FoulSnowpaw wrote: »Passives
Templar passives need to be reworked to solid perks rather than proc or conditional perks.
Aedric Spear
Burning Light is hardly a damage buff to any of the templar abilities since the proc is a 1 in 4 chance followed by a 0.5 second global cooldown. Puncturing Strikes and morphs is literally the only ability that truly benefits from the passive but you may as well make burning light part of Puncturing Strikes ability itself rather than a pseudo passive for the rest of the skill tree.
Burning Light passive should be replaced with a 15% Critical Damage buff with an Aedric Spear Ability Slotted
Piercing Spear should provide a Physical and Spell Penetration bonus of 660/1320 or so, while maintaining the 10% damage done to blocking targets. The 10% Critical Damage buff should be moved to Burning Light.
Balanced Warrior only gives a 6% Weapon Damage buff. There is no consideration for Spell Damage at all... This also does not near come on par with some SC reverse execute flat damage done and flat 5% damage done with physical and shock damage, WD Advanced Species damage done along with bird of pretty minor berserk passive slot, DK 50% status effect damage buff and upcoming 10% damage buff to Ardent Flame abilities.
Balanced Warrior needs to give 8% buff to Weapon AND Spell Damage.
Templars are greatly lacking Major Buffs so here's to adding them some time!
Puncturing Strikes is a relatively weak damage ability as a base.
Puncturing Strikes should heal as a base ability. Morphs should give either Major Prophecy or Major Sorcery.
Sunfire should give Major Sorcery while transferring Major Prophecy to Puncturing Sweep. Templars have no source of major sorcery in class skill line compared to other classes.
Dawn's Wrath
Nova is largely underpowered in terms of damage and range. The ultimate requires strategic placement along with high ultimate cost... followed by a relatively short duration for an okay Major Debuff. Not that great compared to other class's field-changing ultimates that move, last longer, or stuns.
Enduring Rays only affects about 2 abilities in the skill tree. The third affective is largely conditional if morphed to the one it wants; basically dark flare benefits nothing from this passive.
Enduring Rays should increase the duration of select abilities from 2 seconds to 4 seconds to make up for the other abilities that cannot have its duration increased because of damage threshold bursting(but I suppose it's not impossible).
Restoring Spirit needs to be buffed slightly considering templar sustainability is pretty lacking compared to DK, Sorc, and Warden. DK battle roar and recent passive rework gives them free resources without much of a need to use heavy attacks; even their heavy attacks get a buff from molten armaments. Sorc have resource conversion and persistent damage dealing with pets; little opportunity cost on channeling conversion. Warden's netch and low cost of class abilities in itself. Abilities deal high damage while having recovery tick time in between casts.
Templar's Radiant Aura does not count as a genuine sustain ability as it is easily replaced with Elemental Drain which does practically the same thing but better. Magicka Steal is pretty much 100% uptime from healers in pve content. I doubt a slot will be wasted for the minor buff to recovery, since 10% is not game changing at all.
Templar's Rune Focus costs resources and requires staying in one spot unless you want to spend resources to recast, which is illogical because you need resources of which is why it was cast to begin with.
Restoring Spirit should just be buffed from 4% to 8%
Darkmage1337 wrote: »
I couldn't have said it better myself.
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.
hi there, just here to say a loud GOOD JOB to your class rep who managed this class to bypass half the aspects of "standardization" with piercing javelin keeping its 28m, radial sweep undelayed, RoR doing dmg+heal+cleanse+synergy at the same lvl of skills that only have 1 of the for effects and Eclipse being unbreakable.
massive job here, congratz.
Explosive charge should be stamina imo, so much cooler looking than dw and 2h gap closer.
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.
What?!
Living Dark is the strongest defensive skill in the game.
Change my mind.
@No_Division
based on your statments, you may be able to help me with:
-incap vs DBoS/Onslaught
-mass hysteria vs turn evil
-executioner that scales up to 400% and is cheaper and assassins blade
also, scatter shot base cost is about 3270.
i love the "class abilities should be better" arguing, it's just sad that it does not applies to all classes.
this is not a nb class rep thingy and i dont know other classes enough to compare all the skills that are underperforming compared to generic skills, i was only pointing at inconsistencies about templars that makes it so popular with u23.
ps: you should drop your "class skills should be better argument" when other classes are about to be nerfed someday..
Living Dark is the strongest defensive skill in the game.
Change my mind.
No_Division wrote: »
- attacks from ganks ignore the heal
- channels and DOTS ignore the procs.
- subject to defiles
- costs 3600 as imperial in light armor and can be avoided by rebuffing.
- and in the case of UC, immovable pots cause both dmg/cc effects to not go off.
But no idea if they changed some of this to live (i wasn't paying close enough attention without addons)
All of those things pale to the benefits. The heal is good but the control it gives over a fight is what makes it shine. I'm dusting off my speedy guerilla magplar build to see if I can still sustain without master destro.
The new Unstable Core is garbage though I don't see it getting much use which is sad
GallantGuardian wrote: »Ok so as a tank everyone keeps telling me for Templar I’m going to want the ground effect from
Fighters guild can’t remember the name ... cause it fears ... I don’t want to fear enemies as that makes them run around i want to lock them in place
So how does the morph living dark morph seem? Does it feel worth it or not ?
GallantGuardian wrote: »Ok so as a tank everyone keeps telling me for Templar I’m going to want the ground effect from
Fighters guild can’t remember the name ... cause it fears ... I don’t want to fear enemies as that makes them run around i want to lock them in place
So how does the morph living dark morph seem? Does it feel worth it or not ?
UppGRAYxDD wrote: »
crazywolfpusher wrote: »
Fear no longer make the enemies flee, insteand they are now unable to attack or move in their position. Fairly good option for non dk tanks.
No_Division wrote: »
I think fear was changed so your targets stay in place. Test it and see.
Blinding Light can work like fear but disorient instead, so the player lose control of the toon which will start walking in random patern for 3 sec
GallantGuardian wrote: »
Oh wow this is definitely going on my load out then thank you guys so much for the info
I agree with you plus I’ll actually get to use all my Templar passives I’d its in the old tree it was in
can't living dark just works like Defensive Rune but with 6 sec duration and no cap to targets
https://eso-skillbook.com/skill/defensive-rune