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
One thing i hate about Radian Oppression is that u cannot light attack - dodge or block without interrupting it unlike with every other execute where u can do everything i mention. (Btw u only use 1 hand to cast radian so i don't understand why u can't use ur other hand to light attack)
Piercing javeling does poor dmg and cost alot compare to some other abilities like crushing shock that do more than it can do.
Narvuntien wrote: »I think the focus changes would be fine... if there are some templar sustain buffs later in the cycle... there still could be.... I'll hold off getting mad until later in the cycle.
You like standing still to heal? now hasty ritual an instant huge (expensive) heal.
I think we have all been super clear with what the issues with Templars are Sustain and CC the current changes do not address those issues. (may even make them worse).
Go Fix them.
SidewalkChalk5 wrote: »Aedric Spear
Empowering Sweep: still needs a damage buff so Magplars can choose this over Dawnbreaker or Soul Assault
Spear Shards: still needs an AOE root on at least one morph
Aurora Javelin: still needs to pull instead of knock back
Sun Shield: still needs a magicka-scaling morph
Burning Light: still needs a per-target cooldown
Balanced Warrior: still not "balanced". Should give +2/4% damage done and +2/4% damage taken mitigation for both stamina and magicka to earn it's name
Dawn's Wrath
Sun Fire: still needs to give a different buff (Major Sorcery, Minor Berserk, or Minor Force -- NOT Major Prophecy!) and increase duration by 1 sec to fit a full DPS rotation.
Radiant Destruction: GREAT CHANGE! It'll go back on my bar now
Solar Barrage: once again, ZOS screwed up what should've been a good thing (removing the cast time) by nerfing the holy bejeezus out of the ability. Like Healing Ritual, these cast time nerfs are waaaay disproportionate and leave us with trash abilities. Instead of a 40% damage nerf, show some intelligent moderation and give it a 20-30% nerf. This has potential to be an excellent ability if treated properly.
Restoring Light
Breath of Life: still over-nerfed from last patch. The Sorc Twilight is a superior heal and there is absolutely no justification for BoL to be so over-nerfed. Honor the Dead should remain single-target and give a cost discount, while BoL should be redesigned to heal for 33% less, but always hit self and up to two allies.
Rune Focus: either increase the magicka return to compensate for the shorter duration or lengthen the duration.
Also, add Major Expedition somewhere. It's about time for Templars to get a speed buff. Either put it on a Rune Focus morph or a new magicka-scaling Sun Shield morph... either way works fine.
Darkmage1337 wrote: »Templar is twice-cursed with this problem, because Dark Flare also has a very long casting time that, again, which kind of makes it very undesirable and useless.
cpuScientist wrote: »Cold solar barrage be 8 seconds instead 6? More in line with the other skills. 6 just doesn't work.
SidewalkChalk5 wrote: »cpuScientist wrote: »Cold solar barrage be 8 seconds instead 6? More in line with the other skills. 6 just doesn't work.
The Enduring Rays passive adds 2 seconds to Solar Barrage, bringing it up to 8. (At least it used to, and it still did the last time I checked. I'd check, but I'm using the other morph for PvP at the moment.)
Sun Fire, on the other hand, needs 1 second added to bring it up to 8 seconds.
Blazing shield is still a pain point. Battle spirit effects it twice. You need to completely build around it.
Blazing shield is still a pain point. Battle spirit effects it twice. You need to completely build around it.
Are you sure about this? I thought the damage explosion ignored Battle Spirit since the shield was already halved (cutting the damage portion in half necessarily).
I though they fixed that a long time ago with Sweeps, Radiant Glory etc... (all skills that do "x" based on "y" where "y" is already affected by BS)
VierulSquirrel wrote: »
2. I know you are changing the dark flare and solar barrage, however i feel like these should both be range abilities. one with a cast time and applies defile/snare. while barrage is range and instant cast.
.
VierulSquirrel wrote: »
2. I know you are changing the dark flare and solar barrage, however i feel like these should both be range abilities. one with a cast time and applies defile/snare. while barrage is range and instant cast.
.
I feel dark flare should be as is , barrage should be like multiple versions of dark flare say 4 or 5 balls of fire each one doing progressively more damage both still with a cast time
For those not in the Discord:
1. CC's - Over 34% of replies said they want a better CC-kit than tehy currently have, after the removal of blazing spear stun
2. Passives - 26% feel that their passives are weak and situational compared to others.
Sustain is a point for all classes, nobody liked morrowind nerfs, also dps is one a concern.
yes but templars, specifically stamplar/tanks/pvp magplars looking for stamina, have it harder. Hence it is the 3rd most important option.
Pain points
Healing ritual cost too much for having such a small ranged instant heal. If a heal is gonna be that expensive it needs to do more than a 1 time instant heal. Thank god the cast time is gone but the skill really needs to be a HoT.
Radiant aura cost too much for what it does. The minor magicka steal can only occur once per second so having it attach to multiple targets is not much of an upgrade. Cost 3510 magicka and last 15 seconds. 15 × 300 = 4500. So if used on along enough fight you gain 1000 magicka. Its not worth using on trash mobs because most mobs are dead before you recover the cost of the skill. On long boss fight its not as cost effective as a Elemental drain. Ele drain is free to cast and lasts longer (21 seconds). 21 x 300= 6300 magicka. This skill and repentance needs to just be a passive. 10% on all recovery and if an enemy dies if your rune/ritual you recover x amount of mag/stam, depending on which 1 is your biggest pool.
passives are still a pain point. We have 3 passives that should just be part of the base skill.
1.Enduring rays-adds 2 seconds onto a few weaker abilities (nova/sunfire/eclipse)
2.restoring spirit- reduces cost of all abilities and ultimate by 4%
3.light weaver- really small buffs to restoring aura, healing ritual and praticed incarnation.
These passives need to just be part of the base skill. Its not like vampires bane is cheaper or does anymore dps than other comparable abilities, yet it is specifically getting buffed by 2 passives in enduring rays and restoring spirit. You cant stack cost redution with food or armor sets. 4% cost reduction on a 3k skill means i saved a whopping 120 magicka. Templars need passives that they can stack with. This will allow more armor sets to be viable with them.
Javelin needs to pull enemies into templars. Obviously range is gonna have to be adjusted.
Blazing shield is still a pain point. Battle spirit effects it twice. You need to completely build around it.
New Rune Focus morphs are nice but magicka costs are overtuned imo. I think it is better if its secondary effects also get increased 50% while standing in it.
Empowering Sweep ulti should get a strong heal over time in addition to its dmg mitigation effects, to allow us to go fully offensive for its duration. Or its damage should be buffed tremendously.
And please let spear wall and burning light passives work universally, at least for class skills. I feel so pigeonholed to have a use for spear wall passive on back bar especially when empowering sweep sucks
dodgehopper_ESO wrote: »Pain points
Healing ritual cost too much for having such a small ranged instant heal. If a heal is gonna be that expensive it needs to do more than a 1 time instant heal. Thank god the cast time is gone but the skill really needs to be a HoT.
Radiant aura cost too much for what it does. The minor magicka steal can only occur once per second so having it attach to multiple targets is not much of an upgrade. Cost 3510 magicka and last 15 seconds. 15 × 300 = 4500. So if used on along enough fight you gain 1000 magicka. Its not worth using on trash mobs because most mobs are dead before you recover the cost of the skill. On long boss fight its not as cost effective as a Elemental drain. Ele drain is free to cast and lasts longer (21 seconds). 21 x 300= 6300 magicka. This skill and repentance needs to just be a passive. 10% on all recovery and if an enemy dies if your rune/ritual you recover x amount of mag/stam, depending on which 1 is your biggest pool.
passives are still a pain point. We have 3 passives that should just be part of the base skill.
1.Enduring rays-adds 2 seconds onto a few weaker abilities (nova/sunfire/eclipse)
2.restoring spirit- reduces cost of all abilities and ultimate by 4%
3.light weaver- really small buffs to restoring aura, healing ritual and praticed incarnation.
These passives need to just be part of the base skill. Its not like vampires bane is cheaper or does anymore dps than other comparable abilities, yet it is specifically getting buffed by 2 passives in enduring rays and restoring spirit. You cant stack cost redution with food or armor sets. 4% cost reduction on a 3k skill means i saved a whopping 120 magicka. Templars need passives that they can stack with. This will allow more armor sets to be viable with them.
Javelin needs to pull enemies into templars. Obviously range is gonna have to be adjusted.
Blazing shield is still a pain point. Battle spirit effects it twice. You need to completely build around it.
If they want us to reduce the cost of skills that is fine, but it should be a greater number across the board. Restoring Spirit you realize effects out of class skills in much the way it does for classes like Sorcerer... Be careful what you wish for you might actually end up nerfing us in a way that you do not realize. Our skill costs are already generally high making this passive garbage for the most part but at least the out of class skills get the benefit. This is one area where they could probably improve us by raising Restoring spirit to a more respectable number.
New Rune Focus morphs are nice but magicka costs are overtuned imo. I think it is better if its secondary effects also get increased 50% while standing in it.
Empowering Sweep ulti should get a strong heal over time in addition to its dmg mitigation effects, to allow us to go fully offensive for its duration. Or its damage should be buffed tremendously.
And please let spear wall and burning light passives work universally, at least for class skills. I feel so pigeonholed to have a use for spear wall passive on back bar especially when empowering sweep sucks
Increases spell recovery by 10% while standing in rune?