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[Class Rep] Templar Feedback Thread

  • RebornRequiem
    RebornRequiem
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    Delparis wrote: »
    Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
    The snare and major savagery should be removed and swaped with something like this:
    • Biting jabs: ignore 2000 physical resistance
    • Puncturing sweep: ignore 2000 magickal resistance

    the skill is called puncture and should thus ignore resistance

    @Nefas

    Well that only makes sense when looking at the names of said skills, but looking at PvE this almost makes zero sense, since either enemies have 0 resistance (normal npcs) or their resistance is penetrated already to the point of zero in competitive raiding. Putting penetration only on one skill is therefore kind of meaningless. it would be more beneficial to increase the penetration for a predefined time. Also the name of jabs is kind of valid looking at the aedric spear passives like piercing spear, which grants damage done to blocking targets.

    For PvP major savagery is by far not a bad bonus on biting jabs, since it also increases the chance of critically healing. As said, also here penetration only on jabs is too restricted, since stamplars mostly get targets low when getting of a strong power of the light (which wouldnt profit from the penetration).

    The snare I guess isnt that great, since you have to connect the last jabs hit to the enemy target to get the snare. Mostly enemies are snared already by cleansing ritual, sun fire, heroic slash or rending slashes.

    Also pls edit your post, because the introduction of direct damage and aoe damage is wrong. Direct damage is not the same as single target damage (assuming you meant that and not just increasing the very first jabs hit by 30%, since that counts as direct damage).
  • technohic
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    If anything for jabs, I just want anything to help it land. Wish the snare was on the first hit or we got expedition while channeling it.

    Also would be nice as mentioned if it worked sort of like force pulse where its closest target is single target with splash damage
  • Delparis
    Delparis
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    Delparis wrote: »
    Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
    The snare and major savagery should be removed and swaped with something like this:
    • Biting jabs: ignore 2000 physical resistance
    • Puncturing sweep: ignore 2000 magickal resistance

    the skill is called puncture and should thus ignore resistance

    @Nefas

    Well that only makes sense when looking at the names of said skills, but looking at PvE this almost makes zero sense, since either enemies have 0 resistance (normal npcs) or their resistance is penetrated already to the point of zero in competitive raiding. Putting penetration only on one skill is therefore kind of meaningless. it would be more beneficial to increase the penetration for a predefined time. Also the name of jabs is kind of valid looking at the aedric spear passives like piercing spear, which grants damage done to blocking targets.

    For PvP major savagery is by far not a bad bonus on biting jabs, since it also increases the chance of critically healing. As said, also here penetration only on jabs is too restricted, since stamplars mostly get targets low when getting of a strong power of the light (which wouldnt profit from the penetration).

    The snare I guess isnt that great, since you have to connect the last jabs hit to the enemy target to get the snare. Mostly enemies are snared already by cleansing ritual, sun fire, heroic slash or rending slashes.

    Also pls edit your post, because the introduction of direct damage and aoe damage is wrong. Direct damage is not the same as single target damage (assuming you meant that and not just increasing the very first jabs hit by 30%, since that counts as direct damage).

    for competitive groups you don't have 0 resistance left as its always completed with Champion points.
    In random group trials and dungeon, you can't have 0 resistance even if you invest heavly in CP, that's where this 2k less resistance comes handy.

    for pvp less resistance is always better than crit as this crit is already mitigated with crit resist.
    for snare..., well i hope you are able to land the last hit otherwise i think it's self explanatory.
  • EtTuBrutus
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    Delparis wrote: »
    Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
    The snare and major savagery should be removed and swaped with something like this:
    • Biting jabs: ignore 2000 physical resistance
    • Puncturing sweep: ignore 2000 magickal resistance

    the skill is called puncture and should thus ignore resistance

    @Nefas

    Completely disagree, the aoe being buffed would go further, especially against multiple targets as healing would be increased. It would do far more for the skill. It already has very good dmg. Reducing the aoe would make it do like 300-400 dmg to additional target's in pvp while reducing needed additional healing persecond in x situations... aka awful change

    The snare is vital especially vs magicka, are u kidding? That snare is the only way the skill can land twice in a row and fully vs competent players. It also forces a reaction of snare removal which isn't cheap for any spec and is a defensive gcd reaction that helps u stay offensive.

    Removing the savagery buff would be awful for stamplar by further crowding bar space they don't have to shed.
    Edited by EtTuBrutus on July 29, 2019 3:28PM
  • RebornRequiem
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    Delparis wrote: »
    Delparis wrote: »
    Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
    The snare and major savagery should be removed and swaped with something like this:
    • Biting jabs: ignore 2000 physical resistance
    • Puncturing sweep: ignore 2000 magickal resistance

    the skill is called puncture and should thus ignore resistance

    @Nefas

    Well that only makes sense when looking at the names of said skills, but looking at PvE this almost makes zero sense, since either enemies have 0 resistance (normal npcs) or their resistance is penetrated already to the point of zero in competitive raiding. Putting penetration only on one skill is therefore kind of meaningless. it would be more beneficial to increase the penetration for a predefined time. Also the name of jabs is kind of valid looking at the aedric spear passives like piercing spear, which grants damage done to blocking targets.

    For PvP major savagery is by far not a bad bonus on biting jabs, since it also increases the chance of critically healing. As said, also here penetration only on jabs is too restricted, since stamplars mostly get targets low when getting of a strong power of the light (which wouldnt profit from the penetration).

    The snare I guess isnt that great, since you have to connect the last jabs hit to the enemy target to get the snare. Mostly enemies are snared already by cleansing ritual, sun fire, heroic slash or rending slashes.

    Also pls edit your post, because the introduction of direct damage and aoe damage is wrong. Direct damage is not the same as single target damage (assuming you meant that and not just increasing the very first jabs hit by 30%, since that counts as direct damage).

    for competitive groups you don't have 0 resistance left as its always completed with Champion points.
    In random group trials and dungeon, you can't have 0 resistance even if you invest heavly in CP, that's where this 2k less resistance comes handy.

    for pvp less resistance is always better than crit as this crit is already mitigated with crit resist.
    for snare..., well i hope you are able to land the last hit otherwise i think it's self explanatory.

    Yes you dont have 18k penetration in end game content and the rest is done with cps, but if that penetration on jabs only works on itself, then that wont be a big fdamage increase, since normally light attacks and dots do most part of dps and they wont profit from your idea. Especially magplars not, since they dont use jabs in PvE. A restricted penetration is kind of useless.

    As said before, in PvP 10% more crit is very valuable for better healing too. Also crit is not to underestimate, especially not in no cp PvP. Also the skills which brings the kills are not jabs and they all wont profit from a restricted penetration.
  • technohic
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    I really wish HTD was a self heal and BOL was the ally heal. Nothing like fighting a couple of guys and you're all like "I got this." Then pop a heal only to see it heal some dude whos nearby dieing to NPCs. You die and they look over like "Noob" while they then last exactly 1 second more from the NPCs and the players that just killed you.
  • Solariken
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    Anyone else feel like Sacred Ground needs toned down a teeny bit?

    How about it only snares enemies while the Templar is also standing in the circle.
  • No_Division
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    Solariken wrote: »
    Anyone else feel like Sacred Ground needs toned down a teeny bit?

    How about it only snares enemies while the Templar is also standing in the circle.

    won't matter as long as vamps bane is rolling around. I say get rid of it for an offense buff, buts that's me.
  • maxjapank
    maxjapank
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    Rip Eclipse. Good thing is it means one less skill to choose from.
  • Delparis
    Delparis
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    @Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?

    Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.
  • UppGRAYxDD
    UppGRAYxDD
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    #BringBackBlindingLight #WhyHolyFireWhynotFire
    "Stendarr's mercy be upon you, for the vigil has none to spare."
  • No_Division
    No_Division
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    Delparis wrote: »
    @Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?

    Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.

    they said in the dev notes that the reason was because UC was being applied to multiple targets but using the same cooldown. If it stayed, the efficiency of the spell would be less.
  • maxjapank
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    To be honest, I’m happier with Total Dark as it is now. I can put on multiple players, npcs, and pets. Lots of heals and dmg. But neither morph is appealing now. With Stamina players getting immunity to snares and immobilizes, there is no reason to use this skill. I dunno.
  • Delparis
    Delparis
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    Delparis wrote: »
    @Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?

    Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.

    they said in the dev notes that the reason was because UC was being applied to multiple targets but using the same cooldown. If it stayed, the efficiency of the spell would be less.

    In that case make the stun an aoe so it can target other players around and remove this 3 steps weird thing cause must be heavily computing

    Because this skill is screwed and completely useless unless in dual

    Eclipse: Envelop your target in a sphere of darkness for 4 seconds, which harms it anytime it use a Direct Damage attack and stunning it and nearby enemies for 3 seconds (10 meter radius).

    @Nefas @No_Division
    Edited by Delparis on August 6, 2019 6:28PM
  • No_Division
    No_Division
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    Delparis wrote: »
    Delparis wrote: »
    @Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?

    Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.

    they said in the dev notes that the reason was because UC was being applied to multiple targets but using the same cooldown. If it stayed, the efficiency of the spell would be less.

    In that case make the stun an aoe so it can target other players around and remove this 3 steps weird thing cause must be heavily computing

    Because this skill is screwed and completely useless unless in dual

    Eclipse: Envelop your target in a sphere of darkness for 4 seconds, which harms it anytime it use a Direct Damage attack and stunning it and nearby enemies for 3 seconds (10 meter radius).

    @Nefas @No_Division

    I think it should be more about dmg. The best use of eclipse was when it was used to reflect spells back to targets. It still granted cc, but you could use it to time your burst around your target's burst. Good templars used it to burst down tough targets, even emps lol.
  • Koolio
    Koolio
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    Can we take a look at self snare abilities.

    I’m pretty sure
    HTD
    Radiant Destruction
    Dark Flare

    These all still self snare while casting.

  • Delparis
    Delparis
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    Delparis wrote: »
    Delparis wrote: »
    @Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?

    Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.

    they said in the dev notes that the reason was because UC was being applied to multiple targets but using the same cooldown. If it stayed, the efficiency of the spell would be less.

    In that case make the stun an aoe so it can target other players around and remove this 3 steps weird thing cause must be heavily computing

    Because this skill is screwed and completely useless unless in dual

    Eclipse: Envelop your target in a sphere of darkness for 4 seconds, which harms it anytime it use a Direct Damage attack and stunning it and nearby enemies for 3 seconds (10 meter radius).

    @Nefas @No_Division

    I think it should be more about dmg. The best use of eclipse was when it was used to reflect spells back to targets. It still granted cc, but you could use it to time your burst around your target's burst. Good templars used it to burst down tough targets, even emps lol.

    Ok but at least Eclipse will work good against noob players but never against experimented ones.
    also this will help Templar tanks against mobs.
  • No_Division
    No_Division
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    Koolio wrote: »
    Can we take a look at self snare abilities.

    I’m pretty sure
    HTD
    Radiant Destruction
    Dark Flare

    These all still self snare while casting.

    nature of the cast time beast. Except HtD, I think that's more prominent in lag or against mist form targets.
  • Syiccal
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    Makes zero difference what changes they make as cant use them any way, the ampu t of lag and time between pressing a skill and it actually happening is ridiculous these days if it fires at all.
    If I hadn't been playing this game for years and had just bought it I probs would have shelved it or returned as its unplayable most the time
  • Cinbri
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    Assuming nothing will change in release patch some of recap of coming update:
    1. Pain point of not having class major sorcery resolved as now Entropy is worth to slot as undodgeable unblockable single target DoT. It will increase damage/heal/sustain for those who used tri-pots. For those who used spell pots it will icnrease tankabiltiy by allowing to switch to tripots.
    2. Spear Wall double increase of duration will help a lot along with buffed hots will allow to have easier offensive window.
    3. Cleansing Ritual double increase of hot literally makes it as 12m pbaoe Healing Springs. While Retribution is like 12m Wall of Elements. Both morphs is strong now but for pvp Extended might help better to counter all new dots. Still will give a try to Retribution for more pressure if buffed hots will be enough to carry loss of 3 purges.
    4. Eclipse bugs sadly were ignored for 5 weeks so it wont be as reliable as it could actually be, but still strong. Unstable Core proc is bad but in pvp still better than old version, however coz bugs it will miss half of proc activations. Making it 1 target only is not a serious loss as skill to expensive to spam left and righht anyway and its effects not benefitting of mass-spamminh.
    Living Dark potentially could be strong as with perfect proc it like 39% more heal than Rapid Regen. But proc condition is even worse than old ones so in the end morph will shine only under super pressure in pvp - within 1sec it can be like ~50% of 1 Honor so even more than nb tank with 30+k hp can heal per second, while in pve it will proc terribly for tanks coz special monster abilities not coded for eclipse as direct damage attacks.
    Prepare for raging threads about its root coz its stronger than charged ice staff, and will help as defensive tool for repositioning/kiting.
    Will be interesting to see what combination will be superior Radiating regen + Unstable Core or Living Dark + Toppling Charge. Proc condition will have to be returned to previous onez coz new ones are going againt role of skill.
    5. Sweep ult was audited that resulted in small ninja buff - as part of auditing mechanics its dot returned to mechanics of dots that it lost with last change and as result it again scale with Thaumaturge that is small increase of damage on CP and in addition it updated to follow rule that dots are unblockable, so dot ticks in pvp will hit harder coz it cant be blocked anymore.

    Overall buffed hots might reduce problem of templars of not having strong hot that was preventing them from being more offensive and just blockcasting burst heal. So new problem will be is that class offensive skills are pale (jabs/dark flare).
  • No_Division
    No_Division
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    Cinbri wrote: »
    Assuming nothing will change in release patch some of recap of coming update:
    1. Pain point of not having class major sorcery resolved as now Entropy is worth to slot as undodgeable unblockable single target DoT. It will increase damage/heal/sustain for those who used tri-pots. For those who used spell pots it will icnrease tankabiltiy by allowing to switch to tripots.
    2. Spear Wall double increase of duration will help a lot along with buffed hots will allow to have easier offensive window.
    3. Cleansing Ritual double increase of hot literally makes it as 12m pbaoe Healing Springs. While Retribution is like 12m Wall of Elements. Both morphs is strong now but for pvp Extended might help better to counter all new dots. Still will give a try to Retribution for more pressure if buffed hots will be enough to carry loss of 3 purges.
    4. Eclipse bugs sadly were ignored for 5 weeks so it wont be as reliable as it could actually be, but still strong. Unstable Core proc is bad but in pvp still better than old version, however coz bugs it will miss half of proc activations. Making it 1 target only is not a serious loss as skill to expensive to spam left and righht anyway and its effects not benefitting of mass-spamminh.
    Living Dark potentially could be strong as with perfect proc it like 39% more heal than Rapid Regen. But proc condition is even worse than old ones so in the end morph will shine only under super pressure in pvp - within 1sec it can be like ~50% of 1 Honor so even more than nb tank with 30+k hp can heal per second, while in pve it will proc terribly for tanks coz special monster abilities not coded for eclipse as direct damage attacks.
    Prepare for raging threads about its root coz its stronger than charged ice staff, and will help as defensive tool for repositioning/kiting.
    Will be interesting to see what combination will be superior Radiating regen + Unstable Core or Living Dark + Toppling Charge. Proc condition will have to be returned to previous onez coz new ones are going againt role of skill.
    5. Sweep ult was audited that resulted in small ninja buff - as part of auditing mechanics its dot returned to mechanics of dots that it lost with last change and as result it again scale with Thaumaturge that is small increase of damage on CP and in addition it updated to follow rule that dots are unblockable, so dot ticks in pvp will hit harder coz it cant be blocked anymore.

    Overall buffed hots might reduce problem of templars of not having strong hot that was preventing them from being more offensive and just blockcasting burst heal. So new problem will be is that class offensive skills are pale (jabs/dark flare).

    I agree. Templar is in a better spot than it was a patch ago and is now a competitive class since the sweeping changes that were started in summerset.

    Next up for discussion is how these changes are going to impact the passive audit and finally if their performance fixes next year actually make using channels more reliable.
  • Vapirko
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    Anyone else worried Stamina Templar is about to become the worst spec in ESO PvP? We are still without any proactive defense and now the loss of HoT from Rally/FM and the underperforming Vigor + the loss of Ravager and greatly reduced options for heavy damage sets. The better ritual is nice but it won’t make up for any of this and a ground based AoE heal doesn’t really synergize that well with stamina play style anyway. At best it’s situationally helpful. With the increased DoT damage mostly for magicka builds and really strong new heals, I think even Magblades might be better. Some will say purge will be the best defense against the new DoT meta but anyone who plays Stamplar knows that purge can only be used sparingly at best. I kind of wonder if they’ll be at all playable against anyone with half a brain.
  • Firstmep
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    Vapirko wrote: »
    Anyone else worried Stamina Templar is about to become the worst spec in ESO PvP? We are still without any proactive defense and now the loss of HoT from Rally/FM and the underperforming Vigor + the loss of Ravager and greatly reduced options for heavy damage sets. The better ritual is nice but it won’t make up for any of this and a ground based AoE heal doesn’t really synergize that well with stamina play style anyway. At best it’s situationally helpful. With the increased DoT damage mostly for magicka builds and really strong new heals, I think even Magblades might be better. Some will say purge will be the best defense against the new DoT meta but anyone who plays Stamplar knows that purge can only be used sparingly at best. I kind of wonder if they’ll be at all playable against anyone with half a brain.

    Pick up Seventh legion with a decent frontbar set like spriggans and brp dw or master bow backbar, arteum for food and youll be fine.
    Stam dmg is going to be great even next patch and stamplar is is going to do okay aganist the dot meta.
    Also be ready to dole out some cash for lingering stam pots. Im already using them on stamplar this patch and theyre busted as hell.
    The new rally also gives a big heal more often.
    That being said, mag self healing is about to be unreal, brp resto is already waay too strong imho, especially in no cp.
    Im actually thinking about trying out the triple pot cd +alchemist cheese for perma major vitality as well, could be interesting on a class like stamplar that doesnt need much regen anyway.
    Edited by Firstmep on August 10, 2019 2:59PM
  • UppGRAYxDD
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    @Nefas any chance or discussions about gifting major mending to Templar again? Maybe attach it to one of the Templar shield morphs?
    "Stendarr's mercy be upon you, for the vigil has none to spare."
  • Nefas
    Nefas
    Class Representative
    @UppGRAYxDD First time I’ve personally seen Major Mending brought up again for Templars in a long while. In my opinion I don’t think it’s truly needed at the moment for either PvE or PvP.
  • Delparis
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    There are many bad skills left:
    • Puncturing strikes and morphs
    • Dark flare
    • Sun Shield and morphs

    Pain points
    • Single target and aoe skill but hits like an aoe
    • Cast time of 1 sec
    • Useless for DD (magicka and stamina) and heal, weak on tank
    Edited by Delparis on August 10, 2019 11:08PM
  • Anti_Virus
    Anti_Virus
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    The heal from living dark should scale from your highest offensive stats
    Power Wealth And Influence.
  • Vapirko
    Vapirko
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    Anti_Virus wrote: »
    The heal from living dark should scale from your highest offensive stats

    Amen. And make a freakin stamina morph of some skills lol. I’ve got a 14k mag pool and it’s barely sufficient. We need a stamina gap closer ASAP.
    Edited by Vapirko on August 11, 2019 8:25AM
  • Syiccal
    Syiccal
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    Vapirko wrote: »
    Anti_Virus wrote: »
    The heal from living dark should scale from your highest offensive stats

    Amen. And make a freakin stamina morph of some skills lol. I’ve got a 14k mag pool and it’s barely sufficient. We need a stamina gap closer ASAP.

    You now have 2 to choose from, one on the dw line and one on 2h line
  • Vapirko
    Vapirko
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    Syiccal wrote: »
    Vapirko wrote: »
    Anti_Virus wrote: »
    The heal from living dark should scale from your highest offensive stats

    Amen. And make a freakin stamina morph of some skills lol. I’ve got a 14k mag pool and it’s barely sufficient. We need a stamina gap closer ASAP.

    You now have 2 to choose from, one on the dw line and one on 2h line

    That guaranteed off balance tho. Some crappy weapon gap closer doesn’t compare.

    Edit: the DW gap closer is garbage since especially this patch stamina will need the rally heal so its redundant and a pos. It doesn't even gap close on the initial activation I don't think. I think people just hate stamina templars really. Every time I suggest a buff for them people *** their pants lol. Stamina Templars must be the least played class in PvP overall. Theres a reason for that. All the respect to my Magplar comrades but you guys are kinda hording the class skills. Any other classes aside from maybe sorcs have to share a bit more.

    Even this thread which is supposed to be the Templar Class thread is clearly 98% the Magicka Templar thread.
    Edited by Vapirko on August 12, 2019 12:16AM
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