Maintenance for the week of September 8:
• PC/Mac: No maintenance – September 8
• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

Tanking and Templar CC analysis... (Looking for Tips from other players and Developers as well)

Arbitrator
Arbitrator
✭✭✭
Hey there everyone. I preordered ESO for Xbox One and while I am relatively new, I am not new to Elder Scrolls or MMO's in general. I decided to main a Templar because I normally play the Tank role in most games I play and I love the "Holy" warrior theme of enacting righteous judgment upon my enemies. This discussion will be taking a look at the Templar class and the tanking role in general, but I am not claiming to be some end all expert or anything because I have just recently started playing. My main is a Veteran 4 Imperial Templar tank. I have created a Nord DragonKnight tank, Breton Sorcerer tank, and an Orc Nightblade tank just to dabble into all classes so that I may learn about them.

So far, tanking in this game feels... unrewarding.. to put it lightly. It looks as if they wanted DPS/Healers to be more active in the fight instead of just cycling through a rotation/healing with no threats while all the pressure is put on the Tank like most games do. There is nothing wrong with this and frankly its a new experience overall working my butt off to try to keep my allies protected. What is wrong with this, in my opinion, is that the way aggro works in this game is so "wonky" that I am not rewarded for fulfilling my role even after working my butt off. Taunts are crappy, I generate no "extra" threat just for being a tank, I watch my allies die because I have no way to control or hinder the enemies as they wreck my friends.

Tanking
For tanking overall, I would suggest a 1/1 passive in the One Hand and Shield Skill Line that would boost threat generation by (X%). It shouldn't require a sword and board for it to work so that all styles and builds can have increased threat if they put a skill point in it, but I do believe that the One Hand and Shield Skill Line would be a good place to put it so that every class has access to it.

How I got to my thoughts regarding me posting this
Where do I start here... Well first let me give you a little background of how I arrived to these thoughts and the reasoning behind this post. I've got a group of buddies and we always play games together. I went Templar, 1 buddy went Dunmer DragonKnight, another went High Elf Sorceror, and the other 5 all went NightBlade lol. We all leveled together from 1-50 and through this I was able to experience the strengths and weaknesses of each class and all the things that were available to each as we were leveling. Long story short, 3 of us started doing dungeons endgame and we kept noticing something. I was a Templar tank in Heavy Armor, DragonKnight buddy was a 2-hand dps in Heavy Armor, High Elf buddy was D-staff dps in Light Armor, and we wound up becoming friends with another Templar that was a R-staff healer in Heavy/Light Armor.

For some reason... the adds stuck to my DragonKnight buddy like glue and he was able to Dark Talon and Ash Cloud to keep them slowed as he kited them, and he was able to survive very well and is still able to heal himself and throw 60% bubbles on all of us all at the same time. When he got in a bind he just Dragon Leaped for the 100% shield and then he was able to use Green Dragon's Blood to heal himself up again and do it all over. So we decided to just start letting him do that while I taunted the boss and heavy hitters, because the adds always go to him sometimes even after I taunt them. High Elf Sorc buddy always got one-shot by something random (until he got Conjured Ward/Bolt Escape), but he does crazy damage if he stays up. I've had moments where I would try to taunt adds that would stray to him and the taunt just wouldn't get them off him and he would get one shot, which makes me feel like I'm doing a terrible job trying to tank so we then decided to tell my dragonknight buddy to just help him out when he sees adds heading towards our sorc buddy. The Templar Healer hardly ever gets adds on him (weird huh? you'd figure healing would draw aggro.) so I was beginning to think that there was some kind of passive threat reduction on the Templar class altogether. Even my DragonKnight buddy doesn't know why all the adds stick to him.

CC Analysis
Templar
Puncturing Strikes --- Puncturing Sweep/Biting Jabs = Single Target Knockback.

Piercing Javelin --- Aurora Javelin/Binding Javelin = Single Target Knockback.
Binding Javelin morph = Single target Knockback/Knockdown.

Focused Charge --- Explosive Charge/Toppling Charge = Single Target Interrupt/Stun if enemy is casting.
Toppling Charge morph = Single Target Stun and Off-Balance if enemy is casting.

Spear Shards --- Luminous Shards/Blazing Spear = Single Target Disorient.
Blazing Spear morph = Single Target Stun.

[Ultimate] Nova --- Solar Prison/Solar Disturbance = Synergy AoE Stun.
Solar Disturbance morph = AoE Snare and Synergy AoE Stun.
Solar Prison morph = Greater Synergy AoE Stun.

Sun Fire --- Vampire's Bane/Reflective Light = Single Target Snare.
Reflective Light morph = 3 target Snare.

DragonKnight
[Ultimate] DragonKnight Standard --- Shifting Standard/Standard of Might = Synergy AoE Immobilize.

Fiery Grip --- Empowering Chains/Extended Chains = Single Target Pull.

Lava Whip --- Molten Whip/Flame Lash = Single Target Off-Balance.
Flame Lash morph = Single Target Off-Balance and Stun if enemy is already Off-Balance.

Warmth (Ardent Flame passive) = 30% snare every time an Ardent Flame ability is used on enemy.

[Ultimate] Dragon Leap ---Take Flight/Ferocious Leap = AoE Knockback.

Dark Talons --- Burning Talons/Choking Talons = AoE Immobilize.

Inhale --- Deep Breath/Draw Essence.
Deep Breath morph = AoE Interrupt and AoE Stun if enemies are casting.

Stonefist --- Stone Giant/Obsidian Shard = Single Target Knockdown.

Petrify --- Fossilize/Shattering Rocks = Single Target Stun.
Fossilize Morph = Single Target Stun and Single Target Root when Stun ends.
Shattering Rocks Morph = Single Target Stun and 50% chance of AoE Off-Balance near enemy when Stun ends.

Ash Cloud --- Cinder Storm/Eruption = AoE Snare.
Cinder Storm Morph = Snare persists even after leaving AoE.

Sorcerer
[Ultimate] Storm Atronach --- Greater Storm Atronach/Summon Charged Atronach = AoE Stun.

Unstable Familiar --- Unstable Clannfear/Volatile Familiar.
Volatile Familiar morph = AoE Stun.

Negate Magic --- Suppression Field/Absorption Field = AoE Stun (PvE)/AoE Silence (PvP).

Crystal Shard --- Crystal Blast/Crystal Fragments = Single Target Knockdown.

Encase --- Shattering Prison/Restraining Prison = AoE Immobilize.
Restraining Prison morph = AoE Snare applied when Immobilize wears off.

Rune Prison --- Rune Cage/Defensive Cage = Single Target Stun.

Daedric Mines --- Daedric Tomb/Daedric Minefield = 3 Target Immobilize.
Daedric Minefield morph = 5 Target Immobilize.

Bolt Escape --- Streak/Ball of Lightning = AoE Stun.

NightBlade
[Ultimate] Death Stroke --- Incapacitating Strike/Soul Harvest.
Incapacitating Strike morph = Single Target Stun.

Teleport Strike --- Lotus Fan/Ambush = Single Target Stun (PvE)/Single Target Immobilize (PvP).
Lotus Fan morph = AoE Snare.

Grim Focus --- Relentless Focus/Merciless Resolve.
Merciless Resolve morph = Single Target Snare.

Master Assassin (Assassination passive) = Stealthed Attacks stun 100% longer.

Veiled Strike --- Surprise Attack/Concealed Weapon = Single Target Stun and Off-Balance.

Aspect of Terror --- Mass Hysteria/Manifestation of Terror = 2 Target Fear.
Mass Hysteria morph = Snare when Fear ends.
Manifestation of Terror = AoE Fear.

[Ultimate] Soul Shred --- Soul Siphon/Soul Tether = AoE Stun.

Agony --- Prolonged Suffering/Malefic Wreath = Single Target Stun.

Cripple --- Debilitate/Crippling Grasp = Single Target Snare.
Crippling Grasp morph = Single Target Snare and Immobilize.

Thoughts and Suggestions
The core of the problems I am having appears to be from the way the aggro in this game is designed to work. The main issue stems from the fact that Templars have no AoE control that is needed to protect their teammates and control the flow of battle like all the other classes have. Another issue is the fact that Templars skills are not designed for Tank builds in mind. Lets take a look:
  • Puncturing Strikes and its morphs knockback grants free CC immunity to enemies. The Knockback needs to be removed and maybe put an Immobilize instead.
  • Piercing Javelin works fine for a single target knockback and knockdown. Again the real issue is Templar's lack of AoE control.
  • Focused Charge has a weird buggy feel where it wont jump and if it does jump it has a delay for some reason. Disregarding that, the stun only affects enemies if they are casting, which is ridiculous. To get it to always stun you have to choose single target morph Toppling Charge over the AoE morph Explosive Charge. I prefer the AoE since Templar's are lacking in that department anyways but even Focused Charge is garbage in comparison to the Shielded Assault morph of Shield Charge in the One Hand and Shield Skill Line. Shielded Assault ALWAYS stuns the enemy whether they are casting or not, PLUS it gives me a Damage Shield that absorbs damage. Its so much better in comparison to Focused Charge that its unreal.
  • Spear Shards and its morphs animations take too long to come down so you have to plan ahead when you throw it, and even when it lands it only stuns 1 enemy, and on top of that you don't know which enemy its even going to stun in the first place.
  • The ONLY AoE CC that Templar's have access to is a 250 cost Ultimate called Nova and even then, the stun relies on allies using the synergy. The only true AoE CC comes from morphing Nova into Solar Disturbance.
  • Sun Fire Snare is alright but the ability is more for DPS anyways instead of tanks. Reflective Light only upgrades the slow to 3 targets, so again its inferior to other classes control.
  • Eclipse. Eclipse WOULD be awesome, if I could use it. Every time I go to use it it is grayed out and/or the target is immune. I assume this is because it counts as "Hard CC." Instead of this ability counting as "Hard CC", it should provide a buff to the enemy that it was cast on that says something like: "Eclipsed: You are immune to the effects granted by Eclipse and any of its variants for (X) seconds." This one simple fix would allow this ability to work perfect. I'm tired of not being able to use it to protect my allies.
  • Repentance should restore Health, Stamina AND Magicka since it requires corpses to be useful. I don't use this ability as much as I would like (even though its on my bar) simply because I hardly need it. The heal doesn't feel good enough considering the fact that it requires enemies to be dead to get any use out of it. Templars have a huge problem with Magicka Regeneration in my opinion and this would be a huge first step in helping us with this issue.
  • Solar Barrage looks awesome, but it hits like a wet noodle. I would love to be able to use Solar Barrage as an AoE to help gain threat on adds but it just doesn't have enough "oomph" behind it to be worthwhile. This would be a good ability to add an AoE snare to.
  • Rune Focus is garbage. It requires you to stand still, which is impossible for a tank because we have to spend our time trying to protect everyone and move out of bad stuff. Its morphs are even worse. Channeled Focus morph doesn't restore enough Magicka for squat. Restoring Focus morphs increased Healing Received doesn't mean much since you don't have time to stand in the focus to begin with. The Heavy Armor Skill Line's Immovable is vastly superior to Rune Focus.
Personal Suggestions for Abilities
  1. I would replace Rune Focus with something like:

    "Bastion of Light: You receive the blessings of the Aedra, granting Major Resolve and Major Ward, increasing Armor and Spell Resistance by (X) for (X) seconds. While active, taking damage causes holy bolts of Aedric Lightning to deal (X) Fire Damage to attackers.

    MORPH #1: Aedric Glory: You receive the blessings of the Aedra, granting Major Resolve and Major Ward, increasing Armor and Spell Resistance by (X) for (X) seconds. While active, taking damage causes holy bolts of Aedric Lightning to deal (X) Fire Damage to attackers. Increases Current and Max Health by (X%) for (X) seconds on activation.

    MORPH #2: Blinding Bastion: You receive the blessings of the Aedra, granting Major Resolve and Major Ward, increasing Armor and Spell Resistance by (X) for (X) seconds. While active, taking damage causes holy bolts of Aedric Lightning to deal (X) Fire Damage to attackers. Additionally grants Major Evasion on activation, increasing Dodge Chance by 20% for (X) seconds.

  2. I would change Focused Charge so that it isn't delayed and it always stuns:

    "Focused Charge: Charge with your divine lance to impale an enemy for (X) Magic Damage and knock them down for (X) seconds.

    MORPH #1: Explosive Charge: Charge with your divine lance dealing (X) Magic Damage to all enemies in the area. Enemy is knocked down for (X) seconds.

    MORPH #2: Charge of Retribution: Charge with your divine lance to impale an enemy for (X) Magic Damage and knock them down for (X) seconds. You reflect all projectiles cast at you for 2 seconds after charging.

  3. I would change Spear Shards to be either an AoE Stun or an AoE Immobilize and increase the projectile speed. The single target disorient/stun is just not cutting it for this ability.

  4. I would change Solar Barrage so that it hits harder and now causes Minor Maim, reducing damage enemies deal by 15% for 4 seconds. Templars are missing this debuff and it would really help with Tanking. It wouldn't hurt to make this an AoE Snare as well.

  5. I would make Repentance restore Health, Stamina AND Magicka.

  6. I would make Eclipse give the enemy a buff that prohibits them from being "Eclipsed" again for so many seconds, instead of making it count as "Hard CC" like it is now. This ability can hardly be used as it is right now.
Conclusion
I understand Templars are the only class that has a dedicated healing tree, but this should not be an excuse for them to not be able to fulfill any role just as well as the other classes. All the other classes have self-healing abilities and group utility that helps to protect the team be it damage reduction, healing, bubble shields, CC, etc... Heck the only heals that are really good in the Restoring Light tree is Breath of Life and Purifying Ritual's cleansing field. The Restoration Staff has far better healing capability and its available to all classes. The fact that Templars have a healing oriented tree should not prohibit them from having AoE crowd control.

I appreciate anyone who took the time to read this. I know it was a lot of information to take in but these are my thoughts and troubles I have seen throughout my playtime so far. I am open to suggestions and discussion from everyone who has information to share and I would also be interested in seeing some theorycrafting threads, etc... I cant stand the fact that I HAVE to use something like Volcanic Rune or Caltrops for AoE control because my Class Skill Line has no flavor. I would appreciate any advice, tips, etc... because I want my Templar to be not only viable as a Tank but also fun and rewarding to play.

Off-Topic
I feel like having an AoE Fear would fit the theme of Templar's perfectly, with their enemies frightened at the Holy power of the Aedra. I'm just not sure exactly what the guidelines are for adding CC to the classes. I do know for certain that Templars NEED an AoE Snare and an AoE Immobilize at minimum. AoE Fear would really fit the theme of the class, but I'm not quite sure how to implement it.

What is up with Fire Damage? I feel like 75% of the game revolves around Fire Damage cause its all I ever see. Not to mention PvP is a slugfest with all the Fire Ballista's, Fire Trebuchet's, and Flaming Oil.

When is Xbox One getting Combat Flytext? Everyone I know would love to see how much we are hitting for, what we are getting hit for, etc... This should be a priority.

Why are Mount Training Upgrades not account-wide? You expect 180 days for each character I create to have max mount upgrades? That's crazy. It would take about 4 years to get all 8 character slots fully upgraded.
  • tplink3r1
    tplink3r1
    ✭✭✭✭✭
    Can't wait to see the PTS patch notes, i hope they remove the CC from Jabs.
    VR16 Templar
    VR3 Sorcerer
  • danno8
    danno8
    ✭✭✭✭✭
    ✭✭✭✭✭
    Arbitrator wrote: »
    Channeled Focus morph doesn't restore enough Magicka for squat.

    Channeled Focus is a free 500 magicka regeneration / 2 seconds that works with any build. I would hope they never et rid of it.

    Templar tanks really need some kind of root. Every other class has at least one (even NB's have a single target one).
  • Ffastyl
    Ffastyl
    ✭✭✭✭✭
    The problem you are running into is a mechanic called Taunt Immunity. The intent of Taunt Immunity is to prevent two tanks from taunting a boss at opposite ends of a room, ping-ponging the boss and preventing it from attacking anything because it is constantly trying to move to target. Taunt Immunity kicks in once 3 taunts have been executed on the enemy within a 10 second time frame. Taunts last 15 seconds, so using them when needed will not invoke Taunt Immunity. ZOS has admitted the flaws of this system and is changing it in Update 7 so Taunt Immunity only occurs if 1 or more of the 3 taunts is from another person. In other words, if you are the only person taunting an enemy Taunt Immunity will never activate, no matter how often you taunt the enemy.

    In regards to general agro generation: Enemy AI typically targets the closest threat source, not the highest. However enemies do keep track of a threat table and will defy this logic when a player's threat is too high. The event is colloquially referred to as over-DPSing and over-healing. AoE abilities generate the most threat by hitting the most targets simultaneously, thus your Dragonknight friend is over-DPSing.

    A tip for preventing Taunt Immunity from activating: the Major Fracture debuff on Puncture appears on the enemy's health bar as a series of fractures. This debuff lasts 12 seconds. When it wears off, you have 3 seconds until the taunt wears off as well.

    Arbitrator wrote:
    Rune Focus is garbage. It requires you to stand still, which is impossible for a tank because we have to spend our time trying to protect everyone and move out of bad stuff. Its morphs are even worse. Channeled Focus morph doesn't restore enough Magicka for squat. Restoring Focus morphs increased Healing Received doesn't mean much since you don't have time to stand in the focus to begin with. The Heavy Armor Skill Line's Immovable is vastly superior to Rune Focus.
    The buff from Rune Focus and its morphs lasts for 8 seconds outside of the rune. This is stated in the tooltip. Restoring Focus I have not seen much, but Channeled Focus is a fantastic morph that provides in effect +480 Magicka Regeneration. It refunds itself with the return and grants all Templar builds enough Magicka Regeneration to go Magicka heavy when the time calls for it.

    Templars did have an AoE CC ability called Blinding Light, long ago. It gave enemies a 50% miss chance and missed attacks set the attacker Off-Balance. Due to the sheer power of it, many enemies were made immune to its effects. Outcry at a lack of an in-class execute for Templars caused the ability to be replaced by Radiant Destruction. A few do miss Blinding Light, but far fewer than those happy to have an in-class execute.
    Edited by Ffastyl on July 16, 2015 12:43PM
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
    Daggerfall Covenant

    Ffastyl - Level 50 Templar
    Arturus Amitis - Level 50 Nightblade
    Sulac the Wanderer - Level 50 Dragonknight
    Arcturus Leland - Level 50 Sorcerer
    Azrog rus-Oliphet - Level 50 Templar
    Tienc - Level 50 Warden
    Aldmeri Dominion
    Ashen Willow Knight - Level 50 Templar
    Champion Rank 938

    Check out:
    Old vs New Intro Cinematics


    "My strength is that I have no weaknesses. My weakness is that I have no strengths."
    Member since May 4th, 2014.
  • Francescolg
    Francescolg
    ✭✭✭✭
    @Threadstarter, you're by far "too intellectual" for an average console player, why don't you get a PC?

    /edit ok ok , I got the answer: "less bugs and crashes" :wink:
    Edited by Francescolg on July 16, 2015 1:42PM
  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    Tanking in this game is far different from your previous mmo I presume. Its more of target prioritisation, then just grabbing all targets and expect all targets to stick like glue. What you and your friends did was right, in terms of you taking the heat from the big baddies while your group handles the rest.

    While I agree that templars néed more cc options in terms of tanking but templars have really good offheals capabillities that other classes dont have. Nightblades comes close but not to the extend of templar's bol or even remembrance.

    Taunt immunity is needed, it gives the tank more things to do ( in theory) by debuffing the target, oftheal if possible and basically control the biggies.

    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Arbitrator
    Arbitrator
    ✭✭✭
    Ffastyl wrote: »
    The problem you are running into is a mechanic called Taunt Immunity. The intent of Taunt Immunity is to prevent two tanks from taunting a boss at opposite ends of a room, ping-ponging the boss and preventing it from attacking anything because it is constantly trying to move to target. Taunt Immunity kicks in once 3 taunts have been executed on the enemy within a 10 second time frame. Taunts last 15 seconds, so using them when needed will not invoke Taunt Immunity. ZOS has admitted the flaws of this system and is changing it in Update 7 so Taunt Immunity only occurs if 1 or more of the 3 taunts is from another person. In other words, if you are the only person taunting an enemy Taunt Immunity will never activate, no matter how often you taunt the enemy.

    In regards to general agro generation: Enemy AI typically targets the closest threat source, not the highest. However enemies do keep track of a threat table and will defy this logic when a player's threat is too high. The event is colloquially referred to as over-DPSing and over-healing. AoE abilities generate the most threat by hitting the most targets simultaneously, thus your Dragonknight friend is over-DPSing.

    A tip for preventing Taunt Immunity from activating: the Major Fracture debuff on Puncture appears on the enemy's health bar as a series of fractures. This debuff lasts 12 seconds. When it wears off, you have 3 seconds until the taunt wears off as well.

    Arbitrator wrote:
    Rune Focus is garbage. It requires you to stand still, which is impossible for a tank because we have to spend our time trying to protect everyone and move out of bad stuff. Its morphs are even worse. Channeled Focus morph doesn't restore enough Magicka for squat. Restoring Focus morphs increased Healing Received doesn't mean much since you don't have time to stand in the focus to begin with. The Heavy Armor Skill Line's Immovable is vastly superior to Rune Focus.
    The buff from Rune Focus and its morphs lasts for 8 seconds outside of the rune. This is stated in the tooltip. Restoring Focus I have not seen much, but Channeled Focus is a fantastic morph that provides in effect +480 Magicka Regeneration. It refunds itself with the return and grants all Templar builds enough Magicka Regeneration to go Magicka heavy when the time calls for it.

    Templars did have an AoE CC ability called Blinding Light, long ago. It gave enemies a 50% miss chance and missed attacks set the attacker Off-Balance. Due to the sheer power of it, many enemies were made immune to its effects. Outcry at a lack of an in-class execute for Templars caused the ability to be replaced by Radiant Destruction. A few do miss Blinding Light, but far fewer than those happy to have an in-class execute.

    I have seen taunt immunity in other games before, but normally that's just because certain fights are designed so that DPS and Healers have pressure put on them while the tanks are running some kind of mechanic. The way Taunt Immunity works in this game is unhealthy for creative mechanics that encourage boss-swapping or die. Most mmos have certain fights where you have multiple bosses and after so many seconds you have to swap due to taking too many stacks of (INSERT X BAD STUFF HERE) or something similar to that and if you don't swap then you die. This helps to encourage skillful play and keeps things interesting. Ping-Ponging the boss wouldn't even be an issue if fights were designed with the knowledge that people may try to do that beforehand.

    Concerning general aggro generation, I am under the assumption that the only way to increase damage for weapons is through increasing stamina and to increase damage for spells you increase magicka, correct? As a Tank I should be investing into Health for survivability, therefore my damage would be lower than a DPS. There is no way for a Tank to maintain aggro by "Out-DPSing" which is why most games give a threat multiplier to Tanks to make up the difference. This game has no threat multiplier and requires all tanks to take up an ability slot(or 2) with a Taunt(s) that is(are) generic and is only used every so often.

    My problem stems from the fact that even though I take the big baddies, when I see an ally in trouble and I want to get some weaker baddies off him... I am unable to do so. I've had moments where I can see the dark red glow above their head after I taunt them, but the enemy still wouldn't come to me. Since they wont come to me I have to try to control them someway, but I cant do that because Templars have no AoE control. It looks as if going DragonKnight DPS is actually a more effective tank, than trying to spec for full tank as any class! If my buddy is able to survive that well as a DPS without going for a health build, and still maintain aggro through "Out-DPSing", all the while having an arsenal of CC at his disposal, wouldn't it be best to just spec for a DPS build and swap in a taunt? Granted we haven't run any trials yet, this is strictly Vet Dungeon experiences I'm coming from.

    (I know not to taunt them more than 3 times back to back because I had already read that somewhere. I'm not being a noob lol its just sometimes even when they are taunted they just wont come to me.)

    Regarding Channeled Focus, it just doesn't seem to be all that great to me. It doesn't feel like it restores enough to be worthwhile. Heavy Armor's Skill Line ability Immovable grants immunity to knockbacks and disabling effects, and I can run all over the place while maintaining the Armor+Spell Resistance buff. Granted, it does cost a hefty bit more. Look at Spiked Armor from DragonKnight's for instance though. They can run all over the place with their Armor+Spell Resistance buff always on, all the while returning damage to attackers, AND if its morphed they can get a Damage Shield on activation and it doesn't cost that much magicka. I just don't understand why Rune Focus and its morphs are so sub-par to other similar skills.

    @Threadstarter, you're by far "too intellectual" for an average console player, why don't you get a PC?

    /edit ok ok , I got the answer: "less bugs and crashes" :wink:

    Lol nah I've got a nice gaming PC its just we had so many buddies getting it for Xbox One that we all decided to just play it on there instead. Certain games we like on console, certain ones on PC.
    Tanking in this game is far different from your previous mmo I presume. Its more of target prioritisation, then just grabbing all targets and expect all targets to stick like glue. What you and your friends did was right, in terms of you taking the heat from the big baddies while your group handles the rest.

    While I agree that templars néed more cc options in terms of tanking but templars have really good offheals capabillities that other classes dont have. Nightblades comes close but not to the extend of templar's bol or even remembrance.

    Taunt immunity is needed, it gives the tank more things to do ( in theory) by debuffing the target, oftheal if possible and basically control the biggies.

    Even though some of these don't necessarily "heal" allies, they provide enough of a survivability buff that they can sometimes be better than a solid heal just due to the buffer time that they give your allies to react accordingly. Just being able to buy some time by throwing a damage shield on someone, or reducing damage, etc... can be a big enough help to allow an ally to use their own defensives and self-heals. Utility can come in all shapes and sizes, not just heals.. For example: DragonKnights can put a 100% shield on allies with Magma Armor and then spam another shield on them with Obsidian Shield. Sorcerers have Negate Magic and its morphs to protect and buff allies. NightBlades have Funnel Health, Consuming Darkness, Refreshing Path, Soul Siphon, and Sap Essence all to restore health to allies. The only really good off-heals from Restoring Light are Breath of Life, Purifying Ritual, and Remembrance in my experience. And if Breath Of Life didn't exist, then I highly doubt Templar's would be considered the #1 healer. The one common thing all the classes listed above have that Templars don't, is AoE control. So Templars are pretty much giving up AoE CC just for the only true spammable burst heal in the game, Breath of Life, which costs a hefty chunk of magicka anyways.

    I'd go so far to say that if Templars didn't have Breath of Life, then DragonKnights could be considered the best healing class in the game (also best tanks from what I have seen). Simply because Remembrance heals a set amount, where as Magma Armor puts 100% of their health as a damage shield. If you've got a 30k or 40k hp tank and you throw 100% damage shield on him, that's far better than remembrance and the damage shield buys you time to really heal him and also buys time for the tank to use his stuff as well. Since damage shields essentially increase your effective health pool, when you get attacked all the damage is pretty much "disappearing" as if it never hit you since its not actually reducing your real health pool.

    I just think Templars need a few things worked on that bring them up to par with everyone else. I'd personally vote for getting rid of breath of life if we could get some of the utility/CC that the other classes have.
  • Farorin
    Farorin
    ✭✭✭✭✭
    I like a lot of your ideas, and my second favourite toon is an orc temp, but I found tanking really bad with him due to lack of aoe CC, and just good CC in general. I would even get kicked from groups sometimes for my lack of CC as a temp tank, which never happened when I had my NB set up as a tank.
  • Farorin
    Farorin
    ✭✭✭✭✭
    Templars definately need a change as they are only optimized for being healers as things are currently, their DPS is not as good as other classes, and their tanking is also not as good as other classes, same can be said for their general usefulness and utility.
  • Arbitrator
    Arbitrator
    ✭✭✭
    Farorin wrote: »
    I like a lot of your ideas, and my second favourite toon is an orc temp, but I found tanking really bad with him due to lack of aoe CC, and just good CC in general. I would even get kicked from groups sometimes for my lack of CC as a temp tank, which never happened when I had my NB set up as a tank.

    That's been my biggest issue so far. The way that aggro works pretty much requires AoE CC so that you can "attempt" to tank in this game and protect your allies, but Templars don't have squat for AoE CC so it just makes the whole thing frustrating. I hope update 7 takes Templar Tanks into consideration.
  • asteldian
    asteldian
    ✭✭✭✭
    Caltrops from PvP is all the CC you will need. But without that, while the Templar is lacking, it is not all that bad, can grab 3 mobs on the way into combat and then more as you get there if you want. Even without CC you can keep almost an antire pack of mobs on you as long as you have what it takes to survive.
    The taunt immunity mechanic is being altered where the 3 time limit is only for if other tanks also taunt I think, so that will be good.
    I would love to see blazing spear changed from single stun to an aoe snare.
  • Soris
    Soris
    ✭✭✭✭✭
    Drop caltrops, drop purifying ritual(yes that one also creates aggro through healing), use blazing shield to do some dmg(more aggro) = you have all the aggro in the world.
    Dont forget casting empowering sweep to reduce damage :)
    Welkynd [Templar/AD/EU]
  • Arbitrator
    Arbitrator
    ✭✭✭
    Another term that gets thrown around a lot in MMO's is "homogenization." For example: " well we don't want you to have this just because x class has that too! We want all playstyles to be different and unique so that when you play or encounter each class you have a different experience."

    Ok. So give Templars AoE CC that is unique to them. You can give all classes survivability skills and still make it unique. You can give all classes damaging moves/executes and still make it unique. You can give all classes CC and still make it unique. The effects and animations may vary but they all should have the same options available to them. The way it is now its like they designed 4 cars but only put tires on three of them. Sure, the one without tires can run on wheels but the rides going to be rough, the wheels are going to be ruined and it just doesn't perform the same as if it had tires. Need I go on? Lol
  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    Arbitrator wrote: »
    Another term that gets thrown around a lot in MMO's is "homogenization." For example: " well we don't want you to have this just because x class has that too! We want all playstyles to be different and unique so that when you play or encounter each class you have a different experience."

    Ok. So give Templars AoE CC that is unique to them. You can give all classes survivability skills and still make it unique. You can give all classes damaging moves/executes and still make it unique. You can give all classes CC and still make it unique. The effects and animations may vary but they all should have the same options available to them. The way it is now its like they designed 4 cars but only put tires on three of them. Sure, the one without tires can run on wheels but the rides going to be rough, the wheels are going to be ruined and it just doesn't perform the same as if it had tires. Need I go on? Lol

    Thats the wrong analogy. All cars(classes) have access to wheels (weapons), steering wheel (guild), headlights (world skill lines). But each of these four cars have a different look, different style. You can't compare a Nissan with a Hummer for eg but its different in ways that are unique to itself. Yet they all have wheels, they all have steering and they all have headlights. A hummer is better than a Nissan in some ways, but a Nissan is better in some.

    Homogenization is when you insist that the hummer has less fuel consumption and that the Nissan has better offroad capabilities. Its a different beast when you say right now they only have 3 tires which is not even the case. All of them can do pvp effectively. All of them can do pve effectively as well. But the classes are different. Which should be the case in point.

    I play as a nightblade but I dont want templars healing capabilities. I want to maintain my status quo as the premier ganker or burst damage dealer. Its a different gameplay. Nor do I want to have that much tankiness of the dragonknight since that will surely affect my damage output or lessen my choices for a nightblade.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Arbitrator
    Arbitrator
    ✭✭✭
    Arbitrator wrote: »
    Another term that gets thrown around a lot in MMO's is "homogenization." For example: " well we don't want you to have this just because x class has that too! We want all playstyles to be different and unique so that when you play or encounter each class you have a different experience."

    Ok. So give Templars AoE CC that is unique to them. You can give all classes survivability skills and still make it unique. You can give all classes damaging moves/executes and still make it unique. You can give all classes CC and still make it unique. The effects and animations may vary but they all should have the same options available to them. The way it is now its like they designed 4 cars but only put tires on three of them. Sure, the one without tires can run on wheels but the rides going to be rough, the wheels are going to be ruined and it just doesn't perform the same as if it had tires. Need I go on? Lol

    Thats the wrong analogy. All cars(classes) have access to wheels (weapons), steering wheel (guild), headlights (world skill lines). But each of these four cars have a different look, different style. You can't compare a Nissan with a Hummer for eg but its different in ways that are unique to itself. Yet they all have wheels, they all have steering and they all have headlights. A hummer is better than a Nissan in some ways, but a Nissan is better in some.

    Homogenization is when you insist that the hummer has less fuel consumption and that the Nissan has better offroad capabilities. Its a different beast when you say right now they only have 3 tires which is not even the case. All of them can do pvp effectively. All of them can do pve effectively as well. But the classes are different. Which should be the case in point.

    I play as a nightblade but I dont want templars healing capabilities. I want to maintain my status quo as the premier ganker or burst damage dealer. Its a different gameplay. Nor do I want to have that much tankiness of the dragonknight since that will surely affect my damage output or lessen my choices for a nightblade.

    I believe you're missing my representation. I was referring to wheels as a function of the car itself. For instance, lets say each class has 4 pillars that must be covered before it can be considered completely viable for all roles. The pillars consist of Survivability, Utility, Sustainability, and Damage. Under each pillar you will find even more categories, in this case lets use Utility. Utility may have a category for Ally Synergies, Single Target Control, Multi-Target Control (AoE), Buffs, Debuffs, Mobility, etc... the list goes on and on. Three of the classes have every one of these categories taken care of, and Templars are left with their Multi-Target Control being completely forgot about. Since Multi-Target Control is not even take care of, this reduces the Templars effectiveness in situations where they are outnumbered, situations where they are trying to protect their allies, and situations where their utility and control could help to increase their survivability of others (because control also intertwines with survivability).

    And to what extent do they give up this control? For "Templar's healing capabilities?" Every other class has the tools they need to provide just as much survivability (if not more) as the Templar does. The only thing unique to the Templar is they have the only spammable burst heal in the game (breath of life) that can be used on others, and it costs a chunk of magicka. As I already stated before, other classes have utility such as damage shields, etc... that are more often than not better than breath of life that they are able to use on others. Not to mention that every class has various ways to protect themselves as well, (dragons blood, shadow cloak, bolt escape, etc...)

    Another thing you are forgetting is that NightBlades are not just a "premier ganker and burst damage dealer" like you are suggesting. NightBlades, and all classes, were designed with the intent that they could perform ANY role effectively. That means you can have a NightBlade Tank, a NightBlade Healer, and a NightBlade DPS. Class does not determine your role in this game like it does in others. The point Im trying to make though, is the fact that Templars can not perform the Tank role as effectively as any of the other classes because they have a lack of Multi-Target Control, otherwise known as AoE CC. The lack of AoE CC hinders tanking considerably simply due to the way tanking works in this game. Every other class' lack of "breath of life" however does not considerably hurt their ability to heal. Breath of Life is not required to heal effectively in this game, but AoE CC IS required to tank effectively.

    In other words, let the uniqueness come from animations, effects,(look and style), etc... but do NOT let the uniqueness be a lack of a major component (i.e. the "tires"). What Im trying to say is that the "components" and the way they work (effects/animations) should be what makes each car (class) unique, but that every car (class) should have all said components (in this case, AoE CC). Templars are simply missing a component altogether.
    Edited by Arbitrator on August 20, 2016 6:54AM
  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    Arbitrator wrote: »
    Arbitrator wrote: »
    Another term that gets thrown around a lot in MMO's is "homogenization." For example: " well we don't want you to have this just because x class has that too! We want all playstyles to be different and unique so that when you play or encounter each class you have a different experience."

    Ok. So give Templars AoE CC that is unique to them. You can give all classes survivability skills and still make it unique. You can give all classes damaging moves/executes and still make it unique. You can give all classes CC and still make it unique. The effects and animations may vary but they all should have the same options available to them. The way it is now its like they designed 4 cars but only put tires on three of them. Sure, the one without tires can run on wheels but the rides going to be rough, the wheels are going to be ruined and it just doesn't perform the same as if it had tires. Need I go on? Lol

    Thats the wrong analogy. All cars(classes) have access to wheels (weapons), steering wheel (guild), headlights (world skill lines). But each of these four cars have a different look, different style. You can't compare a Nissan with a Hummer for eg but its different in ways that are unique to itself. Yet they all have wheels, they all have steering and they all have headlights. A hummer is better than a Nissan in some ways, but a Nissan is better in some.

    Homogenization is when you insist that the hummer has less fuel consumption and that the Nissan has better offroad capabilities. Its a different beast when you say right now they only have 3 tires which is not even the case. All of them can do pvp effectively. All of them can do pve effectively as well. But the classes are different. Which should be the case in point.

    I play as a nightblade but I dont want templars healing capabilities. I want to maintain my status quo as the premier ganker or burst damage dealer. Its a different gameplay. Nor do I want to have that much tankiness of the dragonknight since that will surely affect my damage output or lessen my choices for a nightblade.

    I believe you're missing my representation. I was referring to wheels as a function of the car itself. For instance, lets say each class has 4 pillars that must be covered before it can be considered completely viable for all roles. The pillars consist of Survivability, Utility, Sustainability, and Damage. Under each pillar you will find even more categories, in this case lets use Utility. Utility may have a category for Ally Synergies, Single Target Control, Multi-Target Control (AoE), Buffs, Debuffs, Mobility, etc... the list goes on and on. Three of the classes have every one of these categories taken care of, and Templars are left with their Multi-Target Control being completely forgot about. Since Multi-Target Control is not even take care of, this reduces the Templars effectiveness in situations where they are outnumbered, situations where they are trying to protect their allies, and situations where their utility and control could help to increase their survivability or others (because control also intertwines with survivability).

    And to what extent do they give up this control? For "Templar's healing capabilities?" Every other class has the tools they need to provide just as much survivability (if not more) as the Templar does. The only thing unique to the Templar is they have the only spammable burst heal in the game (breath of life) that can be used on others, and it costs a chunk of magicka. As I already stated before, other classes have utility such as damage shields, etc... that are more often than not better than breath of life that they are able to use on others. Not to mention that every class has various ways to protect themselves as well, (dragons blood, shadow cloak, bolt escape, etc...)

    Another thing you are forgetting is that NightBlades are not just a "premier ganker and burst damage dealer" like you are suggesting. NightBlades, and all classes, were designed with the intent that they could perform ANY role effectively. That means you can have a NightBlade Tank, a NightBlade Healer, and a NightBlade DPS. Class does not determine your role in this game like it does in others. The point Im trying to make though, is the fact that Templars can not perform the Tank role as effectively as any of the other classes because they have a lack of Multi-Target Control, otherwise known as AoE CC. The lack of AoE CC hinders tanking considerably simply due to the way tanking works in this game. Every other classes lack of "breath of life" however does not considerably hurt their ability to heal. Breath of Life is not required to heal effectively in this game, but AoE CC IS required to tank effectively.

    In other words, let the uniqueness come from animations, effects,(look and style), etc... but do NOT let the uniqueness be a lack of a major component (i.e. the "tires"). What Im trying to say is that the "components" and the way they work (effects/animations) should be what makes each car (class) unique, but that every car (class) should have all said components (in this case, AoE CC). Templars are simply missing a component altogether.

    I have to respectfully disagree. As you say, each class can do multiple roles, effectively. So the things that makes a role are the weapons, not the class. As such, that is an integral part of the game, which is open to all classes. That is the important part, because at the end of the day, why have classes if you are able to do what the other classes can do? Thats the trouble with homogenization.

    And survivability is a huge umbrella of abilities. It ties in with crowd control, healing, damage mitigation, even ability rotation.. Templars has a tree full of healing capabilities that no other class has. That gives templars awesome survival.

    Now im not saying that templars do not need an aoe cc, its more for "if I give this utility to a Templar, what would happen to balancing pvp or pve?" perhaps a cc that blinds, or disorients which will then give more meaning to dual wield passives.

    And there are lot of uniqueness of templars, aside from the said "spammable heals". Only templars have the ability to gain resources for free with corpses, the ability to cast a channelled group heal as an ultimate (the ultimate oh *** button imo), so many group utilities ( shards, purifying ritual, etc..) which in itself is only bound to Templars.

    Im all up for group Synergies, better group utilities that help the pve and pvp scene, then trying to homogenize the classes and reduce it to just animations and not actual gameplay class mechanics.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Arbitrator
    Arbitrator
    ✭✭✭
    Arbitrator wrote: »
    Arbitrator wrote: »
    Another term that gets thrown around a lot in MMO's is "homogenization." For example: " well we don't want you to have this just because x class has that too! We want all playstyles to be different and unique so that when you play or encounter each class you have a different experience."

    Ok. So give Templars AoE CC that is unique to them. You can give all classes survivability skills and still make it unique. You can give all classes damaging moves/executes and still make it unique. You can give all classes CC and still make it unique. The effects and animations may vary but they all should have the same options available to them. The way it is now its like they designed 4 cars but only put tires on three of them. Sure, the one without tires can run on wheels but the rides going to be rough, the wheels are going to be ruined and it just doesn't perform the same as if it had tires. Need I go on? Lol

    Thats the wrong analogy. All cars(classes) have access to wheels (weapons), steering wheel (guild), headlights (world skill lines). But each of these four cars have a different look, different style. You can't compare a Nissan with a Hummer for eg but its different in ways that are unique to itself. Yet they all have wheels, they all have steering and they all have headlights. A hummer is better than a Nissan in some ways, but a Nissan is better in some.

    Homogenization is when you insist that the hummer has less fuel consumption and that the Nissan has better offroad capabilities. Its a different beast when you say right now they only have 3 tires which is not even the case. All of them can do pvp effectively. All of them can do pve effectively as well. But the classes are different. Which should be the case in point.

    I play as a nightblade but I dont want templars healing capabilities. I want to maintain my status quo as the premier ganker or burst damage dealer. Its a different gameplay. Nor do I want to have that much tankiness of the dragonknight since that will surely affect my damage output or lessen my choices for a nightblade.

    I believe you're missing my representation. I was referring to wheels as a function of the car itself. For instance, lets say each class has 4 pillars that must be covered before it can be considered completely viable for all roles. The pillars consist of Survivability, Utility, Sustainability, and Damage. Under each pillar you will find even more categories, in this case lets use Utility. Utility may have a category for Ally Synergies, Single Target Control, Multi-Target Control (AoE), Buffs, Debuffs, Mobility, etc... the list goes on and on. Three of the classes have every one of these categories taken care of, and Templars are left with their Multi-Target Control being completely forgot about. Since Multi-Target Control is not even take care of, this reduces the Templars effectiveness in situations where they are outnumbered, situations where they are trying to protect their allies, and situations where their utility and control could help to increase their survivability or others (because control also intertwines with survivability).

    And to what extent do they give up this control? For "Templar's healing capabilities?" Every other class has the tools they need to provide just as much survivability (if not more) as the Templar does. The only thing unique to the Templar is they have the only spammable burst heal in the game (breath of life) that can be used on others, and it costs a chunk of magicka. As I already stated before, other classes have utility such as damage shields, etc... that are more often than not better than breath of life that they are able to use on others. Not to mention that every class has various ways to protect themselves as well, (dragons blood, shadow cloak, bolt escape, etc...)

    Another thing you are forgetting is that NightBlades are not just a "premier ganker and burst damage dealer" like you are suggesting. NightBlades, and all classes, were designed with the intent that they could perform ANY role effectively. That means you can have a NightBlade Tank, a NightBlade Healer, and a NightBlade DPS. Class does not determine your role in this game like it does in others. The point Im trying to make though, is the fact that Templars can not perform the Tank role as effectively as any of the other classes because they have a lack of Multi-Target Control, otherwise known as AoE CC. The lack of AoE CC hinders tanking considerably simply due to the way tanking works in this game. Every other classes lack of "breath of life" however does not considerably hurt their ability to heal. Breath of Life is not required to heal effectively in this game, but AoE CC IS required to tank effectively.

    In other words, let the uniqueness come from animations, effects,(look and style), etc... but do NOT let the uniqueness be a lack of a major component (i.e. the "tires"). What Im trying to say is that the "components" and the way they work (effects/animations) should be what makes each car (class) unique, but that every car (class) should have all said components (in this case, AoE CC). Templars are simply missing a component altogether.

    I have to respectfully disagree. As you say, each class can do multiple roles, effectively. So the things that makes a role are the weapons, not the class. As such, that is an integral part of the game, which is open to all classes. That is the important part, because at the end of the day, why have classes if you are able to do what the other classes can do? Thats the trouble with homogenization.

    And survivability is a huge umbrella of abilities. It ties in with crowd control, healing, damage mitigation, even ability rotation.. Templars has a tree full of healing capabilities that no other class has. That gives templars awesome survival.

    Now im not saying that templars do not need an aoe cc, its more for "if I give this utility to a Templar, what would happen to balancing pvp or pve?" perhaps a cc that blinds, or disorients which will then give more meaning to dual wield passives.

    And there are lot of uniqueness of templars, aside from the said "spammable heals". Only templars have the ability to gain resources for free with corpses, the ability to cast a channeled group heal as an ultimate (the ultimate oh *** button imo), so many group utilities ( shards, purifying ritual, etc..) which in itself is only bound to Templars.

    Im all up for group Synergies, better group utilities that help the pve and pvp scene, then trying to homogenize the classes and reduce it to just animations and not actual gameplay class mechanics.

    Weapons do not determine your role either in my opinion. You can tank with a bow, one hand and shield, two hander, etc... IF you have the right setup. Sure, a one hand and shield will provide the most mitigation but its a tradeoff between do I want more mitigation? Or do I want more damage, threat and spell effectiveness? Do I want range with a bow or D-Staff? Do I want the abilities offered to me by going R-Staff? You can block with any weapon, and every class can roll dodge. That's why I'd say that your role is determined by your choice of abilities, rather than your choice of weapon. Are some weapons better suited for a certain role? Absolutely. All Healer's are pretty much stuck with a R-Staff. Templars CAN heal without a R-Staff, but its not as effective as it would be with the options available if they had chosen a R-Staff. All Tank's are stuck with One-Hand and Shield if they want a melee taunt.

    You have classes so that you get a different feel and gameplay experience than if you had played another class. Each class is made up of the same components (i.e. Survivability, Sustainability, Utility, Damage, and all the subcategories under each of these) except Templars which are missing the component of AoE CC. The difference in the components of each class is the overall "effects" ( how each ability performs) and the "animations" (how each ability looks/theme of class). Templars are missing a component altogether, which is unique AoE CC. The problem with this is that Templars don't just have a weak AoE CC or a AoE CC that works differently than other classes, they are missing unique AoE CC altogether.

    Survivability, Sustainability, Damage and Utility all intertwine and sometimes abilities overlap. Crowd Control is still considered Utility, but it can still overlap and help your Survivability, Damage, and Sustainability. You say "Templar has a tree full of healing capabilities that contributes to their awesome survival." Healing is not the only form of survival. You have avoidance, mitigation, damage shields, etc... Every other class has the ability to survive just as much as the Templar does (through their components) but their components differ in their "effect" and "animation". A Bubble Shield is not a heal, but it still contributes to your survivability in the same manner a heal would correct? That's the point I'm trying to make here. A cloak(stealth out) is not a heal and it functions differently, but it still contributes to your survivability in the same manner a heal would. So what makes Templars heals so special? It's not the fact that they can be used to increase personal survivability, but the fact that their heals can also increase others survivability and they can heal others without the use of a restoration staff.

    But... NightBlades have abilities to heal others without a restoration staff as well. Consuming Darkness, Funnel Health, Soul Siphon, Refreshing Path and Sap Essence all allow you to heal others. DragonKnights can effect others survivability in the same manner a heal would, except they do so by bubbles. Obsidian Shield and Magma Armor both allow you to shield allies. Sorcerers have Negate Magic to stun and silence enemies while buffing allies and reducing the damage they take. Granted, Sorcerers group utility is more about buffing damage than actually affecting survivability like the others classes do. What do all these classes but the Templar have in common though? They all have AoE CC. AoE CC also affects ally survivability by the manner of avoidance which functionally has the same effect on survivability as a heal does.

    So what is so unique about the Templar having heals anymore? If every other class has the ability to provide just as much survivability to others through avoidance, damage shields, etc... then how is that any less effective than a heal? The end result is the same and most of the time avoidance, damage shields, etc... are much better than a heal simply because they provide a much longer buffer time for someone to react.

    Lets breakdown what you said is unique to the Templar:
    • Repentance consuming corpses to refill Health and Stamina. This falls under the pillar of Sustainability. Every other class has a way (component) to sustain themselves. What varies is the manner in which they do so, which is "effect" and "animation."
    • Remembrance AoE "Oh ***" button. It provides survivability to allies and yourself through the manner of direct healing. Every other class has a way to provide survivability to themselves and allies as well. What varies? The "effects" and "animations." DragonKnights bubble shielding allies is functionally equivalent to Templars healing. NightBlades healing is functionally equivalent to Templars healing. Sorcerers avoidance granted through sustainable control that they provide is functionally equivalent to Templars healing, (although Sorcerers are more "offensively" oriented with their group utility.)
    • Group Synergies such as (Shards, Purifying Ritual). Every class has group Synergies. The "effects" and "animations" are what varies between class to class, but they ALL share the same component which is the fact that they ALL have group synergies.

    What I'm trying to show you is that every class has all of the components that me and you have both stated, except Templar. Templar's are completely missing an AoE CC component that is unique to their class. Every class has sustainability, every class has self-heals, every class has group synergies, every class has single target CC, every class has the ability to provide survivability to allies that is functionally equivalent to a heal, etc... BUT, Templars are missing AoE CC where as every other class is not.

    Now what are some things that other classes are missing?
    • DragonKnights don't have an in-class execute. Are executes absolutely necessary to perform a role though? No they are not. Executes are simply additional "flavor" added to the Damage pillar. AoE CC on the other hand is absolutely necessary if you want to perform the role of a tank in this game though. Do I believe DragonKnights should get an in-class execute at some point in the future? Yes I do.
    • Sorcerers don't have many defensive group synergies because most of their synergies are offensive based. Should they add some defensive synergies in the future? That's up to the developers and community. Sorcerers arguably already have the best sustainability in the game, therefore they have infinite control. Does their ability to control enemies so well counteract the need for defensive group synergies? That's up to the developers and community. Do Sorcerers still have Group Synergies though? Yes they do.

    I am in no way trying to say that classes should be homogenized to where the only difference is animations. I am saying that every class should consist of the same components if they intend for every class to be able to perform every role, and if they want a sense of balance. Every class should consist of the same components, but the "effects" and "animations" should vary. For instance lets look at a survivability tool for each class: DragonKnight's can have Hardened Armor, NightBlade's can have Dark Cloak, Sorcerer's can have Hardened Ward, and Templar's can have Blazing Shield. Each of these abilities can be used to provide survivability in some way, shape or form, correct? The "effects" and "animations" vary, but at the end of the day each class all still have a survivability tool. See what I'm getting at? Each class should have the same tools or components so that they can be effective at any role, but the "effects" and "animations" of their tools or components should be what makes them unique, not the lack of a tool or component altogether.

    The effect of Hardened Armor is the increase to Physical and Spell Resistance, a damage shield, and a return of damage.
    The effect of Dark Cloak is the avoidance of damage altogether and a cleanse of pre-existing effects.
    The effect of Hardened Ward is the absorption of damage altogether.
    The effect of Blazing Shield is the absorption of damage altogether further increased by each nearby enemy, and an expulsion of damage taken when it expires.

    All of these ^ provide survivability, but the "effects" and "animations" vary. Cloaking out still feels different than popping a bubble shield when you play a NightBlade because you are avoiding the damage altogether. You play differently when using Blazing Shield because you have to be nearby enemies to get the most effect from it. Hardened Armor can be used proactively to mitigate a big hit, and then it provides you with better damage reduction for a while after being hit, and to be most effective you need to stay near melee attackers. Hardened Ward can be most effective from any position, near or far, because of the way its "effects" work.

    TL;DR Templar's need AoE CC.


  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    There is no way you can tank with a bow. That's not how this game is set up. Most bosses are immune to snares and knockdowns, which you need to 'Kite'. Two handers is better, with Brawler but even then against a dungeon boss? No way in hell can you do that. Not even wearing full armor with all health enchants. The passives are what makes or breaks the build, not just the actives. This is why you tank with a sword and shield. the passives gives you extra block, lessen block cost (which incidentally is independent with lesser cost for stamina abilities).

    You can however use bow as a secondary weapon, a means to control the adds, to finish off and add, or even kite an add from your healer. While there is a range taunt in the game, taunting alone is not tanking. there many other 'components' that results in tanking. You need to face the boss away from your group to make it so that when he does a front conal attack, it doesnt hit your group. You need to block his powered attack, reduce his damage output, while grabbing other big adds that might pop up.

    Like i said, there are many ways for survivability of the group and yourself. Each class has their niche in the game. While Nightblades might make good tanks as you said, We dont have an aoe cc too. Fear is not a cc and Lotus fan is a gap closer which has no place among the much needed skills with a tank build.

    This is why Taunts are only available in the weapon skill line and the undaunted skill line. Its a common ground. its not stuck to a class which means yes, weapons do make roles. There are gray areas, like dpsing with a sword and shield or oftank secondary weapon with two handers but it reduces your role output.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Arbitrator
    Arbitrator
    ✭✭✭
    There is no way you can tank with a bow. That's not how this game is set up. Most bosses are immune to snares and knockdowns, which you need to 'Kite'. Two handers is better, with Brawler but even then against a dungeon boss? No way in hell can you do that. Not even wearing full armor with all health enchants. The passives are what makes or breaks the build, not just the actives. This is why you tank with a sword and shield. the passives gives you extra block, lessen block cost (which incidentally is independent with lesser cost for stamina abilities).

    You can however use bow as a secondary weapon, a means to control the adds, to finish off and add, or even kite an add from your healer. While there is a range taunt in the game, taunting alone is not tanking. there many other 'components' that results in tanking. You need to face the boss away from your group to make it so that when he does a front conal attack, it doesnt hit your group. You need to block his powered attack, reduce his damage output, while grabbing other big adds that might pop up.

    Like i said, there are many ways for survivability of the group and yourself. Each class has their niche in the game. While Nightblades might make good tanks as you said, We dont have an aoe cc too. Fear is not a cc and Lotus fan is a gap closer which has no place among the much needed skills with a tank build.

    This is why Taunts are only available in the weapon skill line and the undaunted skill line. Its a common ground. its not stuck to a class which means yes, weapons do make roles. There are gray areas, like dpsing with a sword and shield or oftank secondary weapon with two handers but it reduces your role output.

    I know 2 NightBlade tanks that both use a Bow to tank and they do it very successfully imo. A bow can still be used in melee range so its all up to personal preference. You don't have to kite just because you have a bow or any ranged weapon for that matter. It does however give you the potential to kite if necessary and that is where tradeoffs come into play with weapon selection. I can tell you from personal experience that Veteran Dungeon bosses can be tanked with a bow, a 2 hand, duel wield, one hand and shield, and r-staff (I personally use a one-hand and shield/dual-wield swords). I have not seen any tanked first hand with a d-staff, but I am positive that it can be done. Note that this is strictly from Veteran Dungeon experiences because we have not yet begun to do Trials, so the need for a one-hand and shield may prove to be required once we begin to do those. Also, the one-hand and shield passives are not that big of detriment if you don't take them. It all comes down to how you build your character, ability setup, etc...

    I can assure you that I understand all of the fundamentals to tanking in general, even if aggro in this game is quite different than other games I have played. So far I have only felt the need to have at least 1 taunt on my bar, and the taunt used should depend on your weapon selection. I personally use Pierce Armor as my taunt, but for someone who has a build not based around one hand and shield the option would be to use Inner Fire. As I stated before we have not gotten into trials yet so the need for both taunts has not been necessary so far, but that situation may change dependent on our experiences once we begin trials.

    NightBlade's most certainly do have means of AoE CC and an even more impressive arsenal of Single Target CC. Fear is most definitely considered CC as well and a gap closer is essential (imo) to have as a tool for a tank. Being able to close distance is crucial to getting to a hotzone before allies are destroyed, or just enough time to interrupt a caster/healer. Lets take a look at NightBlade AoE CC (which I already included in my original post concerning CC Analysis), but to reiterate I'll post it again. This time we'll look specifically at AoE CC:

    Manifestation of Terror = AoE Fear
    Soul Shred and its morphs = AoE Stun
    Consuming Darkness and its morphs = AoE Snare
    Lotus Fan = AoE Snare

    Taunts aren't stuck in classes because they didn't want class to determine your role. They wanted your selection of abilities to be what makes your role. Sure, some roles may fair better with certain weapons, but I believe it ultimately comes down to ability selection. If someone can make a build work for the purposes of the content they are doing then so be it. As long as it isn't a detriment to your allies then I say play however you want.
    Edited by Arbitrator on August 20, 2016 6:57AM
  • Arbitrator
    Arbitrator
    ✭✭✭
    I mistakenly left out Consuming Darkness in my CC Analysis so here is a more updated version:

    CC Analysis
    Templar
    Puncturing Strikes --- Puncturing Sweep/Biting Jabs = Single Target Knockback.

    Piercing Javelin --- Aurora Javelin/Binding Javelin = Single Target Knockback.
    Binding Javelin morph = Single target Knockback/Knockdown.

    Focused Charge --- Explosive Charge/Toppling Charge = Single Target Interrupt/Stun if enemy is casting.
    Toppling Charge morph = Single Target Stun and Off-Balance if enemy is casting.

    Spear Shards --- Luminous Shards/Blazing Spear = Single Target Disorient.
    Blazing Spear morph = Single Target Stun.

    [Ultimate] Nova --- Solar Prison/Solar Disturbance = Synergy AoE Stun.
    Solar Disturbance morph = AoE Snare and Synergy AoE Stun.
    Solar Prison morph = Greater Synergy AoE Stun.

    Sun Fire --- Vampire's Bane/Reflective Light = Single Target Snare.
    Reflective Light morph = 3 target Snare.

    DragonKnight
    [Ultimate] DragonKnight Standard --- Shifting Standard/Standard of Might = Synergy AoE Immobilize.

    Fiery Grip --- Empowering Chains/Extended Chains = Single Target Pull.

    Lava Whip --- Molten Whip/Flame Lash = Single Target Off-Balance.
    Flame Lash morph = Single Target Off-Balance and Stun if enemy is already Off-Balance.

    Warmth (Ardent Flame passive) = 30% snare every time an Ardent Flame ability is used on enemy.

    [Ultimate] Dragon Leap ---Take Flight/Ferocious Leap = AoE Knockback.

    Dark Talons --- Burning Talons/Choking Talons = AoE Immobilize.

    Inhale --- Deep Breath/Draw Essence.
    Deep Breath morph = AoE Interrupt and AoE Stun if enemies are casting.

    Stonefist --- Stone Giant/Obsidian Shard = Single Target Knockdown.

    Petrify --- Fossilize/Shattering Rocks = Single Target Stun.
    Fossilize Morph = Single Target Stun and Single Target Root when Stun ends.
    Shattering Rocks Morph = Single Target Stun and 50% chance of AoE Off-Balance near enemy when Stun ends.

    Ash Cloud --- Cinder Storm/Eruption = AoE Snare.
    Cinder Storm Morph = Snare persists even after leaving AoE.

    Sorcerer
    [Ultimate] Storm Atronach --- Greater Storm Atronach/Summon Charged Atronach = AoE Stun.

    Unstable Familiar --- Unstable Clannfear/Volatile Familiar.
    Volatile Familiar morph = AoE Stun.

    Negate Magic --- Suppression Field/Absorption Field = AoE Stun (PvE)/AoE Silence (PvP).

    Crystal Shard --- Crystal Blast/Crystal Fragments = Single Target Knockdown.

    Encase --- Shattering Prison/Restraining Prison = AoE Immobilize.
    Restraining Prison morph = AoE Snare applied when Immobilize wears off.

    Rune Prison --- Rune Cage/Defensive Cage = Single Target Stun.

    Daedric Mines --- Daedric Tomb/Daedric Minefield = 3 Target Immobilize.
    Daedric Minefield morph = 5 Target Immobilize.

    Bolt Escape --- Streak/Ball of Lightning = AoE Stun.

    NightBlade
    [Ultimate] Death Stroke --- Incapacitating Strike/Soul Harvest.
    Incapacitating Strike morph = Single Target Stun.

    Teleport Strike --- Lotus Fan/Ambush = Single Target Stun (PvE)/Single Target Immobilize (PvP).
    Lotus Fan morph = AoE Snare.

    Grim Focus --- Relentless Focus/Merciless Resolve.
    Merciless Resolve morph = Single Target Snare.

    [Ultimate] Consuming Darkness --- Bolstering Darkness/Veil of Blades = AoE Snare.

    Master Assassin (Assassination passive) = Stealthed Attacks stun 100% longer.

    Veiled Strike --- Surprise Attack/Concealed Weapon = Single Target Stun and Off-Balance.

    Aspect of Terror --- Mass Hysteria/Manifestation of Terror = 2 Target Fear.
    Mass Hysteria morph = Snare when Fear ends.
    Manifestation of Terror = AoE Fear.

    [Ultimate] Soul Shred --- Soul Siphon/Soul Tether = AoE Stun.

    Agony --- Prolonged Suffering/Malefic Wreath = Single Target Stun.

    Cripple --- Debilitate/Crippling Grasp = Single Target Snare.
    Crippling Grasp morph = Single Target Snare and Immobilize.
  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    Yes you can tank with a bow but as a secondary bar. Bow has good cc options, good control on single target and yes, there is might be no need for kiting but bows has no tanking passives, no... Direct damage mitigation abilities. Magnum shot works on bosses as it pushes you back as well but it means you are losing your positioning as a tank.

    You are working with an excellent crew because right now, pugging a group wth the Tank using a bow as a tanking weapon? Really? You lose your excellent blocking passives, your blocking Mobility, abilities that help you and your group better in terms of you doing a proper job at tanking.

    My friend, I think its clear you have your own set views on tanking and I wish you well but we are definitely not on topic in which your main gripe was that templars dont have an aoe cc. You went from thinking homogenization is good, making abilities different from each other in terms of just visual effects and animations to tanking is viable with bows and resto staff.

    There are not much tanking passives out of the weapon skills that are readily available to all classes. Shadow abilities give out shadow barrier but its not much help. Right now, dks have the best tanking passives that is really all part of their repertoire.

    Sidenote, fear is a good aoe cc but its not useful for group dungeons where runners would need to be locked down rather than allowing them to aggro more mobs. It is however a beast in pvp and is one of the most important ability with nb pvp.

    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Arbitrator
    Arbitrator
    ✭✭✭
    Yes you can tank with a bow but as a secondary bar. Bow has good cc options, good control on single target and yes, there is might be no need for kiting but bows has no tanking passives, no... Direct damage mitigation abilities. Magnum shot works on bosses as it pushes you back as well but it means you are losing your positioning as a tank.

    You are working with an excellent crew because right now, pugging a group wth the Tank using a bow as a tanking weapon? Really? You lose your excellent blocking passives, your blocking Mobility, abilities that help you and your group better in terms of you doing a proper job at tanking.

    My friend, I think its clear you have your own set views on tanking and I wish you well but we are definitely not on topic in which your main gripe was that templars dont have an aoe cc. You went from thinking homogenization is good, making abilities different from each other in terms of just visual effects and animations to tanking is viable with bows and resto staff.

    There are not much tanking passives out of the weapon skills that are readily available to all classes. Shadow abilities give out shadow barrier but its not much help. Right now, dks have the best tanking passives that is really all part of their repertoire.

    Sidenote, fear is a good aoe cc but its not useful for group dungeons where runners would need to be locked down rather than allowing them to aggro more mobs. It is however a beast in pvp and is one of the most important ability with nb pvp.

    Not a pug group. NightBlade buddy tanks with a bow and resto staff. The other Nightblade tank I've ran into was in a pug and he used a bow and dual wield axes. NightBlades have a lot of wonderful passives and whatever the build is that these guys are using seems to be working just fine. That's why I'm saying it all comes down to proper ability selection. Choose what role you want to fulfill, then pick things that allow you to do so and that you enjoy. I personally enjoy tanking with a shield, but just because I do doesn't mean that other people may not like a 2 hand tank, or a dual wield, etc... instead.

    I never said homogenization was good either. For a game to have balance in the first place, there has to be a groundwork of basic principles to begin with. If a move helps you damage enemies, and every class has moves that allow them to damage enemies, do you consider that homogenization? No you don't. Because the mechanics of a rpg require you to reduce an enemies life to win. It's just a basic principle. So if all damaging moves deal damage, and every class has damaging moves, how do you make each class feel unique? You implement different "effects" and "animations." It's very simple to understand and that's the point I was trying to make with you. Every class has damaging abilities, every class has defensive abilities, etc... but the "effects" and "animations" is what makes each class feel unique. (also when I refer to "effects" I don't mean visuals. I mean the mechanics of the abilities and how they work. "Animations" is what I refer to when talking about visuals.)

    As I said before its a tradeoff in reference to weapons. I prefer the extra mitigation from having a shield and all the bonuses to blocking, but another guy may prefer the ability to have off-heals from a Resto staff while he is tanking. Does it mean that one of us is better than the other? No. It's just a personal preference. If he feels he can do without the extra mitigation and is confident that his ability selection more than makes up for having a shield, then so be it. As long as he enjoys it, can properly fulfill his role, and can clear content without being a hindrance to the group then he has every right to use what he wants.

    Fear is still considered Crowd Control. It controls the enemy by breaking their focus and what they were currently doing in order to buy some time, save yourself and allies, etc... Does it have a different "effect" than say an AoE Stun or an AoE Immobilize perhaps? Yes it does, but it is still considered AoE CC.
    Edited by Arbitrator on August 20, 2016 7:02AM
  • Arbitrator
    Arbitrator
    ✭✭✭
    Haven't played in a while and I'm curious if Templar's have received any changes that help them to be good tanks. Stuff like AoE CC, is Focused Charge fixed?, etc...
Sign In or Register to comment.