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Piercing Javelin: This ability and its morphs now bypass block to live up to their name

  • maxjapank
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    I keep trying to reply to posters. But I realize that many have not put in much time playing a Templar. So I keep erasing what I write. lol
  • mmtaniac
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    Jabs and beam are undodgeable. Potl is undodgeable and unblockable. Ult is undodgeable as well. Now their stun is unblockable and hits really hard for a stun. Meanwhile other classes don't have a proper counter to block and dodge at all...

    Ok many skills are undodgabe or unblockable, but Templar is class with most skills with cast times , while using casts you can't dodge or block without cancel casting. Many skills require preperation to work, compare this to combo on Stamden , you just Shalk+Charge and Wrecking blow or something else and many players can die,in 1 second you can do more than templar can do in 4 seconds.
    Edited by mmtaniac on February 17, 2022 10:52AM
  • Rataroto
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    PoTL/ PL - undodgeable
    Sweeps - undodgeable
    Beam - undodgeable
    Eclipse - carry skill that is also undodgeable
    Ritual - undodgeable
    toppling charge - ok fine... but a stun on a gap closer? FFS
    BoL - insta full hp
    Rune - free resrources for no reason
    Meteor - better block kid
    Empowering Sweep - undodgeable

    To say that magplar is easy is an understatement. Giving them a stun that ignores block is not a good idea, especially when it already does so much dmg. And let's not forget about burning light, a passive that basically hits you everytime sweeps is cast for that much dmg.

    Magplar is by far the best class in the game for a few reasons, and the absurd self healing built into their damage abilities isn't even the issue. It's the fact that their spamable is so good, but so good; it's miles ahead of any other class in the game. I know for a fact that if class change was implemented in the game (Which I hope it is); templars would be all you see. A lot of people don't admit it, but even with acc wide achievements they will still have a main, and they would gladly change the class for 3-5k crowns rather than grinding a new character.
  • mmtaniac
    mmtaniac
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    Maplar's will probably use class charge still ,but who know.
    First Binding Javeling have stamina cost. Bear hunch can help with stamina cost.
    Second they don't have other option as close gap if you want play with staff.
    Third magplar need coserve stamina for dodge or break free.

    And of course another vine about magplar and people don't see this class can be stamplar too , this means stamplar need big changes to work and this thing is more for him. Most people see templar as only magplar and this is BIG PROBLEM how unbalanced this class is in this way.
    Edited by mmtaniac on February 16, 2022 8:46AM
  • TechMaybeHic
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    Rataroto wrote: »
    PoTL/ PL - undodgeable
    Sweeps - undodgeable
    Beam - undodgeable
    Eclipse - carry skill that is also undodgeable
    Ritual - undodgeable
    toppling charge - ok fine... but a stun on a gap closer? FFS
    BoL - insta full hp
    Rune - free resrources for no reason
    Meteor - better block kid
    Empowering Sweep - undodgeable

    To say that magplar is easy is an understatement. Giving them a stun that ignores block is not a good idea, especially when it already does so much dmg. And let's not forget about burning light, a passive that basically hits you everytime sweeps is cast for that much dmg.

    Magplar is by far the best class in the game for a few reasons, and the absurd self healing built into their damage abilities isn't even the issue. It's the fact that their spamable is so good, but so good; it's miles ahead of any other class in the game. I know for a fact that if class change was implemented in the game (Which I hope it is); templars would be all you see. A lot of people don't admit it, but even with acc wide achievements they will still have a main, and they would gladly change the class for 3-5k crowns rather than grinding a new character.

    You do realize that all AOE and beams are "undodgeable" right? And eclipse is based on a return when someone attacks so not sure how you attack and dodge at the same time.... POTL/PL damage comes from taking other hits that are dodgeable based on the same rules.

    Did you also know that every class has a "free resources for no reason" ability? Most also have a burst heal like HTD as well. If they don't, they have HOTs

    Templar are in a good spot but most of this stuff listed is nonsense. The spammable is good sure, and getting overloaded more which I don't like; but I could probably count on 1 hand the templars I fight that actually are good enough to land most of it without having other players providing other pressure and CC to keep me in it. Same goes for that execute.

    The problem gets to be with the meta right now that allows people to stack defense yet still have functional heals and damage, and that's every class, and then compounded with Templar eclipse healing not whatever you mean by it's undodgeable damage. I never heard anyone even think about damage on eclipse.
    Edited by TechMaybeHic on February 16, 2022 11:26AM
  • Tommy_The_Gun
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    I wish all abilities in the game, regardless of being base game or dlc would be treated the same with no bias, but instead with a dev comment: "to live up to their name"...
  • TechMaybeHic
    TechMaybeHic
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    I wish all abilities in the game, regardless of being base game or dlc would be treated the same with no bias, but instead with a dev comment: "to live up to their name"...

    At least go one way or another. Either give use awesome standout abilities, or homogenize it all. Seems like they homogenize everything to stat budgets and other combat rules, but randomly do "rule breakers" just when they feel like it.
    Edited by TechMaybeHic on February 18, 2022 3:34PM
  • mmtaniac
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    Templar is good against squishy targets, against tanks is piece of garbage. Combo's of templar require too long preperation, and try jabs when everyone run run run. Potl is 6seconds and you need land damage to stack it, of course its possible with good stun ,but still if enemy is too tanky he just resist it and heal self. Compare combo of templar to combo of Warden on warden you just need good timing. Templar have good sustain damage but lack in burst.
    Edited by mmtaniac on February 18, 2022 7:09PM
  • huskandhunger
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    have you tried werewolfing? we have a fear that goes through block too, it's great, if you need a bite, find me in game @ huskandhunger and i will give you the chomp o:)
  • mmtaniac
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    have you tried werewolfing? we have a fear that goes through block too, it's great, if you need a bite, find me in game @ huskandhunger and i will give you the chomp o:)

    Werewolf is not templar , i watn to play templar not wolf or vampire . Templars is fu... crusaders warriors of god wchich purify evil but ingame templar is noodle warriors .
    Edited by mmtaniac on February 21, 2022 4:24PM
  • xylena_lazarow
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    Templar offense was already strong against block, but Major Evasion still shuts them down pretty hard.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • mmtaniac
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    Warden's are almost unkillable to templar they have minor and major Evasion + other protections .
  • lQrukl
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    Why on earth is the most overpowered class in the game (currently) getting even more INSANE buffs to its skill line
    This is not DK's skill line
    This skill can reach 9-12k tooltips and BY PASS RESISTANCES now it also work like a FnF streak?
    This skill isn't oblivion damage, so Undeath passive, Major/Minor Protection, Deliberation passive and other defencive % buffs would work as well. Also don't forget that this skill is CC, so you can just drink potions that give you immune to CC, dodge it (not instant cast time), even Mist Form will allow you to easily counter the "huge" damage of this ability.

    This skill was useless in both morphs so much time. Its tooltip is weak, effect is not unique (Fire Clench with Master staff is still worthy for slotting, or just use Toppling Charge).

    I voiced the problems of this, and other Templar's abilities after Waking Flame update and I am pretty happy to see that ZoS trying to move in direction of making not few, but every ability of templar more usefull in modern realities.

    Year ago class was in terrible state in everything: healing ( zero unique group buffs ), tanking ( absence of health-based class healing ), damage dealing ( only stamplar was viable, but there was non-stam meta ). Class is not op, it's just comes back to normal after being abandoned for years.
    The fact that other classes like Warden are nerfed wherein is not Templar's fault.
    Also templars is also was out of pvp meta for ages. In the summer I couldn't complete the quest in Cyrodiil to kill the Templars for a week, while same quest to kills sorcs was completed in 15 mins.

    Did you even play this class?
  • VarisVaris
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    lQrukl wrote: »
    Why on earth is the most overpowered class in the game (currently) getting even more INSANE buffs to its skill line
    This is not DK's skill line
    This skill can reach 9-12k tooltips and BY PASS RESISTANCES now it also work like a FnF streak?
    This skill isn't oblivion damage, so Undeath passive, Major/Minor Protection, Deliberation passive and other defencive % buffs would work as well. Also don't forget that this skill is CC, so you can just drink potions that give you immune to CC, dodge it (not instant cast time), even Mist Form will allow you to easily counter the "huge" damage of this ability.

    This skill was useless in both morphs so much time. Its tooltip is weak, effect is not unique (Fire Clench with Master staff is still worthy for slotting, or just use Toppling Charge).

    I voiced the problems of this, and other Templar's abilities after Waking Flame update and I am pretty happy to see that ZoS trying to move in direction of making not few, but every ability of templar more usefull in modern realities.

    Year ago class was in terrible state in everything: healing ( zero unique group buffs ), tanking ( absence of health-based class healing ), damage dealing ( only stamplar was viable, but there was non-stam meta ). Class is not op, it's just comes back to normal after being abandoned for years.
    The fact that other classes like Warden are nerfed wherein is not Templar's fault.
    Also templars is also was out of pvp meta for ages. In the summer I couldn't complete the quest in Cyrodiil to kill the Templars for a week, while same quest to kills sorcs was completed in 15 mins.

    Did you even play this class?

    Magplar is op this patch part of the big 3 with magdk and magnecro.

    Living Darkness alone is enough to make the class overperforming but it doesn't stop there at all.

    Toppling charge is by far the best gap closer in the game (ambush would like to have a word with a gap closer that is still able to stun) while also providing one of the best offensive buffs in the game with off balance.

    Crescent sweep provides huge burst and also directly counters block as the pulse ignores it and gets further buffed by piercing spear

    The offensive toolkit is perfected by purifying light which further counters block and also ignores block.


    If anything magplar is only softcountered by block while dodge is completely rendered useless vs a Templar.
    The golden state for balance once upon a time was that a class can counter either block or dodge, not both.

    Don't even get me started on magplar survivability between, Rune, purge, Radiating regen, purifying light, jabs and living darkness.

    With javalin becoming a flat out hardcounter vs block there is no Counterplay to Templar anymore. Not even the bad argument of "just kill them first" works as a magplar with 3 working braincells can't die.


    Templar's Gameplay identity of having strict offensive and defensive windows that didn't interfered with each other which was the reason for their offensive power to be higher than others has been completely changed in favor of a new "identity" of being a class that combines superior damage with superior survivability without having drawbacks.

    The same thing can be said for the other two of the dominating 3 specs, magnecro and magdk.
    Both are so overtuned that they have no drawbacks anymore at all.


    Magplar isn't balance and the javalin change will make things even worse.
    Edited by VarisVaris on February 23, 2022 7:38PM
  • MEBengalsFan2001
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    Destructive reach for lightning staff had the stun removed, and replaced with a DoT. This Javelin has range, stun/knockback, 100% penetration, and is not blockable?
    So, why not make it Oblivion damage too? That way we don't have anything else like % damage reduction maj/minor protection standing between this skill and a crap META. Elder Spears Online lol.
    This is just bad in the long run for all Templars. Like the rune cage mentioned above, when they over do it like this, they also over do the "correction". You end up with with less than what you started with.

    I'm cool with Templars having the spotlight, and getting some appreciation. You want that good stuff to stay with the class, not all get thrown under the same blanket and smashed with the nerf hammer. Who asked for this?

    It basically has oblivion damage since it ignores your resistance.
  • MEBengalsFan2001
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    Jabs and beam are undodgeable. Potl is undodgeable and unblockable. Ult is undodgeable as well. Now their stun is unblockable and hits really hard for a stun. Meanwhile other classes don't have a proper counter to block and dodge at all...

    You can dodge both and avoid both by using walls, boxes, trees etc to get out of sight or if you really want run towards the player and dodge roll through them and beam won't hit you and you will get hit by 2-3 of the jabs but not all of them. .
  • MEBengalsFan2001
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    WhyEvenTry wrote: »
    Almost everyone else has an unblockable stun. Glad we get one too.

    Templar has unavoidable delayed burst. Where is this for every other class?

    The delayed burst only works if the templar is able to build up enough damage if the player has a way to avoid the damage they won't take as much.

    Each class has it's own unique style of play. If you don't play each class you won't know the ins and out of the class and its advantage and disadvantages. Playing each class provides a player a better understanding of how the class operates. Templar is a brawler class for the most part, it is in your face type of class.

    I don't think the class in itself is over powered but one or two skills that are broken or over performing can easily be fixed so they are inline with what the devs want from the class.

    For instance you can avoid the delayed burst by simply not taking more damage from the templar, simply RUN away and hide. That will reduce damage you take from the delayed burst. Just like how you can avoid Warden second attack from Subterranean Assault. Or how you can cleanse the dots ticks from a DK. Or how you can avoid some of the surprise damage from a NB by using Radiant Light.

    There are ways to counter each class and its unique mechanic. Templars really need to be in your face to produce damage and they have a few range abilities but the range abilities are ok but not worth using on a templar.

    We have to see how this update truly impacts the game. I love how everyone here like templars are so OP yet that can be applied to every class.

    DK DOTs hit to hard nerf the DOTs. The burst damage from a Warden is to high nerf the burst damage. NB damage out of stealth is to high nerf damage out of stealth. The Necro AoE are to much nerf there damage.

    I can add at least two additional points for each class, because all classes are overpower in the right player hand. I proved this in another game where the class I played was considered inferior to all other classes. I went into a trail/raid and walked out 2nd in damage but on two bosses I had to swap loadouts to my support role build yet I still ended up second on the damage board. Why, because I played the class to its highest possible level and was able to get all I could out of it. Any two good players who can do this will end up being nearly close with one always winning out. There are at times exceptions and IMO right now, that doesn't seem to apply in ESO for the current set of classes the game has.
  • VarisVaris
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    WhyEvenTry wrote: »
    Almost everyone else has an unblockable stun. Glad we get one too.

    Templar has unavoidable delayed burst. Where is this for every other class?

    The delayed burst only works if the templar is able to build up enough damage if the player has a way to avoid the damage they won't take as much.

    Each class has it's own unique style of play. If you don't play each class you won't know the ins and out of the class and its advantage and disadvantages. Playing each class provides a player a better understanding of how the class operates. Templar is a brawler class for the most part, it is in your face type of class.

    I don't think the class in itself is over powered but one or two skills that are broken or over performing can easily be fixed so they are inline with what the devs want from the class.

    For instance you can avoid the delayed burst by simply not taking more damage from the templar, simply RUN away and hide. That will reduce damage you take from the delayed burst. Just like how you can avoid Warden second attack from Subterranean Assault. Or how you can cleanse the dots ticks from a DK. Or how you can avoid some of the surprise damage from a NB by using Radiant Light.

    There are ways to counter each class and its unique mechanic. Templars really need to be in your face to produce damage and they have a few range abilities but the range abilities are ok but not worth using on a templar.

    We have to see how this update truly impacts the game. I love how everyone here like templars are so OP yet that can be applied to every class.

    DK DOTs hit to hard nerf the DOTs. The burst damage from a Warden is to high nerf the burst damage. NB damage out of stealth is to high nerf damage out of stealth. The Necro AoE are to much nerf there damage.

    I can add at least two additional points for each class, because all classes are overpower in the right player hand. I proved this in another game where the class I played was considered inferior to all other classes. I went into a trail/raid and walked out 2nd in damage but on two bosses I had to swap loadouts to my support role build yet I still ended up second on the damage board. Why, because I played the class to its highest possible level and was able to get all I could out of it. Any two good players who can do this will end up being nearly close with one always winning out. There are at times exceptions and IMO right now, that doesn't seem to apply in ESO for the current set of classes the game has.

    You typed all this and yet every single bit is wrong.

    The only way a Templar is unable to get a fully stacked purifying light proc is if you purge it, which reduces this to Warden and other Templars (no one else actually runs a purge)

    Saying "just stop fighting them and run away" is just a description for saying the class is op as there is no way to fight it.

    Templar's identity once was being a brawler that had distinct offensive and defensive windows unlike magdk that was meant to be a brawler that got it's survivability by fighting, both of those identities and therefore their weaknesses have been removed in order to give them the best of both worlds.

    2 equally skilled players with one playing one of the big 3 and the other picking any other the other 9 existing specs will always have the exact same results in any scenario, the person playing magnecro, magdk or magplar will alway come out ahead by miles, even a much less skilled player will perform better on those 3 specs than an objectively better player just because they get carried so hard by their spec.


    There is no need to wait how the patch affects balance because it's crystal clear, the 3 overperforming specs have been buffed directly and indirectly by skill changes and having access to new skills while all other specs didn't receive any love.
    Anyone who has been on the pts knows how terrible balance will be next patch and that magplar will benefit a lot from the changes when they were in for a big nerf after U32.
  • Alchimiste1
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    VarisVaris wrote: »
    WhyEvenTry wrote: »
    Almost everyone else has an unblockable stun. Glad we get one too.

    Templar has unavoidable delayed burst. Where is this for every other class?

    The delayed burst only works if the templar is able to build up enough damage if the player has a way to avoid the damage they won't take as much.

    Each class has it's own unique style of play. If you don't play each class you won't know the ins and out of the class and its advantage and disadvantages. Playing each class provides a player a better understanding of how the class operates. Templar is a brawler class for the most part, it is in your face type of class.

    I don't think the class in itself is over powered but one or two skills that are broken or over performing can easily be fixed so they are inline with what the devs want from the class.

    For instance you can avoid the delayed burst by simply not taking more damage from the templar, simply RUN away and hide. That will reduce damage you take from the delayed burst. Just like how you can avoid Warden second attack from Subterranean Assault. Or how you can cleanse the dots ticks from a DK. Or how you can avoid some of the surprise damage from a NB by using Radiant Light.

    There are ways to counter each class and its unique mechanic. Templars really need to be in your face to produce damage and they have a few range abilities but the range abilities are ok but not worth using on a templar.

    We have to see how this update truly impacts the game. I love how everyone here like templars are so OP yet that can be applied to every class.

    DK DOTs hit to hard nerf the DOTs. The burst damage from a Warden is to high nerf the burst damage. NB damage out of stealth is to high nerf damage out of stealth. The Necro AoE are to much nerf there damage.

    I can add at least two additional points for each class, because all classes are overpower in the right player hand. I proved this in another game where the class I played was considered inferior to all other classes. I went into a trail/raid and walked out 2nd in damage but on two bosses I had to swap loadouts to my support role build yet I still ended up second on the damage board. Why, because I played the class to its highest possible level and was able to get all I could out of it. Any two good players who can do this will end up being nearly close with one always winning out. There are at times exceptions and IMO right now, that doesn't seem to apply in ESO for the current set of classes the game has.

    You typed all this and yet every single bit is wrong.

    The only way a Templar is unable to get a fully stacked purifying light proc is if you purge it, which reduces this to Warden and other Templars (no one else actually runs a purge)

    Saying "just stop fighting them and run away" is just a description for saying the class is op as there is no way to fight it.

    Templar's identity once was being a brawler that had distinct offensive and defensive windows unlike magdk that was meant to be a brawler that got it's survivability by fighting, both of those identities and therefore their weaknesses have been removed in order to give them the best of both worlds.

    2 equally skilled players with one playing one of the big 3 and the other picking any other the other 9 existing specs will always have the exact same results in any scenario, the person playing magnecro, magdk or magplar will alway come out ahead by miles, even a much less skilled player will perform better on those 3 specs than an objectively better player just because they get carried so hard by their spec.


    There is no need to wait how the patch affects balance because it's crystal clear, the 3 overperforming specs have been buffed directly and indirectly by skill changes and having access to new skills while all other specs didn't receive any love.
    Anyone who has been on the pts knows how terrible balance will be next patch and that magplar will benefit a lot from the changes when they were in for a big nerf after U32.

    ^ pretty much this
  • Alchimiste1
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    I don't understand why this unblockable javelin change hasn't been reverted yet. It's so easy to see how problematic it's going to be when tied to a class that has a delayed burst skill is the highest or second highest in the game.

    Do people not recall summerset magsorc with old rune cage? and that didn't ignore resistances.
    Javelin going through block is a terrible combat decision.

    "The delayed burst only works if the templar is able to build up enough damage if the player has a way to avoid the damage they won't take as much."

    ^ the above argument doesn't even mean anything. With how strong mplar is rn and how high it can push spell damage pretty much any mplar can pressure their opponent for a strong purifying light hit. Unless people are in two tanks sets like pariah and something else but that's not a good way to build mplar.
  • sneakymitchell
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    Just remember fossilize for dragon knights it’s going be way better stun. Since you can’t block or roll dodge it. And javilen you can dodge it.

    The meteor combo best best suited for dks
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • VarisVaris
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    Just remember fossilize for dragon knights it’s going be way better stun. Since you can’t block or roll dodge it. And javilen you can dodge it.

    The meteor combo best best suited for dks

    This is wrong, fossilize deals less damage and magdk isn't able to squeeze nearly as much burst into a single gcd as Templar is able to.
  • Ragnaroek93
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    mmtaniac wrote: »
    Jabs and beam are undodgeable. Potl is undodgeable and unblockable. Ult is undodgeable as well. Now their stun is unblockable and hits really hard for a stun. Meanwhile other classes don't have a proper counter to block and dodge at all...

    Ok many skills are undodgabe or unblockable, but Templar is class with most skills with cast times , while using casts you can't dodge or block without cancel casting. Many skills require preperation to work, compare this to combo on Stamden , you just Shalk+Charge and Wrecking blow or something else and many players can die,in 1 second you can do more than templar can do in 4 seconds.

    You don't need to dodge or block if you just keep living dark up because the skill is totally busted. Wrecking Blow is much easier to deal with than the current Templar toolkit and Shalks is blockable. Compare that with Nightblade, you have a cast time on your dodgeable and blockable ultimate and a min travel time on your dodgeable and blockable burst skill. It's not even possible to hit these skills after a freaking stun because there's enough time to break free and dodge. And Nb has 0 dmg outside of that combo, unlike templar or dk which just overwhelm their opponents with unhealable damage.
    Jabs and beam are undodgeable. Potl is undodgeable and unblockable. Ult is undodgeable as well. Now their stun is unblockable and hits really hard for a stun. Meanwhile other classes don't have a proper counter to block and dodge at all...

    You can dodge both and avoid both by using walls, boxes, trees etc to get out of sight or if you really want run towards the player and dodge roll through them and beam won't hit you and you will get hit by 2-3 of the jabs but not all of them. .

    Yes, you can counter templar by running away and avoiding fighting it. 10/10 balance.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • UrbWzrd
    UrbWzrd
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    mmtaniac wrote: »
    Jabs and beam are undodgeable. Potl is undodgeable and unblockable. Ult is undodgeable as well. Now their stun is unblockable and hits really hard for a stun. Meanwhile other classes don't have a proper counter to block and dodge at all...

    Ok many skills are undodgabe or unblockable, but Templar is class with most skills with cast times , while using casts you can't dodge or block without cancel casting. Many skills require preperation to work, compare this to combo on Stamden , you just Shalk+Charge and Wrecking blow or something else and many players can die,in 1 second you can do more than templar can do in 4 seconds.

    Templar is the cheesiest class in the game. All they do is spamming these annoying jav skill.
  • UrbWzrd
    UrbWzrd
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    Just enter to battle grounds, and see how op and annoying templars are. And if you enter below level 50, no way you can escape these annoying curling style javelin bites. Yes, patch after patch they keep buffing this holly cheese class. Unbelievable.
  • mmtaniac
    mmtaniac
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    I tell this again magplars is annoying other version of templar not exist in game or they are weak and no one cares about them. Changes should be make to enable other version of templar. Compare Templar to other classes on templaryou have only one spec.
    Edited by mmtaniac on February 24, 2022 7:47AM
  • xylena_lazarow
    xylena_lazarow
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    If you are dying to Templars, you are probably overextending into their invincible house of HoTs. Templar offense is fine, if anything they still need better options for fighting enemies who run Major Evasion. I can 100% agree that Templar defense is a problem, the healing components of Ritual, Rune, and Living Dark are all badly overtuned in PvP, to the point where you don't even need to invest much in other defenses, just heal through everything short of being zerged.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • ealdwin
    ealdwin
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    If you are dying to Templars, you are probably overextending into their invincible house of HoTs. Templar offense is fine, if anything they still need better options for fighting enemies who run Major Evasion. I can 100% agree that Templar defense is a problem, the healing components of Ritual, Rune, and Living Dark are all badly overtuned in PvP, to the point where you don't even need to invest much in other defenses, just heal through everything short of being zerged.

    The problem Templar's face is that they have a lot of skills and morphs which could use buffs or reworks in order to expand their class kit and introduce some good flexibility of play-style in it, but rather than buff those skills they instead have more power tacked onto the skills they are already using. Templar Tanks needed a Health-based heal to compete with other specs in the current way that tanks work*. The solution could have been a rework to Healing Ritual, a skill that very few Templars are using. Instead, a heal was attached to Rune**. The Burning Light redo a few patches ago pretty much sealed the deal for Jabs/Sweeps spam as the most reliable method of proc-ing the extra damage. Even on the pts, Templars are finally getting Major Brutality/Sorcery, but its being attached to Biting Jabs, adding extra power to a skill that honestly didn't need it.

    I'd be lying if I said that the Piercing Javelin changes didn't have me salivating a bit as a Templar, but they aren't necessary. I'd rather have the 28m range back personally. The change may be slightly beneficial for Binding Javelin where it keeps the enemy in a specific position. But for Aurora Javelin, it won't make more sense as a CC than Toppling Charge since Templar's ranged capabilities are still lacking (again due to Burning Light + Jabs/Sweeps being the premiere source of damage for the class) and without the mobility to stay at a range Templars are better off keeping in the melee range along with the rest. I'm not strictly opposed to the change, but when looking at the Templar class as a whole, it's a buff where not needed while ignoring the areas the class does need buffs and improvements.


    *Whether health-based heals should or should not exist in the game is a different argument. As it stands for the past couple years, Health-based heals have been more or less vital for the viability of tanks.
    **Not arguing that this was a "bad" change, but just that it was adding more power onto an already used and useful ability while neglecting those abilities which aren't used.
    Edited by ealdwin on February 25, 2022 6:09PM
  • Drdeath20
    Drdeath20
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    Would be cool to see;

    Explosive charge act as an AoE taunt. Templars still rely on time stop for a crowd control but have a unique way to taunt. Would make them some what more interesting as a tank.

    Reflective light should cause minor vulnerability.

    Radiant aura needs to offer major brutality/sorcery. Restoring aura (the base morph) should have its perimeter expanded to match what radiant auras is now and radiant aura’s new effect should be major sorc/brut.

    Solar disturbance needs to drop the maim and get a real offensive primary effect. Maybe major brittle. Yeah yeah I know brittle happens when it’s cold. Well the solar disturbance caused the major cooling. All I’m saying is it could still work.

    Having a Templar use that ultimate could cause players to stop building for crit only builds in pve bcz of the crit cap. Maybe we might see other non crit sets get more used bcz of this.
  • Vevvev
    Vevvev
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    VarisVaris wrote: »
    Just remember fossilize for dragon knights it’s going be way better stun. Since you can’t block or roll dodge it. And javilen you can dodge it.

    The meteor combo best best suited for dks

    This is wrong, fossilize deals less damage and magdk isn't able to squeeze nearly as much burst into a single gcd as Templar is able to.

    Get 3 stacks of Seething Fury, make sure Flames of Oblivion is up, make sure target is afflicted by Engulfing Flames, cast Shooting Star, wait, Petrify the target, and then hit them with Molten Whip right as Meteor connects with hopefully a Flames of Oblivion fireball coming in. Equivalent of double ulting someone if you pull it off right.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
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