@Jabbs_Giggity
Your previous post was not unnoticed. But i cant comment every single post in this thread. But dont worry, I read what is written in here.
Now about your suggestions:
With the recent change to rune focus, i dont see that they will move the resistance buff to sun shield, not in the next year.
Also sun shield might get addressed in the next patch, since it falls under the point of damage shields, which is a topic looked at from the devs atm.
Additionally they stated, that they will look at the spear wall passive, so that it might work better with the templar toolkit next patch.
the rest are some funny ideas, so I will write them down again.
Jabbs_Giggity wrote: »@Jabbs_Giggity
Your previous post was not unnoticed. But i cant comment every single post in this thread. But dont worry, I read what is written in here.
Now about your suggestions:
With the recent change to rune focus, i dont see that they will move the resistance buff to sun shield, not in the next year.
Also sun shield might get addressed in the next patch, since it falls under the point of damage shields, which is a topic looked at from the devs atm.
Additionally they stated, that they will look at the spear wall passive, so that it might work better with the templar toolkit next patch.
the rest are some funny ideas, so I will write them down again.
Thanks @Checkmath
The Sun Shield is mostly wishful thinking. But in all reality it would be an awesome idea to implement. I am nostalgic for a great visual effect on top of functionality. The Sun Shield glow gives the Templars more of a "Templar" feeling in combat. However, I have never put Sun Shield on either of my bars as a DPS Magplar since Launch, unless I was being cheeky...Most of the skills were addressed in your notes which is why I did not comment on most skills.
At this point, signing in to the server to play a Templar is exhausting and flat out unrewarding and I often go on 2-3 month hiatus because the game balance is just not bringing anything to the table, on top of the poor server reliability in Cyrodiil.
Jabbs_Giggity wrote: »@Jabbs_Giggity
Your previous post was not unnoticed. But i cant comment every single post in this thread. But dont worry, I read what is written in here.
Now about your suggestions:
With the recent change to rune focus, i dont see that they will move the resistance buff to sun shield, not in the next year.
Also sun shield might get addressed in the next patch, since it falls under the point of damage shields, which is a topic looked at from the devs atm.
Additionally they stated, that they will look at the spear wall passive, so that it might work better with the templar toolkit next patch.
the rest are some funny ideas, so I will write them down again.
Thanks @Checkmath
The Sun Shield is mostly wishful thinking. But in all reality it would be an awesome idea to implement. I am nostalgic for a great visual effect on top of functionality. The Sun Shield glow gives the Templars more of a "Templar" feeling in combat. However, I have never put Sun Shield on either of my bars as a DPS Magplar since Launch, unless I was being cheeky...Most of the skills were addressed in your notes which is why I did not comment on most skills.
At this point, signing in to the server to play a Templar is exhausting and flat out unrewarding and I often go on 2-3 month hiatus because the game balance is just not bringing anything to the table, on top of the poor server reliability in Cyrodiil.
thats why you have to play as if class balance is given, then its probably more fun than always thinking, that my class is less effective here and there or superior to another one.
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.
Did you guys discuss the pain of using Dark Flare? I really love the skill and like that has great counterplay options, but it's very near impossible to land this skill - I swear it has a 95% miss/block rate.
1. We need the dodge window fixed to match Snipe - the target has an insane 3-5 second total window to dodge this skill. Absolutely insane.
2. We need a slight reduction in that ridiculous travel arc. It shouldn't be reduced too much or it won't combo well with other skills, but especially at point blank the arc looks ridiculous and feels bad. Is it possible to give it a variable arc based on distance? So like if the target is 5 meters away it has a very slight arc but if the target is 41 meters away it has a huge arc?
Jabbs_Giggity wrote: »Did you guys discuss the pain of using Dark Flare? I really love the skill and like that has great counterplay options, but it's very near impossible to land this skill - I swear it has a 95% miss/block rate.
1. We need the dodge window fixed to match Snipe - the target has an insane 3-5 second total window to dodge this skill. Absolutely insane.
2. We need a slight reduction in that ridiculous travel arc. It shouldn't be reduced too much or it won't combo well with other skills, but especially at point blank the arc looks ridiculous and feels bad. Is it possible to give it a variable arc based on distance? So like if the target is 5 meters away it has a very slight arc but if the target is 41 meters away it has a huge arc?
The problem with this is that any experienced player is going to see the channel animation and know it is coming. By the time it launches it doesn't matter what the arc is. If you animate it, they will dodge it! Only way to prevent them from dodging DF is to successfully land a javelin while they do not have CC Immunity...
1. Remove channels from Templar Toolkit!
2. Get rid of the ******* House design!
ZOS will do neither of these, which is why they consistently fail their customers. They change core game mechanics to their will, but fail to update class mechanics to follow suite.
"Be more mobile, but Templars remain stationary with no defense..."
"Use the now stronger light attack weaving in your rotation, but Templars don't because you can't - your stuck in a channel..."
Have to agree the templar has nothing going for it, no mobility, no good combos as damn near everything is a channel. Jabs misses a lot because it, while everyone else gets instant casts on more damaging abilities with equal or lower costs so your sustain takes a hit because you're casting your weaker equal costing channeled abilities more, which brings me to my next point...most Templars use weapon abilities more than class abilities at least as a stamplar I know that for a fact not too experienced on magplar.
because there is nothing for a Templar to use. DW lacks execute and gap closer while 2H lacks DoT's and is clunky for a Stamplar play style but back bar 2H for Rally since heals suck on a Stamplar. The only thing that really changes between builds for Stamplar is gear setup. Most common is Ravager/BP/Troll King but I have seen a lot more variances in build gear lately.most Templars use weapon abilities more than class abilities
Jabbs_Giggity wrote: »Did you guys discuss the pain of using Dark Flare? I really love the skill and like that has great counterplay options, but it's very near impossible to land this skill - I swear it has a 95% miss/block rate.
1. We need the dodge window fixed to match Snipe - the target has an insane 3-5 second total window to dodge this skill. Absolutely insane.
2. We need a slight reduction in that ridiculous travel arc. It shouldn't be reduced too much or it won't combo well with other skills, but especially at point blank the arc looks ridiculous and feels bad. Is it possible to give it a variable arc based on distance? So like if the target is 5 meters away it has a very slight arc but if the target is 41 meters away it has a huge arc?
The problem with this is that any experienced player is going to see the channel animation and know it is coming. By the time it launches it doesn't matter what the arc is. If you animate it, they will dodge it! Only way to prevent them from dodging DF is to successfully land a javelin while they do not have CC Immunity...
1. Remove channels from Templar Toolkit!
2. Get rid of the ******* House design!
ZOS will do neither of these, which is why they consistently fail their customers. They change core game mechanics to their will, but fail to update class mechanics to follow suite.
"Be more mobile, but Templars remain stationary with no defense..."
"Use the now stronger light attack weaving in your rotation, but Templars don't because you can't - your stuck in a channel..."
Jabbs_Giggity wrote: »Have to agree the templar has nothing going for it, no mobility, no good combos as damn near everything is a channel. Jabs misses a lot because it, while everyone else gets instant casts on more damaging abilities with equal or lower costs so your sustain takes a hit because you're casting your weaker equal costing channeled abilities more, which brings me to my next point...most Templars use weapon abilities more than class abilities at least as a stamplar I know that for a fact not too experienced on magplar.
Stamplars are more/less the same bar setup, sometimes you get an odd-ball that varies. I've played extensively with Stamplar from IC-Clockwork City (Switched back to Magplar because Stamplar is just too glitchy) and have found that the only offensive Templar skills used are PotL and Binding Javelin (which is often not even slotted due to previous comments above). So yes, to concur with your statementbecause there is nothing for a Templar to use. DW lacks execute and gap closer while 2H lacks DoT's and is clunky for a Stamplar play style but back bar 2H for Rally since heals suck on a Stamplar. The only thing that really changes between builds for Stamplar is gear setup. Most common is Ravager/BP/Troll King but I have seen a lot more variances in build gear lately.most Templars use weapon abilities more than class abilities
As for Magplars, pretty standard front bar, again. Most Magplars have dropped Sweeps, but still seem more reliable than Jabs. Vamp Bane and Purifying Light are usually a no brainer and most use Magelight for the added Magic/Crit. I have recently switched to Destro/S&B on mine running front bar Sweeps, Total Dark, Magelight, Dark Flare, Sun Fire, U: DB and back bar is always the same...Stam or Mag...Rune Focus, Cleanse, BoL, Entropy, Elusive Mist (been running Time Freeze instead), U: Devour Swarm
Ariades_swe wrote: »On both pc and ps4 I see most templars still using *** sweeps than a weaponskill in pvp for some reason so not sure what you mean when you say most templars dropped sweeps.
They seem to love that skill for despite all it's faults lol
Are you on xbox?
Ariades_swe wrote: »Jabbs_Giggity wrote: »Have to agree the templar has nothing going for it, no mobility, no good combos as damn near everything is a channel. Jabs misses a lot because it, while everyone else gets instant casts on more damaging abilities with equal or lower costs so your sustain takes a hit because you're casting your weaker equal costing channeled abilities more, which brings me to my next point...most Templars use weapon abilities more than class abilities at least as a stamplar I know that for a fact not too experienced on magplar.
Stamplars are more/less the same bar setup, sometimes you get an odd-ball that varies. I've played extensively with Stamplar from IC-Clockwork City (Switched back to Magplar because Stamplar is just too glitchy) and have found that the only offensive Templar skills used are PotL and Binding Javelin (which is often not even slotted due to previous comments above). So yes, to concur with your statementbecause there is nothing for a Templar to use. DW lacks execute and gap closer while 2H lacks DoT's and is clunky for a Stamplar play style but back bar 2H for Rally since heals suck on a Stamplar. The only thing that really changes between builds for Stamplar is gear setup. Most common is Ravager/BP/Troll King but I have seen a lot more variances in build gear lately.most Templars use weapon abilities more than class abilities
As for Magplars, pretty standard front bar, again. Most Magplars have dropped Sweeps, but still seem more reliable than Jabs. Vamp Bane and Purifying Light are usually a no brainer and most use Magelight for the added Magic/Crit. I have recently switched to Destro/S&B on mine running front bar Sweeps, Total Dark, Magelight, Dark Flare, Sun Fire, U: DB and back bar is always the same...Stam or Mag...Rune Focus, Cleanse, BoL, Entropy, Elusive Mist (been running Time Freeze instead), U: Devour Swarm
On both pc and ps4 I see most templars still using *** sweeps than a weaponskill in pvp for some reason so not sure what you mean when you say most templars dropped sweeps.
They seem to love that skill for despite all it's faults lol
Are you on xbox?
There is a new speed meta with swift jewelry and it’s making jabs even harder to land. Hell; if you aren’t running Swift yourself, and your targets moving away from you, it’s pretty much gap closer or nothing and we are the slowest class.
A class that already has speed buffs or easy access to major expedition, or a race that is faster to begin with, gets more benefit from swift because it's a percentage. Plus stam has better access to sprint. If everyone ran 3 swift in pvp, magplar would still be the slow turtle.
And if you look at the sets that provide mobility buffs, they are all stamina based, except Skooma Smuggler. So if you are a lizard magplar you can run infused potion glyphs to get Major Expedition, but then you can't run swift.
And no, Race Against Time isn't a solution; I tried speed mDK build and had to give up so much I 1) couldn't kill and 2) couldn't sustain combat.
It hits Stamplar as well if you already need to run medium to eek out more sustain and already giving up some damage. Just not a lot to trade for Swift.
Jabbs_Giggity wrote: »Did you guys discuss the pain of using Dark Flare? I really love the skill and like that has great counterplay options, but it's very near impossible to land this skill - I swear it has a 95% miss/block rate.
1. We need the dodge window fixed to match Snipe - the target has an insane 3-5 second total window to dodge this skill. Absolutely insane.
2. We need a slight reduction in that ridiculous travel arc. It shouldn't be reduced too much or it won't combo well with other skills, but especially at point blank the arc looks ridiculous and feels bad. Is it possible to give it a variable arc based on distance? So like if the target is 5 meters away it has a very slight arc but if the target is 41 meters away it has a huge arc?
The problem with this is that any experienced player is going to see the channel animation and know it is coming. By the time it launches it doesn't matter what the arc is. If you animate it, they will dodge it! Only way to prevent them from dodging DF is to successfully land a javelin while they do not have CC Immunity...
1. Remove channels from Templar Toolkit!
2. Get rid of the ******* House design!
ZOS will do neither of these, which is why they consistently fail their customers. They change core game mechanics to their will, but fail to update class mechanics to follow suite.
"Be more mobile, but Templars remain stationary with no defense..."
"Use the now stronger light attack weaving in your rotation, but Templars don't because you can't - your stuck in a channel..."
Joy_Division wrote: »Ariades_swe wrote: »Jabbs_Giggity wrote: »Have to agree the templar has nothing going for it, no mobility, no good combos as damn near everything is a channel. Jabs misses a lot because it, while everyone else gets instant casts on more damaging abilities with equal or lower costs so your sustain takes a hit because you're casting your weaker equal costing channeled abilities more, which brings me to my next point...most Templars use weapon abilities more than class abilities at least as a stamplar I know that for a fact not too experienced on magplar.
Stamplars are more/less the same bar setup, sometimes you get an odd-ball that varies. I've played extensively with Stamplar from IC-Clockwork City (Switched back to Magplar because Stamplar is just too glitchy) and have found that the only offensive Templar skills used are PotL and Binding Javelin (which is often not even slotted due to previous comments above). So yes, to concur with your statementbecause there is nothing for a Templar to use. DW lacks execute and gap closer while 2H lacks DoT's and is clunky for a Stamplar play style but back bar 2H for Rally since heals suck on a Stamplar. The only thing that really changes between builds for Stamplar is gear setup. Most common is Ravager/BP/Troll King but I have seen a lot more variances in build gear lately.most Templars use weapon abilities more than class abilities
As for Magplars, pretty standard front bar, again. Most Magplars have dropped Sweeps, but still seem more reliable than Jabs. Vamp Bane and Purifying Light are usually a no brainer and most use Magelight for the added Magic/Crit. I have recently switched to Destro/S&B on mine running front bar Sweeps, Total Dark, Magelight, Dark Flare, Sun Fire, U: DB and back bar is always the same...Stam or Mag...Rune Focus, Cleanse, BoL, Entropy, Elusive Mist (been running Time Freeze instead), U: Devour Swarm
On both pc and ps4 I see most templars still using *** sweeps than a weaponskill in pvp for some reason so not sure what you mean when you say most templars dropped sweeps.
They seem to love that skill for despite all it's faults lol
Are you on xbox?
What makes your anecdotal evidence better? You can type all day until you get carpel tunnel, but what you insist isn't automatically more valid than someone's claims without verifiable evidence.
Speaking for myself, this is why I don't like sweeps:
I've been playing magplar long enough that those numbers are half of what I have seen in the past. Nevermind the
https://www.youtube.com/watch?v=Q6efLrTjREc
Out of 16 Puncturing Sweeps attacks, I hit 3 – three! – times. My opponent did not even have to dodge roll! No hits = no incoming healing = no pressure on opponent = you’re dead.
This was back before the introduction of Swift jewelry. Any stam build with Momentum and Swift jewelry (i.e. many of the better ones) means you're probably not going to hit them unless they purposefully chose not to get out of the way (which probably means they are about to burst
Jabbs_Giggity wrote: »Ariades_swe wrote: »On both pc and ps4 I see most templars still using *** sweeps than a weaponskill in pvp for some reason so not sure what you mean when you say most templars dropped sweeps.
They seem to love that skill for despite all it's faults lol
Are you on xbox?
Yes, I play Xbox NA. Most Magplars are dropping sweeps for Destructive Reach and Ele Drain as it favors Magplars to play at range right now - Kind of defeats the purpose of a House design, huh?!
Sweeps is (for some reason) at least 50% more reliable than Jabs, as far as a hitbox goes. However, the low DPS and even lower heals have caused a lot of frustrated Templars to drop it all together.
Jabs is a MUST on a Stamplar, but the hit rate is less than 10% realistically. I do occasionally see maybe 1 out of 200 players I come across in Cyrodiil still running a Stamplar at peak hours. Note: Jabs connects fine outside of Cyrodiil for some reason...in Cyrodiil I would be happy to get one damage number pop up out of 3 channels...
And only reason people still run Sweeps/Jabs is because we have literally zero spammable other in the Templar skill lines. IMO D-Swing doesn't sync well with Stamplar play style because they are just too squishy to rely on a Single Target channel that's easily avoided and Rapid Strikes/Bloodthirst seems repetitive of Jabs, but I guess it's viable...I have tested it and it's not optimal over Jabs. Base Skill output Rapid = 800+/- damage, Jabs = 1100+/- damage. When you add in multipliers it comes out to a huge difference.
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.
All of this.
I would also like to see 'Minor Courage' get added to Templar's "(Un)balanced Warrior" passive. The default 6% weapon damage and 2640 spell resistance are literally nothing. That is not balanced at all. Add 6% spell damage and 2640 physical resistance to compliment that; and, on top of that, give Templar Minor Courage, as well. Plus, Minor Courage fits with Templar's archetype -- holy warrior, stand-your-ground, etc.
Oh, and give Templar access to Major Sorcery full-time, so we don't have to waste a skill-slot on Entropy.
Or buff the 2-4 pieces on the Rattlecage set to make it even worth using, but that is also highly unlikely.
Vampire's Bane grants Major Prophecy, why not have Solar Barrage/Dark Flare grant Major Sorcery? Ya'know, be consistent with the theme there.
In agreement with other forum feedback, the Aedric Spear passives are utter trash and practically a waste of skill-points.
Take a look at Dragonknights' class passives, they all buff like 4 different things (attributes, abilities, procs, etc.) versus Templars' super-narrow passives that do 1 minuscule thing; AND you have to have the ability slotted. Complete trash. Totally unbalanced and imperfect.
Update after update, patch after patch -- months apart -- class abilities and class passive changes are way too small, ability/passive class balance changes are hardly noticeable and almost non-progressive.
Sure, Templar's Jesus Beam and Rune Focus got semi re-buffed this past update, but what about literally everything else? ZOS ignored the other 95% of the Templar class's abilities/passives, ONCE AGAIN.
Sure, ZOS can churn out more and more content, zone after zone; but it takes ZOS a full 12-month calendar year to change a few measly little under-performing passive abilities. And, that bad design makes the entire class and game content not enjoyable in the first place.
@ZOS_RichLambert @ZOS_Wrobel @ZOS_RobGarrett read up: https://www.gamasutra.com/view/news/317707/Steam_reviews_study_suggests_bad_design_not_bugs_irks_players_most.php
"Bad design -- not bugs -- irks players the most."
The story of ESO's Templar, 4 years running: bad design.
Yeah man I know, I just use steel tornado on dw bar not a really an execute but it does an okay job. I still use jabs but it just sucks that Stamplar is so slow and we don't have a gap closer so agreeing with everything youre saying here I even use the same set up minus troll king and I use slimecraw will sometimes switch to selens in pve, pvp I just find it a bit too unreliable but yeah stamplar has no good health where as Stamden has one as well as innate stamina recovery the only thing templars have going for them is really Extended Ritual(I'm a pvp player mainly). It's crazy how you summer up my build in your post though because it's all you really can do to be somewhat effective in combatJabbs_Giggity wrote: »Have to agree the templar has nothing going for it, no mobility, no good combos as damn near everything is a channel. Jabs misses a lot because it, while everyone else gets instant casts on more damaging abilities with equal or lower costs so your sustain takes a hit because you're casting your weaker equal costing channeled abilities more, which brings me to my next point...most Templars use weapon abilities more than class abilities at least as a stamplar I know that for a fact not too experienced on magplar.
Stamplars are more/less the same bar setup, sometimes you get an odd-ball that varies. I've played extensively with Stamplar from IC-Clockwork City (Switched back to Magplar because Stamplar is just too glitchy) and have found that the only offensive Templar skills used are PotL and Binding Javelin (which is often not even slotted due to previous comments above). So yes, to concur with your statementbecause there is nothing for a Templar to use. DW lacks execute and gap closer while 2H lacks DoT's and is clunky for a Stamplar play style but back bar 2H for Rally since heals suck on a Stamplar. The only thing that really changes between builds for Stamplar is gear setup. Most common is Ravager/BP/Troll King but I have seen a lot more variances in build gear lately.most Templars use weapon abilities more than class abilities
As for Magplars, pretty standard front bar, again. Most Magplars have dropped Sweeps, but still seem more reliable than Jabs. Vamp Bane and Purifying Light are usually a no brainer and most use Magelight for the added Magic/Crit. I have recently switched to Destro/S&B on mine running front bar Sweeps, Total Dark, Magelight, Dark Flare, Sun Fire, U: DB and back bar is always the same...Stam or Mag...Rune Focus, Cleanse, BoL, Entropy, Elusive Mist (been running Time Freeze instead), U: Devour Swarm