Maintenance for the week of October 28:
• PC/Mac: NA and EU megaservers for maintenance – November 1, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/668104/

[Class Rep] Templar Feedback Thread

  • Checkmath
    Checkmath
    ✭✭✭✭✭
    Narvuntien wrote: »
    Checkmath wrote: »
    Narvuntien wrote: »
    Spear Shards should immobilize so Templars can has CC for tanking and PVP.

    The devs are aware and looking into the topic of missing crowd control on templars. I do not know how they will solve that specific problem, but I do not think it will be added the spear shards again, since this skill would provide too much utility then with resources for enemies, aoe damage (plus dot) and burning light chance, so adding roots to it....not sure how this will play out.

    Its very frustrating that I can't leash and then root targets in a way that is so easy for dragonknights. So I silver leash in the ranged trash and then just turn around and run away and I can't do anything about it. Time stop (and volcanic rune) stun is completely useless for this since the trash has CC immunity after getting leashed. As such I need a root specifically. Now also need to have an aedric spear on my bar for the blocking advantage and spear shards used to have a stun and has an AoE which makes it an excellent skill to have this necessary root.

    thats why i always recommend ice staff and blockade for templar tanks, so that i can slow them down after pulling and maybe even root them. but yeah, its a skill available for everyone....
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Checkmath wrote: »
    Narvuntien wrote: »
    Spear Shards should immobilize so Templars can has CC for tanking and PVP.

    the devs are aware and looking into the topic of missing crowd control on templars. I do not know how they will solve that specific problem, but I do not think it will be added the spear shards again, since this skill would provide too much utility then with resources for enemies, aoe damage (plus dot) and burning light chance, so adding roots to it....not sure how this will play out.

    TBH, shards shouldn't have been a resource tool. It should have been on restoring aura/repentance.

    Then shards can be either a ground based dot, or a sticky dot as your morph choices since it's the only true DOT based ability in that skill line (not counting jabs).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Pelican
    Pelican
    ✭✭✭✭✭
    1) Magicka templars have limited burst ultimates as the aedric spear ultimate does not hit hard
    2) Stamplars are forced to use dawnbreaker as their burst, again need to relook at aedric spear ulti
    PC NA - EP Solo PvP Player
    https://www.youtube.com/c/pelicaneso
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    Pelican wrote: »
    1) Magicka templars have limited burst ultimates as the aedric spear ultimate does not hit hard
    2) Stamplars are forced to use dawnbreaker as their burst, again need to relook at aedric spear ulti

    Best course of action IMO:

    1) Remove stun from Dawnbreaker of Smiting

    2) Templar spear ultimate gets radius increased to 9 meters (also fix Z-axis issues, but keep it dodgeable)



  • ccmedaddy
    ccmedaddy
    ✭✭✭✭✭
    ✭✭
    Solariken wrote: »
    1) Remove stun from Dawnbreaker of Smiting
    lol imagine the meltdown if this happened
  • casparian
    casparian
    ✭✭✭✭✭
    ✭✭✭
    Solariken wrote: »
    1) Remove stun from Dawnbreaker of Smiting
    That would only work if the stun were removed from Incap, as it would be a very bad idea for stamblades to have the only remaining burst stun in the game without a cast time. But we all know how likely that is to happen.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    casparian wrote: »
    Solariken wrote: »
    1) Remove stun from Dawnbreaker of Smiting
    That would only work if the stun were removed from Incap, as it would be a very bad idea for stamblades to have the only remaining burst stun in the game without a cast time. But we all know how likely that is to happen.

    Nah Incap is fine, so is Leap. Those are signature class skills. DBoS having an AoE stun is overkill; its morph choices should just be more ult dmg or more passive damage. Of course this is just my opinion, many will disagree.
    Edited by Solariken on September 6, 2018 11:17PM
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Solariken wrote: »
    casparian wrote: »
    Solariken wrote: »
    1) Remove stun from Dawnbreaker of Smiting
    That would only work if the stun were removed from Incap, as it would be a very bad idea for stamblades to have the only remaining burst stun in the game without a cast time. But we all know how likely that is to happen.

    Nah Incap is fine, so is Leap. Those are signature class skills. DBoS having an AoE stun is overkill; its morph choices should just be more ult dmg or more passive damage. Of course this is just my opinion, many will disagree.

    That actually makes sense. Though in a way, meteor should be included? What happens to magplar stun options?

    Needs some thought to make this work :\
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    Minno wrote: »
    Solariken wrote: »
    casparian wrote: »
    Solariken wrote: »
    1) Remove stun from Dawnbreaker of Smiting
    That would only work if the stun were removed from Incap, as it would be a very bad idea for stamblades to have the only remaining burst stun in the game without a cast time. But we all know how likely that is to happen.

    Nah Incap is fine, so is Leap. Those are signature class skills. DBoS having an AoE stun is overkill; its morph choices should just be more ult dmg or more passive damage. Of course this is just my opinion, many will disagree.

    That actually makes sense. Though in a way, meteor should be included? What happens to magplar stun options?

    Needs some thought to make this work :\

    Idk @Minno, I feel like Meteor is fine as is, it only actually stuns like 1% of the time lol.

    I feel like magplar has decent stun options, especially if they removed the minimum distance on Toppling Charge.
  • casparian
    casparian
    ✭✭✭✭✭
    ✭✭✭
    Solariken wrote: »
    casparian wrote: »
    Solariken wrote: »
    1) Remove stun from Dawnbreaker of Smiting
    That would only work if the stun were removed from Incap, as it would be a very bad idea for stamblades to have the only remaining burst stun in the game without a cast time. But we all know how likely that is to happen.

    Nah Incap is fine, so is Leap. Those are signature class skills. DBoS having an AoE stun is overkill; its morph choices should just be more ult dmg or more passive damage. Of course this is just my opinion, many will disagree.
    Class skills or no, I don't see why only DK and nightblade should have access to a burst stun, which is arguably the single most valuable tool in PVP.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Faint_One
    Faint_One
    ✭✭✭
    J-Beam cost too much while it scale with current magicka

    Sun Fire has strange duration
  • Vajrak
    Vajrak
    ✭✭✭
    Just reposting so it stays where people may read it:

    Aedric Spear
    Balanced Warrior: 3/6% Damage Dealth, 2/4% Reduced Damage Received
    ----the numbers may seem low, but will make sense when taken in conjunction with other changes suggested.

    Burning Light: Aedric Spear skill proc exclusive, Static Damage with 0.5s CD, 25% chance to proc a secondary DoT for the Static Damage value over 3s; renewed proc just refreshes the duration.

    Spear Wall: 8% Mitigation (blocking or not), while blocking, reflects damage at a max value of 20% of Max HP
    ----a reduced mitigation value than other classes, because it is also returning damage with a conditional

    Piercing Spear: 10% Critical Damage, 400 Magic Damage bonus to Aedric Spear skills(does not apply further bonus to Burning Light)
    ----makes your Aedric Spear skills actually worth using

    Radial Sweep/Morphs: Increase PBAoE range by 2m, double the rider proc to 0.5s ticks

    Puncturing Strike/Morphs: Primarily fix the hitbox; have both morphs heal the Templar based on Damage done
    ---it's not unknown to have a Stamina related heal, so there is no real reason not to let Templar actually use their primary damage in either mainstat iteration.

    Piercing Javelin/Morphs: Aurora Javelin --- KnockDOWN (not back), remove variable distance damage, apply a short debuff increasing damage target receives by 10% from next attack
    Binding Javelin ---KnockDOWN (not back) + 3s hard snare, apply a short debuff chance to miss next attack (15% miss chance for 5s or so)

    Focused Charge: Explosive Charge is actually fine as is, maybe could use a slight cost reduction.
    Toppling Charge, becomes a Stam Morph, AoE like Explosive, does a Knockdown/Interrupt---literally just make it a stam variant morph of Explosive, without the stun

    Spear Shards: As is really; while it would be nice to have a Stam morph of it, there isn't really a place to do so without adding another morph, though it could be possible to keep it as a magicka cost, but add the damage done based on highest stat.

    Sun Shield: Radiant Ward is actually functioning well, simply change it to function off of mainstat +hp (so if HP is your main stat, no change, if it isn't, magplar gets a boost to utilize)
    Blazing Shield change to a Stam variant, rename to Radiant Vengeance, value based off of Max Stam, physical damage AoE on cast

    Dawn's Wrath
    Restoring Spirit: Rename to Resilient Spirit, cost reduction all 6/12%, reduce damage received 1/2% as HP drops below 50% (max bonus value at 10% hp)

    Illuminate: Minor sorcery to all is fine, could give Major Sorcery to the Templar also, but that can also be addressed elsewhere.

    Prism: sits in line for where it should be, once Dawn's skills become more desirable

    Enduring Rays: remove the limited list, 2s Duration increase applies to all Dawn's Wrath skills, done.

    Eclipse: Total Dark, instead of making this target the enemy, have it apply to the caster. It then returns damage/heals to the Templar based on being attacked by direct damage. Still serves its intended purpose, but removes the problem of it being CC-breakable.

    Unstable Core: make into on-target, Stamina morph, explosion after duration ends, applies minor stamina steal to the target. No CC aspect to worry about.

    Solar Flare: Dark Flare, have ramp up damage 5% (to a maximum of 25%) for chain casts of the skill, ~10% cost reduction of current form.

    Solar Barrage....there are a lot of changes being down with this, keep it with Empower is fine, make the damage scale off of main stat, remove the cast time, reduced damage, but have each subsequent proc increase damage if hitting the same target(s), again up to 25% maximum. Makes it viable for both AoE trash burning, and single target killing due to the Empower effect.

    Sun Fire/Morphs: Remove the damn fire effect, just make it magic damage (rename the skill as needed). Vampire's Bane fine as is, Reflective Light increase the range of the other targets, and instead of having it 3 projectiles, have it primary target and then 2 additional targets within that range from point of impact on the primary (say perhaps 7m).

    Nova/Morphs: 15% base damage increase, Solar Disturbance also restores resources (mag and stam) to allies in the area, Gravity crush applies a supplemental DoT on the target besides the ground AoE damage effect.

    Restoring Light

    Master Ritualist: add cc-immunity and/or damage reduction while resurrecting. It's a niche, but an important one when it happens.

    Light Weaver: receiving healing from a restoring light ability grants 2 ultimate and 1% of highest stat pool recovered. ONLY applies when actually receiving a heal, not just a tick while at full.

    Sacred Ground: the slow effect is fine, add in a small value restoring shield also through the duration of a skill, so that all templar Restoring Light skills that effect a heal/debuff also grant allies a small bit of mitigation, 1-1.2 shield. Not a HUGE amount, but enough to take the edge off of some attacks.

    Cleansing Ritual/Morphs: Slight increase to area, Retribution increase the tick damage about 17%, Extended have it remove 1 harmful effect from allies in the area on cast (6s CD) with synergy remaining as is.

    Repentance: Make into an AoE Debuff, restores health and stamina on hit on target, so it is for active play --- flat values, so it'd be akin to Major Lifesteal, Major Stamsteal.

    Healing Ritual: Reduce the cost if you are going to make it instant-cast. This skill used to be able to put up big numbers when used properly, as it is currently it is a very limited use burst heal. If the cost is going to remain as high as it currently is, return the secondary heal for 1/2 value to effected targets after a 3s delay. Even with that, it still needs a slight cost reduction to be useful.

    Practiced Incantation: Allies in the effect explode for 20% of damage received during the 8s Duration of this heal ultimate (like a reverse Purifying Light basically).

    Remembrance: Allies receiving damage store the damage and receive it as a shield after the effect ends (again 20% cap).

    I know this is a long read, and I left some skills unmentioned, because they are actively working on them, but it would add a bit of sustain, a bit of resilience, an increase in damage to Templar for actually using Templar skills. Obviously these are just base suggestions, not fully comprehensive, or tested --- values and effects would need to be examined and adjusted.

  • Checkmath
    Checkmath
    ✭✭✭✭✭
    Vajrak wrote: »
    Just reposting so it stays where people may read it:

    Aedric Spear
    Balanced Warrior: 3/6% Damage Dealth, 2/4% Reduced Damage Received
    ----the numbers may seem low, but will make sense when taken in conjunction with other changes suggested.

    Burning Light: Aedric Spear skill proc exclusive, Static Damage with 0.5s CD, 25% chance to proc a secondary DoT for the Static Damage value over 3s; renewed proc just refreshes the duration.

    Spear Wall: 8% Mitigation (blocking or not), while blocking, reflects damage at a max value of 20% of Max HP
    ----a reduced mitigation value than other classes, because it is also returning damage with a conditional

    Piercing Spear: 10% Critical Damage, 400 Magic Damage bonus to Aedric Spear skills(does not apply further bonus to Burning Light)
    ----makes your Aedric Spear skills actually worth using

    Radial Sweep/Morphs: Increase PBAoE range by 2m, double the rider proc to 0.5s ticks

    Puncturing Strike/Morphs: Primarily fix the hitbox; have both morphs heal the Templar based on Damage done
    ---it's not unknown to have a Stamina related heal, so there is no real reason not to let Templar actually use their primary damage in either mainstat iteration.

    Piercing Javelin/Morphs: Aurora Javelin --- KnockDOWN (not back), remove variable distance damage, apply a short debuff increasing damage target receives by 10% from next attack
    Binding Javelin ---KnockDOWN (not back) + 3s hard snare, apply a short debuff chance to miss next attack (15% miss chance for 5s or so)

    Focused Charge: Explosive Charge is actually fine as is, maybe could use a slight cost reduction.
    Toppling Charge, becomes a Stam Morph, AoE like Explosive, does a Knockdown/Interrupt---literally just make it a stam variant morph of Explosive, without the stun

    Spear Shards: As is really; while it would be nice to have a Stam morph of it, there isn't really a place to do so without adding another morph, though it could be possible to keep it as a magicka cost, but add the damage done based on highest stat.

    Sun Shield: Radiant Ward is actually functioning well, simply change it to function off of mainstat +hp (so if HP is your main stat, no change, if it isn't, magplar gets a boost to utilize)
    Blazing Shield change to a Stam variant, rename to Radiant Vengeance, value based off of Max Stam, physical damage AoE on cast

    Dawn's Wrath
    Restoring Spirit: Rename to Resilient Spirit, cost reduction all 6/12%, reduce damage received 1/2% as HP drops below 50% (max bonus value at 10% hp)

    Illuminate: Minor sorcery to all is fine, could give Major Sorcery to the Templar also, but that can also be addressed elsewhere.

    Prism: sits in line for where it should be, once Dawn's skills become more desirable

    Enduring Rays: remove the limited list, 2s Duration increase applies to all Dawn's Wrath skills, done.

    Eclipse: Total Dark, instead of making this target the enemy, have it apply to the caster. It then returns damage/heals to the Templar based on being attacked by direct damage. Still serves its intended purpose, but removes the problem of it being CC-breakable.

    Unstable Core: make into on-target, Stamina morph, explosion after duration ends, applies minor stamina steal to the target. No CC aspect to worry about.

    Solar Flare: Dark Flare, have ramp up damage 5% (to a maximum of 25%) for chain casts of the skill, ~10% cost reduction of current form.

    Solar Barrage....there are a lot of changes being down with this, keep it with Empower is fine, make the damage scale off of main stat, remove the cast time, reduced damage, but have each subsequent proc increase damage if hitting the same target(s), again up to 25% maximum. Makes it viable for both AoE trash burning, and single target killing due to the Empower effect.

    Sun Fire/Morphs: Remove the damn fire effect, just make it magic damage (rename the skill as needed). Vampire's Bane fine as is, Reflective Light increase the range of the other targets, and instead of having it 3 projectiles, have it primary target and then 2 additional targets within that range from point of impact on the primary (say perhaps 7m).

    Nova/Morphs: 15% base damage increase, Solar Disturbance also restores resources (mag and stam) to allies in the area, Gravity crush applies a supplemental DoT on the target besides the ground AoE damage effect.

    Restoring Light

    Master Ritualist: add cc-immunity and/or damage reduction while resurrecting. It's a niche, but an important one when it happens.

    Light Weaver: receiving healing from a restoring light ability grants 2 ultimate and 1% of highest stat pool recovered. ONLY applies when actually receiving a heal, not just a tick while at full.

    Sacred Ground: the slow effect is fine, add in a small value restoring shield also through the duration of a skill, so that all templar Restoring Light skills that effect a heal/debuff also grant allies a small bit of mitigation, 1-1.2 shield. Not a HUGE amount, but enough to take the edge off of some attacks.

    Cleansing Ritual/Morphs: Slight increase to area, Retribution increase the tick damage about 17%, Extended have it remove 1 harmful effect from allies in the area on cast (6s CD) with synergy remaining as is.

    Repentance: Make into an AoE Debuff, restores health and stamina on hit on target, so it is for active play --- flat values, so it'd be akin to Major Lifesteal, Major Stamsteal.

    Healing Ritual: Reduce the cost if you are going to make it instant-cast. This skill used to be able to put up big numbers when used properly, as it is currently it is a very limited use burst heal. If the cost is going to remain as high as it currently is, return the secondary heal for 1/2 value to effected targets after a 3s delay. Even with that, it still needs a slight cost reduction to be useful.

    Practiced Incantation: Allies in the effect explode for 20% of damage received during the 8s Duration of this heal ultimate (like a reverse Purifying Light basically).

    Remembrance: Allies receiving damage store the damage and receive it as a shield after the effect ends (again 20% cap).

    I know this is a long read, and I left some skills unmentioned, because they are actively working on them, but it would add a bit of sustain, a bit of resilience, an increase in damage to Templar for actually using Templar skills. Obviously these are just base suggestions, not fully comprehensive, or tested --- values and effects would need to be examined and adjusted.

    thx cool feedback, will consider some stuff for my next pain point feeedback for ZoS.
  • maxjapank
    maxjapank
    ✭✭✭✭✭
    ✭✭
    Please don’t take Toppling Charge and stun away from Magicka.
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    maxjapank wrote: »
    Please don’t take Toppling Charge and stun away from Magicka.

    Times two for this request
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Recently swapped back to magplar. Here some updated feedback based on that:
    - buff timers for magplar are weird. 6 second purfying light ability, 6.5s/12s crit buffs, outside 20s major sorcery buffs, 18-19 second armor buffs (which is the most rewarding buff of all the magplar GCD based buffs).
    - magplar sustain handled with combination of ele drain, channeled focus and 2 regen stat set (480+600 = 1080 effective regen or 540 regen per second. Lets you run all damage stats if you wanted because your regen set is giving you 1400 regen unbuffed bringing you to a total of 2480 effective regen). I wish stamplar could have access to this style of regen.
    - major socery buff from degeneration has strengths, but on it's own can feel like a wasted bar slot. Suggestion to add major sorcery to race against time and buff expedition timer to match other instant cast timers (6 seconds). This version would be a much better alternative for magplar over degeneration. Take away minor force if you need to "nerf it" to compensate, wouldn't harm the other morph for the 30 seconds of minor force for pve.
    - would like to fit a defensive ability but outside of channeled focus, no defensive exists
    - unstable core tied to CC immunity feels lackluster. Redirective damage, that is tied to cc immunity, should be swapped for either an offensive buff (minor beserk) or defensive buff (minor maim). Old UC worked as a nice little burst spell that worked in conjunction with a burst ultimate and offered an interesting choice when you compared it to the last Total Dark iteration. Total dark just needs an effect outside the cc imunity but otherwise many templars are using it as intended (and seem to love it. Universally most agree unstable core is lacking because it's dmg soul was stripped).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • ccmedaddy
    ccmedaddy
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Suggestion to add major sorcery to race against time and buff expedition timer to match other instant cast timers (6 seconds). This version would be a much better alternative for magplar over degeneration. Take away minor force if you need to "nerf it" to compensate, wouldn't harm the other morph for the 30 seconds of minor force for pve.
    Yes please.
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    Enduring rays should NOT increase the duration of all dawn's wrath abilities, we don;t need a 5 sec radiant destruction, it's a loss.
  • Checkmath
    Checkmath
    ✭✭✭✭✭
    JinMori wrote: »
    Enduring rays should NOT increase the duration of all dawn's wrath abilities, we don;t need a 5 sec radiant destruction, it's a loss.

    haha yeah that would be dumb^^
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    JinMori wrote: »
    Enduring rays should NOT increase the duration of all dawn's wrath abilities, we don;t need a 5 sec radiant destruction, it's a loss.

    Agreed, but as I've always said, if a passive doesn't buff the whole character or the whole skill line it's a crap passive. Therefore Enduring Ray's should be swapped for something else entirely.
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    Solariken wrote: »
    JinMori wrote: »
    Enduring rays should NOT increase the duration of all dawn's wrath abilities, we don;t need a 5 sec radiant destruction, it's a loss.

    Agreed, but as I've always said, if a passive doesn't buff the whole character or the whole skill line it's a crap passive. Therefore Enduring Ray's should be swapped for something else entirely.

    Maybe it should have a secondary effect on abilities that should not have and increased timer.
  • IAVITNI
    IAVITNI
    ✭✭✭✭✭
    15819
    Solariken wrote: »
    Pelican wrote: »
    1) Magicka templars have limited burst ultimates as the aedric spear ultimate does not hit hard
    2) Stamplars are forced to use dawnbreaker as their burst, again need to relook at aedric spear ulti

    Best course of action IMO:

    1) Remove stun from Dawnbreaker of Smiting

    2) Templar spear ultimate gets radius increased to 9 meters (also fix Z-axis issues, but keep it dodgeable)



    Why is everybody so obsessed with nerfing Dawnbreaker or getting ultimates that are competitive damage wise with Dawnbreaker?

    Do people not realize that in a numbers game, the highest number wins?

    Its literally impossible for each class to have an ultimate that can compete with Dawnbreaker offensively.

    The only differences you can make would be
    1. Stronger DoT with weaker burst
    2. Stronger Burst with weaker DoT
    3. Single Target
    4. Range

    And those are all taken by:

    1. Lacerate
    2. Leap
    3. Death Stroke/Onslaught/Soul Strike/Rapid Fire
    4. Meteor

    Sure most ultimates are lacklustre compared to DB, but that requires they be buffed, not have DB nerfed. Anymore damage focused ultimates and they are all going to start to feel the same, may as well get rid of classes at that point. It is perfectly fine that the Fighters Guild, the skill line dedicating to literally fighting stuff, has the best/most well-rounded damage ultimate.

    Utility is the only way to differentiate ultimates at this point. Berserker Strike is a good example of an ultimate that, if not for its insanely high cost, would actually compete with DB.

    Sweep will never be able to compete damage wise nor should it. It's utility components are what need to be focused on. If you need more damage, go DB. But it shouldn't be more damage? Go DB or Sweep because a the end of the day one will always be better because damage comes down to numbers and numbers alone. That is not diversity and people need to stop asking for it.

    And taking stun of DB and giving it to class ultimates would require that every class has some high burst CC ultimate, but that creates the same problem. One class will always have a better ultimate than the rest, because people are gauging it solely on the damage.
  • Darkmage1337
    Darkmage1337
    ✭✭✭✭✭
    Update 20 / Murkmire update PTS changes: https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0

    Templar

    Piercing Javelin
    -Binding Javelin (morph): This morph now knocks the enemy down instead of knocking them back.
    Developer Comment:
    This change was made to help ensure Stamina melee builds are able to continue to hit their targets after activating Binding Javelin. Ranged stamina builds still have access to a knockback with Scatter Shot. (See below for additional changes to Scatter Shot).
    My comment: Nuuu R.I.P. my tankplar's fun CC move, and no more spearheading enemy players off of bridges/towers/scaffolding, (Alessia Bridge in Cyrodiil, Foyohda Quarry lava in Battlegrounds, etc.)
    Also, why force Templar's into using a Bow just for knockback?

    Radial Sweep
    -Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
    -Crescent Sweep (morph): This morph now deals Magic Damage instead of Physical Damage.
    Developer Comment:
    As stamina builds already have a bursty option with Dawnbreaker, we wanted Magicka Templars to have access to a similar option with Crescent Sweep. This also expands the options for Stamina Templars to have a more defensive Ultimate from Empowering Sweep to help fulfill the brawler playstyle.
    My comment: About friggin' time!

    Sun Shield
    -Blazing Shield (morph): Fixed an issue where casting this morph would aggro neutral monsters around you.
    My comment: THAT'S IT?!?! How about #MakeBlazeplarGreatAgain

    -Backlash: Increased the cost of this ability and its morphs by approximately 5%.
    My comment: Why? How about enabling it to crit, for afaik it is one of the few/only class-based damage abilities that cannot crit.

    -Radiant Destruction: Decreased the channel time for this ability and its morphs to 1.8 seconds from 2.8 seconds; the damage done has been decreased by approximately 15% and cost by approximately 35%. The total damage per second and cost per second should remain relatively unchanged.
    Developer Comment:
    This change allows the Templar more opportunities to integrate damage over time effects into their rotation during the execute phase, while retaining the powerful level of Radiant Destruction.
    My comment: Great/Cool/Neutral.

    Restoring Aura
    -Repentance (morph): Different Templars can now repent the same corpse.
    My comment: TEMPLARS, REJOICE!!!

    Rune Focus: Reduced the cost to match the Channeled Focus morph.
    -Restoring Focus (morph): This morph now costs Stamina and grants Stamina to you every second, and no longer gives Minor Vitality and Minor Protection.
    Developer Comment:
    Minor Protection was moved to the Spear Wall passive to retain the total damage mitigation for tanky Templar playstyles.
    Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.
    My comment: Great/Cool/Neutral.

    ---

    Other feedback:
    -Still no change to Dark Flare's long cast-time, long projectile travel-time/delay, and overall low/lackluster damage. (In comparison, Snipe is superior in all of these categories.)
    -Still no change to the (un)Balanced Warrior passive: +6% Weapon Damage and +2640 Spell Resistance. Where is the +6% Spell Damage and +2640 Physical Resistance? This is a super-simple easy fix/buff. Make the Balanced Warrior passive, ya'know, balanced...
    -Still no change in moving the Master Ritualist passive to the Alliance War Support tree and giving Templar's Restoring Light tree something more useful and worthwhile.
    -Still no change in the syngery-activation/range for Nova/Solar Disturbance/Solar Prison.
    -Still no change in the healing-speed animation for Rite of Passage/Remembrance/Practiced Incantation channeled effect. (e.g. Templars frequently die while channeling this ultimate in PvP.)

    Experimental feedback/suggestion:
    -Remove the base-damage of Backlash/PurifyingLight/PowerOfTheLight and add that damage value to the damage-copied value instead. This would increase overall damage-done/burst-potential of this ability, and this would enable Backlash (+morphs) to be cast upon enemies without breaking stealth, and it would also allow PvE enemies to not agro you right away immediately upon casting the ability.
    This is similar to how Nightblade's Reaper's Mark ability already functions -- it does not break stealth and it does not agro enemies -- until you begin your burst combo/rotation. The same situation/encounter occurs for Destruction Staff's WeaknessToElements/ElementalSusceptibility/ElementalDrain -- it does not break stealth and it does not agro enemies -- please make Backlash/PurifyingLight/PowerOfTheLight function like this.)
    Edited by Darkmage1337 on September 17, 2018 8:28PM
    ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
    GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,900.
  • Vajrak
    Vajrak
    ✭✭✭
    Templar

    Piercing Javelin
    -Binding Javelin (morph): This morph now knocks the enemy down instead of knocking them back.
    Developer Comment:
    This change was made to help ensure Stamina melee builds are able to continue to hit their targets after activating Binding Javelin. Ranged stamina builds still have access to a knockback with Scatter Shot. (See below for additional changes to Scatter Shot).

    ---Well, that fits with what I've suggested for quite some time now, so that works.

    Radial Sweep
    -Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
    -Crescent Sweep (morph): This morph now deals Magic Damage instead of Physical Damage.
    Developer Comment:
    As stamina builds already have a bursty option with Dawnbreaker, we wanted Magicka Templars to have access to a similar option with Crescent Sweep. This also expands the options for Stamina Templars to have a more defensive Ultimate from Empowering Sweep to help fulfill the brawler playstyle.

    ---I absolutely LOATHE this change. I've been using Empowering Sweep on my Magplar and my Tankplar forever; this is actually an overall nerf to it's mitigation. As for Crescent Sweep --- will have to see if it's worth using now over the Destro ultimate, since Empowering was able to put up equal to destro ult.

    Sun Shield
    -Blazing Shield (morph): Fixed an issue where casting this morph would aggro neutral monsters around you.

    ---meh

    -Backlash: Increased the cost of this ability and its morphs by approximately 5%.

    ---lol...so now it's more expensive to fit into a rotation when we're already starved for resources. Counterproductive much?

    -Radiant Destruction: Decreased the channel time for this ability and its morphs to 1.8 seconds from 2.8 seconds; the damage done has been decreased by approximately 15% and cost by approximately 35%. The total damage per second and cost per second should remain relatively unchanged.
    Developer Comment:
    This change allows the Templar more opportunities to integrate damage over time effects into their rotation during the execute phase, while retaining the powerful level of Radiant Destruction.
    [
    ---Proof right here that they don't check their own damn effects. Templar can start execute phase at 45% hp with just keeping up DoTs and Radiant, it's actually very easy to do and will inflate your dps by 7-10k doing so. Now it's getting moved back down again to fit the shorter channel, requiring twice as many casts....I'll have to test if this is a nerf, but it sure reads like it.

    Restoring Aura
    -Repentance (morph): Different Templars can now repent the same corpse.

    ---so it may have to return to the Tankplar, and MAYBE to the Stamplar.

    Rune Focus: Reduced the cost to match the Channeled Focus morph.
    -Restoring Focus (morph): This morph now costs Stamina and grants Stamina to you every second, and no longer gives Minor Vitality and Minor Protection.
    Developer Comment:
    Minor Protection was moved to the Spear Wall passive to retain the total damage mitigation for tanky Templar playstyles.
    Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.

    So Stam Channeled Focus....*shrug* good enough I suppose

    Overall opinion: At least they listen with half an ear.

  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    Still have skills like radiant aura, dark flare, unstable core, healing ritual, rite of passage and solar disturbance that need to be looked at but all in all great job
  • jhall03
    jhall03
    ✭✭✭
    Very impressed with the changes. Player feedback seems to have really influenced a lot of these changes. Thanks @Checkmath
  • Xhyros
    Xhyros
    Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.

    Blazing Spear (morph): Increased the damage done from this ability by approximately 60%.


    Why is that such a high number. Isn't it a bit ridiculously high? Is it the base, the DOT, or both?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Xhyros wrote: »
    Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.

    Blazing Spear (morph): Increased the damage done from this ability by approximately 60%.


    Why is that such a high number. Isn't it a bit ridiculously high? Is it the base, the DOT, or both?

    According to @Masel92 here- https://forums.elderscrollsonline.com/en/discussion/394699/improving-class-balance-in-eso-alterations-to-ground-aoes-and-spammables, blazing spear was fourth out of five in terms of DPS per point of magic.
  • Solinur
    Solinur
    ✭✭✭
    I have been doing an overview for MagPlar DPS: https://forums.elderscrollsonline.com/en/discussion/436016/magicka-dps-templar-skill-comparison/p1?new=1. This is still for live but has some interesting aspects in it. It's in some aspects similar to Maisel work, referenced just above me.
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • Trenia
    Trenia
    ✭✭✭
    The change to javelin knock back takes away what was a fun and unique skill. Also, no one is going to slot the new restoring focus in pve, as it is a waste of a skill slot. In pvp, it was a good magic dump for stamplar. Reducing the damage on backlash, and allowing it to crit would have been much better. Other changes are okay.
Sign In or Register to comment.