MEBengalsFan2001 wrote: »Hi All...
I know the devs made some adjustments recently to the templar biting jabs to provide major sorcery/brutality for 10 seconds. I honestly don't think that is the way to provide templar this buff using their skills. Looking just at the names of skill I was hoping Power of Light would lose minor breach and instead provide major sorcery/brutality for the time this ability is active on the target. The name power of light would make more sense for major sorcery / brutality and biting jabs should go back to providing major prophecy/savagery.
Next I would like the devs to adjust the following for templars as well. Luminous shards should not provide additional resources, instead targets in the AoE are impacted by minor breach. If not Luminous shards than maybe make Blazing Spear add minor breach and have its damage reduced.
What other templar updates you would like to see come update 35?
Starlight_Knight wrote: »You should play warden if you think templar needs tlc.
Starlight_Knight wrote: »You should play warden if you think templar needs tlc.
Well Stamden is 100% Ok for the most part.
Magicka Warden on the other hand needs some love.
MovesLikeJaguar wrote: »All the other classes should just be brought up to the standard that templar sets. Some skill reworks or buffs in all the classes to make it so everything is utilized would be great. Warden suffers since many skills are just dead outside the Animal skill line, Nightblade is just a mess, Sorcerer and DK could use some love in the Stamina department (though dk is in a good spot overall), and Necromancer? ... I don't play necromancer so I can't say much. But the point still stands.
MEBengalsFan2001 wrote: »Well Stamden is 100% Ok for the most part.
Magicka Warden on the other hand needs some love.
I disagree as my friend plays a Magic warden. He uses the following on his front bar: Deep Fissure, screaming cliff racer, Fetcher Infection, arctic wind / shimmer shield (depends if he is in group or alone) and crushing shock and runs the bear. He murders players rather easily.
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MEBengalsFan2001 wrote: »Well Stamden is 100% Ok for the most part.
Magicka Warden on the other hand needs some love.
I disagree as my friend plays a Magic warden. He uses the following on his front bar: Deep Fissure, screaming cliff racer, Fetcher Infection, arctic wind / shimmer shield (depends if he is in group or alone) and crushing shock and runs the bear. He murders players rather easily.
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I didn't say that Magden was straight out bad, you can still kill people. But let me lay out what Magden is missing.
- The number 1 thing is an On-Demand Stun. With the exception of Necro, Every Class has a variety of On Demand and and Defensive Stuns. Magden has a RNG Stun with bear, which is useless in PVP because Bear is just a weaker option. Warden now has a 5 SECOND Stun buildup with Arctic Blast, that is the longest buildup for any stun in the game, Freeze Time (AoE Stun from Psijiic Line is 4 Seconds and has a Slow Built In), Also Arctic Blast is Expensive as it has a very short duration, 5 Seconds, to get your 5 damage ticks to stun. It's just really bad. And Finally Zos just Slapped a Defensive stun on Slab, which is ok. But Between Arctic Blast and Slab, you don't get to choose when you stun your opponents, which is a big issue.
- Magicka Warden also does not have access to a Snare/Imob Removal or Immunity, you do have your little speed boost with Wings, but if you're glued to the ground, it doesn't matter. This is an Easy Fix by adding it to Wings.
- Cliff Racer hits really hard but it's slow and clunky, people can dodge it very easy. It also has a hoop to jump through to activate it's special thing which is distance, in PvP you're in Close Quarters constantly, you will almost never get to use the special thing on Stam and on Mag the Distance aspect fails due to the same reason
- Last thing is Sustain, so Warden has this cool little netch that restores resources, which is fine but Sustain is still a bit rough since Warden's abilities in general hit hard but are expensive, so a little extra something, another easy fix actually, in Green Balance there's a Passive Called Nature's Gift that returns resources when you heal an ally, which is great but you miss out on that in PvP, so make it apply when you heal Yourself and Allies and it's good to go.
- Little Note on the Netch, it will remove negative effects occasionally, which is fine except for Plague Bombs that explode when are purged, so you risk random explosions while Netch is out if Plague Bombs are being used (Which they are constantly)
Sorry to Hijack this Templar Post, but Magicka Warden 100% does need some help, and although I don't play Templar much, general improvements are welcome as long as they don't tip the scales too much, I still see Templars as really really good in PvP, not as crazy as DK, but more of a case of a Better General Balance that should be a bit of a standard that Zos should implement across the other classes.
MEBengalsFan2001 wrote: »
Necrotech_Master wrote: »MEBengalsFan2001 wrote: »
my stamplar actually feels has decent sustain, just have to make sure keep the rune up (as that buff provides 240 recovery per second, unaffected by recov buffs or debuffs since its a fixed value just being granted by the skill, which means it works through block)
MEBengalsFan2001 wrote: ». The name power of light would make more sense for major sorcery / brutality and biting jabs should go back to providing major prophecy/savagery.
MEBengalsFan2001 wrote: »
MEBengalsFan2001 wrote: »Starlight_Knight wrote: »You should play warden if you think templar needs tlc.
I do and I have no issues with my Warden. My warden has easier access to buffs and debuffs. Two skills give major sorcery/brutality and minor protection along with purge, healing and major resolve.
Come mod 34 Warden will get major and minor breach from one ability. And has other debuffs that it can do. Cutting dive is a great ability to use at range.
The only thing a melee warden is missing is a gap closer but it does get bird of prey to provide more damage and speed.
I'm sorry but the whole warden thing is a joke IMO considering that is the second character I play behind my Templar.
I play that character as bow/bow, bow/DW and bow/2H.
As for heals, that is where the warden need a little bit of love. Overall they are in a better now than they were a year ago with healing.
As for templar there buff/debuffs are not as fluid as the Warden ones are.
"Cutting dive is a great ability to use at range."
Are you talking about PVP? In my experience, Dive is incredibly slow and easily dodgeable. I honestly don't know anyone who uses it in PVP.
If you're referencing PVE then I am sorry, my bad.
MEBengalsFan2001 wrote: »I think every class should have access to all of the standard type of CC effects.
Stun, Root, off balance, knockback and Immobilize (reduction in movement speed).
Templar get all but a root with their tool kit. They just need a good root ability. Instead of my idea with Blazing/Luminous Spear, Luminous stays as is and Blazing roots targets that get hit by the skill and reduce the damage down to what Luminous provides for damage for Blazing. I think that would help templar in both PVE and PVP.
MEBengalsFan2001 wrote: »I think every class should have access to all of the standard type of CC effects.
Stun, Root, off balance, knockback and Immobilize (reduction in movement speed).
Templar get all but a root with their tool kit. They just need a good root ability. Instead of my idea with Blazing/Luminous Spear, Luminous stays as is and Blazing roots targets that get hit by the skill and reduce the damage down to what Luminous provides for damage for Blazing. I think that would help templar in both PVE and PVP.
Meh… I want to agree but I don’t think I do. The hard part about balancing is that you do want classes to be relatively equal BUT you don’t want them to be the same. If every class needs a stun, root, off balance, knock back, and immobilize then don’t they also need a spammable, a burst heal, a HoT, major offensive buff, major defensive buff, snare immunity, major evasion— I mean pretty much we’re just all gonna be the same you’ll literally pick what character you wanna play by the colors you’d like your animations to be.
Stuns and knock backs are the same. Every class doesn’t need a knock back. It’s COOL that one or two classes can knock you off walls and others can’t.