attention to Sweeps damage on Live (both for and against me) and I'm 90% certain something is fishy going on with the calculations on Live. I routinely hit for under 1K and routinely am hit for under 1K and that was not the norm before the Dragon Bones patch. It is possible ZOS fixed this. What I really think would be helpful and to put everyone's mind at ease is for a developer, whoever is in charge for bug testing to acknowledge they read this this post that details the Dragon Bones PTS bug. and give some sort of explanation why the damage numbers were too low and exactly what has been done on this cycle of the PTS to rectify that bug.
Well why is cinbri getting different numbers?
Should we test master of arms and ironclad?