[Class Rep] Templar Feedback Thread

Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676209
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  • Firstmep
    Firstmep
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    Delparis wrote: »

    I remember @ZOS_Gilliam suggesting in his youtube video to remove that 0.5 sec CD on burning light to make the class more aoe oriented.

    I guess he forgot everything after being hired by Zenimax.

    Id rather have them focus on bugfixing before changing anything else.
  • Delparis
    Delparis
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    Just found out that Puncturing strikes were 1 sec channeled ability in the video of gillam (16:07)

    https://www.youtube.com/watch?v=umLq2mzKEvI

    That's a video of november 2017.

    But when i read the patch notes v5.0.5 it says:

    "Puncturing Strikes: Reduced the channel time for this ability and its morphs from to 1 seconds from 1.1 seconds. Praise the sun for whole numbers!"

    The *** ? did they revert back a change and sold it as a new one ?

    @Checkmath do you have any idea about this please ?
    Edited by Delparis on June 15, 2019 6:27PM
  • EtTuBrutus
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    @Cinbri

    Spear and dawn trees are both offensive trees with a defensive aspect or two.

    Cresent doesn't need a buff. It's 72 ultimate that procs burning light and has a pbaoe dot. Adding anything would certainly warrant a cost increase which in completely against.
  • cpuScientist
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    EtTuBrutus wrote: »
    @Cinbri

    Spear and dawn trees are both offensive trees with a defensive aspect or two.

    Cresent doesn't need a buff. It's 72 ultimate that procs burning light and has a pbaoe dot. Adding anything would certainly warrant a cost increase which in completely against.

    Totally agree!
  • Delparis
    Delparis
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    Delparis wrote: »
    Just found out that Puncturing strikes were 1 sec channeled ability in the video of gillam (16:07)

    https://www.youtube.com/watch?v=umLq2mzKEvI

    That's a video of november 2017.

    But when i read the patch notes v5.0.5 it says:

    "Puncturing Strikes: Reduced the channel time for this ability and its morphs from to 1 seconds from 1.1 seconds. Praise the sun for whole numbers!"

    The *** ? did they revert back a change and sold it as a new one ?

    @Checkmath do you have any idea about this please ?

    Can someone say what is this ?
  • Destruent
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    Delparis wrote: »

    Can someone say what is this ?

    i'm pretty sure, it's only an rounding error in the tooltip.

    This image is from 3 years ago:
    j7IiBGq.png

    afaik there was no change between this image and the video.
    Noobplar
  • Delparis
    Delparis
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    Destruent wrote: »

    i'm pretty sure, it's only an rounding error in the tooltip.

    This image is from 3 years ago:
    j7IiBGq.png

    afaik there was no change between this image and the video.

    no way, if that was true Gillam would have noticed that.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Delparis wrote: »

    no way, if that was true Gillam would have noticed that.

    I am 100% sure he was just being imprecise in his speech. It has always been 1.1 second cast time.

    Edit: having watched the video, the Tooltip indeed just says 1 second, not 1.1 like the Tooltip that is posted here in German
    Edited by Lightspeedflashb14_ESO on June 16, 2019 12:00PM
  • Destruent
    Destruent
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    Delparis wrote: »

    no way, if that was true Gillam would have noticed that.

    I just searched Patchnotes for big Updates between November 2017 and July 2016...puncturing sweeps wasn't even touched at all. Could also be an addon or something, idk...but sweeps/jabs in general has always been a 1.1 second channel.
    Noobplar
  • Delparis
    Delparis
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    Destruent wrote: »

    I just searched Patchnotes for big Updates between November 2017 and July 2016...puncturing sweeps wasn't even touched at all. Could also be an addon or something, idk...but sweeps/jabs in general has always been a 1.1 second channel.

    Zenimax always stealth nerf thing

    remember when they stealth nerfed puncturning sweep to cost more and heal less ?
    Edited by Delparis on June 16, 2019 12:37PM
  • Dexxadude
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    Templar as it stands does not have ay CC such as DK talons, Sorc encase, DK immobilise, Nightblade also as CC control.Necro is rediculous for CC. Templar is just really weak
  • Delparis
    Delparis
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    Dexxadude wrote: »
    Templar as it stands does not have ay CC such as DK talons, Sorc encase, DK immobilise, Nightblade also as CC control.Necro is rediculous for CC. Templar is just really weak

    from my wow pvp experience, i can tell that the best class for pvp is the one with the best cc

    maybe that's why templar sucks in pvp
  • Vajrak
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    Delparis wrote: »

    from my wow pvp experience, i can tell that the best class for pvp is the one with the best cc

    maybe that's why templar sucks in pvp

    Templar started sucking in PvP when they "Fixed" jabs/sweeps from you had to move around it to now it moves--center point you used to be able to strafe around, now your character is the center point so it's easier to miss it with a little latency because getting a good strafe on it takes a lot of micro and macro movements at once.
  • miteba
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    Delparis wrote: »

    from my wow pvp experience, i can tell that the best class for pvp is the one with the best cc

    maybe that's why templar sucks in pvp

    I agree that templar should have an hard cc since neither charge/toppling or javelin are.
    Good old times when shards had stun ...

    At the same time, wouldnt we be too OP, with a hard CC? Since so many things changed after that...

    I think we dont have that CC because, if i'm not mistaken, we are the only class with a burst heal, without conditions...
  • EtTuBrutus
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    miteba wrote: »

    I agree that templar should have an hard cc since neither charge/toppling or javelin are.
    Good old times when shards had stun ...

    At the same time, wouldnt we be too OP, with a hard CC? Since so many things changed after that...

    I think we dont have that CC because, if i'm not mistaken, we are the only class with a burst heal, without conditions...

    Toppling is a hard cc. And very effective at close range.

    It may be blockable and dodgable, but it's a gap closer, deals up front damage that can proc burning light, procs off balance reliably enough has many positive impacts on damage and sustain, and it looks sweet.

    The skill does a lot. It's not the best cc for terms off simply cc. But go ahead and get try to fossilize that sorc streaking away, or that sniper at max range whos just launched a snipe and casting another.
  • miteba
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    EtTuBrutus wrote: »
    Toppling is a hard cc. And very effective at close range.
    (...)
    The skill does a lot. It's not the best cc for terms off simply cc.

    I agree that toppling is a great cc for templar, as you said, it is a great gap closer, stuns, does a good amount of damage and applies off balance...
    But i dont see toppling as an hard cc although tooltip refers 3sec stun... I see it as a light cc which makes sense, if not, would be hell of OP.

    Or my game is bugged, or it only "brings down" the enemy because i dont see the 3 sec stun ever... As opposite to our old shards where i really could stun the enemy.
  • EtTuBrutus
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    miteba wrote: »

    I agree that toppling is a great cc for templar, as you said, it is a great gap closer, stuns, does a good amount of damage and applies off balance...
    But i dont see toppling as an hard cc although tooltip refers 3sec stun... I see it as a light cc which makes sense, if not, would be hell of OP.

    Or my game is bugged, or it only "brings down" the enemy because i dont see the 3 sec stun ever... As opposite to our old shards where i really could stun the enemy.

    Hard ccs deny your opponent control of thier character until they break free or the stun ends. Toppling is a hard cc. Soft cc is a root or snare.
  • miteba
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    EtTuBrutus wrote: »
    Hard ccs deny your opponent control of thier character until they break free or the stun ends. Toppling is a hard cc. Soft cc is a root or snare.

    I know the official "difference" between both descriptions, but to me toppling charge cc works definitly as an soft cc.
    I dont remember, for a very long time, to apply a toppling charge and stun/root the enemy for 3sec

    In PvE, my animation shows the impact of toppling, which after that mobs react as they react in a snare/off balance skill.
    I never see them stunned as when i apply DK petrify; Sorc encase or streak; NB fear or warden Artic Blast, for instance.

    In PvP, i dont see my "toppled" enemies cc Break as i dont remember using cc break when they use it against me...

    As the name implies, toppling charge, is to charge the enemy and knock him down.
    Tooltip refers 3 sec stun which feels strange to me, since i dont see it or even recall it, so:

    1 - my skill is 99% clunky
    2 - Im so immersed that i dont even recall it stun the players/mobs (which means i must reassess my emotional skillplay)
    Edited by miteba on June 19, 2019 4:42PM
  • EtTuBrutus
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    miteba wrote: »

    I know the official "difference" between both descriptions, but to me toppling charge cc works definitly as an soft cc.
    I dont remember, for a very long time, to apply a toppling charge and stun/root the enemy for 3sec

    In PvE, my animation shows the impact of toppling, which after that mobs react as they react in a snare/off balance skill.
    I never see them stunned as when i apply DK petrify or stonefist; Sorc encase or streak; NB fear or warden Artic Blast, for instance.

    In PvP, i dont see my "toppled" enemies cc Break as i dont remember using cc break when they use it against me...

    As the name implies, toppling charge, is to charge the enemy and knock him down.
    Tooltip refers 3 sec stun which feels strange to me, since i dont see it or even recall it, so:

    1 - my skill is 99% clunky
    2 - Im so immersed that i dont even recall it stun the players/mobs (which means i must reassess my emotional skillplay)

    You're just not paying attention. They literally get knocked on the ground. You know if they cc break it stops the stun, so the only ppl getting ccd for 3 seconds after bad players generally. It's a hard cc, regardless of what it is "to you".
  • miteba
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    EtTuBrutus wrote: »
    You're just not paying attention. They literally get knocked on the ground. You know if they cc break it stops the stun, so the only ppl getting ccd for 3 seconds after bad players generally. It's a hard cc, regardless of what it is "to you".

    Yeah probably not paying attention, since i play mostly at night, many times at solo, and i can definitely see that after hours you encounter less but much more skilled players.
    In daytime till 23 o'clock there are much more zergs which means different aproaches and more ranged combat overall
    In IC after hours, combats are much more skillfull for instance... I can roam there without finding anyone for some time, but when i find i know that it will be a hell of a fight, so cc breaks are almost an instinct reaction
    Edited by miteba on June 19, 2019 4:57PM
  • Minno
    Minno
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    miteba wrote: »

    Yeah probably not paying attention, since i play mostly at night, many times at solo, and i can definitely see that after hours you encounter less but much more skilled players.
    In daytime till 23 o'clock there are much more zergs which means different aproaches and more ranged combat overall
    In IC after hours, combats are much more skillfull for instance... I can roam there without finding anyone for some time, but when i find i know that it will be a hell of a fight, so cc breaks are almost an instinct reaction

    hes saying theres only two types of cc's hard and soft. toppling is hard because it pysically stops the target from moving/casting spells.

    soft cc is something like snare/immobile. Since they can still cast abilities.

    exception is total dark. its a mix of the two mechanically, except mostly comprised of the weaknesses of both (can be cc broke, doesnt impact target actions, and doesnt snare/immobilze so target can still move).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Jabbs_Giggity
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    Minno wrote: »

    hes saying theres only two types of cc's hard and soft. toppling is hard because it pysically stops the target from moving/casting spells.

    soft cc is something like snare/immobile. Since they can still cast abilities.

    exception is total dark. its a mix of the two mechanically, except mostly comprised of the weaknesses of both (can be cc broke, doesnt impact target actions, and doesnt snare/immobilze so target can still move).

    Immobilize is a hard CC - you cannot cast skills or move, but you can break free. I think you meant root or snare are soft CC's.
    For example, DK's Fossilize is comprised of both soft and hard in one skill - first you are Immobilized, then rooted.
  • Jabbs_Giggity
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    Speaking of Templar toolkit specifically, we have for Hard CC's: Piercing Javelin and Focused Charge. However, for Soft CC's we have: Snare from Puncturing Strikes, Snare from Sun Fire, and Snare from Passive Sacred Ground while enemies are standing in radius of Rune Focus, Cleansing Ritual or Rite of Passage.

    Talk about Redundancies!!!!!!

    The only exception to both Hard CC and Soft CC is Eclipse (and Morphs) which follows the rules of neither. The skill does not perform any of the following functions to an enemy: Snare, Root, Immobilize, Stun, Silence and therefore should not apply a CC Immunity to the target.

    ZOS needs to get their *** together and audit our class properly. We do not have any means of Crowd Control in the form of an AOE CC (Bring back Stun to Shards - it's not that OP...)

    Life will go on, much like the list of needed changes for this class.
  • Delparis
    Delparis
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    Dudes forget about templar buff and nerf, the class is *** anyway no matter what they do. Better forget it even exists.

    Go try sorc, that's where the good *** is :wink:
  • EtTuBrutus
    EtTuBrutus
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    Speaking of Templar toolkit specifically, we have for Hard CC's: Piercing Javelin and Focused Charge. However, for Soft CC's we have: Snare from Puncturing Strikes, Snare from Sun Fire, and Snare from Passive Sacred Ground while enemies are standing in radius of Rune Focus, Cleansing Ritual or Rite of Passage.

    Talk about Redundancies!!!!!!

    The only exception to both Hard CC and Soft CC is Eclipse (and Morphs) which follows the rules of neither. The skill does not perform any of the following functions to an enemy: Snare, Root, Immobilize, Stun, Silence and therefore should not apply a CC Immunity to the target.

    ZOS needs to get their *** together and audit our class properly. We do not have any means of Crowd Control in the form of an AOE CC (Bring back Stun to Shards - it's not that OP...)

    Life will go on, much like the list of needed changes for this class.

    Shards was never a multi target stun. Fossilize is a stun and then an immobilize.

    So many nay sayers that just want templars to work like another class. Just play the other classes ffs.
  • Firstmep
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    Toppling is fing amazing this patch, i even use it on stamplar for stun/gapclose/offbalance.
    Javelin still has its range as an advantage, altough i wish it was cheaper like scatter shot.
    I dunno how an unavoidable stun would help templars, we already have the tools to deal with both dodging and blocking enemies.

  • Delparis
    Delparis
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    Dudes i'm playing as a sorc atm in pvp i come a cross 2 templars spamming Radiant Depression
    with full shields i bearly take any damage.
    I always know how that skill was trash but didn't notice it until now

    Capture.png
  • EtTuBrutus
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    U died to that?
  • StarOfElyon
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    I really wish Solar Barrage would afflict opponents with major defile instead of granting me empower. It's a frigging one trick pony and as much as I need melee tools, I can't stop opponents from healing through the damage I deal. It's frustrating AF that as a Templar I see DKs and Sorcs getting off bigger heals than me. I am having a hard time finishing opponents because they go from 20% health back to full in one second. And radiant oppression can be out healed.
  • EtTuBrutus
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    I really wish Solar Barrage would afflict opponents with major defile instead of granting me empower. It's a frigging one trick pony and as much as I need melee tools, I can't stop opponents from healing through the damage I deal. It's frustrating AF that as a Templar I see DKs and Sorcs getting off bigger heals than me. I am having a hard time finishing opponents because they go from 20% health back to full in one second. And radiant oppression can be out healed.

    Your gears outdated.
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