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Official Feedback Thread for Templars

  • Joy_Division
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    AOECAPS wrote: »
    Curious for anyone playing stamplar on pts is the ritual of retribution worth using in terms of the damage that it does or is it a very weak dot? Debating on using this or extended ritual when DB comes to ps4

    Not even worth the loss of cleanses on a magic build.

    You did glance this little nugget from the patch notes:
    KNOWN ISSUES

    [*]Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • AfkNinja
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    AfkNinja wrote: »
    Lyar09 wrote: »
    Mumyo wrote: »
    Lyar09 wrote: »
    Zheg wrote: »
    As wonderful as today's news was, I'd point out that we're mostly back to where we started. A bad change was remedied, but we still need a fix (note, not buff, a FIX) for eclipse, ritual, remembrance, dawn passives, being tethered to your focus for the benefit, radiant aura, and our shield. We've been waiting and saying the same things for about a year now.

    And stamplar still being the only class in the game to only utilize around half of the class passives. Jabs is still dodgeable unlike the better sweeps morph.

    But hey, I'm just happy I have mitigation again with being able to purge up to 5 effects. I'll just continue to learn to play whatever the new meta will be.

    I just wish stamplar would get some love. I feel as if it gets overshadowed by the vast majority of Templars being magicka. The burning light change was nice, but still isn't that much damage.

    The Templar class as a whole needs its passives looked at. I defiantly think that Templar passives are the worst out of all class passives

    Hm, i don't know why u are so negative. I think stamplar is really strong. Also glad they brought back the 5 effects purge since thats really important for us. The snare is a nice addition now and a escape tool ( a little one :) ) We also got a cp dmg boost in terms of physical burning light. I personally think Stamplar was never as good as it is now and i really enjoy many changes.

    I'm looking forward to try the hybrid set again but on my own character when EU gets to copy... Honor of the dead seems to be the strongest profit for Stamplar on that.

    I'm not being negative. I'm just simply stating that magicka Templar has been overshadowing stamplar in regards of change.

    This is true, even if I love my stamplar it's obvious changes to it take a back burner to Magic Templar. I mean other than CP changes when was the last time we got a 100% stamplar change? I guess major mending? That benefits Magic more though imo. We still have no stamina scaling defensive utility, only the ones available to all classes.

    Burning Light doing physical damage.

    I knew I missed something lol. Thank you. I'd still like some stamina based defensive utility in our kit. I hate that everything scales on magic and I'm always thinking why don't I just go heavy armor Magplar. With that new set that matches Wep dmg to Spell dmg I am strongly leaning to just going full Magplar with a heavy set of Pelinials and stacking weapon dmg. Since all the buffs go to Magplar I might as well get on board.


    Edit: Retribution seems to be our PVE morph as the Dmg and Healing aren't high enough to matter in PVP. Very happy they listened though.
    Edited by AfkNinja on May 10, 2016 2:21PM
  • DDuke
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    6lgbfS7.jpg

    I think that's decent damage. 20k from one button click (not counting crits).
  • Sugaroverdose
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    DDuke wrote: »
    6lgbfS7.jpg

    I think that's decent damage. 20k from one button click (not counting crits).
    Add char stats page please, to be more objective
  • DDuke
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    DDuke wrote: »
    6lgbfS7.jpg

    I think that's decent damage. 20k from one button click (not counting crits).
    Add char stats page please, to be more objective

    Ok, you got me :D

    Apprentice mundus is currently bugged, gives way more spell damage than intended :(

    zGvNNbQ.jpg


    Comparing to another Templar skill which has another function besides dealing damage, Blazing Spear (note: this is with the bugged spell dmg, with normal spell dmg both numbers are 20%'ish lower):

    Blazing Spear total damage: 16,106 (over 6 seconds) - 2684 DPS
    Ritual of Retribution total damage: 15,390 (over 12 seconds) - 1282.5 DPS


    So yeah, when you compare the abilities it becomes obvious that Ritual of Retribution could use a bit more oomph for it to compete with being able to purge 5 debuffs instead of 2 (more than doubles the effectiveness of the main purpose of the ability).


    In order for Ritual to be a better alternative, the damage would have to be pretty much doubled.

    This wouldn't necessarily make Templar DPS more "OP" in PvE either, as most of the damage comes from things like WoE, sweeps & jbeam. Blazing Spear doesn't see much use, so boosting the DPS to that level wouldn't thus make the morph too strong.
    Edited by DDuke on May 10, 2016 2:55PM
  • Tanis-Stormbinder
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    There seems to be some confusion whether Thaumaturge has been fixed. Can anyone confirm
  • Destyran
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    @ZOS_GinaBruno have you or anyone else looked at this thread? Will there be changes? Or will we be waiting again?
  • AfkNinja
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    ZOS: No ETA
  • Zheg
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    Is anyone else getting concerned with the proliferation of disease dmg (and in essence, the further proliferation of heal debuffs)? The heal debuffs in the TG patch were already a hit to Templars since their primary survival is healing. Meatbags, fasallas, and DF spam from fellow Templars made survival in this patch noticeably harder. Not impossible, just harder.

    With that said, since DKs are getting poison dmg and NB are getting disease dmg on incap strike and power extraction (why do nb get functional buffs and we get the usual 'templar' buffs?), is anyone else worried about the defile procs from that type of damage being so common, on TOP of the heal debuff proliferation we saw in the TG patch?
  • Solariken
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    Since this is the stamina-centric balance patch, I would very much like to see some changes to passives with Stamplars in mind to at least give them some more complete benefit from being a Templar. Here are some things I would like to see that I think are possible for DB:

    Enduring Rays
    This is currently as unimaginative and uninteresting as it could possibly be. Rename to Blinding Flashes. Minor Evasion (+10% dodge chance) buff granted for 2/4 seconds after blocking or dodging any single target enemy attack. This would provide Stamplars more benefit from the Dawn's Wrath tree and it would be good for magplars too. This buff would also be completely unique to Templars, and would in a small way make up for the fact that Templars otherwise have to soak all of the damage thrown at them, whereas other classes have pretty reliable ways to escape damage. When we lost the old Blinding Flashes, we became sitting ducks - dodge chance is paramount for survivability.

    Master Ritualist - this does not currently help the Templar at all.
    In addition to current effects, increases weapon attack speed by 5/10%. [same basic effect as the weighted weapon trait prior to Dark Brotherhood]

    Light Weaver
    This is the worst class passive in the game in my opinion, consider changing to the following: Healing yourself while below 50% health restores X magicka and Y stamina. This effect has a cooldown of Z seconds. [X/Y/Z is obviously determined/balanced by ZOS, and I feel that the stamina return should be slightly greater as Stamplars struggle the most with resources.]

    Piercing Spear
    In addition to current effects, increases the damage of Aedric Spear abilities against enemies with a damage shield by 5/10%. [There aren't any hard counters to damage shields within any skill trees yet - this is needed in the current meta and this passive is a great place to start! Although shield duration was nerfed overall, shield builds will be as strong as ever.]
    Edited by Solariken on May 10, 2016 7:27PM
  • nagarjunna
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    Casting time for abilities
    The aim of this discussion is to reduce the number of combat abilities that the Templar class uses that have a long cast time. Long cast time abilities reduce DPS and all of the Templar class abilities are, or could be, used in combat.

    I am only looking at class abilities and have deliberately excluded the non-class abilities from consideration as these skills will affect all players rather than be exclusive to Templars,. This is not a discussion on the duration of the spell, but only of the cast time for spells.

    Looking at the abilities in each class, I have noted below those that have a casting time.

    DragonKnight
    None – all abilities are instant cast.

    Nightblade
    Agony – 1.5 secs.

    Sorcerer
    Crystal Shard – 1 Sec.
    Dark Exchange - 1 sec.
    Rune Prison – 1.5 secs.
    Summon Winged Twilight – 1.5 secs.

    Templar
    Healing Ritual – 1.3 – 1.7 secs
    Puncturing Strikes – 1.1 Sec
    Radiant Destruction – 2.5 sec
    Rite of Passage – 4 – 6 secs
    Solar Flare – 1.1 Sec

    Examining this shows that the Templar has more combat abilities that have a cast time than ALL the other classes combined. It is interesting to note that Templars are the only class that has an Ultimate requiring a cast time.

    When examining the abilities that have cast times all the non-Templar abilities are used in combat preparation or not used at all in combat as they have limitations that make them difficult to use in combat situations.

    Agony and Rune Prison both have a damage limitation and are therefore not used in PvP and I've never seen them used in multi-player PvE dungeons (come to that I've never used them either on my toons).
    Crystal Shard is only taken for the Crystal Fragments morph and used only when the cast is instant making the cast time requirement effectively moot.
    The Winged Twilight is usually summoned before combat and can be excluded.
    I have never seen Dark Exchange used in combat as there are better alternatives.

    For Templars 3 of the 5 abilities are main damage abilities for the class – they are the only class that has this limitation.

    The 2 healing spells are not used in PvP for 2 reasons:
    1. They make the Templar very vulnerable as they are stationary and highly visible whilst casting.
    2. Spells that force the caster to be stationary are not favoured and are seen as of limited utility because of the extremely fluid and fast-moving nature of PvP.

    Much has been made of 'balance' so I'd really like to see ZOS' thinking on this. Why are we handicapped in combat - no other class endures what we have to put up with?

    [edited for typo]
    Edited by nagarjunna on May 10, 2016 8:05PM
    @nagarjunna- PC / NA / AD / DC
    Zazarakel - Max CP Magicka Templar
    Tartys - Max CP Stamina Nightblade
    Temelechus - Max CP Magicka Sorcerer
    Assaku - Max CP Stamina DragonKnight
    Truthforge - Sub 50 Stamina Templar
    Yang Wudi Sub 50 Stamina Sorceror [DC]
    Shou Chung Sub 50 Magicka DragonKnight
    Chen Tuan Sun 50 Magicka Nightblade
  • Cinbri
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    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.
  • AfkNinja
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    Cinbri wrote: »
    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.

    I disagree. 5% would be pretty decent actually. Going from dodging about 1 of 5 attacks to 1 of 4 is actually rather significant imo. I like most of those suggestions.
  • Cinbri
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    AfkNinja wrote: »
    Cinbri wrote: »
    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.

    I disagree. 5% would be pretty decent actually. Going from dodging about 1 of 5 attacks to 1 of 4 is actually rather significant imo. I like most of those suggestions.

    5% is not 20%. It wont give you dodge 1 of 5 nor 1 of 4, it will give dodge 1 of 20, i.e. nothing. If it was at least 10% it would be worth.
    Edited by Cinbri on May 10, 2016 8:38PM
  • Solariken
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    Cinbri wrote: »
    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.

    @Cinbri are you sure it's only 5%? I don't think it even exists in game yet. But even still, a 5% dodge chance is way better than what Enduring Rays gives now in my opinion.
  • Solariken
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    Cinbri wrote: »
    AfkNinja wrote: »
    Cinbri wrote: »
    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.

    I disagree. 5% would be pretty decent actually. Going from dodging about 1 of 5 attacks to 1 of 4 is actually rather significant imo. I like most of those suggestions.

    5% is not 20%. It wont give you dodge 1 of 5 nor 1 of 4, it will give dodge 1 of 20, i.e. nothing. If it was at least 10% it would be worth.

    I think he means 1 in 4 when you stack it with Shuffle.
  • Cinbri
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    Solariken wrote: »
    Cinbri wrote: »
    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.

    @Cinbri are you sure it's only 5%? I don't think it even exists in game yet. But even still, a 5% dodge chance is way better than what Enduring Rays gives now in my opinion.
    There was list of buffs somewhere posted by Gina during IC release and introducing buffs' system. Other sites duplicated this list
    Despite i wanna increase dps of my pvp templar as much as possible seems Extended Ritual now is up-to go morph. Since both morphs can snare and fact that Retribution proc only every 2 sec (including after cast) when any skilled nbs will be able to cloak away anyway in those 2 secs, here 5 dispel is must have in new poison meta.
    Edited by Cinbri on May 10, 2016 8:54PM
  • booksmcread
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    Zheg wrote: »
    Is anyone else getting concerned with the proliferation of disease dmg (and in essence, the further proliferation of heal debuffs)? The heal debuffs in the TG patch were already a hit to Templars since their primary survival is healing. Meatbags, fasallas, and DF spam from fellow Templars made survival in this patch noticeably harder. Not impossible, just harder.

    With that said, since DKs are getting poison dmg and NB are getting disease dmg on incap strike and power extraction (why do nb get functional buffs and we get the usual 'templar' buffs?), is anyone else worried about the defile procs from that type of damage being so common, on TOP of the heal debuff proliferation we saw in the TG patch?

    Well, they have yet to address 98% of the issues Templars have raised over the past year. I guess this is their way of saying, they don't really care.
  • GoodOlPinkly
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    Solariken wrote: »
    Since this is the stamina-centric balance patch, I would very much like to see some changes to passives with Stamplars in mind to at least give them some more complete benefit from being a Templar. Here are some things I would like to see that I think are possible for DB:

    Enduring Rays
    This is currently as unimaginative and uninteresting as it could possibly be. Rename to Blinding Flashes. Minor Evasion (+10% dodge chance) buff granted for 2/4 seconds after blocking or dodging any single target enemy attack. This would provide Stamplars more benefit from the Dawn's Wrath tree and it would be good for magplars too. This buff would also be completely unique to Templars, and would in a small way make up for the fact that Templars otherwise have to soak all of the damage thrown at them, whereas other classes have pretty reliable ways to escape damage. When we lost the old Blinding Flashes, we became sitting ducks - dodge chance is paramount for survivability.

    Master Ritualist - this does not currently help the Templar at all.
    In addition to current effects, increases weapon attack speed by 5/10%. [same basic effect as the weighted weapon trait prior to Dark Brotherhood]

    Light Weaver
    This is the worst class passive in the game in my opinion, consider changing to the following: Healing yourself while below 50% health restores X magicka and Y stamina. This effect has a cooldown of Z seconds. [X/Y/Z is obviously determined/balanced by ZOS, and I feel that the stamina return should be slightly greater as Stamplars struggle the most with resources.]

    Piercing Spear
    In addition to current effects, increases the damage of Aedric Spear abilities against enemies with a damage shield by 5/10%. [There aren't any hard counters to damage shields within any skill trees yet - this is needed in the current meta and this passive is a great place to start! Although shield duration was nerfed overall, shield builds will be as strong as ever.]

    (Master Ritualist) if I loose my clutch speed rezs in PVP because of you I'm going to be pissed -.-....
  • AfkNinja
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    Cinbri wrote: »
    AfkNinja wrote: »
    Cinbri wrote: »
    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.

    I disagree. 5% would be pretty decent actually. Going from dodging about 1 of 5 attacks to 1 of 4 is actually rather significant imo. I like most of those suggestions.

    5% is not 20%. It wont give you dodge 1 of 5 nor 1 of 4, it will give dodge 1 of 20, i.e. nothing. If it was at least 10% it would be worth.

    Minor 5% plus major 20% is what I was referencing.
  • AfkNinja
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    Solariken wrote: »
    Cinbri wrote: »
    AfkNinja wrote: »
    Cinbri wrote: »
    @Solariken Minor Evasion is 5% dodge chance. Having 5% as passive same as don't have it at all.

    I disagree. 5% would be pretty decent actually. Going from dodging about 1 of 5 attacks to 1 of 4 is actually rather significant imo. I like most of those suggestions.

    5% is not 20%. It wont give you dodge 1 of 5 nor 1 of 4, it will give dodge 1 of 20, i.e. nothing. If it was at least 10% it would be worth.

    I think he means 1 in 4 when you stack it with Shuffle.

    Yea, this. Not exactly 1 in 4 of course, but it should average out to that.
    Edited by AfkNinja on May 10, 2016 9:18PM
  • dodgehopper_ESO
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    Zheg wrote: »
    Yea, giving in a lot of thought about quitting the game once purifying ritual goes live, or atleast playing casual without a subscription on a Nightblade. This game is causing me too much stress with all the Templar PvP nerfs each update; thinking we will get a chance at a buff.


    1. Burst DPS vs. burst Heal imbalance. Way easier to out DPS than out Heal due to stun and fear. Healers have low stamina pools.True, but once again a full Healing setup may equal a full dps set up if not beat it
    2. Ritual of Retribution weak damage compared to Daedric Mines.
    3. Magick Templars lose Dawnbreaker and fighter guild passives. (Which totally breaks lore) Actually it doesn't quite break the lore if you consider that fighting guild mean warrior and not mage and that the domage is still the same
    4. Rune Focus is a joke for damage mitigation compared to Hardened Ward.Rune focus is not the same as Hardened ward, it is the same as Lighting Form and yes it's not as good but now that harness magika give protection to physical domage, purifying ritual is probably better considering that Healing is the same for templar as hardened ward
    5. Templars have no movement speed buff. That's true, but so has dk and templar will now have better crown contrôle then dk have now that they can snare opponent
    6. Toppling charge and Explosive charge never fixed.Suppose to be in the next patch
    7. Templars house has no alarm system. Templars are usually targeted first; even though there healing was nerfed.Maybe Healing templar need to focus on a different type of armor choice when they want to be Healing freely,
    8. Vampire banes dot damage weak compared to DK dot damage Not sure about it
    9. Templars cleansed nerfed down to purge.Templar purge is still the best you can find in the game, nightblade did complain when they were no longer cleansing 2 buff now it's templar that are low to a great utility spell but no longer a full methal jacket protection
    10. Magicka Templars forced to use Meteor as a DMG ultimate. True
    11. No fear ability such as Nightblades Aspect of Terror. Eats through our low stamina pool. Spear can work that way in a sens but yes nightblade have the best cc in the game but again while they do gain in offensive ability a good templar will take them down and it will be even worst now that with ritual is going to put them out of cloak quite easily as soon as they come near you
    12. Execute that has been nerfed to hell. Easier to finish opponent with a puncturing sweep than switch to RD. Actually did notice a bunch of templar are using that skill at 70%-50% of your health which for sure turn it out to be a bad finisher but still it's undodgeable and pretty hard when use quickly in a small man group if other dps help you to get the enemy low life
    13. Healing smart cast system. Usually the first one to die around others due to not being able to heal ourselves while using Honor the Dead. That's true it's an issue, templar not working with shield but with direct Healing have that issue a lot but I do believe shielding will now compensate for that in a very powerfull way for magika build
    14. Dark Flare casting time is too slow. (This skill can hit for 44k in pve, pvp Wise, might not be as good as some other skill but it can still do a *** but it won't work in critical environement it's a situational burst.
    15. AOE damage of Blazing Spear is a joke due to the slow landing time of the spear shard. The auto--target they h have implemented in the next patch will actually help to cast those ability way faster, but it's true the spear is not an aoe, it's Something we use as an aoe but that isn't it's a bit as a sorcerer running liquid lighting in pvp for aoe purpose... but I mean Bitting Jab is actally even more usefull when use in aoe situation so... might compensate for no real aoe
    16. Healing of puncturing sweep nerfed again, even though the class style of a Templar is to try to heal through DPS for damage mitigation.Well actually pucturig sweep was able to heal you through a bunch of dps the more they were the easiest it was at some point, so it's true, it's a big nerf and maybe Healing could have been increase but still it's Something we will have to see for ourself
    17. No Cloak; enough said.No cloack but a a brand new c class only magika caltrops !

    4. You are right about that, although I'd argue Boundless is better than Rune Focus, given the opportunity costs involved.
    5. Actually DK's do have a movement speed buff, although its situational (chains related). Its something though, and they also have a functioning reflect which gives them time to close the gap in melee. Eclipse on the other hand is just an awful skill, even people who I once debated on this topic are starting to really not be happy with this skill. Its taken a nerf with every patch since cc-immunity was brought to the game. Its that bad. Honestly if you die from Eclipse, its either a woops or a l2p issue.
    6. Explosive Charge - we've been told its fixed since the first week. Believe it when we see it.
    9. The cleanse was our best form of mitigation. I can definitely see why people are up in arms in an environment where debuffs/dots will be even more prevalent than they are now. With skills that hit 2-3 debuffs being common, it makes this skill weak. Additionally, Efficient Purge is a better purge, its no debate. Cleansing Ritual just offers good self-purge and creates a circle for the Templar to get mending in. They are different animals.
    17. I've stated as well I agree the magic caltrops is an interesting change, in large part because the Templar has awful cc and no mobility when compared to other classes.
    Edited by dodgehopper_ESO on May 10, 2016 9:39PM
    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>
  • dodgehopper_ESO
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    ZOS_KNowak wrote: »
    Thanks for the feedback on the Templar changes so far. We appreciate the constructive arguments in this thread and agree with the feedback over the loss of Purifying Ritual (now Ritual of Retribution) that many of you have pointed out.

    In today's PTS patch, you should see the following changes:
    • Extended Ritual: This morph now also removes 5 harmful effects from yourself when cast, in addition to increasing the duration of the skill.
    • Ritual of Retribution: This morph has had its healing done to you and your allies increased by 20%. The damage done to enemies has been increased to match this value.

    Our goal with this change is to make two clear and competitive morph choices for Templars using the Cleansing Ritual skill. Extended Ritual is now the more defensive and efficiency-focused morph, great for removing all those enemy debuffs in PvP (like poisons!) or healing allies in PvE without having to recast it as frequently. Ritual of Retribution is now the more offensive and power-focused morph, great for protecting your Templar house, pulling those sneaky Nightblades out of invisibility, or doing slightly more HPS at the cost of spending more Magicka and button-presses to maintain it.

    This is what I get for being away. All I have to say is YAY! Looks like I'll be using Extended Ritual. This might actually feel like a HOUSE! :P I still dream of a day Eclipse is a Reflect, and all Reflects become merely a 30% chance over a 20-30s duration. Like I've said before, Reflects are great in standalone games at 100%, but 100% reflects in a pvp environment are just wild, and are probably also really bad for Trials/Raids.
    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>
  • dodgehopper_ESO
    dodgehopper_ESO
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    DDuke wrote: »
    itscompton wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    Wow... Actually I'm a bit scared now of how strong magicka templars are going to be next patch :D

    And it's not even that clear choice which morph to pick, as they are both very powerful. The DoT might seem small, but for one button click it's a lot of potential damage that is going to help get through the healing of opponents.

    If it doesn't work out, I guess there's always Extended Ritual to fall back to now...

    The 20% buff is nice, but it is still going to do less damage than most other ground dots like Eruption, Caltrops, Liquid Lightning, ect because ritual ticks every 1 seconds whereas everything else ticks every one second.

    There is nothing to be scared of.

    Well, I didn't just mean that morph & Purify changes, but the big picture... If you look at how much heavy armor got buffed you'll understand how it might affect magicka templar which is currently one of the most viable builds for heavy armor.

    With the exception of the 50k+ health blazing shield build, I don' t see anything too scary about a Templar in heavy armor next patch. Yeh it will be extremely viable for sure but far from scary. With poisons you are going to need like 25k-30k+ armor for it to be worth anything anyway.

    It is already not only "extremely viable", but one of the best builds in PvP.

    You don't need Blazing Shield to tank zergs, you can do that with sweeps & enough impen, mitigation & spell dmg/magicka.

    All while still being capable of beating anyone in 1v1 fights, or acting as a group support healing allies with Honor the Dead.

    What definition of Zerg are you using? This is false unless you that type of player that considers any group of multiple players to be a zerg. Blazing Shield Templar is the most effective build for tanking large groups. For example, most groups just leave Yegorian alone at this point whereas a sweeps Templar just gets steamrolled.

    Well, any amount with LoS really - I've had up to 20 people hitting me in one of those small rooms in keeps.

    But in open field, you can easily survive 5 people hitting you - even 10~ for quite a while.


    Still, Blazing Shield templar is more effective for tanking large groups I agree - though it's weaker in 1v1 or vs smaller groups than a more conventional sweeps utilizing templar and can't act as group support.

    You are claiming to be able to tank "any" amount of players with LOS using sweep and you consider 5 to 10 people hitting on you in open field a zerg? Okay then.

    Well, if you know of a build capable of tanking better while also being good in 1v1 & smaller scale fights - do let me know :p

    I'm not saying my build does large scale zerg tanking better than Blazing Shieldplar - but it's still pretty damn tanky and one of the best builds in the duel scene capable of competing with even the best stam DKs & magicka Sorcs.

    This has lead me to the realization that magicka templar isn't as weak as some people like to claim/think.

    I'm done. Your claim to be able tank "any" amount of players with sweeps has convinced me that any further responses to you on this are waste of time.

    Well, "any" is a bad term to use because of course there are limits to everything - I just haven't met that limit yet in those situations (open field is a different story).
    Minno wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    Wow... Actually I'm a bit scared now of how strong magicka templars are going to be next patch :D

    And it's not even that clear choice which morph to pick, as they are both very powerful. The DoT might seem small, but for one button click it's a lot of potential damage that is going to help get through the healing of opponents.

    If it doesn't work out, I guess there's always Extended Ritual to fall back to now...

    The 20% buff is nice, but it is still going to do less damage than most other ground dots like Eruption, Caltrops, Liquid Lightning, ect because ritual ticks every 1 seconds whereas everything else ticks every one second.

    There is nothing to be scared of.

    Well, I didn't just mean that morph & Purify changes, but the big picture... If you look at how much heavy armor got buffed you'll understand how it might affect magicka templar which is currently one of the most viable builds for heavy armor.

    With the exception of the 50k+ health blazing shield build, I don' t see anything too scary about a Templar in heavy armor next patch. Yeh it will be extremely viable for sure but far from scary. With poisons you are going to need like 25k-30k+ armor for it to be worth anything anyway.

    It is already not only "extremely viable", but one of the best builds in PvP.

    You don't need Blazing Shield to tank zergs, you can do that with sweeps & enough impen, mitigation & spell dmg/magicka.

    All while still being capable of beating anyone in 1v1 fights, or acting as a group support healing allies with Honor the Dead.

    What definition of Zerg are you using? This is false unless you that type of player that considers any group of multiple players to be a zerg. Blazing Shield Templar is the most effective build for tanking large groups. For example, most groups just leave Yegorian alone at this point whereas a sweeps Templar just gets steamrolled.

    Well, any amount with LoS really - I've had up to 20 people hitting me in one of those small rooms in keeps.

    But in open field, you can easily survive 5 people hitting you - even 10~ for quite a while.


    Still, Blazing Shield templar is more effective for tanking large groups I agree - though it's weaker in 1v1 or vs smaller groups than a more conventional sweeps utilizing templar and can't act as group support.

    You are claiming to be able to tank "any" amount of players with LOS using sweep and you consider 5 to 10 people hitting on you in open field a zerg? Okay then.

    Well, if you know of a build capable of tanking better while also being good in 1v1 & smaller scale fights - do let me know :p

    I'm not saying my build does large scale zerg tanking better than Blazing Shieldplar - but it's still pretty damn tanky and one of the best builds in the duel scene capable of competing with even the best stam DKs & magicka Sorcs.

    This has lead me to the realization that magicka templar isn't as weak as some people like to claim/think.

    I'm done. Your claim to be able tank "any" amount of players with sweeps has convinced me that any further responses to you on this are waste of time.

    I'm more surprised those players let him tank with sweeps lol.

    You can't interrupt sweeps & templars have access to a gap closer & purifying ritual. How are you going to stop the sweeps?

    Smart players of course split up & spam roots at you while positioning behind the sweeps, but you can't really expect to beat multiple good players in PvP - not with any build.

    I think any decent Templar has probably had moments when they got a group in a tight space and felt invincible as they wrecked multiple people but more often then not when trying to tank enemy players with sweeps you'll get a couple of sweeps in then get stunned, feared or knocked down and be dead before you can break out.
    And situations where PVP players let you "tank" them with sweeps are few and far between as you basically have to get at least three, if not more, people to constantly stay in the cone of damage to do enough healing to offset the massive damage you're going to take from them focusing on you. Sure sweeps can't be interrupted by bashing but any hard CC is followed by nearly instant death when you're standing toe to toe with five enemy players.
    By the way are you taking about the gap closer that hasn't worked right ever?

    You seem to be playing a build with less mitigation & impenetrable then. Between the duration of CC & CC break, I usually lose maybe 20-30% of health pool thanks to high resistances and decent health pool (27k).

    After that, you basicly block for a second if you're at low health & Honor the Dead back up to full health, or simply start sweeping if you know you won't be bursted down. If Malubeth procs during the CC, I don't usually even have to CC break if I want to conserve stamina.

    The whole point of my build is to not get "massive damage" thanks to those resistances (and proper CP allocation) and so far it has worked without much to complain about.

    I've also very rarely had problems with the gap closer (it does bug out from time to time, but I think people have exaggerated it quite a bit).


    You don't have to believe a word I say, but I do have video evidence proving every word I say - just saying.

    If templars were actually weak & worse than other classes/builds, I'd probably be here complaining with the rest of you.


    To be clear: I think where most magicka templars fail is that they don't really optimize their build to do what they'd like to do. If you're built for sustain (cost reduction enchants, seducer set - maybe even light armor instead of heavy with impen) rather than maximizing mitigation & damage/healing output, and choosing group morphs (BoL instead of Honor the Dead etc) then of course you're going to have trouble trying to 1vX or 1v1.

    I'm just saying this because a lot of templars I've talked to are making these mistakes. You might or might not be one of them, I'm not going to guess.

    No. Just no. I'll buy the sweeps by tanking argument because that's something I do every night I play my templar. I'll even by the whole "hold off 5 [BAD] players" in an open field because I've seen @vortexman11 hold off more on his DK.

    But the charge skill failing to function is a frequent occurrence that is part and parcel to every extended templar fight. A lot of whiners on these forums wonder why templar Jesus Beam them at 100% health. I'll answer that: because my charge skill failed to execute 4 times and I'm too aggravated to use anything but a skill I know will actually work and automatically hit them. It's not because RD is OP, it is because I'm about to throw my computer out the window because of this:

    https://www.youtube.com/watch?v=p_a9gKVP3UE

    I know that feeling, although usually it means I'm either using my bow on them, or sprinting up to them/popping a potion to get there. The Templar Charge is really unreliable and frustrating to use. I definitely think this point needs being said. IT does seem like some players get more mileage out of this skill than others, and I often wonder if that is a client-side problem or not.
    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>
  • dodgehopper_ESO
    dodgehopper_ESO
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    danno8 wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    Wow... Actually I'm a bit scared now of how strong magicka templars are going to be next patch :D

    And it's not even that clear choice which morph to pick, as they are both very powerful. The DoT might seem small, but for one button click it's a lot of potential damage that is going to help get through the healing of opponents.

    If it doesn't work out, I guess there's always Extended Ritual to fall back to now...

    The 20% buff is nice, but it is still going to do less damage than most other ground dots like Eruption, Caltrops, Liquid Lightning, ect because ritual ticks every 1 seconds whereas everything else ticks every one second.

    There is nothing to be scared of.

    Well, I didn't just mean that morph & Purify changes, but the big picture... If you look at how much heavy armor got buffed you'll understand how it might affect magicka templar which is currently one of the most viable builds for heavy armor.

    With the exception of the 50k+ health blazing shield build, I don' t see anything too scary about a Templar in heavy armor next patch. Yeh it will be extremely viable for sure but far from scary. With poisons you are going to need like 25k-30k+ armor for it to be worth anything anyway.

    It is already not only "extremely viable", but one of the best builds in PvP.

    You don't need Blazing Shield to tank zergs, you can do that with sweeps & enough impen, mitigation & spell dmg/magicka.

    All while still being capable of beating anyone in 1v1 fights, or acting as a group support healing allies with Honor the Dead.

    What definition of Zerg are you using? This is false unless you that type of player that considers any group of multiple players to be a zerg. Blazing Shield Templar is the most effective build for tanking large groups. For example, most groups just leave Yegorian alone at this point whereas a sweeps Templar just gets steamrolled.

    Well, any amount with LoS really - I've had up to 20 people hitting me in one of those small rooms in keeps. It all comes down to how effectively you use Empowering Sweep.

    But in open field, you can easily infinitely survive 5 people hitting you - when there's more than that you'll die, eventually.


    Still, Blazing Shield templar is more effective for tanking large groups I agree - though it's weaker in 1v1 or vs smaller groups than a more conventional sweeps utilizing templar and can't act as group support.

    It just takes 1 person out of those 5 to know what they are doing and that's the end of your (and just about everyone's) 1vX.

    @vortexman11 on his DK can sustain just as well in those little keep rooms than any templar.

    I am not one of those people who think templars are bad, in fact in my estimation they are unholy offensive terrors
    DDuke wrote: »
    itscompton wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    Wow... Actually I'm a bit scared now of how strong magicka templars are going to be next patch :D

    And it's not even that clear choice which morph to pick, as they are both very powerful. The DoT might seem small, but for one button click it's a lot of potential damage that is going to help get through the healing of opponents.

    If it doesn't work out, I guess there's always Extended Ritual to fall back to now...

    The 20% buff is nice, but it is still going to do less damage than most other ground dots like Eruption, Caltrops, Liquid Lightning, ect because ritual ticks every 1 seconds whereas everything else ticks every one second.

    There is nothing to be scared of.

    Well, I didn't just mean that morph & Purify changes, but the big picture... If you look at how much heavy armor got buffed you'll understand how it might affect magicka templar which is currently one of the most viable builds for heavy armor.

    With the exception of the 50k+ health blazing shield build, I don' t see anything too scary about a Templar in heavy armor next patch. Yeh it will be extremely viable for sure but far from scary. With poisons you are going to need like 25k-30k+ armor for it to be worth anything anyway.

    It is already not only "extremely viable", but one of the best builds in PvP.

    You don't need Blazing Shield to tank zergs, you can do that with sweeps & enough impen, mitigation & spell dmg/magicka.

    All while still being capable of beating anyone in 1v1 fights, or acting as a group support healing allies with Honor the Dead.

    What definition of Zerg are you using? This is false unless you that type of player that considers any group of multiple players to be a zerg. Blazing Shield Templar is the most effective build for tanking large groups. For example, most groups just leave Yegorian alone at this point whereas a sweeps Templar just gets steamrolled.

    Well, any amount with LoS really - I've had up to 20 people hitting me in one of those small rooms in keeps.

    But in open field, you can easily survive 5 people hitting you - even 10~ for quite a while.


    Still, Blazing Shield templar is more effective for tanking large groups I agree - though it's weaker in 1v1 or vs smaller groups than a more conventional sweeps utilizing templar and can't act as group support.

    You are claiming to be able to tank "any" amount of players with LOS using sweep and you consider 5 to 10 people hitting on you in open field a zerg? Okay then.

    Well, if you know of a build capable of tanking better while also being good in 1v1 & smaller scale fights - do let me know :p

    I'm not saying my build does large scale zerg tanking better than Blazing Shieldplar - but it's still pretty damn tanky and one of the best builds in the duel scene capable of competing with even the best stam DKs & magicka Sorcs.

    This has lead me to the realization that magicka templar isn't as weak as some people like to claim/think.

    I'm done. Your claim to be able tank "any" amount of players with sweeps has convinced me that any further responses to you on this are waste of time.

    Well, "any" is a bad term to use because of course there are limits to everything - I just haven't met that limit yet in those situations (open field is a different story).
    Minno wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    Wow... Actually I'm a bit scared now of how strong magicka templars are going to be next patch :D

    And it's not even that clear choice which morph to pick, as they are both very powerful. The DoT might seem small, but for one button click it's a lot of potential damage that is going to help get through the healing of opponents.

    If it doesn't work out, I guess there's always Extended Ritual to fall back to now...

    The 20% buff is nice, but it is still going to do less damage than most other ground dots like Eruption, Caltrops, Liquid Lightning, ect because ritual ticks every 1 seconds whereas everything else ticks every one second.

    There is nothing to be scared of.

    Well, I didn't just mean that morph & Purify changes, but the big picture... If you look at how much heavy armor got buffed you'll understand how it might affect magicka templar which is currently one of the most viable builds for heavy armor.

    With the exception of the 50k+ health blazing shield build, I don' t see anything too scary about a Templar in heavy armor next patch. Yeh it will be extremely viable for sure but far from scary. With poisons you are going to need like 25k-30k+ armor for it to be worth anything anyway.

    It is already not only "extremely viable", but one of the best builds in PvP.

    You don't need Blazing Shield to tank zergs, you can do that with sweeps & enough impen, mitigation & spell dmg/magicka.

    All while still being capable of beating anyone in 1v1 fights, or acting as a group support healing allies with Honor the Dead.

    What definition of Zerg are you using? This is false unless you that type of player that considers any group of multiple players to be a zerg. Blazing Shield Templar is the most effective build for tanking large groups. For example, most groups just leave Yegorian alone at this point whereas a sweeps Templar just gets steamrolled.

    Well, any amount with LoS really - I've had up to 20 people hitting me in one of those small rooms in keeps.

    But in open field, you can easily survive 5 people hitting you - even 10~ for quite a while.


    Still, Blazing Shield templar is more effective for tanking large groups I agree - though it's weaker in 1v1 or vs smaller groups than a more conventional sweeps utilizing templar and can't act as group support.

    You are claiming to be able to tank "any" amount of players with LOS using sweep and you consider 5 to 10 people hitting on you in open field a zerg? Okay then.

    Well, if you know of a build capable of tanking better while also being good in 1v1 & smaller scale fights - do let me know :p

    I'm not saying my build does large scale zerg tanking better than Blazing Shieldplar - but it's still pretty damn tanky and one of the best builds in the duel scene capable of competing with even the best stam DKs & magicka Sorcs.

    This has lead me to the realization that magicka templar isn't as weak as some people like to claim/think.

    I'm done. Your claim to be able tank "any" amount of players with sweeps has convinced me that any further responses to you on this are waste of time.

    I'm more surprised those players let him tank with sweeps lol.

    You can't interrupt sweeps & templars have access to a gap closer & purifying ritual. How are you going to stop the sweeps?

    Smart players of course split up & spam roots at you while positioning behind the sweeps, but you can't really expect to beat multiple good players in PvP - not with any build.

    I think any decent Templar has probably had moments when they got a group in a tight space and felt invincible as they wrecked multiple people but more often then not when trying to tank enemy players with sweeps you'll get a couple of sweeps in then get stunned, feared or knocked down and be dead before you can break out.
    And situations where PVP players let you "tank" them with sweeps are few and far between as you basically have to get at least three, if not more, people to constantly stay in the cone of damage to do enough healing to offset the massive damage you're going to take from them focusing on you. Sure sweeps can't be interrupted by bashing but any hard CC is followed by nearly instant death when you're standing toe to toe with five enemy players.
    By the way are you taking about the gap closer that hasn't worked right ever?

    You seem to be playing a build with less mitigation & impenetrable then. Between the duration of CC & CC break, I usually lose maybe 20-30% of health pool thanks to high resistances and decent health pool (27k).

    After that, you basicly block for a second if you're at low health & Honor the Dead back up to full health, or simply start sweeping if you know you won't be bursted down. If Malubeth procs during the CC, I don't usually even have to CC break if I want to conserve stamina.

    The whole point of my build is to not get "massive damage" thanks to those resistances (and proper CP allocation) and so far it has worked without much to complain about.

    I've also very rarely had problems with the gap closer (it does bug out from time to time, but I think people have exaggerated it quite a bit).


    You don't have to believe a word I say, but I do have video evidence proving every word I say - just saying.

    If templars were actually weak & worse than other classes/builds, I'd probably be here complaining with the rest of you.


    To be clear: I think where most magicka templars fail is that they don't really optimize their build to do what they'd like to do. If you're built for sustain (cost reduction enchants, seducer set - maybe even light armor instead of heavy with impen) rather than maximizing mitigation & damage/healing output, and choosing group morphs (BoL instead of Honor the Dead etc) then of course you're going to have trouble trying to 1vX or 1v1.

    I'm just saying this because a lot of templars I've talked to are making these mistakes. You might or might not be one of them, I'm not going to guess.

    No. Just no. I'll buy the sweeps by tanking argument because that's something I do every night I play my templar. I'll even by the whole "hold off 5 [BAD] players" in an open field because I've seen @vortexman11 hold off more on his DK.

    But the charge skill failing to function is a frequent occurrence that is part and parcel to every extended templar fight. A lot of whiners on these forums wonder why templar Jesus Beam them at 100% health. I'll answer that: because my charge skill failed to execute 4 times and I'm too aggravated to use anything but a skill I know will actually work and automatically hit them. It's not because RD is OP, it is because I'm about to throw my computer out the window because of this:

    https://www.youtube.com/watch?v=p_a9gKVP3UE

    Well, I don't know what to say then... maybe people aren't exaggerating, but in my case it very rarely happens. I don't know what I'm doing differently.

    It's kind of like Shadow Image - some NBs have zero problems with the skill, but for me it has just never really worked (seems to bug out like 50% of time).

    OMG @DDuke, that charge for me fails 1/5 situations. I say "situations" because when it works it seems to work for the entire duration of a fight, until the next situation.

    When it does fail, only a fully charged heavy attack will allow me to charge again. Why a heavy attack? How the **** should I know, but it works every time.

    The sad part is, it still does it just as often on the PTS. I had high hopes when I first tried out the newly designed charge, because it does look and feel genuinely different (slower and...weirder), but alas, the problem showed up again very early in my testing on the PTS.

    I just don't understand why this game has such a hard time with LoS for charges, when all other ranged skills fire off just fine with no LoS issues.

    This is why I wish they'd just code us a golden ambush and call it a day. 2 years and its still a pain in the tukkus.
    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>
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Nifty2g wrote: »
    you guys are templars/stamplars should probably be concerned about thaumaturge not working on sweeps/jabs anymore and still hasn't been fixed ;) because I doubt it's going to get fixed until whatever the *** next major update is

    I am. It's known and Wrobel did at least post here saying it isn't intended. As long as it's fixed before DB goes live. Not much else can be said that already hasn't been. I am more concerned with whether Zenimax will take this update serious enough. DB is by far the biggest update they have and probably will release. Popularity reasons. So I hope they get MANY things right this update but I don't expect all the fixes to be done this patch, maybe next?

    I doubt it. If you look at what they have in the hopper, we're talking about Mephala's Realm, Clockwork City, Murkmire, etc. All three of which would seem to have interesting connections to the DB at the very least. My guess is that they'll be using those future expansions as ways to expand on the Guilds we have now, in interesting ways. There is also great opportunity for them to build on the Thieves Guild expansion in the future, by involving the outlaw hideouts with the Guild in a more serious way. I think there are interesting ways they could have repeatables and other missions for the mages guild and fighters guild as well, and most certainly they have room to add other interesting factions in the future, or build on the ones we have already. While I get what you are saying (DB is popular) I hardly think this will be the end-all and be-all for the cutthroats out there.
    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>
  • maxjapank
    maxjapank
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    Nifty2g wrote: »
    you guys are templars/stamplars should probably be concerned about thaumaturge not working on sweeps/jabs anymore and still hasn't been fixed ;) because I doubt it's going to get fixed until whatever the *** next major update is

    Gonna re-quote this. Really think Templars need to just focus on this. Everything else can go live at this point. But this needs to be fixed.
  • GoodOlPinkly
    GoodOlPinkly
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    Agreed^ we need to focus on this guys before Zos let's it go to the back burner, which it probably already is...... I mean it wasn't even on the known bugs.... @ZOS_GinaBruno
    Edited by GoodOlPinkly on May 10, 2016 11:13PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    Agreed^ we need to focus on this guys before Zos let's it go to the back burner, which it probably already is...... I mean it wasn't even on the known bugs.... @ZOS_GinaBruno

    I'm pretty sure I recall @Wrobel stating he is aware of the problem. I suspect if he's aware of it, its part of what he wants to fix, its just a matter of when.
    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>
  • Nifty2g
    Nifty2g
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    Agreed^ we need to focus on this guys before Zos let's it go to the back burner, which it probably already is...... I mean it wasn't even on the known bugs.... @ZOS_GinaBruno

    I'm pretty sure I recall @Wrobel stating he is aware of the problem. I suspect if he's aware of it, its part of what he wants to fix, its just a matter of when.
    he did say its unintended and working on a fix.
    but it's a major issue and hasn't been fixed yet. do you really want to ignore it or find out why, or if for that matter its still being worked on
    #MOREORBS
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