James-Wayne wrote: »With the Templar feedback thread now sitting on 27 pages and Dragonknight on 11 pages, Sorcerer on 7 pages and Nightblades on 12 pages I really hope we see something positive come from ESO Live tomorrow for Templars!
TEMPLARS UNITE!!!!
James-Wayne wrote: »With the Templar feedback thread now sitting on 27 pages and Dragonknight on 11 pages, Sorcerer on 7 pages and Nightblades on 12 pages I really hope we see something positive come from ESO Live tomorrow for Templars!
TEMPLARS UNITE!!!!
Yes, it is choosing like Rushed Ceremony most wounded ally. By 6 targets i mean - every 1 second you releasing 6 healing orbs that smarthealing allies. It is bit better than Siphon but unnoticable for caster. And another problem that it is still dodgeable.@Cinbri
I'm a bit unfamiliar with using Rite of Passage as I've always used other Ults for my group. That's an interesting comparison to the NBs Soul Siphon. One question, though. I know that Rite heals six players, but being a smart heal, does it continue to heal the six lowest health players? Meaning...does it cycle through players, thus having the potential to heal more than six?
Considering the time that spear was in the air, that looked more like Spear Shards ...
nagarjunna wrote: »James-Wayne wrote: »With the Templar feedback thread now sitting on 27 pages and Dragonknight on 11 pages, Sorcerer on 7 pages and Nightblades on 12 pages I really hope we see something positive come from ESO Live tomorrow for Templars!
TEMPLARS UNITE!!!!
And that more anything should show the depth of feeling we have for our Templars!
On live Shards takes about 3 seconds from the press of the button till the shard lands ... and it will soon come with pretty red circle to make it easier to avoid.
Such is life ... as a Templar.
Oh that painfull memoriesSeptimusDova wrote: »Will this be the new record Templar thread ?
Here is the old one it is at 37 mages.. err pages
http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p1
david.haypreub18_ESO wrote: »
On live Shards takes about 3 seconds from the press of the button till the shard lands ... and it will soon come with pretty red circle to make it easier to avoid.
Such is life ... as a Templar.
See my sig for ZOS's registered catchphrase for the class!
tinythinker wrote: »david.haypreub18_ESO wrote: »
On live Shards takes about 3 seconds from the press of the button till the shard lands ... and it will soon come with pretty red circle to make it easier to avoid.
Such is life ... as a Templar.
See my sig for ZOS's registered catchphrase for the class!
I don't mind if they are slower by design *if*, in the era of high burst damage, their skills are updated for serious mitigation, effective DoTs/CC, and adequate healing. Some skills, active and passive, just haven't been brought up to speed to match the current meta.
(Sorry if I am a broken record on this topic, I'll just give these link rather than repeat my latest suggestions for the class and most recent recommendations for heavy armor.)
cazlonb16_ESO wrote: »The only class with ( limited ) stand-your-ground capability is and has always been the Dragonknight.
david.haypreub18_ESO wrote: »Just to recap what is fun and not fun, according to Wrobel:
Spamming Puncturing Strikes: Fun
Spamming Wrecking Blow: Fun
Spamming BoL: NOT Fun
tinythinker wrote: »cazlonb16_ESO wrote: »The only class with ( limited ) stand-your-ground capability is and has always been the Dragonknight.
Naw, see the brief history of Templars. They had a better version of Eclipse, they had Blinding Light, and with the Restoring Spirit passive giving back a percentage of max magicka per cast, they could be magicka engines even in heavy armor. When you add in other skills the class still has that were clearly meant to be melee-defensive (whether or not they do enough to help), there was a path to Templars also being a stand and fight class.
Once you're healing you are already dead.
tinythinker wrote: »Not saying this is necessarily relevant to explaining the recent changes, but, in beta you still had the old skill Blinding Light that gave a 50% miss chance to enemies within 5 meters. Eclipse blocked all single-target magicka spells and could be spammed onto multiple targets. The Restoring Spirit passive from the Dawn's Wrath skill line returned 4% of the character's magicka for each ability cast (they used to all be magicka-based) but was changed to 4% reduction in ability and ultimate cost for launch. You can read about the Restoring Spirit change in this old Tamriel Foundry post or this discussion on Reddit.PhantomSpaceCop wrote: »That noted, the Templar class has the potential to be one of the most powerful classes in the game, and for whatever reason, the GMs are definitely holding out. Maybe there's some kind of stigma on the class based in ancient MMO dev lore that I have no idea about because this is only the second MMO I've ever gotten involved in? Who Knows™.
Bosses were made immune to Eclipse and Blinding Light because they were considered OP, then Blinding Light was replaced by Radiant Destruction, and Eclipse was limited to one-target active at a time with CC break option to give CC immunity. Healing Ritual keeps getting tweaked but never finds a home, Puncturing Sweeps was changed to give a heal for damage done when Biting Jabs was changed to a stamina morph, Blazing Shield was nerfed, Radiant Destruction was added and then nerfed, and there you go. The major changes (or most of them). That's the backdrop for the current brouhaha.
So yeah, in Beta some people considered Templars OP in some aspects of PvE because they could use Rune Focus, Blinding Light, and Blazing Shield to tank up in heavy armor and then burn everything nearby with Jabs while getting good resource management with Restoring Spirit. Just top it off with Breath of Life every so often (fun fact, Rushed Ceremony and its morphs were nerfed once before in Beta) which worked well because of the magicka return.
Anyway, you can see by the way the class used to work how the logic of the class skills fit together. And why some people want Templars to still get extra magicka return, even if it's modified to only work for heavy armor. And how changes to the game, especially post 1.6, have not really been integrated very well so far into some Templar active and passive skills.
I really wish they would sit down and think about what they actually want Templars to be. Because whatever they are now, it doesn't work.