david.haypreub18_ESO wrote: »I wish we could get the Mana recovery from Rune focus added to one of our passives instead, why don't we have a passive resource regeneration?
We used to have the equivalent in beta (Restoring Spirit), then ZOS decided that Templars were too powerful and nerfed it before launch:
https://www.reddit.com/r/elderscrollsonline/comments/1zwa6u/an_in_depth_look_at_the_restoring_spirit_nerf/
You could say that Templars have never recovered. I say you could, but ZOS won't.
Its really funny too because in the first PTS build they increased High Elf Magic regen passive to 12% then by the next patch to PTS they dropped it back to 9% can anyone explain this move? I'm just saying what was the point.
I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
Springt-Über-Zwerge wrote: »Also could you test this with purifying ritual? I think it is removing it but I cant test atm
Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
18+5+5+5+5+5 = 38K damage over 12 seconds. May not be a lot but it is funny to watch players run around with a light stuck on them.
Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
18+5+5+5+5+5 = 38K damage over 12 seconds. May not be a lot but it is funny to watch players run around with a light stuck on them.
No not 5k it does 5 damage
Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
18+5+5+5+5+5 = 38K damage over 12 seconds. May not be a lot but it is funny to watch players run around with a light stuck on them.
No not 5k it does 5 damage
are you sure. I'm thinking the damage is higher.
Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
18+5+5+5+5+5 = 38K damage over 12 seconds. May not be a lot but it is funny to watch players run around with a light stuck on them.
No not 5k it does 5 damage
are you sure. I'm thinking the damage is higher.
Well if someone does damage in between for shure but I think it does not add on itself so the damage from burning light does not count as damage dealt for the next one so just spamming it does not work
Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
18+5+5+5+5+5 = 38K damage over 12 seconds. May not be a lot but it is funny to watch players run around with a light stuck on them.
No not 5k it does 5 damage
are you sure. I'm thinking the damage is higher.
Well if someone does damage in between for shure but I think it does not add on itself so the damage from burning light does not count as damage dealt for the next one so just spamming it does not work
oh yeah its totally a support group ability. No since in using it 1v1 or even 1v2 unless you want the heals and the passive minor buff and the ultimate passive stuff.
Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
18+5+5+5+5+5 = 38K damage over 12 seconds. May not be a lot but it is funny to watch players run around with a light stuck on them.
No not 5k it does 5 damage
are you sure. I'm thinking the damage is higher.
Well if someone does damage in between for shure but I think it does not add on itself so the damage from burning light does not count as damage dealt for the next one so just spamming it does not work
oh yeah its totally a support group ability. No since in using it 1v1 or even 1v2 unless you want the heals and the passive minor buff and the ultimate passive stuff.
Well Im thinking about using it in a puncturing sweep pvp setup because they change the heal tostick to the target and not the ground which makes it ideal as 2nd passive heal to puncturing sweep and a nice burst damage every 6 seconds for almost no magicka costs. I will stack this with soul or quick syphon and rapid regen and my passive hps will be really strong (hopefully)
Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »Springt-Über-Zwerge wrote: »I hate to post this hear because it will another nerf to Templars. Purifying light can not be purged. It will always hit the target and debuff them. No sorc can avoid it with ball lightning. No DK can flap flap and reflect it. It has a capped damage which is fine and frankly that's probably a good thing right. It is a ticking time bomb. It stacks or at least it appears to stack graphically. I have been on live for a few weeks now testing this and spamming it on targets. if I spam it 6 times on a target 1 second intervals the target will take 6 explosions when the timer runs out. Because the damage is capped you can essentially bomb them to death. It will only place one healing circle on the ground. They will not stack. This works well in group play as long as others are doing the damage. Someone with better math skills than I should actually test this out to make sure what I see graphically is actually causing damage.
This will certainly be nerfed if it is working like this.
As far as I know they do stack but hte second one will just add up the damage when the first one exploded and it will not count to itself which means it the first one does 18k and noone does damage inbetween the second one will do the minimum 5 dmg
18+5+5+5+5+5 = 38K damage over 12 seconds. May not be a lot but it is funny to watch players run around with a light stuck on them.
No not 5k it does 5 damage
are you sure. I'm thinking the damage is higher.
Well if someone does damage in between for shure but I think it does not add on itself so the damage from burning light does not count as damage dealt for the next one so just spamming it does not work
oh yeah its totally a support group ability. No since in using it 1v1 or even 1v2 unless you want the heals and the passive minor buff and the ultimate passive stuff.
Well Im thinking about using it in a puncturing sweep pvp setup because they change the heal tostick to the target and not the ground which makes it ideal as 2nd passive heal to puncturing sweep and a nice burst damage every 6 seconds for almost no magicka costs. I will stack this with soul or quick syphon and rapid regen and my passive hps will be really strong (hopefully)
awesome use of the ability for up close fighting. Also as I recall it will now apply a minor de buff to target so it is getting stronger. Although it still is a great big bat signal in the sky for other players to come help!!!!
david.haypreub18_ESO wrote: »I wish we could get the Mana recovery from Rune focus added to one of our passives instead, why don't we have a passive resource regeneration?
We used to have the equivalent in beta (Restoring Spirit), then ZOS decided that Templars were too powerful and nerfed it before launch:
https://www.reddit.com/r/elderscrollsonline/comments/1zwa6u/an_in_depth_look_at_the_restoring_spirit_nerf/
You could say that Templars have never recovered. I say you could, but ZOS won't.
Its really funny too because in the first PTS build they increased High Elf Magic regen passive to 12% then by the next patch to PTS they dropped it back to 9% can anyone explain this move? I'm just saying what was the point.
SeptimusDova wrote: »The light that shines twice as bright shines half as long. Long Templar threads are a Bane to ESO they avoid them like the plague. They blink in to moderate. Then blink back out. I think once the update 7 dust settles we may see some adjustments. That can cut both ways though.
Springt-Über-Zwerge wrote: »SeptimusDova wrote: »The light that shines twice as bright shines half as long. Long Templar threads are a Bane to ESO they avoid them like the plague. They blink in to moderate. Then blink back out. I think once the update 7 dust settles we may see some adjustments. That can cut both ways though.
Well what do you think zos will do? My guess: Give u another op skill and pretend templars are fine...
Springt-Über-Zwerge wrote: »SeptimusDova wrote: »The light that shines twice as bright shines half as long. Long Templar threads are a Bane to ESO they avoid them like the plague. They blink in to moderate. Then blink back out. I think once the update 7 dust settles we may see some adjustments. That can cut both ways though.
Well what do you think zos will do? My guess: Give u another op skill and pretend templars are fine...
Joy_Division wrote: »Springt-Über-Zwerge wrote: »SeptimusDova wrote: »The light that shines twice as bright shines half as long. Long Templar threads are a Bane to ESO they avoid them like the plague. They blink in to moderate. Then blink back out. I think once the update 7 dust settles we may see some adjustments. That can cut both ways though.
Well what do you think zos will do? My guess: Give u another op skill and pretend templars are fine...
Another OP skill is just about necessary to compete.
Springt-Über-Zwerge wrote: »I want to actually play a Templar not spam beam and heal
SeptimusDova wrote: »Springt
“The flame that burns Twice as bright burns half as long.”
― Lao Tzu, Te Tao Ching
Yes. I remember that time as well. I played a sorcerer on the beta servers and did not enjoy it that much. But I felt immediately at home with the Templar.
I honestly do not understand why none of the small changes the Templar community has been suggesting made it into the game. The only thing that we got and have been asking for for over a year is a faster Sun Fire projectile, and a few bug fixes, that were to the same extent beneficial and detrimental to the class.
I have seen constructive posts in Templar threads deleted myself, seen how the largest feedback thread has been buried. As if Templars were a plight they needed to get rid of. : (
Attorneyatlawl wrote: »BugCollector wrote: »What we still need:
1. No free CC immunity from Puncturing Strikes
2. No global cooldown on Focused Charge
3. Slightly increased damage on Spear Shards in order to increase aoe dps
4. Chance to instant cast Dark Flare
5. Slightly increased damage ceiling on Backlash
1. It isn't "free" cc immunity. It is an extremely high damage skill, acts as a channel, and performs several hits very quickly which will drain enemy stamina very fast (4 hits per cast of about 1 second, each costing the same amount of stamina to mitigate as any other single hit attack with how block cost mechanics work). It also will proc any "on-hit" effects with one chance or effect per hit caused. If you take a look around the skill lines you can see some nice synergies with this bit. The knockback will also interrupt anyone trying to cast and prevents them from moving for a moment as they're in the air. Between the high dps, inherent synergy with on-hit effects, and moderate but still substantial CC in small-scale play in PVP (and non-impacting in large group fighting at all), I don't agree this change is needed at all, and would be a rather large net loss in the power of the skill to have it removed.
2. I was unable to encounter the "global cooldown" in any gameplay impacting form on the live servers to date, until recently. When purposefully trying to do so and mentioning in a guild chat I couldn't find it and asking if anyone knew if it was a real thing, I described how I was testing with Toppling and Explosive Charge. I have always activated the skill, and then as I landed in the animation and right as the actual damage effect was applied, would be hitting block followed by a basic weapon attack to then use another skill immediately afterwards. This optimized and properly timed method of play never runs into the cooldown issue. However, someone pointed out that (to me, counter-intuitively), most people are probably not and so I never had either and was fairly surprised at the insistence that the problem even existed in recent Templar threads. Upon then trying it that way, I found you could not activate another skill right off the bat like I had been, when not timing it properly.
3. The blazing Shards are rather high DPS and have a lot unique add-ins being one of the few high direct-damage ground targeted AOE's in the game, providing a targetable single-target crowd control on impact (disorient, which has no CC immunity, or a stun on the DoT version), and being able to substitute for a weapon-based AOE with how well they scale. Add in the Aedric Spear passive which has a 25% chance per tick of the DoT along with one on the initial impact, and the synergy for restoring a large chunk of magicka and stamina (on the disorient morph without DoT) or stamina (on the stun morph with ground DoT afterwards), and it's a very powerful skill with strong uses in both PvE and PvP.
4. Dark Flare eschews the instant proc chance for a higher damage scaling factor with character stats (at the same magicka and spellpower, you actually end up with a much higher resulting tooltip) and AOE heal debuff around the target on hit (fun trivia: this is a second, minimal-damage coefficient aoe hit that applies this... and so you can get double benefit from on-hit effects like Quick Siphon thanks to that). It not only is one of the most powerful nukes in the game, but has the multi-hit factor, aoe heal debuff, and procs a 5% spellpower buff for anyone else near you, as well as yourself.
By contrast, Sorcerers have no benefit other than the instant proc chance, on the Crystal Fragments morph and instead of a multi-hit ability that does a very useful heal debuff, it does a stun (which isn't always ideal such as when someone is already under CC immunity from break-free for 8 seconds... longer than the proc allows you to instantly cast within (you have 6 seconds to use it)). It's a tradeoff as well since it scales worse with character stats by a low amount. Passive-wise, it provides a less-useful 3% spell critical chance for yourself and anyone near you, and a just-shy-of-being-good 8% maximum health heal (at 12% or so, it would be a factor to consider strong).
I see each skill as having pros and cons, while overall having similar power totals. That is what balance means, in my opinion.
5. I don't have any real input on Backlash and Power of the Light, but they are instant casts with secondary effects, and unless solo, nearly always (if not always) will reach their damage caps when used, which are very high tooltip values at a low resource cost, along with proccing the Dawn's Wrath passives. I don't think there's any need to raise it, but I also don't think there's any substantial case either way as to not raising it a mild amount as you suggested.
/two-cents
timidobserver wrote: »Attorneyatlawl wrote: »timidobserver wrote: »@Attorneyatlawl
Reading your Templar posts are always entertaing. You can, with a straight face, say that power of Dark Flare is remotely similar to Crystal fragments. It is impossible to land a dark flare on any half way decent pvper. The instant cast proc and quick projectile speed is worth infinitely more than any of the effects on dark flare even if they increased the damage by 50%.
Calling blazing spear blazing shards makes me wonder if you even play a Templar regularly. Another long flight time skill that no decent player should be hit single target with. It is certainly more useful than dark flare only because of the unblockable stun and passable aoe damage, but it is still weaker than many other aoes/ccs in the game due to the flight time, single target cc, and random targeting of the the cc.
Dark Flare has only a very slightly higher travel time per amount of distance covered. The travel speed affects how long it takes to land based on that. From closer ranges including in group fights, it will land on an enemy healer nearly as quickly as a Crystal Fragments cast. It is far from "impossible to land"... like most other facets of the game, it takes timing, the proper circumstance, and skill. As I said, additionally, the power of Dark Flare scales higher than Crystal Fragments with character stats by a moderate-to-low margin.
]I call skills what they are, as is convenient and makes which skill is being talked about clear. Some people called Radiant Oppression "Jesus Beam" regularly in chat, or TS. I call it "blazing shards" because it is the ground DoT variant. I call Luminous... just luminous. Quibbling over how someone refers to a skill's name is beyond nitpicking.
As to if I play a Templar regularly... if you as a long time Templar player are asking that, when you just stated you think the Shards' crowd control is "a random targeting of the cc", then that's a non-sequitur, whichever is the case or not. Half-experienced as you say you are... you still never realized that the crowd control effect goes to your currently focused target based on the crosshair (including tab target focusing to disambiguate when multiple enemies are inside of the same spot on the screen)? Shards is one of the highest damage AOE's, is ranged with ground targeting unlike the majority of all others, provides a strong CC effect and synergy. The higher flight time allows you to backload another skill to land at the same time: it isn't a downside, but simply a difference.
Before questioning whether someone is "qualified" in your opinion, as though they need anyone's permission to make their feedback as well as anyone else does, at least be forthcoming as to your own "qualifications" (quote-unquote).
It is completely unbelievable that you think Dark Flare similar in power to Crystal fragments and consider the dark flare flight time "slight" even though this "slight" flight time happens after you already went through the cast time. If you are fighting a dk or a shield user, you are going to dark flare yourself due to the long cast time plus the flight time making reacting to the skill easier. I can't decide if you just like to go against the popular opinion in order to prove people wrong or if you really believe that those two skills have similar power.
I did not question your qualification or permission to give your opinion. I did say that calling the skill blazing shards made me question whether you play a Templar regularly.
@Suru:
1. Any reason why it should give CC immunity
4. It might be good pce dps in some encounters where you stand still... But in pvp where you need the heal debuff it is very frustrating. I stopped using it after an hour because I can only use it with 1h and shield slotted... So i can reflect it in case it gets reflected. Using this in PvP is more like playing Russian Roulette.
6. We already established that it does not truly crit... Only if you dont do enough damage. Without critting over the cap, the damage is meh, meaning no gain over just spamming Dark Flare or Jabs. Making it crit would entice ppl to perhaps use more than one dps skill in they rotation.
Nothing to say to the other points.
But would love to hear your take on the lack of (useful/reliable) CC, on the usefulness of the current Eclipse or Blazing Shield in comparison with encase, fear, talons, hardened ward, reflective scales...