Templar issues thread

  • iamnotweakrwb17_ESO
    iamnotweakrwb17_ESO
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    FENGRUSH wrote: »

    This game needs a combat/mechanics team heavily in touch with the game and player base that have a firm understanding of classes capabilities and group play. It hurts bad to watch it all unfold.

    It's a real shame that this is the standard for MMO's nowadays and I place the blame wholly on companies who employ statisticians over game testers as they are far less cost intensive. Statistics have two core problems. The first is that the data is being interpreted by people who lack the context of a good deal of game time. The second is that it is back loaded. This means the player base has to suffer through idiotic changes for months simply because the data needs time to manifest before they even think about making changes.

    Any game tester worth a grain of salt can tell within a very short period of time what the effect of said changes will be. The best ones will know the effects before they are made. Unfortunately quantity over quality rains supreme everytime.

    Edited by iamnotweakrwb17_ESO on December 23, 2015 3:57AM
  • SirDopey
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    MissBizz wrote: »
    Cinbri wrote: »
    there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
    Is this it? Will we see a day when Healing Ritual will be usefull?!
    And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.

    I was more concerned about any "tweaks" to BoL.

    Yes, this scares me. BoL requires no tweaking at all, I really hoped they haven't caved to the demands of certain myopic players that think they are the "Lords" of this game and cry about healers healing too much......
    NA PC | AD
    xx Doc Holliday xx
  • Nifty2g
    Nifty2g
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    Breath of Life tweak will most likely be making it an instant cast again because we all know what they said "Anticipate Damage" as an excuse to leave it as it is was just laziness, I don't believe in that system at all
    #MOREORBS
  • Fellenore_Ewalion
    Fellenore_Ewalion
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    Sure templar's BoL is a poor substitute for the lack of proper CC.
    Sure our class can't compete with NBs and stamina sorcerers in small scale combat.
    Sure it's disappointing to entirely rely on others.

    We templars should be the heart of the groupplay. I found some consolation in that, lately.
    My Great House Telvanni did not join the Pact.
    But it does not mean I don't want to be Emperor.
  • dodgehopper_ESO
    dodgehopper_ESO
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    I just want to point out that while Magicka Templar is okay it still has bugged and flawed skills. Some of them are just glaring at us like the way Backlash is made worse if you spend skill points in your passives. Eclipse and its cc/purge confusion. General slow projectile/channeling/casting. Charge and its myriad of bugs that have existed since the beginning. Need I go further? No, Magic Templar isn't bad, and you can make it work, but it is still the least well conceived and most awkward class to play. The presumption here is that a Magic Templar should just shut up, spam BoL, Cleansing Ritual, and Rune all day long.

    Stamina Templar on the other hand is even more troublesome. Its like the class wants to be 'Knightly' for lack of a better term, but it just can't pull it off. I have to admit I bought into the hype as well. I still love the style of the Templar-Knight but it needs serious help.

    The details of what I have just said can be read in a multitude of posts from the past. I'm not disagreeing with Blabafat here, I'm just saying that even though the Heal spec Templar isn't bad, it is still fundamentally flawed in the respect that there are a number of broken skills.

    Oh, and yes I'm still sore about losing our only 'real' cc as far as I was concerned (and it wasn't perfect but it was good).
    Edited by dodgehopper_ESO on December 23, 2015 10:33AM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • FENGRUSH
    FENGRUSH
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    SirDopey wrote: »
    MissBizz wrote: »
    Cinbri wrote: »
    there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
    Is this it? Will we see a day when Healing Ritual will be usefull?!
    And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.

    I was more concerned about any "tweaks" to BoL.

    Yes, this scares me. BoL requires no tweaking at all, I really hoped they haven't caved to the demands of certain myopic players that think they are the "Lords" of this game and cry about healers healing too much......

    There is only one Lord, His name is FENGRUSH.
  • Takes-No-Prisoner
    Takes-No-Prisoner
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    FENGRUSH wrote: »
    There is only one Lord, His name is FENGRUSH.

    Who? 1.0

    https://www.youtube.com/watch?v=IAC7Ztu1Hao#t=37s


    On topic;

    I would like to see Templar passives tweaked of course and it would be cool if some more of the Templars key skills got some kind of resource return similar to how Sorcerers get it from some of their skills. A lot has been said already in large volumes about both those things I mentioned that I already agree with, like throwing more Spell damage on top of the Weapon damage passive we get. And having our strong skills have solid stamina morphs for our Stamina brothers n' Sisters. Getting Blinding Flashes would be great, but I'd also like to keep Radiant Destruction as its still a good finisher move at low health enemies.

    It would also be cool if for every Restoring Light skill we have on our bar, the more healing we do. But we need better passives for regeneration of Stamina and Magic. The cost reduction does not really cut it.
    Edited by Takes-No-Prisoner on December 23, 2015 2:46PM
  • Solariken
    Solariken
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    • Burning Light – The proc chance appears to be lower than 25%
      • There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.

    Gina, can you please ask for things like this to be included in tooltips? All this time I've been thinking Burning Light was better than it is.

    Are you guys sure the cooldown is even necessary? It's not a lot of damage and chances of concurrent procs is really low.
  • Jura23
    Jura23
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    Solariken wrote: »
    • Burning Light – The proc chance appears to be lower than 25%
      • There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.

    Gina, can you please ask for things like this to be included in tooltips? All this time I've been thinking Burning Light was better than it is.

    Are you guys sure the cooldown is even necessary? It's not a lot of damage and chances of concurrent procs is really low.

    It's crazy that we even have to ask to get such information. What is this? Some indie game? WTF...
    Georgion - Bosmer/Templar - PC/EU
  • AfkNinja
    AfkNinja
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    Jura23 wrote: »
    Solariken wrote: »
    • Burning Light – The proc chance appears to be lower than 25%
      • There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.

    Gina, can you please ask for things like this to be included in tooltips? All this time I've been thinking Burning Light was better than it is.

    Are you guys sure the cooldown is even necessary? It's not a lot of damage and chances of concurrent procs is really low.

    It's crazy that we even have to ask to get such information. What is this? Some indie game? WTF...

    I have no idea why they hide all the numbers and math from us....this is a MMO some of us really like knowing how things work.
  • Jura23
    Jura23
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    AfkNinja wrote: »
    Jura23 wrote: »
    Solariken wrote: »
    • Burning Light – The proc chance appears to be lower than 25%
      • There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.

    Gina, can you please ask for things like this to be included in tooltips? All this time I've been thinking Burning Light was better than it is.

    Are you guys sure the cooldown is even necessary? It's not a lot of damage and chances of concurrent procs is really low.

    It's crazy that we even have to ask to get such information. What is this? Some indie game? WTF...

    I have no idea why they hide all the numbers and math from us....this is a MMO some of us really like knowing how things work.

    If they choose to hide something, then ok, but this isn't the case. They just don't tell this to players ingame for no reason really. Now ppl who read forums have advantage over those who don't because there is no way they can figure this out unless they do insane amount of testing (with addons which are even not basic part of the game)... I hate to say this, but this is amateurish as hell.
    Georgion - Bosmer/Templar - PC/EU
  • Francescolg
    Francescolg
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    Guys, I am sorry for the 12 pages of thread but nothing will change for Templars. Don't waste your time trying to argue, as things won't change for the class (too many reasons to xplain now, it is partly due to some fotm-pvp-videos..)
    The best thing you can do as a main-Templar player is to try a Sorcerer or Nightblade, so you can feel the "instantaneousness" of their skills, the effectiveness of their CC and AE-CC (ae-cc for the win!), the reliability of their escape-mechanics, the speed of their movement and their general way of combat.
    Go and try it!

    Edited by Francescolg on December 24, 2015 2:19PM
  • Abob
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    DK's can interrupt rememberance, which should be fixed.
  • Zinaroth
    Zinaroth
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    Abob wrote: »
    DK's can interrupt rememberance, which should be fixed.

    :smiley:
  • Abob
    Abob
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    Zinaroth wrote: »
    Abob wrote: »
    DK's can interrupt rememberance, which should be fixed.

    :smiley:

    Well, it's true and it's not working as intended, as the ability's description crearly states that the caster becomes immune to all form of CC.
  • Ampnode
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    This thread is painfully laughable.
    PC NA - CP640+

    Characters:
    Amp - Magicka Nightblade
    Amp - Magicka Sorcerer
    Amp - Magicka Templar
    Amp - Stamina Dragonknight
    Amp - Stamina Templar
    Amp - Magicka Dragonknight
    Amp - Stamina Sorcerer
    Amp - Stamina Nightblade
  • Zinaroth
    Zinaroth
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    Abob wrote: »
    Zinaroth wrote: »
    Abob wrote: »
    DK's can interrupt rememberance, which should be fixed.

    :smiley:

    Well, it's true and it's not working as intended, as the ability's description crearly states that the caster becomes immune to all form of CC.

    Sorry I misread and thought you wanted it to be interuptable. My bad. :)
    Ampnode wrote: »
    This thread is painfully laughable.

    Okay?
  • Eiagra
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    I run as a Magicka-based Orc Templar as my main, and while I feel that my DPS is kind of lacking in places, my overall impression is that I have a lot of versatility to adjust to various situations. I can't shine on my own, but I can support any other class I'm partied with so that together we can handle just about anything. I can solo a lot of PvE stuff, just slowly. Also, I'm not a big PvPer, but I'll try to relate the few experiences I've had.

    I've been playing since April 2015, and I feel I still have plenty more to learn, but I also feel like I've learned a lot thus far. So, bear that in mind when you consider level of player experience -- I make no claims to know it all, here. These are just my thoughts and experiences and feels.

    Also, I'm not looking to min-max. Optimizing is fine, but I like Orcs. I'm not gonna roll a Breton or an Altmer to squeeze a few more percent out of a build.

    And so, here are some of my personal experiences/thoughts on Templar skills. This post should be considered feedback. Kinda long, so I'll hide the clutter behind spoilers.

    Aedric Spear
    Ultimate: Radial Sweep - I'm notoriously bad at remembering to use most ultimates, because I feel like I should be saving it for something big and special. The low cost of this ultimate made me feel okay with using it more often. Maybe not a lot of oomph to it, it's not something I use frequently lately, but it felt good when I used it in a crowd of mobs in dungeons. I have Crescent Sweep morphed, as a non-immediate 8 seconds of reduced damage seemed like too much hassle to juggle, and risks me wanting to engage in "save it for an emergency" behavior.

    Puncturing Strikes - I used this a lot at the start when I was just learning and Stamina built. I ignored it for a long time after I respecced to Magicka, then rediscovered its joys via Puncturing Sweep and is my primary attack, especially when herding big groups of mobs. I still feel like it's not got as much punch as some other classes, but it suits my needs for basic PvE so far. The fact that it has a Stamina morph seems to make it essential in one way or another.

    Piercing Javelin - This was a fun opener in PvE, but I quickly discovered how annoying this skill could be in parties, especially when herding mobs. I stick with the Magicka morph, Aurora Javelin, but it never sees my bar lately. I could see it possibly having some use in PvP if you could target a player in the massive chaos that sometimes results.

    Focused Charge - This was another "learned it early" skill for me. I'm a bit torn between which morph to use, as CC is CC to me -- if you're using it on someone, it shuts them up for a moment, and a distance closer is probably useful in PvP, but since I don't PvP much it hasn't seen much use. Also, there are a lot of complains about it being broken and causing extended amounts of lockdown, so I'm scared to use it. We probably shouldn't be scared to use our own class abilities...

    Spear Shards - This is one of those skills that gets more use in parties as a restorative than it does in combat as an offensive or tactical move. The CC is okay, but the single-target limitation is sort of meh. I currently use Luminous Shards, but I'm disliking the piddling Magicka restoration, provided my ally remembers to grab it, and the 10 to 15 second cooldown (I forget which it was) makes it feel useless for helping magicka builds. I plan to switch to Blazing Spear next respec so that I at least get some DoT out of it.

    Sun Shield - I've seen some gripes about its uselessness in PvP, so at least I know not to use it there, but this has certainly saved my bacon in PvE when I got in over my head and had to repeatedly cast this to keep myself alive while whittling away at a mob via reflected damage. It's a horribly magicka-inefficient way to do damage, and I basically get crushed if I run out of the resource, but those few moments of crisis that it worked in, it worked! I use the Blazing Shield morph, though Radiant Ward looks like it could possibly be viable too with some forethought.

    Passive: Piercing Spear - Since I almost always have an Aedric Spear ability slotted, I always get this bonus. Provided it works as advertised, I keep it maxed.

    Passive: Spear Wall - I don't generally adopt a Tank role, so this hasn't been a priority for me. If I did, it looks like it would be useful.

    Passive: Burning Light - I ignored this until I started using Puncturing Strikes. Then I realized it has a chance to proc for each strike, and that was a potentially significant DPS boost. 25% stays at 25%, but that's not a horrible number, so I felt it worth the skill points to max.

    Passive: Balanced Warrior - I only got this for the spell resistance, since weapon damage seems useless on a magicka build. This skill feels like it could be better somehow, but at least I'm getting something worthwhile out of it now. Still, it would be nice if it would be balanced for ANY build.

    Dawn's Wrath
    Ultimate: Nova - I am told that this Ultimate is a "must have." Unfortunately, as mentioned earlier, high-cost ultimates make me hesitant to actually utilize them, since it takes so long to rebuild it that it creates a "save it for an emergency" mentality. I have this morphed as Solar Prison, and I just kinda have to hope my party breaks out Gravity Crush when they see it. I've noticed you have to be literally on top of the ball to initiate the synergy, which makes this a bit less useful in my mind. Powerful, but too "costly" for me to really make proper use of in situations I commonly find myself in.

    Sun Fire - I originally picked this up to proc Major Prophecy. I have Magelight for that now, so this sits by the wayside. I have it morphed as Reflective Light, though I've heard the odd bit praise here and there for Vampire's Bane. Regardless, for an instant cast, this spell feels sluggish and not as potent as other, quicker abilities.

    Solar Flare - I originally morphed this as Solar Barrage for the quick Empower, even though the damage output of this spell got severely hamstrung as a result. I've also tried using it as an AoE in a mob, but found it too difficult to sustain that way. I've since morphed it to Dark Flare, and for a time it seemed adequate before blasting lasers to execute, but it ultimately feels like a slower, even more sluggish version of Sun Fire, and I have Structured Entropy + Might of the Guild to proc Empower. The proc of Major Defile also suggests that it's damaging nearby enemies as well, when it's not--this is a single target spell. I hate misleading visuals, so I eventually just stopped using it entirely. I've also since grown lukewarm towards the spell's strange arc-based travel, meaning it takes the same amount of time to reach the target whether they are 28 meters away or 2 meters away -- added on top of a 1.1 second cast time. Maybe I should just morph it back to Solar Barrage.

    Backlash - This is a spell I didn't understand for the longest time. Now that I do understand it, I find myself liking its damage boost against bosses, even though I rarely bring it out -- there just isn't room on my bars in most situations. I use the Purifying Light morph, and now that the healing pool procs regardless of whether the spell damage triggered, it gets more favor in my eyes. Those times I actually use it, that is.

    Eclipse - This is probably an under-utilized tactical spell, mainly because it's not always clear what spells are blocked. Limiting it to a single target hurts its functionality a bit, but I did play with it a little against Flame Atronachs. And... honestly, that's all the use I got out of it. I have it morphed to Total Dark, and maybe some day I'll think of a time and place for it, but that just hasn't come up yet for me. And I have more enticing skills to put on my limited bar space.

    Radiant Destruction - I'M FIRIN' MAH LASER BEAM! BWAAAAAAAA! Morphed to Radiant Oppression for a bit more damage, though I can see validity in Radiant Glory too. For a long time, I used this as my primary attack as well as execute attack, and that was fine against trash mobs in PvE in a party with my sister and her Nightblade. That's obviously a bad idea in retrospect, as it's not a very sustainable use of this skill against heavier mobs or larger groups. I'm a bit smarter with it now, but I strongly suspect it causes my DPS results to skew against weaker enemies, so I'm not sure how much I trust its numbers.

    Passive: Enduring Rays - This passive confuses me. 10/20% increase on duration for this skill line means... Nova does 0.8/1.6 more ticks of damage... does it round up, or do I have to spend 2 points to get that 1 tick because integers? ...Reflective Light and Radiant Oppression do their damage over X number of seconds... so do these skills now do LESS damage per tick? Purifying Light gets a longer window for building up damage, but not by much, and there's still a damage cap, so maybe not so useful? Total Dark would also get a longer duration, but 10-20% of 5 seconds is pathetically low -- you're spending 2 skill points to squeeze out 1 second. Too many questions, risks gimping one of my primary skills, so I leave this at Zero.

    Passive: Prism - Gain 2/3 Ultimate for casting any Dawn's Wrath skill, once every 6 seconds. I have a point in this, but I feel as though I get more just through normal combat. I don't rely on it by any means.

    Passive: Illuminate - 5% Minor Sorcery is a handy little boost, and I think the only way I can proc it on my own, but I don't have more than 1 point in this since 10 seconds is usually sufficient if I'm repeatedly casting skills from this line. If I'm not, then I probably don't have anything from this line slotted at all in the first place.

    Passive: Restoring Spirit - Reduces all resource costs, including Ultimate. This one's a no-brainer. 4% may not seem like much, but every little bit adds up, so I feel this was a worthwhile investment of skill points.

    Restoring Light
    Ultimate: Rite of Passage - I feel this is more useful as an emergency button, and the primary reason I try NOT to expend my Ultimates. I have it morphed as Remembrance, as the 23% damage reduction is something I've learned is crazy valuable back from my Neverwinter days. It's just a shame it only lasts for 4 seconds. The extra 9000 heal from Practiced Incantation didn't strike me as valuable as the damage reduction -- I have faster heals with less buildup if I need to heal someone. Total Base Healing for me: = ~18000 over 4 seconds.

    Rushed Ceremony - I know this is a popular heal, and it certainly packs some range, but it sacrifices sustainability. This spell is far too expensive to cast when my magicka is going out to other things, so I only slot it when I specifically need quick, long-range heals on an infrequent basis. I will burn out quickly if I use this as my primary heal. Honor the Dead's potential refund seems okay, but I'd rather be able to hit my entire party, thus I went with Breath of Life. Also, it feels weird casting "Honor the Dead" on living party members who I am trying to keep from dying. So this choice is partly cosmetic. Total Base Healing for me: ~5600 (self & 1 ally) / ~2800 (2 others)

    Healing Ritual - This is my primary heal, and I try to do predictive healing. The casting time requires some juggling, but at least I now have a ring to tell me and my allies where to stand if they want healed. I try to catch the wounded in the ring, since I have a little mobility while I channel, but sometimes people are just wandering away from me. I went with Ritual of Rebirth, since I have had a number of occasions where I barely squeaked that heal spell out in time, and this is one of those spells where sometimes a fraction of a second can mean the difference between life and death. Also, I don't want to count out 8 seconds to figure out when that second pulse of healing kicks in, especially if I'm in a mob. Also, uncapped targets, so handy in large parties too. Would be nice if Ritual of Rebirth shortened the cast time by more than one-third of a second (~15%)... Base Heal: ~7800 (10.1K for self) after 1.7 to 2 seconds.

    Restoring Aura - By default, this spell and its Radiant Aura morph strike me as incredibly lackluster. But then you have Repentance. I love this thing, both as a post-battle restorative and as a sustaining spell. It costs nothing to cast, is a potentially powerful heal, and makes stamina builds very very happy. Base Heal: ~2100 HP/STA per corpse, and I have taken empty and hurting allies and boosted them to full in messy situations. ...I just gotta remember not to fumble with my keyboard, as it's on my alternate bar.

    Cleansing Ritual - I'm a little mixed on how useful this actually is. It's nice to have an AoE HoT, even if it seems a bit lackluster, and the status cleansing seems nice, but status effects don't seem to be what bother me. CC does. Also, it's kind of a pain requiring allies to activate a synergy to cleanse themselves; would be nice if it just cleaned them on cast. I mostly use this for roleplaying, when I need a flashy area of effect on the ground. Morphed to Purifying Ritual just so it's cheaper to cast. I never really slot this in PvE. Base Heal: ~3700 over 12 seconds (~2700 for synergy) Am I supposed to be layering this with Restoration Staff heals or something?

    Rune Focus - At first, this seemed like a handy defense spell. Then I realized I'm the only one that gets the buff. If I want Major Ward and Major Resolve, I'll cast Immovable. At least that's mobile, rather than a splat on the ground I'm forced to stand around. If I want to shield allies, I'll drop a Ring of Preservation. I have this morphed as Channeled Focus, and I only drop it when I need more Magicka sustain. And then, only rarely, since I keep forgetting I have it in my bar. I should probably swap this out for something with more utility...

    Passive: Mending - Boosts healing. It's a small boost, but hey, whatever helps makes the numbers happy.

    Passive: Focused Healing - I have it maxed, but I probably don't get much out of it. It boosts the Ultimate, the AoE HoT, and the defensive circle... but it says it improves healing 30% for allies within the circle for a spell that provides no actual healing. Something feels broken with this passive, especially in regards to Rune Focus. If this is a boost to healing received, then that should be clarified. Otherwise, I feel this passive could use be reworked somehow.

    Passive: Light Weaver - Boosts Restoring Aura's duration... except you lose that benefit when you morph it into Repentance, rendering one-third of the purpose of this passive null. Healing Ritual grants 1-2 Ultimate to healed allies under 60% health, which is when you're going to be casting it anyway, so that's good. And the healing Ultimate Rite of Passage grants a significant physical armor boost... for the 4-6 seconds you are channeling it. This passive overall feels... kind of meh. A bit like reaching for the stars and falling off the roof.

    Passive: Master Ritualist - This would be a heck of a lot more useful if my allies didn't just revive on the spot. Those times where I did have to revive someone (dungeons, PvP), it was handy to have had spent the points.

    Other Abilities
    Other skills I commonly use are...

    Magelight (Inner Light) - For the spell crit and extra Magicka. If I PvP'd regularly, I'd probably swap this to Radiant Magelight just to stop the stuns. It does actually stop the stuns, right?

    Entropy (Structured Entropy) - To proc Major Sorcery and Empower (via Might of the Guild), although Puncturing Sweep does not appear to utilize Empower. Either that, or Puncturing Sweep does not CONSUME Empower, even if it is modified by it.

    Meteor (Shooting Star) - This strikes me as a good balance between Ultimate cost and damage output. Ice Comet is said to be good as well, but I like hitting large groups of herded mobs with this so I can reclaim a bunch of the Ultimate I spent.

    Rapid Maneuver (Retreating Maneuver) - Because I get impatient sometimes and just want to get from point A to point B, or barrel through mobs to get to that stupid skyshard. Also, it purges snares, so I have found myself using it in actual combat from time to time. It's also handy if someone is running away from a monster in a complete panic... though that may have been unintentional (wrong bar... wrong button... wrong everything... at least she didn't die!)

    Blessing of Protection (Combat Prayer) - Only way for me to proc Minor Berserk on myself and allies. Doesn't last very long, and is awkward to aim, so I may find myself either ignoring ally targets or just swapping it out.

    Steadfast Ward (Ward Ally) - Though it's fallen out of favor, I used to use this as a clutch to keep low-health allies safe while I channeled Ritual of Rebirth. People keep complaining about how useless wards are in PvP, so I'm trying to wean myself off of them.

    Immovable (unmorphed) - I'm still building this one up, and I haven't picked a morph for it yet. Leaning towards Unstoppable for the extra duration, in case I decide to go 1/1/5 on my armor later.

    Circle of Protection (Ring of Preservation) - Expensive to cast for a Magicka build, but in theory it can be helpful? At the very least, it's 8-12% damage mitigation that doesn't require Ultimate to drop and lasts for more than 4 seconds, and in theory could also stack with Remembrance. Doesn't see much use lately, but it's in the back of my mind in case it's needed.

    Equilibrium (Balance) - I've nearly killed myself by accident with this thing, but I've also vastly improved my magicka sustain in a crunch. Handy for those times where I plan to follow it up with a Ritual of Rebirth and I'm not actively being mobbed -- a slight pause is all that's needed to get past the no-self-heals window. Great way to get myself killed in Cyrodiil, I imagine... if the burst damage while at full health doesn't get me first.

    So, that's all I can contribute, I think. Hope this is useful to someone in some way. Sorry it's so long a read if you waded through that whole thing!
          In verity.
  • Ra'Shtar
    Ra'Shtar
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    Hey @AfkNinja you should also add to the bug list that Dark Flare doesn't give you Empower if the target dies and to the suggestion list that Balanced Warrior should also give you a bonus to Physical Resistance.
    Some of my favorite screenshots
    My opinions and posts are mostly on a PvE setting.
  • Tacos
    Tacos
    ✭✭
    @ZOS_GinaBruno Thank you for looking into the aforementioned bugs and issues related to the Templar class mentioned in this thread. As a stamina based Templar, I've been following this thread closely.

    Will the dev team please look into changing the knock-back function of Biting Jabs? Due to the Piercing Spear and Burning Light passives, it pigeonholes the player into using jabs as their primary DPS ability. Although it can do great damage, it hands out free immunity . Due to this reason, I'd prefer not having the knock-back function attached to the ability. It really impacts using reliable cc in PvP. Of course, there are other DPS options such as Wrecking Blow or Ransack available. However in using those, the player loses benefits of class passives and it feels like there is a lack of class identity.

    It would be nice to have some more stamina options available within our class lines to open more build diversity. For instance, a stamina morph of Focused Charge or Rune Focus. It would be nice and create more class-identity if the passives in the healing line impacted all healing abilities (vigor, rally, etc.) and not just those within Restoring Light. Especially from the perspective of a Stamplar, having limited benefits to class passives.

    Of course, and also mentioned in the thread were the issues with the ultimates such as the radius of Radial Sweep and the channel of Rite of Passage. Adding mobility options within the class lines would also be great.

    Thank you for your consideration. This feedback is based off my experiences in playing stamplar since returning to the game mid summer.
    Tacös - Orc - Stamplar - DC
  • Mumyo
    Mumyo
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    DK has battle roar, NB has regeneration, Sorc also regeneration and costreduction.

    Templar !HAD! restoring spirit which was changed in a very bad way, it used to give templar ressources back for each attack they do. Now it just gives a flat 4% costreduction and we still have very expensive skills.

    Simply change that to what it was once and give the stamina templars something to dump magicka. Purge is not enough.
  • Khivas_Carrick
    Khivas_Carrick
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    I refuse to let this thread die and fall to the wayside.

    /bump
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • AfkNinja
    AfkNinja
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    Mumyo wrote: »
    DK has battle roar, NB has regeneration, Sorc also regeneration and costreduction.

    Templar !HAD! restoring spirit which was changed in a very bad way, it used to give templar ressources back for each attack they do. Now it just gives a flat 4% costreduction and we still have very expensive skills.

    Simply change that to what it was once and give the stamina templars something to dump magicka. Purge is not enough.

    Restoring Spirit would be awesome. So would Blinding flashes....

    How many other classes have had whole abilities just flatly removed? Abilities which we were relying on for defensive utility.
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    None that I can think of
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Tacos
    Tacos
    ✭✭
    Bump for a fix
    Tacös - Orc - Stamplar - DC
  • bikerangelo
    bikerangelo
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    ^^

    Nothing to add currently, just hoping for proper fixes and mechanics changes.
  • Cinbri
    Cinbri
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    ✭✭✭✭
    And people ask why templar running only healbot build in PvP and claim they are balanced:
    1. Templar don't have any noticable redirect damage ability(Eclipse is useeless in 1v3 already, BS is useless even more), while DK has Scales, Sorcs has Ward combo with other shields, NBs has Blur and Cloak. Only thing Templar can do is invest max CP into heal buffs and spamming BoL.
    2. Templar don't have escape, while sorcs has Boundless Storm for speedbuff, Bolt Escape for escape, NBs has Double Take and Path of Darkness and Cripple for speedbuff, Shadow Cloak for escape and Shadow Image for smart play. Templar can only run away and hope his healings will be enough or become vampire to be one-shotted by vampo hunters.
    3. Templar don't have burst damage, he can't even use blockcasting with sweep, many dd skills bugged/broken.
    4. Templar don't have AoE CC, while DKs has Talons, even AoE interrupt Deep Breath, Warmth passive for speed debuff, Sorcs has Daedric Mines, Volatile Familiar, Streak, NBs has Terror. For this Templar just can't play properly tank role coz if people will decide to ignore him, Templar won't be able to slow-down them.
    5. Templar don't have root even a single one, while DKs has Talons, Fossilize, Sorcs has Encase, Daedric Mines, NBs has Crippling Grasp. If enemy will run away from Templar, we won't be able to stop him.
    6. Templar don't have usefull ultimate, except Nova that costs like DK standart but much less effective. Even DKs Chocking Talons giving 15% damage resist, same as Empowering Sweep, i.e. even DK spammable skill better than Templar ultimate...
    7. Templar don't have solid resource managment skills/passives, while DKs has Battle Roar and Helping Hands passives, Sorcs has Dark Exchange, Energy Overload, Rebate passive, NBs has Executioner and Refreshing Shadows passives, Siphoning Strikes.(I not saying about reduce cost passives) While Templar has only Channeled Focus for magicka regeneration, Repentance that useless in solo play or duel and mostly used to help your teammates to sustain, and Spear Shards that created to sustain your teammates, when its own caster while out of resources can't use it to restore stamina.
    ______________________________________________________________________________________
    But Templars have Breath of Life :love: and we are damn good in pressing 1 button to sustain other people. Perfectly designed and balanced class i would say.
  • Ampnode
    Ampnode
    ✭✭✭✭
    Cinbri wrote: »
    And people ask why templar running only healbot build in PvP and claim they are balanced:
    1. Templar don't have any noticable redirect damage ability(Eclipse is useeless in 1v3 already, BS is useless even more), while DK has Scales, Sorcs has Ward combo with other shields, NBs has Blur and Cloak. Only thing Templar can do is invest max CP into heal buffs and spamming BoL.
    2. Templar don't have escape, while sorcs has Boundless Storm for speedbuff, Bolt Escape for escape, NBs has Double Take and Path of Darkness and Cripple for speedbuff, Shadow Cloak for escape and Shadow Image for smart play. Templar can only run away and hope his healings will be enough or become vampire to be one-shotted by vampo hunters.
    3. Templar don't have burst damage, he can't even use blockcasting with sweep, many dd skills bugged/broken.
    4. Templar don't have AoE CC, while DKs has Talons, even AoE interrupt Deep Breath, Warmth passive for speed debuff, Sorcs has Daedric Mines, Volatile Familiar, Streak, NBs has Terror. For this Templar just can't play properly tank role coz if people will decide to ignore him, Templar won't be able to slow-down them.
    5. Templar don't have root even a single one, while DKs has Talons, Fossilize, Sorcs has Encase, Daedric Mines, NBs has Crippling Grasp. If enemy will run away from Templar, we won't be able to stop him.
    6. Templar don't have usefull ultimate, except Nova that costs like DK standart but much less effective. Even DKs Chocking Talons giving 15% damage resist, same as Empowering Sweep, i.e. even DK spammable skill better than Templar ultimate...
    7. Templar don't have solid resource managment skills/passives, while DKs has Battle Roar and Helping Hands passives, Sorcs has Dark Exchange, Energy Overload, Rebate passive, NBs has Executioner and Refreshing Shadows passives, Siphoning Strikes.(I not saying about reduce cost passives) While Templar has only Channeled Focus for magicka regeneration, Repentance that useless in solo play or duel and mostly used to help your teammates to sustain, and Spear Shards that created to sustain your teammates, when its own caster while out of resources can't use it to restore stamina.
    ______________________________________________________________________________________
    But Templars have Breath of Life :love: and we are damn good in pressing 1 button to sustain other people. Perfectly designed and balanced class i would say.

    And yet everything you've listed isn't going to happen. A class shouldn't have every ability in the game. Wanna know what happens when they do? Take a look at NB, for example. Now everyone's calling them the new OP class because they have literally everything, and yet nobody has realized this until now once they do have everything. Give EVERY class EVERYthing and it makes EVERYone the same. I mean, might as well just have one global class at the rate of people complaining their class doesn't have a certain ability another does. Better yet, just remove classes altogether and let people choose between every skill.

    Sorcs - Burst DPS; NBs - Stealth(Insta-DPS); DKs - Tanks; Templars - Healers

    ZoS has stated class roles before for a reason. Then everyone wanted to "play how they wanted to play" and now everything has completely gone to hell. But by all means, lets keep posting about how we want every ability in the game and give "CLASSES" no difference between each other.

    P.S
    Cinbri wrote: »
    And people ask why templar running only healbot build in PvP
    - Because they're meant to.
    Edited by Ampnode on December 31, 2015 4:41PM
    PC NA - CP640+

    Characters:
    Amp - Magicka Nightblade
    Amp - Magicka Sorcerer
    Amp - Magicka Templar
    Amp - Stamina Dragonknight
    Amp - Stamina Templar
    Amp - Magicka Dragonknight
    Amp - Stamina Sorcerer
    Amp - Stamina Nightblade
  • Thallia
    Thallia
    ✭✭
    I've Only breifly skimmed through this thread so Im not sure if I missed someone mentioning this but bug has not gotten much attetion I feel.

    So Im not sure what to call this Bug or Exploit.

    I've not seen this happen to too many people, a video here and there but This is very often for me in PvP.

    Sometimes I am able to Chaincast Rite of passage, the most I have gotten up to is 5 time in a row in a span of few seconds! This is not a visual bug or anything or Lag as the the heal effect is taken into place.

    The way I usually somehow manage to get this is when I cast an ability or get stunned, Roll and then Cast Rite of passage and but *** doesnt go off! I can just cast it again! When this does happen however, I have about 200-300% or more Ultimate (I use FTC so I can see the precentage) Maybe that has something to do with it?

    Im not really sure how this works, whenever I try to recreate it to see how, I cant. I havent been able to recreate this bug or Exploit. Its usually just random. This is a very nasty Bug or Exploit tho as imagine Fighting against a group that has a healer that can cast Rite of passage 5 times! I hope ZOS will look into this abit I can make record a PvP Session and next time it happens ill have it recorded to show you guys and too better see what causes it! :)
    EP:
    Vesari - Woof Elf NB VR16
    Erenwyn - High Elf Templar VR16
    'Elayne - High Elf Sorc 20
    Erenweyn - High Elf Templar 17
    Sax-In-Da-City - Dark Elf Dragon Knight 4

    DC:
    Ammir - Redguard Templar 35
    Thallia - Breton NB 25
  • cazlonb16_ESO
    cazlonb16_ESO
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    AfkNinja wrote: »
    Better yet, just remove classes altogether and let people choose between every skill.

    And which skill lines would people choose ? NB and Sorc ones and the Templar healing line for dedicated healers. Nobody in their right mind would pick the other two Templar skill lines and that is exactly the issue here.

    Note that an open skill system doesn't mean there is balance. All the currently live games suggest the exact opposite, open skill systems foster fotm-ing even more than class based ones.
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