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Templars Unite! Week 1

  • Artorious
    Artorious
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    lathbury wrote: »
    Yes but Templar passive are giving these boosts that you can't with other classes. that's why a DK using those abilities comes out lower.

    I'm sorry, but do you even play a Templar at end game?

    Cause it sounds like you definitely don't, let alone having never played one.

    Don't make me laugh when you mention templar's passives giving more cut in DPS than other classes' passives.

    Thank you.

    P.S: @all those other people who don't play templar (below vr12 does not count for this discussion, as it's end-game we have the problem with, and the silly bugs here and there) - please don't come on here and give your opinions on a class you don't play.

    P.P.S: @‌lathbury - If you still don't understand and before you say whatever that comes to your mind first, before thinking, do let me tell you about the one Templar passive that does (though in the least way) affect 2H DPS - Balanced Warrior - Adds like what 3 or 4 damage to already soft-capped Weapon Damage? Which can be soft-capped without a single glyph of Weapon Damage on a piece of jewelry.

    Yeah man, some really 'boosts' there.
  • Lizelle
    Lizelle
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    Redlag wrote: »
    Create a passive in a class passive spec line that gives 20% more DPS for dps abilities but your heals do 30% less.

    I'd be OK with this as long as it was a toggle. Even if it had a cool down or couldn't be turned on/off in battle or something. To prevent someone doing tons of burst dmg and then swapping to really good heals quickly.

    I also agree the issue is a raid design problem. You can't take a bunch of Templars because you'll fail the trial (DPS checks & timed events). That should be fixed. But it would also be nice if I could be viable DPS as well.
  • Tankqull
    Tankqull
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    lathbury wrote: »
    Yes but Templar passive are giving these boosts that you can't with other classes. that's why a DK using those abilities comes out lower.

    list those passives pls.
    for having at least an option for discussing.

    because my less equiped dk does more dmg with the same build than my templar.
    Edited by Tankqull on September 6, 2014 9:23AM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • JLB
    JLB
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    lathbury wrote: »
    Yes but Templar passive are giving these boosts that you can't with other classes. that's why a DK using those abilities comes out lower.

    list those passives pls.
    for having at least an option for discussing.

    because my less equiped dk does more dmg with the same build than my templar.

    Yeah @lathbury‌ , go ahead and list those passives.
    And while you are it, provide a mature (or at least "an") argumentation about why you say Templars are the best tanks in game and the best healers in game.
    Since that's the reason you think Templars have to do less dps.

    You must have a lot of examples of hard endgame fights where not having a Templar tanking or healing affects the run negatively.
    Edited by JLB on September 6, 2014 3:01PM
  • Soulshine
    Soulshine
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    @ OP:

    Speaking as a Templar who has made the mistake of reading this entire thread I can only offer this:

    clearly, the objective you seek in the thread title for this clas is is just not gonna happen, given the responses posted here.

    I for one am really happy to be in the minority of voices of those that believe Templars are awesome and need no major fixes. Tweeks here there, maybe but that's it.

    Bottom line as I see it: there is absolutely nothing wrong with how Templars work. They don't need 2k dps; they generate plenty dps for any situation, and can heal or tank to boot as needed, not to mention make others do better with buffs/debuffs.

    They are by far the most well rounded and effective class at their jobs and I will never trade mine off for anything, no matter how many alt DKs/Sorcs/NBs I make that are fun to play for different reasons. I wish people who play this class would stop trying to destroy it. If you don't like what it offers you, choose a different class. ---rant off ----
  • lathbury
    lathbury
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    Burning light ,balanced warrior,piercing spear and the cosy reduction one who's name escapes me.Then there active buffs like radiant aura to consider. Plz post pics of the DK crusader build doing the same sustained damage every time we have tried it, it goes oos.
    * edit meant radiant aura not rally I blame the rum
    Edited by lathbury on September 7, 2014 12:57PM
  • billp_ESO
    billp_ESO
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    Sounds like an error in the design of Trials, not a problem with classes. Perhaps Zen should add a Trial that requires lots of healing. I just did one in another game:

    This boss fight requires at least 4 healers to complete, the group has to fight while standing in purple goo that is poisonous. So the entire group is taking DoT, and the healers have to focus full time on each other and the rest of the group just to stay alive.

    The waves of lesser mobs can be killed in any manner, but the boss himself can only be killed by melee attacks, no magic.

    So normally what happens is you need 3 healers just to counteract the goo, and at least one more healer to spot heal. And then you need at least 3-4 melee, and people who can nuke or melee are prized. That makes for a balanced and tough encounter.
  • Tankqull
    Tankqull
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    lathbury wrote: »
    Burning light ,balanced warrior,piercing spear. Then there active buffs like rally to consider. Plz post pics of the DK crusader build doing the same sustained damage every time we have tried it, it goes oos.

    hey sth to discuss about :d
    ok burning light, its the counterpart to dk´s burning effect(wich does not need to be specced) wich is enhenced by the passive kindling(by 66%), they do comparable amounts of dmg(over time) but burning light procs only from one ability in the crusader build while burning procs from two dk abilities and by arcane fighter of the 2h line is severly buffed in its proc ratio while burning light is not.

    balanced warrior i agree is a whooping 20-40dps advantage on the side of the templar.

    piercing spear - a 10% crit chance increasement for blazing spear thats all.

    and rally? thats a 2hand ability so dks have the same access.

    regarding running out of stamina is exactly the same problem if playing a dk or templar thx to dimnishing returns of regen values.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • JLB
    JLB
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    lathbury wrote: »
    Burning light ,balanced warrior,piercing spear. Then there active buffs like rally to consider. Plz post pics of the DK crusader build doing the same sustained damage every time we have tried it, it goes oos.
    Rally. Jesus. You don't even know what you talking about. Bye!
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