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PTS Update 16 - Feedback Thread for Templar

  • Idinuse
    Idinuse
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    danno8 wrote: »
    This is the official feedback thread for Templar. Specific feedback that the team is looking for includes the changes on the Solar Barrage and Eclipse abilities.

    Once I get in to PTS I will test, but I gotta tell you, unless Solar Barrage has a HUGE dot tick there is no way it can be good with a 1 second cast time.

    You guys (developers) really need to keep in mind what is already available:

    Elemental Wall: 8 seconds, no cast time, big DoT
    Blazing Spear : 8 seconds, no cast time medium DoT, but with Burning light proc chance
    Vampires Bane/ Reflective Light: 6/12 seconds, no cast time, big DoT

    Do any of these have a cast time? No. If you give a skill a cast time it needs to be accompanied with a big burst, and if it is melee range, it can not be interruptible.

    Remember when you made Wrecking Blow, Heavy Attacks and all melee skills generally uninterruptable? You guys did that for a reason. Please try to remember what that reason was.

    Enough with the cast time skills on Templars already! We are constantly locked up in some sort of cast time, channel or animation. Jesus! We can barely pick up any kind of synergy because when the cast time or channel is finally over the synergy is gone.

    Enough!
    Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium dolorem que laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt. Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?
  • DeadlyRecluse
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    Can anyone on PTS share some tooltips for the new Solar Barrage? Would like to see some actual numbers before I go cry in my coffee.
    Thrice Empress, Forever Scrub
  • Sandman929
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    Take a useless skill and give it a cast time....right....looking at the Developer Comments I can only surmise that the only motivation for this change was to distinguish Solar Barrage from Impulse, not to make it useful. If that's the case, well done, developers.

    Eclipse, I'm not sure about:
    Eclipse: This ability and its morphs now returns damage whenever the affected enemy casts a direct damage attack. It still grants crowd control immunity when the effect ends and can now be removed by Break Free. Eclipse can also now be placed on an unlimited amount of enemies as a baseline effect.

    Returns "damage" from direct damage attacks. How much damage? Is it the damage that the direct damage attack was going to deal to me, or some arbitrary number. If I can quickly bounce back an Incap or a Dizzying Swing, I might like playing with that. If I return some crappy 3k tick of "damage" to someone who was lining up a 10k burst, I'm not interested.
  • Siliziumdioxid
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    For how much does the new Solar barrage tick everytime it pulses?
    Does it tick 4 times over this six seconds for the amount of damage the old barrage used to (on each tick)?
    If that is the case then it is a stronger DoT than Blockade and actually a really big buff to Magicka templar.
    I see the cast time as a counterargument but remember that puncturing sweeps is a channel we are used to that behaves in timing exactly like darkflare so it's interchangeable. Really interested how hard it hits though.
    Edited by Siliziumdioxid on September 19, 2017 2:58PM
    Guild: Ancaria
  • Destruent
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    For how much does the new Solar barrage tick everytime it pulses?
    Does it tick 4 times over this six seconds for the amount of damage the old barrage used to (on each tick)?
    If that is the case then it is a stronger DoT than Blockade and actually a really big buff to Magicka templar.
    I see the cast time as a counterargument but remember that puncturing sweeps is a channel we are used to that behaves in timing exactly like darkflare so it's interchangeable. Really interested how hard it hits though.

    On PTS Dark Flare does like 6k DMG for me, the new solar barrage does 3x 2k.
    Noobplar
  • Mystrius_Archaion
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    I would possibly use barrage to mix in with puncturing sweeps if it is good enough, but maybe not as Dark Flare is my hardest hitting single target attack. I wish we could have the other morph on the second bar, or ability to switch builds for certain fights.
  • Siliziumdioxid
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    Destruent wrote: »
    For how much does the new Solar barrage tick everytime it pulses?
    Does it tick 4 times over this six seconds for the amount of damage the old barrage used to (on each tick)?
    If that is the case then it is a stronger DoT than Blockade and actually a really big buff to Magicka templar.
    I see the cast time as a counterargument but remember that puncturing sweeps is a channel we are used to that behaves in timing exactly like darkflare so it's interchangeable. Really interested how hard it hits though.

    On PTS Dark Flare does like 6k DMG for me, the new solar barrage does 3x 2k.

    Thanks!!
    Ok it ticks three times nice to know might be a considerable Dot not as strong as Blockade though.
    Edited by Siliziumdioxid on September 19, 2017 3:17PM
    Guild: Ancaria
  • Destruent
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    Destruent wrote: »
    For how much does the new Solar barrage tick everytime it pulses?
    Does it tick 4 times over this six seconds for the amount of damage the old barrage used to (on each tick)?
    If that is the case then it is a stronger DoT than Blockade and actually a really big buff to Magicka templar.
    I see the cast time as a counterargument but remember that puncturing sweeps is a channel we are used to that behaves in timing exactly like darkflare so it's interchangeable. Really interested how hard it hits though.

    On PTS Dark Flare does like 6k DMG for me, the new solar barrage does 3x 2k.

    Thanks!!
    Ok it ticks three times nice to know might be a considerable Dot but not as strong as Blockade though.

    tbh the channeltime feels like 5hours...
    Noobplar
  • danno8
    danno8
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    Destruent wrote: »
    For how much does the new Solar barrage tick everytime it pulses?
    Does it tick 4 times over this six seconds for the amount of damage the old barrage used to (on each tick)?
    If that is the case then it is a stronger DoT than Blockade and actually a really big buff to Magicka templar.
    I see the cast time as a counterargument but remember that puncturing sweeps is a channel we are used to that behaves in timing exactly like darkflare so it's interchangeable. Really interested how hard it hits though.

    On PTS Dark Flare does like 6k DMG for me, the new solar barrage does 3x 2k.

    Thanks!!
    Ok it ticks three times nice to know might be a considerable Dot not as strong as Blockade though.

    Real quick testing:

    While Dark Flare is just over 11k for the test character, Solar flare is just over 4k per tick. It is 3 ticks, there is no initial damage tick at all.

    The DPS for just Solar Barrage with the above setup is 2235 over a 1 minute span.
    Blazing Spear is around 2591 over a 1 minute span.
    Wall of Elements is around 4000 over a 1 minute span.
    Vamps Bane is just under 2000 over a 1 minute span.

    The biggest problem is that it is 6 seconds, so it WILL fall off before you can get around to refreshing it, while both BS and WoE at 8 seconds, and Vamp Bane at 12 seconds mean you can refresh them without them falling off.

    If I could get on my main I could try swapping out some other skills with it to see the impact on overall DPS, but I can't right now due to the problem ZoS is having with character log ins at the moment.

    My gut feeling though is that it is just too short a DoT to use in a full rotation, and with the 1 second cast time it also eats up the GCD of a spammable like sweeps.

    I don't see how it will help overall DPS at all, and again using a 1 second casted spell in melee range is terrible in PvP for obvious reasons, and as stated above not optimal at all in PvE either.
  • nCats
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    Fuxo wrote: »
    The idea to buff the least used skills is great. The changes to DK/NB/Sorc skills are all buffs and people will definitely consider slotting them. But these changes to templar skills are really questionable. These are no buffs. Just another attempt to completely rework them with no clear insight into templar rotations or playstyle.

    What templars really lack is a class CC and sustain skills/passives. Would it be difficult to give solar barrage immobilize and eclipse magicka steal instead?

    Here are my suggestions:

    Solar barrage: Similar to arrow barrage. Blast enemies with solar projectiles, dealing flame damage over time and immobilizing them.

    Eclipse: Absorbs the damage of direct attacks.
    Total Dark: Absorbed attacks restore magicka to the templar.
    Unstable Core: Absorbed attacks damage nearby enemies for 50% damage.

    Repentance: Allow multiple templars to restore stamina. Or restore stamina to anybody with repentance slotted.

    Also the enduring rays and light weaver passives need complete rework to something that will make the sustain easier.

    I like these suggestions. For repentance I'd also envision a possibility that it restores 120 stamina each 0.5 seconds for say 8 seconds after activation, maybe upon the condition that a corpse is repent.

    Also the templar gap closer needs fixing, it is definitely not as reliant as some other gapclosers in the game. I don't know a magplar who uses the second morph safe a few niche builds. Convert it into stamina, maybe make it work like crit rush?

    Ideally we'd need a source of major expedition, one idea would be to get it with gapclosers as for DKs. Maybe the other morph of focused charge can also gain major exp while remaining mag.
  • Joy_Division
    Joy_Division
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    Can anyone on PTS share some tooltips for the new Solar Barrage? Would like to see some actual numbers before I go cry in my coffee.

    Just did.

    On a badly specced template:

    Impulse: 2787 magicka cost, 3436 instant damage in 6 meter radius (+1 minor mangle debuff)

    Solar Barrage: 2787 magicka cost, 4266 damage after 1 second cast time AND 2 second delays (and then another pulse 2 seconds later and then another pulse 2 seconds after that) in 8 meter radius. Higher tool tip, though impulse gets +10% penetration. Still Solar Barrage is going to put out more a lot more damage per single cast.

    I'm pretty sure templars are going to want this for trash fights, even with the cast time and I'm guessing even with boss + add fights it's still worth using.

    I wouldn't touch this with a 10 foot pole in PvP, but for PvE content the skill is absolutely improved, no doubt about it.

    BTW: tool tip is wrong, says it no longer has a cast time (obvious it's intended that it does).
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Mystrius_Archaion
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    danno8 wrote: »
    Real quick testing:

    While Dark Flare is just over 11k for the test character, Solar flare is just over 4k per tick. It is 3 ticks, there is no initial damage tick at all.

    The DPS for just Solar Barrage with the above setup is 2235 over a 1 minute span.
    Blazing Spear is around 2591 over a 1 minute span.
    Wall of Elements is around 4000 over a 1 minute span.
    Vamps Bane is just under 2000 over a 1 minute span.

    The biggest problem is that it is 6 seconds, so it WILL fall off before you can get around to refreshing it, while both BS and WoE at 8 seconds, and Vamp Bane at 12 seconds mean you can refresh them without them falling off.

    You really don't want to cast it again before it falls off anyway as it is a buff on you, for one, and it would overwrite taking out 33% of the damage per cast making it much less efficient. If you're casting anything before it truly finishes then you are always losing efficiency.
  • Neoauspex
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    Could somebody on PTS tell us if Eclipse returns damage on Cliff Racer? It looks like this skill is going to be severely outclassed by Defensive Posture now, but if there was any sort of counter for pigeonspam that'd be good for the game. I guess. Well, not really if nobody slots it, but it's a start.
  • Destruent
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    Can anyone on PTS share some tooltips for the new Solar Barrage? Would like to see some actual numbers before I go cry in my coffee.

    Just did.

    On a badly specced template:

    Impulse: 2787 magicka cost, 3436 instant damage in 6 meter radius (+1 minor mangle debuff)

    Solar Barrage: 2787 magicka cost, 4266 damage after 1 second cast time AND 2 second delays (and then another pulse 2 seconds later and then another pulse 2 seconds after that) in 8 meter radius. Higher tool tip, though impulse gets +10% penetration. Still Solar Barrage is going to put out more a lot more damage per single cast.

    I'm pretty sure templars are going to want this for trash fights, even with the cast time and I'm guessing even with boss + add fights it's still worth using.


    I wouldn't touch this with a 10 foot pole in PvP, but for PvE content the skill is absolutely improved, no doubt about it.

    BTW: tool tip is wrong, says it no longer has a cast time (obvious it's intended that it does).

    Tbh Magplars need more single-target DPS to compete with Stambuilds, as long as they don't get this every buff to their AoE is kinda useless, bc they are not needed/wanted in a trial environment.
    Noobplar
  • HonorTheDead
    HonorTheDead
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    Why can't eclipse give the enemy player a new debuff called minor confusion and deal x% of the damage they deal returned to them.

    Minor confusion: you have a 5% chance for your attacks to miss their target.

    So the base ability would apply minor confusion and deal no damage.

    Morph one:
    Minor confusion + deal x% of the damage they deal returned to the caster

    Morph two:
    Minor confusion + x% of the damage casted by the caster heals you

    The ability will act as a dot so only cleansable. When the ability ends it will not give cc immunity
    Edited by HonorTheDead on September 19, 2017 5:33PM
  • Drdeath20
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    Sorcs (best class) get better and templars (worst class) continue to get worse.

    Sounds about right.....

  • Minno
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    As a heavy user on Unstable core, I'd say the change is a very much needed boost to defense for the templar. I'll need to test it on the pts soon though.

    On live, unstable core gives magplar the burst it needs to compete without valkyn skoria. Fully buffed, it's around 10k, and while this would be around 5k in PvP before mitigation, consider this:
    - it's juicy AOE DMG. Everyone around the target gets that DMG. Add in another AOE Ultimate+ jabs and you'll have pressure for multiple enemies.
    - undodgeable. Good luck nightblade looking to dodge roll or go into stealth. Also breaks stealth.
    - procs minor sorcery. Every little bit helps and you have easy access to major sorcery buff.
    - 3.5 second timer let's you decide when you want to burst an enemy. Skoria requires dots+ a cooldown and you need to make sure it's hitting the target you want to burst.
    - very much hidden by purfying light. Even I have trouble seeing it if it's on my enemy lol.
    - scales off master at arms CP+ fire staff making it stronger. But swords are better for Templars, 5% boost from them also boosts burning light procs which cannot be increased by staffs. Burning light also scales off master at arms+ elemental expert (5k procs for me!)

    Using it as the sole skill is not fun. But together with other sources, its consistent burst you control when it hits.

    This change will add a debuff utility and we'll make running Unstable core more sexy for Templars looking to escape from the value skoria/HA pigeonhole.

    Burst example video:
    https://youtu.be/bXmv1iWLEqY
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Zer0oo
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    Drdeath20 wrote: »
    Sorcs (best class) get better and templars (worst class) continue to get worse.

    Sounds about right.....

    Why do you assume sorc are the best class? In pve all stam dds have way higher dps than mag sorcs

    For pvp i wouldn't say they are the best class. For open world stam nb is the best imo, for grp play mag templer is the best, for burst damage mag warden is the best, 1vs1 heavy armor is the best....



    As for actual feedback.
    Solar Barrage: The skill does around the same damage as reflective lights initial hit, but this skill does not have a cast time and also can hit 3 targets on the same time and puts a dot on them. The skill is actually not so bad for pve, but skills with a cast time are always kinda strange to use in a rotation.

    In pvp you could use it to setup extra burst before a fight but i doubt that you can actually can use it again since you are in meele range and can get interrupted really easy.

    Without a cast time the skill would be really strong but with cast time i don't think anyone will run it in pvp.
    For pve i don't really know if it is worth to run or not for single target(Maybe i test it on a dummy if it is worth it). For aoe dps is should be worth it especial since you can put it on before you charge in a fight. The skill feels for something with a cast-time kinda underwhelming.
    Edited by Zer0oo on September 19, 2017 6:10PM
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Joy_Division
    Joy_Division
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    wx4o2gT.png

    Always awesome RNG when it doesn't count for real.

    On a template, I got a 470K score in VMA which isn't terrible. This is my impression of the two new skills:

    I think people lose sight of the fact that a skill has to be more than useful, it''s got to be better than the alternatives that can replace it on an ability bar. Is the new Eclipse and new Solar Barrage useful and serve a function? Yes. Are the more appealing than the skills I have to take off my bar to fit them into my build? I don't think so.

    Solar Barrage: People might not know the channel no longer snares the templar. Not as debilitating but I still hate cast-times though.

    To make room for Solar Barrage, I replaced Luminous Shards. For finishing vMA, it's a close call. Each has its uses. Barrage is going to be more PBAoE on DPS trash pulls, Shards is going to make for a smoother rotation (not to be underestimated) and can be used at range. I personally think the cast time and the powerful synergy will make me default to Luminous shards.

    For PvP, I would consider using Solar Barrrage if I ran in a ball-group, and only then. Cast-time in open world is a bad idea.

    Eclipse:

    I thought I'd like this and I didn't. The old issues with the original spell are still there:
    • The original skill did not effect CC immune targets at all. If you take the Total Dark morph cast this on a CC immune target, it literally is a waste of some 3.5K to 4K magicka because it does absolutely nothing. Ouch.
    • The skill could never effect elite NPCs, mini-bosses, to say nothing of bosses. It still can't. Am I really supposed to slot a skill on my bar that I can't use in the most important fights? Wow, that is asking a lot.
    • The fact that this skill must be aimed and hit a specific opponent makes it often more trouble than it's worth. DK, Wardens, and defensive posture users just press a button and they are protected even from bosses. That's easy. Templars have to deal with the unreliable tab-targeting system in this game just to protect themselves against some eligible opponents and some attacks.

    The new version doesn't do enough to make it worth while
    • "Direct damage" is certainly better than just projectiles, but even the unthinking non-CC breaking AI mobs were using an unsettling amount of attacks that were damaging, snaring, CCing, me. Did not feel very protected. Rather use Harness magicka since it shields me Vs. every opponent and every attack in the game, as well as aiding me with resoruce managment.
    • The old Total Dark did damage, this one doesn't.

    Back in 1.6 when I cast Total Dark, it reflected virtually everything in the game (even things like weapon enchantments and some ultimates), healed me, and did damage. And even then it was considered niche because enemy players could CC break it and, unlike the PvP resource guards, it cant simply be recasted on CC immune opponents. What we have on the PTS isn't as good and retains the drawbacks.

    No ability in the game has received as many changes and reforms as Eclipse and every time it ultimately proves to be unpopular with most players. At some point, there comes a time when the fundamental core elements of the skill need to be recognized as unworkable, impractical, too niche, etc., and to just restart over from scratch.

    I think I speak for many templars when I say Eclipse should be totally transformed to act as a unique CC that no other class has access to. Zos has given Dragonknights and Sorcerers what only Nightbaldes once had: unblockable, undogeable CC.
    WoW. That's ... powerful. And what do templars have? Javelin, a skill that can be blocked, dodged, reflected, and provides no debuff after-effect. Especially frustrating since we once had Blinding Flashes. Please do NOT give us some carbon copy re-skin of what they have, rather give us something that we, and I'm even talking about the few remaining templar tank diehards, can meaningful contribute in a group environment even if our DPS isn't raid worthy (and it won't be until Sweeps and Radiant Destruction get fixed the way Sorc and NB executes got fixed).


    Edited by Joy_Division on September 19, 2017 7:01PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Gan Xing
    Gan Xing
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    The only thing with Eclipse I'm most concerned about is Guards in PvP using it. Even now, I get eclipsed every other second (at least now it's breakable), but I don't want to waste my stamina breaking out of every eclipse and CC that hits me (at least it also gets cc immunity). Will test more
    Gan Xing - Crafting Nightblade
    Elrana Tinuviel - Hybrid Dragonknight
    Elentári Peregrine - Sorcerer "bank"
    Rán Xīng - Hybrid Templar
    Laurïsil Imlachwen - Stamina Templar
    Helotë Tinuviel - Hybrid/Magicka Warden
    Odin banker - obv banker
    Yan of the Red Mountain - lvl 3 DK - not sure when I will work on em

    Seeks the unusual and unique playstyles...
  • Neoauspex
    Neoauspex
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    wx4o2gT.png

    Always awesome RNG when it doesn't count for real.

    On a template, I got a 470K score in VMA which isn't terrible. This is my impression of the two new skills:

    I think people lose sight of the fact that a skill has to be more than useful, it''s got to be better than the alternatives that can replace it on an ability bar. Is the new Eclipse and new Solar Barrage useful and serve a function? Yes. Are the more appealing than the skills I have to take off my bar to fit them into my build? I don't think so.

    Solar Barrage: People might not know the channel no longer snares the templar. Not as debilitating but I still hate cast-times though.

    To make room for Solar Barrage, I replaced Luminous Shards. For finishing vMA, it's a close call. Each has its uses. Barrage is going to be more PBAoE on DPS trash pulls, Shards is going to make for a smoother rotation (not to be underestimated) and can be used at range. I personally think the cast time and the powerful synergy will make me default to Luminous shards.

    For PvP, I would consider using Solar Barrrage if I ran in a ball-group, and only then. Cast-time in open world is a bad idea.

    Eclipse:

    I thought I'd like this and I didn't. The old issues with the original spell are still there:
    • The original skill did not effect CC immune targets at all. If you take the Total Dark morph cast this on a CC immune target, it literally is a waste of some 3.5K to 4K magicka because it does absolutely nothing. Ouch.
    • The skill could never effect elite NPCs, mini-bosses, to say nothing of bosses. It still can't. Am I really supposed to slot a skill on my bar that I can't use in the most important fights? Wow, that is asking a lot.
    • The fact that this skill must be aimed and hit a specific opponent makes it often more trouble than it's worth. DK, Wardens, and defensive posture users just press a button and they are protected even from bosses. That's easy. Templars have to deal with the unreliable tab-targeting system in this game just to protect themselves against some eligible opponents and some attacks.

    The new version doesn't do enough to make it worth while
    • "Direct damage" is certainly better than just projectiles, but even the unthinking non-CC breaking AI mobs were using an unsettling amount of attacks that were damaging, snaring, CCing, me. Did not feel very protected. Rather use Harness magicka since it shields me Vs. every opponent and every attack in the game, as well as aiding me with resoruce managment.
    • The old Total Dark did damage, this one doesn't.

    Back in 1.6 when I cast Total Dark, it reflected virtually everything in the game (even things like weapon enchantments and some ultimates), healed me, and did damage. And even then it was considered niche because enemy players could CC break it and, unlike the PvP resource guards, it cant simply be recasted on CC immune opponents. What we have on the PTS isn't as good and retains the drawbacks.

    No ability in the game has received as many changes and reforms as Eclipse and every time it ultimately proves to be unpopular with most players. At some point, there comes a time when the fundamental core elements of the skill need to be recognized as unworkable, impractical, too niche, etc., and to just restart over from scratch.

    I think I speak for many templars when I say Eclipse should be totally transformed to act as a unique CC that no other class has access to. Zos has given Dragonknights and Sorcerers what only Nightbaldes once had: unblockable, undogeable CC.
    WoW. That's ... powerful. And what do templars have? Javelin, a skill that can be blocked, dodged, reflected, and provides no debuff after-effect. Especially frustrating since we once had Blinding Flashes. Please do NOT give us some carbon copy re-skin of what they have, rather give us something that we, and I'm even talking about the few remaining templar tank diehards, can meaningful contribute in a group environment even if our DPS isn't raid worthy (and it won't be until Sweeps and Radiant Destruction get fixed the way Sorc and NB executes got fixed).


    Requoting this whole thing to double the chances that @ZOS_GinaBruno @ZOS_JessicaFolsom etc read it. @Joy_Division does Eclipse return damage on Cliff Racer?
  • Brutusmax1mus
    Brutusmax1mus
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    danno8 wrote: »
    Destruent wrote: »
    For how much does the new Solar barrage tick everytime it pulses?
    Does it tick 4 times over this six seconds for the amount of damage the old barrage used to (on each tick)?
    If that is the case then it is a stronger DoT than Blockade and actually a really big buff to Magicka templar.
    I see the cast time as a counterargument but remember that puncturing sweeps is a channel we are used to that behaves in timing exactly like darkflare so it's interchangeable. Really interested how hard it hits though.

    On PTS Dark Flare does like 6k DMG for me, the new solar barrage does 3x 2k.

    Thanks!!
    Ok it ticks three times nice to know might be a considerable Dot not as strong as Blockade though.

    Real quick testing:

    While Dark Flare is just over 11k for the test character, Solar flare is just over 4k per tick. It is 3 ticks, there is no initial damage tick at all.

    The DPS for just Solar Barrage with the above setup is 2235 over a 1 minute span.
    Blazing Spear is around 2591 over a 1 minute span.
    Wall of Elements is around 4000 over a 1 minute span.
    Vamps Bane is just under 2000 over a 1 minute span.

    The biggest problem is that it is 6 seconds, so it WILL fall off before you can get around to refreshing it, while both BS and WoE at 8 seconds, and Vamp Bane at 12 seconds mean you can refresh them without them falling off.

    If I could get on my main I could try swapping out some other skills with it to see the impact on overall DPS, but I can't right now due to the problem ZoS is having with character log ins at the moment.

    My gut feeling though is that it is just too short a DoT to use in a full rotation, and with the 1 second cast time it also eats up the GCD of a spammable like sweeps.

    I don't see how it will help overall DPS at all, and again using a 1 second casted spell in melee range is terrible in PvP for obvious reasons, and as stated above not optimal at all in PvE either.

    I'm only interested in this for pvp. Gcd with no initial damage and 6 seconds is a bust for pve imo. People say you cant get a dark flare off in PvP, they are doing it wrong.

    Layering barrage, proxy, empowering sweep, jabs could could make quick work of some groups.

    It's it direct damage or a dot?
  • Sandman929
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    Neoauspex wrote: »
    wx4o2gT.png

    Always awesome RNG when it doesn't count for real.

    On a template, I got a 470K score in VMA which isn't terrible. This is my impression of the two new skills:

    I think people lose sight of the fact that a skill has to be more than useful, it''s got to be better than the alternatives that can replace it on an ability bar. Is the new Eclipse and new Solar Barrage useful and serve a function? Yes. Are the more appealing than the skills I have to take off my bar to fit them into my build? I don't think so.

    Solar Barrage: People might not know the channel no longer snares the templar. Not as debilitating but I still hate cast-times though.

    To make room for Solar Barrage, I replaced Luminous Shards. For finishing vMA, it's a close call. Each has its uses. Barrage is going to be more PBAoE on DPS trash pulls, Shards is going to make for a smoother rotation (not to be underestimated) and can be used at range. I personally think the cast time and the powerful synergy will make me default to Luminous shards.

    For PvP, I would consider using Solar Barrrage if I ran in a ball-group, and only then. Cast-time in open world is a bad idea.

    Eclipse:

    I thought I'd like this and I didn't. The old issues with the original spell are still there:
    • The original skill did not effect CC immune targets at all. If you take the Total Dark morph cast this on a CC immune target, it literally is a waste of some 3.5K to 4K magicka because it does absolutely nothing. Ouch.
    • The skill could never effect elite NPCs, mini-bosses, to say nothing of bosses. It still can't. Am I really supposed to slot a skill on my bar that I can't use in the most important fights? Wow, that is asking a lot.
    • The fact that this skill must be aimed and hit a specific opponent makes it often more trouble than it's worth. DK, Wardens, and defensive posture users just press a button and they are protected even from bosses. That's easy. Templars have to deal with the unreliable tab-targeting system in this game just to protect themselves against some eligible opponents and some attacks.

    The new version doesn't do enough to make it worth while
    • "Direct damage" is certainly better than just projectiles, but even the unthinking non-CC breaking AI mobs were using an unsettling amount of attacks that were damaging, snaring, CCing, me. Did not feel very protected. Rather use Harness magicka since it shields me Vs. every opponent and every attack in the game, as well as aiding me with resoruce managment.
    • The old Total Dark did damage, this one doesn't.

    Back in 1.6 when I cast Total Dark, it reflected virtually everything in the game (even things like weapon enchantments and some ultimates), healed me, and did damage. And even then it was considered niche because enemy players could CC break it and, unlike the PvP resource guards, it cant simply be recasted on CC immune opponents. What we have on the PTS isn't as good and retains the drawbacks.

    No ability in the game has received as many changes and reforms as Eclipse and every time it ultimately proves to be unpopular with most players. At some point, there comes a time when the fundamental core elements of the skill need to be recognized as unworkable, impractical, too niche, etc., and to just restart over from scratch.

    I think I speak for many templars when I say Eclipse should be totally transformed to act as a unique CC that no other class has access to. Zos has given Dragonknights and Sorcerers what only Nightbaldes once had: unblockable, undogeable CC.
    WoW. That's ... powerful. And what do templars have? Javelin, a skill that can be blocked, dodged, reflected, and provides no debuff after-effect. Especially frustrating since we once had Blinding Flashes. Please do NOT give us some carbon copy re-skin of what they have, rather give us something that we, and I'm even talking about the few remaining templar tank diehards, can meaningful contribute in a group environment even if our DPS isn't raid worthy (and it won't be until Sweeps and Radiant Destruction get fixed the way Sorc and NB executes got fixed).


    Requoting this whole thing to double the chances that @ZOS_GinaBruno @ZOS_JessicaFolsom etc read it. @Joy_Division does Eclipse return damage on Cliff Racer?

    I'm also interested in it's ability to reflect birds. Actually, I'd love some clarification on the damage it does to attackers in general. Does it inflict a set amount of damage per direct damage ability the target uses while Eclipsed, or does it reflect the damage of the direct damage abilities to the caster while Eclipsed? Quickly reflecting a high damage skill like Dizzying Swing seems like good counterplay to me, but only if it's a reflect of the skill and not some set, low damage, amount.
  • Sandman929
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    On live I can still use this, and sometimes do, to quickly bubble a hard-casting frag. If with the new version I can do that sort of thing with other skills, I'd give it a try. But only if it's reflecting the damage of the attack, not inflicting a damage of it's own because I suspect that damage won't be as high as the skill I'm trying to Eclipse.
  • Cinbri
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    It can't reflect birds since skill can't reflect anything anymore. But in what it worth - yes, birds proc new Eclipse.
  • GallantGuardian
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    wx4o2gT.png

    Always awesome RNG when it doesn't count for real.

    On a template, I got a 470K score in VMA which isn't terrible. This is my impression of the two new skills:

    I think people lose sight of the fact that a skill has to be more than useful, it''s got to be better than the alternatives that can replace it on an ability bar. Is the new Eclipse and new Solar Barrage useful and serve a function? Yes. Are the more appealing than the skills I have to take off my bar to fit them into my build? I don't think so.

    Solar Barrage: People might not know the channel no longer snares the templar. Not as debilitating but I still hate cast-times though.

    To make room for Solar Barrage, I replaced Luminous Shards. For finishing vMA, it's a close call. Each has its uses. Barrage is going to be more PBAoE on DPS trash pulls, Shards is going to make for a smoother rotation (not to be underestimated) and can be used at range. I personally think the cast time and the powerful synergy will make me default to Luminous shards.

    For PvP, I would consider using Solar Barrrage if I ran in a ball-group, and only then. Cast-time in open world is a bad idea.

    Eclipse:

    I thought I'd like this and I didn't. The old issues with the original spell are still there:
    • The original skill did not effect CC immune targets at all. If you take the Total Dark morph cast this on a CC immune target, it literally is a waste of some 3.5K to 4K magicka because it does absolutely nothing. Ouch.
    • The skill could never effect elite NPCs, mini-bosses, to say nothing of bosses. It still can't. Am I really supposed to slot a skill on my bar that I can't use in the most important fights? Wow, that is asking a lot.
    • The fact that this skill must be aimed and hit a specific opponent makes it often more trouble than it's worth. DK, Wardens, and defensive posture users just press a button and they are protected even from bosses. That's easy. Templars have to deal with the unreliable tab-targeting system in this game just to protect themselves against some eligible opponents and some attacks.

    The new version doesn't do enough to make it worth while
    • "Direct damage" is certainly better than just projectiles, but even the unthinking non-CC breaking AI mobs were using an unsettling amount of attacks that were damaging, snaring, CCing, me. Did not feel very protected. Rather use Harness magicka since it shields me Vs. every opponent and every attack in the game, as well as aiding me with resoruce managment.
    • The old Total Dark did damage, this one doesn't.

    Back in 1.6 when I cast Total Dark, it reflected virtually everything in the game (even things like weapon enchantments and some ultimates), healed me, and did damage. And even then it was considered niche because enemy players could CC break it and, unlike the PvP resource guards, it cant simply be recasted on CC immune opponents. What we have on the PTS isn't as good and retains the drawbacks.

    No ability in the game has received as many changes and reforms as Eclipse and every time it ultimately proves to be unpopular with most players. At some point, there comes a time when the fundamental core elements of the skill need to be recognized as unworkable, impractical, too niche, etc., and to just restart over from scratch.

    I think I speak for many templars when I say Eclipse should be totally transformed to act as a unique CC that no other class has access to. Zos has given Dragonknights and Sorcerers what only Nightbaldes once had: unblockable, undogeable CC.
    WoW. That's ... powerful. And what do templars have? Javelin, a skill that can be blocked, dodged, reflected, and provides no debuff after-effect. Especially frustrating since we once had Blinding Flashes. Please do NOT give us some carbon copy re-skin of what they have, rather give us something that we, and I'm even talking about the few remaining templar tank diehards, can meaningful contribute in a group environment even if our DPS isn't raid worthy (and it won't be until Sweeps and Radiant Destruction get fixed the way Sorc and NB executes got fixed).


    I never got to use blinding flashes I want this for my tanking so bad

    Also a better way of managing our resources we have crap resource return luminous shards could have been good for this but they decided to not

    We need an ultimate that returns resources or a passive that when using x we receive y and z amount of stam and magika

    After that I'd be set

    Although I'd like them to update the swarm mother set so that it also has something else in it for tanks that way I'm not switching it out at. Odd fights
  • danno8
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    wx4o2gT.png

    Always awesome RNG when it doesn't count for real.

    On a template, I got a 470K score in VMA which isn't terrible. This is my impression of the two new skills:

    I think people lose sight of the fact that a skill has to be more than useful, it''s got to be better than the alternatives that can replace it on an ability bar. Is the new Eclipse and new Solar Barrage useful and serve a function? Yes. Are the more appealing than the skills I have to take off my bar to fit them into my build? I don't think so.

    Solar Barrage: People might not know the channel no longer snares the templar. Not as debilitating but I still hate cast-times though.

    To make room for Solar Barrage, I replaced Luminous Shards. For finishing vMA, it's a close call. Each has its uses. Barrage is going to be more PBAoE on DPS trash pulls, Shards is going to make for a smoother rotation (not to be underestimated) and can be used at range. I personally think the cast time and the powerful synergy will make me default to Luminous shards.

    For PvP, I would consider using Solar Barrrage if I ran in a ball-group, and only then. Cast-time in open world is a bad idea.

    Eclipse:

    I thought I'd like this and I didn't. The old issues with the original spell are still there:
    • The original skill did not effect CC immune targets at all. If you take the Total Dark morph cast this on a CC immune target, it literally is a waste of some 3.5K to 4K magicka because it does absolutely nothing. Ouch.
    • The skill could never effect elite NPCs, mini-bosses, to say nothing of bosses. It still can't. Am I really supposed to slot a skill on my bar that I can't use in the most important fights? Wow, that is asking a lot.
    • The fact that this skill must be aimed and hit a specific opponent makes it often more trouble than it's worth. DK, Wardens, and defensive posture users just press a button and they are protected even from bosses. That's easy. Templars have to deal with the unreliable tab-targeting system in this game just to protect themselves against some eligible opponents and some attacks.

    The new version doesn't do enough to make it worth while
    • "Direct damage" is certainly better than just projectiles, but even the unthinking non-CC breaking AI mobs were using an unsettling amount of attacks that were damaging, snaring, CCing, me. Did not feel very protected. Rather use Harness magicka since it shields me Vs. every opponent and every attack in the game, as well as aiding me with resoruce managment.
    • The old Total Dark did damage, this one doesn't.

    Back in 1.6 when I cast Total Dark, it reflected virtually everything in the game (even things like weapon enchantments and some ultimates), healed me, and did damage. And even then it was considered niche because enemy players could CC break it and, unlike the PvP resource guards, it cant simply be recasted on CC immune opponents. What we have on the PTS isn't as good and retains the drawbacks.

    No ability in the game has received as many changes and reforms as Eclipse and every time it ultimately proves to be unpopular with most players. At some point, there comes a time when the fundamental core elements of the skill need to be recognized as unworkable, impractical, too niche, etc., and to just restart over from scratch.

    I think I speak for many templars when I say Eclipse should be totally transformed to act as a unique CC that no other class has access to. Zos has given Dragonknights and Sorcerers what only Nightbaldes once had: unblockable, undogeable CC.
    WoW. That's ... powerful. And what do templars have? Javelin, a skill that can be blocked, dodged, reflected, and provides no debuff after-effect. Especially frustrating since we once had Blinding Flashes. Please do NOT give us some carbon copy re-skin of what they have, rather give us something that we, and I'm even talking about the few remaining templar tank diehards, can meaningful contribute in a group environment even if our DPS isn't raid worthy (and it won't be until Sweeps and Radiant Destruction get fixed the way Sorc and NB executes got fixed).



    This is basically my conclusions as well.

    If Eclipse ditched CC-breakable portion of the skill so it worked on bosses and didn't provide easy CC-immunity it would be useable. And it should since it doesn't reflect any more, only deals moderate damage like any other skill. There is nothing "CC" about the skill in the PTS version. It doesn't slow, stun, reflect, disorient, root...nothing. Why can it be CC broken again?

    If Solar Barrage ditched the cast time, then it may be useable as well. Certainly would add to the "house".
  • DeadlyRecluse
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    Thanks everyone for the tests on Solar Barrage. In PvP, I can only imagine niche uses for it, none of which are compelling enough to merit a barslot. It's a pity--maybe if it were reworked to have similar damage+delay but no channel (and numbers adjusted accordingly).
    Thrice Empress, Forever Scrub
  • Joy_Division
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    Neoauspex wrote: »
    . @Joy_Division does Eclipse return damage on Cliff Racer?

    @Neoauspex

    I do not know because I tested it in vMA. In my estimation whether it does or doesn't will not matter.

    If I am a Wadren opponent and if I am holding block, have used CC break the previous 7 seconds, or used an immovable potion, then you will not Eclipse me and you will waste 3.5K magicka. If I am eclipsed, I will simply CC break it, enjoy the 7 seconds of CC immunity, and then proceed to spam birds.

    I definitely understand your frustration with being bird spammed.
    Edited by Joy_Division on September 19, 2017 7:44PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Sandman929
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    Cinbri wrote: »
    It can't reflect birds since skill can't reflect anything anymore. But in what it worth - yes, birds proc new Eclipse.

    Alright, I think I'm following what folks are saying now. So, Eclipse doesn't reflect or even block a single target attack from hitting me, it just heals me for some amount and damages the attacker?
    In the case of birds, I'd still get hit by the bird after Eclipsing the caster, but I'd get a little heal and do a little damage to the attacking character (assuming they don't CC break)?

    If so, that's absolute garbage.
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