Saying templar isn't viable is incredibly relative.
What's your goal? Solo 1vXing the world? Dueling? Duoing? Zero surfing? Supporting?
For most of these questions and my personal experience, build for more damage. Stop building ur toon like it's 2017. Build glass, and use a combination of skills and skill to win outnumbered. Defensive sets are terrible. Run straight damage
We can sit down and keep things simple.
While the damage reduction in pve isn't as noticeable, in pvp its a joke.
Looking at even basic set ups against other players.. something like wretched vitality and rallying cry, (Sets that can work virtually on any class this patch) the dmg output is extremely noticeable and nonexistent compared to previous patches.
Necromancers have their blastbones, nightblades with their spec bow, dks with their whip, wardens with shalks, sorcs with curse or cfrag.
Every 2.5 seconds you can cast blastbones, every 5 light attacks you can fire the bow, every 3 casts of a class ability, you can whip, every 3 and 6-8 seconds a beetle fires, curse has a similar time.
Templars? 6 seconds requiring sustained damage to get a whooping 3-4k damage. How does that even make sense when I can get a 15k tooltip on whip, 10k+ on literally every other burst ability.
Even meme setups like a bowdk or bowsorc more than out preform templar right now. The numbers are not comparable. I've ran 8k spell damage builds. 500balorgh 16k pen builds pumping damage into targets and last patch hit 10k, this patch 3k.
Put all bias against templars aside and be real for a minute. The class has zero finishing power outside of being a literal Beam Bot. Even sorcs spamming endless fury to clean up low hp targets still have a burst ability, delayed, instant or otherwise.
Could it be bugged? Feels like it. Whatever was done to the skill makes it not even worth slotting, however it feels necessary for fluid combat. Just no more teeth attached to the ability in pvp. This is in duels, cyrodiil, battlegrounds, and all other aspects of pvp for this class. Mag stam and hybrid specs.
The skill doesn't need to do as much damage as it did before since players aren't able to simply just mitigate incoming damage by strafing or forcing a templar into a 180 so their jabs miss, but going from 10k dmg against someone who can do 30k damage to me in 1 global cooldown (nightblades) to 3k instead of it hitting maybe 5-7k is just a joke. It really feels like there's more than bias from the development side of things considering the lack of damage was reported way back in the PTS, but subsequently ignored as usual.
What kind of simulation are we entering where people who don't play the class say it's fine and those who have played it since 2014 say it's not? Make the numbers make sense, please.
(Edited for typos)
What kind of simulation are we entering where people who don't play the class say it's fine and those who have played it since 2014 say it's not? Make the numbers make sense, please.
If templars that strong than why i don't see templars everywhere but wardens are plague? Templars is maybe strong because most templar pvp players are templar veterans that know what to do and when, but this is not the templars not became weak.
Templar offense is worst of the worst ,first force person to execute state and maybe if you have chance and his overpowered Undeath buff not save him you will kill him somehow.
Backslash is nothing compared to shalks, with shalks you just cast it and forget and they deal milion damage, backslash force you to wait 6 seconds and at the same time you are forced to attack that target to charge it to acceptable damage and maybe if person not purge backslash from self you deal at least 1/3 of shalks damage.
If they remove or nerf undeath maybe templar become something usefull right now this debuff are destroy our whole class.
Major evasion destroy our jabs. Undeath our execute. Mara our Backslash.
We can sit down and keep things simple.
While the damage reduction in pve isn't as noticeable, in pvp its a joke.
Looking at even basic set ups against other players.. something like wretched vitality and rallying cry, (Sets that can work virtually on any class this patch) the dmg output is extremely noticeable and nonexistent compared to previous patches.
Necromancers have their blastbones, nightblades with their spec bow, dks with their whip, wardens with shalks, sorcs with curse or cfrag.
Every 2.5 seconds you can cast blastbones, every 5 light attacks you can fire the bow, every 3 casts of a class ability, you can whip, every 3 and 6-8 seconds a beetle fires, curse has a similar time.
Templars? 6 seconds requiring sustained damage to get a whooping 3-4k damage. How does that even make sense when I can get a 15k tooltip on whip, 10k+ on literally every other burst ability.
Even meme setups like a bowdk or bowsorc more than out preform templar right now. The numbers are not comparable. I've ran 8k spell damage builds. 500balorgh 16k pen builds pumping damage into targets and last patch hit 10k, this patch 3k.
Put all bias against templars aside and be real for a minute. The class has zero finishing power outside of being a literal Beam Bot. Even sorcs spamming endless fury to clean up low hp targets still have a burst ability, delayed, instant or otherwise.
Could it be bugged? Feels like it. Whatever was done to the skill makes it not even worth slotting, however it feels necessary for fluid combat. Just no more teeth attached to the ability in pvp. This is in duels, cyrodiil, battlegrounds, and all other aspects of pvp for this class. Mag stam and hybrid specs.
The skill doesn't need to do as much damage as it did before since players aren't able to simply just mitigate incoming damage by strafing or forcing a templar into a 180 so their jabs miss, but going from 10k dmg against someone who can do 30k damage to me in 1 global cooldown (nightblades) to 3k instead of it hitting maybe 5-7k is just a joke. It really feels like there's more than bias from the development side of things considering the lack of damage was reported way back in the PTS, but subsequently ignored as usual.
What kind of simulation are we entering where people who don't play the class say it's fine and those who have played it since 2014 say it's not? Make the numbers make sense, please.
(Edited for typos)
We can sit down and keep things simple.
While the damage reduction in pve isn't as noticeable, in pvp its a joke.
Looking at even basic set ups against other players.. something like wretched vitality and rallying cry, (Sets that can work virtually on any class this patch) the dmg output is extremely noticeable and nonexistent compared to previous patches.
Necromancers have their blastbones, nightblades with their spec bow, dks with their whip, wardens with shalks, sorcs with curse or cfrag.
Every 2.5 seconds you can cast blastbones, every 5 light attacks you can fire the bow, every 3 casts of a class ability, you can whip, every 3 and 6-8 seconds a beetle fires, curse has a similar time.
Templars? 6 seconds requiring sustained damage to get a whooping 3-4k damage. How does that even make sense when I can get a 15k tooltip on whip, 10k+ on literally every other burst ability.
Even meme setups like a bowdk or bowsorc more than out preform templar right now. The numbers are not comparable. I've ran 8k spell damage builds. 500balorgh 16k pen builds pumping damage into targets and last patch hit 10k, this patch 3k.
Put all bias against templars aside and be real for a minute. The class has zero finishing power outside of being a literal Beam Bot. Even sorcs spamming endless fury to clean up low hp targets still have a burst ability, delayed, instant or otherwise.
Could it be bugged? Feels like it. Whatever was done to the skill makes it not even worth slotting, however it feels necessary for fluid combat. Just no more teeth attached to the ability in pvp. This is in duels, cyrodiil, battlegrounds, and all other aspects of pvp for this class. Mag stam and hybrid specs.
The skill doesn't need to do as much damage as it did before since players aren't able to simply just mitigate incoming damage by strafing or forcing a templar into a 180 so their jabs miss, but going from 10k dmg against someone who can do 30k damage to me in 1 global cooldown (nightblades) to 3k instead of it hitting maybe 5-7k is just a joke. It really feels like there's more than bias from the development side of things considering the lack of damage was reported way back in the PTS, but subsequently ignored as usual.
What kind of simulation are we entering where people who don't play the class say it's fine and those who have played it since 2014 say it's not? Make the numbers make sense, please.
(Edited for typos)
Perfect summary. They destroyed Templar in PvP.
Merciless resolve is an absurdly, ridiculously over powered skill right now.
For 5 resource free light attacks, you get 300 weapon damage for free. (DK has to spend Resources to get the weapon damage boost from whip) THEN you hit someone for 20,000 -- a NON ULTIMATE that hits harder than all ultimates!
THEN, as if that WASNT ENOUGH, you get a 10,000 heal! Lol.
Compare that to the pathetic useless templar burst-- which no longer exists.
Templars are just punching bags now.
So of course I am switching to my DK and NB