ZOS_GinaBruno wrote: »Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now displays a hostile red telegraph if it is cast from enemy Templars.
- Focused Charge: This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation.
- Piercing Javelin: Increased the range of this ability and its morphs to 28 meters from 20 meters.
- Puncturing Strikes: This ability and its morphs no longer knockback and apply crowd control immunity to the nearest enemy on the final hit; instead, they now snare that enemy by 70% for two seconds.
- Radial Sweep: Increased the radius of this ability and its morphs to 6 meters from 5 meters.
- Radiant Ward (Sun Shield morph): Increased the shield strength bonus from this morph’s shield to 6% per enemy hit from 5%.
- Dawn’s Wrath
- Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected.
- Eclipse:
- This ability and the Total Dark morph can now reflect ranged physical projectiles back to the enemy, in addition to spell projectiles.
- Revised the tooltips for this ability and the Total Dark morph to indicate that the area damage effect is separate from the self-reflect effect, and can be applied to a CC-immune target.
- Fixed an issue where this ability and the Total Dark morph could reflect snares from ground-placed ticking abilities, such as Caltrops or Ash Cloud, and cause you to move at extremely high speeds.
- Enduring Rays:
- This passive ability now only increases the duration of the Sun Fire, Eclipse, and Nova abilities.
- Increased this passive ability’s bonus to 15/30% more duration at Ranks I/II from 10/20%.
- Nova:
- Reduced the effects and visual light intensity for this ability and its morphs.
- Increased the damage from the Supernova and Gravity Crush synergies by 16%.
- Increased the activation range for the Supernova and Gravity Crush synergies to 3.5 meters from 2.5 meters.
- Radiant Destruction: Fixed an issue where the execute bonus damage from this ability would not apply if multiple Templars were channeling these abilities on the same target.
- Solar Flare: Increased the damage for this ability and the Dark Flare morph by 12%. The damage of the Solar Barrage morph remains unchanged.
- Unstable Core (Eclipse morph): Increased the area damage when the effect ends by 50% and can be placed on an unlimited amount of targets, but it no longer reflects single target spells back to the enemy.
- Vampire’s Bane (Sun Fire morph): Increased the damage over time duration for this morph to 9 seconds from 7 seconds.
- Restoring Light
- Breath of Life (Rushed Ceremony morph): This morph now only fires one additional secondary heal, previously two heals.
- Cleansing Ritual:
- Increased the healing from the Purify synergy from this ability and its morphs by 12%.
- Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability.
- Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.
- Healing Ritual: Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%.
- Radiant Aura (Restoring Aura morph): This morph now grants you and your allies the Major Intellect buff upon activation, as well as having an increased radius as a morph effect.
- Restoring Focus (Rune Focus morph): This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect.
- Rite of Passage: In order to prevent visual issues or issues where the channel would end prematurely, this ability and its morphs can no longer be cast in mid-air.
- Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
ZOS_GinaBruno wrote: »Templar
- Restoring Light
- Healing Ritual: Fixed an issue with this ability and its morphs where the visual effects would linger on your hands after casting.
ZOS_GinaBruno wrote: »Templar
- Aedric Spear
- Crescent Sweep (Radial Sweep morph): Increased the bonus to the initial hit provided by this morph to 66% more damage dealt from 33%.
- Empowering Sweep (Radial Sweep morph): Increased the duration of the damage reduction provided by this morph to 10 seconds from 8 seconds.
- Focused Charge: The damage from this ability and the Toppling Charge morph can now be dodged.
- Dawn’s Wrath
- Eclipse: Fixed an issue with this ability and the Total Dark morph that was causing your health bar to not update properly whenever you reflected attacks back to yourself.
- Restoring Light
- Rune Focus: All the effects provided by this ability and its morphs will now remain on you for up to 8 seconds after leaving the rune’s radius.
ZOS_GinaBruno wrote: »Templar
- Aedric Spear
- Focused Charge: Made further improvements to this ability and its morphs to prevent you from getting locked out of using other abilities.
lordrichter wrote: »When presented as a complete list of bug fixes, buffs, and nerfs, it makes the Templar look like it benefits a lot from this update.
lordrichter wrote: »When presented as a complete list of bug fixes, buffs, and nerfs, it makes the Templar look like it benefits a lot from this update.
ZOS_GinaBruno wrote: »Alliance War
- Assault
- Rapid Maneuver:
- This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
- Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
- This ability and its morphs now only affect your group, instead of any friendly nearby ally.
- Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.
- Support
- Efficient Purge (Purge morph): Increased the cost of this ability by 32%.
- Purge:
- Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets.
- Increased the radius of this ability and its morphs to 18 meters from 12 meters.
- This ability and its morphs now only affect your group, instead of any friendly nearby ally.
ZOS_GinaBruno wrote: »Templar
- Restoring Light
- Cleansing Ritual:
- Increased the healing from the Purify synergy from this ability and its morphs by 12%.
- Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability.
phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
It can crit, it has always been able to crit. The issue is the CRIT cannot go over the capped damage. The max listed dmg is the most it can EVER do, even when critting. It's really not very good at all.
Sallington wrote: »lordrichter wrote: »When presented as a complete list of bug fixes, buffs, and nerfs, it makes the Templar look like it benefits a lot from this update.
Great op. The patch notes I would like to see:
Toppling charge. We have changed toppling charge it will now have a coding and pathway like invasion. It will scale off your highest stat magic or Stam. It now actually works.
Blazing spear: we have un nerfed the damage on this skill because it never did more damage than was intended. It now no longer does pathetic damage its now ok.
Jabs: We have improved biting jabs and sweeps to a snare on the first hit. The last hit does 140% more damage. It now works on shields. Sweeps heal was un nerfed 5 percent becuse we don't want you to have to put down a rune or ritual before every sweep because we know you must constantly be moving.
Sun shield: We have changed blazing shield it now lasts 8 seconds it will scale off you maximum stat it will return 55 percent of damage to attacker within 6 meters. I will scale 2 percent for each target up to six attackers. We exclude this and all shields from battle spirit. The other morph will cost Stam. We do this because we support stamlar builds and play.
Dark flare: dark flare will actually fire off in 1.1 seconds for the first hit and every hit thereafter It can no longer empower itself but can empower any other ability.
Passive: using a dawns rather ability will grant major sorcery and major brutality for up to 6 allies for 10 seconds.
Passive: Balance warrior slotting an aedric spear ability increases weapon and spell damage 6 percent at level 2.
Nova: we have reduced the cost of this ability to 200 because we give other class low costs damage dealing ultimate so why not you.
Eclipse: we have unnerfed this ability it now scales off the highest stat it can be used on up to 6 targets and reflects single spells and projectiles up to 6 seconds. It can be purged and break free will cost 50 percent more. And the end of the 6 seconds it explodes with an additional 25 percent of the damage reflected and heals you for 25 percent of the damage reflected. The other morph costs stamina.
I think this would be a good start.
I could not agree more with everything your saying. These changes would balance the class and make us poor templars the class we should always have been.
TheM0rganism wrote: »phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
It can crit, it has always been able to crit. The issue is the CRIT cannot go over the capped damage. The max listed dmg is the most it can EVER do, even when critting. It's really not very good at all.
I tank as a stamina templar and have to disagree. I use PotL all the time to speed run vICP and vWTG if only for the dual-debuffs it provides. Given my 3k+ weapon damage, it pops noticeably as well; roughly 10k damage. Not to mention I have no idea what the ~18% additional resistance-lowering actually does for the rest of the team over the course of an engagement (I'm on PS4, so perhaps I'll know soon enough).
It's perfect for the Flesh Atronachs and bosses
FTFY. Both majors would be crazy OP. Either a single Major, or two Minors.Passive: using a dawns rather ability will grant MINOR sorcery and MINOR brutality for up to 6 allies for 10 seconds.
Didn't one of the healing abilities get nerfed badly? They have plans to boost it once again or?
TheM0rganism wrote: »phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
It can crit, it has always been able to crit. The issue is the CRIT cannot go over the capped damage. The max listed dmg is the most it can EVER do, even when critting. It's really not very good at all.
I tank as a stamina templar and have to disagree. I use PotL all the time to speed run vICP and vWTG if only for the dual-debuffs it provides. Given my 3k+ weapon damage, it pops noticeably as well; roughly 10k damage. Not to mention I have no idea what the ~18% additional resistance-lowering actually does for the rest of the team over the course of an engagement (I'm on PS4, so perhaps I'll know soon enough).
It's perfect for the Flesh Atronachs and bosses
It has been parsed as a DPS loss. Might be better with the new changes but I am still unimpressed.
TheM0rganism wrote: »TheM0rganism wrote: »phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
It can crit, it has always been able to crit. The issue is the CRIT cannot go over the capped damage. The max listed dmg is the most it can EVER do, even when critting. It's really not very good at all.
I tank as a stamina templar and have to disagree. I use PotL all the time to speed run vICP and vWTG if only for the dual-debuffs it provides. Given my 3k+ weapon damage, it pops noticeably as well; roughly 10k damage. Not to mention I have no idea what the ~18% additional resistance-lowering actually does for the rest of the team over the course of an engagement (I'm on PS4, so perhaps I'll know soon enough).
It's perfect for the Flesh Atronachs and bosses
It has been parsed as a DPS loss. Might be better with the new changes but I am still unimpressed.
There is literally no other way to grant Minor Fracture/Breach in the game, tho. Where is your source on this and has it been updated in the last 6 months?
TheM0rganism wrote: »TheM0rganism wrote: »phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
It can crit, it has always been able to crit. The issue is the CRIT cannot go over the capped damage. The max listed dmg is the most it can EVER do, even when critting. It's really not very good at all.
I tank as a stamina templar and have to disagree. I use PotL all the time to speed run vICP and vWTG if only for the dual-debuffs it provides. Given my 3k+ weapon damage, it pops noticeably as well; roughly 10k damage. Not to mention I have no idea what the ~18% additional resistance-lowering actually does for the rest of the team over the course of an engagement (I'm on PS4, so perhaps I'll know soon enough).
It's perfect for the Flesh Atronachs and bosses
It has been parsed as a DPS loss. Might be better with the new changes but I am still unimpressed.
There is literally no other way to grant Minor Fracture/Breach in the game, tho. Where is your source on this and has it been updated in the last 6 months?
Testing done in Templar threads, don't have time to look it up right now. Like I said, It might be better with the changes but overall it doesn't look worth it to me still. Minor fracture or no. Biting Jabs/Sweeps hit's harder and can proc Burning light and other beneficial on hit effects, which Power of the Light cannot (Def not burning light but other effects might proc, idk.).
Edit: Using PoTL requires using a global cooldown which would be better spent on your highest DPS attack Jabs/Sweeps.
added a missing partGreat op. The patch notes I would like to see:
Toppling charge. We have changed toppling charge it will now have a coding and pathway like invasion. It will scale off your highest stat magic or Stam. It now actually works.
Blazing spear: we have un nerfed the damage on this skill because it never did more damage than was intended. It now no longer does pathetic damage its now ok.
Jabs: We have improved biting jabs and sweeps to a snare on the first hit. The last hit does 140% more damage. It now works on shields. Sweeps heal was un nerfed 5 percent becuse we don't want you to have to put down a rune or ritual before every sweep because we know you must constantly be moving.
Sun shield: We have changed blazing shield it now lasts 8 seconds it will scale off you maximum stat it will return 55 percent of damage to attacker within 6 meters. I will scale 2 percent for each target up to six attackers. We exclude this and all shields from battle spirit. The other morph will cost Stam. We do this because we support stamlar builds and play.
Dark flare: dark flare will actually fire off in 1.1 seconds for the first hit and every hit thereafter It can no longer empower itself but can empower any other ability.
Passive: using a dawns rather ability will grant major sorcery and major brutality for up to 6 allies for 10 seconds.
Passive: Balance warrior slotting an aedric spear ability increases weapon and spell damage 6 percent at level 2.
Nova: we have reduced the cost of this ability to 200 because we give other class low costs damage dealing ultimate so why not you. Increased its duration and dmg per tick to match Dk standard values and added a snare duration outside of the nova of 5sec to compensate for the lack of a healing debuff.
Eclipse: we have unnerfed this ability it now scales off the highest stat it can be used on up to 6 targets and reflects single spells and projectiles up to 6 seconds. It can be purged and break free will cost 50 percent more. And the end of the 6 seconds it explodes with an additional 25 percent of the damage reflected and heals you for 25 percent of the damage reflected. The other morph costs stamina.
I think this would be a good start.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
TheM0rganism wrote: »
TheM0rganism wrote: »phillyproduct wrote: »Can any explain back lash? Still confused has anyone tested this?
Can it crit?
They reduced the player/group's damage going INTO the skill, but increased the overall damage WHEN IT POPS. This is an overwhelming buff, since most groups could hit the cap in the first few seconds anyway.
It can crit up to it's max damage tooltip, but never over it.
lordrichter wrote: »When presented as a complete list of bug fixes, buffs, and nerfs, it makes the Templar look like it benefits a lot from this update.
lordrichter wrote: »When presented as a complete list of bug fixes, buffs, and nerfs, it makes the Templar look like it benefits a lot from this update.
I disagree. Strongly.
MAGICKA Templar got some more dps, but not much. Our defensive utility is still mostly shot. All we have is heals...
Stamplar got.....Major Mending?
And to go with those changes, there were more nerfs. The ZOS doth giveth and taketh away even more.
Magplars got some dps buffs for PvE, mostly tied to CP changes so stuff that benefits all magicka builds including "weak" sorcerers. RIP stamina.
Stamplars got major mending, like 8 months to late.
Overall templars got just as many nerfs as buffs in this patch.
Nerf to the last bit of mobility a templar could possibly get.
No buffs to survivability or utility. The opposite. Both Eclipse, BoL and Cleansing Ritual got nerfed used defensively.
Promised buffs for almost a year, but nothing ever changes. Third major patch in a row now where underperforming templar class is grinded down by clueless devs not knowing their own damn game+ streamers joining in and being happy&smug about it because they dislike healers.
Nothing that mattered was actually fixed, like Toppling Charge.
Wreuntzylla wrote: »"Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability."
This one change dropped Templar survivability in PvP so much that all the buffs combined cannot compensate.
What possible reason for this change? It clearly did not make Templars competitive in 1v1 or 1vx. And if you are casting purify you are using up a cooldown in which to heal or DPS.
Magplars got some dps buffs for PvE, mostly tied to CP changes so stuff that benefits all magicka builds including "weak" sorcerers. RIP stamina.
Stamplars got major mending, like 8 months to late.
Overall templars got just as many nerfs as buffs in this patch.
Nerf to the last bit of mobility a templar could possibly get.
No buffs to survivability or utility. The opposite. Both Eclipse, BoL and Cleansing Ritual got nerfed used defensively.
Promised buffs for almost a year, but nothing ever changes. Third major patch in a row now where underperforming templar class is grinded down by clueless devs not knowing their own damn game+ streamers joining in and being happy&smug about it because they dislike healers.
Nothing that mattered was actually fixed, like Toppling Charge.
The streamer hate is strong, yet no accountability against templars that only used BOL with dual weld as a main heal for more than half year as meta.
TBH the community did ask for healing staff to be strong/utilized over DW swords for healing. Reduced BOL target quantity doesn't harm your solo heal, it limits how you group heal.
Is there a better chance available? Probably. But placing sole blame on streamers is juvenile, when the problem was soley between templars abusing their one skill and ZOS for not taking time to implement a proper solution.
dodgehopper_ESO wrote: »Wreuntzylla wrote: »"Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability."
This one change dropped Templar survivability in PvP so much that all the buffs combined cannot compensate.
What possible reason for this change? It clearly did not make Templars competitive in 1v1 or 1vx. And if you are casting purify you are using up a cooldown in which to heal or DPS.
My complaint with this is that it isn't as good as purge. Purge actually purges your whole team. Cleansing Ritual has to be synergized, and does not work for the whole team or multiple uses. Efficient Purge is qualitatively better than Cleansing Ritual, and the only reason I use cleansing is that it is a more efficient self cleanse and will give major mending in the future. That's it. I'd like to point out that generally class skills trump generic ones. Mirage for instance comes with better utility and passives than Shuffle, as it should.