StarOfElyon wrote: »Come to think of it, I've never killed anyone with Vampire's Bane. I'm starting to wonder if it's worth using in PVP.
Lightspeedflashb14_ESO wrote: »itscompton wrote: »Unless that was a thing in the first year before the game came out on console I believe you're mistaken. I've been a Templar main since 1 week after console release and as far as I remember sweeps used to have a knock back on the last jab (now a snare) but never had an execute component to it.Jabbs_Giggity wrote: »I just thought about this recently as I decided to give my MagDK some love after about 6 months of dumping him in the pits...
There have been many comments that Templars will never get: Major Sorcery/Brutality, Expedition, etc.
All classes have at least ONE skill that gives either Major Sorcery or Brutality (If not both...) EXCEPT Templars! Why is this even a debate for ZOS and the Community?! Most people argue to use entropy. Okay, fair. However, you are now min/maxing bar space on an already simplistic PRE-DEFINED bar setup thanks to ZOS's House design and spreading out passives and skill structures over too many skills.
Expedition is given to DK's through their Chains skill, which is being used more often today in PVP.
NB's get this AND Major Evasion through Blurr.
Sorc's get this through Boundless, and minor through Hurricane.
Wardens get this through Wings.
***WHAT THE FFFF...again.
Oh and everyone said that DK's wouldn't get snare removal...added to wings, which reflects nearly infinite projectile skills.
Case and point. Argue about it. Don't care anymore because Templar is in a bad spot no matter what you say. I will be honest and admit that I go full beast mode in BG's with my Stamplar, but still am not too ignorant to admit that the class is weak. You have to make up for the MANY downsides to Templar by either getting way better at the game and playing noobs, or hoping your openents just constantly get lag or mess up on rotation...
Just make these things happen...Not just what I mentioned, but also the things that other community members have given thought on. Some requests are unreasonable. Some requests are not necessarily needed right away. But Templar needs to be completely gutten and redone in the current condition it's in compared to launch.
Jabs should be spammable instant. NOT channel! Let us LA weave. Let us animation cancel. LET US ACTUALLY HIT SOMETHING WITH LESS THAN A 90% MISS CHANCE!!!!!!
They should give back the execute mechanic back to sweeps/jabs. This way it will show new players that if you want to commit to jabs spam, make sure it's in execute range otherwise it's just AOE pressure skill.
jabs used to be magic. it used to scale up in crit rate the lower your target was in health. you can see the stats on this site, http://tamrieljournal.com/classes/templar/
StarOfElyon wrote: »Come to think of it, I've never killed anyone with Vampire's Bane. I'm starting to wonder if it's worth using in PVP.
StarOfElyon wrote: »Come to think of it, I've never killed anyone with Vampire's Bane. I'm starting to wonder if it's worth using in PVP.
StarOfElyon wrote: »It's frustrating that people think fixing problems with Templar skills equals a buff. Its stupid. Like, imagine taking your car to the shop and asking them to fix your air conditioning which only blows ice cold air, and they tell you "No, your car is in a really good spot right now". As long as you can get from point A to point B, huh. It doesn't matter that you're agonizing along the way.
StarOfElyon wrote: »It's frustrating that people think fixing problems with Templar skills equals a buff. Its stupid. Like, imagine taking your car to the shop and asking them to fix your air conditioning which only blows ice cold air, and they tell you "No, your car is in a really good spot right now". As long as you can get from point A to point B, huh. It doesn't matter that you're agonizing along the way.
What exactly is broken? That would probably help for feedback.
Jabbs_Giggity wrote: »StarOfElyon wrote: »It's frustrating that people think fixing problems with Templar skills equals a buff. Its stupid. Like, imagine taking your car to the shop and asking them to fix your air conditioning which only blows ice cold air, and they tell you "No, your car is in a really good spot right now". As long as you can get from point A to point B, huh. It doesn't matter that you're agonizing along the way.
What exactly is broken? That would probably help for feedback.
Well, for starters let's talk about Jabs/Sweeps. As a class spammable skill the problems are two-fold.
1. The skill has a higher miss chance than hit chance, which reduces possible DPS. Also, with the change to evasion and how easily it is accessed to all skills Jabs/Sweeps DPS is reduced further. Aside from the above stated, all other class "spammables" (quotes because sorc frags, well not a real spammable) have tooltips that are on the lower end twice the damage output. Burning light you say! Not as optimal as some say...
2. This skill is a channel, which leaves you open to un-mitigated damage from those said high damage attacks.
That's just the FIRST Templar skill, in the FIRST Templar skill line.
Has anyone mentioned that Templar tanks have no access to a magicka based pull? It's really annoying in places like vBRP, because pulling all enemies leaves you with no stamina for blocking and dodgerolling oneshot mechanics. I don't think they need it as a class ability even, but reworking the morph of an existing skill along the lines of Silver Leash would be neat.
We just need passives reworked and bug fixes/skill adjustments.
Here are my edits, based on that intent:
Aedric Spear Skill Line:
1. Radial Sweep - increase range to match jabs/sweeps, solar barrage, etc. Otherwise fine.
2. Puncturing Strikes - Ability is fine. Also it should be immune to major evasion; it's fake AOE that has close single target mechanic reduced by easily available buff. Otherwise skills are fine. Drop snare down to 40% instead of 70% to make room for other buffs/changes. They made changes to sets like overwhelming surge which functions the same way but not jabs/reflective light.
3. Piercing Javelin - drop cost so it's cheaper than draining shot for stam toons, and cheaper than master destro reach for mag. Otherwise serves a purpose for some builds and competes with total dark/unstable core/destro reach.
4. Focused Charge -Increase the speed at which gap is closed; skill is too clunky and easy to see coming. Reduce the minimum distance from 3.5m to 1m. Explosive charge to pull enemies out of stealth around the initial target (currently bugged in that is doesn't). This is the only change they should do.
5. Spear Shards - is fine as is.
6. Sun Shield - blazing to become max mag scaled. Radiant ward to remain health scaled for tanks. Otherwise we need to test new bug fixes they added on PTS in live situations before suggesting any other changes to this ability.
Aedric Spear Passives:
1. Piercing Spear - fine as is. Ditch blocked dmg buff if needed for other changes.
2. Spear Wall - buff to 2/4 seconds because minor buffs are supposed to be higher uptime than major.
3. Burning Light - make effect unblocked/undodged as it's applied to your target and has a set cooldown/proc chance. Otherwise fine as is.
4. Balanced Warrior - fine as is.
Dawn’s Wrath Skill Line:
1. Nova - Fine as is. Group ultimate.
2. Sun Fire - crit buff proc off activation not hit and reflective light should not be reduced by major evasion. Otherwise fine.
3. Solar Flare – Dark flare to become similar to solar barrage. Renamed Dark Barrage; scales off stamina stats.
4. eclipse needs rework. Heres how:
- fix ability so that Total Dark's heal is buffed to 67% to account for the cooldown adjustment they made in clockwork city (dmg was increased to compensate but not the heal).
- Then make cc immunity ONLY applied when break free is used; cleansed or expired eclipses should be exempt. If current cc mechanic is to exist, then bubble should be be removed by any means.
- Unstable Core needs major rework. Here is Cinbri's suggestion:Unstable Core: this morph completely overshadowed by total Dark for several reasons.
Lets take as example couple other classes skills:
Scales: one morph provide snare immunity-defensive morph, other provde higher damage reflect-offensive morph. Yet both morphs retain core feature of skill - to reflect projectiles.
Petrify: one morph root enemy-offensive morph, other provide heal-defensive morph. Yet both morphs retain core feature - to hard cc enemy.
Crystallized Shield: one provide reflect damage-offensive morph, other is major buff. Yet it retain its ability to absorb damage and restore resources.
Rune Prison: hard cc enemy either by your choice or as defense, yet hard cc in any choice.
And now we have Total Dark supposed to be defensive morph and Unstable Core is offensive, but for this skill it not work this way because core feature of this skill was completely changed - while skill is CC it no longer being a reflect, i.e. damage prevent mechanic, nor have any aspect that make it as hard CC - i.e. disabling enemy to prevent him attacking or moving or healing.As result Total Dark retain its core defensive role - it apply bubble and heal caster back providing tanking capability(however don't forget about its 0.750sec cooldown that decrease this utility in everchanging meta), yet Core cant serve as offensive role because core feature of skill was changed to no longer be hard cc variable that should defend caster from receiving damage per se while granting offensive aoe explosion.
There is no point in Core with it current core skill functionality, it should be completely changed, either core utility or morph functionality. Every hard cc no matter offensive or defensive serve as some sort of defense that timely interrupting enemy from his dps rotations, but that not working for Eclipse anymore, unless part of Core feature will be buff proc damage also so it will have lot of returned damage in exchange of lost survivability.
4. Backlash - fine as is. Group burst tool and designed as such.
5. Radiant Destruction – Fine as is. They fixed and buffed it.
Dawn’s Wrath Passives:
1. Enduring Rays - passive reworked. Move sun fire/solar barrage/eclipse 2 second duration increased to base abilities. Then add "increases the duration of your major/minor buffs by 1/3 seconds while an enduring ray passive is slotted."
2. Prism - fine as is.
3. Illuminate - fine as is.
4. Restoring Spirit - fine as is.
Restoring Light Skill Line: Lots of changes to skills and animations.
1. Right of Passage - fine as is with change due to light weaver below. Both morphs grant major protection with slight difference to how it functions in group play. Make one morph increase duration of channel while adding armor to you (much like remembrance works on live). Other morph grants major protection while channeling to allies healed but no extra armor to you.
2. Rushed Ceremony - no change. Fine as is.
3. Healing Ritual - Just drop the cost down on to be like 3 or 4k. One morph grants a HOT to an ally outside the radius. Then other has minor expedition for 6 seconds. Basically no change, just different heal mechanic than bol/htd.
4. Restoring Aura - Radiant Aura to be changed to grant Major Sorcery on application for 20 seconds. Then when enemies hit you, you apply minor mag steal on them for 5 seconds. Competes with ele drain; do you want major breach + single target minor mag steal or major sorcery+wizard reposte style proc chance off the minor mag steal?
5. Cleansing Ritual - rework Ritual of Retribution to grant 1 or 2s of snare/root immunity. Change will only work if root/snare immunity removes the snares/immunity first then debuffs; otherwise no change needed. Extended ritual is fine as is.
6. Rune Focus - Fine as is.
Restoring Light Passives:
2. Mending - Drop to 5% instead of 15% extra healing to account for some of these changes. Also bring minor mending to this passive so it matches the name.
3. Sacred Ground - Remove snare mechanic to compensate for buffs/changes above and move minor mending to Mending passive. Then add, new effect. "Increase potency of heals made inside healing circles by 3/5%."
4. Light Weaver - Remove weird buff to skills. Instead make global heals on your self when cast on low health. "While healing at 50% Health or below, grant minor vitality and 2975 Physical and Spell Resistance for 8 seconds. " Also activating a synergy grants you 7/14 ultimate.
5. Master Ritualist - keep as is. Useless passive justified since buffs to other passives above.
Those are my changes. I think that version of templar has more soul compared to live. Updates useless passives, gives stamplar another morph+some much needed healing back, and updates some abilities that are otherwise useless/underused.
Jabbs_Giggity wrote: »@Checkmath If you have the time, I would love for you to check out my post on the Templar in regards to reworks for Update 22 suggestion. It's a long read, but some, or all of it may be great for you to use in the Class-Rep meetings.
https://forums.elderscrollsonline.com/en/discussion/459294/templar-class-identity-and-skills-warning-long-read#latest
Aside, my two biggest Pain Points with Templar are still:
1. No form of Major Sorcery/Brutality. In all honesty...Every other class has them. People said DK's wouldn't get mobility and they got expedition on chains and snare removal on wings...
2. Defense is still extremely poor. Even while MIN/MAXing my Templar (Both Mag and Stam) I feel very squishy. I have tried all armor types, different set combinations and still feel I am getting bursted in 2-3 seconds or spamming HtD...Most of this IS because of other classes' ability to dish out high burst from fluent combinations that are natural to the class, or light attacks with debuffs being properly weaved, among other things that Templars just cannot do right now.
**Bonus** Jabs/Sweeps still hit like wet noodle.
Biggest pain point for me is the range of radial sweep + morphs. In principle it could be an amazing ultimate, but imo 6 meters is just too damn short, since it often misses in PvP.
An increase of the radius to 8 meters would makes sense to me, since thats also the range of puncturing strikes + morphs, as well as solar barrage. That way, the skill would be more useful without making it op.
Biggest pain point for me is the range of radial sweep + morphs. In principle it could be an amazing ultimate, but imo 6 meters is just too damn short, since it often misses in PvP.
An increase of the radius to 8 meters would makes sense to me, since thats also the range of puncturing strikes + morphs, as well as solar barrage. That way, the skill would be more useful without making it op.
I'm still REALLY hoping for a Burning Light rework. A huge portion of Templar damage is locked inside this proc; so much that it keeps us relegated to jab spam. I'd like to see it extended to all damage over time effects. They finally expanded the usefulness of Implosion (Amplitude) to work with all damage so I'm not giving up hope yet!