This post is all about magicka templars in PVE.
[*] Sun fire (Dawn's wrath): Vampire's bane doesn't really deal any more damage than Reflective light and that's the only complain I have about this skill. I also don't really understand the minor buff on this because basically everybody uses Inner light and/or potions.
This post is all about magicka templars in PVE.
Everybody is complaining about skills that are aweful and presenting their ideas. I wanted to take a different approach and let everyone know which skills and passives are worth keeping as they are (with little changes, maybe...)
Skills (and passives) that are okay-ish in my opinion:
- Spear shards (Aedric spear): A well differentiated skill for damage dealers and healers.
- Piercing spear
- Spear wall
- Balanced warrior: Yeah, nice to have some passives for stamina and tanks as well, but... It just feels like Templar was the last one developed and the developers were thinking like "I don't think we have given any class a pure weapon damage and spell resistance buffs from passives without any kind of strings attached", and you did that. Like, why specifically weapon damage? Or, more importantly, why spell resistance?
- Sun fire (Dawn's wrath): Vampire's bane doesn't really deal any more damage than Reflective light and that's the only complain I have about this skill. I also don't really understand the minor buff on this because basically everybody uses Inner light and/or potions.
- Backlash: The only problem I have with this ability (I'm sorry, everyone...) is that it's way too cheap compared to what it gives. I understand and like the idea of Templars' skills deal damage and heal allies or themselves, but this skill is ridiculously good.
- Enduring rays: I like the idea of the passive, but because most of the skills (Eclipse, Solar flare and Nova) are utter carbage, this passive is not that good. However, the passive is fine as it is right now, so that's why it's on this list.
- Prism
- Illuminate: Some might require a weapon damage boost as well. But that is already given from Nightblades. And because this is an MMORPG where people supposedly play together.
- Restoring spirit
- Rushed ceremony (Restoring light): I have no issues with this skill or its morphs, but I would make it full radius again because of all the nerfs to this skill and sustain, and introducing Warden (as well as making pretty much all the classes capable to be good healers)
- Healing ritual: I like to think this as the real "oh sh*t!" heal because it's a full radius, instant heal to multiple allies. However, I don't really fully agree with the morphs (or the cost), but at least this is way better than what it used to be.
- Cleansing ritual: Two good morphs for different situations (damage dealers vs. healers, PVE vs. PVP, ...)
- Rune focus: Again, two good morphs for different situations (damage dealers and healers vs. tanks)
- Mending
- Sacred ground: Yes, it's only a minor buff but we also have Mending passive.
- Master ritualist
Springt-Über-Zwerge wrote: »The crit buff is great for pvp when you dont have enough space to slot inner light or have to run other potions than spellcrit ones
I like your approach even though i dissagree with you i find it refreshing to hear the "good". If you compare templars skills to world skill alternatives or similar skills every other class have, there are glaring problems with every 1 of them and the passives just make it worse. So i can slot a weaker templar skill, even though templar passives dont incentivies me, or i can slot a world skill alternative that does much more and the world skill passives are more incentivicing.
Just about everything templar has been nerfed down to where we are now and the funny thing is templars were never the top class. Forgive me for my cynicism but when you point out the good stuff i cant help but remember how bad its been nerfed down.
Elsterchen wrote: »@Lum1on ... rune focus is a disgrace of a class skill, even in PVE (or how do you plan on surviving vCR? ). Or are you trying to sell a healer as magDD?
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Elsterchen wrote: »edit: @Lum1on sry but now you got me started ranting, remember its not personal (evenso it might seem at first glance)
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Piercing spear: (WITH AN AEDRIC SPEAR ABILITY SLOTTED) Increases your Critical Damage by 10%. Increases your damage done to blocking targets by 10%.
I wish radiant oppresion had its original damage but its range reduced to something like 15 meters. That way there is counterplay.
I wish that radiant glory was no longer a channel but worked like impale. Instant cast up to 28meters.
I wish radiant oppresion had its original damage but its range reduced to something like 15 meters. That way there is counterplay.
I wish that radiant glory was no longer a channel but worked like impale. Instant cast up to 28meters.
Like the first part but not the second so much. Impales is usually United because the threshold is so low, the spammable you use might as well be used again.
The first part is what they should have done to begin with. The issue was not the ability on a DPS Templar but rather it getting spammed from some support from the back of the Zerg. I’d even go so far as making it more melee range.
Maybe radiant glory would do the damage and range it does now but the healing part also heals allies in the beams path?
I wish radiant oppresion had its original damage but its range reduced to something like 15 meters. That way there is counterplay.
I wish that radiant glory was no longer a channel but worked like impale. Instant cast up to 28meters.
Like the first part but not the second so much. Impales is usually United because the threshold is so low, the spammable you use might as well be used again.
The first part is what they should have done to begin with. The issue was not the ability on a DPS Templar but rather it getting spammed from some support from the back of the Zerg. I’d even go so far as making it more melee range.
Maybe radiant glory would do the damage and range it does now but the healing part also heals allies in the beams path?
Radiant glory is stamina execute
PaixRomanus wrote: »Purifying Light and Power of the Light need a rework, specifically, the damage caps need to be removed. Now I know it sounds like it would be broken because it copies the damage done over 6 seconds, however, nightblades are capable, in some cases, of 71k spectral bows and 100k+ executes (templar execute can reach 200k+ damage over the channel but 5 nightblade executes can reach 200-500k) and when the values of those skills aren't that high they are certainly don't get a handicap from a damage cap. Even sorcerers crystal frags have higher damage potential.
I would actually like the skill to work more like Grim Resolve and its morph. Meaning the beam could be proc'd after 5 light attacks after it is placed on the target and the skill would have similar damage numbers to make the templar closer in damage output to the other classes. By the way the skills would still be useful in PvP since I am not prosing removing the effects of either of them offer, just the way the abilities behave in terms of their damage output.
Once upon a time the damage cap was needed on this skill because it had the potential to provide some of the highest burst in the game, but times have changed and this skill and its morphs needs to be reexamined.
PaixRomanus wrote: »Purifying Light and Power of the Light need a rework, specifically, the damage caps need to be removed. Now I know it sounds like it would be broken because it copies the damage done over 6 seconds, however, nightblades are capable, in some cases, of 71k spectral bows and 100k+ executes (templar execute can reach 200k+ damage over the channel but 5 nightblade executes can reach 200-500k) and when the values of those skills aren't that high they are certainly don't get a handicap from a damage cap. Even sorcerers crystal frags have higher damage potential.
I would actually like the skill to work more like Grim Resolve and its morph. Meaning the beam could be proc'd after 5 light attacks after it is placed on the target and the skill would have similar damage numbers to make the templar closer in damage output to the other classes. By the way the skills would still be useful in PvP since I am not prosing removing the effects of either of them offer, just the way the abilities behave in terms of their damage output.
Once upon a time the damage cap was needed on this skill because it had the potential to provide some of the highest burst in the game, but times have changed and this skill and its morphs needs to be reexamined.
If we start increasing damage cap and duration, we’d have to give up copying other players damage. Are we good with that? I think I’d actually prefer just the amount copied increased at that point to get my burst every 6 seconds rather than wait 20-30. That’s an eternity in PvP. Then I’m not sure how PVE Templars would feel about losing that group synergy. I’m not sure this would be the he battle I chose to fight.