VR faction zone difficulty is broken and has been broken since 1.1.2 . Their hotfix was very dodgy. This is not the initial VR difficulty.With the initial VR difficulty VR11 mobs were the logical difficulty progression.It is most ceratinly not at the moment.
One example.
and
Both pix taken in the last 24 hours.
I let you guess where I got my 100 SA kills.
It's 9 not 5 but yes quite a bit of difference. The image host doesn't let me put high quality but it's very easy to use.VR faction zone difficulty is broken and has been broken since 1.1.2 . Their hotfix was very dodgy. This is not the initial VR difficulty.With the initial VR difficulty VR11 mobs were the logical difficulty progression.It is most ceratinly not at the moment.
One example.
and
Both pix taken in the last 24 hours.
I let you guess where I got my 100 SA kills.
did i read that right? the craglorn overworld atronachs have 5k hp but the vet 10 ones have 15k hp?
thats a joke. and i,m betting the damage is about 3 times as much as well...
but no no no theres no problem right? the fanbois are right as always ..
Shadowhorn wrote: »This may actually sound weird to some but I approach all of the flaws my Templar has as a given and try to adapt myself to them. I have completed all quests in zones before most of the fixes - some bosses nearly impossible to beat etc. Dont get me wrong im not a gaming guru I may have died 10 times but I knew it is because I am doing something wrong and I had to improve my game. Some fights were a real challenge that when beaten after numerous tries and approaches left a great feeling behind. Of course it is in human nature to have everything simple but in some fights you cant just rush in spank slap boss to death, loot and go. Templar is a dancer class - eventhough it was promoted as the healer class, before breathe of life got fixed we had only one selfheal that took 2 seconds to cast and you usually took more damage within the two seconds than you healedso before when you couldnt use it when there was no ally in range, we had no survivability at all. Let me go back to what I mean by dancer class. In all tough boss fights I realised that what I am doing to keep myself alive is dancing around the boss, wisely taking advantage of their special abilities ( dont always bash casts, long avoidable casts are great for some regeneration ). I think the way that I experienced all the areas and solo bosses and mobs made me a much better player overall. Dont make a mistake and go for Templar if you dont like challenges. We have great potential but base your game upon your own experience. I never used any build guides nor never check them. If you copy a build from somewhere thinking it will be good but it may just not fit your play style. I play full heavy armor, shield/1h and resto staff since the start and dont care for the light armor/destro/resto band wagon.
Now of course since all the damage counters are in the game we will get some boosts in damage but I still think Templar is a great char to experience with. I know we all want to be steamrolling everything but where is the fun in that? Where? Tell me.
flow.currypoteb17_ESO wrote: »i am templer, vet 12. and i did all the quests. everything SOLO. only the group dungeons and Dolmen, i did not alone.
make sure u have enough krit and CC. and Trhow these spears man. and CALTROPSthey heal u when they krit. on weapndmg.
Caltrops heal you? How is that possible?
NerfEverything wrote: »I don't know how many of these threads we need before the devs start to realize how incredibly broken Templars are.
This is not a L2P issue.
VR faction zone difficulty is broken and has been broken since 1.1.2 . Their hotfix was very dodgy. This is not the initial VR difficulty.With the initial VR difficulty VR11 mobs were the logical difficulty progression.It is most ceratinly not at the moment.
One example.
and
Both pix taken in the last 24 hours.
I let you guess where I got my 100 SA kills.
VR faction zone difficulty is broken and has been broken since 1.1.2 . Their hotfix was very dodgy. This is not the initial VR difficulty.With the initial VR difficulty VR11 mobs were the logical difficulty progression.It is most ceratinly not at the moment.
One example.
and
Both pix taken in the last 24 hours.
I let you guess where I got my 100 SA kills.
So I went to Craglorn the other day for the first time with my guild, between trials I slipped off a cliff (yes, there was a treasure chest involved) and ended up surrounded by about 5-6 mobs I had just fought in the V9 zone, I thought I was dead.... after fending off what I can only describe as surprisingly gentle and tender butterfly kisses, I went back up to my group.
I think they switched the difficulty. CL is 4-12 man and should contain the harder mobs. People who say L2P aren't doing this content, otherwise they would know trash mob light attacks in upper VR levels do around 800HP a pop... in Craglorn... it's all butterfly kisses and hand holding. This only broke with the reset on difficulty of mobs.
Edit: I have no clue what I broke there but fixed now... I think.
NerfEverything wrote: »I don't know how many of these threads we need before the devs start to realize how incredibly broken Templars are.
This is not a L2P issue.
I am V12 templar in almost full epic with 350+ hours played. It is more than safe to say I have reached the skill ceiling for Templar. I can log on the PTS server with a V9 DK/Sorc/NB and outplay my V12 templar in every aspect of the game after about 20 minutes of messing around with the other classes. And I know the V12 DK/Sorcs/NBs around here with 100+ hours are way better than I am after only 20 minutes with their class.
So I challenge the best ESO players, theory crafters, and devs out there to hop on the PTS and play as a Templar and then as any other class or vice versa. If you find one thing you can do better as a Templar than any other class then we will all stop complaining and L2P. Until then, please STFU and realize that Templars are broken.
most fast trial groups dont use templars, nbs and sorcerers are better healers.I think temp is a supporting class, a great one, look and see how many in the zone chat asking for healers.
It really shines in the group. Yeah mutagen works, but the instant group heals and rop are just insanely good, you literally make the group immortals, well, if they have the brain to stay in your range.
Forgot the "play as you want" crap, it's just not true.
Temp is best suited for group content, and it is invaluable in a group.
For solo content, find a buddy and go through it together.
I think the main issue is your expectation.
First, you point out that you have all legendary gear. However, legendary gear is only marginally better than normal gear. Legendary weapons have about 15% more damage, which is actually only around 7.5% more since half your damage is your weapon damage. Similarly, legendary armor have 15% more armor points, but this only reduces your damage taken by about 5-6%, which is essentially insignificant.
So the fact that you have legendary gear doesn't mean you can expect to plow through things.
Secondly, you mention "not coming close to dieing at all. On trash." But what's wrong with getting close to dying anyways? It's not meant that you can kill everything with only losing 10% of your health max.
ExiledKhallisi wrote: »And getting s*** on by packs of 3 mobs.... ridiculous boss fights where they spam heals through our pathetic damage. Getting 2 shotted by random mid vet enemies (because heavy armor sucks)
There are some SERIOUS core issues going on here with this class. I can peak at about 890 DPS single target for about 10 seconds. I can do decent AOE (if I juggle spam healing myself) for about 10 seconds as well. The problem here is in my resources. The other issue is to maintain this type of DPS which is very high for a templar you ALSO have to juggle healing yourself... You need 5 slots on main bar to maximize a decent dps rotation and are forced to put heals on switch or gimp yourself.
I use light armour/Resto/Destru..40/9/0...caster based Templar..Apparently... 2200 magicka/109 recovery/46% crit is not enough for the ridiculous cost of templar skills. The damage to cost ratio is too great. I can heal like a beast in a party dont get me wrong we have our strong point but that is it. There is no "Play like you want to" as a Templar there is two choices and DPS is not one of them.
Choice A:
A sub par tank with horrible resource management.
Choice B:
A Healer who runs out of magicka if he doesn't juggle heavy attacks <--- this causes other classes to outshine us in healing due to resource management.
Do I really have to wait a month for this to be addressed? I feel like shelving my templar I have worked so hard on. I normally am not one to make threads like this and usually argue against them but enough is enough. Increase our damage, Give us better resource management, make our utilities worth using. A simple request from a loyal fan. I don't want to be a god (looks at DK) I want to be on par.
-Every Templar who is still trying to make it work
The fact that Templars are underpowered is one matter, and for that I fully agree that Templars need a boost. The other issue is that this game is intentionally designed so that the further you progress, the weaker you become compared to the mobs.ExiledKhallisi wrote: »But there should be some sort of expectation of feeling somewhat powerful else what am I even playing for?
But this is how it is, for everyone. Veteran ranks are about avoiding being hit rather than anything else. As you may have noticed when levelling, level has very little importance, especially when enemies use magic (I got three shot by a level 28 world boss using magic at VR6, where melee bosses could barely hurt me). This is doubly true at veteran ranks, which are such a small step up. However, you can also beat enemies many levels higher than yourself.ExiledKhallisi wrote: »vr6 trash should not be able to 2 shot me or any vr12 player especially in the very disappointing top tier gear.
I've done all quest as a VR10 templar, without destro staff or being full cloth (more like 5 light / 2 heavy)
Puncturing sweep + Channeled focus does the job really well in my opinion. I used restoration staff, 1H/shield (and sometime bow / bumping spear for an opener when healer in the group)
It's not easy, but you can solo pretty fine with this
most fast trial groups dont use templars, nbs and sorcerers are better healers.I think temp is a supporting class, a great one, look and see how many in the zone chat asking for healers.
It really shines in the group. Yeah mutagen works, but the instant group heals and rop are just insanely good, you literally make the group immortals, well, if they have the brain to stay in your range.
Forgot the "play as you want" crap, it's just not true.
Temp is best suited for group content, and it is invaluable in a group.
For solo content, find a buddy and go through it together.
and people need to stop saying templar is a healing class.
most fast trial groups dont use templars, nbs and sorcerers are better healers.
and people need to stop saying templar is a healing class.
The fact that Templars are underpowered is one matter, and for that I fully agree that Templars need a boost. The other issue is that this game is intentionally designed so that the further you progress, the weaker you become compared to the mobs.ExiledKhallisi wrote: »But there should be some sort of expectation of feeling somewhat powerful else what am I even playing for?
If you start a new Templar (level 3), and equip him with Puncturing Strikes along with a full set of green armor, you'll be steamrolling everything. At levels 3-5, two uses of puncturing strike and just about any mob dies. Secondly, with green armor at low levels, you're practically invincible in that you can take 10 hits before taking any real damage. Thus, the time at which you are actually somewhat powerful is at the low levels.
So, to put it cynically, what you're playing for by leveling up (at least in terms of solo PVE) is basically becoming weaker compared to solo pve mobs of the same level as you are. This is essentially how the game is designed.
The fact that Templars are underpowered is one matter, and for that I fully agree that Templars need a boost. The other issue is that this game is intentionally designed so that the further you progress, the weaker you become compared to the mobs.ExiledKhallisi wrote: »But there should be some sort of expectation of feeling somewhat powerful else what am I even playing for?
If you start a new Templar (level 3), and equip him with Puncturing Strikes along with a full set of green armor, you'll be steamrolling everything. At levels 3-5, two uses of puncturing strike and just about any mob dies. Secondly, with green armor at low levels, you're practically invincible in that you can take 10 hits before taking any real damage. Thus, the time at which you are actually somewhat powerful is at the low levels.
So, to put it cynically, what you're playing for by leveling up (at least in terms of solo PVE) is basically becoming weaker compared to solo pve mobs of the same level as you are. This is essentially how the game is designed.
and you dont think thats bass-ackwards? the higher you go the more powerfull you should become and expect it to be so..
EXCEPT for dungeons and raids etc... everyone expects those to be tough.
but the higher you go the more gimped you feel against overworld trash mobs... thats stupid design if intentional. If anyone thought that was how to keep players happy they have never played games before.. Nobody wants to feel less powerfull than they did at level 5 after spending weeks playing their toon