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When will Templars be getting...

caeliusstarbreaker
caeliusstarbreaker
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A CC that goes through block and dodge roll? You took both of them (luminous however crappy it was, and the stun at the end of jabs.) Every other class, save warden has one. Not counting permafrost I suppose.
Edited by caeliusstarbreaker on July 11, 2018 4:06PM
Rhage Lionpride DC Stamina Templar
K-Hole
  • Strider__Roshin
    Strider__Roshin
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    The javelin needs its range reduced by 2 meters honestly. What's the point of using a CC that takes your opponent out of the range of Jabs?
  • caeliusstarbreaker
    caeliusstarbreaker
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    It’s like godlike strength could almost mean it goes through block.
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • ganj1234
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    a melee range, aoe root would be totally tubular imo. one morph could give us stamina return or some other buff, another could heal a friendly target over time whilst the unfriendly target remains rooted, or perhaps there's a morph that simply does some burst damage. just a thought.
    @x.Elle_x - PC/NA DC magblade sweat and fashion extraordinaire✿ Guild: Black Fire
  • Strider__Roshin
    Strider__Roshin
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    It’s like godlike strength could almost mean it goes through block.

    That would actually make more sense. Especially since Templars deal more damage against blocking targets. They could be the best tank killers.
  • usmcjdking
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    I suggest that Binding Javelin root targets for 2 seconds if they are not affected by the CC (but are still hit by the skill) and have Aurora Javelin have a chance to pierce blocking targets. The class has absolutely pathetic CC options and if they aren't going to give the class any more CCs then they need to buff the one that we do have.

    It's knockback is also incredibly buggy and needs to be returned to 5m when it actually worked and didn't make people float infinitely or be quadruple CC'd because knockbacks in this game don't seemingly count as CCs,
    Edited by usmcjdking on July 11, 2018 10:53PM
    0331
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  • Kadoozy
    Kadoozy
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    I am convinced that creating threads like this will only bring templars more nerfs.
  • caeliusstarbreaker
    caeliusstarbreaker
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    Or just literally anything that can go through block and dodheroll.. since our channel has a wonky box.
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • caeliusstarbreaker
    caeliusstarbreaker
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    Kadoozy wrote: »
    I am convinced that creating threads like this will only bring templars more nerfs.

    Nerfs keep it interesting
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • IZZEFlameLash
    IZZEFlameLash
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    You know as much as other ones that this will probably be never the case. RIP Templars no CC.
    Imperials, the one and true masters of all mortal races of Tamriel
  • Tannus15
    Tannus15
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    I'm pretty sure they took away jabs stagger because it was a tiny knock back that would grant cc immunity for twice as long as the initial cc.
  • CyrusArya
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    Templars need a good stun. Especially vs block, as a blocking target will prevent heavies from returning stam. This is problematic on stamplar, the class with the worst sustain in the game. With how much javelin costs, and how much it misses, it should really knock people down through block.

    While we’re at it, they should reduce how far it knocks ppl back. Makes no sense for a class based around melee damage to have a stun that knocks people out of melee range...
    A R Y A
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  • Mayrael
    Mayrael
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    ganj1234 wrote: »
    a melee range, aoe root would be totally tubular imo. one morph could give us stamina return or some other buff, another could heal a friendly target over time whilst the unfriendly target remains rooted, or perhaps there's a morph that simply does some burst damage. just a thought.

    I agree with this gentleman. What Templar needs most is class root. Then make shards great again, remember the days when it was used in Cyrodiil? Ah... Beautiful.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • Stibbons
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    Templar need pretty much everything. They could roll a dice what to buff:

    1. Better sustain
    2. Better house
    3. Remove house
    4. Mobility (charge that actually works uphill and downhill. Speed skill.)
    5. Better cc
    6. Randomly bring back some old feature like blinding flashes etc.
  • Raraaku
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    My templar tank would be my main if the class had access to a half decent AoE CC or even an AoE snare (outside of Sacred Ground). The one skill that is listed as a CC is not even a CC and it is not even remotely worth slotting PvE because you can't use it on a boss...
    Edited by Raraaku on July 12, 2018 10:53AM
    Back from a much needed break. || I like having too many projects and working on them all at once.

    Tank Enthusiast || CP: 445 || Stormproof

    Tanks
    Karsaak gro-Ursa: DC || Orc || Stamina Dragonknight || Tank || Level: CP 445
    Sir Leopold Stotch: DC || Breton || Magicka Templar || Tank || Level: 445
    Protects-Squishy-Ones: EP || Argonian || Magicka Sorcerer || Tank/CC || Level: CP 445
    Björn Shadow-Walker: EP || Nord || Stamina Nightblade || Tank || Level: 15
    Tiberius Valerion: AD || Imperial || Stamina Warden || Tank || Level: 15

    Damage Dealers
    Morrigan Ravyn-Cloak: AD || Altmer || Magicka Nightblade || DPS || Level: CP 445
    Ra'Zahkara: AD || Khajiit || Stamina Dragonknight || DPS || Level: CP 445
    Ezra al-Khazir: DC || Redguard || Stamina Templar || DPS || Level: 40
    Erryndril Telvaux: EP || Dunmer || Magicka Dragonknight || DPS || Level: 25
    Uzara gra-Khalari: DC || Orc || Stamina Nightblade || DPS [2H/DW] || Level: 15
    Solomon Motierre: DC || Breton || Magicka Sorcerer || DPS || Level: 20
    Ragnar the Wulf: EP || Nord || Stamina Warden || DPS || Level: 30
    Ra'Rahku: AD || Khajiit || Stamina Nightblade || DPS [Bow/Bow] || Level: 15

    Healers
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    Daedalus the Artificer: AD || Altmer || Magicka Templar || Healer || Level: 15
  • ak_pvp
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    Oh would you look at that, more BS hard counters to an already damaged defense mechanism. Make javelin, fossilize, rune cage and fear drop shields and cloak too whilst you are at it.

    IMO only the stand your ground classes should have access to an unblockable CC, since they can't time it with heavy non ult burst, so templars and DKs. But as long as rune, foss and fear exist, no more unblockables.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • caeliusstarbreaker
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    ak_pvp wrote: »
    Oh would you look at that, more BS hard counters to an already damaged defense mechanism. Make javelin, fossilize, rune cage and fear drop shields and cloak too whilst you are at it.

    IMO only the stand your ground classes should have access to an unblockable CC, since they can't time it with heavy non ult burst, so templars and DKs. But as long as rune, foss and fear exist, no more unblockables.

    Look.. I’m more than fine with making all CC’s block and dodgeable (insert some rp reason why you can’t block or dodge being afraid) but let’s be honest... every class has an unblockable undodgeable CC, except Templar... and warden if you don’t count permafrost. I think every ability in the game have all these extra effects is unnecessary too.... but alas here we are.
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • Joy_Division
    Joy_Division
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    To be honest, I rather ZOS remove most of the unblockable and undoagble CCs in the game. They have no counter-play and are really furstrating to be the target.

    I thought it was OK for NBs to have Fear as that was something unique the class and it at least required them to be in melee range.

    I was perfectly happy with Templar CC pre-Imperial city and would absolutely be estatic to get that class back (what I play now is something different).

    But I do agree with the OP's point: Temps need better and more varied CC. Just no more Rune Prisons please.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
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