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

  • hmsdragonfly
    hmsdragonfly
    ✭✭✭✭✭
    Edlyn wrote: »
    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.

    > Assuming that "Templar healers are dead" while testing in the PTS proves that Templar is still the best class in healing
    > ???
    > Profit.
    Aldmeri Dominion Loyalist. For the Queen!
  • 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.

    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.

    Yup. Healers have a choice to choose either morph.
    Aldmeri Dominion Loyalist. For the Queen!
  • elbowman21
    elbowman21
    Soul Shriven
    currently have 975 CP on NA PS4... will check back once Morrowind comes... :disappointed:
  • 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.

    Yup. Healers have a choice to choose either morph.

    Just correcting your point sir. Backlash doesn't provide the debuff. One of the 2 morphs provides the debuff.
  • 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
    Edlyn wrote: »
    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.

    > Assuming that "Templar healers are dead" while testing in the PTS proves that Templar is still the best class in healing
    > ???
    > Profit.

    I would argue that Warden's will become the top tier healers within several weeks on live. Most trials heals is HOT based anyway with the Restoration staff and Healing Springs. Warden's are HOT healers. Stacking HOTS in ESO has always been more effective than burst healing when it comes to trials.

    Burst healing excels in PVP to counter burst damage. But the Warden will still excel in PVP due to things besides just their healing.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • DisgracefulMind
    DisgracefulMind
    ✭✭✭✭✭
    ✭✭✭
    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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    It really is sad that the complaints about Templar design have been going on since Beta. The core problems with eclipse and such have existed ever since CC immunity was brought in the game, and it was easy to foresee. I told them it would be a problem and it was. Dark Flare is such garbage because the animation telegraphs the motion better than most, and it takes forever to mortar itself back down on the enemy. Blinding Flashes was the best CC the class had, and that was dumped in the recycle bin. How I Wish we got Blinding Flashes back instead of that horrible pbaoe heal that they keep trying to convince us is worth using... it never will be with its current design in mind apart from very extreme niche uses. You are correct in assessing the Templar Ultimates as generally crap. I'd like to add that the weapon damage bonus of the class use to be unique and cool (its no longer unique and outperformed by other classes). In short, Templar seems like it generally goes one step forward and two steps back. I don't really consider getting some overpowered laser beam a great boon to the class and never did. I love the animation for the ability and I definitely think it looks cool. In fact I love the animations in general for Templar. The problem with the class is at its core a lack of unifying design. DK's have a unifying design that has held for the most part throughout the game, and the same holds true of the other classes, though I might suggest Siphoning Strikes went a strange turn. I am of the view that Templar needs a complete overhaul. Its a jalopy built from 20 different cars, and can barely roll down the road. It has no unifying design intent. What is it for now? You are dead on about Major mending now not helping Tankplars, Stamplars, etc. Its a very solid point because that really was one of the best parts of being a Stamplar, considering about 5 passives were worthless to them, and most actives were worthless. While there are ways to make the class work most of the time there are better picks in the other classes. I'm greatly frustrated with playing Templar after the last three years, and I have a feeling I will be much happier playing a Warden purely because it (at least currently) has some form of unifying design considerations.

    Having a 'House' doesn't cut it. The cleansing/extended ritual is going to see a lot less utility now both due to its cost increases and the fact the class will be even worse at recovery and cost reduction than it already is. The heals will be weaker. Templar just isn't a good class as it stands, because it keeps getting patched. Its a patchwork quilt. Its jury-rigged. It looks like *** from a design perspective and everyone knows it. Other classes have been given the patchwork treatment, but not to the extent that the Templar has and not for the same duration. I really hope they sit down and seriously think about the class as a whole. Why play a Templar now when you can play a Warden? Answer: Don't. Everything a Templar can do, can be done by the Warden better (they can access analogous stuff out of class like efficient purge).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    ofSunhold wrote: »
    Well said.

    I don't care if other classes step into a healing role, and do it well. Good for them, and good for the community.

    I care very much that templars have over time been stripped of so many useful abilities and denied useful passives, and now as part of this new vision I'm not really comprehending (make everyone easier to kill and less able to work together, why exactly are they doing that?) the one skillset that was still shiny is burnt.
    .

    Templars already give up so many things in order to have that healing line. So ZOS decides to drag the Templars through the mud and punish them even further for excelling at something they designed the class around?

    Insane.

    Maybe we're just collateral damage now that sustain and healing are Bad, since sustaining and healing was so much of our kit.

    So can we have some new kit too then? Undaunted gets a shard equivalent (garbage now anyway it sounds like, restoring whichever resource is lower) so how about a streak equivalent in the Mage's Guild? Everybody gets to streak! And a Cloak equivalent in Legerdemain, because invisibility is pretty fun, and a Standard of Might equivalent in the Fighter's Guild, and Aspect of Terror for leveling up Dark Brotherhood!

    Yeah, didn't think so. #screwyoutemplars it is

    I've been saying this a long time, and honestly I think this is the way to go actually. Templar always seems to fall for the nerfs and I don't know why. Maybe they deep down hate the 'heroic' vibe that Templars give off, when most of the Guilds in the game have an obviously Non-Heroic vibe? I don't know, but it does seem rather odd to me.
    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>
  • DragonBound
    DragonBound
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    ofSunhold wrote: »
    Well said.

    I don't care if other classes step into a healing role, and do it well. Good for them, and good for the community.

    I care very much that templars have over time been stripped of so many useful abilities and denied useful passives, and now as part of this new vision I'm not really comprehending (make everyone easier to kill and less able to work together, why exactly are they doing that?) the one skillset that was still shiny is burnt.
    .

    Templars already give up so many things in order to have that healing line. So ZOS decides to drag the Templars through the mud and punish them even further for excelling at something they designed the class around?

    Insane.

    Maybe we're just collateral damage now that sustain and healing are Bad, since sustaining and healing was so much of our kit.

    So can we have some new kit too then? Undaunted gets a shard equivalent (garbage now anyway it sounds like, restoring whichever resource is lower) so how about a streak equivalent in the Mage's Guild? Everybody gets to streak! And a Cloak equivalent in Legerdemain, because invisibility is pretty fun, and a Standard of Might equivalent in the Fighter's Guild, and Aspect of Terror for leveling up Dark Brotherhood!

    Yeah, didn't think so. #screwyoutemplars it is

    I've been saying this a long time, and honestly I think this is the way to go actually. Templar always seems to fall for the nerfs and I don't know why. Maybe they deep down hate the 'heroic' vibe that Templars give off, when most of the Guilds in the game have an obviously Non-Heroic vibe? I don't know, but it does seem rather odd to me.

    I wondered this myself.
  • dodgehopper_ESO
    dodgehopper_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.

    Likewise the Chain Pull and Talons are the reason that people give heavy preferential favor to DK's in tanking role. Given your arguments we should be offered a means of gaining a solid pull and a nice pbaoe cc for all classes. I'm all for diversifying and allow all classes to do all things, but if that's how they want to game they need to offer tools to make it reasonable to do so, and they need to make it so the various class choices are obviously underperforming. There are far too many junk skills in the Templar kit.
    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>
  • 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.


    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.

    Yup. Healers have a choice to choose either morph.

    Just correcting your point sir. Backlash doesn't provide the debuff. One of the 2 morphs provides the debuff.

    Yup, I know that, thanks :D
    Aldmeri Dominion Loyalist. For the Queen!
  • dodgehopper_ESO
    dodgehopper_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.

    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..

    Swarm Mother is a problem though. Some of us can't get the shoulders to drop. As for class identity, I'm not sure Templar really has one. I'm still of the opinion that it is a very grotesque design. There's no elegance to the way Templars play nor how they function. The animations can be quite nice but that's about as far as I will go with it. This is not to say that other classes don't have their problems. Sorcerers could probably stand to have pets and toggles considered a little more, because they way they are right now its less fun than it could be.
    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>
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    It really is sad that the complaints about Templar design have been going on since Beta. The core problems with eclipse and such have existed ever since CC immunity was brought in the game, and it was easy to foresee. I told them it would be a problem and it was. Dark Flare is such garbage because the animation telegraphs the motion better than most, and it takes forever to mortar itself back down on the enemy. Blinding Flashes was the best CC the class had, and that was dumped in the recycle bin. How I Wish we got Blinding Flashes back instead of that horrible pbaoe heal that they keep trying to convince us is worth using... it never will be with its current design in mind apart from very extreme niche uses. You are correct in assessing the Templar Ultimates as generally crap. I'd like to add that the weapon damage bonus of the class use to be unique and cool (its no longer unique and outperformed by other classes). In short, Templar seems like it generally goes one step forward and two steps back. I don't really consider getting some overpowered laser beam a great boon to the class and never did. I love the animation for the ability and I definitely think it looks cool. In fact I love the animations in general for Templar. The problem with the class is at its core a lack of unifying design. DK's have a unifying design that has held for the most part throughout the game, and the same holds true of the other classes, though I might suggest Siphoning Strikes went a strange turn. I am of the view that Templar needs a complete overhaul. Its a jalopy built from 20 different cars, and can barely roll down the road. It has no unifying design intent. What is it for now? You are dead on about Major mending now not helping Tankplars, Stamplars, etc. Its a very solid point because that really was one of the best parts of being a Stamplar, considering about 5 passives were worthless to them, and most actives were worthless. While there are ways to make the class work most of the time there are better picks in the other classes. I'm greatly frustrated with playing Templar after the last three years, and I have a feeling I will be much happier playing a Warden purely because it (at least currently) has some form of unifying design considerations.

    Having a 'House' doesn't cut it. The cleansing/extended ritual is going to see a lot less utility now both due to its cost increases and the fact the class will be even worse at recovery and cost reduction than it already is. The heals will be weaker. Templar just isn't a good class as it stands, because it keeps getting patched. Its a patchwork quilt. Its jury-rigged. It looks like *** from a design perspective and everyone knows it. Other classes have been given the patchwork treatment, but not to the extent that the Templar has and not for the same duration. I really hope they sit down and seriously think about the class as a whole. Why play a Templar now when you can play a Warden? Answer: Don't. Everything a Templar can do, can be done by the Warden better (they can access analogous stuff out of class like efficient purge).

    Loved your input. And I agree about templars at their core and DK'S by comparison. This isn't the first time I heard it, and that is because it is true. The Templar at launch had some unified design, to a degree. But now it's simply a shadow of its former self, and lacks a direction. The accumulated changes over time have left the Templar without a genuine purpose.
    Edited by austinwalter87ub17_ESO on April 22, 2017 4:23AM
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • 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.

    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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.

    We are not talking about top Raid teams. We all know that DK is the most effective in main tanking, that's why people who compete for score often go with DK tank. But, if you take a look around, there are a lot of Templar tanks who have completed vet trials, they are all over the forum, take a quick search in youtube a lot of Templar trial tank builds out there. Yes, they are surely less effective than DK in trials, but they are not pathetic compared to DK. They can do their job: taunt, debuff, hold aggro. That's the reason why there are many of them. What if we buff Templar's tanking capability? That would be great, I have nothing against it. Giving Shard back its stun, and making a morph disorienting multiple targets. Something like that.

    Now, take a look at Non-Templar healers. A Sorc healer (for example) compared to a Templar Healer is just pathetic. The job of a Healer is to heal and feed resources to the group. A Sorc healer (or NB/DK healer) has no way to feed stamina to the group, so non-Templar healers do not exist in vet trial. Everyone is a Templar healer. Here is a big question: If we allow Templar to DPS in vet trials, then why do we deny the chance of Nightblade healers to participate in vet trials? Why? We don't need to balance them so that every class can compete for score, no, groups that run for score will always be 1 DK main tank (and maybe 1 off-tank), Templar healers (maybe 1 Templar 1 Warden in the next patch), DK and Sorc DDs, there's nothing wrong with that, just give a chance for non-Templar healers to join your regular friendly trial runs.

    Oh, and give back Templar's repentance. Buff Shard. Maybe making it disorienting multiple targets.
    Aldmeri Dominion Loyalist. For the Queen!
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    @austinwalter87ub17_ESO I've also been thinking that if they want to take Major Mending from our Rune Focus, perhaps they could stand to make Rune Focus travel with us (or simply be a golden glow on us)? I really don't see why not, as the sacred ground effect was really the main portion that was interesting. The armor bonus really isn't that exciting, particularly if you're already tanky, and particularly since you can get them from other sources. I do find it rather bizarre that the Warden is a HoT class, which we know is the better form of healing, and Templar is the Burst class. It seems to me Templar is the better candidate for reliable Burst healing, but what do I know.

    I like playing the Warrior Crusader myself: Ie: the Knight in metal armor with gold filigree that they originally illustrated to us in the outset of the game, who buy the way carried a two handed hammer If I recall correctly. I had images of old paintings of Charles Martel in my mind, shoving the invaders out of Tours. While the healing monk is part of the design, I do think the theme should be represented by the holy knight. I'm concerned the loss of major mending really hurts the knightly (stamina oriented) specs, who now have even less reason to exist than before. Bombplar may still be fine but that was niche anyway and its looking like the Warden might be able to compete on that level (I have no real way of knowing because they never sent me an invite to PTS for Morrowind).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.

    We are not talking about top Raid teams. We all know that DK is the most effective in main tanking, that's why people who compete for score often go with DK tank. But, if you take a look around, there are a lot of Templar tanks who have completed vet trials, they are all over the forum, take a quick search in youtube a lot of Templar trial tank builds out there. Yes, they are surely less effective than DK in trials, but they are not pathetic compared to DK. They can do their job: taunt, debuff, hold aggro. That's the reason why there are many of them. What if we buff Templar's tanking capability? That would be great, I have nothing against it. Giving Shard back its stun, and making a morph disorienting multiple targets. Something like that.

    Now, take a look at Non-Templar healers. A Sorc healer (for example) compared to a Templar Healer is just pathetic. The job of a Healer is to heal and feed resources to the group. A Sorc healer (or NB/DK healer) has no way to feed stamina to the group, so non-Templar healers do not exist in vet trial. Everyone is a Templar healer. Here is a big question: If we allow Templar to DPS in vet trials, then why do we deny the chance of Nightblade healers to participate in vet trials? Why? We don't need to balance them so that every class can compete for score, no, groups that run for score will always be 1 DK main tank (and maybe 1 off-tank), Templar healers (maybe 1 Templar 1 Warden in the next patch), DK and Sorc DDs, there's nothing wrong with that, just give a chance for non-Templar healers to join your regular friendly trial runs.

    Oh, and give back Templar's repentance. Buff Shard. Maybe making it disorienting multiple targets.


    I like sorcerers but I can't stand using the pets. I imagine a necropotence nightwing-healer type could be interesting but it really doesn't seem that interesting. I also dislike the way toggles and pets work in the game, but I've given a lot of feedback in the forums in the past on disliking toggle-skills and my hope for them to change that.

    I do think more skills need to give us alternatives out of class for things. I've always thought silver leash would be great as a pull available like DK chain pull.

    Nightblades can do alright as healers but I've found the DK is better, and Templar better still. I've never gotten myself to enjoy playing Sorcerer Healer, the whole pet thing feels wrong and there just isn't enough in the class to interest me with it. If Sorcerer pets operated more like Nightblade pets I might consider trying it again.
    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>
  • 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.

    Likewise the Chain Pull and Talons are the reason that people give heavy preferential favor to DK's in tanking role. Given your arguments we should be offered a means of gaining a solid pull and a nice pbaoe cc for all classes. I'm all for diversifying and allow all classes to do all things, but if that's how they want to game they need to offer tools to make it reasonable to do so, and they need to make it so the various class choices are obviously underperforming. There are far too many junk skills in the Templar kit.

    Chain Pull and Talons are the reason people favor DK, but we are not talking about optimal environment. An ability to feed the group with stamina is the reason Templar healers are the only healers allowed to join vet trial runs, as Tanks cannot survive without Shards in trial runs. They are not like Chain and Talons, they are like Heroic Slash and Pierce Armour for tanking.
    Even with all the nerfs, Templar is still the most favored class in healing, competitive raid teams will still go with Templar healers (and maybe 1 Templar 1 Warden), Sorc, Nightblade healers will still have massive disadvantages compared to Templar, but they will have a chance to join a regular friendly trial runs now.

    I am completely on board with giving Templar repentance back and giving them a solid CC. Maybe making shards disorienting multiple targets?
    Edited by hmsdragonfly on April 22, 2017 4:42AM
    Aldmeri Dominion Loyalist. For the Queen!
  • hmsdragonfly
    hmsdragonfly
    ✭✭✭✭✭
    I would argue that Warden's will become the top tier healers within several weeks on live. Most trials heals is HOT based anyway with the Restoration staff and Healing Springs. Warden's are HOT healers. Stacking HOTS in ESO has always been more effective than burst healing when it comes to trials.

    Burst healing excels in PVP to counter burst damage. But the Warden will still excel in PVP due to things besides just their healing.

    We are not allowed to talk about Warden's performance just yet as it violates NDA? So, we will have to wait and see.

    All I can say is that spamming Springs will still be the main way to heal. If you take a look at Warden's Green Balance skill line, there's only one Fire-and-Forget HoT: Living Vines. There's a heal that bursts after 6 seconds and a buffs that restore health to allies with heavy attacks but I don't think many people can find a way to utilize those 2 in trials. (these infos are published by ZoS so it isn't violating NDA). Then, if you take a look at Templars, they also have their HoT: Ritual. So, people will still rely on Spring spamming in trials. And what is the best class for Spring spamming? Templar. With high Minor Mending uptime (and the only class that has it), Templar will be the class that can maintain the highest SPC uptime.

    Warden has major mending but only after they heal a low health target with 1 of their heals. Gina has said that ZOS are adjusting Warden's MM uptime to make sure that it's low (also, info published by ZOS), so as long as they keep it low enough, Templar will still be the king in healing.
    Though, I am not a fan of giving Warden's major mending. I would like to give them minor mending instead, they can raise the threshold so it can be high, but it also means Warden's minor mending isn't reliable and Templar's minor mending is.

    Edited by hmsdragonfly on April 22, 2017 5:04AM
    Aldmeri Dominion Loyalist. For the Queen!
  • Sensei_Brew
    Sensei_Brew
    ✭✭
    At this point ZOS probably feels like they're dealing with 3 year old children throwing tantrums for no reason 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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.

    We are not talking about top Raid teams. We all know that DK is the most effective in main tanking, that's why people who compete for score often go with DK tank. But, if you take a look around, there are a lot of Templar tanks who have completed vet trials, they are all over the forum, take a quick search in youtube a lot of Templar trial tank builds out there. Yes, they are surely less effective than DK in trials, but they are not pathetic compared to DK. They can do their job: taunt, debuff, hold aggro. That's the reason why there are many of them. What if we buff Templar's tanking capability? That would be great, I have nothing against it. Giving Shard back its stun, and making a morph disorienting multiple targets. Something like that.

    Now, take a look at Non-Templar healers. A Sorc healer (for example) compared to a Templar Healer is just pathetic. The job of a Healer is to heal and feed resources to the group. A Sorc healer (or NB/DK healer) has no way to feed stamina to the group, so non-Templar healers do not exist in vet trial. Everyone is a Templar healer. Here is a big question: If we allow Templar to DPS in vet trials, then why do we deny the chance of Nightblade healers to participate in vet trials? Why? We don't need to balance them so that every class can compete for score, no, groups that run for score will always be 1 DK main tank (and maybe 1 off-tank), Templar healers (maybe 1 Templar 1 Warden in the next patch), DK and Sorc DDs, there's nothing wrong with that, just give a chance for non-Templar healers to join your regular friendly trial runs.

    Oh, and give back Templar's repentance. Buff Shard. Maybe making it disorienting multiple targets.


    I like sorcerers but I can't stand using the pets. I imagine a necropotence nightwing-healer type could be interesting but it really doesn't seem that interesting. I also dislike the way toggles and pets work in the game, but I've given a lot of feedback in the forums in the past on disliking toggle-skills and my hope for them to change that.

    I do think more skills need to give us alternatives out of class for things. I've always thought silver leash would be great as a pull available like DK chain pull.

    Nightblades can do alright as healers but I've found the DK is better, and Templar better still. I've never gotten myself to enjoy playing Sorcerer Healer, the whole pet thing feels wrong and there just isn't enough in the class to interest me with it. If Sorcerer pets operated more like Nightblade pets I might consider trying it again.

    Yup in my opinion, sorc is still the worst class in healing. The only thing they bring to the table is a great oh-**** button that takes 2 slots on your bars, and guess what, Templars have the same thing but only takes 1 slot. I don't see how they can replace Templar in competitive raid groups, at least they can join a regular friendly trial run :P
    Edited by hmsdragonfly on April 22, 2017 5:12AM
    Aldmeri Dominion Loyalist. For the Queen!
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    @austinwalter87ub17_ESO I've also been thinking that if they want to take Major Mending from our Rune Focus, perhaps they could stand to make Rune Focus travel with us (or simply be a golden glow on us)? I really don't see why not, as the sacred ground effect was really the main portion that was interesting. The armor bonus really isn't that exciting, particularly if you're already tanky, and particularly since you can get them from other sources. I do find it rather bizarre that the Warden is a HoT class, which we know is the better form of healing, and Templar is the Burst class. It seems to me Templar is the better candidate for reliable Burst healing, but what do I know.

    I like playing the Warrior Crusader myself: Ie: the Knight in metal armor with gold filigree that they originally illustrated to us in the outset of the game, who buy the way carried a two handed hammer If I recall correctly. I had images of old paintings of Charles Martel in my mind, shoving the invaders out of Tours. While the healing monk is part of the design, I do think the theme should be represented by the holy knight. I'm concerned the loss of major mending really hurts the knightly (stamina oriented) specs, who now have even less reason to exist than before. Bombplar may still be fine but that was niche anyway and its looking like the Warden might be able to compete on that level (I have no real way of knowing because they never sent me an invite to PTS for Morrowind).

    ZOS has stated in the past that the design concept behind Templars was them having a "house."

    The problem with that is that very few of the Templar skills synergize with such a concept. Nor do the passives give the necessary boosts for that playstyle to thrive.

    Assuming this was PVP, and I was fighting a Templar and going into his house. I would assume that getting near him or charging at him would put me at a disadvantage. If the "house" concept of the Templar is going to work, the class must be overhauled to support that design concept. Currently, ZOS has not and is not achieving that. As an enemy to a templar, i wouldn't feel threatened getting close to him at their current state.

    Templar abilities do nothing to punish those whom get close. Now, with these patch notes, the positive gains of being inside the Templar House are getting removed for the Templar. So the enemy has nothing to fear, and the Templar's are not getting enough substantial benefit of remaining inside their house for this design concept to work.

    If it were up to me.

    I would overhaul most of the Templars skills to better suit this role.



    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    I would argue that Warden's will become the top tier healers within several weeks on live. Most trials heals is HOT based anyway with the Restoration staff and Healing Springs. Warden's are HOT healers. Stacking HOTS in ESO has always been more effective than burst healing when it comes to trials.

    Burst healing excels in PVP to counter burst damage. But the Warden will still excel in PVP due to things besides just their healing.

    We are not allowed to talk about Warden's performance just yet as it violates NDA? So, we will have to wait and see.

    All I can say is that spamming Springs will still be the main way to heal. If you take a look at Warden's Green Balance skill line, there's only one Fire-and-Forget HoT: Living Vines. There's a heal that bursts after 6 seconds and a buffs that restore health to allies with heavy attacks but I don't think many people can find a way to utilize those 2 in trials. (these infos are published by ZoS so it isn't violating NDA). Then, if you take a look at Templars, they also have their HoT: Ritual. So, people will still rely on Spring spamming in trials. And what is the best class for Spring spamming? Templar. With high Minor Mending uptime (and the only class that has it), Templar will be the class that can maintain the highest SPC uptime.

    Warden has major mending but only after they heal a low health target with 1 of their heals. Gina has said that ZOS are adjusting Warden's MM uptime to make sure that it's low (also, info published by ZOS), so as long as they keep it low enough, Templar will still be the king in healing.
    Though, I am not a fan of giving Warden's major mending. I would like to give them minor mending instead, they can raise the threshold so it can be high, but it also means Warden's minor mending isn't reliable and Templar's minor mending is.

    I am a fan of giving Wardens and Templars major mending, as they're classes with dedicated healing lines.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • 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.

    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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.

    We are not talking about top Raid teams. We all know that DK is the most effective in main tanking, that's why people who compete for score often go with DK tank. But, if you take a look around, there are a lot of Templar tanks who have completed vet trials, they are all over the forum, take a quick search in youtube a lot of Templar trial tank builds out there. Yes, they are surely less effective than DK in trials, but they are not pathetic compared to DK. They can do their job: taunt, debuff, hold aggro. That's the reason why there are many of them. What if we buff Templar's tanking capability? That would be great, I have nothing against it. Giving Shard back its stun, and making a morph disorienting multiple targets. Something like that.

    Now, take a look at Non-Templar healers. A Sorc healer (for example) compared to a Templar Healer is just pathetic. The job of a Healer is to heal and feed resources to the group. A Sorc healer (or NB/DK healer) has no way to feed stamina to the group, so non-Templar healers do not exist in vet trial. Everyone is a Templar healer. Here is a big question: If we allow Templar to DPS in vet trials, then why do we deny the chance of Nightblade healers to participate in vet trials? Why? We don't need to balance them so that every class can compete for score, no, groups that run for score will always be 1 DK main tank (and maybe 1 off-tank), Templar healers (maybe 1 Templar 1 Warden in the next patch), DK and Sorc DDs, there's nothing wrong with that, just give a chance for non-Templar healers to join your regular friendly trial runs.

    Oh, and give back Templar's repentance. Buff Shard. Maybe making it disorienting multiple targets.


    I like sorcerers but I can't stand using the pets. I imagine a necropotence nightwing-healer type could be interesting but it really doesn't seem that interesting. I also dislike the way toggles and pets work in the game, but I've given a lot of feedback in the forums in the past on disliking toggle-skills and my hope for them to change that.

    I do think more skills need to give us alternatives out of class for things. I've always thought silver leash would be great as a pull available like DK chain pull.

    Nightblades can do alright as healers but I've found the DK is better, and Templar better still. I've never gotten myself to enjoy playing Sorcerer Healer, the whole pet thing feels wrong and there just isn't enough in the class to interest me with it. If Sorcerer pets operated more like Nightblade pets I might consider trying it again.

    Yup in my opinion, sorc is still the worst class in healing. The only thing they bring to the table is a great oh-**** button that takes 2 slots on your bars, and guess what, Templars have the same thing but only takes 1 slot. I don't see how they can replace Templar in competitive raid groups, at least they can join a regular friendly trial run :P

    Sorcs have superior magicka pools, and sustain. They have crowd control which Templars do not have.

    They have pets which help DPS while they're healing.

    Sorcs do have benefits to be viable healers, and to bring benefits to their group.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    @austinwalter87ub17_ESO I've also been thinking that if they want to take Major Mending from our Rune Focus, perhaps they could stand to make Rune Focus travel with us (or simply be a golden glow on us)? I really don't see why not, as the sacred ground effect was really the main portion that was interesting. The armor bonus really isn't that exciting, particularly if you're already tanky, and particularly since you can get them from other sources. I do find it rather bizarre that the Warden is a HoT class, which we know is the better form of healing, and Templar is the Burst class. It seems to me Templar is the better candidate for reliable Burst healing, but what do I know.

    I like playing the Warrior Crusader myself: Ie: the Knight in metal armor with gold filigree that they originally illustrated to us in the outset of the game, who buy the way carried a two handed hammer If I recall correctly. I had images of old paintings of Charles Martel in my mind, shoving the invaders out of Tours. While the healing monk is part of the design, I do think the theme should be represented by the holy knight. I'm concerned the loss of major mending really hurts the knightly (stamina oriented) specs, who now have even less reason to exist than before. Bombplar may still be fine but that was niche anyway and its looking like the Warden might be able to compete on that level (I have no real way of knowing because they never sent me an invite to PTS for Morrowind).

    ZOS has stated in the past that the design concept behind Templars was them having a "house."

    The problem with that is that very few of the Templar skills synergize with such a concept. Nor do the passives give the necessary boosts for that playstyle to thrive.

    Assuming this was PVP, and I was fighting a Templar and going into his house. I would assume that getting near him or charging at him would put me at a disadvantage. If the "house" concept of the Templar is going to work, the class must be overhauled to support that design concept. Currently, ZOS has not and is not achieving that. As an enemy to a templar, i wouldn't feel threatened getting close to him at their current state.

    Templar abilities do nothing to punish those whom get close. Now, with these patch notes, the positive gains of being inside the Templar House are getting removed for the Templar. So the enemy has nothing to fear, and the Templar's are not getting enough substantial benefit of remaining inside their house for this design concept to work.

    If it were up to me.

    I would overhaul most of the Templars skills to better suit this role.



    The point I make is that there is no ACTUAL cohesive design. Saying something has a 'House' doesn't mean it actually does. While I understand what was being suggested thematically I just don't see it. I'm fairly certain Templar is going to eventually see some major overhauls again, its inevitable. While there are ways to make the class perform its just not a good class. There are certain things in game that when you look at them you just realize that it has to change. The fact that the Thieves Guild can't be progressed because it is broken for some players for instance, is a problem.
    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>
  • 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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.

    We are not talking about top Raid teams. We all know that DK is the most effective in main tanking, that's why people who compete for score often go with DK tank. But, if you take a look around, there are a lot of Templar tanks who have completed vet trials, they are all over the forum, take a quick search in youtube a lot of Templar trial tank builds out there. Yes, they are surely less effective than DK in trials, but they are not pathetic compared to DK. They can do their job: taunt, debuff, hold aggro. That's the reason why there are many of them. What if we buff Templar's tanking capability? That would be great, I have nothing against it. Giving Shard back its stun, and making a morph disorienting multiple targets. Something like that.

    Now, take a look at Non-Templar healers. A Sorc healer (for example) compared to a Templar Healer is just pathetic. The job of a Healer is to heal and feed resources to the group. A Sorc healer (or NB/DK healer) has no way to feed stamina to the group, so non-Templar healers do not exist in vet trial. Everyone is a Templar healer. Here is a big question: If we allow Templar to DPS in vet trials, then why do we deny the chance of Nightblade healers to participate in vet trials? Why? We don't need to balance them so that every class can compete for score, no, groups that run for score will always be 1 DK main tank (and maybe 1 off-tank), Templar healers (maybe 1 Templar 1 Warden in the next patch), DK and Sorc DDs, there's nothing wrong with that, just give a chance for non-Templar healers to join your regular friendly trial runs.

    Oh, and give back Templar's repentance. Buff Shard. Maybe making it disorienting multiple targets.


    I like sorcerers but I can't stand using the pets. I imagine a necropotence nightwing-healer type could be interesting but it really doesn't seem that interesting. I also dislike the way toggles and pets work in the game, but I've given a lot of feedback in the forums in the past on disliking toggle-skills and my hope for them to change that.

    I do think more skills need to give us alternatives out of class for things. I've always thought silver leash would be great as a pull available like DK chain pull.

    Nightblades can do alright as healers but I've found the DK is better, and Templar better still. I've never gotten myself to enjoy playing Sorcerer Healer, the whole pet thing feels wrong and there just isn't enough in the class to interest me with it. If Sorcerer pets operated more like Nightblade pets I might consider trying it again.

    Yup in my opinion, sorc is still the worst class in healing. The only thing they bring to the table is a great oh-**** button that takes 2 slots on your bars, and guess what, Templars have the same thing but only takes 1 slot. I don't see how they can replace Templar in competitive raid groups, at least they can join a regular friendly trial run :P

    Sorcs have superior magicka pools, and sustain. They have crowd control which Templars do not have.

    They have pets which help DPS while they're healing.

    Sorcs do have benefits to be viable healers, and to bring benefits to their group.

    So where are all the sorcs healers right now? Why don't they run vet trials if they have a lot of advantages?

    All the things you listed aren't valuable to the group as a healer. Healer is a support role, you should support your group, but Sorc by design is somewhat selfish, or at least more selfish than other classes, even nightblade, yes a class with a skill line dedicated to hiding can provide more group support than sorcerer.

    If you have actually tried to heal with a sorc, you would know that you wouldn't want your pet to attack anything, as some random mobs will start attacking your pet and kill it. 101 Sorc healer lesson.

    Of course Sorcs can make viable healers, yes, they do bring benefits to the group, but they are outshined by every other classes. Still, they can make good PvP healer, and with a way to feed stam to the group now they can join a regular trial runs. I just don't see how they can dethrone Templar as the king of healing.
    Edited by hmsdragonfly on April 22, 2017 6:16AM
    Aldmeri Dominion Loyalist. For the Queen!
  • hmsdragonfly
    hmsdragonfly
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    I would argue that Warden's will become the top tier healers within several weeks on live. Most trials heals is HOT based anyway with the Restoration staff and Healing Springs. Warden's are HOT healers. Stacking HOTS in ESO has always been more effective than burst healing when it comes to trials.

    Burst healing excels in PVP to counter burst damage. But the Warden will still excel in PVP due to things besides just their healing.

    We are not allowed to talk about Warden's performance just yet as it violates NDA? So, we will have to wait and see.

    All I can say is that spamming Springs will still be the main way to heal. If you take a look at Warden's Green Balance skill line, there's only one Fire-and-Forget HoT: Living Vines. There's a heal that bursts after 6 seconds and a buffs that restore health to allies with heavy attacks but I don't think many people can find a way to utilize those 2 in trials. (these infos are published by ZoS so it isn't violating NDA). Then, if you take a look at Templars, they also have their HoT: Ritual. So, people will still rely on Spring spamming in trials. And what is the best class for Spring spamming? Templar. With high Minor Mending uptime (and the only class that has it), Templar will be the class that can maintain the highest SPC uptime.

    Warden has major mending but only after they heal a low health target with 1 of their heals. Gina has said that ZOS are adjusting Warden's MM uptime to make sure that it's low (also, info published by ZOS), so as long as they keep it low enough, Templar will still be the king in healing.
    Though, I am not a fan of giving Warden's major mending. I would like to give them minor mending instead, they can raise the threshold so it can be high, but it also means Warden's minor mending isn't reliable and Templar's minor mending is.

    I am a fan of giving Wardens and Templars major mending, as they're classes with dedicated healing lines.

    Then give it to others, or keep Major Resolve and Major Ward something exclusively available for DK, as DK is the only class with dedicated tanking skill line.
    Edited by hmsdragonfly on April 22, 2017 6:16AM
    Aldmeri Dominion Loyalist. For the Queen!
  • Mojmir
    Mojmir
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    @ZOS_RichLambert please tell me youve at least read the OP's post?
  • 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.

    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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.

    We are not talking about top Raid teams. We all know that DK is the most effective in main tanking, that's why people who compete for score often go with DK tank. But, if you take a look around, there are a lot of Templar tanks who have completed vet trials, they are all over the forum, take a quick search in youtube a lot of Templar trial tank builds out there. Yes, they are surely less effective than DK in trials, but they are not pathetic compared to DK. They can do their job: taunt, debuff, hold aggro. That's the reason why there are many of them. What if we buff Templar's tanking capability? That would be great, I have nothing against it. Giving Shard back its stun, and making a morph disorienting multiple targets. Something like that.

    Now, take a look at Non-Templar healers. A Sorc healer (for example) compared to a Templar Healer is just pathetic. The job of a Healer is to heal and feed resources to the group. A Sorc healer (or NB/DK healer) has no way to feed stamina to the group, so non-Templar healers do not exist in vet trial. Everyone is a Templar healer. Here is a big question: If we allow Templar to DPS in vet trials, then why do we deny the chance of Nightblade healers to participate in vet trials? Why? We don't need to balance them so that every class can compete for score, no, groups that run for score will always be 1 DK main tank (and maybe 1 off-tank), Templar healers (maybe 1 Templar 1 Warden in the next patch), DK and Sorc DDs, there's nothing wrong with that, just give a chance for non-Templar healers to join your regular friendly trial runs.

    Oh, and give back Templar's repentance. Buff Shard. Maybe making it disorienting multiple targets.


    I like sorcerers but I can't stand using the pets. I imagine a necropotence nightwing-healer type could be interesting but it really doesn't seem that interesting. I also dislike the way toggles and pets work in the game, but I've given a lot of feedback in the forums in the past on disliking toggle-skills and my hope for them to change that.

    I do think more skills need to give us alternatives out of class for things. I've always thought silver leash would be great as a pull available like DK chain pull.

    Nightblades can do alright as healers but I've found the DK is better, and Templar better still. I've never gotten myself to enjoy playing Sorcerer Healer, the whole pet thing feels wrong and there just isn't enough in the class to interest me with it. If Sorcerer pets operated more like Nightblade pets I might consider trying it again.

    Yup in my opinion, sorc is still the worst class in healing. The only thing they bring to the table is a great oh-**** button that takes 2 slots on your bars, and guess what, Templars have the same thing but only takes 1 slot. I don't see how they can replace Templar in competitive raid groups, at least they can join a regular friendly trial run :P

    Sorcs have superior magicka pools, and sustain. They have crowd control which Templars do not have.

    They have pets which help DPS while they're healing.

    Sorcs do have benefits to be viable healers, and to bring benefits to their group.

    So where are all the sorcs healers right now? Why don't they run vet trials if they have a lot of advantages?

    All the things you listed aren't valuable to the group as a healer. Healer is a support role, you should support your group, but Sorc by design is somewhat selfish, or at least more selfish than other classes, even nightblade, yes a class with a skill line dedicated to hiding can provide more group support than sorcerer.

    If you have actually tried to heal with a sorc, you would know that you wouldn't want your pet to attack anything, as some random mobs will start attacking your pet and kill it. 101 Sorc healer lesson.

    Of course Sorcs can make viable healers, yes, they do bring benefits to the group, but they are outshined by every other classes. Still, they can make good PvP healer, and with a way to feed stam to the group now they can join a regular trial runs. I just don't see how they can dethrone Templar as the king of healing.

    I never stated that sorcs are on equal footing to that of templars or wardens when it comes to healing and support. I don't believe they should be. I do believe the threshold of their viability as a healer should be improved. But I do not believe they should be on equal footing.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    I'm going to be working on a detailed list soon over the next month showing what needs to be overhauled, and propose new skills and passive in order to make the Templar House a real thing and not just a vague concept which isn't being adhered to.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • DisgracefulMind
    DisgracefulMind
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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

    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..

    You're WRONG. Look at all the top Raid teams and all their tanks are DKs. Maybe in more casual content there are other tanks, but if you want to be in a solid raid environment, your tanks will be DKs and will continue to be DKs.

    We are not talking about top Raid teams. We all know that DK is the most effective in main tanking, that's why people who compete for score often go with DK tank. But, if you take a look around, there are a lot of Templar tanks who have completed vet trials, they are all over the forum, take a quick search in youtube a lot of Templar trial tank builds out there. Yes, they are surely less effective than DK in trials, but they are not pathetic compared to DK. They can do their job: taunt, debuff, hold aggro. That's the reason why there are many of them. What if we buff Templar's tanking capability? That would be great, I have nothing against it. Giving Shard back its stun, and making a morph disorienting multiple targets. Something like that.

    Now, take a look at Non-Templar healers. A Sorc healer (for example) compared to a Templar Healer is just pathetic. The job of a Healer is to heal and feed resources to the group. A Sorc healer (or NB/DK healer) has no way to feed stamina to the group, so non-Templar healers do not exist in vet trial. Everyone is a Templar healer. Here is a big question: If we allow Templar to DPS in vet trials, then why do we deny the chance of Nightblade healers to participate in vet trials? Why? We don't need to balance them so that every class can compete for score, no, groups that run for score will always be 1 DK main tank (and maybe 1 off-tank), Templar healers (maybe 1 Templar 1 Warden in the next patch), DK and Sorc DDs, there's nothing wrong with that, just give a chance for non-Templar healers to join your regular friendly trial runs.

    Oh, and give back Templar's repentance. Buff Shard. Maybe making it disorienting multiple targets.

    I have no issue with the shard/orb changes, honestly. But yeah, repentance nerf is ridiculous. With no compensation either. Should get our shard CC back as compensation since we have nothing else reliable.

    What really just upsets me is that the Templar class is really quite clunky, and the one thing the class had that was smooth was our healing skills. So having things ripped away from us while having nothing actually fixed is disappointing to see happen again and again and again.

    But as for more casual content, I'm happy people can play whatever they want, truly. But I don't think killing a class identity is the way to go.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
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