Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Make the range of Jesus Beam 18 meters.

  • Sallington
    Sallington
    ✭✭✭✭✭
    ✭✭✭✭
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sallington wrote: »
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.

    And doesn't use RD because you will die from locked animation, if we want to stay on topic lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Lyar09
    Lyar09
    ✭✭✭✭✭
    Minno wrote: »
    Sallington wrote: »
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.

    And doesn't use RD because you will die from locked animation, if we want to stay on topic lol.

    I see this all the time with people saying its a locked animation. Can you not block cancel or swap bars to cancel? I'm pretty sure you can.
    PC/NA | twitch.tv/ohhlyar | youtube.com/lyaryt
  • Sallington
    Sallington
    ✭✭✭✭✭
    ✭✭✭✭
    Lyar09 wrote: »
    Minno wrote: »
    Sallington wrote: »
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.

    And doesn't use RD because you will die from locked animation, if we want to stay on topic lol.

    I see this all the time with people saying its a locked animation. Can you not block cancel or swap bars to cancel? I'm pretty sure you can.

    Name another execute that effectively snares you and make you vulnerable. Sure you can block cancel/bar swap/dodge roll, but that also uses the full mana of the cast and stops all dmg.

    Sounds like its..... balanced.
    Edited by Sallington on May 9, 2016 6:38PM
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Lyar09
    Lyar09
    ✭✭✭✭✭
    Sallington wrote: »
    Lyar09 wrote: »
    Minno wrote: »
    Sallington wrote: »
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.

    And doesn't use RD because you will die from locked animation, if we want to stay on topic lol.

    I see this all the time with people saying its a locked animation. Can you not block cancel or swap bars to cancel? I'm pretty sure you can.

    Name another execute that effectively snares you and make you vulnerable. Sure you can block cancel/bar swap/dodge roll, but that also uses the full mana of the cast and stops all dmg.

    Sounds like its..... balanced.

    My question answered. Continue thread. Just wanted to point out that you're not "locked" as stated numerous times. It sure does suck being slowed while casting the animation, but hey, at least it's undodgable. But hey, you don't see me or others complaining when our executes don't scale properly or miss all the time. But alas, I'm not getting into this back and forth crying fest over balance. This game will never have balance. I came on here to tell kena that he won't win this fight. As my almost 650 comments/15.2k viewed thread pointed out. Popular opinions will be raid those who voice against it. And mind you, there are A LOT of magicka Templars on these forums.
    PC/NA | twitch.tv/ohhlyar | youtube.com/lyaryt
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sallington wrote: »
    Lyar09 wrote: »
    Minno wrote: »
    Sallington wrote: »
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.

    And doesn't use RD because you will die from locked animation, if we want to stay on topic lol.

    I see this all the time with people saying its a locked animation. Can you not block cancel or swap bars to cancel? I'm pretty sure you can.

    Name another execute that effectively snares you and make you vulnerable. Sure you can block cancel/bar swap/dodge roll, but that also uses the full mana of the cast and stops all dmg.

    Sounds like its..... balanced.

    In order to maximize dps of this skill, you need to let it "tick". In doing so you are open to counter attack and for that Templar build 90%of the time you are in melee range. Therefore you need instacast abilities not channels to survive.

    That last sentence is essentially the main reason why the Templar does not perform in pvp like the other classes.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Lyar09 wrote: »
    Sallington wrote: »
    Lyar09 wrote: »
    Minno wrote: »
    Sallington wrote: »
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.

    And doesn't use RD because you will die from locked animation, if we want to stay on topic lol.

    I see this all the time with people saying its a locked animation. Can you not block cancel or swap bars to cancel? I'm pretty sure you can.

    Name another execute that effectively snares you and make you vulnerable. Sure you can block cancel/bar swap/dodge roll, but that also uses the full mana of the cast and stops all dmg.

    Sounds like its..... balanced.

    My question answered. Continue thread. Just wanted to point out that you're not "locked" as stated numerous times. It sure does suck being slowed while casting the animation, but hey, at least it's undodgable. But hey, you don't see me or others complaining when our executes don't scale properly or miss all the time. But alas, I'm not getting into this back and forth crying fest over balance. This game will never have balance. I came on here to tell kena that he won't win this fight. As my almost 650 comments/15.2k viewed thread pointed out. Popular opinions will be raid those who voice against it. And mind you, there are A LOT of magicka Templars on these forums.

    Eh not really. Following context was pertaining to that specific build, of which you ignored.

    RD shines within the situation of a ranged build not in melee range. Using it as a melee build, is certain to put you in positions of danger instead of successful execute range. And if I remember correctly, this thread was enacted to call out RD doing obscene dmg at full health cast.

    Still not seeing a reason to have it changed, especially in a way that benefits the "incomplete" Templar class.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • holosoul
    holosoul
    ✭✭✭✭
    Go 1 thread down and look at Aenlir's video
    Thanks

    Ya, I know you're not that good; but it doesn't help your argument of templar being too horrible to win with.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Inarre wrote: »
    I fought a very good stamina 1vXer the other day. It was three of us against him, and being a templar I was constantly trying to execute him. He was circling around a tree like mad and it took us literally 10 minutes to kill him. Was probably the most frustrating fight of my life. He'd get to 30% and I'd beam and the beam would get cut as he played ring-around-the-tree. By the time I could target him again he'd be vigored up out of execute range. I wish I remembered this person's name but if it was you fighting us three baddies, GG friend. I learned a lot from our match.

    @Enraged_Tiki_Torch makes a good point in light of this memory.

    The jury is ZOS and they've already decided, but regardless it won't matter how long the range is if you are a good player I think. The only time range becomes an issue is if you meet both requirements of a) being more than 18 meters away from your target to prevent your interrupt and b) hanging out in plain sight without an obstacle to hide behind.

    If you did this in a real war with long ranged snipers and siege (standing in pain sight with no obstacles to hide behind) you'd be toast anyway.

    Whether or not Templars deserve this ability or not remains to be seen (though we ARE after all supposed to hang out in a little circle without moving, so we can't exactly make our way to YOU to execute you) but I think having at least some classes with ranged powerful skills is fitting to the whole siege warfare sort of game. Players should not be able to stand out in the open and expect to live. Whether it's me that toasts your ass or something else.

    That's assuming we asked for it in the first place.

    Join us in the Templar threads as we try to get ZOS to make our class less clunky in relation to other classes whose skills seem to work flawlessly within the pvp daily combat situations. You will get a better feel as to what we envision the Templar class within the burst CP dmg meta/ sustain non-cp meta.

    But these attacks on RD to reduce its current effectivness just add a distraction to the conversation we want and are trying to have with ZOS. Direct nerfs will only further alienate players away from a cumbersome class, especially if said arguments originate from NB's with a superior pvp skillset.

    I understand the problems that the templar class has been going through. Still, I would trade my DK for a Templar anytime if it wasn't for the alliance rank I have been working on so far. You got my word tho, as soon as I'm done with Grand Overlord, it will be a release for me to finally burry it and play a Templar full time. Why? Because both magicka and stam are way more effective in my opinion. Lot more diversity and options.
    Edited by frozywozy on May 9, 2016 7:37PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • myrrrorb14_ESO
    myrrrorb14_ESO
    ✭✭✭✭✭
    Lyar09 wrote: »
    Sallington wrote: »
    Lyar09 wrote: »
    Minno wrote: »
    Sallington wrote: »
    Minno wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !

    https://forums.elderscrollsonline.com/en/discussion/263599/video-the-way-you-die-blazing-shield-templar-tank#latest

    It's a breach-warrior. Highly situational but at least consistent in the embracing of the Templar "death-house" design intent. If built right, it's very tanky and brutal.

    And the most fun, by far, you can have on a Templar right now.

    And doesn't use RD because you will die from locked animation, if we want to stay on topic lol.

    I see this all the time with people saying its a locked animation. Can you not block cancel or swap bars to cancel? I'm pretty sure you can.

    Name another execute that effectively snares you and make you vulnerable. Sure you can block cancel/bar swap/dodge roll, but that also uses the full mana of the cast and stops all dmg.

    Sounds like its..... balanced.

    My question answered. Continue thread. Just wanted to point out that you're not "locked" as stated numerous times. It sure does suck being slowed while casting the animation, but hey, at least it's undodgable. But hey, you don't see me or others complaining when our executes don't scale properly or miss all the time. But alas, I'm not getting into this back and forth crying fest over balance. This game will never have balance. I came on here to tell kena that he won't win this fight. As my almost 650 comments/15.2k viewed thread pointed out. Popular opinions will be raid those who voice against it. And mind you, there are A LOT of magicka Templars on these forums.

    I believe "locked" was used as a euphemism. It's a cc much like fear if you will. So you can break it. But it's reactive instead of proactive. So instead of a quick paced ebb and flow of normal combat you are "locked" into doing just one thing. Channeling. Leaving you vulnerable to interrupts which stun and then increased damage during the counter attack.

    Does that clear up the terminology usage for you?
  • Sallington
    Sallington
    ✭✭✭✭✭
    ✭✭✭✭
    frozywozy wrote: »
    Minno wrote: »
    Inarre wrote: »
    I fought a very good stamina 1vXer the other day. It was three of us against him, and being a templar I was constantly trying to execute him. He was circling around a tree like mad and it took us literally 10 minutes to kill him. Was probably the most frustrating fight of my life. He'd get to 30% and I'd beam and the beam would get cut as he played ring-around-the-tree. By the time I could target him again he'd be vigored up out of execute range. I wish I remembered this person's name but if it was you fighting us three baddies, GG friend. I learned a lot from our match.

    @Enraged_Tiki_Torch makes a good point in light of this memory.

    The jury is ZOS and they've already decided, but regardless it won't matter how long the range is if you are a good player I think. The only time range becomes an issue is if you meet both requirements of a) being more than 18 meters away from your target to prevent your interrupt and b) hanging out in plain sight without an obstacle to hide behind.

    If you did this in a real war with long ranged snipers and siege (standing in pain sight with no obstacles to hide behind) you'd be toast anyway.

    Whether or not Templars deserve this ability or not remains to be seen (though we ARE after all supposed to hang out in a little circle without moving, so we can't exactly make our way to YOU to execute you) but I think having at least some classes with ranged powerful skills is fitting to the whole siege warfare sort of game. Players should not be able to stand out in the open and expect to live. Whether it's me that toasts your ass or something else.

    That's assuming we asked for it in the first place.

    Join us in the Templar threads as we try to get ZOS to make our class less clunky in relation to other classes whose skills seem to work flawlessly within the pvp daily combat situations. You will get a better feel as to what we envision the Templar class within the burst CP dmg meta/ sustain non-cp meta.

    But these attacks on RD to reduce its current effectivness just add a distraction to the conversation we want and are trying to have with ZOS. Direct nerfs will only further alienate players away from a cumbersome class, especially if said arguments originate from NB's with a superior pvp skillset.

    I understand the problems that the templar class has been going through. Still, I would trade my DK for a Templar anytime if it wasn't for the alliance rank I have been working on so far. You got my word tho, as soon as I'm done with Grand Overlord, it will be a release for me to finally burry it and play a Templar full time. Why? Because both magicka and stam are way more effective in my opinion. Lot more diversity and options.

    Jack of all trades, master of none.

    The grass is always greener man. I'd be sick of DK too if I was grinding out Grand Overlord.
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Ghostbane
    Ghostbane
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    Minno wrote: »
    Inarre wrote: »
    I fought a very good stamina 1vXer the other day. It was three of us against him, and being a templar I was constantly trying to execute him. He was circling around a tree like mad and it took us literally 10 minutes to kill him. Was probably the most frustrating fight of my life. He'd get to 30% and I'd beam and the beam would get cut as he played ring-around-the-tree. By the time I could target him again he'd be vigored up out of execute range. I wish I remembered this person's name but if it was you fighting us three baddies, GG friend. I learned a lot from our match.

    @Enraged_Tiki_Torch makes a good point in light of this memory.

    The jury is ZOS and they've already decided, but regardless it won't matter how long the range is if you are a good player I think. The only time range becomes an issue is if you meet both requirements of a) being more than 18 meters away from your target to prevent your interrupt and b) hanging out in plain sight without an obstacle to hide behind.

    If you did this in a real war with long ranged snipers and siege (standing in pain sight with no obstacles to hide behind) you'd be toast anyway.

    Whether or not Templars deserve this ability or not remains to be seen (though we ARE after all supposed to hang out in a little circle without moving, so we can't exactly make our way to YOU to execute you) but I think having at least some classes with ranged powerful skills is fitting to the whole siege warfare sort of game. Players should not be able to stand out in the open and expect to live. Whether it's me that toasts your ass or something else.

    That's assuming we asked for it in the first place.

    Join us in the Templar threads as we try to get ZOS to make our class less clunky in relation to other classes whose skills seem to work flawlessly within the pvp daily combat situations. You will get a better feel as to what we envision the Templar class within the burst CP dmg meta/ sustain non-cp meta.

    But these attacks on RD to reduce its current effectivness just add a distraction to the conversation we want and are trying to have with ZOS. Direct nerfs will only further alienate players away from a cumbersome class, especially if said arguments originate from NB's with a superior pvp skillset.

    I understand the problems that the templar class has been going through. Still, I would trade my DK for a Templar anytime if it wasn't for the alliance rank I have been working on so far. You got my word tho, as soon as I'm done with Grand Overlord, it will be a release for me to finally burry it and play a Templar full time. Why? Because both magicka and stam are way more effective in my opinion. Lot more diversity and options.

    Been playing my mDK this campaign after a few weeks of magicka Templar, oh boy do Templars have it made!
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    350m+ AP PC - EU
    AD :: Imported Waffles [37]EP :: Wee ee ee ee ee [16]DC :: Ghostbane's DK [16], Impending Loadscreen [12]PC - NA
    AD :: Ghostbane [50], yer ma [43], Sir Humphrey Winterbottom 2.0 [18], robotic baby legs [18]EP :: Wee Mad Arthur [50], avast ye buttcrackz [49], Sir Horace Foghorn [27], Brother Ballbag [24], Scatman John [16]DC :: W T B Waffles [36], Morale Boost [30], W T F Waffles [17], Ghostbanë [15]RIPAD :: Sir Humphrey Winterbottom 1.0 [20]
    Addons
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    holosoul wrote: »
    Go 1 thread down and look at Aenlir's video
    Thanks

    Ya, I know you're not that good; but it doesn't help your argument of templar being too horrible to win with.

    Someone woke up with a salty mouth.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !
    I'm proud of the role I played in bringing the trollplar to its current glory. I would warn though that any trollplars which do not run invigorating drain are filthy imposters. They may adopt any other name they choose, but maximum troll potential is required to be a trollplar, in addition to exceptional /lute skills, and you cannot achieve maximum troll potential if you aren't vamp draining every 5 seconds.
    Edited by Zheg on May 9, 2016 7:59PM
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sallington wrote: »
    frozywozy wrote: »
    Minno wrote: »
    Inarre wrote: »
    I fought a very good stamina 1vXer the other day. It was three of us against him, and being a templar I was constantly trying to execute him. He was circling around a tree like mad and it took us literally 10 minutes to kill him. Was probably the most frustrating fight of my life. He'd get to 30% and I'd beam and the beam would get cut as he played ring-around-the-tree. By the time I could target him again he'd be vigored up out of execute range. I wish I remembered this person's name but if it was you fighting us three baddies, GG friend. I learned a lot from our match.

    @Enraged_Tiki_Torch makes a good point in light of this memory.

    The jury is ZOS and they've already decided, but regardless it won't matter how long the range is if you are a good player I think. The only time range becomes an issue is if you meet both requirements of a) being more than 18 meters away from your target to prevent your interrupt and b) hanging out in plain sight without an obstacle to hide behind.

    If you did this in a real war with long ranged snipers and siege (standing in pain sight with no obstacles to hide behind) you'd be toast anyway.

    Whether or not Templars deserve this ability or not remains to be seen (though we ARE after all supposed to hang out in a little circle without moving, so we can't exactly make our way to YOU to execute you) but I think having at least some classes with ranged powerful skills is fitting to the whole siege warfare sort of game. Players should not be able to stand out in the open and expect to live. Whether it's me that toasts your ass or something else.

    That's assuming we asked for it in the first place.

    Join us in the Templar threads as we try to get ZOS to make our class less clunky in relation to other classes whose skills seem to work flawlessly within the pvp daily combat situations. You will get a better feel as to what we envision the Templar class within the burst CP dmg meta/ sustain non-cp meta.

    But these attacks on RD to reduce its current effectivness just add a distraction to the conversation we want and are trying to have with ZOS. Direct nerfs will only further alienate players away from a cumbersome class, especially if said arguments originate from NB's with a superior pvp skillset.

    I understand the problems that the templar class has been going through. Still, I would trade my DK for a Templar anytime if it wasn't for the alliance rank I have been working on so far. You got my word tho, as soon as I'm done with Grand Overlord, it will be a release for me to finally burry it and play a Templar full time. Why? Because both magicka and stam are way more effective in my opinion. Lot more diversity and options.

    Jack of all trades, master of none.

    The grass is always greener man. I'd be sick of DK too if I was grinding out Grand Overlord.

    Oddly enough my only other vet toon is a DK stam. I like the way he flowed with abilities and ultimate use versus my Templar. Both classes got shafted with no escape mechanism and resource regen but at least DK's have a group CC skill and unique reflect to help manage incoming dmg.

    Either way there is a reason much of cyro was made up of sorcs/NB's for a better part of a year.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Zheg wrote: »
    Minno wrote: »
    And I also encourage anyone who hasn't, to play the Templar class. Let me know how the playstyle feels in relation to your main class.

    Current main templar pvp builds:
    - jabs magicka
    - jabs/WB stamina
    - trollplar/zerg-troll
    - healer.

    Chances are you will immediately know what's wrong with the class at both small scale and 24 man group situations.

    I don't know what a trollplar is, but I want one now !
    I'm proud of the role I played in bringing the trollplar to its current glory. I would warn though that any trollplars which do not run invigorating drain are filthy imposters. They may adopt any other name they choose, but maximum troll potential is required to be a trollplar, in addition to exceptional /lute skills, and you cannot achieve maximum troll potential if you aren't vamp draining every 5 seconds.

    Tagging healers is funny too lol. They end up looking like lost puppies in the zerg train.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • holosoul
    holosoul
    ✭✭✭✭
    Minno wrote: »
    holosoul wrote: »
    Go 1 thread down and look at Aenlir's video
    Thanks

    Ya, I know you're not that good; but it doesn't help your argument of templar being too horrible to win with.

    Someone woke up with a salty mouth.

    I'm salty because I mentioned a video of a very skilled templar owning at the class, contrary to your argument? Well, jeez.
    If you combed through all my posts ever, you'd find I've made 'zero' comments about the templar class.
    So who's the salty one again?

    Edit: You said some other stuff too about class pops that I won't bother quoting, but at least on Haderus templars often dominate our leaderboards. I'm sure templars are simply more likely to be skilled players though.
    Edited by holosoul on May 9, 2016 8:33PM
  • Inarre
    Inarre
    ✭✭✭✭✭
    Minno wrote: »
    Inarre wrote: »
    I fought a very good stamina 1vXer the other day. It was three of us against him, and being a templar I was constantly trying to execute him. He was circling around a tree like mad and it took us literally 10 minutes to kill him. Was probably the most frustrating fight of my life. He'd get to 30% and I'd beam and the beam would get cut as he played ring-around-the-tree. By the time I could target him again he'd be vigored up out of execute range. I wish I remembered this person's name but if it was you fighting us three baddies, GG friend. I learned a lot from our match.

    @Enraged_Tiki_Torch makes a good point in light of this memory.

    The jury is ZOS and they've already decided, but regardless it won't matter how long the range is if you are a good player I think. The only time range becomes an issue is if you meet both requirements of a) being more than 18 meters away from your target to prevent your interrupt and b) hanging out in plain sight without an obstacle to hide behind.

    If you did this in a real war with long ranged snipers and siege (standing in pain sight with no obstacles to hide behind) you'd be toast anyway.

    Whether or not Templars deserve this ability or not remains to be seen (though we ARE after all supposed to hang out in a little circle without moving, so we can't exactly make our way to YOU to execute you) but I think having at least some classes with ranged powerful skills is fitting to the whole siege warfare sort of game. Players should not be able to stand out in the open and expect to live. Whether it's me that toasts your ass or something else.

    That's assuming we asked for it in the first place.

    Join us in the Templar threads as we try to get ZOS to make our class less clunky in relation to other classes whose skills seem to work flawlessly within the pvp daily combat situations. You will get a better feel as to what we envision the Templar class within the burst CP dmg meta/ sustain non-cp meta.

    But these attacks on RD to reduce its current effectivness just add a distraction to the conversation we want and are trying to have with ZOS. Direct nerfs will only further alienate players away from a cumbersome class, especially if said arguments originate from NB's with a superior pvp skillset.

    I think ZOS has made some positive changes already looking at the DB patch in PTS. Their vision for a somewhat stand-in-place fighter class has been made more viable with the changes to ritual and long-range attacks. That said, I've been in the templar threads and it can get a bit too whiny for me. I am also still a baby templar, yet, so I hesitate to try to change the Dev's minds about what their game should play like.

    All players have their own opinions about how things should and should not be, and many of them have biases, us (Templars) included. Take solace in the fact that ZOS has openly stated they have no intention of changing RD and they have stayed true to that statement thus far.

    We will have to see how we scale to the new stamina builds as they are empowered the coming patch. I believe that with these changes RD will take a back seat to the "Too OP QQ".
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    holosoul wrote: »
    Minno wrote: »
    holosoul wrote: »
    Go 1 thread down and look at Aenlir's video
    Thanks

    Ya, I know you're not that good; but it doesn't help your argument of templar being too horrible to win with.

    Someone woke up with a salty mouth.

    I'm salty because I mentioned a video of a very skilled templar owning at the class, contrary to your argument? Well, jeez.
    If you combed through all my posts ever, you'd find I've made 'zero' comments about the templar class.
    So who's the salty one again?

    Edit: You said some other stuff too about class pops that I won't bother quoting, but at least on Haderus templars often dominate our leaderboards. I'm sure templars are simply more likely to be skilled players though.

    If I remember correctly those 2 Templar's also demonstrated multiple times in the video how to handle/counter Jbeam as well.
    Edited by AfkNinja on May 9, 2016 8:55PM
  • holosoul
    holosoul
    ✭✭✭✭
    Personally I think templars are fine, if anything I'd like to see a buff to templar healing (and in fact healing in general)
    I just also don't think templars are 'incomplete' and 'underpowered', that's all.
  • LeifErickson
    LeifErickson
    ✭✭✭✭✭
    Radiant destruction is the ability that kills me the most in this game. Maybe I just need to learn to play, but when that spell alone kills me more than anything else combined (maybe a bit of an exaggeration but it seems like it), that might mean it needs to be toned down.
  • maxjapank
    maxjapank
    ✭✭✭✭✭
    ✭✭
    Radiant destruction is the ability that kills me the most in this game. Maybe I just need to learn to play, but when that spell alone kills me more than anything else combined (maybe a bit of an exaggeration but it seems like it), that might mean it needs to be toned down.

    Interestingly, Radiant is the the ability that kills me the least. I die more to Wrecking Blows I think. Having no mobility means that once my stam is gone, I'm toast. It really is all a balance between classes and skills I think. The new changes to Extended Ritual with the snare passive will help tremendously. And all Magicka Templars could go Vamp for the no snare Mist form change. Or I could use a Immov/speed/stam pot which is what I think the two Templars were using in their video.

    I often think we don't give enough credit to the devs who make the combat changes. What's a weakness for one class is a strength for another.
  • BFT88
    BFT88
    ✭✭✭✭
    Not even going to read the entire thread. All I see is someone complaining about an ability that's been confirmed as not broken and working as intended. Be useful and complain about VD+Proxy bombs, or is that one of your builds?
  • KenaPKK
    KenaPKK
    ✭✭✭✭✭
    ✭✭
    BFT88 wrote: »
    Not even going to read the entire thread. All I see is someone complaining about an ability that's been confirmed as not broken and working as intended. Be useful and complain about VD+Proxy bombs, or is that one of your builds?

    68328004.jpg
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    Who knew Frozn was so good with tracking numbers, 75% of forum posts being VE members is impressive (especially with the number of posts he makes). Fun fact Frozn, did you know that 75% of statistics are made up?

    Also, I'm glad we clarified that any discussions to be held on these forums must be approved by the council of Vehemence, the amount of unsanctioned discussion happening lately has really been getting annoying. We will discuss this thread this evening and get back to you with our decision on whether or not to allow this thread to continue, thank you for your time and we appreciate your understanding.
    Edited by Ghost-Shot on May 10, 2016 10:30AM
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    Messenger-Quote.jpg
  • Burning_Talons
    Burning_Talons
    ✭✭✭✭✭
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    Even if the range is reduced, we would still see plenty of pve full divines magplars hiding behind 5friends randomly beaming people from full hps in case their target drops down under 40%. But at least it will make it a bit easier for people to get out of range in case of emergency.

    It's so much pressure already to play a melee class without any escape move other than dodge rolling. As soon as you try to engage, you get 3-4 on you. On top of the 41meter beam. Reducing the range sounds legit to me and it wouldn't make stam classes unkillable. It would just give a chance to skilled players to SOMETIMES get away. Right now, it's impossible to get away.

    Your arguments are : "You shouldn't expect to win a 1vX" or "You should not have engaged multiple enemies at once" or "You should not engaged openfield without LoS options".

    What the hell am I supposed to do when all is happening on the map is a huge fight between Aleswell <=> Chalman ? Seeking for small scale PvP is like mining for diamonds nowadays.
    Edited by frozywozy on May 10, 2016 6:34PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.
    Blab and Jules tried to claim it was the dmg at first. That failed. Range was the next red herring, and as of the new kena thread this morning, we're back to the damage again.

    Fun fact, I'm not defending the SKILL, one I rarely even slot, I'm defending against poorly justified and backed up claims for nerfs, particularly when the reason frequently cited is because the usual suspects want to be able to 1vX on their old stam builds. In addition to getting bone shield in a few weeks. It's silly.

    Is asking for defendable video of the skill overperforming really so much to ask for? That's how ridiculous these discussions are.
Sign In or Register to comment.