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[Class Rep] Templar Feedback Thread

  • Mihael
    Mihael
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    My top pain points for magplar (PVP)

    If you want to do damage as a magplar you have to wear light armor but if you do this you either need to wear 2 defensive sets or pirate skeleton and sometimes both.

    There needs to be a better way for magplar to be able to go on the offensive and not be stuck on back bar spamming honor the dead

    Magplar ccs need to be reworked and maybe bring back spear stun, at the very least I would like for unstable core/ eclipse to not give free cc immunity if the enemy purges/doesn’t break free.

    Need better class ultimates

    Please remove the useless passives that we have and replace them with things that will allows us to be more than just a healer
  • deleted220701-004865
    My biggest issue: I don't want to be a vampire, but I have been forced to for years because I need mist form in PvP to get out of immobilize spam. As Magicka, we need some mobility and escape. Spamming cleanse does not work, because you are taking full damage and not able to heal yourself and move at the same time. Maybe our cleanse can make us immune to roots for 2 seconds, or something like that.
  • Drdeath20
    Drdeath20
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    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
    Edited by Drdeath20 on June 1, 2018 4:18PM
  • anadandy
    anadandy
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    Mostly echoing everyone else but:

    1. Lackluster/narrow passives
    2. Lack of CC (made worse by the fact that Templars seem to be CC magnets)
    Edited by anadandy on June 1, 2018 4:25PM
  • olivesforge
    olivesforge
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    The biggest weakness for Templars is the lack of a class identity, without a concomitant ability to succeed in every role as most other classes now have. Now, I recognize that this goes against the play-as-you-like style, but the buffs to other classes have intruded into Templar abilities to the extent that a Templar is now the bottom choice for DPS and tanking, and near the bottom for healing - there a DK Psijic build now making the rounds that can significantly outperform Templar in PvE.

    If we're going to go to a style where every class can play a role, then Templar, whose skills and passives are almost all healing related, need the most reworking of any class.

    Two pain points led to what we eventually saw in Cyrodiil - Beamplars in the zerg's back row or spamming from inside keeps is the rational result of having a class with little mobility or defensive capability. Simply put, you need to do that if you don't wanna die horribly and repeatedly. ZOS ended up nerfing the only thing that keep the class useful, and now there's nothing. The points are:

    1) Mobility - The change to Hasty is a notable piece of progress in this regard, but there's still too much that Templar has which actively punishes movement - the best example being Rune Focus. If we stick to the idea as a Templar as a big oaf who is healy, putting something which grants Major Expedition at the cost of magicka would be interesting.

    2) Defense - Ever since the glorious Derp got nerfed into the ground, there's been no defensive ability which doesn't punish movement. Even worse, the solution to Armor abilities made this situation even worse - a light Templar is a dead Templar in Cyrodiil, but the only way to have a reliable shield in Cyrodiil as a Templar is to be dead. So, Chudan/Armor Master/Fortified Brass became almost a necessity, which now brings forward the understandable complaints over resource regen. A way to handle this would be either to revert the Derp, continue with the reversion on Jabs, or perhaps consider a Templar heavy armor magicka regen passive.
    PCNA | Aldmeri Dominion
    OlivesForge / Swiss Army Templar | Twink of Insanity / Gankblade | Olivesisnotonfire / Annoying Sorc | E. Angus / Magicka Pigeon-Thrower | K. Angus / Stamina Pigeon-Thrower
    Personage of note in:
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  • casparian
    casparian
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    something which grants Major Expedition at the cost of magicka
    Just want to point out that literally every other class has this.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Solinur
    Solinur
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    In PvE context:
    1. Templar Tanks seem to be not viable at the moment. Especially those skills that seem to be targeted for tanks (Blazing Shield) are only useful in very rare cases.
    2. Magicka Templar DPS skills bring them into melee range, yet stamina classes do substantially more DPS. This doesn't make sense to many players. Since the risc/reward balance seems to be less favourable.
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • Jimmy_The_Fixer
    Jimmy_The_Fixer
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    (Pvp)

    Magplar is actually kinda good right now, the passives are hilariously underwhelming, but that doesn't stop us from having a strong and nearly complete toolkit (expedition pots are still 100% necessary in BGs outside of TDM)

    The only real problem is root basically acting like a hard CC with no cooldown, since you can't turn when rooted. This feels more like game mechanics issue than a Templar issue, but it hits us the hardest. Maybe do something with hasty morph of ritual, like lower cost and healing but give 8-10 seconds of root immunity.

    Pain Point 1: Roots negating Templar ability to use sweeps
    Pain Point 2: Weak boring passives.
    Edited by Jimmy_The_Fixer on June 1, 2018 10:27PM
  • danno8
    danno8
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    Just two eh?

    1. Our house is too weak and is of no concern to any attacker at all. Compare to a DK if you want to understand an enemy you don't want to get too close to.

    2. No CC that can drop block or go through dodge, which makes killing things much harder on Templar than on other classes. Generally for a Templar you whittle away your enemies health only for them to dodge away, or throw up block (assuming they are not just blocking the whole time anyway), heal themselves up and come back refreshed. The lack of CC mean no chance to finish off the enemy.
    Edited by danno8 on June 1, 2018 10:40PM
  • itsfatbass
    itsfatbass
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    1) Puncturing Sweeps has an animation bug and is weak. Pigeon holes magplar into force pulse which sacrifices the only form of dmg to heals available. #savesweeps

    2) Radiant Destruction STILL does not execute properly with its second modifier. And is weak overall compared to other class executes.
    ~PC/NA~ Magblade, Tankanist, Healplar, Stamcro, Oakensorc, Healden, Tanknight ~PLUR~
  • dodgehopper_ESO
    dodgehopper_ESO
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    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.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
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    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Drdeath20 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.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Vajrak
    Vajrak
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    Maybe I need to pvp more to see the vast majority of these issues....

    Sustain on my Magplar has been fine, with no reduction/recovery runes nor Atronach mundus.

    Sustain on my (currently) Stamplar Tank has been fine, to the point that in the last 35 dungeons I've used a grand total of 4 regular stam pots and 1 shards/orbs synergy.

    The things that could be fixed:

    1) The change to Solar Barrage as a multi-fire ability is rather interesting, but the cast time on it doesn't allow you to fit it well into a rotation: Long cast+2s delay to fire, so to keep it consistent you have to overlay the casts. As someone above suggested, making it a "fire and forget" ability would be much more interesting, as would increasing the duration perhaps. Dark Flare also should receive a similar treatment, since the viability of it was based mostly on empowering itself, which it no longer does, so perhaps it should be a per-chain increase in damage, to have a reliable way to utilize it while keeping the cast time (20% increase per cast perhaps, so in a full rotation the last cast is doing double damage of the first)

    2) Class Charge DOES need a stam morph, though I'd rather see toppling take the stam and leave explosive as the mag variant; I get a LOT of use out of explosive on my tank and my magplar, and yes this is somewhat greedy for me not wanting it to change; Keep explosive as is, make Toppling into a stam morph that increases damage of next stamina skill by 20% perhaps. ADDENDUM --- Make toppling into Stam Morph with 100% GUARANTEED proc of Burning Light.

    3) Stamplar DPS Sustain did take a bit of a hit with the Repentance change --- so why not move that sustain to Power of the Light? where Purifying Light gives an AoE heal, why not have Power of the Light (along with minor breach/fracture) return a % of it's damage as stamina to the caster, or function as a stamina-steal effect, since Radiant Aura does magicka-steal

    4) Balanced Warrior passive adding just spell resistance is fine, but the weapon damage pigeonhole could be adjusted to apply to weapon or spell, whichever is higher.

    5) As far as ultimates go -- I get a LOT of mileage out of Sweep as an ultimate on my magplar, but the stamina variant is lackluster, not due to the damage but due to the lack of bonus synergy like Dawnbreaker has. For the Stamina variant, I'd definitely say a small increase in overall radius would be good, but instead of front loading the damage alone, make it so that it the damage cousin to Empowering: a Base damage increase (10%) + 1-2% per target hit by the initial cast; The low cost on it means you can end up with incredible uptime --- it's very normal to get 5-7 casts per fight of Empowering, and with Stamplar DPS was still getting similar, just having to barswitch and choose between dawnbreaker or sweep --- though usually went the latter for the extra Burning Light proc chances.

    6) Lightweaver is too pigeonholed to specific abilities. Alter it perhaps to a 2% Spell/Weapon damage increase per Templar skill slotted, or to something that does a % spell/weapon damage increase/% magicka/stamina recovery increase per class skill.

    7) Radiant Glory/Destruction -- in pvp is not great as an execute, in pve functions well, but it's ideal usage starts long before the typical execute range. That's been pretty consistent since the start though, just perhaps it's last damage reduction was a bit too far. It would be nice to see a 7-10% return to it's damage.

    8) And my biggest gripe with Templar -- Class Representatives. They are going to have their own specific view, based on what they prefer to play, and suggestions they make are going to reflect that --- that's just natural bias. If even half of what's been suggested in this thread goes through, the class will become either stupidly overpowered or so niche that it will only be worth playing in one specific method, ever, for any viability.
    Edited by Vajrak on June 2, 2018 5:01AM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    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.

    None of the wards I am talking about scale with anything but health, ie obsidian Shields and morphs and sun shield. Sun shield and its morphs do have the extra machanic that they scale with enemies hit but that is not what you are talking about. I am not really sure why you are bringing up other wards when I am talking about a health percentage based heal for Templars.

    Also for the record, there are only 4 wards in the game, out of the 12 skill based ones that are available, that scale with Max magic/spell damage or Stam/weapon damage. The rest scale with health. Ultimates are different, Barrier scales with Max stats and magma shell scales with health too. See here for a list I compiled a while ago-
    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)


    What do you mean the benefits are far too low? Radiant Ward is 10% cheaper and can give you a 10% stronger Ward then blazing sheild. What more do you want as a tank? The damage you do is meaningless in PvE, where repentance and sun shield need to perform better. Blazing sheild is a PvP morph for killing bad players, as far as I care.

    Finally, I did not say anything that implies that they need "rethink a lot about Templar", I gave a very specific instance, like we were told to at the start, radiant aura and it's morphs, even more specifically, repentance. So I don't know what you are agreeing with there.
    Edited by Lightspeedflashb14_ESO on June 2, 2018 5:48AM
  • Faulgor
    Faulgor
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    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.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • DoctorESO
    DoctorESO
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    Templars have lost their light. Please re-kindle it and make them strong DPS.
  • Narvuntien
    Narvuntien
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    So I have a Templar tank and they really struggle compared to tanks of other classes for a key reason, they do not have a (reliable) mechanism of stamina return like the other classes do. Having no CC also sucks but the additions in summerset have helped.

    DK: Helping hands and Battle roar
    NB: Leeching strikes
    Sorc: Dark Deal
    Warden: Bull netch and Nature's gift
    Everyone: Meditate

    Previously the key stam return skill was repentance but it is now just not reliable not to mention Templar healers and dps "stealing" your ability to sustain. Typically you don't have lots of bodies against the bosses that hit the hardest to sustain off.

    Option 1: Fix Repentance. As previously being the key skill it needs a buff. I get that it is flavorful that the bodies can only be used once but its terrible for gameplay please remove it.
    Perhaps being a free skill is an issue (its not for warden apparently) give it a small mag cost then give it a base stamina return with bonuses on top when bodies are around.
    Another option is to mirror the other morph, give staminasteal, a buff that dosen't exist in game.

    Option 2: Luminous shards. So during the morrowind PTS it was listed as returning stamina (or mag) to the user of the ability whenever an ally used its synergy. That sounded like some kind of compromise for losing the stun. But that never happend. This is a good team play favored option for stam return to a templar tank.

    Option 3: Perhaps there was some kind of issue with allowing luminous shards to return stam when the synergy is supposed to be the same as orbs. So I think moving the stamina return whenever an ally uses any synergy you provide, like the undaunted passive. Would be a great unique way for templar tanks to return stamina. It plays up the teamplay nature of Templars.

    Option 4: Restoring Focus. Basically make this the mirror of channeling focus and give the skill stamina return.. boring but very effective would be exactly what templar tanks and stamplars are looking for.

    Option 5: Restoring Spirit. The poster above me's idea. I guess that works for stamplars but its not really working for Templar tanks that need a way to return stam inbetween moments where blocking is required.
  • Drdeath20
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    Faulgor wrote: »
    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.

    Because cost reduction doesnt stack well with sets and CPs to help build variety
  • kkravaritieb17_ESO
    kkravaritieb17_ESO
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    1)Revert repentance to affect everyone in group.
    2)Bring back major mending
    3)make blazing shield magicka scaled(or at least 1 of the 2 morphs)
    4)Give blazing spear back the cc element.
    5)Examine the passives that are outdated and only either affect magicka or only stamina builds and adjust them properly so they benefit both setups like it has been done on some other classes. E.g. aedric spear's balanced warrior passive only giving weapon damage bonus.
    6)Perhaps make a morph of nova like shifting standard being able to be placed again until the duration is up since the cost of nova itself is insanely high.
    Member of the glorious Zerg Squad
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    Lheneth -- Sorc PvP Rank 31
    Ellynna -- Templar PvP Rank 50 (No Bleaker's roleplaying involved)
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  • Stibbons
    Stibbons
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    My current 2 pain points on templar:

    1. No real protection or mobile house
    2. Gameplay is based on clunky channels
  • JinMori
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    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.
    Edited by JinMori on June 2, 2018 8:10PM
  • Drdeath20
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    Drdeath20 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
  • Vajrak
    Vajrak
    ✭✭✭
    JinMori wrote: »
    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.

    1) Because DK does fire damage --- Radiant is LIGHT, not "Fire" --- so it not being fire is fine. Burning Light -- is a bit of a misnomer, but still wouldn't need to be fire -- and no, changing them to fire damage wouldn't necessarily improve dps, it would just give Dunmer a boost to playing as Templar; leave it as general magic damage, and change the damn vamps bane to match instead of being fire damage, as it is the one that is out of place, not the others.

    2) Agreed, Radiant Beam was over-nerfed.

    3) Why run jabs/sweeps over elemental/force pulse? Because the other skills don't proc Burning Light, which jabs can proc twice (it's why Master-At-Arms works on Templar)

    4) Re: Solar Barrage -- agreed, the cast time just makes it too clunky to utilize


  • Datolite
    Datolite
    ✭✭✭✭✭
    Toppling charge, worst charge in the game. Works maybe half the time if you're lucky. Slow af.
  • Osubaker33
    Osubaker33
    ✭✭✭
    Please increase solar barrages duration to 10 seconds. 6 seconds with a cast time means you have no ability to keep this up and do anything else.
  • Siliziumdioxid
    Siliziumdioxid
    ✭✭✭
    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.
    Edited by Siliziumdioxid on June 2, 2018 10:29PM
    Guild: Ancaria
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    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.

    Ritual of retributions healing is shorter duration but stronger tics. They are almost double than that of purifying ritual. So in a trial where you do hard stacking with soft stacking its mildy preferable for the stronger tics.

    Idk, thats all i can come up with
  • ZeroXFF
    ZeroXFF
    ✭✭✭✭✭
    Drdeath20 wrote: »
    Drdeath20 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.
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    ZeroXFF wrote: »
    Drdeath20 wrote: »
    Drdeath20 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.

    Im not following ya. Its a very narrow passive even for tanks. In trials how often do you come across melee damage? I know there are some scenarios where the tank has to tank the mobs over the bosses but i can only think of less than a handful of scenarios. Maybe as an off tank but thats still something thats out of my element.

    For pvp i know guys weave but its generally the elemental, physical, DoT or magicka damage that hurts.

    I definetly think templars should be able to tank. Thats why i want repentance to just be a passive and replace the skill with a tanking skill we use to have in blinding light.
  • CaliMade
    CaliMade
    ✭✭✭✭
    1: Improve class ults. Radial sweep and nova are horrifically underused in pvp. Maybe have radial sweep improve jabs. Like say “targets effected by radial sweep take full damage from jabs”. For example if you hit 5 people with puncturing sweep they all take the damage that only the closest enemy originally would take for a few seconds. Each morph effecting the respective Stam or mag morph of jabs(Radial sweep effects Biting jabs, Empowering Sweep effects Puncturing sweep) . A duration increase on nova would go a long way.

    2: CC. templar class CC’s are counter intuitive to how Wrobel initially said that they were meant to be played. A “stand your ground” character should not have to chase down a javelin’d enemy or toppling charge them as this takes you out of your establised “house”. Adding the Stun back to jabs would work wonders for templar crowd control.
    XB1 GT- Cali Made


    Praetorian Stam DK Redguard

    Brigadier Stam/magblade (whatever i feel like running) Redguard

    Major Mag DK Dark Elf

    lieutenant Mag/stamplar (whatever i feel like running) Redguard
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