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!
The proc chance or cooldown would suffer for bringing in such a change. Also some specs might suffer from that one.
Without adjusting proc chance or cooldown, this would lead to an immense increase in dps in PvE, because the procs would happen quite often. It would results in a brainless increase of several k damage. On the other hand specs without much dots (like a PvP-stamplar build with 2h/snb might be restricted and would force dual wields^ and bleeds even more on that class.
Joy_Division wrote: »Good Stuff @Cinbri
You are a very brave templar trying to do noCP without major mending when it was replaced by CP blessing and quick recovery stars (along with other stuff Templar needs like block cost reduction).
Jabbs_Giggity wrote: »@Checkmath when is the next meeting with ZOS for Class Reps? Have you all met since @ZOS_GinaBruno release the latest Class Rep notes in January?
We would really love some updates from ZOS again before Elswyr, as they did mention performance and balancing would be a priority come soon.
Here's my latest comments on abilities/skills that could use adjustments. Remember Templar is actually balanced compared to other classes (mostly because those classes can be broken, doesn't mean it's right). At leasta good Templar has to work for their kills, something other classes could take for granted.
Here's my adjustments; most are bug fixes/passive changes and rest are compensation for some changes: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.
Joy_Division wrote: »Good Stuff @Cinbri
You are a very brave templar trying to do noCP without major mending when it was replaced by CP blessing and quick recovery stars (along with other stuff Templar needs like block cost reduction).
I never hear such nice words, when I do noCP PvP....
StarOfElyon wrote: »It's hard to really care about the quality of posts concerning the issues that the Templar (especially Magplar) have because I don't have any confidence that anything will change.
Jabbs_Giggity wrote: »
Jabbs_Giggity wrote: »
Only serious if they give cinbri a job lol
Jabbs_Giggity wrote: »
Only serious if they give cinbri a job lol
I hoped they offered Cinbri a class rep spot for all the information and testing they provided all the time. But screw that and give them a job.
Jabbs_Giggity wrote: »
Only serious if they give cinbri a job lol
I hoped they offered Cinbri a class rep spot for all the information and testing they provided all the time. But screw that and give them a job.
I think Cinbri didnt want to be rep...maybe I also have the wrong person in mind
FrancisCrawford wrote: »Some thoughts:
1. Purifying Light is a nice skill for dungeon healers. Please don't mess with it.
2. I find Total Dark pretty useless in PvE, because it doesn't seem to work on cc-immune opponents at all, and on others it's not needed. Maybe VMA is an exception? I haven't tried it there.
3. Repentance is not reliable for group healing. But if it were totally selfish and restored all 3 resources, or even 4 (including ultimate), it could be a nice tool for trash mob tanking, and perhaps for other roles as well.
4. Most classes have a useless damage skill. Javelin is the templar one.
StarOfElyon wrote: »Javelin is necessary since Templars have poor mobility and when at least three opponents will focus you to try to hack you to death with their greatswords, you have to be able to relieve some of the pressure to get a good heal off.
^Its interesting the perspective views on this. Most the people I run with in Vivec recently have started favoring their templars more. Used to be majority warden, maybe a templar healer every now and then, but then only me as a tanky-ish damage plar. Now we have at least 1 that runs full time magplar healer, and the rest mostly stamplar.
It's kind of a weird feeling and odd to suddenly feel your POTL is redundant and you miss the major fractures their Wardens used to provide and that it's now after stamplar are arguably on a down tick but its the prevalence of stamina in general, a cleave spammable, and for a group of stambois, theres an efficiency of being able to synergize each others ERs. Really helps in a bleed meta and ridiculous roots and snares.
Ran magplar again for a while but its weird that I want to play it similar to a stamplar but the combat is not as fluid, and rather than a bunch of hots, and small heals, rolling and mobility, its block and largely reliant on the 1 big heal. I often found myself in more of a secondary off healer with what I was doing, and often not as excited about it.
At the same time, there are people that will tell you how hard it is to kill a tanked up templar stacking heals CP, or anyone in their group and without defiles these days having great uptime, they probably have a point.
This is not saying anyone is right or wrong. Its just hard to say the class is in a good or bad spot. Its nuanced. I think that's a good thing
Joy_Division wrote: »Good Stuff @Cinbri
You are a very brave templar trying to do noCP without major mending when it was replaced by CP blessing and quick recovery stars (along with other stuff Templar needs like block cost reduction).
I never hear such nice words, when I do noCP PvP....
soniku4ikblis wrote: »Does anyone know of any good health regen builds for Magplar that allow it to also do high dps?
The bulk of my troubles stem from DK's and NB's being able to regen back a decent portion of the damage I inflict while they still have a large offense?
Is that the current trend/meta/etc.? To build high regen?
3k SP, 37k Magicka, 28000k resistances, 39%Crit, 30% Crit-damage, and still most of my damage gets mitigated through an oppenent's regen.
I stood and pelted a NB with Vamp Bane-LA and watched his health at 25k. I couldn't get it to go below 23 and they were not blocking and they were not receiving buffs from someone else.
How do I build for that on Magplar? Anyone run something similar on their NB's?