So I've been playing PVP for a while now with my templar.
I really agree that templar has some big flaws....
I mean the class shield "Blazing shield" Is anyone even using that on a non high health/tank build? It is utterly crap being such a high costing skill.
We have no AoE root/snare? The snare and the stun/knockback (fReflective light, javelin) we have we must aim before using.
We have no "real" HoT, it's been said so many times now but the coming changes to Ritual of retribution.... come on, for real?
We have really weak mobility, sure we have the best cleanse in the game but the cost!?
We have poor sustain and I will say it like so many others, being a "healer" oriented class we have some ineffective heal spells. They cost way too much... Only minor mending....
And the ultimates they are pretty good but compared to other classes ultimates I would say that the templar class falls short here
3. As already showed on pts - total procrate of BL is reduced twice for aoe scenario where there is at least 2 enemies:Burning Light 1sec duration of stacks in not enough.
pts with 200 ping and even using 4 consecutive aedric skills on cooldown is unable to proc passive. On live server it will drastically reduce possibility to proc BL.
https://www.youtube.com/watch?v=XEI4B5kqgxg
Increase duration of BL to atleast 5sec.
Passive need update to current reailities of class to benefit from far more heals that jsut Restoring Light skills. Magplar has Sweeps heal, Purifying Light aoe heal, Living Dark heal, Radiant Glory heal. While stamplar literally boost only 1 skill by this passive - Cleansing Ritual, while all of the rest heals are non-Restoring Light.Doubtfully it will be addressed this update but I would like to point another pain point of survivability of Templars. Unlike other reaons this is easy to solve tho and this reason is - similarly to old Spear Wall passive,Mending passive is outdated.
Here is comparison:
current Mending on left with pre-1.6 effect in comparison to necro passive.
Before 1.6 patch this passive was similar to waht necro passive is now - rng-based boost of healing. However after patch it was changed into non-rng constant effect, but main problem that very visible nowdays is that it stoped interacting with all healings, but only with Restoing Light skills. Maybe it was done to balance it out with old Focused Healing that was on level of constant healing boost that transformed into constant Major Mending, which was overpowered.
In result total healing, which btw is class main defense got serious decrease in its effectiveness, and equally affected both stamplars and magplars as amount of used sources of healing outside of jsut 1 skill tree is vast (for example main stampalr heal is locating in Alliance War line; while lot of healing skill morphs of magplar are located in Aedric Spear and Dawn Wrath lines).
Necromancers got old effect of Mending in their passive but updated version - Difference from old Mending and NDE is mechanic that it require skill of skilltree to be slotted but in return effect is stronger (15%<20%) In case of Mending - healing increase % not needed coz passive effect is, unlike familair passive, is not rng-based and thus more reliable. Thise would allow build diversity when you can play with your main/backbar skill bars and serve role of teaching new players to slot skills on their bars, so it strictly positive limitation; but also to proc healing-based passive it require to slot skill from exact this healing-focused skill line to keep it in control.
And for that reason Mending should be updated into similar manner - it should start require Restoring Light skill to be slotted on its bar, and affect all healings.
So it would look simply as that:
Simple update of passive.
This change is interresting, but Stamplar use RoR over ER most of the time in PvE condition, which mean it wont proc anyway.Recap: passive still dont grant its effect that could change tide of combat consistently and only time when it reliably proc is during super hard pressure when you unable to survive and get benefit of passive, where only way to get desirable effect is group play with lot of crosshealing.
So I suggest to either increase strength of effect of passive or improve its reliability.
Making passive to proc on all heals would be overpowered - so i suggest to increase hp threshold to at least 60% which would be enough to make passive strong enough or swap generic buff into major heroism buff keeping same threshold that will synnergize with magplars burst heal as main survivability tool and stamplar possibility to proc it not that often by Ritual.
@Cinbri : i like how you just state many issue for Templars. Good jobThis change is interresting, but Stamplar use RoR over ER most of the time in PvE condition, which mean it wont proc anyway.Recap: passive still dont grant its effect that could change tide of combat consistently and only time when it reliably proc is during super hard pressure when you unable to survive and get benefit of passive, where only way to get desirable effect is group play with lot of crosshealing.
So I suggest to either increase strength of effect of passive or improve its reliability.
Making passive to proc on all heals would be overpowered - so i suggest to increase hp threshold to at least 60% which would be enough to make passive strong enough or swap generic buff into major heroism buff keeping same threshold that will synnergize with magplars burst heal as main survivability tool and stamplar possibility to proc it not that often by Ritual.
What i'm concerned about is Stamina Templar survivability for both PvE and PvP. It was bad in PvP before RoR changes, it's even worse now. Stamina templar have 0 heal in their class's Kit. That's just a shame... I do swap RoR for ER when i'm in vMA cause i felt the loss of the healing there and because we're alone, we cant rely on team mates. I really hope things will change for us as it's kinda terrible right now. Stamina templar's Kit is too poor in my opinion. They perform good in PvE, so that's not a problem. AoE is a bit weak but enough to play in hard content. My hightest concern is health sustain mostly. We can't rely only on Vigor even if it's easy access now. I wont bother linking all the passives or active of other class.
On the other hand, MagPlar have Magicka sustain issue and rely on Jab&Burning light to be on par Damage wise. If we go Range (which should be easy for a MagDD) they can't parse above 80K in perfect condition (while MagBlade parse above 94K with range abilities). I think MagPlar either need a Class Spammable that mak them able to compet as a Range DD, or something have to be tweak to make the other Spammable more effective in order to make them viable with them and not rely on 100% on Jab for damage. I love both Templars but i can bearly play them in hight end PvEbecause they are mele and/or Stamina and not really desired which make me sad as they are my first & favorite character so far.
@Cinbri : i like how you just state many issue for Templars. Good jobThis change is interresting, but Stamplar use RoR over ER most of the time in PvE condition, which mean it wont proc anyway.Recap: passive still dont grant its effect that could change tide of combat consistently and only time when it reliably proc is during super hard pressure when you unable to survive and get benefit of passive, where only way to get desirable effect is group play with lot of crosshealing.
So I suggest to either increase strength of effect of passive or improve its reliability.
Making passive to proc on all heals would be overpowered - so i suggest to increase hp threshold to at least 60% which would be enough to make passive strong enough or swap generic buff into major heroism buff keeping same threshold that will synnergize with magplars burst heal as main survivability tool and stamplar possibility to proc it not that often by Ritual.
What i'm concerned about is Stamina Templar survivability for both PvE and PvP. It was bad in PvP before RoR changes, it's even worse now. Stamina templar have 0 heal in their class's Kit. That's just a shame... I do swap RoR for ER when i'm in vMA cause i felt the loss of the healing there and because we're alone, we cant rely on team mates. I really hope things will change for us as it's kinda terrible right now. Stamina templar's Kit is too poor in my opinion. They perform good in PvE, so that's not a problem. AoE is a bit weak but enough to play in hard content. My hightest concern is health sustain mostly. We can't rely only on Vigor even if it's easy access now. I wont bother linking all the passives or active of other class.
On the other hand, MagPlar have Magicka sustain issue and rely on Jab&Burning light to be on par Damage wise. If we go Range (which should be easy for a MagDD) they can't parse above 80K in perfect condition (while MagBlade parse above 94K with range abilities). I think MagPlar either need a Class Spammable that mak them able to compet as a Range DD, or something have to be tweak to make the other Spammable more effective in order to make them viable with them and not rely on 100% on Jab for damage. I love both Templars but i can bearly play them in hight end PvEbecause they are mele and/or Stamina and not really desired which make me sad as they are my first & favorite character so far.
@ealdwin : problem is, you might need BurningLight proc to compet as a MagPlar. And Spear need to be refreshed asap for that and it's not as much as Sweep.
I was looking at the passives the other day, and i have to admit i never really cared about Restauring Light, but they are cleary outdated/trash/useless.
@Cinbri : i like how you just state many issue for Templars. Good jobThis change is interresting, but Stamplar use RoR over ER most of the time in PvE condition, which mean it wont proc anyway.Recap: passive still dont grant its effect that could change tide of combat consistently and only time when it reliably proc is during super hard pressure when you unable to survive and get benefit of passive, where only way to get desirable effect is group play with lot of crosshealing.
So I suggest to either increase strength of effect of passive or improve its reliability.
Making passive to proc on all heals would be overpowered - so i suggest to increase hp threshold to at least 60% which would be enough to make passive strong enough or swap generic buff into major heroism buff keeping same threshold that will synnergize with magplars burst heal as main survivability tool and stamplar possibility to proc it not that often by Ritual.
What i'm concerned about is Stamina Templar survivability for both PvE and PvP. It was bad in PvP before RoR changes, it's even worse now. Stamina templar have 0 heal in their class's Kit. That's just a shame... I do swap RoR for ER when i'm in vMA cause i felt the loss of the healing there and because we're alone, we cant rely on team mates. I really hope things will change for us as it's kinda terrible right now. Stamina templar's Kit is too poor in my opinion. They perform good in PvE, so that's not a problem. AoE is a bit weak but enough to play in hard content. My hightest concern is health sustain mostly. We can't rely only on Vigor even if it's easy access now. I wont bother linking all the passives or active of other class.
On the other hand, MagPlar have Magicka sustain issue and rely on Jab&Burning light to be on par Damage wise. If we go Range (which should be easy for a MagDD) they can't parse above 80K in perfect condition (while MagBlade parse above 94K with range abilities). I think MagPlar either need a Class Spammable that mak them able to compet as a Range DD, or something have to be tweak to make the other Spammable more effective in order to make them viable with them and not rely on 100% on Jab for damage. I love both Templars but i can bearly play them in hight end PvEbecause they are mele and/or Stamina and not really desired which make me sad as they are my first & favorite character so far.
Agreed that Magicka Templar could use a spammable option for ranged dps. I had an idea on how to rework the Dawn's Wrath skill line to help provide this option and was interested to hear people's thoughts.
Solar Flare
- Remove the cast time from this ability and the Dark Flare morph (adjust damage as needed)
- Dark Flare (morph)
- Remove Major Defile from this morph and add new morph effect (haven't thought of a good one yet)
Sun Fire
- Vampire's Bane (Morph)
- Remove the added effect of increased duration
- This morph would now apply Major Defile to affected enemies for the duration (more appropriate for the name of "Vampire's Bane")
@Cinbri : i like how you just state many issue for Templars. Good jobThis change is interresting, but Stamplar use RoR over ER most of the time in PvE condition, which mean it wont proc anyway.Recap: passive still dont grant its effect that could change tide of combat consistently and only time when it reliably proc is during super hard pressure when you unable to survive and get benefit of passive, where only way to get desirable effect is group play with lot of crosshealing.
So I suggest to either increase strength of effect of passive or improve its reliability.
Making passive to proc on all heals would be overpowered - so i suggest to increase hp threshold to at least 60% which would be enough to make passive strong enough or swap generic buff into major heroism buff keeping same threshold that will synnergize with magplars burst heal as main survivability tool and stamplar possibility to proc it not that often by Ritual.
What i'm concerned about is Stamina Templar survivability for both PvE and PvP. It was bad in PvP before RoR changes, it's even worse now. Stamina templar have 0 heal in their class's Kit. That's just a shame... I do swap RoR for ER when i'm in vMA cause i felt the loss of the healing there and because we're alone, we cant rely on team mates. I really hope things will change for us as it's kinda terrible right now. Stamina templar's Kit is too poor in my opinion. They perform good in PvE, so that's not a problem. AoE is a bit weak but enough to play in hard content. My hightest concern is health sustain mostly. We can't rely only on Vigor even if it's easy access now. I wont bother linking all the passives or active of other class.
On the other hand, MagPlar have Magicka sustain issue and rely on Jab&Burning light to be on par Damage wise. If we go Range (which should be easy for a MagDD) they can't parse above 80K in perfect condition (while MagBlade parse above 94K with range abilities). I think MagPlar either need a Class Spammable that mak them able to compet as a Range DD, or something have to be tweak to make the other Spammable more effective in order to make them viable with them and not rely on 100% on Jab for damage. I love both Templars but i can bearly play them in hight end PvEbecause they are mele and/or Stamina and not really desired which make me sad as they are my first & favorite character so far.
Agreed that Magicka Templar could use a spammable option for ranged dps. I had an idea on how to rework the Dawn's Wrath skill line to help provide this option and was interested to hear people's thoughts.
Solar Flare
- Remove the cast time from this ability and the Dark Flare morph (adjust damage as needed)
- Dark Flare (morph)
- Remove Major Defile from this morph and add new morph effect (haven't thought of a good one yet)
Sun Fire
- Vampire's Bane (Morph)
- Remove the added effect of increased duration
- This morph would now apply Major Defile to affected enemies for the duration (more appropriate for the name of "Vampire's Bane")
I'd rather not have them remove the defile from dark flare.
IMHO they could add a mechanic where each dawns wrath ability cast reduces the cast time of solar flare.
Then make solar barrage provide empower, and dark flare defile.
You would have both pve and pvp options.
I. Radiant Aura:
Skill adjustments itself over years were good by itself but in complex analyze it overshadowed by other changes - like Drain and destro staff changes. Destro staff nowdays is not punishemnt for mana build but pure benefit due to it direct boost to dps capability by passives and light/heavy attacks that scale of max stat of mana spec, also Drain provide much more utility with its major debuff and became same nocost skill that also force enemy to waste 2 purge slots. And while Aura aoe debuff can be interesting - in reality manadrain dont stack and thus it doesnt matter on how many targets it applied.
Taking into account problem that templar dont have access to major sorcery and for some mysterious reasons Entropy got nerfhamemred into oblivion, making it as pain point once again I suggest ot readjust Radiant Aura again to fix calss addiction of Entropy but make new RA defensive so if templar would have choice to either use defensive class-based sorcery skill or offensive mage guild one:
Turn it into self-buff with actual 3700 cost that apply major sorcery on you for 20sec along with minor regen buffs. While its auxiliar power is either - A. similarly to how wardens Leeching Vines operate - apply minor manasteal for 10sec on enemies who dealt damage to caster. B. similarly to light attack mechanics - apply minor manasteal on targets whom you dealt damage with light atack. Both options will be equally strong.
There is 4 possible visual effects depends on auxiliar effect:
A. If manadrain attached to light attacks - 1. Templarish effect of glowing yellow hands that was once used for sorc minor mending Ward morph but then was completely removed and reintroduced as efect of major mending for Daedric Trikery set. However such "sunish" effect is belong to warriors of sun!
2. Another templarish effect - it could be taken from primate artorius - making your weapon to glow and emit sun rays:
3. Simplier effect with less particles but noticable is make it similar to Momentum - essence floating around your weapon, but for aura it would be yellow essence similar from solar barrage, with yellow coat on your weapon
B. If manadrain attached to recieveing damage - 3. keep it as now - tiny yellow glow on affected target. Or add transparent halo effect that would look like nimbus. Such effect was used for psijic Mend Spirit but was removed for some reason.
@ZOS_Gilliam
- Major Breach:
Increased to 5948, up from 5280.
Major Breach now affects both Physical and Spell Resistance equally.- Minor Magickasteal: Decreased to 168 per hit, down from 300.
- Minor Fortitude/Endurance/Intellect: Increased to 20%, up from 10%
Wrath of Elements (Weakness to Elements)
2 – Adds 1190 Spell Penetration (Perfected Only)
2 – Casting Weakness to Elements on a target within 15 meters of you causes a surge of elemental energy to tether between you for 10 seconds. While the tether persists and you remain in range, enemies touching the tether take 2140 Flame, Shock, or Frost Damage every 1 second. This effect can occur once every 10 seconds.
Sun Shield and its morphs could definitely use some work. Ideally, one of the morphs would scale off of Max Magicka and provide Magicka Templars with a class shield ability. Personally, I'd like to see this done to the Radiant Ward morph, giving Magplars a better tool for surviving in outnumbered situations. Another thought regarding the Blazing Shield morph, would be to rework it into Blinding Shield, and have it stun enemies on cast, with each enemy increasing the length of the stun. This morph would still scale off of Max Health, and would give Templar Tanks a hard CC option within the class kit.