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: »Darkmage1337 wrote: »I'm happy to hear about the buff to Radiant Destruction (Jesus Beam) and the reversal of the Rune Focus sustain nerf. But here are some other under-performing abilities/passives that should be re-examined.
Abilities:
Rite of Passage: Increase the healing speed/animation of Rite of Passage/Practiced Incantation/Remembrance (Templar healing ultimate). A Templar should not be able to die so easily and so quickly while channeling this ultimate ability. The healing animation/speed of this ability is far too slow in comparison to all other healing abilities. Please take a look at this.
Backlash: Allow Backlash/Power of the Light/Purifying Light to be casted/used from stealth without agro'ing the enemy (similar to NB's marked target ability).
Dark Flare: Remove the casting time of Dark Flare and/or greatly increase Dark Flare damage due to its casting time; (like Snipe -- Snipe does way more damage for the same casting time duration in comparison to Dark Flare).
Blazing Shield: ZOS slightly/successfully returned Jesus Beam to its former glory. Bravo. The same cannot be said to Templar tank's Blazing Shield, which already has several counters, including: Sloads, Shield Breaker, Knight Slayer, and more. Blazing Shield could use a buff to its strength and/or duration to compliment/counter the strength of Sorcerer's Hardened Ward because that is based off of Magicka instead of Health, and the over-performing Sloads (which has yet to be properly nerfed).
Eclipse: Please redesign Eclipse altogether. ZOS, check your ability useage telemetry/measurements/statistics. Hardly anyone uses this ability, especially in PvP, because everyone knows it is on them and it is free CC-immunity for enemy players. Eclipse needs to greatly be changed and reworked altogether, or remove it altogether, and give Templar back Blinding Light/Blinding Flashes with a catch, or something else entirely.
Repentance: It has been said time and time again about Repentance. Please re-buff this ability so Templar tank + Stamplar or Stamplar + Stamplar(s) do not have to fight each other for resource sustain/regen. Make Repentance's usage unique to each Templar themselves. They can coexist!
Piercing Javelin: Increase the damage. Even slightly? Or something. I don't know what else to say.
Passives:
Balanced Warrior: Add 6% spell damage and 2640 physical resistance to the 2/2 "Balanced Warrior" passive (which currently gives 6% weapon damage and 2640 spell resistance).
Spear Wall: Add a 10% reduction cost in blocking to the Spear Wall passive. This will make enable Templar to be a more viable tank, maybe even up to par with DKs. The Spear Wall passive currently only gives an increase in the amount of damage that you can block from melee attacks by 15%. This passive needs to to more than just that one thing, and if ZOS ever changes Spear Wall, any changes should compliment what Spear Wall already does. So, a slight decrease in blocking cost by 5% for 1/2 and 10% for 2/2 would help with that (rather than, say, 15% increase block damage from ranged attacks on top of 15% from melee. That might be too far in one direction).
Light Weaver: "Channeling Rite of Passage grants you 16500 Physical and Spell Resistance" this should also add 10% or 20% Healing Received upon yourself while channeling this ability. The 16500 resistances while channeling is largely useless for most Templars since they are already at or near the resistance cap without this effect.
For example, PvP Templar Healers are already wearing 5/5 heavy armor and/or are already using Rune Focus or Mighty Chudan (or other sources) for the Major Ward/Resolve buffs. The 16500 physical/spell resistance from channeling Rite of Passage (+ morphs) is largely ineffective and rendered useless when the great majority of Templars are already at the Physical/Spell Resistance cap.
Adding 10% or 20% Healing Received upon yourself while channeling the Rite of Passage ability (+ morphs) would greatly help with Templar survivability and how slow the healing speed/animation is with this ultimate ability. This healing-received addition would help to prevent Templars from instantly getting killed while Channeling this ultimate ability because the heal speed/animation is far too slow, which makes this ability weak. In addition, the actual healing value done on Rite of Passage/Practiced Incantation/Remembrance is actually lower than that of Breath of Life. Making the healing speed/animation faster rather than increasing the amount healed for would be more effective in countering the issue with the instant-death-while-channeling-this-ulitmate-ability that Templars constantly face.
Master Ritualist: It has been mentioned before, but shouldn't this passive ability be placed into the Alliance War Support ability passive list, instead? (alongside or added to Alliance War Support's Battle Resurrection passive, which gives 30% faster resurrection time while in a PvP area.) Master Ritualist passive in the Templar Restoring Light tree: Increases resurrection speed by 20%, resurrected allies return with 100% more health, and gives you a 50% chance to fill an empty Soul Gem after each successful resurrection. Master Ritualist should be re-named to Battle Resurrection and moved into the Alliance War Support passive category, and Templar's Master Ritualist passive should be replaced and redesigned altogether. Please.
These are all of my current top issues/concerns with Templar, that I can think of at the moment, coming from my main Tankplar and Magplar characters. Primarily from a PvP perspective, and secondarily from a PvE perspective.
All of this.
I would also like to see 'Minor Courage' get added to Templar's "(Un)balanced Warrior" passive. The default 6% weapon damage and 2640 spell resistance are literally nothing. That is not balanced at all. Add 6% spell damage and 2640 physical resistance to compliment that; and, on top of that, give Templar Minor Courage, as well. Plus, Minor Courage fits with Templar's archetype -- holy warrior, stand-your-ground, etc.
Oh, and give Templar access to Major Sorcery full-time, so we don't have to waste a skill-slot on Entropy.
Or buff the 2-4 pieces on the Rattlecage set to make it even worth using, but that is also highly unlikely.
Vampire's Bane grants Major Prophecy, why not have Solar Barrage/Dark Flare grant Major Sorcery? Ya'know, be consistent with the theme there.
In agreement with other forum feedback, the Aedric Spear passives are utter trash and practically a waste of skill-points.
Take a look at Dragonknights' class passives, they all buff like 4 different things (attributes, abilities, procs, etc.) versus Templars' super-narrow passives that do 1 minuscule thing; AND you have to have the ability slotted. Complete trash. Totally unbalanced and imperfect.
Update after update, patch after patch -- months apart -- class abilities and class passive changes are way too small, ability/passive class balance changes are hardly noticeable and almost non-progressive.
Sure, Templar's Jesus Beam and Rune Focus got semi re-buffed this past update, but what about literally everything else? ZOS ignored the other 95% of the Templar class's abilities/passives, ONCE AGAIN.
Sure, ZOS can churn out more and more content, zone after zone; but it takes ZOS a full 12-month calendar year to change a few measly little under-performing passive abilities. And, that bad design makes the entire class and game content not enjoyable in the first place.
@ZOS_RichLambert @ZOS_Wrobel @ZOS_RobGarrett read up: https://www.gamasutra.com/view/news/317707/Steam_reviews_study_suggests_bad_design_not_bugs_irks_players_most.php
"Bad design -- not bugs -- irks players the most."
The story of ESO's Templar, 4 years running: bad design.
I couldn't have said it better myself.
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.
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.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.
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: »Living Dark is the strongest defensive skill in the game.
Change my mind.
- 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)
No_Division wrote: »Living Dark is the strongest defensive skill in the game.
Change my mind.
- 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: »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 ?
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: »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 ?
I think fear was changed so your targets stay in place. Test it and see.
UppGRAYxDD wrote: »
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: »crazywolfpusher wrote: »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 ?
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: »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 ?
I think fear was changed so your targets stay in place. Test it and see.
Oh wow this is definitely going on my load out then thank you guys so much for the infoUppGRAYxDD wrote: »
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
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