Templar script + sea serpent and templar finally can build home in one place. Your movement speed are 10%.
They don’t stack, so you can build all movement speed on jewelry and run Celerity and move around at almost normal speed with all of the medium armor passives, in full divines with Rallying Cry, with around 55,000-60,000 armor and 6,500-7,000 spell damage.
It’s going to be a problem next update, mark my words every Templar next patch is going to be running it in PvP, and it will further kill the class build diversity because you will be forced into a specific mythic, using a specific ability you can activate every 4 seconds, with Rallying Cry.
Our class mastery needs to be completely changed, and if it doesn’t get reworked into something else, our baseline on Templar will be dependent on it, because it will be so powerful that it will be the standard that every PvP Plar is held to.
The problem will be the sustain and more if you need to spam the ability every 4sec, and as we know, templar recov are bad bad bad.
madmidwestmark wrote: »The foundation of the system is good. I'm enjoying testing. Here are my criticisms.
Stampede needs reduced caste time to .8s. Then make it that if you recaste as it's going, it resets. Remove the knock back and make it a stun. Adjust damage as necessary.
staff grim Remove caste time. Make it throw a bomb that doesn't blow up for 2s. Add a decent dot component.
bow back flip reduce the distance you go backwards to 10m.
2h grim make instant caste with 70% of the up front damage as uppercut, but a decent 15s dot should be an option. Imo, 20s dots are too long.
Fighter's guild grim instant caste, low up front damage, much higher dot component. Maybe even an execute similar to poison injection.
Templar class component needs changed. No snare. revise armor to 4800 for 6s. 33k way too high. Timer should be a bit longer.
Sorc class component should add 6m aoe of shock damage dot to everyone around the target. Should be about 1200 over 4s.
Overall, I like the system. I just hope it evolves into a little more usable as the dot components are too weak, the timers are too high and I think a few more additional things like brutality and sorcery should be more universal.
Really don't like that the Shield Throw animation can't be bash-canceled. I don't understand why this is the case since it has bash build oriented scripts. Please consider changing this because it's somehow even worse than Power Slam which is also really clunky to bash cancel.
ZOS_GinaBruno wrote: »This is the official feedback thread for Scribing, specifically focused on combat, balance and Scribed skills. If you would like to give feedback on Scribing quests or system functionality specifically, please visit this thread.
After you have a chance to fully test the Scribing system, we would appreciate you taking the time to complete this survey. Note that once you begin the survey, you cannot go back to change your answers so please ensure you have spent enough time with Scribing first.
Specific feedback that the team is looking for includes the following:
- Do the abilities present new ways to play, or create other fun options for you to pick from?
- Do the abilities present allow you to better create a build suited for your playstyle?
- Do these abilities feel close to existing abilities in terms of power? Please explain your answer.
- Do you have any other general feedback?
Unified_Gaming wrote: »- Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
- Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]
Unified_Gaming wrote: »- Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
- Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]
Please, no.
I just hope ZOS learnt from Summerset in this regard.
Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.
Unified_Gaming wrote: »
The contingency skill I stand by. I think it should have more triggers similar to Arcanist. When below X you get Y. The current iteration is awkward and doesn't feel like a contingency at all. How would you change it?
Unified_Gaming wrote: »Unified_Gaming wrote: »- Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
- Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]
Please, no.
I just hope ZOS learnt from Summerset in this regard.
Which part as you posted quoted 2 things.
The lack of a delayed burst is an issue for some classes like magicka necromancer. Their blast bones is meh now at best forcing you to play melee but light armour doesn't give enough resistances. What ends up happening is you just see stamcros and no magcros.
The contingency skill I stand by. I think it should have more triggers similar to Arcanist. When below X you get Y. The current iteration is awkward and doesn't feel like a contingency at all. How would you change it?
What do you think was the issue in Summerset may I ask?
Unified_Gaming wrote: »Unified_Gaming wrote: »- Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
- Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]
Please, no.
I just hope ZOS learnt from Summerset in this regard.
Which part as you posted quoted 2 things.
The lack of a delayed burst is an issue for some classes like magicka necromancer. Their blast bones is meh now at best forcing you to play melee but light armour doesn't give enough resistances. What ends up happening is you just see stamcros and no magcros.
The contingency skill I stand by. I think it should have more triggers similar to Arcanist. When below X you get Y. The current iteration is awkward and doesn't feel like a contingency at all. How would you change it?
What do you think was the issue in Summerset may I ask?
I quoted both because you asked for delayed burst twice.
The issue I was referring to was a very modest amount of delayed burst damage (less than a spammable) added to the Sorcerer class. I had to be nerfed into uselessness.
What exactly do you think would happen if you gave every class more delayed burst?
verminjerky wrote: »As a Templar DPS main, I don't like the Templar class mastery.Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.
I appreciate that ZOS is trying to give some tanking stuff to a class that's not used for tanking but... nobody uses Templar for tanking. This feels like a more appropriate class mastery for a well-used tank class like DK, which also synergizes with DK's incredibly strong ultimates and ultimate-based passive. (Templar doesn't even have a tanking ult.)
It's also the only class mastery with a downside. 😩 Why did ZOS stop loving Templar?
It would be okay without that massive snare, Templar is long known for its survivability, especially relative to being a melee class, so adding more of that back into the game is not unwelcome. But this class mastery should be aimed at, or at least usable by, DPS and healers, who won't benefit from it without mobility.
You could run on less then soft cap in PVE in places like vAS for example. You only need resists when Olms swipes and jumps and for occasional Llothis cone. So you get some nice semi-spammable DPS skill and tank butt naked in glass cannon build doing 70k+ DPS as MT33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.