Joy_Division wrote: »
That's 45K health. In your "amazing protection" heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. What's a joke is that Zenimax's "fix" for the whole proc set problem would have done nothing.
Now you and Zenimax want me to run around in Light Armor with 25K health, right? Game is a joke. Every mechanic in this game is totally busted because players can keep pushing the numbers to ridiculously high levels. Heavy armor is not amazing protection. It's required for anyone who actually wants to press a few buttons before getting instantly vaporized.
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't even Call of Duty. It's a joke and why so many people can't stand the NB class.
Breath of Life - Remember a few months ago when ZOS brought up the subject of "smart heals" in their patch notes? BoL is not one of the smart ones. It's ridiculous that I have to run myself out of magicka just to get 1 or 2 of my own heals to land on me. If it was truly smart, it'd prioritize the caster, then the group/raid and lastly people outside the group/raid.
UppGRAYxDD wrote: »Templars are praying to the gods old and new for no more nerfs and a massive buff to stamplars .....
So VERY true!
I Main a Stamplar...and I'll pray to whomever it takes, to be able to ACTUALLY use Templar skills without gimping myself
It's the only character I have out of the 21 so far over 3 accounts...that is BETTER served NOT using class skills.
Joy_Division wrote: »I PvPed last night and thought about how terrible Blazing Spear will be in the next patch every. time. i. used. it.
Don't try to sell me on Luminous because it offers free CC immunity as per @Cinbri 's testing:.
Radiant Oppression - The problem with RO has never been the range of it. Those who complain about that don't understand the difference between ranged and melee dps. Mag Sorcs sit at the back of groups spamming Curse until they get free Frags. Bowtards stay a mile away sniping and Magplars stay at the back casting. Add to that the facts that Magplars have hard casts, we have zero mobility AND we snare ourselves to cast those long spells. We pretty much have no choice but to stay ranged to be effective. And BTW, DK's quit complaining that we spam beams at you, it's the only thing we can do that doesn't get reflected back at us. The goal is to kill you not ourselves.
The 21% nerf is simply a lazy, knee jerk reaction. The real answer to making it right is to make the execute kick in at 30 - 35 percent health (as ALL executes should do) rather than 50% health and to cut the bonus execute damage to 300% rather than 330%.
Breath of Life - Remember a few months ago when ZOS brought up the subject of "smart heals" in their patch notes? BoL is not one of the smart ones. It's ridiculous that I have to run myself out of magicka just to get 1 or 2 of my own heals to land on me. If it was truly smart, it'd prioritize the caster, then the group/raid and lastly people outside the group/raid.
Dark Flare - Everything about this spell is great except the self snare while casting and that it has to orbit the moons a few times on its way to the target. Seriously, at max range it can take 4 or 5 seconds to hit the target from the time when you begin the cast. Just give the projectile the same trajectory and speed as Frags and remove the self snare.
Blazing Spear - In a game FULL of skills that have secondary knockdowns and stuns... And in which we can be snared, rooted, stunned, disoriented, knocked down, silenced and feared ALL AT THE SAME TIME, you decided that Blazing Spear was the culprit? Seriously? Of all the CC problems in this game, Blazing Spear is at the very bottom of that particular barrel full of bummers. Just revert it back to the way it was and focus on the real CC problems.
Jabs - Both morphs of Jabs have the potential to do decent damage and to be effective in rotations. Even though the cost is very high, I actually think it's probably about where it should be if we weren't casting at air. As it is now, at least 1/2 of the ticks simply miss our intended targets because the spell has no target. Make the spell a targeted one and make it apply the snare on the first tick rather than the last one.
The range is and always has been the problem of Radiant Destruction. The Risk/Reward for the skill is completely out of whack with 40+m range in PvP where Templars can sit behind their zerg, pick a target, and start beaming. You of all people should know this.
Also, LOL at your Dark Flare suggestions. Are you seriously recommending they speed up the projectile and remove the self snare on this? I've hit people with 17k Dark Flares in PvP. That's practically a 1 shot. And it procs and AoE Major Defile. This is one of the strongest single-target skills in the game. It doesn't need a buff.
How close to God mode do you want Magplar to be? It's arguably the strongest magicka class already.
We desperately one thing for balance... right now if you use a staff you lose a set but you can weave... if you use dual wield you can wear an additional set but lose the weaving....
why cant we use a two handed like staff or 2h sword while having the same advantages as a dual wield or sword and board?
This is the only reason i wear dual wield on my magplar... so i can have 2 sets and a monster helm... it just look so unbalanced....
Come on @Ron_Burgundy_79 you don't PVE your acting like am not PVE leach Magplar going be fine in PVE and fine in PVP.Ron_Burgundy_79 wrote: »They should reduce the range and the keep the 21% damage nerf to Radiant you will still do great damage in PVE,it just balance the skill in PVP more.a1i3n0ct0pu5 wrote: »Don't remove the cc from blazing spear. It's our only effective stun aside from top charge which only works half the time.
Instead of nerfing the damage of radiant just reduce the distance. I'm more than confidant most people can agree to that.
Give stamplar more utility and cost reduction for jabs. Also maybe make some of the passive viable because as of now there's pretty much 1 skill line for them and they're only playable in heavy.
Get out of here with those horrible opinions, proccblade.
The problem that even with fixed CC morph still will have flaw mechanic in term of "more resources" (check below).ZOS_RichLambert wrote: »Now the morph choices are more damage or more resources and disorient. (CC)
bovardjeff_ESO wrote: »Personally i hate the term stamplar and magplar. it pigeons holes me as a templar. Besides that this update was great in my opinion for a few reasons:
1. Eclipse has been restored to usefulness
2. radiant destruction has gotten its much needed nerf. (not a fan of it: I want blinding flash back)
3. appreaciate the attempt to give restoring aura a usefulness but the skill doesnt scream drain resource to mehow about something like you restore the resources of your allies near you? similar to how it worked before but instead of general resource return stat bonus it literally charges their resources?
4. PLEASE for the love of god dont change any more of our skills to stamina use. I know many want more stamina based skills but please MAKE THEM ABILITIES OUTSIDE OUR SKILL LINES. I hated when they changed jabs and javelin to stamina morphs i lost the better morph effecti cant sustain the stamina any more to use them.
For stamina builds: what you need are skill lines outside classes like spell crafting but for stamina and i think somone already stated that is in the works ( which explains the push back for spell craft cause they want to release them at the same time. At least that is what i hope.
Joy_Division wrote: »Joy_Division wrote: »Joy_Division wrote: »Please add a gradient cost increase to Breath of Life, or do something which stops this terrible block/heal meta.
Just no. It is the only effective defense for a magicka templar. And, if they a magicka templar is block casting heals and you can't run them out of stam in 4 hits the problem is you. Additionally, you would effectively eliminate the role of PVP healer let alone what it would do to PVE. Stop asking for things just because you can't deal with it. Plenty of other people are able to kill templars.
The main reason you can do this is heavy armor gives you amazing protection and resources like mag/Stam back so you can block cast for ever due to this. Templars in Heavy Armor have it easy. They should have to sacrifice sustain wearing heavy but that's not the case at all. This is my problem with Templars and I main a Templar healer everyday and think it's to strong. Weak ones die Strong ones are the last one dead on the battlefield.
Giving BOL a cost increase isn't the first solution or caster timer although it's something I'd consider.
Heavy Armor is the problem. Joy Division can complain about NB Burst in pve all he wants. You could still run heavy armor if they killed the sustain you get from constitution and players would be forced to run all three jewelry pieces mag recovery or cost reduction and still run heavy.This is why Templars can still dps.
Heavy Armor with no mag recovery from constitution forces people to run sustain enchants on jewelry while still getting protection. You won't have amazing dps either if your forced to get sustain wearing heavy.
As far as PVE goes this won't hurt Trial healers or dps running heavy armor concerned about sustain...no one runs heavy armor in pve for dps or healing just tanks that like to spam obsidian shield.
That's 45K health. In your "amazing protection" heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. What's a joke is that Zenimax's "fix" for the whole proc set problem would have done nothing.
Now you and Zenimax want me to run around in Light Armor with 25K health, right? Game is a joke. Every mechanic in this game is totally busted because players can keep pushing the numbers to ridiculously high levels. Heavy armor is not amazing protection. It's required for anyone who actually wants to press a few buttons before getting instantly vaporized.
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't even Call of Duty. It's a joke and why so many people can't stand the NB class.
@Joy_Division
Here's a link to all of the Passives for Heavy Armor...extra health isn't the only reason it's strong.
http://elderscrollsonline.wiki.fextralife.com/Heavy+Armor+Skills
The best benefit to heavy armor is the resistances with sustain not health stacking....
45k health in PvP is way to high of health and clearly your doing something wrong if your stacking health unless your going for a healthplar build.
I run 20k health and have 23k spell and 20k base physical on my Templar and very rarely run into a person who can burst me.
In your death recap within 2 seconds you can block cast which helps mitigate damage plus throws out a big heal.
Stay Alert for gankers
Block Cast BOL
Use Rune Focus gives 8% mitigation too
Go for Armor over Health -Blood Spawn is great for this.
Transmutation buff makes it Easy to max out crit resistance
I can't see your build or CP so I can only assume based on that screen shot.
I think your also missing my point I don't want Templars to not run heavy I just think it doesn't need sustain from mag recovery. Builds should have to adjust for mag recovery if they equip heavy armor which currently isn't a problem. Here's a PvP video from 2 days ago of me solo Healing in PvP with 20k health. We had Emp buff so it's higher than normal.https://youtu.be/0ezE4uZMdMQ
Templar healers are to strong in heavy armor
I can't tell if you are genuinely try to help or just trolling me at this point.
I don't need links ESO Wiki stats, or to be told I can block-cast, or to be told to stay alert for gankers. I don't even know if you are actually reading what I wrote because you clearly missed the part when I said I did nothing that "fight" except CC break and die. Some people who die and lose fights do so even though they generally are aware of the mechanics and know what they are doing. It happens.
I'm sure heavy armor seems OP to you because you run in a group of 8 who can cover your weaknesses and help you "stay alert for gankers." As far as my build goes, I call it "45K health in heavy impenetrable armor insta-dies, have fun trying to open world in Light Armor and 25K health."
No kidding heavy armor is strong. Stupid strong. That's why I wear it. Because just about everything in Cyrodiil is busted and the only way to compete is to abuse these busted mechanics.
Ok let's build and balance the game just for you because your build is more important and the general population isn't.
You are missing the point. The game needs to be balanced in other areas besides heavy armor because more things than just heavy armor are totally busted (e.g. NB gank damage). You just want to nerf heavy armor because you think your templar in a group wearing it is too strong. All that does is make the other broken stuff even worse. ESO's entire combat system is out of control because there are no limits and abusable mechanics everywhere. I don't want to wear heavy armor but I feel have too. It's not "my" build. It's what I wear because in some fights, I actually get to press 3 or 4 button using it.
Someone please give a valid reason to run Light armor now instead of heavy...? i am not even taking resistances into consideration. I mean Light armor may be cool to roleplay a Wizard in Stormhaven, but thats it.
Someone please give a valid reason to run Light armor now instead of heavy...? i am not even taking resistances into consideration. I mean Light armor may be cool to roleplay a Wizard in Stormhaven, but thats it.
Why is majority of magicka sorcs and magicka nbs using only light armor, huh?
Heavy finally took its place, and I don't want it to be acceptable only for tanks as it used to be for 2 years.
Are you going to sit there and tell me you use solar barrage or explosive charge?bovardjeff_ESO wrote: »Personally i hate the term stamplar and magplar. it pigeons holes me as a templar. Besides that this update was great in my opinion for a few reasons:
1. Eclipse has been restored to usefulness
2. radiant destruction has gotten its much needed nerf. (not a fan of it: I want blinding flash back)
3. appreaciate the attempt to give restoring aura a usefulness but the skill doesnt scream drain resource to mehow about something like you restore the resources of your allies near you? similar to how it worked before but instead of general resource return stat bonus it literally charges their resources?
4. PLEASE for the love of god dont change any more of our skills to stamina use. I know many want more stamina based skills but please MAKE THEM ABILITIES OUTSIDE OUR SKILL LINES. I hated when they changed jabs and javelin to stamina morphs i lost the better morph effecti cant sustain the stamina any more to use them.
For stamina builds: what you need are skill lines outside classes like spell crafting but for stamina and i think somone already stated that is in the works ( which explains the push back for spell craft cause they want to release them at the same time. At least that is what i hope.
You're reading the tooltip of resource return wrong then.And now about resource returns - as you can see on screen of morphs - Luminous grant 185 more stamina/magicka return over 10 sec duration after synnergizing skill. It means for 10 seconds duration it grant ally an additional 37 stamina/magicka regeneration. Sorry, but I just refuse to see how 37 more stamina/magicka regen is counted near as "more resources". For this reason morph still much weaker.
I indeed misclicked one number and made small mistake with math 1875-1700=175, not 185. But sadly this is only mistake in my post.You're reading the tooltip of resource return wrong then.And now about resource returns - as you can see on screen of morphs - Luminous grant 185 more stamina/magicka return over 10 sec duration after synnergizing skill. It means for 10 seconds duration it grant ally an additional 37 stamina/magicka regeneration. Sorry, but I just refuse to see how 37 more stamina/magicka regen is counted near as "more resources". For this reason morph still much weaker.
It's 1875 over 10 seconds, NOT 185 over 10 seconds. That is a good amount of regen.
If they fix Luminous CC, it will be decent. (I say decent because it's the hardest CC to land relative to other CCs.)
Question is - will they?
I indeed misclicked one number and made small mistake with math 1875-1700=175, not 185. But sadly this is only mistake in my post.You're reading the tooltip of resource return wrong then.And now about resource returns - as you can see on screen of morphs - Luminous grant 185 more stamina/magicka return over 10 sec duration after synnergizing skill. It means for 10 seconds duration it grant ally an additional 37 stamina/magicka regeneration. Sorry, but I just refuse to see how 37 more stamina/magicka regen is counted near as "more resources". For this reason morph still much weaker.
It's 1875 over 10 seconds, NOT 185 over 10 seconds. That is a good amount of regen.
If they fix Luminous CC, it will be decent. (I say decent because it's the hardest CC to land relative to other CCs.)
Question is - will they?
Feature of Luminous is more resource returns, so check on my screenshot how big difference in synnergy restore between morphs: Blazing - 1700, Luminous - 1875. Difference is only 175 mag/stamina. converting it to most wide-spreaded comparable format of "regeneration" make it equal 35 stamina/mana regeneration. Well, 35 is even worse than 37 but still this "more resources" feature is irrelevant, and this one of reasons why Blazing overperform.
I pointed it out already several times, so... Morph grant you literally 35 stamina/magicka more than other morph. Once again - I don't see how 35 mana regeneration could be relevant in this game. This additional mana won't allow you to even cast 1 BoL...usmcjdking wrote: »I indeed misclicked one number and made small mistake with math 1875-1700=175, not 185. But sadly this is only mistake in my post.You're reading the tooltip of resource return wrong then.And now about resource returns - as you can see on screen of morphs - Luminous grant 185 more stamina/magicka return over 10 sec duration after synnergizing skill. It means for 10 seconds duration it grant ally an additional 37 stamina/magicka regeneration. Sorry, but I just refuse to see how 37 more stamina/magicka regen is counted near as "more resources". For this reason morph still much weaker.
It's 1875 over 10 seconds, NOT 185 over 10 seconds. That is a good amount of regen.
If they fix Luminous CC, it will be decent. (I say decent because it's the hardest CC to land relative to other CCs.)
Question is - will they?
Feature of Luminous is more resource returns, so check on my screenshot how big difference in synnergy restore between morphs: Blazing - 1700, Luminous - 1875. Difference is only 175 mag/stamina. converting it to most wide-spreaded comparable format of "regeneration" make it equal 35 stamina/mana regeneration. Well, 35 is even worse than 37 but still this "more resources" feature is irrelevant, and this one of reasons why Blazing overperform.
Blazing provides no magicka return Cinbri.
I pointed it out already several times, so... Morph grant you literally 35 stamina/magicka more than other morph. Once again - I don't see how 35 mana regeneration could be relevant in this game. This additional mana won't allow you to even cast 1 BoL...usmcjdking wrote: »I indeed misclicked one number and made small mistake with math 1875-1700=175, not 185. But sadly this is only mistake in my post.You're reading the tooltip of resource return wrong then.And now about resource returns - as you can see on screen of morphs - Luminous grant 185 more stamina/magicka return over 10 sec duration after synnergizing skill. It means for 10 seconds duration it grant ally an additional 37 stamina/magicka regeneration. Sorry, but I just refuse to see how 37 more stamina/magicka regen is counted near as "more resources". For this reason morph still much weaker.
It's 1875 over 10 seconds, NOT 185 over 10 seconds. That is a good amount of regen.
If they fix Luminous CC, it will be decent. (I say decent because it's the hardest CC to land relative to other CCs.)
Question is - will they?
Feature of Luminous is more resource returns, so check on my screenshot how big difference in synnergy restore between morphs: Blazing - 1700, Luminous - 1875. Difference is only 175 mag/stamina. converting it to most wide-spreaded comparable format of "regeneration" make it equal 35 stamina/mana regeneration. Well, 35 is even worse than 37 but still this "more resources" feature is irrelevant, and this one of reasons why Blazing overperform.
Blazing provides no magicka return Cinbri.