TX12001rwb17_ESO wrote: »Templars did not need any changes…
Developer CommentUpon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.
Developer CommentWhen you cast a Dawn's Wrath ability, you and your group gain Minor Sorcery for 20 seconds, increasing your Spell Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
Developer CommentReduce the damage you take from Area of Effect abilities by 15% while a Dawn's Wrath ability is active.
Developer CommentWhile in combat, whenever you heal an ally with a Restoring Light ability, you grant them 2 Ultimate every 2 seconds for 6 seconds.
Developer CommentIncrease your Magicka Recovery by 129 for each Restoring Light ability slotted
Billium813 wrote: »Couple of changes I'd like to see to Templar's passives. More here: https://forums.elderscrollsonline.com/en/discussion/646546/obligatory-templar-ideas
- Templar
- Aedric Spear
- Spear Wall (Passive)
Developer CommentUpon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.One pain point for Templar is that they don't provide enough utility in groups. It should be baked into the Templar class to protect allies near them. At the moment, non-Templars have access to Frost Impulse and Circle of Protection, Necros get Bone Totem, Wardens have Maturation. It seems safe to establish Minor Protection as a Templar group buff for nearby allies. Also, making it a small 5m AOE, instead of just all allies, helps to make multiple Templars worthwhile. Whether it be DPS spamming Jabs, Support launching Spear Shards, or Tanks using Sun Shield, allies should be rewarded for standing near their closest Templar ally with a wall of protective spears!- Dawn's Wrath
- Prism (Passive)
Developer CommentWhen you cast a Dawn's Wrath ability, you and your group gain Minor Sorcery for 20 seconds, increasing your Spell Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.This change brings Prism in line with Dragonknight's Mountain Blessing Passive. There's no reason a class should have 2 Passives that are functionally equivalent a single Passive another class has.- Illuminate (Passive)
Developer CommentReduce the damage you take from Area of Effect abilities by 15% while a Dawn's Wrath ability is active.Since the current Illuminate has now been combined with Prism, a new effect is needed for Illuminate. The Dawn's Wrath skill line is very DPS polarized, so I went with a defensive passive. I went with AoE damage reduction to work in tandem with Restoring Light's Sacred Ground identity and Templars overall Area Denial identity. With this design, Templars are not punished as harshly when AOEs are placed over they area the Templar has already chosen. This gives Templars an edge in competing AOE damage, as long as the Templar is utilizing their complete toolkit of Skills (Aedric Spear for Spear Wall, Restoring Light for Sacred Ground, and a ticking Dawn's Wrath ability).- Restoring Light
- Light Weaver (Passive)
Developer CommentWhile in combat, whenever you heal an ally with a Restoring Light ability, you grant them 2 Ultimate every 2 seconds for 6 seconds.As written, the condition of needing an ally to drop below 50% is far too harsh for the mediocre profit of 2 Ultimate. Also, dropping the special Rite of Passage interaction since it doesn't make any sense for this to be on a passive instead of just ON the Ultimate ability to begin with.
For this passive, I wanted to create something that would work for all the skills in the Restoring Light Skill line. Restoring Light heals tend to be for large, one time burst heals: Repentance absorbing 10 corpses, Rushed Ceremony and Healing Ritual often being for over 10k health in one go. Even Rite of Passage tends to drop large heals that give no real benefit for overhealing by such a large margin. This design also works well with Cleansing Ritual as an AOE HOT. While the ally is in the Cleansing Ritual, they receive Ult generation as the timer auto updates on each 2 second heal if the ally is taking damage. If the enemy leaves the circle, then the timer can just run out and stop. This helps give a balance of returns between the expensive one time heals, and allies standing in the long duration AOE Extended Ritual.
Additionally, notice that this design does not proc off overhealing. The ally needs to take damage and then be healed by a Restoring Light Skill. This can help increase the skill ceiling on this design since it doesn't reward allies just standing out of danger at range. It rewards allies that get in there and take damage, at least once per 6 seconds. On top of that, it incentivizes Templar Healers to spec more into Restoring Light Skills and less into generic skills. It gives them a REASON to make sure it's a Restoring Light Skill doing the healing.- Master Ritualist (Passive)
Developer CommentIncrease your Magicka Recovery by 129 for each Restoring Light ability slottedThe current Master Ritualist design is just too 2014. A bit faster resurrection and Soul Gem interaction are almost totally useless. Kagrenac's Hope & Hanu's Compassion 5 piece bonuses are better AND still some of the worst effects in the game. It's just too sad to have a totally pointless passive in modern ESO design.
I went with Magicka regen only, instead of including Stamina, due to the overwhelming Magicka costs in the Restoring Light Skill line. Magicka sustain is a common issue for Templar Tanking and Support as well; this is mostly due to the high Skill costs. Cleansing Ritual, Living Dark, Sun Shield end up dumping a lot of Magicka and even more if they have to be recast. Having Master Ritualist improve Magicka regen would really help Templar Support and is still worse then Wellspring of the Abyss...
Billium813 wrote: »Couple of changes I'd like to see to Templar's passives. More here: https://forums.elderscrollsonline.com/en/discussion/646546/obligatory-templar-ideas
- Templar
- Aedric Spear
- Spear Wall (Passive)
Developer CommentUpon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.One pain point for Templar is that they don't provide enough utility in groups. It should be baked into the Templar class to protect allies near them. At the moment, non-Templars have access to Frost Impulse and Circle of Protection, Necros get Bone Totem, Wardens have Maturation. It seems safe to establish Minor Protection as a Templar group buff for nearby allies. Also, making it a small 5m AOE, instead of just all allies, helps to make multiple Templars worthwhile. Whether it be DPS spamming Jabs, Support launching Spear Shards, or Tanks using Sun Shield, allies should be rewarded for standing near their closest Templar ally with a wall of protective spears!- Dawn's Wrath
- Prism (Passive)
Developer CommentWhen you cast a Dawn's Wrath ability, you and your group gain Minor Sorcery for 20 seconds, increasing your Spell Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.This change brings Prism in line with Dragonknight's Mountain Blessing Passive. There's no reason a class should have 2 Passives that are functionally equivalent a single Passive another class has.- Illuminate (Passive)
Developer CommentReduce the damage you take from Area of Effect abilities by 15% while a Dawn's Wrath ability is active.Since the current Illuminate has now been combined with Prism, a new effect is needed for Illuminate. The Dawn's Wrath skill line is very DPS polarized, so I went with a defensive passive. I went with AoE damage reduction to work in tandem with Restoring Light's Sacred Ground identity and Templars overall Area Denial identity. With this design, Templars are not punished as harshly when AOEs are placed over they area the Templar has already chosen. This gives Templars an edge in competing AOE damage, as long as the Templar is utilizing their complete toolkit of Skills (Aedric Spear for Spear Wall, Restoring Light for Sacred Ground, and a ticking Dawn's Wrath ability).- Restoring Light
- Light Weaver (Passive)
Developer CommentWhile in combat, whenever you heal an ally with a Restoring Light ability, you grant them 2 Ultimate every 2 seconds for 6 seconds.As written, the condition of needing an ally to drop below 50% is far too harsh for the mediocre profit of 2 Ultimate. Also, dropping the special Rite of Passage interaction since it doesn't make any sense for this to be on a passive instead of just ON the Ultimate ability to begin with.
For this passive, I wanted to create something that would work for all the skills in the Restoring Light Skill line. Restoring Light heals tend to be for large, one time burst heals: Repentance absorbing 10 corpses, Rushed Ceremony and Healing Ritual often being for over 10k health in one go. Even Rite of Passage tends to drop large heals that give no real benefit for overhealing by such a large margin. This design also works well with Cleansing Ritual as an AOE HOT. While the ally is in the Cleansing Ritual, they receive Ult generation as the timer auto updates on each 2 second heal if the ally is taking damage. If the enemy leaves the circle, then the timer can just run out and stop. This helps give a balance of returns between the expensive one time heals, and allies standing in the long duration AOE Extended Ritual.
Additionally, notice that this design does not proc off overhealing. The ally needs to take damage and then be healed by a Restoring Light Skill. This can help increase the skill ceiling on this design since it doesn't reward allies just standing out of danger at range. It rewards allies that get in there and take damage, at least once per 6 seconds. On top of that, it incentivizes Templar Healers to spec more into Restoring Light Skills and less into generic skills. It gives them a REASON to make sure it's a Restoring Light Skill doing the healing.- Master Ritualist (Passive)
Developer CommentIncrease your Magicka Recovery by 129 for each Restoring Light ability slottedThe current Master Ritualist design is just too 2014. A bit faster resurrection and Soul Gem interaction are almost totally useless. Kagrenac's Hope & Hanu's Compassion 5 piece bonuses are better AND still some of the worst effects in the game. It's just too sad to have a totally pointless passive in modern ESO design.
I went with Magicka regen only, instead of including Stamina, due to the overwhelming Magicka costs in the Restoring Light Skill line. Magicka sustain is a common issue for Templar Tanking and Support as well; this is mostly due to the high Skill costs. Cleansing Ritual, Living Dark, Sun Shield end up dumping a lot of Magicka and even more if they have to be recast. Having Master Ritualist improve Magicka regen would really help Templar Support and is still worse then Wellspring of the Abyss...
Billium813 wrote: »Couple of changes I'd like to see to Templar's passives. More here: https://forums.elderscrollsonline.com/en/discussion/646546/obligatory-templar-ideas
[snip]
Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 25% and the duration by 4 seconds.
Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.
Developer CommentWhen you activate a channeled ability, increase the duration of your non-ultimate Damage and Healing over Time effects by 1 second.
VinnyGambini wrote: »3. Backlash - rather than increasing dmg by dmg done, now this skill will increase it's dmg by 10% every time you deal dmg, up to maximum 200%.
TX12001rwb17_ESO wrote: »Templars did not need any changes, do you know how overpowered a skill Living Dark is?
Billium813 wrote: »Couple of changes I'd like to see to Templar's passives. More here: https://forums.elderscrollsonline.com/en/discussion/646546/obligatory-templar-ideas
[snip]
5 meters for Spear Wall honestly feels too small. You basically have to stand in each other's shoes for that to work. If I can't effectively use it in 4 man content, it might as well not exist. I'm not sure what a good number would be for trials to warrant multiple Templars, but the normal melee range of 7 meters doesn't seem outrageous to me.
MashmalloMan wrote: »VinnyGambini wrote: »3. Backlash - rather than increasing dmg by dmg done, now this skill will increase it's dmg by 10% every time you deal dmg, up to maximum 200%.
This is actually a really good idea I'm surprised I didn't come up with earlier. Kudos.
20 ticks of damage shouldn't be too hard over 6s with how Jabs, weaving, Burning Light, and Status effects operate alone. Plus, any dots like Soul Barrage you have up. Now you can guarantee the damage by going full offensive instead of missing out on it just because your target mitigated too much of the build up. Should be able to hit that within 3-4s most of the time.
It keeps the original identity alive, without completely gutting it by guaranteeing it just for casting.
VinnyGambini wrote: »1. Jabs - this ability single target dmg part is no longer mitigated by evasion buffs. Additionally, visuals are changed, to match other templar abilities like charge and javelin. Developer comment: jabs should not be countered so easy in PvP, while this change is 100% neutral to PvE.
VinnyGambini wrote: »1. Jabs - this ability single target dmg part is no longer mitigated by evasion buffs. Additionally, visuals are changed, to match other templar abilities like charge and javelin. Developer comment: jabs should not be countered so easy in PvP, while this change is 100% neutral to PvE.
Jabs isn't single target ability though. It is an AOE ability and thus should be affected by evasion buffs.
Jabs isn't single target ability though. It is an AOE ability and thus should be affected by evasion buffs.
Jabs isn't single target ability though. It is an AOE ability and thus should be affected by evasion buffs.
Jabs isn't just single target or AOE. It has a single target component with damage in line with other single target spammable abilities, and an AOE component with damage in line with other AOE spammable abilities. Why should the single target component be affected by evasion, a buff which is designed to mitigate AOE damage? The biting jabs morph even distinguishes between the single target and AOE damage components by only buffing the AOE damage. But for some reason the damage that only affects a single target is also considered AOE damage and it doesn't make any sense.
Nobody uses major evasion
Plars still crying
Billium813 wrote: »Nobody uses major evasion
Plars still crying
The gist of what you're saying is fine, but not entirely accurate.
Shuffle and Quick Cloak are two VERY popular defensive PvP Skills that give a very long Major Evasion duration. However, I will agree with you that Major Evasion isn't as common as some players want to make it out to be; because it isn't literally everywhere and requires some concession (Dual Wield and 5 Medium Armor pieces). This issue with Jabs isn't high on my todo list for Templar complaining.
VinnyGambini wrote: »Billium813 wrote: »Nobody uses major evasion
Plars still crying
The gist of what you're saying is fine, but not entirely accurate.
Shuffle and Quick Cloak are two VERY popular defensive PvP Skills that give a very long Major Evasion duration. However, I will agree with you that Major Evasion isn't as common as some players want to make it out to be; because it isn't literally everywhere and requires some concession (Dual Wield and 5 Medium Armor pieces). This issue with Jabs isn't high on my todo list for Templar complaining.
Personally I play templar and I use major evasion, and it counters other templars HARD. Stop being delusional that nobody uses major evasion.
Nobody uses major evasion
Plars still crying
Billium813 wrote: »I just hear a bunch of people that love using Rock, complaining that Paper is OP. Not everyone uses Paper. It's ok that Paper exists.
The bigger issue is 'what is Scissors'? There isn't a balance. We have a named Buff (Evasion) that reduces AOE damage taken, but there's no Single Target Damage reduction buff. There's also no Debuff that increases AOE damage. Instead, we have named Debuffs that increase/reduce "Damage", which generically covers both types. The Venn diagram is out of balance.
gariondavey wrote: »MashmalloMan wrote: »VinnyGambini wrote: »3. Backlash - rather than increasing dmg by dmg done, now this skill will increase it's dmg by 10% every time you deal dmg, up to maximum 200%.
This is actually a really good idea I'm surprised I didn't come up with earlier. Kudos.
20 ticks of damage shouldn't be too hard over 6s with how Jabs, weaving, Burning Light, and Status effects operate alone. Plus, any dots like Soul Barrage you have up. Now you can guarantee the damage by going full offensive instead of missing out on it just because your target mitigated too much of the build up. Should be able to hit that within 3-4s most of the time.
It keeps the original identity alive, without completely gutting it by guaranteeing it just for casting.
Yeah I actually quite like the suggestion as well. GJ @VinnyGambini
MashmalloMan wrote: »VinnyGambini wrote: »3. Backlash - rather than increasing dmg by dmg done, now this skill will increase it's dmg by 10% every time you deal dmg, up to maximum 200%.
This is actually a really good idea I'm surprised I didn't come up with earlier. Kudos.
20 ticks of damage shouldn't be too hard over 6s with how Jabs, weaving, Burning Light, and Status effects operate alone. Plus, any dots like Soul Barrage you have up. Now you can guarantee the damage by going full offensive instead of missing out on it just because your target mitigated too much of the build up. Should be able to hit that within 3-4s most of the time.
It keeps the original identity alive, without completely gutting it by guaranteeing it just for casting.
MashmalloMan wrote: »VinnyGambini wrote: »3. Backlash - rather than increasing dmg by dmg done, now this skill will increase it's dmg by 10% every time you deal dmg, up to maximum 200%.
This is actually a really good idea I'm surprised I didn't come up with earlier. Kudos.
20 ticks of damage shouldn't be too hard over 6s with how Jabs, weaving, Burning Light, and Status effects operate alone. Plus, any dots like Soul Barrage you have up. Now you can guarantee the damage by going full offensive instead of missing out on it just because your target mitigated too much of the build up. Should be able to hit that within 3-4s most of the time.
It keeps the original identity alive, without completely gutting it by guaranteeing it just for casting.