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[Class Rep] Templar Feedback Thread

  • technohic
    technohic
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    I’d be ok with house or no house. Just long as it’s designed to work and make sense to fit the play style.
  • Springt-Über-Zwerge
    Springt-Über-Zwerge
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    I think it's quite funny that templars are supposed to be the "house" class but sorc mines themselves are a better house than anything the templar has to offer.
    Just get rid of the house concept. Templars don't have to be as mobile as sorcs or nbs but major expedition and rune being a true selffbuff would help. The games combat system just doesn't allow the house playstyle anymore.
    PC,EU, EP
    Der-über-Zwerge-springt (Argonian, Magplar), Surtur Velothi (Dunmer, Magdk), Jaqene H'ghar (Imperial, Stamblade), Puppyslayer (Orc, Stamdk), Dagoth Era (Dunmer, Magblade), Æthmon Trevas (Altmer, Magsorc), Der-Zuletzt-Lacht (Argonian, Magden), Sir-Lanzeflott (Redguard, Stamplar)
  • Coggo
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    Now Catapults hit like a truck and Defile is ubiquitous surely there's a case for us getting major mending back?
  • Soris
    Soris
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    "Mobility" and "house" mechanics are both good equally but the problem is templars having them very limited like a demo of a full game. Devs should decide which one of them they want for templars and focus only to that one. Make it worthwhile and strong.
    Welkynd [Templar/AD/EU]
  • technohic
    technohic
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    Playing around with the new Summerset skills; I’m no longer as concerned with lack of CC.

    Sweeps and Jabs could still use just a little QOL so they’re more reliable to land in PVP

    Passives still suck

    Resource management tools still suck

    And we need a token proactive defense
  • SugaComa
    SugaComa
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    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!

    Ma`am, you're gonna need a lot more than two points to describe why this class is doing so god damn poorly.

    To try and follow your crudely suggested model though, the two biggest pain points with Templar is this:

    1) Class Passives are kinda terrible and need a dire rework, especially if anybody wants to be a Stamina Templar.

    2) Increase the range and damage of the Sweeps Ultimates. There is no reason for it to be that weak and that short of range.



    Now to add properly to the real list, here are some things that y'all really ought to consider:

    3) The Javelin Skills need a rework for stamina characters methinks, make one ranged and for magicka players and tanks, and make the stamina version a melee skill.

    4) Focused Charge should have a Stamina variant, and should be a targeted leap instead of a targeted charge.

    5) Biting Jabs as someone already mentioned should be condensed to 3 hits instead of 4, and channeled over .8 instead of 1.1 seconds. This would help greatly in PvP and help a little in PvE.

    6) Blazing Spear should be a Stamina Morph.

    7) This is purely me being a nerd and wanting something personally for myself so tbh disregard this entirely, but Vampire's Bane should be a melee touch spell that scales with Stamina so we get a cool as hell Anti-Vampire move lol

    8) Solar Barrage should not have a cast time attached to it imho, but since you do, make it burst every second instead of every 2 seconds.

    9) PotL/Purifying Light should be slightly reworked for it's damage aspect. The Breach and Fracture parts are ok on it, but the Initial Damage should be increased and there should be a hefty, semi-bursty DoT on it rather than saving up for a big burst of damage.

    10) I can't believe I almost forgot this, but Burning Light should Proc off of ALL damaging skills, or at the very least all Spear skills and any and all DoT skills. This opens up a grand avenue for build variety.

    11) Balanced Warrior should be reworked a bit. It should benefit both Casters and Melee equally in some way for damage, which shouldn't be hard to achieve.

    12) Piercing Spear should be reworked to include passive Penetration (giggity)

    I've been up since 4am, so if this is a little rough, forgive me lol I have faith that ZoS can figure this out without totally ruining the *** out of us.

    I main stamina templar for PVE and alot of your points are coming from a stance of little play with the class

    I've been a Stamplar since the game released, on and off between patches and xpacs. I think you might wanna reconsider the fact that other people have other ideas and visions for the class and what they want. Are my ideas perfect? No, but a few of them are damn good ones regardless of what you think.

    Blazing Spear being Stamina? Tell me why that wouldn't work. Biting Jabs being reworked to be more spammable and less glitchy? Go on, explain. Best of all, tell us why our class passives aren't ***.

    Cos basically what you're doing is buffing stamina at the expense of nerfing magicka

    Blazing spears and luminous shard should remain magic, vamp bane should be given a stamina morph, one deals flame damage and magic damage from magic other deals physical damage and flame damage based on stamina

    One hurls a ball of sunlight, other hurls a rock forged in sunlight
  • Karivaa
    Karivaa
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    I miss when repentance was also a group buff.
  • akredon_ESO
    akredon_ESO
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    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.
  • technohic
    technohic
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    Really really annoyed by casting my rune every 8 seconds when combat is fluid.
  • Checkmath
    Checkmath
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    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.
  • BohnT
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    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.
  • Checkmath
    Checkmath
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    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    just meant to shorten the duration from 1.1 to 0.8 seconds or similar
  • BohnT
    BohnT
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    Checkmath wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    just meant to shorten the duration from 1.1 to 0.8 seconds or similar

    Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
    I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.
  • Destruent
    Destruent
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    BohnT wrote: »
    Checkmath wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    just meant to shorten the duration from 1.1 to 0.8 seconds or similar

    Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
    I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.

    Looking at dummy-parses this is wrong. If this would be the case, it would be worth using. But infact it isn't. It is out-dpsed by elemental weapon and force pulse.
    But i agree, shortening the duration to 0.8 secs without adjusting the damage may be a bit too much.
    Noobplar
  • BohnT
    BohnT
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    Destruent wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    just meant to shorten the duration from 1.1 to 0.8 seconds or similar

    Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
    I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.

    Looking at dummy-parses this is wrong. If this would be the case, it would be worth using. But infact it isn't. It is out-dpsed by elemental weapon and force pulse.
    But i agree, shortening the duration to 0.8 secs without adjusting the damage may be a bit too much.

    I'm talking pvp and there jabs with burning light deal the most potential damage of any spammable (not atm due to bugs)
    Before the damage got rekt by bugs i had multiple jabs that dealt 10k damage + 2 burning light procs (~5k damage)
  • Destruent
    Destruent
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    BohnT wrote: »
    Destruent wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    just meant to shorten the duration from 1.1 to 0.8 seconds or similar

    Well that would be a 27% dps boost on the highest potential damage spammable we have in the game.
    I'd really like jabs to connect more reliably but with this change i don't think we could go along with the current damage.

    Looking at dummy-parses this is wrong. If this would be the case, it would be worth using. But infact it isn't. It is out-dpsed by elemental weapon and force pulse.
    But i agree, shortening the duration to 0.8 secs without adjusting the damage may be a bit too much.

    I'm talking pvp and there jabs with burning light deal the most potential damage of any spammable (not atm due to bugs)
    Before the damage got rekt by bugs i had multiple jabs that dealt 10k damage + 2 burning light procs (~5k damage)

    Imo it's hard to compare such things in pvp, iirc power lash can hit for more (non procced lash for nearly the same) than sweeps with burning light in pve if you compare both in full dps-speccs.
    But anyway...we'll see what ZOS is going to change. Most important is, that they see there is a problem with sweeps in pve (even without bugs) while they are not that bad in pvp (with bugs fixed).
    Noobplar
  • technohic
    technohic
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    They could tone down the damage be similar to flurry
  • SugaComa
    SugaComa
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    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    It's an aoe ... It is not meant to hit a single humoid size target with every jab
  • BohnT
    BohnT
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    SugaComa wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    It's an aoe ... It is not meant to hit a single humoid size target with every jab

    please be a troll
  • SugaComa
    SugaComa
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    BohnT wrote: »
    SugaComa wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    It's an aoe ... It is not meant to hit a single humoid size target with every jab

    please be a troll

    Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others

    I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups

    What makes a Templar bad is not ability to hold players in a tight group

    The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?
  • Destruent
    Destruent
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    SugaComa wrote: »
    BohnT wrote: »
    SugaComa wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    It's an aoe ... It is not meant to hit a single humoid size target with every jab

    please be a troll

    Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others

    I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups

    What makes a Templar bad is not ability to hold players in a tight group

    The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?

    Everyone can do AoE....but singletarget is the most important, especially in the new trials. Templars even have two skills to choose from. dark flare for ranged dps and sweeps for single-target...and both of them are outclassed by forcepulse and elemental weapon.
    Noobplar
  • SugaComa
    SugaComa
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    Destruent wrote: »
    SugaComa wrote: »
    BohnT wrote: »
    SugaComa wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    It's an aoe ... It is not meant to hit a single humoid size target with every jab

    please be a troll

    Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others

    I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups

    What makes a Templar bad is not ability to hold players in a tight group

    The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?

    Everyone can do AoE....but singletarget is the most important, especially in the new trials. Templars even have two skills to choose from. dark flare for ranged dps and sweeps for single-target...and both of them are outclassed by forcepulse and elemental weapon.

    No one's disputing that ... But my concern is people are complaining jabs doesn't hit every time on a single target in PvP .. well it wouldn't it's not designed that way and people are wanting to change that design

    The problem lies with lack of root or stun not the jabs ability to hit a target
  • TheNightflame
    TheNightflame
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    personally i'm not a fan of abilities going off where the character is facing as opposed to the reticle. firing a light attack will turn your character to the reticle, but things like sweeps and a warden's sub assault which go by character direction feel off.
  • Destruent
    Destruent
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    SugaComa wrote: »
    Destruent wrote: »
    SugaComa wrote: »
    BohnT wrote: »
    SugaComa wrote: »
    BohnT wrote: »
    Checkmath wrote: »
    I think Jabs being reworked would be amazing. Maybe a reduced cast time like others have suggest and instead of 4 do 3 and Divide the damage across the 4 attacks.

    How about the animation is just faster? Then all 4 attacks would fit into one global cooldown and weaving would be still possible. The advantage of doing so would be a higher chance to proc burning light than with only 3 attacks.

    I think this would be too strong for pvp.
    Jabs are devastating if they connect, fixing the existing bugs would be enough imo as they feel bad only to the fact that you hit maybe 1/4 of your jabs hits with the occurring bugs.

    It's an aoe ... It is not meant to hit a single humoid size target with every jab

    please be a troll

    Seriously ... Jabs works best when players are grouped, it does more damage to target directly in front of you but the other jabs go out around them to damage others

    I play Templar and yes my single target damage suck as most here are complaining of ... But have ever stopped to compare the templars ability to shred groups

    What makes a Templar bad is not ability to hold players in a tight group

    The new time stop helps but it it's still cumbersome ... Now against a larger target it could work as a single target ability, there is a lot of people trying to shoehorn templars into a single target DD And for what purpose ? What happens when all DDS can only do damage to one target at a time ?

    Everyone can do AoE....but singletarget is the most important, especially in the new trials. Templars even have two skills to choose from. dark flare for ranged dps and sweeps for single-target...and both of them are outclassed by forcepulse and elemental weapon.

    No one's disputing that ... But my concern is people are complaining jabs doesn't hit every time on a single target in PvP .. well it wouldn't it's not designed that way and people are wanting to change that design

    The problem lies with lack of root or stun not the jabs ability to hit a target

    You know, there was a time jabs/sweeps worked? this has nothing to do with design, but bad coding/messed up mechanics or whatever.
    Noobplar
  • itscompton
    itscompton
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    Solariken wrote: »
    i like and use empowering sweep in pvp. i know most people want it to be a magicka version of crescent sweep/dawnbreaker, but it really does help magicka templars survive and it would be nice to maintain that part of it if anything were to happen to it. the low cost of this 360 degree ult is handy.

    It either needs to focus on damage, utility, or mitigation. Right now it just does a tiny bit of everything and while it looks cool, it's not very good at anything.

    The mitigation is dwarfed by SnB/resto ults, the damage is dwarfed by any other ult, and the utility is limited to slotted passives that you can get with other Aedric Spear skills.

    Oh, and it misses 90% of the time even at point blank...

    When I get in the middle of a 10 person ball group and hit them all with empowering the 55% less damage is pretty awesome.
  • Lord_Eomer
    Lord_Eomer
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    Give unblockable stun like Sorcerers or Dragon Knights,

    All sorceress and DK currently spamming that, its like one shot kill in BG and OP in Cyrodiil, add cool down to stun or give bigger immunity after that.
    Edited by Lord_Eomer on June 17, 2018 9:09PM
  • Stibbons
    Stibbons
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    Templar charge is performing poorly.

    Compare both morphs of Templar charge to any other charge. Even Dragonknights chain charge lets you fly through solid stones and down from cliffs. Once when you attach the chain you can basically follow up anywhere. It must be fixed and buffed.
  • Elsterchen
    Elsterchen
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    itscompton wrote: »
    Solariken wrote: »
    i like and use empowering sweep in pvp. i know most people want it to be a magicka version of crescent sweep/dawnbreaker, but it really does help magicka templars survive and it would be nice to maintain that part of it if anything were to happen to it. the low cost of this 360 degree ult is handy.

    It either needs to focus on damage, utility, or mitigation. Right now it just does a tiny bit of everything and while it looks cool, it's not very good at anything.

    The mitigation is dwarfed by SnB/resto ults, the damage is dwarfed by any other ult, and the utility is limited to slotted passives that you can get with other Aedric Spear skills.

    Oh, and it misses 90% of the time even at point blank...

    When I get in the middle of a 10 person ball group and if I manage to hit them all with empowering, the 55% less damage is pretty awesome.

    Fixed that for you. You are welcome.
    Adding to it, its the same with the other morph: very nice damage if it doesn't miss.
  • Khivas_Carrick
    Khivas_Carrick
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    Drdeath20 wrote: »
    Nolic1 wrote: »
    I see 2 things really bad on the Templar sustain and some of the passives as being major pain points.

    Sustain on the class is just bad and feel with some changes could be improved.

    Restoring Aura: This skill should get a small cost added to it maybe 1200 to 1500 and not is offers the aura when slotted to the whole group as in the 10% stam, magand health recovery but when cast applies minor life steal to enemy's.

    Radiant Aura: This morph now applies magicka steal and health steal in a 10 meter radius and major sorcery plus the normal aura when slotted.

    Repentance: This morph now applies a new thing called stamina steal in a 10 meter radius along with life steal and major brutality plus the normal aura when slotted.

    This gives the skill more functional use for group play and give both mag and stam builds plus tank and healers something to use to help the group out. The major sorcery and brutality only apply to the character and if they gave it a 18 sec cool down or timer on the casted effects it would not be game breaking or changing the stamina steall could also be applied to other skills for weapons a such for player sustain even to the blood alter or resto staff skills.

    As to the passive issue I think if they change the ones that effect only certain skills to give something to the classes overall damage output in some way would help fix the templar by a greater margin then other things suggested here. But these are the thoughts on one player. So take it how it is.

    Id love that. Since summerset things like major sorcery/brutality have become very easy to have or build around. I dont see these changes making any of those skills OP

    Hmm, nah. Not Major Brutality or Sorcery, that's too much packed in one skill.

    If it was Minor of those, I could see it. Let's try:

    Restoring Aura: When Slotted, all party members within 15m of the Templar gain Minor Fortitude, Intellect, and Endurance, which adds the 10% to Stam, Health, and Magicka Regen. When activated, adds Life Steal to enemies within a 15yd radius.

    *Same as before, just switched out Magicka for Life, since it's a healing skill, ya dig?

    Radiant Aura: Same Effect when Slotted. Now adds Magicka Steal in addition to Life Steal.

    *Adds to the healer's toolkit to help maintain magicka for casters as well as help kill an enemy off just that much more slowly.

    Repentance: Same Effect when slotted, Adds Stamina Steal when activated in addition to Life Steal.

    *This makes it a stamina friendly skill. This will remain a Magicka costing ability, and hopefully will be a major player in helping Templars with Sustain issues. especially the Stamina ones.

    The reason why I want to keep these as melee ti mid-ranged skills is that I also would like to see a Templar be distinct from a Warden in the where/how they heal department between the two of them and their respective skill trees.

    A Warden can be a healer from a distance using their skill tree and HoTs, where as a Templar would be with the melee helping them whip that good ass with burst and sustain aides.

    I also kinda envisioned other classes having a range distinction as well when I thought of this, like Sorcs and NB's using their resto staves from afar while DK's got in the face along with Templars.

    Of course, that's just me, and I'm dying for some food, so Ima quit theorycrafting on an empty stomach.

    Enjoy.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    SugaComa 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!

    Ma`am, you're gonna need a lot more than two points to describe why this class is doing so god damn poorly.

    To try and follow your crudely suggested model though, the two biggest pain points with Templar is this:

    1) Class Passives are kinda terrible and need a dire rework, especially if anybody wants to be a Stamina Templar.

    2) Increase the range and damage of the Sweeps Ultimates. There is no reason for it to be that weak and that short of range.



    Now to add properly to the real list, here are some things that y'all really ought to consider:

    3) The Javelin Skills need a rework for stamina characters methinks, make one ranged and for magicka players and tanks, and make the stamina version a melee skill.

    4) Focused Charge should have a Stamina variant, and should be a targeted leap instead of a targeted charge.

    5) Biting Jabs as someone already mentioned should be condensed to 3 hits instead of 4, and channeled over .8 instead of 1.1 seconds. This would help greatly in PvP and help a little in PvE.

    6) Blazing Spear should be a Stamina Morph.

    7) This is purely me being a nerd and wanting something personally for myself so tbh disregard this entirely, but Vampire's Bane should be a melee touch spell that scales with Stamina so we get a cool as hell Anti-Vampire move lol

    8) Solar Barrage should not have a cast time attached to it imho, but since you do, make it burst every second instead of every 2 seconds.

    9) PotL/Purifying Light should be slightly reworked for it's damage aspect. The Breach and Fracture parts are ok on it, but the Initial Damage should be increased and there should be a hefty, semi-bursty DoT on it rather than saving up for a big burst of damage.

    10) I can't believe I almost forgot this, but Burning Light should Proc off of ALL damaging skills, or at the very least all Spear skills and any and all DoT skills. This opens up a grand avenue for build variety.

    11) Balanced Warrior should be reworked a bit. It should benefit both Casters and Melee equally in some way for damage, which shouldn't be hard to achieve.

    12) Piercing Spear should be reworked to include passive Penetration (giggity)

    I've been up since 4am, so if this is a little rough, forgive me lol I have faith that ZoS can figure this out without totally ruining the *** out of us.

    I main stamina templar for PVE and alot of your points are coming from a stance of little play with the class

    I've been a Stamplar since the game released, on and off between patches and xpacs. I think you might wanna reconsider the fact that other people have other ideas and visions for the class and what they want. Are my ideas perfect? No, but a few of them are damn good ones regardless of what you think.

    Blazing Spear being Stamina? Tell me why that wouldn't work. Biting Jabs being reworked to be more spammable and less glitchy? Go on, explain. Best of all, tell us why our class passives aren't ***.

    Cos basically what you're doing is buffing stamina at the expense of nerfing magicka

    Blazing spears and luminous shard should remain magic, vamp bane should be given a stamina morph, one deals flame damage and magic damage from magic other deals physical damage and flame damage based on stamina

    One hurls a ball of sunlight, other hurls a rock forged in sunlight

    I like the idea with the Vampire's Bane getting a Stamina Morph, but both Blazing Spear and Luminous shards both deal damage now, with Blazing just a little more at best. Why not make them both deal damage but Blazing scale with Stamina instead?

    Also, back to the Vampire's bane stam idea; I'd make it all physical, all the way through with a bleed or something, so that CP won't get spread out between Fire/Magic and Poison/physical.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
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