You do realize that's per hit? 4 in a second, right?
Jabs and sweeps are really good right now that they are not mitigated by both direct damage and DOT mitigation
ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Templar. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
Apart from Jabs problem itself ZOS should finally come to mind about what is spammable channel attacks of Flurry and Jabs is and come to fixed ruleset for those abilities.
Both are unique DoT type but more like Direct DoT, and can be blocked like direct attack while benefit from dot stuff. It like direct damage attack but not front-loaded into 1 tick but into several ticks.
In old rules of those attacks it was considered as straight DoT and proc only dot-related stuff, however in latest update it partly updated to be considered as direct spammable attacks, however that brought even more inconsistence:
1. For newer set it count as direct attacks - Reinald Resolve can proc even despite it proc only on direct damage attacks while Azureblight that proc on dots can't proc it. However for older sets it still count as dot attack and can proc stuff like Skoria but unable to proc direct damage stuff like Bloodthorn.
2. Balance-wise those channeled attacks were considered as direct aggressive attacks, i.e. direct damage, and thus Onslaught and Corrosive Armor does buff it. However skill like Eclipse that should proc on direct damage do not proc it as it still considered as DoTs against it.
3. Even between each other despite being similar it perform differently - Flurry is "dot dot" (in combat text damage numbers shows as dot type attack), however Jabs is more like "direct dot" (in combat text damage numbers shows as direct damage attacks) and thus it can proc stuff like Selene that should proc only on direct damage attacks.
1. Given it unique nature of spammable dot I believe zos should unify ruleset for those abilities and fully update to benefit of its dual nature to be considered for proc damage as both Damage over Time and Direct Damage attacks for procs, i.e. when enemy wears Senche-raht's Grit that proc on enemy dot - jabs shouldn't proc set to make it count as direct damage attack. When user wear Skoria that proc on dots - jabs should proc set, when user wears Nerien'eth that proc on direct damage - jabs should proc set. I.e. Combo effect.
Jabs should be updated to follow Flurry dot mechanic - so in combat text Jabs will be shown as dot ticks instead of direct damage.
2. Make one ability as baseline for future spammable channels(Flurry) and other one as Rulebreaker(Jabs).
^^Smth like this. However solution should evade double reductions that was bane of those dual nature skills in the past when both direct damage and DoT Red CP were reducing its damage but only DoT Blue CP was buffing it. So if in the furure there will be staff that reduce damage of DoTs - obviously it will hurt those channels again.
I mean, id prefer if it was fully treated as direct damage, as there are some cool things that it could synergise with like scathing mage.
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.
Radiant aura still might be the worst skill/morph in the game. I know i just wont shut up about it. Squeaky wheel over here.
Actually mentioned in another thread that I prefer it over ele drain in group fights. Doesnt get purged, and in chaos if lots of targets, you dont have to worry about if the 1 you're attacking is giving you resources due to the AOE nature. Its also passively giving a recovery boost for all 3 resources. it's fine as is.
Actually mentioned in another thread that I prefer it over ele drain in group fights. Doesnt get purged, and in chaos if lots of targets, you dont have to worry about if the 1 you're attacking is giving you resources due to the AOE nature. Its also passively giving a recovery boost for all 3 resources. it's fine as is.
Its just far too niche.
Minor mag steal is far less desirable with sets like Grunwolf, overwhelming, false gods etc.. in combination with skills like degeneration, soul trap and the usual synergies. Also the passive recovery doesnt really amount to much and is lost on bar swaps.
compare it to similar skills. Ele drain has breach, soul siphon has minor life steal and while mark doesnt last as long or have minor mag steal it does have 1 situation where it is the supreme skill.
I know u use it and like it. No judgements but i feel that its a complete waste of a bar spot. I mean if your group is not coordinated and calling out targets with ele drain then i have to ask why are you slotting a group utility skill?
It's not so easy all the time to have 1 target if you are fighting another group with the poor targeting in the game and enemies falling back into zergs or just plain disappearing. Sure; ele drain performs better on a single target but saving an opportunity cost of having to recast it when you already also have to reapply DOT? It's a fair tradeoff. Single target effectiveness vs convenience.
Sounds like you wanting it to be a magicka repentance would be motivated to run both it as well as ele drain and that could become problematic from a balance standpoint.
Pain Points Revisited (Patch https://forums.elderscrollsonline.com/en/discussion/491204/xbox-one-patch-notes-v1-17-0-0-scalebreaker-update-23)
Player Background: I play primarily for overland PvE/questing and enjoy clearing world bosses by myself. I occasionally do 4-person dungeons and even more rarely, trials. I have little to no interest in any sort of PvP.
Character Background: I currently have one templar. He is an artificer with an insatiable curiosity and boundless optimism. In terms of build-speak, he is my dedicated tank character (stamina) but can do well as a dd/tank with a bit of gear swapping.
I have been playing him quite a lot since this patch dropped and I had to make quite a few changes to this character to keep him working as my primary tank. These changes were not the result of changes to class skill lines, however. While I've never been happier with how he works as a primary tank, that he's gotten his added utility from non-class skill still points to some deficiencies in his class-based toolkit. To elaborate on those:
- No Class-Based Root/Stun/Pull. I love that I can get all of these from other skill lines in the game now, but it does make it apparent that the class itself is really lacking in all of these. The new Turn Evil skill is amazing and screams "I should have been a class skill for templars." But that's probably because I've played a lot of D&D.
- No Tank-Friendly Heal/Mitigation. The only mitigation tool a templar tank really has is Sun Shield (because Empowering Sweep was ruined for tanking a few patches ago) and they don't have a good self heal. These are the biggest challenges a templar tank faces for more difficult content and they become far more reliant on the party healer.
I recognize there are challenges to addressing these issues because of how it will intersect with other gameplay types. As mentioned, I'm pretty darned happy with how this character is working right now, even if he is leaning heavily on non-class skills and gear to make up for the shortfalls.
what i think Pucturing swings morphs should be
Jabs:
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 341 Physical Damage to all enemies in front of you and apply to them a dot that deals 137 Physical Damage every 0.5 sec for 2 sec. The first strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds. Activating this ability grants you Major Savagery, increasing your Weapon Critical rating by 2191 for 8 seconds
Sweeps:
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 341 Magic Damage to all enemies in front of you and apply to them a dot that deals 137 Magic Damage every 0.5 sec for 2 sec. The first strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds. You heal for 100% of the damage done with this ability.
EtTuBrutus wrote: »I disagree. We take advantage of block. Shield users do not. Block is worlds better.
IronWooshu wrote: »
What's so broken about the class? Dont blame the class for the dot meta.
1) the fact that you have an aoe snare that is a spamable the size of cyrodiil
2) the fact that you can completely disable any class with eclipse that is a spamable also it hard counter range too.
3) no counter to jabs etc
4) best healing in game as it should but its over the top.
its currently bis for solo play and one of the best 1v1 classes in game= it's a support class.
why should a support class overshadow the roll of strict dps classes, answer it shouldn't!