I've currently only played as a stamina-based templar, and he is in main tank. Most of the things I would have said a few weeks ago have been more or less resolved by recent changes made by the developers, for which I am thankful. The changes to Silver Leash give me the ability to pull in enemies, and once I get the Psijic skill line, I'll also have a decent area of effect crowd control ability (both of these things were lacking for us templar tanks). Improvements to Rune Focus seem to be on the docket, but I'd like to voice a few things about that ability as one of the pain points:
- A stamina morph of Focused Charge would be great! It's okay if this doesn't happen because I can get a charge through either the two-handed weapon line or the sword and shield weapon line, but as someone who values aesthetics and role-playing, it would be super to be able to use this class ability. Of the two morphs, Toppling Charge seems most thematically appropriate for a stamina morph (explosions make me think magicka).
- The changes to Rune Focus on PTS are a step in the right direction, but I would add some group utility. When I cast this skill, it really just benefits me. I'd like to give something to the group. Sacred Ground reduces enemy movement speed, but the area is too small for that to be of much use (it's not a proper CC). Maybe expand the area of effect to give this ability more CC potential, or increase the movement speed reduction since the area is so small? Or perhaps expand the area of effect and allow allies standing in your rune to receive protection?
Maybe expand the area of effect to give this ability more CC potential, or increase the movement speed reduction since the area is so small? Or perhaps expand the area of effect and allow allies standing in your rune to receive protection?
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FrancisCrawford wrote: »Templars don't have any damage skill that's truly great except Purifying Light, and that depends on other players focusing on the same target for its greatness. So it's not really competitive with Liquid Lightning, Assassin's Will, or Deep Fissure/Sub Assault.
Breath of Life has been nerfed so far that many templars no longer slot it. Huh??? At least make it omnidirectional again, so that it's a reasonable choice to carry BoL (or Honor the Dead) over Healing Ward.
1. Lack of preemptive defense. You take damage, you heal; you get debuffed, you purge. But there's nothing that allows you to defend against a combo you know is coming or to prep your own, tying magplar to blocking, heavy armor and/or mist form. (Well Ward... lol.) Sorcs shield, NBs clock, Warden has Shimmering, DKs can reflect a few things that haven't been made exceptions yet.
This contributes to the templar feeling of having strict defensive and offensive modes and making it hard to switch between them.
2. Templar has no strong single dps ultimate.
3. Bonus 3rd -- magplars want some stamina resource management as well.
4. Bonus 4th -- need a CC that works with the class
I am genuinely curious whether most Templar players actually want the fabled "protect your house" playstyle... Maybe it would be worth polling to see what playstyle players prefer: healbot, houseplar, spartan, monk, etc. Could be interesting to see what people want.
As for a house though, we shouldn't get uber buffs just for standing inside ritual. Maybe though there could be an additional buff effect added to Sacred Ground when standing in both circles simultaneously.
But I'm going to keep lobbying for the Eternal Hunt effect to be added to one of the Focus morphs. I wants et so much
Ok guys, lets start another round of pointing out your two biggest issues with the class.
keep in mind, that we saw mostly good changes to rune focus (mobility changes), a good increase in the execute damage of the radiant destruction (so that it is worth using again, pvp concerns about spamming it were already brought to the devs) and the taking away of the cast time from solar barrage (together with a damage nerf, i know...).
In the last live stream Wrobel announced positive changes to the dps capabilities of templars for PvE and some kind of stamina sustain and group support tool (hopefully benefitting stamplar and tankplar sustain) coming with the update 20. now i would be glad to again collect your concerns and pain points regarding the templar class, but remember the changes on the pts and the ones announced for update 20, if they coincide.
Please state, what is bothering you and i hope i already have a good idea about what you will say, when i think about unnecessary/outdated passives, an underperforming ultimate and missing some good cc abilities (no class root and issues with the current cc's like javelin, focused charge and eclypse).
I am genuinely curious whether most Templar players actually want the fabled "protect your house" playstyle... Maybe it would be worth polling to see what playstyle players prefer: healbot, houseplar, spartan, monk, etc. Could be interesting to see what people want.
As for a house though, we shouldn't get uber buffs just for standing inside ritual. Maybe though there could be an additional buff effect added to Sacred Ground when standing in both circles simultaneously.
But I'm going to keep lobbying for the Eternal Hunt effect to be added to one of the Focus morphs. I wants et so much
I am genuinely curious whether most Templar players actually want the fabled "protect your house" playstyle... Maybe it would be worth polling to see what playstyle players prefer: healbot, houseplar, spartan, monk, etc. Could be interesting to see what people want.
As for a house though, we shouldn't get uber buffs just for standing inside ritual. Maybe though there could be an additional buff effect added to Sacred Ground when standing in both circles simultaneously.
But I'm going to keep lobbying for the Eternal Hunt effect to be added to one of the Focus morphs. I wants et so much
I am genuinely curious whether most Templar players actually want the fabled "protect your house" playstyle... Maybe it would be worth polling to see what playstyle players prefer: healbot, houseplar, spartan, monk, etc. Could be interesting to see what people want.
As for a house though, we shouldn't get uber buffs just for standing inside ritual. Maybe though there could be an additional buff effect added to Sacred Ground when standing in both circles simultaneously.
But I'm going to keep lobbying for the Eternal Hunt effect to be added to one of the Focus morphs. I wants et so much
I'm not a fan of the hyper mobility meta this patch; it heavily favors some classes over others. I'd be totally fine with challenging that meta, but DKs and Templars would need something really strong to make it work. One idea I spitballed in the DK discord was buffing Standard to grant CC immunity to allies standing in it.
But if we are all going to have to be running around constantly avoiding high damage aoes and aoe stuns, templar needs the option to be mobile. DK can be reasonably mobile with Chain in certain situations, but templar has nothing really.
I am genuinely curious whether most Templar players actually want the fabled "protect your house" playstyle... Maybe it would be worth polling to see what playstyle players prefer: healbot, houseplar, spartan, monk, etc. Could be interesting to see what people want.
As for a house though, we shouldn't get uber buffs just for standing inside ritual. Maybe though there could be an additional buff effect added to Sacred Ground when standing in both circles simultaneously.
But I'm going to keep lobbying for the Eternal Hunt effect to be added to one of the Focus morphs. I wants et so much
I am genuinely curious whether most Templar players actually want the fabled "protect your house" playstyle... Maybe it would be worth polling to see what playstyle players prefer: healbot, houseplar, spartan, monk, etc. Could be interesting to see what people want.
As for a house though, we shouldn't get uber buffs just for standing inside ritual. Maybe though there could be an additional buff effect added to Sacred Ground when standing in both circles simultaneously.
But I'm going to keep lobbying for the Eternal Hunt effect to be added to one of the Focus morphs. I wants et so much
I'm not a fan of the hyper mobility meta this patch; it heavily favors some classes over others. I'd be totally fine with challenging that meta, but DKs and Templars would need something really strong to make it work. One idea I spitballed in the DK discord was buffing Standard to grant CC immunity to allies standing in it.
But if we are all going to have to be running around constantly avoiding high damage aoes and aoe stuns, templar needs the option to be mobile. DK can be reasonably mobile with Chain in certain situations, but templar has nothing really.
I agree, though DK's have a cheap AOE cc u;timate that lets them travel distances outside of stamina use while also bursting down enemies. Templars only have ground based effects or stationary abilities that impact your ability to LOS, which i slowly becoming the preferred counter to many OP things in this game.
I think the next step is adding a unique mobility tool outside of major expedition/stamina drain AND finding a way to buffing our protection within our circles or though abilities that help us defend outside of GCDs.
FrancisCrawford wrote: »Templars don't have any damage skill that's truly great except Purifying Light, and that depends on other players focusing on the same target for its greatness. So it's not really competitive with Liquid Lightning, Assassin's Will, or Deep Fissure/Sub Assault.
Breath of Life has been nerfed so far that many templars no longer slot it. Huh??? At least make it omnidirectional again, so that it's a reasonable choice to carry BoL (or Honor the Dead) over Healing Ward.
hmmm if you think so...
just remember that blazing spear together with burning light isnt a bad skill, also reflective light/vampires bane isnt the worst skill in the game. also our execute skill finally again can do a lot of damage, so that dps parses of magplars can be really high (saw solo dummy parses of 50k+, which surely isnt bad).
looks like you are talking about PvE mainly, since breath of life and honor the dead have still great use in more than only PvP.
Darkmage1337 wrote: »I'm happy to hear about the buff to Radiant Destruction (Jesus Beam) and the reversal of the Rune Focus sustain nerf. But here are some other under-performing abilities/passives that should be re-examined.
Abilities:
Rite of Passage: Increase the healing speed/animation of Rite of Passage/Practiced Incantation/Remembrance (Templar healing ultimate). A Templar should not be able to die so easily and so quickly while channeling this ultimate ability. The healing animation/speed of this ability is far too slow in comparison to all other healing abilities. Please take a look at this.
Backlash: Allow Backlash/Power of the Light/Purifying Light to be casted/used from stealth without agro'ing the enemy (similar to NB's marked target ability).
Dark Flare: Remove the casting time of Dark Flare and/or greatly increase Dark Flare damage due to its casting time; (like Snipe -- Snipe does way more damage for the same casting time duration in comparison to Dark Flare).
Blazing Shield: ZOS slightly/successfully returned Jesus Beam to its former glory. Bravo. The same cannot be said to Templar tank's Blazing Shield, which already has several counters, including: Sloads, Shield Breaker, Knight Slayer, and more. Blazing Shield could use a buff to its strength and/or duration to compliment/counter the strength of Sorcerer's Hardened Ward because that is based off of Magicka instead of Health, and the over-performing Sloads (which has yet to be properly nerfed).
Eclipse: Please redesign Eclipse altogether. ZOS, check your ability useage telemetry/measurements/statistics. Hardly anyone uses this ability, especially in PvP, because everyone knows it is on them and it is free CC-immunity for enemy players. Eclipse needs to greatly be changed and reworked altogether, or remove it altogether, and give Templar back Blinding Light/Blinding Flashes with a catch, or something else entirely.
Repentance: It has been said time and time again about Repentance. Please re-buff this ability so Templar tank + Stamplar or Stamplar + Stamplar(s) do not have to fight each other for resource sustain/regen. Make Repentance's usage unique to each Templar themselves. They can coexist!
Piercing Javelin: Increase the damage. Even slightly? Or something. I don't know what else to say.
Passives:
Balanced Warrior: Add 6% spell damage and 2640 physical resistance to the 2/2 "Balanced Warrior" passive (which currently gives 6% weapon damage and 2640 spell resistance).
Spear Wall: Add a 10% reduction cost in blocking to the Spear Wall passive. This will make enable Templar to be a more viable tank, maybe even up to par with DKs. The Spear Wall passive currently only gives an increase in the amount of damage that you can block from melee attacks by 15%. This passive needs to to more than just that one thing, and if ZOS ever changes Spear Wall, any changes should compliment what Spear Wall already does. So, a slight decrease in blocking cost by 5% for 1/2 and 10% for 2/2 would help with that (rather than, say, 15% increase block damage from ranged attacks on top of 15% from melee. That might be too far in one direction).
Light Weaver: "Channeling Rite of Passage grants you 16500 Physical and Spell Resistance" this should also add 10% or 20% Healing Received upon yourself while channeling this ability. The 16500 resistances while channeling is largely useless for most Templars since they are already at or near the resistance cap without this effect.
For example, PvP Templar Healers are already wearing 5/5 heavy armor and/or are already using Rune Focus or Mighty Chudan (or other sources) for the Major Ward/Resolve buffs. The 16500 physical/spell resistance from channeling Rite of Passage (+ morphs) is largely ineffective and rendered useless when the great majority of Templars are already at the Physical/Spell Resistance cap.
Adding 10% or 20% Healing Received upon yourself while channeling the Rite of Passage ability (+ morphs) would greatly help with Templar survivability and how slow the healing speed/animation is with this ultimate ability. This healing-received addition would help to prevent Templars from instantly getting killed while Channeling this ultimate ability because the heal speed/animation is far too slow, which makes this ability weak. In addition, the actual healing value done on Rite of Passage/Practiced Incantation/Remembrance is actually lower than that of Breath of Life. Making the healing speed/animation faster rather than increasing the amount healed for would be more effective in countering the issue with the instant-death-while-channeling-this-ulitmate-ability that Templars constantly face.
Master Ritualist: It has been mentioned before, but shouldn't this passive ability be placed into the Alliance War Support ability passive list, instead? (alongside or added to Alliance War Support's Battle Resurrection passive, which gives 30% faster resurrection time while in a PvP area.) Master Ritualist passive in the Templar Restoring Light tree: Increases resurrection speed by 20%, resurrected allies return with 100% more health, and gives you a 50% chance to fill an empty Soul Gem after each successful resurrection. Master Ritualist should be re-named to Battle Resurrection and moved into the Alliance War Support passive category, and Templar's Master Ritualist passive should be replaced and redesigned altogether. Please.
These are all of my current top issues/concerns with Templar, that I can think of at the moment, coming from my main Tankplar and Magplar characters. Primarily from a PvP perspective, and secondarily from a PvE perspective.