myrrrorb14_ESO 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.
Sallington wrote: »myrrrorb14_ESO 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.
Sallington wrote: »myrrrorb14_ESO 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.
Sallington wrote: »myrrrorb14_ESO 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.
Sallington wrote: »Sallington wrote: »myrrrorb14_ESO 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.
Sallington wrote: »Sallington wrote: »myrrrorb14_ESO 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.
Sallington wrote: »Sallington wrote: »myrrrorb14_ESO 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 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.
Sallington wrote: »Sallington wrote: »myrrrorb14_ESO 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 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.
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.
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.myrrrorb14_ESO 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 !
Sallington 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.
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.myrrrorb14_ESO 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 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'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.
LeifErickson wrote: »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.
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?
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.
Burning_Talons 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.
Burning_Talons 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?
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.Burning_Talons 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.