ThePhantomThorn wrote: »So. Here’s why there op. And everything this time not just jabs.
1. Jabs.
2. A gap closer that stuns.
3. Extended ritual
4. BURNING LIGHT
5. Snares
So. Explanation.
1. The damage is huge. (A result of a few thing I now realise, 1. Direct damage scaling as of dragonhold 2. Channel time reduced in elsweyr 3. People building higher damage in this patch) And has so many additional effects. But, mostly because of no. 4
2. Imagine if ambush stunned. Or crit rush.
3. The healing is that of healing springs, is a huge area, stacks, and purges 5. 5 effects from you.
4. This takes jabs to a whole new level. Jabs on its own is a little annoying, but with burning light...
5. and if that wasn’t enough, a massive 30% snare on everyone, and a 40% on jabs.
This will be my last nerf Templar thread this patch. I have nothing else to say.
ThePhantomThorn wrote: »So. Here’s why there op. And everything this time not just jabs.
1. Jabs.
2. A gap closer that stuns.
3. Extended ritual
4. BURNING LIGHT
5. Snares
So. Explanation.
1. The damage is huge. (A result of a few thing I now realise, 1. Direct damage scaling as of dragonhold 2. Channel time reduced in elsweyr 3. People building higher damage in this patch) And has so many additional effects. But, mostly because of no. 4
2. Imagine if ambush stunned. Or crit rush.
3. The healing is that of healing springs, is a huge area, stacks, and purges 5. 5 effects from you.
4. This takes jabs to a whole new level. Jabs on its own is a little annoying, but with burning light...
5. and if that wasn’t enough, a massive 30% snare on everyone, and a 40% on jabs.
This will be my last nerf Templar thread this patch. I have nothing else to say.
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Crixus8000 wrote: »People really need to learn the difference between strong and op. Templar is an amazing class right now, but I would rather see some other classes get buffed rather than just nerfing templar.
Maybe try to play a templar, then after you will feel an urge to post something like "this is my list of stamblade skills that need nerf" consider using these skills and tactics against templars.
ThePhantomThorn wrote: »So. Here’s why there op. And everything this time not just jabs.
1. Jabs.
2. A gap closer that stuns.
3. Extended ritual
4. BURNING LIGHT
5. Snares
So. Explanation.
1. The damage is huge. (A result of a few thing I now realise, 1. Direct damage scaling as of dragonhold 2. Channel time reduced in elsweyr 3. People building higher damage in this patch) And has so many additional effects. But, mostly because of no. 4
2. Imagine if ambush stunned. Or crit rush.
3. The healing is that of healing springs, is a huge area, stacks, and purges 5. 5 effects from you.
4. This takes jabs to a whole new level. Jabs on its own is a little annoying, but with burning light...
5. and if that wasn’t enough, a massive 30% snare on everyone, and a 40% on jabs.
This will be my last nerf Templar thread this patch. I have nothing else to say.
Instead aking for nerf to templars, ask for buffs to mageblades.
1. Sap tank should be viable again
2. grim focus should give minor berserk again
3. Veiled strike should at least give minor breach. If you prefer a stackable penetration mechanic, perfect
4. Siph sttack should be reworked as they used to be.
5. Give minor magicka steal to base cripple and change degeneration into old Malefic wreath
6. Get rid of cast time on ultis... Maybe a 1 sec cast time on shade to compensate
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
You know, there's a skill called "inevitable detonation" in the assault skill line, that explodes upon purges. Want to really *** off the templar and his group? Just tell you group to use it. One guy using i doesn't make much difference, but 3 or 4 can wreck.
Sure, it has a cast time, and that could be improved, but as long as the team stacks on ritual, they are gonna just dmg themselves
Oh, and the skill can be spammed if the stay in the "house", and has no limit, so you can just put it at least in 3 objectives before it explodes.
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
You know, there's a skill called "inevitable detonation" in the assault skill line, that explodes upon purges. Want to really *** off the templar and his group? Just tell you group to use it. One guy using i doesn't make much difference, but 3 or 4 can wreck.
Sure, it has a cast time, and that could be improved, but as long as the team stacks on ritual, they are gonna just dmg themselves
Oh, and the skill can be spammed if the stay in the "house", and has no limit, so you can just put it at least in 3 objectives before it explodes.
Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
You know, there's a skill called "inevitable detonation" in the assault skill line, that explodes upon purges. Want to really *** off the templar and his group? Just tell you group to use it. One guy using i doesn't make much difference, but 3 or 4 can wreck.
Sure, it has a cast time, and that could be improved, but as long as the team stacks on ritual, they are gonna just dmg themselves
Oh, and the skill can be spammed if the stay in the "house", and has no limit, so you can just put it at least in 3 objectives before it explodes.
This is all irrelevant has nothing to do with the snare on ritual and how overloaded that skill is and why it leads to performance issues. The snare needs to get removed. Everything else is fine on the skill and both morphs. That and living dark needs to be looked at, it has been nothing but trouble since it was implemented last patch with the skill audit when it would auto root people for attacking the user with living dark when it was a good cc before it was changed. Auto snaring isn't much better.
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
You know, there's a skill called "inevitable detonation" in the assault skill line, that explodes upon purges. Want to really *** off the templar and his group? Just tell you group to use it. One guy using i doesn't make much difference, but 3 or 4 can wreck.
Sure, it has a cast time, and that could be improved, but as long as the team stacks on ritual, they are gonna just dmg themselves
Oh, and the skill can be spammed if the stay in the "house", and has no limit, so you can just put it at least in 3 objectives before it explodes.
Yea, inevitable detonation is good... when it works. They should change the tooltip to say 50% chance of doing anything and a 4 second cast time. This skill being busted is one of the big reasons ball groups are so dominant right now.
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
You know, there's a skill called "inevitable detonation" in the assault skill line, that explodes upon purges. Want to really *** off the templar and his group? Just tell you group to use it. One guy using i doesn't make much difference, but 3 or 4 can wreck.
Sure, it has a cast time, and that could be improved, but as long as the team stacks on ritual, they are gonna just dmg themselves
Oh, and the skill can be spammed if the stay in the "house", and has no limit, so you can just put it at least in 3 objectives before it explodes.
This is all irrelevant has nothing to do with the snare on ritual and how overloaded that skill is and why it leads to performance issues. The snare needs to get removed. Everything else is fine on the skill and both morphs. That and living dark needs to be looked at, it has been nothing but trouble since it was implemented last patch with the skill audit when it would auto root people for attacking the user with living dark when it was a good cc before it was changed. Auto snaring isn't much better.
Nothing to do?
Ok, do you really think skills have no counter?
Whenever there's a guy complaining about cloak, don't we recommend to slot a counter?
This is the same, if a skill is strong, then its counter is also strong. If you think deto is not quite strong, then ask for a buff to the skill (at the risk of sorcs using it in their combos).
What cannot be acceptable is to label a skill as OP and never try its natural counters
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
You know, there's a skill called "inevitable detonation" in the assault skill line, that explodes upon purges. Want to really *** off the templar and his group? Just tell you group to use it. One guy using i doesn't make much difference, but 3 or 4 can wreck.
Sure, it has a cast time, and that could be improved, but as long as the team stacks on ritual, they are gonna just dmg themselves
Oh, and the skill can be spammed if the stay in the "house", and has no limit, so you can just put it at least in 3 objectives before it explodes.
This is all irrelevant has nothing to do with the snare on ritual and how overloaded that skill is and why it leads to performance issues. The snare needs to get removed. Everything else is fine on the skill and both morphs. That and living dark needs to be looked at, it has been nothing but trouble since it was implemented last patch with the skill audit when it would auto root people for attacking the user with living dark when it was a good cc before it was changed. Auto snaring isn't much better.
Nothing to do?
Ok, do you really think skills have no counter?
Whenever there's a guy complaining about cloak, don't we recommend to slot a counter?
This is the same, if a skill is strong, then its counter is also strong. If you think deto is not quite strong, then ask for a buff to the skill (at the risk of sorcs using it in their combos).
What cannot be acceptable is to label a skill as OP and never try its natural counters
Slotting inevitable detonation cause you think that's a counter to the skill that purifies makes what point? It has nothing todo with a large aoe snare on ritual that already heals and cleanses negative effects. I'm not even sure what point your trying to make to compare a zerg busting skill to a healing aoe that purifies and snares everything.
It needs the snare removed. Simple as that. The heal on both are fine and the purify is what Templar are known for so that's good but there is no need for that ability to have a snare on top of all that. Also inevitable detonation does nothing to counter that skill that cleanses negative effects.
Sanguinor2 wrote: »
The only things that needs a nerf is the snare on the ritual, there is no reason a huge aoe should be snaring everyone passively, it is strong enough with everything else it does with the purifies/heals etc. and living dark, idk why the combat team ever bother putting this one in the game and it seems to be one of the poorly thought out skills in that it snares the person attacking you, all snares/roots need to be activated thru targeting someone not this passive nonsense.
Other then those things I think the class is in a good spot and doesn't need much in terms of buffs or nerfs.
Why not?
The class is great at zoning, that's one of its identities since Wrobel gave us the speech of the house.
The ritual already passively heals and purifies negative affects and has the option for damage on top of everything, you already create a "zone" for your team with those effects with either morph, the passive snare on the biggest aoe in the game is ridiculous on top of creating performance issues with fps drops and lag. You have more then enough zoning tools with gravity crushes, the ritual with it's passives heals, purify, ranged cc's, jabs snare, defensive ult that provides major protection for you and heals for everyone in it's aoe without a cast time etc.
Fighting a team with a magplar rn is dumb cause not only are you snared just trying to engage them because of the ritual that is healing the entire team and can purge all negative effects (which also applies to stamplars) then you light attack only to be snared even harder for trying to fight them cause living dark. Terrible design the skill was fine when it was eclipse as a unique cc that would punish people for not breaking it.
You know, there's a skill called "inevitable detonation" in the assault skill line, that explodes upon purges. Want to really *** off the templar and his group? Just tell you group to use it. One guy using i doesn't make much difference, but 3 or 4 can wreck.
Sure, it has a cast time, and that could be improved, but as long as the team stacks on ritual, they are gonna just dmg themselves
Oh, and the skill can be spammed if the stay in the "house", and has no limit, so you can just put it at least in 3 objectives before it explodes.
This is all irrelevant has nothing to do with the snare on ritual and how overloaded that skill is and why it leads to performance issues. The snare needs to get removed. Everything else is fine on the skill and both morphs. That and living dark needs to be looked at, it has been nothing but trouble since it was implemented last patch with the skill audit when it would auto root people for attacking the user with living dark when it was a good cc before it was changed. Auto snaring isn't much better.
Nothing to do?
Ok, do you really think skills have no counter?
Whenever there's a guy complaining about cloak, don't we recommend to slot a counter?
This is the same, if a skill is strong, then its counter is also strong. If you think deto is not quite strong, then ask for a buff to the skill (at the risk of sorcs using it in their combos).
What cannot be acceptable is to label a skill as OP and never try its natural counters
Slotting inevitable detonation cause you think that's a counter to the skill that purifies makes what point? It has nothing todo with a large aoe snare on ritual that already heals and cleanses negative effects. I'm not even sure what point your trying to make to compare a zerg busting skill to a healing aoe that purifies and snares everything.
It needs the snare removed. Simple as that. The heal on both are fine and the purify is what Templar are known for so that's good but there is no need for that ability to have a snare on top of all that. Also inevitable detonation does nothing to counter that skill that cleanses negative effects.
Snares are countered through range or not?
If you are going melee against a templar you must be prepared to be snared. Is like going melee against a DK hoping he's not goig to CC you.
In any case, drop the snare on templar side, but give them something to be a threat on melee. Otherwise you are nerfing the class for the sole sake of nerfing it. What about major expedition on solar barrage, or give them back the stun on shards?
Regarding Deto. How is that it does nothing? You know, the bomb instead of being purged, explodes. If you apply the bomb again, and the templar purge sit, it explodes again. Inevitabily, there's a point in which the templar will have to juggle his magicka/health
It literally caused bad players to kill themselves if they didn't cc break or when they tried to go for the kill at low hp and if they did cc break it acted as any other cc in the game should causing people to cc break and burn stam burning a gcd breaking free.
EtTuBrutus wrote: »It's just funny it's suddenly overloaded
EtTuBrutus wrote: »It's just funny it's suddenly overloaded
Are everyone who’s saying it’s overloaded a NB? As a NB, everything looks overloaded.