ThePhantomThorn wrote: »
doesnt stop it from having ridiculous damage
ThePhantomThorn wrote: »
ThePhantomThorn wrote: »Personally I think Templar is fine now.
But what I think is funny is that when they were balancing NB, they removed the snare from Mass Hysteria because allegedly they wanted to make abilities unique and snare was apparently offered with Cripple already. Omitting to mention that Cripple is obviously useless to Stablades ofc.
Meanwhile on Templar...
- Jabs/Sweeps = Snare
- Extended Ritual = Snare
- Rite of Passage = Snare
- Rune Focus = Snare
- Eclipse = Snare
- Reflective Light = Snare
Amazing "logic" by ZOS as always. And yes, I'm ranting because NB has been overnerfed.
NBs have a history of complaining about everyone else and their little spat with sorcs when both were tops in Cyrodiil got them both in the spotlight for the nerf hammer.
It is pretty bad for NBs now as far as open combat, but there are always issues with classes in games that have in combat stealth. It's so powerful, you either have them OP by being able to fight as good as other classes AND disengage at will, or they just can disengage and have to rely on people not able to deal with their element of surprise.
Hell; I ran into a NB that was decent out of stealth the other day while I was stuck in combat and left behind, but whenever I'd get the best of him, he was fast and could cloak, but after he'd reset, he'd try again. For me, had I been on the losing end, it's over as I was on either my Dk or templar at the time. Finally got him to slip up where I burst him down. Bet he was somewhere complaining about how weak NB is never mind he had at least 4 opportunities to cut his losses.
nbs are in a pretty bad spot. loss of minor berserk, major fracture, and defile hit the class hard
also the stupid cast times.
do you feel that templars need a stun on a gap closer?
is having massive aoe snares a balanced passive?
an undodgable range execute that channels a HUGE amount of damage. i presume thats alright too
lets compare stamnb.
gap closer. not even a snare, let alone a stun
no snares that we can use.
our execute is melee, dodgable, and starts at 25% rather than 50% ( know how the scaling is different tho. still undodgable and range?
oh and the ult.
templar no cast time
nb cast time.
potl. somone has posted a 12k potl crit somwhere so burst is very good.
healing much higher
HUGE amounts more sustained damage. jabs jabs jabs.
i could go on.
nb is only better at 2 things. mobility/kiting and flat burst
ThePhantomThorn wrote: »Jimmy_The_Fixer wrote: »ThePhantomThorn wrote: »ThePhantomThorn wrote: »my issues.
1. snares. templar simpily dosent need them. massive aoe 30% , 40% from spammable. i need to hit shuffle every 5 secs. they have mobility. A GAP CLOSER. not to mention rat and mist.
2. gap closer. it stuns. why. imagine if ambush stunned. yeah.
3. execute. undodgable. also does a ridiculous amount of dmg. yes it can be interrupted, but when youre at 10% hp and are snared up. ded unless in los
4. healing. now im fine with the healer class having good healing. but honor the dead can be SPAMMED. SPAMMED.
heres a screenshot of a death recap from a templar
edit: idk why but my screenshots dont show up. but death recap was 3 jabs, dev swarm, and beam
excluding the devouring swarm, the only attacks were jabs and beam. while in this fight i was constantly snared, and my usage of shuffle had drained my stam. this player hit very few skills, and as you can see it was more than adequate to kill me. this screenshot is more of how templars play rather than the numbers, demonstrating the spam of jabs without a single light attack in between.
now ill post a screenshot of my stat sheet (no potion). yes i am squishy, but you will notice i have VERY high sustain and weapon damage. i am hiting an easy 10k suprise attack without camo hunter or enchant proc (shackle, Spriggans and bloodspawn) and yet i was unable to use my classes defenses.
1. mobility, as i was constantly snared or being gap closed to.
2 shade, i couldnt get away far enough to utilise this skill.
3. i didnt have any chance to cloak, heal and re position because the templar was constantly pulling me out of cloak.
edit:3.8k wd, 2.5k recov (2.7k backbar) 18k resists 2.5k crit resists 15k mag, 33k stam 24k hp
and heres a few of my tooltips, (with just rally and cloak) which as you can see, are quite high. dispite this the templar had no problem outhealing my damage.
edit: again... 19k bow, 16.5k incap 10.3k surprise
im not the best player in the world but i can hold my own outnumberd against anything but well built magplars (or good players. talking about zerglings here) for the above reasons
heres some solutions.
1. remove snare on passive that adds it to ritual and remove it from jabs (or apply to last hit)
2. remove stun from gap closer and instead add a 30% snare. (so has 30% after gapcloser on 1 enemy rather than 30% massive aoe)
3. reduce damage. maybe 15%
4. sustain on honor the dead should apply to 30% and less targets rather that 60%
please refrain from just using l2p as your only argument. if you disagree say why. dont just go on a salty rant. keep it civilised.
yes there are other things about templar that could be considered overkill as well (eg. backlash crit and new bubble), but i am yet to test them as i play on xbox and dragonhold is not released for a further 4 days
ty for reading this i know its kinda long
No.
Also Honor the dead only hits one target at a time. Nothing to see here folks but another L2P issue, move along.
so? still healt THE ONE TARGET AND HAS EXTREAMLY LOW COST
just a salty magplar
The cost of BoL is actually pretty high, it’s must less efficient than most periodic heals, spamming it is completely unsustainable outside of dedicated healer builds. Templar is excellent at surviving burst damage burst struggles against heavy sustained pressure. So you’re gonna be softcountered if you’re playing a build that can’t trade punches and relies on bursting someone in one go.
do you not play nb? you are pretty much exclusively a burst class
and the issue is the cost refund.
ThePhantomThorn wrote: »my issues.
1. snares. templar simpily dosent need them. massive aoe 30% , 40% from spammable. i need to hit shuffle every 5 secs. they have mobility. A GAP CLOSER. not to mention rat and mist.
2. gap closer. it stuns. why. imagine if ambush stunned. yeah.
3. execute. undodgable. also does a ridiculous amount of dmg. yes it can be interrupted, but when youre at 10% hp and are snared up. ded unless in los
4. healing. now im fine with the healer class having good healing. but honor the dead can be SPAMMED. SPAMMED.
heres a screenshot of a death recap from a templar
edit: idk why but my screenshots dont show up. but death recap was 3 jabs, dev swarm, and beam
excluding the devouring swarm, the only attacks were jabs and beam. while in this fight i was constantly snared, and my usage of shuffle had drained my stam. this player hit very few skills, and as you can see it was more than adequate to kill me. this screenshot is more of how templars play rather than the numbers, demonstrating the spam of jabs without a single light attack in between.
now ill post a screenshot of my stat sheet (no potion). yes i am squishy, but you will notice i have VERY high sustain and weapon damage. i am hiting an easy 10k suprise attack without camo hunter or enchant proc (shackle, Spriggans and bloodspawn) and yet i was unable to use my classes defenses.
1. mobility, as i was constantly snared or being gap closed to.
2 shade, i couldnt get away far enough to utilise this skill.
3. i didnt have any chance to cloak, heal and re position because the templar was constantly pulling me out of cloak.
edit:3.8k wd, 2.5k recov (2.7k backbar) 18k resists 2.5k crit resists 15k mag, 33k stam 24k hp
and heres a few of my tooltips, (with just rally and cloak) which as you can see, are quite high. dispite this the templar had no problem outhealing my damage.
edit: again... 19k bow, 16.5k incap 10.3k surprise
im not the best player in the world but i can hold my own outnumberd against anything but well built magplars (or good players. talking about zerglings here) for the above reasons
heres some solutions.
1. remove snare on passive that adds it to ritual and remove it from jabs (or apply to last hit)
2. remove stun from gap closer and instead add a 30% snare. (so has 30% after gapcloser on 1 enemy rather than 30% massive aoe)
3. reduce damage. maybe 15%
4. sustain on honor the dead should apply to 30% and less targets rather that 60%
please refrain from just using l2p as your only argument. if you disagree say why. dont just go on a salty rant. keep it civilised.
yes there are other things about templar that could be considered overkill as well (eg. backlash crit and new bubble), but i am yet to test them as i play on xbox and dragonhold is not released for a further 4 days
ty for reading this i know its kinda long
1.2. It did used to, now it gives minor vulnerability for 8% damage taken. Give us an UNBLOCKABLE CC like Fear and see if you prefer that; I bet you don't.
- Give it a rest on the snares front, we'd much rather have something else than low snares that only blockhealers benefit from (Though not really because they're just getting beat up)
- We don't have mobility, we have 2 skills (that you mentioned) which are both available to everyone - Not to mention, we are forced into using those as we have probably the second least mobility of any class.
- We have HAD to run mists (RAT or Forward Momentum, after added) to deal with snares for about the last 4 years, or we'd be stuck in the mud 24/7 (Like a lot of Templars still are)
- No way, a gap closer?? Do you know the history of Toppling Charge? I doubt it.
3. "When you're at 10% Health and someone EXECUTES you with Radiant, you are dead" - Again...no way, serious bro? That's a daft thing to post. If you want to be comparative, I get hit with bigger Assassin Wills at any HP and even Executioner can be almost double cast, with a weave, by the time my radiant is done - Let's say you see 2 6k Executioners and a 3k weave (or whatever) would you say that's fine? Or is that OPOP?
4. If HtD is being spammed, the Templar is in a bad spot, it's single target and a self cast isn't guaranteed.
Can't see your screenshot but that's a poor showing if you died to that. People who die to things like that should definitely not be advocating nerfs. On that topic, Jabs timing was changed recently and it's much harder to weave than other skills, it works out more damage for a lot of players to just spam it without LA's. Sweeps are notoriously very easy to dodge.
Ok just read you have 18k resists and you wonder why you're getting deleted or put on the backfoot? I know why.
1. In terms of escaping, manage your resources better to make use of shuffle (or other, easily accessible immunity)
2. Same as above
3. No offence but if you're getting consistently pulled out by jabs, you're not the best NB; Wanting to play hide and seek safely anytime you get low and not being able to is not a good reason to complain.
" i can hold my own outnumberd against anything but well built magplars (or good players..)" - Again, a prime example of someone who shouldn't be advocating (or even talking about) nerfs.
Solutions
1.2. Give me an unblockable CC and you can have your stun removed from TC any day of the week. Also, give Caltrops and any others I can't think of the same treatment.
- Snare on ritual only applies if you don't have anything bigger on you (Even reflective overwrites it, which has an uptime of 99% for most Templars)
- Was on the last hit, was VERY easy to dodge.
3. We do among the lowest damage imo, you have to build damage to do significant burst (Which in top tier fights, is really all that matters) - That's why most Templars (Like the one you fought) hold block and spam heals until their big ult (Met, Bats etc) is ready because if they tried to kill you other ways, your hots and movement would pretty much outheal them.
4. Huge nerf to a single target, directional heal (that cannot be spammed by anyone on a respectable build)
Almost all non issues for decent players, the only change I liked was trading the 30% snare that's almost never applied for something better (buff) and the stun removed from TC in favour of an unblockable CC (buff)
I can't really understand 2 things about templars:
1) why they have so many snares (GL countering them with RAT on magicka classes)
2) why a healer class (templar) has no cast time burst ult, while a damage class (NB) has cast time on both its high damage ults
ThePhantomThorn wrote: »my issues.
1. snares. templar simpily dosent need them. massive aoe 30% , 40% from spammable. i need to hit shuffle every 5 secs. they have mobility. A GAP CLOSER. not to mention rat and mist.
2. gap closer. it stuns. why. imagine if ambush stunned. yeah.
3. execute. undodgable. also does a ridiculous amount of dmg. yes it can be interrupted, but when youre at 10% hp and are snared up. ded unless in los
4. healing. now im fine with the healer class having good healing. but honor the dead can be SPAMMED. SPAMMED.
heres a screenshot of a death recap from a templar
edit: idk why but my screenshots dont show up. but death recap was 3 jabs, dev swarm, and beam
excluding the devouring swarm, the only attacks were jabs and beam. while in this fight i was constantly snared, and my usage of shuffle had drained my stam. this player hit very few skills, and as you can see it was more than adequate to kill me. this screenshot is more of how templars play rather than the numbers, demonstrating the spam of jabs without a single light attack in between.
now ill post a screenshot of my stat sheet (no potion). yes i am squishy, but you will notice i have VERY high sustain and weapon damage. i am hiting an easy 10k suprise attack without camo hunter or enchant proc (shackle, Spriggans and bloodspawn) and yet i was unable to use my classes defenses.
1. mobility, as i was constantly snared or being gap closed to.
2 shade, i couldnt get away far enough to utilise this skill.
3. i didnt have any chance to cloak, heal and re position because the templar was constantly pulling me out of cloak.
edit:3.8k wd, 2.5k recov (2.7k backbar) 18k resists 2.5k crit resists 15k mag, 33k stam 24k hp
and heres a few of my tooltips, (with just rally and cloak) which as you can see, are quite high. dispite this the templar had no problem outhealing my damage.
edit: again... 19k bow, 16.5k incap 10.3k surprise
im not the best player in the world but i can hold my own outnumberd against anything but well built magplars (or good players. talking about zerglings here) for the above reasons
heres some solutions.
1. remove snare on passive that adds it to ritual and remove it from jabs (or apply to last hit)
2. remove stun from gap closer and instead add a 30% snare. (so has 30% after gapcloser on 1 enemy rather than 30% massive aoe)
3. reduce damage. maybe 15%
4. sustain on honor the dead should apply to 30% and less targets rather that 60%
please refrain from just using l2p as your only argument. if you disagree say why. dont just go on a salty rant. keep it civilised.
yes there are other things about templar that could be considered overkill as well (eg. backlash crit and new bubble), but i am yet to test them as i play on xbox and dragonhold is not released for a further 4 days
ty for reading this i know its kinda long
ThePhantomThorn wrote: »snip
plz read a few of my above comments. the 10% for example was mostly for imagery.
but these are some nice ideas. i like the idea of only having the srongest snare applied.
and im happy with temp getting a unblockable cc. the issue i have with charge is its a gap closer.
oh and i can 1v1 temps and "good players" but not fight outnumberd against them.
and again, this fight went on for a few mins. i was taken out by bat swarm + jabs + execute when i was out of stam. but that was just an example of how templars execute. hit me for 12k which is 1/2 of my hp.
ty for posting your opinions.
I can't really understand 2 things about templars:
1) why they have so many snares (GL countering them with RAT on magicka classes)
2) why a healer class (templar) has no cast time burst ult, while a damage class (NB) has cast time on both its high damage ults
1. Have countered all snares in game for years with mists, then FM (cost stam, not ideal, still worked), then RAT which is cheap and easily cast. It works against roots and snares and it's an absolute breeze to keep active - Bare in mind not all of those snares are applying to you..
2. Aint nobody seriously complaining about a .4s cast time and ain't nobody but noobs dying to healers with a burst ult.
Remember this? "Ravage an enemy with a spinning attack, dealing 6669 Disease Damage, and increasing your damage against them by 20% for 6 seconds. Stuns enemies for 4.5 seconds when cast with 120 Ultimate or more. Also afflicts the enemy with Major Defile, reducing their healing received and Health Recovery by 30%." 50 ult cost and you had that for years.
We have a burst ult that hits roughly the same an Assassins Will and some pulse damage that can be easily avoided afterwards, I'll trade a NEGLIGIBLE cast time and pulse damage for a 6s 20% damage buff (that still remains), either a silence or the equivalent 3s stun and a small sustain buff.
The person who doesn't actually want that, is you.
ThePhantomThorn wrote: »snip
plz read a few of my above comments. the 10% for example was mostly for imagery.
but these are some nice ideas. i like the idea of only having the srongest snare applied.
and im happy with temp getting a unblockable cc. the issue i have with charge is its a gap closer.
oh and i can 1v1 temps and "good players" but not fight outnumberd against them.
and again, this fight went on for a few mins. i was taken out by bat swarm + jabs + execute when i was out of stam. but that was just an example of how templars execute. hit me for 12k which is 1/2 of my hp.
ty for posting your opinions.
Imaginary or not, in execute range you're in trouble against any class - If I get to 50% HP (12/13k for me) I can get one hit by a non execute with a little luck, in a second. Clueless people spam executioner just the same way as clueless healbot Templars spam radiant.
That is how snares already work so chances are, against anyone with a brain, that 30% isn't even affecting you, we'd much rather have something in it's place.
You wouldn't be happy if we did get one.
I know it was an example, but I took the liberty of checking your Xbox Captures and seen this https://gamerdvr.com/gamer/thephantomthorn/video/81061247 - That aint gonna fly vs any Templar let alone that Zergling you're fighting.
This is the image you wanted to post
- That guy aint even a decent Magplar.
I see you're on Xbox EU so you can come practice against me whenever you want - 'BNOC SK'
this is comical, last patch: their damage is too high for a tanky class! - okay fair enough
this patch(after damage nerfs): It must be those snares!
....perhaps its time to reflect on if you really know how to play the game?
ThePhantomThorn wrote: »my issues.
im not the best player in the world but i can hold my own outnumberd against anything but well built magplars (or good players. talking about zerglings here) for the above reasons
So if the above is true.... what exactly is it your complaining about? Magplars are what you struggle against, ok, be more selective of your battles, give them a wide berth.
You can't win all the time
FearlessOne_2014 wrote: »The feels when it's Dragonhold and a Stamblade is complaining about a Magplar.
I can't really understand 2 things about templars:
1) why they have so many snares (GL countering them with RAT on magicka classes)
2) why a healer class (templar) has no cast time burst ult, while a damage class (NB) has cast time on both its high damage ults
How are you getting such high penetration? My magblade has just under 18k penetration withHexquisite wrote: »I have a new Magplar because I switched factions, and she has 18K pen without Spinners--once she has all her skill lines and passives, it will be more.