Narvuntien 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.
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.
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
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.1) Remove stun from Dawnbreaker of Smiting
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.
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
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.
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.
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.
Yes please.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.
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.
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.
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)
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?