Rune Focus:
“Stamplars” are happy to get a source of resource management here. This change alone has made some excited to play the next patch. Some things to consider though:
A number of Templars (I can’t say what %, it’s a fair number) have suggested to keep the cost of the skill magicka. Magicka “dumps” are generally preferred by stamina-oriented characters.
While the stamina sustain in nice, it’s coming at a pretty hefty price: the complete loss of minor vitality and easy 100% uptime on major protection (more on that below).
Elsterchen wrote: »Rune Focus:
“Stamplars” are happy to get a source of resource management here. This change alone has made some excited to play the next patch. Some things to consider though:
A number of Templars (I can’t say what %, it’s a fair number) have suggested to keep the cost of the skill magicka. Magicka “dumps” are generally preferred by stamina-oriented characters.
While the stamina sustain in nice, it’s coming at a pretty hefty price: the complete loss of minor vitality and easy 100% uptime on major protection (more on that below).
I already filled the divorce from bone pirate...
The solution to templars is pretty straight forward. Like with the DKs, just give them back the stuff that worked!
1. They used to have a passive which restored both magicka and stamina everytime they used an ability (sustain fix)
2. Make sun shield a proper shield mechanism again (defense fix)
3. Make radiant an execute again (how many times has this been nerfed now?) (DPS fix)
4. Have dark flare expose and reveal stealthing opponents again - this was useful and unique.
5. Bring back blinding lights again - in a revised version (evasion fix)
6. Make puncturing sweep stun on the final hit again (CC fix)
7. Fix the templar's sluggish charge mechanism (DPS fix)
Sry guys I could not attend the last meeting, but Joy sent in some very good notes we came up with together. Hope the recent pts patch is not bad in your eyes, otherwise please state your issues in here or the pts thread.
Sry guys I could not attend the last meeting, but Joy sent in some very good notes we came up with together. Hope the recent pts patch is not bad in your eyes, otherwise please state your issues in here or the pts thread.
I'm glad they are addressing speed, but sad that they decided to monkey with Major Expedition on active skills. Swift, FM, and speed pots were all that needed attention. Why did they screw around with the skills!?
Sry guys I could not attend the last meeting, but Joy sent in some very good notes we came up with together. Hope the recent pts patch is not bad in your eyes, otherwise please state your issues in here or the pts thread.
I'm glad they are addressing speed, but sad that they decided to monkey with Major Expedition on active skills. Swift, FM, and speed pots were all that needed attention. Why did they screw around with the skills!?
I'm really curious how other Templars would feel about removing the CC component entirely from Eclipse (which would definitely mean reducing the proc dmg/heal significantly)?
The skill is expensive and it just has such little impact in most scenarios, other than the occasional corkblocking someone's burst window (which a javelin would do better). People cast it on me and I just thank them politely for the free CC immunity and then go ham on offense.
I've lobbied for reducing the proc effects by ~ 50% to compensate for removal of the "CC". Then you KNOW what you are getting when you cast it - a minor DOT combined with a minor heal or a timed burst (the unstable boom needs a buff though).
Would this he something we'd want the reps to push for?
I'm really curious how other Templars would feel about removing the CC component entirely from Eclipse (which would definitely mean reducing the proc dmg/heal significantly)?
The skill is expensive and it just has such little impact in most scenarios, other than the occasional corkblocking someone's burst window (which a javelin would do better). People cast it on me and I just thank them politely for the free CC immunity and then go ham on offense.
I've lobbied for reducing the proc effects by ~ 50% to compensate for removal of the "CC". Then you KNOW what you are getting when you cast it - a minor DOT combined with a minor heal or a timed burst (the unstable boom needs a buff though).
Would this he something we'd want the reps to push for?
I'm really curious how other Templars would feel about removing the CC component entirely from Eclipse (which would definitely mean reducing the proc dmg/heal significantly)?
The skill is expensive and it just has such little impact in most scenarios, other than the occasional corkblocking someone's burst window (which a javelin would do better). People cast it on me and I just thank them politely for the free CC immunity and then go ham on offense.
I've lobbied for reducing the proc effects by ~ 50% to compensate for removal of the "CC". Then you KNOW what you are getting when you cast it - a minor DOT combined with a minor heal or a timed burst (the unstable boom needs a buff though).
Would this he something we'd want the reps to push for?
I'm really curious how other Templars would feel about removing the CC component entirely from Eclipse (which would definitely mean reducing the proc dmg/heal significantly)?
The skill is expensive and it just has such little impact in most scenarios, other than the occasional corkblocking someone's burst window (which a javelin would do better). People cast it on me and I just thank them politely for the free CC immunity and then go ham on offense.
I've lobbied for reducing the proc effects by ~ 50% to compensate for removal of the "CC". Then you KNOW what you are getting when you cast it - a minor DOT combined with a minor heal or a timed burst (the unstable boom needs a buff though).
Would this he something we'd want the reps to push for?
I suggested like 4 different options for every fix (not all at once!) and every option has a parameter like "duration, damage" that can be adjusted. Sun shield dealing more than 1k damage (~500 to players) would be op? Focused Charge granting movement speed for 3s after using would be op? I definitely don't think so. I believe there are good options in my suggestions.^ No offense but none of your "fixes" are realistic. They would just make those skills broken OP and the forums would be overflowing with QQ threads about magplars. Like... 20s major vitality? Undodgeable Dark Flares? Come on.
SidewalkChalk5 wrote: »I'm pretty concerned that Templar is being over-buffed and will suffer drastic rebound nerfs later on.
UppGRAYxDD wrote: »#BringBackBlindingLight
#MakeBlazingSpearGreatAgain
#SaveOurHouse
How do you figure? From my perspective we’ve received more nerfs with this upcoming patch than buffs.
1. Lost minor vitality entirely
2. Minor protection is going to have a horrible uptime, and likely wont be up when you need to play defensively
3. Lost unique block mitigation just to swap for horrible minor protection uptime
4. Lost unique damage mitigation from the aedric spear defensive ult
5. Major evasion changes will have a much more significant impact against us specifically since our primary spammable and ultimates (including non class specific dawnbreaker) will have their damage reduced by 25%
6. Speed changes will have a noticable effect on stamplar defense
SidewalkChalk5 wrote: »How do you figure? From my perspective we’ve received more nerfs with this upcoming patch than buffs.
I don't think so. The buffs aren't huge, but bear in mind we're getting buffed at the same time other classes are being nerfed, which makes the relative change between classes larger.
Sun Shield, for instance. The shield size will be the same, 30% of Max Health, but the shield is getting stronger because it gains resistances. In the meantime, Sorc wards and Annulment have been capped to 50% of Max Health. The gap has been reduced dramatically, so even though Sun Shield still isn't "great" it's a little better than it was while the other wards are a bit worse than they were.
SidewalkChalk5 wrote: »Puncturing Strikes is also a little stronger and much easier to aim. Nice buff there.
SidewalkChalk5 wrote: »Spear Shards is getting a significant damage boost to bring it up to par with other class DOTs, while still providing the same synergy utility as before. That's great news for Magplars, and not bad for Stamplars either (who use it as a Magicka dump, to proc Burning Light, and for the Spear Wall passive).
SidewalkChalk5 wrote: »Javelin knockdown is a great buff for Stamplars.
SidewalkChalk5 wrote: »Radiant can allow an extra light attack weave now, and won't cost as much when it gets cancelled early (for whatever reason). Another nice buff there.
SidewalkChalk5 wrote: »Spear Wall was garbage before. It was 15% mitigation on incoming melee damage that you block. Unless you're a tank, what percentage of incoming damage is "melee damage that you block"? Realistically, for Templars saddled with 800 channeled abilities, not much. The new passive is much better. Put Spear Shards halfway through your rotation, separated from Sweeps by 1-2 other abilities, and you'll get 8% mitigation on everything with a really good uptime, at least 6 out of every 8 seconds. Fair trade there, for both Magplars (who were not getting Minor Protection at all before) and Stamplars (who now have a lower uptime in exchange for better sustain).
SidewalkChalk5 wrote: »And as you already noted, the stam Rune and boosted Spear ulti damage are also good buffs. I personally think they should revert the cost changes and make the stam Rune cost Magicka to give Stamplars another Magicka dump, but it's good either way.
SidewalkChalk5 wrote: »
SidewalkChalk5 wrote: »
SidewalkChalk5 wrote: »
SidewalkChalk5 wrote: »4. Lost unique damage mitigation from the aedric spear defensive ult
Well, we didn't "lose" it. It got traded out for better damage, which is what Magplars needed anyway. And the defensive ulti choice wasn't "lost", it went to Stamplars, who can make good use of it. This was a very good change all around.
SidewalkChalk5 wrote: »5. Major evasion changes will have a much more significant impact against us specifically since our primary spammable and ultimates (including non class specific dawnbreaker) will have their damage reduced by 25%
Yes, as far as PvP goes this is a legitimate concern. But it's something the class reps already brought up that might hopefully be addressed before Murkmire goes live. If not, then Templars will just have to suck it up and switch to single target in PvP. Adapt and overcome.
SidewalkChalk5 wrote: »6. Speed changes will have a noticable effect on stamplar defense
Out of all the classes, Templars are the least affected by these speed changes. It's not us, but every other class that is suffering this one. Remember: we're the only class without Major Expedition on a class skill. The speed nerfs make it more demanding for the others to maintain high mobility, but will barely affect us at all since we had no mobility to begin with. I'm glad they're closing this gap because I'm absolutely sick of chasing "people" (HONORLESS COWARDS) that I simply can't catch. Now when I finally do catch them they'll be out of juice and pay for their cowardice in blood.
Where do you get 6/8 seconds. The buff only lasts for 3 seconds. Unless youre doing nothing but spamming jabs...the uptime is going to be pretty low.
SidewalkChalk5 wrote: »Put Spear Shards halfway through your rotation, separated from Sweeps by 1-2 other abilities, and you'll get 8% mitigation on everything with a really good uptime, at least 6 out of every 8 seconds.
If anything these changes effect us the most. I run nothing but speed pots on my stamplar