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Official Feedback Thread for Templars

  • Nifty2g
    Nifty2g
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    Also would be nice to know if they are planing on fixing it before live, or when it goes live or if its not being fixed till next major update
    so i can decide not to play or subscribe for a whole major update for something that ruins the whole class
    Edited by Nifty2g on May 11, 2016 12:00AM
    #MOREORBS
  • 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

    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.

    Yeah but it's more on the fact that ZoS mentioned all the known bugs in patch notes 2.4.2 and it is not under there so I'm guessing they said screw it
  • Seri
    Seri
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    danno8 wrote: »
    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.
    Will keep the heavy attack as a possible fix in mind. Definitely PTS is still having issues though. Even last night with 2.4.2 I couldn't topple a guard in front of me outside Dragonclaw on 100% flat ground because "You can't jump that high". (Edit: I have vid if devs want/need).

    Good to hear it's not just me feeling the new animation felt slower and 'weird' either. Just another thing for the list of things to wish for before DB goes live.
    Edited by Seri on May 11, 2016 4:23AM
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Nifty2g
    Nifty2g
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    May as well keep tagging them till we get a response @ZOS_GinaBruno @Wrobel
    If you leave this alone you will *** up a whole class.
    #MOREORBS
  • Cinbri
    Cinbri
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    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel
    Edited by Cinbri on May 11, 2016 8:09AM
  • Radburn
    Radburn
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    Excellent news regarding the updates to both morphs of cleansing ritual; I like the trajectory Templars are on now. ZOS is listening to feedback/suggestions, communicating and implementing changes in a timely manner. Kudos to all you diligent people making this happen.




  • GoodOlPinkly
    GoodOlPinkly
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    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    @Wrobel please don't change rite of passage many templars do use this, and it will be making templars feel even less like healers....
  • Sugaroverdose
    Sugaroverdose
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    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    @Wrobel please don't change rite of passage many templars do use this, and it will be making templars feel even less like healers....
    Yeah, just remove Ulti regen from it, to make those people who use it to be more healers.
  • GoodOlPinkly
    GoodOlPinkly
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    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    @Wrobel please don't change rite of passage many templars do use this, and it will be making templars feel even less like healers....
    Yeah, just remove Ulti regen from it, to make those people who use it to be more healers.

    How about we just leave it the way it is Change=Nerf when it comes to templars
  • Joy_Division
    Joy_Division
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    Was going to make a separate thread on this, but want to make sure I am not the only one experiencing this - is Toppling Charge slower? If so, are all the other charges too?

    Let me know and if so, I will make a new thread for greater visibility.

    https://www.youtube.com/watch?v=gyNG4xQhxYM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • DDuke
    DDuke
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    Was going to make a separate thread on this, but want to make sure I am not the only one experiencing this - is Toppling Charge slower? If so, are all the other charges too?

    Let me know and if so, I will make a new thread for greater visibility.

    https://www.youtube.com/watch?v=gyNG4xQhxYM

    Yes, it is... and other charges too (except Ambush).

    Not really a big fan of the change - the only positive is that you kind of float over sorc mines now without triggering them.
  • Sugaroverdose
    Sugaroverdose
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    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    @Wrobel please don't change rite of passage many templars do use this, and it will be making templars feel even less like healers....
    Yeah, just remove Ulti regen from it, to make those people who use it to be more healers.

    How about we just leave it the way it is Change=Nerf when it comes to templars
    It's not nerf, it's removing permault possibility and thing which prevents people to L2P at all since they can just solve all problems by only one ability, this is kind of bug.

    Also i'd like to see some RD adjustments, i've played couple of days exclusively in sieges and get 3+ RD beams on me 50% of times, it should be an execute after all, not 'press me and wait for AP' button.
  • Tdroid
    Tdroid
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    I'm hoping we get Blinding Flashes back someday. It was a pretty awesome defensive ability.
  • Sugaroverdose
    Sugaroverdose
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    Tdroid wrote: »
    I'm hoping we get Blinding Flashes back someday. It was a pretty awesome defensive ability.
    I would like it as well, but seems like someone though that it's OP, can't really say because i playing only since 1.6 but it could allow me to drop shuffle and get one slot for sustain DPS.
  • GoodOlPinkly
    GoodOlPinkly
    ✭✭✭
    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    @Wrobel please don't change rite of passage many templars do use this, and it will be making templars feel even less like healers....
    Yeah, just remove Ulti regen from it, to make those people who use it to be more healers.

    How about we just leave it the way it is Change=Nerf when it comes to templars
    It's not nerf, it's removing permault possibility and thing which prevents people to L2P at all since they can just solve all problems by only one ability, this is kind of bug.

    Also i'd like to see some RD adjustments, i've played couple of days exclusively in sieges and get 3+ RD beams on me 50% of times, it should be an execute after all, not 'press me and wait for AP' button.

    Lmao just leave, we got another I can't 1vX templars in here.
  • MissBizz
    MissBizz
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    Was going to make a separate thread on this, but want to make sure I am not the only one experiencing this - is Toppling Charge slower? If so, are all the other charges too?

    Let me know and if so, I will make a new thread for greater visibility.

    https://www.youtube.com/watch?v=gyNG4xQhxYM

    @Joy_Division Yes, toppling charge feels a lot slower. I mentioned it way earlier in this thread but I wasn't sure if it was just me imagining it. It's definitely slow, and to me the animation doesn't have a smooth transition before the actual hit. Rather than gradually leap up to hit during the charge, it's like running straight ahead - mini pause - jump and strike.
    Edited by MissBizz on May 11, 2016 4:34PM
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Cinbri
    Cinbri
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    I will dissapoint you @GoodOlPinkly,anyone who using Rite of Passage for healing - bad healer. That is fact.
    Edited by Cinbri on May 11, 2016 4:40PM
  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    Cinbri wrote: »
    I will dissapoint you @GoodOlPinkly,anyone who using Rite of Passage for healing - bad healer. That is fact.

    They are not necessary bad healers. They are just not using an optimal spell for the job. They can still be good at it.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • GoodOlPinkly
    GoodOlPinkly
    ✭✭✭
    Cinbri wrote: »
    I will dissapoint you @GoodOlPinkly,anyone who using Rite of Passage for healing - bad healer. That is fact.

    I will disappoint you @Cinbri Rite of passage is very strong in PvP as why sugar is asking for a nerf towards it....
  • booksmcread
    booksmcread
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    Cinbri wrote: »
    I will dissapoint you @GoodOlPinkly,anyone who using Rite of Passage for healing - bad healer. That is fact.

    I will disappoint you @Cinbri Rite of passage is very strong in PvP as why sugar is asking for a nerf towards it....

    Personally, I would like to see Rite of Passage changed from a channel to a ground targeted ultimate (like Nova or Negate) so you can cast it on a specific area and keep using your other abilities.
  • Zheg
    Zheg
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    Cinbri wrote: »
    I will dissapoint you @GoodOlPinkly,anyone who using Rite of Passage for healing - bad healer. That is fact.

    I will disappoint you @Cinbri Rite of passage is very strong in PvP as why sugar is asking for a nerf towards it....

    Personally, I would like to see Rite of Passage changed from a channel to a ground targeted ultimate (like Nova or Negate) so you can cast it on a specific area and keep using your other abilities.

    All channels and casts are belong to templarz >:) so sayeth the combat team.
  • Sugaroverdose
    Sugaroverdose
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    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    @Wrobel please don't change rite of passage many templars do use this, and it will be making templars feel even less like healers....
    Yeah, just remove Ulti regen from it, to make those people who use it to be more healers.

    How about we just leave it the way it is Change=Nerf when it comes to templars
    It's not nerf, it's removing permault possibility and thing which prevents people to L2P at all since they can just solve all problems by only one ability, this is kind of bug.

    Also i'd like to see some RD adjustments, i've played couple of days exclusively in sieges and get 3+ RD beams on me 50% of times, it should be an execute after all, not 'press me and wait for AP' button.

    Lmao just leave, we got another I can't 1vX templars in here.
    I'm main on magplar, so your "Lmao" isn't in place here.
    There's a lot of magplars who have RD and healing ulti and thought that this two buttons spam does require skill, while other magplars do think that such people creates visibility that magplar needs to be nerfed other way, revisit RD to make it instant cast 22 meters with sightly reduced cost isn't big deal for most, returning blinding flashes with rd removal will be even better from pvp PoV.

    And i can 1vX such magplars since i run in heavy with 27k health+purifying ritual and their spam only creates unnecessary flashes on my screen.
    Edited by Sugaroverdose on May 11, 2016 5:47PM
  • GoodOlPinkly
    GoodOlPinkly
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    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    @Wrobel please don't change rite of passage many templars do use this, and it will be making templars feel even less like healers....
    Yeah, just remove Ulti regen from it, to make those people who use it to be more healers.

    How about we just leave it the way it is Change=Nerf when it comes to templars
    It's not nerf, it's removing permault possibility and thing which prevents people to L2P at all since they can just solve all problems by only one ability, this is kind of bug.

    Also i'd like to see some RD adjustments, i've played couple of days exclusively in sieges and get 3+ RD beams on me 50% of times, it should be an execute after all, not 'press me and wait for AP' button.

    Lmao just leave, we got another I can't 1vX templars in here.
    I'm main on magplar, so your "Lmao" isn't in place here.
    There's a lot of magplars who have RD and healing ulti and thought that this two buttons spam does require skill, while other magplars do think that such people creates visibility that magplar needs to be nerfed other way, revisit RD to make it instant cast 22 meters with sightly reduced cost isn't big deal for most, returning blinding flashes with rd removal will be even better from pvp PoV.

    And i can 1vX such magplars since i run in heavy with 27k health+purifying ritual and their spam only creates unnecessary flashes on my screen.

    Then let them do it no need to have unnecessary complaints about things you can easily outplay, some people enjoy playing the full healer saving the pvp raid with Rite of passage spamming and some people enjoy sitting in the back of a GROUP OF PEOPLE executing. Im defending there right to play that way and I like to run into different types of players not the same ones over and over again..

    Also sugar I believe our builds are very similiar, I also run a heavy magTemp and I don't use RD, I also only us Rite when I'm in a group which isn't frequent.
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Cinbri wrote: »
    Rite of Passage - ffs, please revamp this useless ultimate. Don't leave this "healing" ultimate that can't even save you life as it is and absolutelly useless in both PvP, PvE in its current state; having this ultimate is same as don't have Restoring Light ultimate AT ALL. With change of Dawnbreaker, magicka templars must choose Crescent Sweep to deal damage, i.e. to give up on only defensive ultimate. There was 2 good suggestion:
    1. Since new buff introduced and Restoring Light tree became offensive too - make it self-buff that will heal only caster and deal some amount of damage, so templar who now force to choose Crescent Sweep will get sustainable ultimate.
    2. Make it ground based cast: in MoL there is void zone that shooting Searing Shadows in you, why can't we have same with reduced as in previous suggestion effects cast ground rune that will shoot healing orbs around. Or make it ground based rune with same radius as NBs Comsuming Darkness tha will apply strong HoT on targets inside rune with additional morphs' effects and won't disbale caster too.
    3. Since new buff introduced and Restoring Light tree became offensive too - Make it work as self-buff that apply Major Lifesteal buff.
    Don't leave templar once again with only option to have sustainable ultimate for small-scale - becoming Vampire, that like now is mandatory for magicka build. Just make it usefull before DB comes live @Wrobel
    Healing Ritual: not viable in current form. There was 2 suggestions toward it:
    1. Make it ground based strong HoT. However i see it will be strong for healbotting zergs with Healing Ritual and Springs.
    2. We don't need competition with Springs, so: Make it work self-buff HoT for 15 sec. Ally near can activate Salvation synnergy that apply small HoT. It can have same visual as Twilight Remedy - yellow glowing heart to represent "holy" aspect.
    • a. Ritual of Rebirth - Salvation synnergy transfrom into Mercy synnergy: activating it will apply HoT and also proc exploding AoE heal (same radius as from Almalexia Mercy set).
    • b. Lingering Ritual - increasing duration of HoT and duration of Salvation synnergy HoT.
    It won't promote zerging but will make it strong for sustainable builds and will be templar "holy" version of reto-staff HoTs.
    Light Weaver: revamp.
    • a. To make our home stronger - since Restoring Light now is offensive skill tree too and keep in mind Healing Mage set - enemies inside your areas of protection have their damage (weapon/spell) reduced.
    • b. Instead of it apply Major Evasion buff when inside Rune Focus, we will be punished enough to stay inside this small house.
    Enduring Rays: same as previous but work like Shadow Barrier - aplly Major Evasion buff on you for 2 secs after activating Dawn Wrath ability, each piece of heavy armor will increase duration for 0.5 sec. It will make this passive somehow usefull and cover fact that Dawn Wrath some time ago had best defensive ablities but lost it, also it will synnergize with heavy armor for "paladin" style.
    Eclipse: if it can't be revamped into self-buff - it should get back debuff if cast was broken like Total Dark before to punish breaking free this cast. It could be like before - reduce weapon/spelldamage or since it related in lore with disabling mechanics - breaking free apply cleansable debuff that cutting mana/stamina regen to 50%. Or just remove 1 target cap.
    @Wrobel

    Interesting ideas here, and I love the idea you have that adds evasion to the passive. Its a fun concept that in some ways brings back the spirit of blinding flashes without the problems ZoS had with blinding effects. Eclipse is still awful, and I personally wish they'd turn it into reflective scales and be done with it. I'm pretty pragmatic about the changes. I also rather they just turn Charge into a golden ambush. Whatever makes ambush work in their coding, they ought to do that with Toppling Charge. Broken skills shouldn't remain broken 2 years. I recollect a similar problem with a class-powerset in City of Heroes that was more or less dead for 4 years. I hope we don't have that same issue here.
    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>
  • timidobserver
    timidobserver
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    Cinbri wrote: »
    I will dissapoint you @GoodOlPinkly,anyone who using Rite of Passage for healing - bad healer. That is fact.

    I am okay with leaving one morph as is for those players that like the skill, but they could do something better with the remaining morph.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • NBrookus
    NBrookus
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    DDuke wrote: »
    Yes, it is... and other charges too (except Ambush).

    Not really a big fan of the change - the only positive is that you kind of float over sorc mines now without triggering them.

    Well crud. Another sorc nerf. Just templar charges, or all gap closers?
  • itscompton
    itscompton
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    nagarjunna wrote: »
    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]


    Don't forget to mention the fact that since all our main damage abilities are channels with cast times we are disproportionately affected by lag. Best example: the 1.1 seconds for casting Dark Flare often turns into a good long 3 seconds between hitting the button and the flare actually going off. And even though Radiant is supposed to instantly apply the first of four ticks when activated the animation hitch of drawing the hand back and thrusting it forward before it fires often results in a 1-2 second delay in lag and gives targets time to heal out of execute range.

  • itscompton
    itscompton
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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.

    It fails all the time for me and I'm on a PS4, wired connection with 160Mb down/40Mb up so it's not client side for me.

  • dodgehopper_ESO
    dodgehopper_ESO
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    itscompton wrote: »
    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.

    It fails all the time for me and I'm on a PS4, wired connection with 160Mb down/40Mb up so it's not client side for me.

    My internet connection is really high as well. At one point (When I was actually living at my house) I had something like a 300/30 down/up and I'd get sluggish connections in cyrodiil. I've lowered it to 150 or such and I don't even notice a difference, but I'm also not there enough to be worth paying the difference in the bill. I am just curious if by client-side problem I mean software on our side, as in processor requirements. I have an 8core but that doesn't mean the game is using all 8. Honestly I don't know the answer here, I'm just sure something is amiss.
    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>
  • Zheg
    Zheg
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    itscompton wrote: »
    nagarjunna wrote: »
    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]


    Don't forget to mention the fact that since all our main damage abilities are channels with cast times we are disproportionately affected by lag. Best example: the 1.1 seconds for casting Dark Flare often turns into a good long 3 seconds between hitting the button and the flare actually going off. And even though Radiant is supposed to instantly apply the first of four ticks when activated the animation hitch of drawing the hand back and thrusting it forward before it fires often results in a 1-2 second delay in lag and gives targets time to heal out of execute range.
    So much this. Also, even though there's no official cast time on shards, because it's ground based it is affected by lag so much that it more or less has a cast time, if the skill actually lands at all. Same with nova. Templar skills are incredibly difficult to activate in lag, and we all know it's not like lag is a rare thing in cyrodiil...
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