Just want to point out that literally every other class has this.olivesforge wrote: »something which grants Major Expedition at the cost of magicka
Lightspeedflashb14_ESO wrote: »dodgehopper_ESO wrote: »Lightspeedflashb14_ESO wrote: »1. Restoring aura and its morphs are either outmatched by skills outside the class, mainly eledrain but I would also say siphon spirit is better or simply makes it so you can't even count on it if there is 2 stamplars or a stamplar and a tankplar. This is my biggest pain point. I have been kicked while playing on my stamplar for using the only class based resource management skill I have, repentance. Multiple times. This is unacceptable.
2. Templars are the only class that doesn't have a health percentage based self heal for tanks. This makes no sense to me. At least make it so healing ritual always hits the caster.
Alternatively, they could make it so Blazing Shield was good again.
that is the thing, a self heal is better then a ward. DKs have a health percentage based ward and the best health percentage based heal as well. this is a big part of what makes them so good at self sustain. Templars have a health based ward, of which you call blazing shield, but there is another morph that is supposed to be the tank morph, Radiant Ward, and the fact that you still refer to the other morph that is damage orientated is part of the problem with the game, if it doesn't do damage, it is is considered worthless.
the fact that the only healing skill in the Templar toolkit that doesn't scale with max magic/spell damage is the same one that i name as the number one "pain point", repentance, also says a lot. if there is a stamplar in the group with a templar tank, the tank is SoL because the dps needs to get theirs first. this is the biggest problem in pve, with templars as far as i can see it, if you want all classes to do all roles effectively.
Imagine they remove repentance/radiant aura from the game, replace it with blinding light and adjust a few passives.
Aedric spear
Spear wall-remove this passive because its far to narrow and instead for every aedric spear ability slotted your magicka/stamina (whichever pool is larger) is increased by 2%
Dawns wraith
Enduring rays- those 2 seconds is now part of the base skill and instead whenever a opponent dies to a dawns wraith ability you repent their corpses for X amount of stamina or magicka (whichever pool is larger)
Restoring light
Light weaver- the increased resistances and ultimate generation is now part of the base skill and instead we get 10% increase in regen across the board
Blinding light gives all templars a powerful and unique defensive mechanic.
The passive adjustemnt helps with sustain, stacking and overall QoL boost for all templars.
This still does not fix poor ultimates, buggy/gimmicky skills, or being locked in inferior channels but its a bandaid
dodgehopper_ESO wrote: »Lightspeedflashb14_ESO wrote: »dodgehopper_ESO wrote: »Lightspeedflashb14_ESO wrote: »1. Restoring aura and its morphs are either outmatched by skills outside the class, mainly eledrain but I would also say siphon spirit is better or simply makes it so you can't even count on it if there is 2 stamplars or a stamplar and a tankplar. This is my biggest pain point. I have been kicked while playing on my stamplar for using the only class based resource management skill I have, repentance. Multiple times. This is unacceptable.
2. Templars are the only class that doesn't have a health percentage based self heal for tanks. This makes no sense to me. At least make it so healing ritual always hits the caster.
Alternatively, they could make it so Blazing Shield was good again.
that is the thing, a self heal is better then a ward. DKs have a health percentage based ward and the best health percentage based heal as well. this is a big part of what makes them so good at self sustain. Templars have a health based ward, of which you call blazing shield, but there is another morph that is supposed to be the tank morph, Radiant Ward, and the fact that you still refer to the other morph that is damage orientated is part of the problem with the game, if it doesn't do damage, it is is considered worthless.
the fact that the only healing skill in the Templar toolkit that doesn't scale with max magic/spell damage is the same one that i name as the number one "pain point", repentance, also says a lot. if there is a stamplar in the group with a templar tank, the tank is SoL because the dps needs to get theirs first. this is the biggest problem in pve, with templars as far as i can see it, if you want all classes to do all roles effectively.
I don't think any shield should scale with damage dealing attributes, or at least Health should always factor in and more prominently: Ie: [(.7*Health)+(.3*Magic)]/2 = Shield or somesuch. I've tried to use Radiant Ward. It has never been good. The benefits are far too low compared to the alternative. The cost of both skills are high and when you factor in everything else it is clunky. Yes I agree they need to rethink a lot about Templar I've said so for years.
the only 2 wards that use max magic exclusively are Conjured Ward and morphs(~36% max magic) and Annulment and morphs( ~34% of your max magic) all other shields use health (1. Hardened Armor , 2. Obsidian Shield and morphs, 3. Sun Shield and morphs, 4. Crystallized Shield and morphs{not a true ward though, only absorbs the projectiles damage but scales with 150% of your health}, 5. Shielded Assault {~12.5% max health}, 6. Bone Shield and morphs, 7. Absorb Magic {again, not a true ward but scales with 50% of max health}, 8. the shield you get from heavy attacking with a frost staff from the passive "Tri Focus", ~8% max health), also use spell damage (Steadfast Ward and morphs) or use max stamina and weapon damage(the shield from brawler)
I see many comments on lacking sustain, especially for stamplars. Yet no mention of the Restoring Spirit passive, which already grants cost reduction. Why not simply buff this passive instead of reinventing the wheel? It's currently weaker than similar Sorcerer passives (Unholy Knowledge and Power Stone), so that shouldn't be too much to ask.
Alternatively, a cost reduction for each Templar ability slotted (3-4%) could also add a nice synergy with our class abilities.
dodgehopper_ESO wrote: »Imagine they remove repentance/radiant aura from the game, replace it with blinding light and adjust a few passives.
Aedric spear
Spear wall-remove this passive because its far to narrow and instead for every aedric spear ability slotted your magicka/stamina (whichever pool is larger) is increased by 2%
Dawns wraith
Enduring rays- those 2 seconds is now part of the base skill and instead whenever a opponent dies to a dawns wraith ability you repent their corpses for X amount of stamina or magicka (whichever pool is larger)
Restoring light
Light weaver- the increased resistances and ultimate generation is now part of the base skill and instead we get 10% increase in regen across the board
Blinding light gives all templars a powerful and unique defensive mechanic.
The passive adjustemnt helps with sustain, stacking and overall QoL boost for all templars.
This still does not fix poor ultimates, buggy/gimmicky skills, or being locked in inferior channels but its a bandaid
I don't want to see Spear Wall gone. This passive was partly why I chose to play a Templar. I would be very unhappy to see them ruin our blocking passive. It would literally be the last brick in the Tanking toolset they can ruin. Please no. Tear up another *** passive.
For one, this class needs a slight buff, it's underperforming.
Why does this class have abilities that says fire literally in their tooltip, but are magic damage? 2 examples: Radiant and burning light, changing these 2 abilities to fire damage would already improve dps mostly in pve, which is needed.
radiant destruction was overnerfed, noobies in pvp cried about this ability in and it was nerfed, without counting 2 very important facts, it locks you for 3 second in an animation, meaning much less weaves, so it SHOULD deal more damage then other executes, second there is conterplay to this ability and it costs a lot, so you will run out of magicka very fast of you los or interrupt.
Also, this is a more general problem, Why run jabs or swallow souls when i can just run elemental weapon or force pulse? because they do more? Basically the problem is, no incentive to run the class defining abilities, which in my opinion is a problem.
And finally remove the cast time from solar barrage, this skill seems strong, and it could be, but the cast time makes it not worth running, and not a dps increase overall, remove the cast.
Also, for stamina, make channeled focus also restore stamina, stamplar is in dire need of sustain.
Siliziumdioxid wrote: »few things that come to my mind immediately:
First thing: templar lacks healing besides puncturing sweeps and Hotd/Bol
Example one: Maelstrom Arena (I mean competitive vma, you can beat it naked with a lightningstaff using only one bar):
The goto spammable for vma is without a doubt Forcepulse (ranged + restores magicka + debuffs from asylum + AoE)
possible sources of healing:
puncturing sweeps: which makes me have a pointless skill on my bar since i'm using forcepulse anyway.
honor the dead: another skill that is pointless for everything besides healing however you may replace harness magicka.
extended ritual: same like honor the dead however it is a hot so you don't have to use your shield because of some minor incoming damage.
Compare it to a magblade which can run vma without using a shield by just running refreshing path and siphoning strikes or a magsorc without a shield who uses crit surge and you have one of the reasons why magplars don't perform as well as those two other classes in vma.
Example two:
Light Armor pvp builds:
General problem: due to passives most LA builds have less health and resistances than most heavy armor builds.
Now templars can counter burst damage pretty good (BoL) however this skill is pretty bad against continuously incoming damage.
Let me give you an example a 28k health heavy magplar and a 23k health light magplar are duelling a magblade. This magblade can lets say deal burst damage of around 16k at some given point. So basically the light armor magplar has 7k life where he can go offensive the heavy armor one has 12k life whre he can go offensive. 7k hp is no offensive window for a templar before you really can do anything you have to turtle up again and use breath of life.
It is not that i cannot survive the magblade attacking it is more that it is near to impossible to go offensive against this magblade (except this magblade does not break free after using Total Dark) for the named light armor version.
I would love to see some healing over time been given to a meaningfull skill or passive a templar has.
(Note: i especially think here about a ranged pvp build)
Second: Ritual of Retribution is really bad
This skill does a lot however no situation comes to my mind where you need all those effects. right now it is mainly three separate things:
a worse cleanse than extented ritual (so no use in pvp)
one of the worst healing over time abilities in the game (no real value as a healing morph)
a bad Aoe Dot that barely does more damage than a single force pulse over the duration of twelve seconds
and all that comes at a base cost of 4320
If anyone knows a situation where this skill is good please let me know
Third:
please don't force templars to be melee. In both pve and pvp.
dodgehopper_ESO wrote: »Imagine they remove repentance/radiant aura from the game, replace it with blinding light and adjust a few passives.
Aedric spear
Spear wall-remove this passive because its far to narrow and instead for every aedric spear ability slotted your magicka/stamina (whichever pool is larger) is increased by 2%
Dawns wraith
Enduring rays- those 2 seconds is now part of the base skill and instead whenever a opponent dies to a dawns wraith ability you repent their corpses for X amount of stamina or magicka (whichever pool is larger)
Restoring light
Light weaver- the increased resistances and ultimate generation is now part of the base skill and instead we get 10% increase in regen across the board
Blinding light gives all templars a powerful and unique defensive mechanic.
The passive adjustemnt helps with sustain, stacking and overall QoL boost for all templars.
This still does not fix poor ultimates, buggy/gimmicky skills, or being locked in inferior channels but its a bandaid
I don't want to see Spear Wall gone. This passive was partly why I chose to play a Templar. I would be very unhappy to see them ruin our blocking passive. It would literally be the last brick in the Tanking toolset they can ruin. Please no. Tear up another *** passive.
Its a very narrow passive. Increases the amount you can block by 15% (amazing) for only melee damage (ok still decent) and you must have a aedric spear ability slotted.
I can think only a few fights where this comes in handy. more often than not the tank is tanking the boss. Maybe off tanking but even then they are usually working on the other heavy hitters
dodgehopper_ESO wrote: »Imagine they remove repentance/radiant aura from the game, replace it with blinding light and adjust a few passives.
Aedric spear
Spear wall-remove this passive because its far to narrow and instead for every aedric spear ability slotted your magicka/stamina (whichever pool is larger) is increased by 2%
Dawns wraith
Enduring rays- those 2 seconds is now part of the base skill and instead whenever a opponent dies to a dawns wraith ability you repent their corpses for X amount of stamina or magicka (whichever pool is larger)
Restoring light
Light weaver- the increased resistances and ultimate generation is now part of the base skill and instead we get 10% increase in regen across the board
Blinding light gives all templars a powerful and unique defensive mechanic.
The passive adjustemnt helps with sustain, stacking and overall QoL boost for all templars.
This still does not fix poor ultimates, buggy/gimmicky skills, or being locked in inferior channels but its a bandaid
I don't want to see Spear Wall gone. This passive was partly why I chose to play a Templar. I would be very unhappy to see them ruin our blocking passive. It would literally be the last brick in the Tanking toolset they can ruin. Please no. Tear up another *** passive.
Its a very narrow passive. Increases the amount you can block by 15% (amazing) for only melee damage (ok still decent) and you must have a aedric spear ability slotted.
I can think only a few fights where this comes in handy. more often than not the tank is tanking the boss. Maybe off tanking but even then they are usually working on the other heavy hitters
Uhm... Wut? Are you saying Templars should not be tanks? All this passive needs is it's requirement gone for a skill being slotted.