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Official Feedback Thread for Templars

  • DDuke
    DDuke
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    Regarding Rite of Passage ulti...

    I think this could be made a more viable option by two things:
    1. Being able to move while casting it (maybe not at full movement speed though).
    2. For every healing tick, make it purge a negative effect.
  • Soris
    Soris
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    I've mixed feelings about Rite of Passage. It's so powerful in non vet campaign but it's waste of ulti points in veteran campaign, it's extremely weak.
    Maybe it needs to scale better with your level and skill level both for healing amount and the armor/resist it provides through morph and passive. Im not sure about making it mobile. I think it should just heal faster like before they changed the animation, meaning faster ticks.
    Edited by Soris on May 25, 2016 5:49PM
    Welkynd [Templar/AD/EU]
  • Solariken
    Solariken
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    If there is one thing Rite of Passage needs, it's full mobility. With a full root, I will never ever ever slot it in PvP.

    Everything else about it is just ok. The CC immunity is nice. Mobility would not make it overpowered, just more fun.

    I would also like to have one morph be oriented toward DPS characters. I'm thinking something like burning wings pop out of your back and you get Minor Expedition, Minor Force, Minor Berserk, and Minor Lifesteal for 8 seconds. How badass would that be? :D
  • Pomaikai
    Pomaikai
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    When one is up on a wall during a siege or resource fight, I'll use my Jeebus Beam on 100% healthy targets because it makes them scurry away, like cockroaches when you turn on the light in a dark room. That helps keep DK's from getting close enough to Dragon Leap onto a wall. It's an effective creator of FUD: Fear, Uncertainty, and Doubt. That's a very useful tool when one is in the fog of war.
  • Gigasax
    Gigasax
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    Pomaikai wrote: »
    When one is up on a wall during a siege or resource fight, I'll use my Jeebus Beam on 100% healthy targets because it makes them scurry away, like cockroaches when you turn on the light in a dark room. That helps keep DK's from getting close enough to Dragon Leap onto a wall. It's an effective creator of FUD: Fear, Uncertainty, and Doubt. That's a very useful tool when one is in the fog of war.

    As mentioned somewhere else:
    It´s the best debuff you can put on a target: blind fury and rage :#
    - Noractis -
    - PC EU -
  • cpuScientist
    cpuScientist
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    Has anyone else tested the thaumaturge fix. I've heard very bad things
  • Cinbri
    Cinbri
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    Why is Toppling Charge still counted as projectile and reflecting by Eclipse?
  • cpuScientist
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    Cinbri wrote: »
    Why is Toppling Charge still counted as projectile and reflecting by Eclipse?

    Ughhhh REALLY!!! Please look into this. @ZOS_GinaBruno @ZOS_JessicaFolsom
  • Pomaikai
    Pomaikai
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    Could it being considered a projectile be the reason it fails so often?
  • staracino_ESO
    staracino_ESO
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    All in all I am pretty satisfied that they mostly left us alone this cycle. >.>
  • Kilandros
    Kilandros
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    What I'd like to see happen to Rite of Passage:

    Practiced Incantation
    Cost: 120 Ultimate
    Passive: While slotted gain Minor Lifesteal and Minor Protection
    Active: Grant allies within 20m Major Lifesteal and Major Protection for 8 seconds. (I think this would make for an interesting tank ult)

    Remembrance
    Cost: 120 Ultimate
    Becomes instant cast self centered Healing over time that moves with you for 5 seconds. Grants you and allies within 20m immunity from control effects while healing allies for 4k each second. (Loses the cast time and immobilize, loses some healing effectiveness, but becomes instant cast utility/burst heal)
    Edited by Kilandros on May 28, 2016 4:17PM
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • GoodOlPinkly
    GoodOlPinkly
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    Kilandros wrote: »
    What I'd like to see happen to Rite of Passage:

    Practiced Incantation
    Cost: 120 Ultimate
    Passive: While slotted gain Minor Lifesteal and Minor Protection
    Active: Grant allies within 20m Major Lifesteal and Major Protection for 8 seconds. (I think this would make for an interesting tank ult)

    Remembrance
    Cost: 120 Ultimate
    Becomes instant cast self centered Healing over time that moves with you for 5 seconds. Grants you and allies within 20m immunity from control effects while healing allies for 4k each second. (Loses the cast time and immobilize, loses some healing effectiveness, but becomes instant cast utility/burst heal)

    PI suggestion seems real weak to me, I mean blood alter gives major life steal for 33 secs and a synergy that heals for 40%....
  • eserras7b16_ESO
    eserras7b16_ESO
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    We really need love in our ultimates i'm sure eveybody has been using either the meteor or the Fighter's Guild one. Sometimes nova in raids but?
    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
  • dodgehopper_ESO
    dodgehopper_ESO
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    All in all I am pretty satisfied that they mostly left us alone this cycle. >.>
    @staracino_ESO ,
    By leave us alone, did you mean not give us another cycle of direct or indirect nerfs to multiple abilities?
    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>
  • nudel
    nudel
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    From the patch notes:
    Extended Ritual (Cleansing Ritual morph): Increased this morph’s duration to 18/20/22/24 seconds at Ranks I/II/III/IV respectively, from 16/18/20/22 seconds. We also increased the amount of negative effects cleansed from the casting Templar to 5 from 2.

    OMG they listened! Extended Ritual is basically now a longer duration Purifying Ritual now and Ritual of Retribution takes the old Purifying Ritual's spot. :D
  • maxjapank
    maxjapank
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    •Focused Healing: •Renamed this passive ability to Sacred Ground.
    •This passive ability has gained a new effect. In addition to providing the Minor Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects.


    Is this a typo in the patch notes? I thought it was Major mending.
  • Justice31st
    Justice31st
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    maxjapank wrote: »
    •Focused Healing: •Renamed this passive ability to Sacred Ground.
    •This passive ability has gained a new effect. In addition to providing the Minor Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects.


    Is this a typo in the patch notes? I thought it was Major mending.

    Huh? The v2.4.0 patch notes says major mending.

    "Focused Healing:
    Renamed this passive ability to Sacred Ground.
    This passive ability has gained a new effect. In addition to providing the Major Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects."
    "The more you know who you are, and what you want, the less you let things upset you."
  • maxjapank
    maxjapank
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    maxjapank wrote: »
    •Focused Healing: •Renamed this passive ability to Sacred Ground.
    •This passive ability has gained a new effect. In addition to providing the Minor Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects.


    Is this a typo in the patch notes? I thought it was Major mending.

    Huh? The v2.4.0 patch notes says major mending.

    "Focused Healing:
    Renamed this passive ability to Sacred Ground.
    This passive ability has gained a new effect. In addition to providing the Major Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects."

    But The v2.4.5 patch notes says Minor Mending. So just wondering if this is a typo. I'm not in game so can't check the in-game tooltip.
  • danno8
    danno8
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    maxjapank wrote: »
    maxjapank wrote: »
    •Focused Healing: •Renamed this passive ability to Sacred Ground.
    •This passive ability has gained a new effect. In addition to providing the Minor Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects.


    Is this a typo in the patch notes? I thought it was Major mending.

    Huh? The v2.4.0 patch notes says major mending.

    "Focused Healing:
    Renamed this passive ability to Sacred Ground.
    This passive ability has gained a new effect. In addition to providing the Major Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects."

    But The v2.4.5 patch notes says Minor Mending. So just wondering if this is a typo. I'm not in game so can't check the in-game tooltip.

    It's a typo.

    The buff is Major Mending using a buff tracker on DB live.
  • maxjapank
    maxjapank
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    danno8 wrote: »
    maxjapank wrote: »
    maxjapank wrote: »
    •Focused Healing: •Renamed this passive ability to Sacred Ground.
    •This passive ability has gained a new effect. In addition to providing the Minor Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects.


    Is this a typo in the patch notes? I thought it was Major mending.

    Huh? The v2.4.0 patch notes says major mending.

    "Focused Healing:
    Renamed this passive ability to Sacred Ground.
    This passive ability has gained a new effect. In addition to providing the Major Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects."

    But The v2.4.5 patch notes says Minor Mending. So just wondering if this is a typo. I'm not in game so can't check the in-game tooltip.

    It's a typo.

    The buff is Major Mending using a buff tracker on DB live.

    Ty Danno.
  • Solariken
    Solariken
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    Burning Light is one of the most iconic and fun elements of the offensive Templar in ESO. It's a really solid passive, but I think it could be better and more organic with a broader scope.

    Currently, it has a 25% chance to deal extra damage with Aedric Spear abilities that scales with both stamina and magicka builds.

    I have been thinking about how awesome it would be to split it into two pieces like the Sorcerer Implosion passive and allow one piece a % chance to proc on ANY magic damage you deal and the other piece a % chance to proc on ANY physical damage you deal. I realize the % chance and damage amounts may need tweaked as well as the damage of some Dawn's Wrath abilities. So basically the tooltip would look something like this:

    Causing any Magic Damage has an X% chance to deal an additional Y Magic Damage. This effect has a Z second cooldown.

    Causing any Physical Damage has an X% chance to deal an additional Y Physical Damage. This effect has a Z second cooldown.

    This change would allow the Templar flavor to expand into weapon and guild skill lines. If ZOS insists on holding tight to a rigid class system, this is the type of change that would make the Templar class feel more cohesive and apply its flavor more broadly.
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