Thanks for the links, I have read those already, I was asking about a critical summary like that provided by WabanakiWarrior.
I joined only one year ago so idk about much of this game's history. Could someone explain the trajectory of Templar nerfs? From what I've gathered, it was very OP at times. I've read something about a blinding skill, that made incoming attacks miss, and something about a blazing shield build? How was the Templar OP in the past? Cheers
Still in a better place than NB though
StarOfElyon wrote: »Wardens and Necromancers were added to the game. Then mythics. Templars paid the price to make those more appealing/less broken.
Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
Found a list by Joy:Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
Joy_Division wrote: »Found a list by Joy:Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
What's interesting is half of what i wrote there is obsolete and no longer relevant because the game has changed so much.
This wasn't written that long ago. Just shows me zos makes too many dramatic changes too quickly
Joy_Division wrote: »Found a list by Joy:Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
What's interesting is half of what i wrote there is obsolete and no longer relevant because the game has changed so much.
This wasn't written that long ago. Just shows me zos makes too many dramatic changes too quickly
I was just thinking the same thing while going through the list.
I returned to GW2 after 2 years of not playing and found the game extremely easy to get back into. My main class played basically the same and my alts over there were entirely familiar as well.
I come back to ESO after taking 6 months off and I have no idea wtf is going on with my characters. Except my Stamina ones, they seem to be stronger and stronger.
And now it's trashStarlight_Whisper wrote: »Used to be God level Healer class
Found a list by Joy:Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
Araneae6537 wrote: »Found a list by Joy:Puncturing Strikes stunned targets and healed for more. Now no more stun (instead just a snare) and it heals for much less.
Biting Jabs stunned targets and acted as quasi execute. Now it just snares and gives a generic buff available elsewhere.
Focused Charge was fast, responsive, and managed to hit opponents without the need for unpurgable auto-snare. Now it’s slow, bugs out, and places a snare on my opponents even if they are using a specific ability that makes them immune.
Spear Shards stunned an opponent, had a longer relative range to other skills before Battle Spirit, and gave me the conscious ability to provide stamina to my allies. Now it doesn’t stun, I do not have a choice what resource it restores, and every other class can replicate this once unique ability via the Undaunted Skill line. Also, this used to tick twice as fast and thus twice as many Burning Light procs
Blazing Shield was once a functional defense shield for all templars as it was based off health, an attribute the game’s mechanics used to encourage us to invest in. Now it’s a suboptimal choice for all templars excepting niche builds that stack max health.
The Balanced Warrior passive used to benefit all templar’s damage. Now it only does so for “stamplars”
Eclipse use to always reflect just about everything in the game for 7.2 seconds and had no targeting restrictions. Now only one morph only reflects projectiles and it only lasts for 3.5 seconds.
I use to have a skill called Blinding Flashes that gave melee opponents a unique miss chance debuff. It’s now gone.
The Restoring Spirit passive used to restore magicka when casting a Dawn’s Wrath ability. Now it’s just a generic small cost reduction (that is subject to diminishing returns).
The Remembrance ultimate morph used to provide my allies with damage reduction. Now it doesn’t.
Breath of Life once had an additional heal and no targeting restrictions.
Restoring Aura once provided allies (and the templar) a bonus to their stam recovery not available anywhere else in the game. Now it debuffs six enemies with a generic debuff that restores magicka to my allies if they attack specific target.
Repentance once restored health and stamina to the templar and her allies from corpses. Right now it is the last of the mechanics in ESO that once reward successful smaller sized groups overcome disorganized masses. On the PTS, this is gone as it’s just a situational AoE heal and only the templar gains stamina.
Cleansing ritual used to cleanse debuffs and incoming projectiles. Now, no more projectiles and it’s more expensive.
Focused Healing passive once gave me a unique 30% healing buff to allies standing in my protective circles. Now this is called Mending and gives a 12% buff if I am standing in my protective circles. If I combine it with the new Sacred Ground Passive, I can get an additional 8%. So in total 10% less.
Mending once passive gave me a higher chance to critically heal a low health target. This is now gone completely.
Wow, that is a lot! So where does the “power creep” everyone talks about come from? CP? Sets? Other classes only?
Excellent description, I loved it!BejaProphet wrote: »The tale you seek is a sad one but I respect your desire to understand your heritage.
There was time when Aedra walked more closely with mortals doomed to die in the mud and dirt of Tamriel. They were glorious and where they stepped light and life flourished. Some mortals they favored beyond others and they blessed them with power and ability beyond their fellow death-doomed sojourners. Those blessed could heal from the brink of death and any who attacked them were consumed in a fiery blast. These favored were called the templars.
But others looked upon such power with envy and coveted the blessings. They prayed to strange gods unknown to our fathers and the gods listened. Chief among these gods was Brian, the god of Wheels. Then the days of darkness came and those blessed by the Aedra found their strength weakening year by year, sometimes even month by month.
The faithful cried out to the Aedra to pity them, but either their ears were either deaf or their powers impotent. The strange gods seemed sovereign over the very building blocks of creation. And so the Templar faded to myth and legend. Those who now bear the name of Templar continue as a shadow and a nod to those who came before.
Oreyn_Bearclaw wrote: »They had to make way for the 2 P2W classes so they stole all the templar buffs.
They did nerf templars hard to make way for warden healers.exeeter702 wrote: »Objectively falseOreyn_Bearclaw wrote: »They had to make way for the 2 P2W classes so they stole all the templar buffs.
They did nerf templars hard to make way for warden healers.exeeter702 wrote: »Objectively falseOreyn_Bearclaw wrote: »They had to make way for the 2 P2W classes so they stole all the templar buffs.
exeeter702 wrote: »
Objectively false
Sanguinor2 wrote: »exeeter702 wrote: »
Objectively false
Remember when major mending was taken away because having too much major mending uptime was considered too strong? Do you also remember which class in the very same patch got passive high uptime major mending? I´ll give you a few hints: The Update was called Morrowind, it introduced Wardens and it nerfed Templars.