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Official Feedback Thread for Templars

  • Radburn
    Radburn
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    The reason RD gets so much attention/hate is due to its visibility, the channelled beam is always the last thing anyone sees before they die. Then that person gets the death recap window and they see how hard it hit at it's peak. If I wasn't aware how RD functions I would get frustrated myself. It is a powerful execute, no doubt, but not because of the damage it does which is pitiful above 20-30% health. In my opinion it could be considered OP because of it's long range, but that is offset by a Magplars non-existent mobility or chance to disengage.



  • cpuScientist
    cpuScientist
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    I use radiant on 100% health targets because it applies the current best debuff: Blind Rage.

    Hahahaha lol it's true though.
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Khaos_Bane wrote: »
    Van_0S wrote: »
    Khaos_Bane wrote: »
    @ZOS_GinaBruno

    Any news on a fix to the thaumaturge bug?

    Yeah this is starting to worry me now. ZoS has no issues pushing bugged code out into their live production environments.

    What bug?
    Sweeps on current PTS build isn't scales from thaumaturge CP passive, which is confirmed bug and fix confirmed to be released before DB hits live.

    Is this fixed yet?

    The bug with Thaumaturge is being fixed in the PTS incremental patch on Monday.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • dodgehopper_ESO
    dodgehopper_ESO
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    AGrz5585 wrote: »
    Is balanced warrior getting changed this patch to increase spell damage as well as stamina damage, or is that still a dream?

    I really don't think we need more spellpower. They should rename it Balanced Defender and have it give physical and spell resists. I would remove the now-homeless weapon power buff, and have Illuminate give Minor Brutality to compensate, but that is just me.

    This suggestion makes me ill. Balanced Warrior and its weapon damage and defensiveness, along with the spear skill were a big reason I chose Templar long ago as a warrior class.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Zheg wrote: »
    Zheg wrote: »
    AfkNinja wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.

    https://www.youtube.com/watch?v=5rdfC5nMB1s

    It`s not broken... not at all
    AOECAPS wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P

    CANT ... is too complicated!!!

    I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?

    you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.

    THIS is exactly why the 'forumplars' get so frustrated. I'm really not trying to be rude, but you're grossly misinformed. The cast time of jesus beam is 3 seconds with the passive active, watching the video you can CLEARLY see the ticks scrolling on the right side of the screen, and you can clearly see in the death recap that the total damage of the full cast of the first jesus beam did 13k damage - OVER THREE SECONDS. You're wrong. How can we have an intelligent discussion if people can't even make the distinction between 1 second and 3 seconds?

    And yes, lots and lots of jesus beam videos, all proven to be utter garbage as soon as they're posted and an intelligent person looks at them. I feel like I say this every other post lately, but again, show me a video where it's actually overperforming on a well-structured build and I'll come around to the best ways to tune the skill, until then - take your "1 second" logic and leave.

    I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.

    This frustrates me as well. I play as a Stamplar and the only times I get killed by RD is when it is MY FAULT. The skill is not threatening at all, and if you get me when I'm at 10% of my health, you would have gotten me with any other execute in the game.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Zheg wrote: »
    [*] "Affected by might of the guild bonus" - wut? Do you know how empower works? On a channel like jesus beam it will affect the first tick of damage, much like it does with sweeps/jabs. If you empower a skill like dark flare or frags, then the entire damage will be empowered.
    [/list]

    It afect 1st tick which is enough if target is below 30% hp.Sweeps/jabs dont recieve 300%^dmg bonus. Countered by SPAM purge ? RLY? Why look at all from ZERG perespective? How many healer you will have. Because DD can spam Beam but if you have healer spam purge and rely on hots ... you have no heal. Or you have one less. I see ppl melted from beams since beta. And not because no resist or no skill. Is because is the mosta lazy high dmg long range *** ass execute in game. This + giving it to the best suited healer class in game is game breaking enough. And once again dont look at all form zerg perespective. Not every grp have 2 purge spamers and 3 main healers. (and i hope you know what global cd is)

    And yes my main is not templar but i do lvl one. to v7 (in cyro mostly) so i know how balanced this skill is :)

    Radiant Destruction is a new skill that replaced Blinding Flashes, which by the way is the skill we had in beta, and for a year after the game went live at least. I know because I used this skill and was not happy about the change. Efficient purge is an awesome skill, please don't downplay its importance or effectiveness in Cyrodiil. It is by the way better at purging for the team than the Templar cleanse. I have actually played the class since the beginning, and I think your assessment needs rethinking. I'd also like to add that the Empower on the first tick is not as huge as you consider it to be. Dark Flare hits harder generally, its big downside is the long cast time. For sudden and surprising burst though it is brutal. There is nothing surprising about RD. It places a gigantic glowing beam on you that is impossible to miss. At any regard the Final Tick is the most important one to be worried about. If you get killed on the first tick, you were dead anyway by just about any hard hitting skill (not even just executes).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Radburn wrote: »
    The reason RD gets so much attention/hate is due to its visibility, the channelled beam is always the last thing anyone sees before they die. Then that person gets the death recap window and they see how hard it hit at it's peak. If I wasn't aware how RD functions I would get frustrated myself. It is a powerful execute, no doubt, but not because of the damage it does which is pitiful above 20-30% health. In my opinion it could be considered OP because of it's long range, but that is offset by a Magplars non-existent mobility or chance to disengage.



    This is actually one of the big weaknesses of the class. Every move is so obvious and visible. You can't possibly miss it unless your latency is awful. Templar moves are slow, bright, and slow down the Templar. They also telegraph their motions a lot, which is why I don't even bother with Blazing Spear (which by the way I had no idea why they nerfed the damage on this skill. Its a terrible cc and terrible for damage).
    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>
  • Runkorko
    Runkorko
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    If you get killed on the first tick, you were dead anyway by just about any hard hitting skill (not even just executes).

    Agree. The problem come with stacking. 1 Jesus Beam is not the prob. But 2 or more is equal to teleport to nearest keep. You know when ppl run in grp and use TS. I hope you know what target caller means. When they switch targets / even if target is full hp/ ALL templars in grp JB dat target from the start, rest of the dpsers bring the poor fella below 50% and he`s dead, because of JB execute proc. No healer can save him, and even if they purge help him= fear the healers= repeat=gg. Yes purge is efectve but you cant purge when run in fear. There is no other execute like this. To be cast at full hp target and stil be efective.

    And one more thing. Both cleans and purge have 12 yards range, and both RD morphs have 28. And RD get even more range from Reach pasive.
    Edited by Runkorko on May 22, 2016 7:58PM
  • cpuScientist
    cpuScientist
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    If you get killed on the first tick, you were dead anyway by just about any hard hitting skill (not even just executes).

    Agree. The problem come with stacking. 1 Jesus Beam is not the prob. But 2 or more is equal to teleport to nearest keep. You know when ppl run in grp and use TS. I hope you know what target caller means. When they switch targets / even if target is full hp/ ALL templars in grp JB dat target from the start, rest of the dpsers bring the poor fella below 50% and he`s dead, because of JB execute proc. No healer can save him, and even if they purge help him= fear the healers= repeat=gg. Yes purge is efectve but you cant purge when run in fear. There is no other execute like this. To be cast at full hp target and stil be efective.

    And one more thing. Both cleans and purge have 12 yards range, and both RD morphs have 28. And RD get even more range from Reach pasive.

    This is a silly argument against RD. This sounds like a problem with getting Zerged down. If they were spamming flame reach you would still be dead. That's how ZERGS work. Alot of people spamming you, kills you. Come on man.....
  • Runkorko
    Runkorko
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    Wont argue. Is broken. Will be fixed. Nuf said.
  • cpuScientist
    cpuScientist
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    Wont argue. Is broken. Will be fixed. Nuf said.

    How is it broken. Because if a bunch of players zoom in on you, and target you only. You don't make it. Once again that's how ZERGS work...
  • AfkNinja
    AfkNinja
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    Wont argue. Is broken. Will be fixed. Nuf said.

    Stop trying to convince US it's broken, it isn't. ZOS is the one who determines if it is over performing, if you have no evidence to show you they are not going to listen. They already reviewed it and it seems they agree it is not over performing. The damn thing only does 3,500 dps from 100%-40% hp. If you are complaining about it executing you well...it's an execute. Maybe go a little more defensive with your build, full glass cannon gets countered by Radiant. Dodge roll spam gets countered by Radiant, it's what it was designed to do.

    Reducing the range will not stop it from killing you. Making it dodge-rollable will make the skill useless like it was in IC.

    No matter how you try to prove it, no one really believes 3500 dps is OP.

    This whole problem wouldn't exist if ZOS would cut out the overflow dmg on the death recap. Any dmg over your hp should just disappear cause it didn't do anything. People would stop seeing these 21-25k death recaps and thinking it was one hit.
  • cpuScientist
    cpuScientist
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    AfkNinja wrote: »
    Wont argue. Is broken. Will be fixed. Nuf said.

    Stop trying to convince US it's broken, it isn't. ZOS is the one who determines if it is over performing, if you have no evidence to show you they are not going to listen. They already reviewed it and it seems they agree it is not over performing. The damn thing only does 3,500 dps from 100%-40% hp. If you are complaining about it executing you well...it's an execute. Maybe go a little more defensive with your build, full glass cannon gets countered by Radiant. Dodge roll spam gets countered by Radiant, it's what it was designed to do.

    Reducing the range will not stop it from killing you. Making it dodge-rollable will make the skill useless like it was in IC.

    No matter how you try to prove it, no one really believes 3500 dps is OP.

    This whole problem wouldn't exist if ZOS would cut out the overflow dmg on the death recap. Any dmg over your hp should just disappear cause it didn't do anything. People would stop seeing these 21-25k death recaps and thinking it was one hit.

    This Exactly
  • Mojmir
    Mojmir
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    can anyone on PTS confirm the fixed thaumaturge for sweeps/jabs
  • Van_0S
    Van_0S
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    Khaos_Bane wrote: »
    Van_0S wrote: »
    Khaos_Bane wrote: »
    @ZOS_GinaBruno

    Any news on a fix to the thaumaturge bug?

    Yeah this is starting to worry me now. ZoS has no issues pushing bugged code out into their live production environments.

    What bug?
    Sweeps on current PTS build isn't scales from thaumaturge CP passive, which is confirmed bug and fix confirmed to be released before DB hits live.

    Is this fixed yet?

    The bug with Thaumaturge is being fixed in the PTS incremental patch on Monday.

    @Mojmir
  • Mojmir
    Mojmir
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    Van_0S wrote: »
    Khaos_Bane wrote: »
    Van_0S wrote: »
    Khaos_Bane wrote: »
    @ZOS_GinaBruno

    Any news on a fix to the thaumaturge bug?

    Yeah this is starting to worry me now. ZoS has no issues pushing bugged code out into their live production environments.

    What bug?
    Sweeps on current PTS build isn't scales from thaumaturge CP passive, which is confirmed bug and fix confirmed to be released before DB hits live.

    Is this fixed yet?

    The bug with Thaumaturge is being fixed in the PTS incremental patch on Monday.

    @Mojmir

    i saw that,thanks. but i wanted to see if it IS fixed. historically "fixed" carries little weight until a player tests it for them.
  • MikeB
    MikeB
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    It's hilarious that those whom have never played a templar at V16 complain to nerf Radiant Destruction. If you actually play a Magplar you would know that above 10% HP it blows. We're talking ~12-13k (non-crits) over 3 seconds in PvP. People see that 20-30k crit and go "OMGNERF!!" when those crits only happen when a light attack would have killed you i.e. 5% HP or less.
  • Lyar09
    Lyar09
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    Can there be an animation when burning light procs? I'd love to see a little flare or something knowing when I'm getting my proc :)

    Just an idea for something added on. I feel like Templar animations can get monotonous at times compared to other classes.
    PC/NA | twitch.tv/ohhlyar | youtube.com/lyaryt
  • Cinbri
    Cinbri
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    Lyar09 wrote: »
    Can there be an animation when burning light procs? I'd love to see a little flare or something knowing when I'm getting my proc :)

    Just an idea for something added on. I feel like Templar animations can get monotonous at times compared to other classes.
    Ritual of Retribution have yellow flashes when DoT hits, it could be used for BL too.
    Healing Ritual:
    In addition to my previous suggestion to turn it into self-HoT "Heart of Sun":
    Cinbri wrote: »
    2. revamp morph into Ritual of Vengeance: same as Rebirth, to make it viable for small-scale/solo: make it as unique class self-HoT to fit theme of healing templar tree, so templar won't require resto-staff for self-HoT:: "apply 15 sec HoT on yourself, grant Minor Force buff, ally can activate Salvation synnergy that will grant small HoT." Visually it doesnt even need to change from twilight proc:
    Visually HoT could take same animation as twilight remedy set of glowing heart and Minor Force purple hands:
    twil.jpg
    3. Ritual of Rebirth: "apply 15 sec HoT on yourself, grant Minor Mending buff, ally can activate Salvation synnergy that will grant small HoT."
    But instead of purple glow of Minor Force, it grant yellow glowing hands of Minor Mending just like old one from sorcs Ward that not using anymore:
    sorc_buff.jpg
    Just like Cleansing Ritual became offense-defense morphs, same could be done with Healing Ritual, visually it will be easily to determine which morph used by glowing hands: "defensive" yellow glowing or "offensive" purple glowing.
    It will fit templars as "sun warriors" perfectly, and i believe with such change many people will start use it.
    Here is another suggetion to fit "House" theme - transform it into small summoned Sun: to make it ground based HoT or make it as self-buff that do nothing but have chance to proc ground-based HoT when recieve damage with unique visual effect to fit "Sun" theme: proc like Warden Shadow Orb but instead of orb switch Healing Ritual's Sun Orb and yellow glow aura from same skill,
    ritual.jpg
    to get something like this:
    Floating ground-based Sun
    rit4.jpg
    Edited by Cinbri on May 24, 2016 8:34AM
  • Norakai
    Norakai
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    I tried puncturing Sweeps now on PTS, the dmg scales with traumaturge, buuut i do way less dmg with em on PTS then on live server.... is that intantionally ? I can´t get the same dps even with 100 pts in Traumaturge.
  • Van_0S
    Van_0S
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    Norakai wrote: »
    I tried puncturing Sweeps now on PTS, the dmg scales with traumaturge, buuut i do way less dmg with em on PTS then on live server.... is that intantionally ? I can´t get the same dps even with 100 pts in Traumaturge.

    @ZOS_GinaBruno, @Wrobel, @ZOS_RichLambert, @ZOS_JessicaFolsom
  • Sallington
    Sallington
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    Radburn wrote: »
    The reason RD gets so much attention/hate is due to its visibility, the channelled beam is always the last thing anyone sees before they die. Then that person gets the death recap window and they see how hard it hit at it's peak. If I wasn't aware how RD functions I would get frustrated myself. It is a powerful execute, no doubt, but not because of the damage it does which is pitiful above 20-30% health. In my opinion it could be considered OP because of it's long range, but that is offset by a Magplars non-existent mobility or chance to disengage.

    Agreed. If you're getting wailed on by 5-10 people, and there's a Templar nearby, there's a 99% chance the last thing you see on your death recap is RD. It's not like you would have survived if you didn't get hit by RD though.

    And as far as ticks above 30% hp..... there's been post of people complaining about RD, and in the same post is a combat log of RD CRITTING for like 2k a tick. Any HoT would heal through that. Then there's the good ol' screenshots of RD hitting for 20-30k, when you're in execute range but are getting BoL heals while RD is ticking. OF course 3 full seconds of execute ticks is going to show like that on your death recap. What do you think 3 Executioners looks like on your death recap if you keep getting healed at 10% HP?

    Lots of misinformation is caused by those death recaps, I swear.
    Edited by Sallington on May 24, 2016 3:16PM
    Daggerfall Covenant
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  • EgoRush
    EgoRush
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    If you get killed on the first tick, you were dead anyway by just about any hard hitting skill (not even just executes).

    Agree. The problem come with stacking. 1 Jesus Beam is not the prob. But 2 or more is equal to teleport to nearest keep. You know when ppl run in grp and use TS. I hope you know what target caller means. When they switch targets / even if target is full hp/ ALL templars in grp JB dat target from the start, rest of the dpsers bring the poor fella below 50% and he`s dead, because of JB execute proc. No healer can save him, and even if they purge help him= fear the healers= repeat=gg. Yes purge is efectve but you cant purge when run in fear. There is no other execute like this. To be cast at full hp target and stil be efective.

    And one more thing. Both cleans and purge have 12 yards range, and both RD morphs have 28. And RD get even more range from Reach pasive.

    Omg, 2 or more Wrecking Blows, 2 or more Dark Flares, 2 or more Crystal Frags would nuke you instantly too, all of which can have their full power Empowered. Call a target and have a group use any of those all on one person. Your arguments against Radiant Destruction are severely flawed, yet you persist out of stubbornness and cause this thread to become page after page of RD whingeing. Perhaps what you really want ZOS to do is boost all defenses by 1000% while doing nothing to the damage? That way you can have a 5 minute fight with someone failing to kill them instead of needing decent reaction skills to deal with burst builds?
    Server: EU Pact
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    Character: Oriantha (Templar Healer), Zelda's Inferno (Dragonknight Tank), The Lumen Sage (Stamina Sorcerer DD), The Umbra Witch (Magicka Nightblade DD), Flirts-With-Boys (Stamina Nightblade DD), Oriantha Ellesidil (Magicka Sorcerer DD/healer), Wariantha (Magicka Warden in the making)

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  • cpuScientist
    cpuScientist
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    EgoRush wrote: »
    If you get killed on the first tick, you were dead anyway by just about any hard hitting skill (not even just executes).

    Agree. The problem come with stacking. 1 Jesus Beam is not the prob. But 2 or more is equal to teleport to nearest keep. You know when ppl run in grp and use TS. I hope you know what target caller means. When they switch targets / even if target is full hp/ ALL templars in grp JB dat target from the start, rest of the dpsers bring the poor fella below 50% and he`s dead, because of JB execute proc. No healer can save him, and even if they purge help him= fear the healers= repeat=gg. Yes purge is efectve but you cant purge when run in fear. There is no other execute like this. To be cast at full hp target and stil be efective.

    And one more thing. Both cleans and purge have 12 yards range, and both RD morphs have 28. And RD get even more range from Reach pasive.

    Omg, 2 or more Wrecking Blows, 2 or more Dark Flares, 2 or more Crystal Frags would nuke you instantly too, all of which can have their full power Empowered. Call a target and have a group use any of those all on one person. Your arguments against Radiant Destruction are severely flawed, yet you persist out of stubbornness and cause this thread to become page after page of RD whingeing. Perhaps what you really want ZOS to do is boost all defenses by 1000% while doing nothing to the damage? That way you can have a 5 minute fight with someone failing to kill them instead of needing decent reaction skills to deal with burst builds?

    Yea he goes around the threads doing this. Time to move on from this argument.
  • cpuScientist
    cpuScientist
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    Has anyone else tested the thaumaturge fix. Did they do some kind of ninja nerf?
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    We should not be ignored simply coz not drowning forum in QQ threads.
    Templars problems and feedback: @ZOS_JessicaFolsom
    1. Class ultimates are pretty weak or too situational:
    • Nova: it is very expensive ultimate that is very situational in PvP - it apply debuff on enemy, but just to fully negate this debuff enemy can press roll-dodge button 1 time to leave AoE. And than not just damage but also mitigation just wasted for nothing, unlike Nova dk Standart apply buffs on caster and even if there is no enemies in radius it still giving huge benefits to caster. Nova morphs also very weak: Solar Prison - increasing damage from synnergy is very weak effect, in comparison with Standart: Shifting Standard - you can move Standard to a new location, refreshing its duration; it means not just ult hit for twice more but you can activate Shackle synnergy 2 times = increase damage for 100%. Solar Disturbance - snares enemies standing in the area; as it was said it require just 1 roll-dodge to get out of ult radius, snare here won't do anything especially against stamina builds who can get immunity to snares; while Standard of Might - Increase damage done and reduce damage taken while near standard, so it works 100% for caster even if there is zero enemies in ult radius.
    • Rite of Passage - group ultimate that has 2 problems in PvP - First: it rooting and disbling caster, i.e. punishing him from doing anything, and Second: it is easily countered by healing debuffs - that making first restriction too punishing. In PvE this ult simply no needed coz best way not to get damage is kill target faster and there ults like Agressive Horn are much more needed while spells like Iluustrious Healing can easily do RoP job to keep allies alive without wasting ult points.
    • Radial Sweep - i talked about all problem of it in my discussion.
    Easiest way to fix or at least decrease its problem is small requested change to Empowering sweep above.
    2. Weak class passives: with change of Sacred Ground only Dawn Wrath tree left with very weak passives like Enduring Rays.
    3. Only class without AoE CC: partly fixed due to making Cleansing Ritual as magicka imitation of Caltrops.
    4. Some defensive skills are nerfed and not viable anymore, templar left only with 1 option to buff its healing by Sacred Ground and spam it, it is class unique mehcnaic butbeen able to only outheal already recieved damage without possibility to decrease it is too punishing: from poisons meta templar will get biggest adavantage due to class purge but in situations where poisons won't be involved(i believe it will me majority of time) there won't be much advantage of it.
    a. Eclipse - mechanic that based on enemy's CC is flawed mechanic. In addition to this skill lost such strong points like:
    • a. ability to intercept projectiles - it helped against skillfull enemies, tho without it enemy just CC break without proc refelcts and tho negate bonuses like healing returns from Total Dark.
    • b. ability to refelect melee skills - i.e. those skills that really hitting hard and should be reflectable, while only hard hitting range skill is Snipe but it's range bigger than Eclipse and thus making it uneffective vs strong range atacks.
    • c. compensation for CC based debuff - dealing AoE damage is not that important for support skill but current mechanic has another weakness - magnetic explosion will apply on CC immune enemy for 6 sec, so there is no way to effectively affect enemy with CC immunity, making skill absolutely useless in thus time frames.
      While before it was nice compensation - Total Dark had damage debuff on enemy that would proc on enemy after CC break and was affecting enemy for full duration of CC immunity and could be reapplied on CC immune enemy. Result - enemy who countered TD with Break Free was forced to either use purge skill to get rid of debuff or was forced to be affected by it; in time frame of CC immunity it also grants possibility to affect enemy with this skill by damage debuff. So, skill could work no matter the situation.
    • d. no-cap target - defensive skills mainly need for outnumbered situation and without cap target Eclipse was helping to ''even the odds" according to death recap, in cost of wasting much mana pool on it. After cap with current mechanic skill became too weak. However spamming skill on more than 3-4 enemies is uneffective and thos cap could be increased to 2-3 targets.
    b. Such buffs like Major Evasion could help to increase tankiness and adding it as passive proc to Dawn Wrath tree could help solve paragraph 3 and 2 problems. Or may Eclipse proc Major Evasion for 6 sec, so even if it won't be possible to use reflect vs immune enemy it will still buff templar with possibility to decrease damage.
    P.S.: before TG patch ther was bug that allowed Cleansing Ritual to dispel projectiles. If it would remain as unique effect, we simply won't need any other changes for defense.
    5. Templar is only class that don't have skill that restore flat amount of stamina, thus making him little bit weaker tank than others. Repentance is situational skill and not working, for example in PvP duels or PvE tanking, the only way for him to restore stamina is count on healer who will drop Shards for him, while other classes can easily be self-sustainable. Change to Radiant Aura to restore flat amount of resouces would solve this problem and made this morph usefull, coz right now it is easily to get regen buffs by potions in both PvE/PvP and this morph simply not working and also have drawbak: activating block negating stamina regen buff, tho it decreasing effectiveness of morph for like 30%.
    6. Weak skills and morphs:
    • Solar Barrage: even with empower in PvE it is dps loss in compare with Blazing Spear that deal damage in same radius, apply DoT where DoT proc Burning Light passive, in PvP Blazing Spear just much more usable due to it being range skill with CC. Its mechanic could be changed to like self-buff deferred explosion with visual taken from Eclipse (where it doesn't need at all).
      image.jpg
    • Luminous Shards: same as barrage, this morph loosing too much usability to Blazing Spear morph. Its CC is too weak and mana returns are too small. With change of it somehow proc stamina returns not only for synnergizer but for caster too(like - restore stamina when inside your AOE) in cost or removed CC and mana returns would be another way to fix problem from paragraph 4 - self-sustain.
    • Healing Ritual: useless in both PvE and PvP due to there is no need of skill that imitating Grand Healing but with restrictions of loosing mobility by cast time and being interruptable, it also negate possibilty to use block in right moment to decrease incoming damage. Mechanic of burst healing also decreasing its effectiveness in compare to Grand Healing in PvE; for example in vMoL on 1st boss Shield Phase - it is easy to heal target with Grand Healing from a healer and Breath of Life from another healer, but is imposible to do even if both healers will cast Healing Ritual. So, we simply don't need it in current form, it has zero value for solo/small-scales and almost no value in large PvP battles(except spamming it outside of tower to heal allies inside of it) or PvE content. I had two suggestion: either make it self-HoT to imitate Regeneration skill to fit healing tree
      Cinbri wrote: »
      Or revamp morph into Ritual of Vengeance: same as Rebirth, to make it viable for small-scale/solo: make it as unique class self-HoT to fit theme of healing templar tree, so templar won't require resto-staff for self-HoT:: "apply 15 sec HoT on yourself, grant Minor Force buff, ally can activate Salvation synnergy that will grant small HoT." Visually it doesnt even need to change from twilight proc:
      Visually HoT could take same animation as twilight remedy set of glowing heart and Minor Force purple hands:
      twil.jpg
      3. Ritual of Rebirth: "apply 15 sec HoT on yourself, grant Minor Mending buff, ally can activate Salvation synnergy that will grant small HoT."
      But instead of purple glow of Minor Force, it grant yellow glowing hands of Minor Mending just like old one from sorcs Ward that not using anymore:
      sorc_buff.jpg
      Just like Cleansing Ritual became offense-defense morphs, same could be done with Healing Ritual, visually it will be easily to determine which morph used by glowing hands: "defensive" yellow glowing or "offensive" purple glowing.
      It will fit templars as "sun warriors" perfectly, and i believe with such change many people will start use it.
      or to make it ground-based AoE HoT that can't be casted more than 1 time for 1 caster
      Cinbri wrote: »
      Here is another suggetion to fit "House" theme - transform it into small summoned Sun: to make it ground based HoT or make it as self-buff that do nothing but have chance to proc ground-based HoT when recieve damage with unique visual effect to fit "Sun" theme: proc like Warden Shadow Orb but instead of orb switch Healing Ritual's Sun Orb and yellow glow aura from same skill,
      ritual.jpg
      to get something like this:
      Floating ground-based Sun
      rit4.jpg
      Any of it would make skill viable in both PvP and PvE.

    Edited by Cinbri on May 25, 2016 10:38AM
  • Cinbri
    Cinbri
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    ✭✭✭✭
    Currently on pts Luminous Shards bugged and apply disorient on 2 enemies instead of 1:
  • Zheg
    Zheg
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    ✭✭✭✭
    I agree with what was said about Nova @Cinbri , but one of the other problems it suffers from that ZOS keeps ignoring is that it is ground targeted and performs MISERABLY even in modest lag. There are many fights against groups that are literally over before my nova drops, and I started trying to cast it (with immovable pot up, no negates down) before we even collided. There's nothing quite like watching my brand new nova drop seconds later on a bunch of now dead bodies.

    Shards suffer from the same fate. It's our ONE CC that goes through block, and most templars stop using it in lag because it doesn't even register. What utter garbage.
    Edited by Zheg on May 25, 2016 1:15PM
  • Ashamray
    Ashamray
    ✭✭✭✭✭
    Zheg wrote: »
    I agree with what was said about Nova @Cinbri , but one of the other problems it suffers from that ZOS keeps ignoring is that it is ground targeted and performs MISERABLY even in modest lag. There are many fights against groups that are literally over before my nova drops, and I started trying to cast it (with immovable pot up, no negates down) before we even collided. There's nothing quite like watching my brand new nova drop seconds later on a bunch of now dead bodies.

    Shards suffer from the same fate. It's our ONE CC that goes through block, and most templars stop using it in lag because it doesn't even register. What utter garbage.

    Clunky templar gameplay as it is.
    Edited by Ashamray on May 25, 2016 3:17PM
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  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Cinbri wrote: »
    We should not be ignored simply coz not drowning forum in QQ threads.
    Templars problems and feedback: @ZOS_JessicaFolsom
    1. Class ultimates are pretty weak or too situational:
    • Nova: it is very expensive ultimate that is very situational in PvP - it apply debuff on enemy, but just to fully negate this debuff enemy can press roll-dodge button 1 time to leave AoE. And than not just damage but also mitigation just wasted for nothing, unlike Nova dk Standart apply buffs on caster and even if there is no enemies in radius it still giving huge benefits to caster. Nova morphs also very weak: Solar Prison - increasing damage from synnergy is very weak effect, in comparison with Standart: Shifting Standard - you can move Standard to a new location, refreshing its duration; it means not just ult hit for twice more but you can activate Shackle synnergy 2 times = increase damage for 100%. Solar Disturbance - snares enemies standing in the area; as it was said it require just 1 roll-dodge to get out of ult radius, snare here won't do anything especially against stamina builds who can get immunity to snares; while Standard of Might - Increase damage done and reduce damage taken while near standard, so it works 100% for caster even if there is zero enemies in ult radius.
    • Rite of Passage - group ultimate that has 2 problems in PvP - First: it rooting and disbling caster, i.e. punishing him from doing anything, and Second: it is easily countered by healing debuffs - that making first restriction too punishing. In PvE this ult simply no needed coz best way not to get damage is kill target faster and there ults like Agressive Horn are much more needed while spells like Iluustrious Healing can easily do RoP job to keep allies alive without wasting ult points.
    • Radial Sweep - i talked about all problem of it in my discussion.
    Easiest way to fix or at least decrease its problem is small requested change to Empowering sweep above.
    2. Weak class passives: with change of Sacred Ground only Dawn Wrath tree left with very weak passives like Enduring Rays.
    3. Only class without AoE CC: partly fixed due to making Cleansing Ritual as magicka imitation of Caltrops.
    4. Some defensive skills are nerfed and not viable anymore, templar left only with 1 option to buff its healing by Sacred Ground and spam it, it is class unique mehcnaic butbeen able to only outheal already recieved damage without possibility to decrease it is too punishing: from poisons meta templar will get biggest adavantage due to class purge but in situations where poisons won't be involved(i believe it will me majority of time) there won't be much advantage of it.
    a. Eclipse - mechanic that based on enemy's CC is flawed mechanic. In addition to this skill lost such strong points like:
    • a. ability to intercept projectiles - it helped against skillfull enemies, tho without it enemy just CC break without proc refelcts and tho negate bonuses like healing returns from Total Dark.
    • b. ability to refelect melee skills - i.e. those skills that really hitting hard and should be reflectable, while only hard hitting range skill is Snipe but it's range bigger than Eclipse and thus making it uneffective vs strong range atacks.
    • c. compensation for CC based debuff - dealing AoE damage is not that important for support skill but current mechanic has another weakness - magnetic explosion will apply on CC immune enemy for 6 sec, so there is no way to effectively affect enemy with CC immunity, making skill absolutely useless in thus time frames.
      While before it was nice compensation - Total Dark had damage debuff on enemy that would proc on enemy after CC break and was affecting enemy for full duration of CC immunity and could be reapplied on CC immune enemy. Result - enemy who countered TD with Break Free was forced to either use purge skill to get rid of debuff or was forced to be affected by it; in time frame of CC immunity it also grants possibility to affect enemy with this skill by damage debuff. So, skill could work no matter the situation.
    • d. no-cap target - defensive skills mainly need for outnumbered situation and without cap target Eclipse was helping to ''even the odds" according to death recap, in cost of wasting much mana pool on it. After cap with current mechanic skill became too weak. However spamming skill on more than 3-4 enemies is uneffective and thos cap could be increased to 2-3 targets.
    b. Such buffs like Major Evasion could help to increase tankiness and adding it as passive proc to Dawn Wrath tree could help solve paragraph 3 and 2 problems. Or may Eclipse proc Major Evasion for 6 sec, so even if it won't be possible to use reflect vs immune enemy it will still buff templar with possibility to decrease damage.
    P.S.: before TG patch ther was bug that allowed Cleansing Ritual to dispel projectiles. If it would remain as unique effect, we simply won't need any other changes for defense.
    5. Templar is only class that don't have skill that restore flat amount of stamina, thus making him little bit weaker tank than others. Repentance is situational skill and not working, for example in PvP duels or PvE tanking, the only way for him to restore stamina is count on healer who will drop Shards for him, while other classes can easily be self-sustainable. Change to Radiant Aura to restore flat amount of resouces would solve this problem and made this morph usefull, coz right now it is easily to get regen buffs by potions in both PvE/PvP and this morph simply not working and also have drawbak: activating block negating stamina regen buff, tho it decreasing effectiveness of morph for like 30%.
    6. Weak skills and morphs:
    • Solar Barrage: even with empower in PvE it is dps loss in compare with Blazing Spear that deal damage in same radius, apply DoT where DoT proc Burning Light passive, in PvP Blazing Spear just much more usable due to it being range skill with CC. Its mechanic could be changed to like self-buff deferred explosion with visual taken from Eclipse (where it doesn't need at all).
      image.jpg
    • Luminous Shards: same as barrage, this morph loosing too much usability to Blazing Spear morph. Its CC is too weak and mana returns are too small. With change of it somehow proc stamina returns not only for synnergizer but for caster too(like - restore stamina when inside your AOE) in cost or removed CC and mana returns would be another way to fix problem from paragraph 4 - self-sustain.
    • Healing Ritual: useless in both PvE and PvP due to there is no need of skill that imitating Grand Healing but with restrictions of loosing mobility by cast time and being interruptable, it also negate possibilty to use block in right moment to decrease incoming damage. Mechanic of burst healing also decreasing its effectiveness in compare to Grand Healing in PvE; for example in vMoL on 1st boss Shield Phase - it is easy to heal target with Grand Healing from a healer and Breath of Life from another healer, but is imposible to do even if both healers will cast Healing Ritual. So, we simply don't need it in current form, it has zero value for solo/small-scales and almost no value in large PvP battles(except spamming it outside of tower to heal allies inside of it) or PvE content. I had two suggestion: either make it self-HoT to imitate Regeneration skill to fit healing tree
      Cinbri wrote: »
      Or revamp morph into Ritual of Vengeance: same as Rebirth, to make it viable for small-scale/solo: make it as unique class self-HoT to fit theme of healing templar tree, so templar won't require resto-staff for self-HoT:: "apply 15 sec HoT on yourself, grant Minor Force buff, ally can activate Salvation synnergy that will grant small HoT." Visually it doesnt even need to change from twilight proc:
      Visually HoT could take same animation as twilight remedy set of glowing heart and Minor Force purple hands:
      twil.jpg
      3. Ritual of Rebirth: "apply 15 sec HoT on yourself, grant Minor Mending buff, ally can activate Salvation synnergy that will grant small HoT."
      But instead of purple glow of Minor Force, it grant yellow glowing hands of Minor Mending just like old one from sorcs Ward that not using anymore:
      sorc_buff.jpg
      Just like Cleansing Ritual became offense-defense morphs, same could be done with Healing Ritual, visually it will be easily to determine which morph used by glowing hands: "defensive" yellow glowing or "offensive" purple glowing.
      It will fit templars as "sun warriors" perfectly, and i believe with such change many people will start use it.
      or to make it ground-based AoE HoT that can't be casted more than 1 time for 1 caster
      Cinbri wrote: »
      Here is another suggetion to fit "House" theme - transform it into small summoned Sun: to make it ground based HoT or make it as self-buff that do nothing but have chance to proc ground-based HoT when recieve damage with unique visual effect to fit "Sun" theme: proc like Warden Shadow Orb but instead of orb switch Healing Ritual's Sun Orb and yellow glow aura from same skill,
      ritual.jpg
      to get something like this:
      Floating ground-based Sun
      rit4.jpg
      Any of it would make skill viable in both PvP and PvE.


    Good points. Good ideas.
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