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Templars, Champion Points, Sustain, and Dissecting ZOS' proposed Direction

  • zaria
    zaria
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    UppGRAYxDD wrote: »
    I agree completely with OP. You said what many templars have been saying all along. I lmao when @ZOS_GinaBruno stated that healing ritual was a spammable...still laughing, but scared too. If the Devs think that this is a spammable or even usable skill, then they know nothing...I truly hope that after 3 years that they actually listen to their customers and loyal fans.
    They have data logs, they should know how many are casting it, then mail and tell the 4 noobs that they are using the wrong skill :)
    an burst heal with casting time is probably the most useless thing ever.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • DuckNoodles
    DuckNoodles
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    Totally agree :)

    Bump!
  • Walties99
    Walties99
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    I'm going to use twilight remedy on console to shoot my blue orbs that disappear and shoot into the sky and come out invisible! Then I'm going to heavy attack to get major mending for 3 seconds and if anyone is still alive on Stonebreaker after that, I might have enough magicka for a breath of life I can't even aim because the joysticks I use to face my character and move the camera are different and I only have 2 thumbs :(. RIP trial templar healers we were almost good.
  • Fallen_Ray
    Fallen_Ray
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    Way to tell them how it is! That ought to leave em speechless. Awesome post
    "Dear brother, I do not spread rumors, I create them"- Lucien Lachance
  • HouLiGaN
    HouLiGaN
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    I have no idea what you're talking about.

    Check your inbox! After someone explained to me what's going on here! It makes sense you have no idea what I'm on about
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    HouLiGaN wrote: »

    I have no idea what you're talking about.

    Check your inbox! After someone explained to me what's going on here! It makes sense you have no idea what I'm on about

    Got it. Thanks.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    Fallen_Ray wrote: »
    Way to tell them how it is! That ought to leave em speechless. Awesome post

    I doubt it but it would be nice
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • GallantGuardian
    GallantGuardian
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    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    I agree with keeping orb the way to gonna be from pts... giving stam if your stam is lower..

    But i want luminous to be atleast a little better then orbs... it needs to be unique i say instead of luminous giving one stat or the other give both... dont base it off which ones lowest... and i say make it an aoe multitarget root... not a stun not a disorient but a flat out root... root the adds in a circle down fo ra period of time giving the tank a breather or as a tank giving yourself a breather while you work building your stam back even further with heavy attacks... i dont feel like that would make the ability too op and i feel like it would make templars still unique even if other classes now can gain stam back

    Also isnt warden getting a betty netch that can fill their stam back? With out the need for bodies like repent or the stipulation of which ever stat is lowest like shards/orbs?.... i still feel like its unfair that repent is now going to be a first come first serve ability... the one who gets to the dead bodies first will get the stam and anyone else using it is SOL.. that needs to be fix that does not seem fair
  • Ch4mpTW
    Ch4mpTW
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    Edited by Ch4mpTW on April 21, 2017 5:44PM
  • FlyLionel
    FlyLionel
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    Nova is the best AOE ultimate in the game, the damage reduction is amazing+radius+synergy. Rememberance is the best healing ultimate in the game, it's cheap and no one is dying near you when you pop it. Crescent I always thought was bad, but there is Dawnbreaker. Comparing to a DK/Sorcerer, yes your ultimate's do lack for universal builds. For your typical healer build/tank they are great. Only point I thought was not needed, if you're looking for dps simply use Meteor/Soul Assault/Destro Ultimate. We all know that they aren't going to give every class hard hitting single target ultimate's, especially the healer/utility class. Huh? No major mending? Yikes.
    The Flyers
  • Ron_Burgundy_79
    Ron_Burgundy_79
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    Great post @austinwalter87ub17_ESO

    I can't think of anything else to add, but like I mentioned in other threads @Joy_Division and @utb99 are very knowledgeable. They may be able to add to the list.


    Please take this post seriously ZOS.

    @Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_BrianWheeler
  • hmsdragonfly
    hmsdragonfly
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    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.
    Aldmeri Dominion Loyalist. For the Queen!
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    FlyLionel wrote: »
    Nova is the best AOE ultimate in the game, the damage reduction is amazing+radius+synergy. Rememberance is the best healing ultimate in the game, it's cheap and no one is dying near you when you pop it. Crescent I always thought was bad, but there is Dawnbreaker. Comparing to a DK/Sorcerer, yes your ultimate's do lack for universal builds. For your typical healer build/tank they are great. Only point I thought was not needed, if you're looking for dps simply use Meteor/Soul Assault/Destro Ultimate. We all know that they aren't going to give every class hard hitting single target ultimate's, especially the healer/utility class. Huh? No major mending? Yikes.

    You're better off running Destroy Ultimate than Nova.

    Nova is fine for things like dungeons. But no serious players uses it at end game. It's useless in PVP.

    Yes the damage reduction is nice. But, wardens are getting something even better than Nova. which also increases max magicka by 8%
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • Coilbox
    Coilbox
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    3bf8f9cf61ec5d7d937355cf46feaf2d_lets-have-a-round-of-applause-ancient-aliens-meme-on-memegen-round-of-applause-meme_512-446.jpeg
    Comrade, a word...
  • Draconerus
    Draconerus
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    Been playing Templar since beta. Gone through many changes. I dread patch notes as of late.
    Draconerus
    Argonian - Templar Healer
    Da Funk - Officer
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.


    I did read your comment. I have already stated that I'm fine with healers of all classes being able to help provide the group resources. However, what you fail to understand is that I'm opposed to granting other classes unique Templar abilities such as shards without giving Templars something new and unique that the others can't provide. This way healer builds will be more diverse, Templars will have less of a monopoly, but the Templar still needs to retain a unique identity (and abilities) to separate them from the rest. Especially because they're one of the only 2 classes built around healing specifically.


    TL;DR

    I'm fine with the orb changes contingent upon Templar getting new unique abilities to retain their independence as a class

    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    Great post @austinwalter87ub17_ESO

    I can't think of anything else to add, but like I mentioned in other threads @Joy_Division and @utb99 are very knowledgeable. They may be able to add to the list.


    Please take this post seriously ZOS.

    @Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_BrianWheeler

    I will share my thoughts on Monday.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Dread_Guy
    Dread_Guy
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    I cant describe how glad and relieved I am that someone could finally write down what we've all been wanting to say. I do hope this doesn't get lost in the shuffle of the forums because you brought up some excellent points and said it so eloquently. Great job man.
    Edited by Dread_Guy on April 21, 2017 6:27PM
    "My name is Julius Decimus Heraclius, Guildmaster of the Scions of the Sun, Brigadier of the Covenant Army, loyal servant to the High King Emeric. Brother to a betrayed legion, son to a fallen empire. And I will have my vengeance, in this life or the next." ---Julius Decimus Heraclius (Imperial Templar)
  • Ron_Burgundy_79
    Ron_Burgundy_79
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    Great post @austinwalter87ub17_ESO

    I can't think of anything else to add, but like I mentioned in other threads @Joy_Division and @utb99 are very knowledgeable. They may be able to add to the list.


    Please take this post seriously ZOS.

    @Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_BrianWheeler

    I will share my thoughts on Monday.

    Looking forward to it.
  • GallantGuardian
    GallantGuardian
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    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.

    So would you be ok with dragon knights not being the only class to be able to to successfully physically pull targets too them?... like lets say they changed trapping webs in undaunted skills to a pull that way any class that wants to tank can pull and it's not something unique that dragon knights have... its better than a gap closer in the sense that you'd ont move and you can pull all of those rangers into a tight little package....

    Then on top of that the root i suggested earlier.. what if one of the undaunted or fighters guild or mages guild abilities were Abilene to root all those adds you just pulled with a wide area multitarget root.. similar to how dragon knights do it...

    I assume if you are ok with orbs being identical to shards... then you are ok with this too
  • utb99
    utb99
    ✭✭✭
    Edited by utb99 on April 21, 2017 6:36PM
    'The gods can turn anything to good' -Martin Septim
  • hmsdragonfly
    hmsdragonfly
    ✭✭✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.


    I did read your comment. I have already stated that I'm fine with healers of all classes being able to help provide the group resources. However, what you fail to understand is that I'm opposed to granting other classes unique Templar abilities such as shards without giving Templars something new and unique that the others can't provide. This way healer builds will be more diverse, Templars will have less of a monopoly, but the Templar still needs to retain a unique identity (and abilities) to separate them from the rest. Especially because they're one of the only 2 classes built around healing specifically.


    TL;DR

    I'm fine with the orb changes contingent upon Templar getting new unique abilities to retain their independence as a class

    Oh ok I get it your point now, you want to replace Shard with something else? That's fair, it's not something I am against.
    Maybe by making Shard a Stun again?

    Apart from that, Templar's identity as the best support/healing class is still intact. These are the things that a Templar healer can offer:
    1) AOE minor magickasteal
    2) Minor sorcery to the group
    3) Backlash debuff
    4) A nice burst heal
    5) A nice AOE HoT that can cleanse harmful effects -> Templar's defined mechanics
    6) Minor Mending + Meding passive is buffed
    which leads to 7) Highest SPC uptime, as a result of Minor Mending + the Mending passive.

    As a comparision, this is what a Sorc healer brings to the table:
    1) An Oh--**** button that takes 2 slots on your bar.
    2) There's only that one.

    You can see why Templar's identity as the the king in healing is still there.

    I don't think we can discuss about Warden's healer just yet? Gina said ZOS are adjusting Warden's MM uptime, so I do not believe Warden will dethrone Templar in healing. DK and Warden might compete for the 2nd healer spot, but Templar healers will always be there, laughing.

    Just log into PTS and try it out.
    Aldmeri Dominion Loyalist. For the Queen!
  • Ron_Burgundy_79
    Ron_Burgundy_79
    ✭✭✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.


    I did read your comment. I have already stated that I'm fine with healers of all classes being able to help provide the group resources. However, what you fail to understand is that I'm opposed to granting other classes unique Templar abilities such as shards without giving Templars something new and unique that the others can't provide. This way healer builds will be more diverse, Templars will have less of a monopoly, but the Templar still needs to retain a unique identity (and abilities) to separate them from the rest. Especially because they're one of the only 2 classes built around healing specifically.


    TL;DR

    I'm fine with the orb changes contingent upon Templar getting new unique abilities to retain their independence as a class

    Oh ok I get it your point now, you want to replace Shard with something else? That's fair, it's not something I am against.
    Maybe by making Shard a Stun again?

    Apart from that, Templar's identity as the best support/healing class is still intact. These are the things that a Templar healer can offer:
    1) AOE minor magickasteal
    2) Minor sorcery to the group
    3) Backlash debuff
    4) A nice burst heal
    5) A nice AOE HoT that can cleanse harmful effects -> Templar's defined mechanics
    6) Minor Mending + Meding passive is buffed
    which leads to 7) Highest SPC uptime, as a result of Minor Mending + the Mending passive.

    As a comparision, this is what a Sorc healer brings to the table:
    1) An Oh--**** button that takes 2 slots on your bar.
    2) There's only that one.

    You can see why Templar's identity as the the king in healing is still there.

    I don't think we can discuss about Warden's healer just yet? Gina said ZOS are adjusting Warden's MM uptime, so I do not believe Warden will dethrone Templar in healing. DK and Warden might compete for the 2nd healer spot, but Templar healers will always be there, laughing.

    Just log into PTS and try it out.

    Power of light (stam morph) applies minor fracture and minor breach.
    Purifying light (magic morph) adds a small hot to allies near the target.

    Only one morph applies a debuff.
  • GallantGuardian
    GallantGuardian
    ✭✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.


    I did read your comment. I have already stated that I'm fine with healers of all classes being able to help provide the group resources. However, what you fail to understand is that I'm opposed to granting other classes unique Templar abilities such as shards without giving Templars something new and unique that the others can't provide. This way healer builds will be more diverse, Templars will have less of a monopoly, but the Templar still needs to retain a unique identity (and abilities) to separate them from the rest. Especially because they're one of the only 2 classes built around healing specifically.


    TL;DR

    I'm fine with the orb changes contingent upon Templar getting new unique abilities to retain their independence as a class

    Oh ok I get it your point now, you want to replace Shard with something else? That's fair, it's not something I am against.
    Maybe by making Shard a Stun again?

    Apart from that, Templar's identity as the best support/healing class is still intact. These are the things that a Templar healer can offer:
    1) AOE minor magickasteal
    2) Minor sorcery to the group
    3) Backlash debuff
    4) A nice burst heal
    5) A nice AOE HoT that can cleanse harmful effects -> Templar's defined mechanics
    6) Minor Mending + Meding passive is buffed
    which leads to 7) Highest SPC uptime, as a result of Minor Mending + the Mending passive.

    As a comparision, this is what a Sorc healer brings to the table:
    1) An Oh--**** button that takes 2 slots on your bar.
    2) There's only that one.

    You can see why Templar's identity as the the king in healing is still there.

    I don't think we can discuss about Warden's healer just yet? Gina said ZOS are adjusting Warden's MM uptime, so I do not believe Warden will dethrone Templar in healing. DK and Warden might compete for the 2nd healer spot, but Templar healers will always be there, laughing.

    Just log into PTS and try it out.

    Power of light (stam morph) applies minor fracture and minor breach.
    Purifying light (magic morph) adds a small hot to allies near the target.

    Only one morph applies a debuff.

    And i wish both applied it cause as a tank i would much prefer if i could just purifying light for that extra hot around me....

    Also someone i think above mentioned blinding light.... why was this taken out? I didnt get a chance to play this game back then by the time it made it to console i think that was removed.....

    From what im reading ont he old skill it doesn't seem anymore unfair then other classes having similar abilities for cc... why cant they bring this back?... eclipse is pretty much useless... bring flashes back to replace eclipse...
  • Catches_the_Sun
    Catches_the_Sun
    ✭✭✭✭✭
    Tasear wrote: »
    Healing is more than heal skills. In that sense every class has enough skills to be said to have a healing skill line. It's just more obvious sense Templar was the defacto Healer. Now we will see more diversity among skills sets Healers bring to table. For instance why does any Healer use minor mangle debufg from impluse. 10% lost of health of up to tier 3 mobs. Just saying I seen vAA boss defubbed, a boos in wayrest and other places.

    Things are still be looked at, but diverse gameplay is the direction be they are headed too.

    Oh, diverse gameplay? Sweet! When can I start tanking like a DK & DPS'ing like a MagSorc?
    Catches-the-Sun - Argonian Templar - Master Smith, Provisioner, Chemist & Tailor
    Valaren Arobone - Dunmer Flamewalker - Master Woodworker, Provisioner, Assassin
    Kazahad - Khajiiti Arcane Archer - Master Thief
    V'orkten - Redguard Swordmaster
    Finnvardr the Frenzied - Werewolf Berzerker
  • utb99
    utb99
    ✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.


    I did read your comment. I have already stated that I'm fine with healers of all classes being able to help provide the group resources. However, what you fail to understand is that I'm opposed to granting other classes unique Templar abilities such as shards without giving Templars something new and unique that the others can't provide. This way healer builds will be more diverse, Templars will have less of a monopoly, but the Templar still needs to retain a unique identity (and abilities) to separate them from the rest. Especially because they're one of the only 2 classes built around healing specifically.


    TL;DR

    I'm fine with the orb changes contingent upon Templar getting new unique abilities to retain their independence as a class

    Oh ok I get it your point now, you want to replace Shard with something else? That's fair, it's not something I am against.
    Maybe by making Shard a Stun again?

    Apart from that, Templar's identity as the best support/healing class is still intact. These are the things that a Templar healer can offer:
    1) AOE minor magickasteal
    2) Minor sorcery to the group
    3) Backlash debuff
    4) A nice burst heal
    5) A nice AOE HoT that can cleanse harmful effects -> Templar's defined mechanics
    6) Minor Mending + Meding passive is buffed
    which leads to 7) Highest SPC uptime, as a result of Minor Mending + the Mending passive.

    As a comparision, this is what a Sorc healer brings to the table:
    1) An Oh--**** button that takes 2 slots on your bar.
    2) There's only that one.

    You can see why Templar's identity as the the king in healing is still there.

    I don't think we can discuss about Warden's healer just yet? Gina said ZOS are adjusting Warden's MM uptime, so I do not believe Warden will dethrone Templar in healing. DK and Warden might compete for the 2nd healer spot, but Templar healers will always be there, laughing.

    Just log into PTS and try it out.

    Power of light (stam morph) applies minor fracture and minor breach.
    Purifying light (magic morph) adds a small hot to allies near the target.

    Only one morph applies a debuff.

    And i wish both applied it cause as a tank i would much prefer if i could just purifying light for that extra hot around me....

    Also someone i think above mentioned blinding light.... why was this taken out? I didnt get a chance to play this game back then by the time it made it to console i think that was removed.....

    From what im reading ont he old skill it doesn't seem anymore unfair then other classes having similar abilities for cc... why cant they bring this back?... eclipse is pretty much useless... bring flashes back to replace eclipse...

    If anything replace Healing Ritual
    'The gods can turn anything to good' -Martin Septim
  • DeadlyRecluse
    DeadlyRecluse
    ✭✭✭✭✭
    ✭✭✭✭
    The change to repentance is both needless. but also a gutting of one of the most interesting skill mechanics (corpses as a resource) in the game.

    Plus healers in PvP now have less of an incentive to cackle and tell "Repent!" During fights.

    Thrice Empress, Forever Scrub
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.


    I did read your comment. I have already stated that I'm fine with healers of all classes being able to help provide the group resources. However, what you fail to understand is that I'm opposed to granting other classes unique Templar abilities such as shards without giving Templars something new and unique that the others can't provide. This way healer builds will be more diverse, Templars will have less of a monopoly, but the Templar still needs to retain a unique identity (and abilities) to separate them from the rest. Especially because they're one of the only 2 classes built around healing specifically.


    TL;DR

    I'm fine with the orb changes contingent upon Templar getting new unique abilities to retain their independence as a class

    Oh ok I get it your point now, you want to replace Shard with something else? That's fair, it's not something I am against.
    Maybe by making Shard a Stun again?

    Apart from that, Templar's identity as the best support/healing class is still intact. These are the things that a Templar healer can offer:
    1) AOE minor magickasteal
    2) Minor sorcery to the group
    3) Backlash debuff
    4) A nice burst heal
    5) A nice AOE HoT that can cleanse harmful effects -> Templar's defined mechanics
    6) Minor Mending + Meding passive is buffed
    which leads to 7) Highest SPC uptime, as a result of Minor Mending + the Mending passive.

    As a comparision, this is what a Sorc healer brings to the table:
    1) An Oh--**** button that takes 2 slots on your bar.
    2) There's only that one.

    You can see why Templar's identity as the the king in healing is still there.

    I don't think we can discuss about Warden's healer just yet? Gina said ZOS are adjusting Warden's MM uptime, so I do not believe Warden will dethrone Templar in healing. DK and Warden might compete for the 2nd healer spot, but Templar healers will always be there, laughing.

    Just log into PTS and try it out.

    Power of light (stam morph) applies minor fracture and minor breach.
    Purifying light (magic morph) adds a small hot to allies near the target.

    Only one morph applies a debuff.

    And i wish both applied it cause as a tank i would much prefer if i could just purifying light for that extra hot around me....

    Also someone i think above mentioned blinding light.... why was this taken out? I didnt get a chance to play this game back then by the time it made it to console i think that was removed.....

    From what im reading ont he old skill it doesn't seem anymore unfair then other classes having similar abilities for cc... why cant they bring this back?... eclipse is pretty much useless... bring flashes back to replace eclipse...

    Blinding flashes was a very good skill for us back in the day. Personally I think they should bring it back
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • Edlyn
    Edlyn
    I'm a casual player and took a 12 months break. I started playing again 3 months ago and my templar healer is the only char I have.
    I used to have alts in previous games but nowadays I just want to be able to play one char... with everything I've read on the forums regarding the changes (I already disliked the change to the shard nerf) I must say that I'm happy I only subscribed for 3 months.

    Thank you to the OP.

    I will not subscribe again.

    And no, you can't have my stuff. It'll just poof in cyber space lol.
  • hmsdragonfly
    hmsdragonfly
    ✭✭✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.

    You are missing the point completely. :) I have a feeling that you haven't read my comment at all, is that true? This is a quick check to see if you actually ready my comment, please answer with yes or no.

    You are saying that you are fine with "having a way for other classes to provide the group stamina", but you are not ok with "giving other classes access to unique class defining mechanics that Templars possess", are we talking about the same thing? What do you mean by "unique class defining mechanics that Templars possess"? I will assume that you mean "Shard"?

    An ability that restore stamina to the group is not a "slight advantage", it's like giving Heroic Slash and Absorb Magic to DK, not letting other classes to have access to them, denying other classes from having required abilities needed for vet trials, then tell other classes that DK should have the "slight advantage" when it comes to tanking. An ability to feed stamina to the group is a required ability for healers, Templar already has all the edges in the world when it comes to healing, and as a matter of fact, in PTS, Templar is still the best class in healing.

    I understand that you are upset, and you are not ok with other classes having a way to feed stamina to the group, as it used to be the reason why Templar is the only class that is allowed to heal in a raid. But please understand that whether you are ok or not ok with this, giving other classes a way to feed stamina to the group is for the better of the game. Please think about the game first.

    So would you be ok with dragon knights not being the only class to be able to to successfully physically pull targets too them?... like lets say they changed trapping webs in undaunted skills to a pull that way any class that wants to tank can pull and it's not something unique that dragon knights have... its better than a gap closer in the sense that you'd ont move and you can pull all of those rangers into a tight little package....

    Then on top of that the root i suggested earlier.. what if one of the undaunted or fighters guild or mages guild abilities were Abilene to root all those adds you just pulled with a wide area multitarget root.. similar to how dragon knights do it...

    I assume if you are ok with orbs being identical to shards... then you are ok with this too

    Pulling is important, but it isn't as important as feeding stamina to the group. The fact that we see a lot of Templar tanks tanking vet Trials, but we don't see any non-Templar healers proves it. Feeding stamina is right now a job of the healer.

    And yes, I have nothing against giving other classes a way to pull targets. Example making Silver Leash pull the target to you, but you will have to click it twice thus making DK's chain more effective.

    If you are going to say giving chain to other classes means DK loses its identity, then yeah DK loses its identity to my Nightblade saptank wearing Swarm Mother long ago already. Chain isn't what defines a DK. Igneous Shield is. Ult regen is. The DoT is..
    Aldmeri Dominion Loyalist. For the Queen!
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