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PTS Update 16 - Feedback Thread for Templar

  • Soris
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    @ZOS_GinaBruno Any plans making sun shield useful in PvP for 20-30k range health builds?
    Welkynd [Templar/AD/EU]
  • Xsorus
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    Solar could be useful for bursting, @Minno replace Unstable with Solar...Its basically similar to the damage of Unstable but it goes off 3 times vs 1 time. Only problem is you gotta precast it before going in.....and recasting in PvP might be difficult. But yea I used Unstable a few times and it was good.
  • evedgebah
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    Having raided on the PTS two days in a row with my guild, I have the following points of concern about Templars for this patch and raid DPS:

    The new Eclipse reflect morph is ineffective against bosses, it neither does damage, nor heals. If it did either, it might be worth using, but as it stands, it's worthless. The AOE on Unstable Core is not powerful enough to be useful on trash pulls.

    As others have stated, our execute, Radiant Oppression does not scale as it seems it should, nor does it properly benefit from damage multipliers, resulting in a lower DPS ceiling potential than I believe is intended.

    Solar Barrage would be worth using if the cast time was removed, as it stands, it's too clunky to be effective.
  • Minno
    Minno
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    Xsorus wrote: »
    Solar could be useful for bursting, @Minno replace Unstable with Solar...Its basically similar to the damage of Unstable but it goes off 3 times vs 1 time. Only problem is you gotta precast it before going in.....and recasting in PvP might be difficult. But yea I used Unstable a few times and it was good.

    But with that cast time. Proc Det would be better, since it scales against each additional player.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Metafae
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    I should have originally posted my feedback here:

    Solar Barrage is not a great change. The cast time on it kills it's usability.

    I tested it on the pts and I strongly feel that the cast time should be removed, the Empower buff should also be removed and the duration should increase to 8 seconds.
  • Xsorus
    Xsorus
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    Minno wrote: »
    Xsorus wrote: »
    Solar could be useful for bursting, @Minno replace Unstable with Solar...Its basically similar to the damage of Unstable but it goes off 3 times vs 1 time. Only problem is you gotta precast it before going in.....and recasting in PvP might be difficult. But yea I used Unstable a few times and it was good.

    But with that cast time. Proc Det would be better, since it scales against each additional player.

    Proc Det is probably less damage then Solar, its not been very good against 1 player in a long long time.

  • Cage_Lizardman
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    A stamina self-heal, please? I'm not asking for surge, but at least something that beats vigor in cost/duration?
  • Solariken
    Solariken
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    Another huge disappointment with the new Eclipse is that it is no longer available to Stamplars, practically speaking. Both damage components are an arbitrary number which scale on magicka stats only. The live version is super useful situationally and provides fun, preemptive counterplay.

    The new version is an interesting mechanic, but you really need to dump the break-free / CC immunity component and at least change the first damage value (the portion the enemy causes to occur) to a percent of the direct damage they deal (I suggest 30%). This would keep the spell available to all flavors of Templar.

    Please ZOS, stop forcing so much artificial divide between stamina and magicka and locking players out of their own class skills because of silly scaling mechanisms. Make your classes more cohesive.
    Edited by Solariken on September 21, 2017 4:20AM
  • DeHei
    DeHei
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    Before i enrage completly, i need to say something about my mainclass...
    All, who dont know me. I run vMSA with best score of 578k and deal maximum of 37k DPS selfbuffed. I run my magicka templar as DD in trials and i am experienced on this class in PvE and PvP.



    Every skill with casttime is nearly completely useless. Let me explain why:
    There are enough skills, which are more flexible and deal more damage in total, because they are instant and between them you can use light attacks. You can use light attacks between this channeled attacks too, but in compation to this skills are casttimeabilities not strong enough for the time they need to channel them.
    With next asylum destrostaff, you need to use force pulse instead of your puncturing sweep as spammable to make maximum DPS for solo content. So one of our more useful channeled attack is reduced in effectivness too. For PvE i dont have a problem with that, but for PvP, channeled skills need to give a CC immunity and more damage to have same effectiveness like instantskills. I prefer to transform the flare and healing ritual to a better one without casttime!



    The eclipseskill... i cant really understand, how any anybody can like it.
    [*]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.
    • Total Dark (Eclipse morph): This morph will heal you when the target casts a direct damage attack.
    • Unstable Core (Eclipse morph): This morph adds area of effect damage when the effect ends.
    We liked how this ability was acting as a “soft” crowd-control, preventing some abilities but allowing others. However, the list of abilities was too short. We’ve made the ability more universally effective against most offensive abilities, making the process to select the right target and time for the ability more important.

    Maybe i am wrong, but the skill is a granted cc immunity for opponents. Its very difficult to handle and i need to recast it on every target to protect me only for direct damage for 5 sec (WOOOOOW, what a insane long time).
    The damage is low and the protection is minimal. The only useful situation to use that skill is in duell against magicka nightblades and magicka sorcs. But if they are good enough, they will just make heavy attacks with healingstaff/lightningstaff or use selfbuffs over the time like i do against targets with 1H+S reflectingultimate. With CC immunity on target, i cant recast it. When i do, i just waste my magicka...
    Now the damage over time possibility doesnt make this skill more effective. The other morph heals me, but i allways have better healskills with much more duration! Its a wasted slot! There is simply no reason to use it.

    All skills, who protect yourself with a reflective buff are much better and more useful. I cant really understand why you dont change this to something similar like a selfprotect-reflectbuff. When you love this so much, leave it like it is for NPCs only... Templar dont need this!



    The new changes dont give a buff, its more like a change from useless skills into similar useless or more useless ones. Pls fix our classbugs before you change other skills and create new bugs.. For example radiant Oppression is a finisher and just deal more damage then my total rotation, when the target has something between 5-10% life. That isnt a finisher.. A finisher should be able to deal so much damage, that i dont need to think about using it, when the target has below 10% life...
    What do the templarclass really need?
    A stun like we had with blazing spear. There was no really reason to take this 1 of few CC possibilities away from templar. I comparison to this other classes get more and more CC possibilities... CAN YOU REALLY EXPLAIN ME, WHY OTHER CLASSES NEED 4-5 CC POSSIBILITIES AND TEMPLAR SHOULDNT HAVE JUST 3 @ZOS_GinaBruno ?
    Then our blazing shield isnt very useful for HP tanks anymore. In PvE this work good enough, but in PvP its destroyed.. So why not change 1 of the morphs to another, which stack with max magicka like other shields?!
    Together with that Templar need a good escape. I really like this class and play it since beta. But in comparison to all classes they only got nerfed over and over again without a real reason. Other classes were buffed in same way and time like templar were nerfed. I really think you failed here to balance the classes well! Like i said in other part of this forum its a calculated disbalance!
    Edited by DeHei on September 21, 2017 7:43AM
    DeHei - EP Magicka Templar Allrounder
    De Hei(Youtube)
  • Gnortranermara
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    This patch would be a great time to fix several problems with Templars. Some problems can be lumped together and solved simultaneously.

    Problems 1 & 2: Lack of a mobility ability & Lack of a root
    While you're handing out speed buffs and roots to other classes like they're candy, maybe show us some love too. You could use Rune Focus to fix both of these problems. Change Restoring Focus to Binding Focus, simply add an AOE CC root to the ability. Change Channeled Focus to Charging Focus and add Major Expedition "while you stand within it and for up to 8 seconds after leaving it".

    Problems 3 & 4. Piercing Javelin sucks & Lack of a chain ability
    Change Piercing Javelin to a chain ability for Templar tanks (like DK chains). Maintain 1 mag and 1 stam morph.

    Problems 5 & 6: Sun Shield & Eclipse
    Neither really fits the theme of their respective skill line. Swap them. Sun Shield's "sun" theme clearly matches the Dawn's Wrath skill line better than it does a magic spear skill line. Make the Radiant Ward morph scale with magicka instead of health. Rework Eclipse entirely into a spears-themed thorns ability (perhaps modeled on the Warden's Crystallized Slab or DK Reflective Scales). You could have a morph option for melee thorns and one for ranged reflection.

    Problem 7 & 8. Oddball fire damage & poor global DPS passives
    Every other Templar ability does Magic damage, not fire. Sun Fire (and morphs) should too. Change Sun Fire to Magic Damage. Change the Balanced Warrior passive to "increase magic damage and physical damage by 6%".

    Problem 9 & 10: Unused morphs and worst stam heals in the game.
    Make Honor the Dead and/or Ritual of Rebirth a stam heal morph for Stamplars.

    Oh, and fix our damage scaling, please.
  • Feanor
    Feanor
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    The problem with Eclipse is that the skill cannot possibly be good if it does what it is designed to do correctly. There is a fine line with it being a hard counter to ranged builds. Add to that that Templars have outstanding stand-your-ground ability and an improved Eclipse would lead to very few counters.

    I'd rather have the skill reworked to something else. And not Blinding Flashes please.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • CatchMeTrolling
    CatchMeTrolling
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    I'd like a few passives to be reworked.
  • DeHei
    DeHei
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    This patch would be a great time to fix several problems with Templars. Some problems can be lumped together and solved simultaneously.

    Problems 1 & 2: Lack of a mobility ability & Lack of a root
    While you're handing out speed buffs and roots to other classes like they're candy, maybe show us some love too. You could use Rune Focus to fix both of these problems. Change Restoring Focus to Binding Focus, simply add an AOE CC root to the ability. Change Channeled Focus to Charging Focus and add Major Expedition "while you stand within it and for up to 8 seconds after leaving it".

    Problems 3 & 4. Piercing Javelin sucks & Lack of a chain ability
    Change Piercing Javelin to a chain ability for Templar tanks (like DK chains). Maintain 1 mag and 1 stam morph.

    Problems 5 & 6: Sun Shield & Eclipse
    Neither really fits the theme of their respective skill line. Swap them. Sun Shield's "sun" theme clearly matches the Dawn's Wrath skill line better than it does a magic spear skill line. Make the Radiant Ward morph scale with magicka instead of health. Rework Eclipse entirely into a spears-themed thorns ability (perhaps modeled on the Warden's Crystallized Slab or DK Reflective Scales). You could have a morph option for melee thorns and one for ranged reflection.

    Problem 7 & 8. Oddball fire damage & poor global DPS passives
    Every other Templar ability does Magic damage, not fire. Sun Fire (and morphs) should too. Change Sun Fire to Magic Damage. Change the Balanced Warrior passive to "increase magic damage and physical damage by 6%".

    Problem 9 & 10: Unused morphs and worst stam heals in the game.
    Make Honor the Dead and/or Ritual of Rebirth a stam heal morph for Stamplars.

    Oh, and fix our damage scaling, please.

    I agree in parts. Honor the dead is a really good morph. I like it much more then breath of life. We have other skill, which are uselesd
    DeHei - EP Magicka Templar Allrounder
    De Hei(Youtube)
  • Minno
    Minno
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    Xsorus wrote: »
    Minno wrote: »
    Xsorus wrote: »
    Solar could be useful for bursting, @Minno replace Unstable with Solar...Its basically similar to the damage of Unstable but it goes off 3 times vs 1 time. Only problem is you gotta precast it before going in.....and recasting in PvP might be difficult. But yea I used Unstable a few times and it was good.

    But with that cast time. Proc Det would be better, since it scales against each additional player.

    Proc Det is probably less damage then Solar, its not been very good against 1 player in a long long time.

    Yes it definitely is. But fully buffed I got it to 6.5-7k and it's self cast and instant. Key word= instant lol.

    Dark flare would fit, but I hate hard hitting reflective abilities. Unstable core on live fit exactly what I needed to deslot valkyn; AOE instant cast timed burst.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • danno8
    danno8
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    Xsorus wrote: »
    Minno wrote: »
    Xsorus wrote: »
    Solar could be useful for bursting, @Minno replace Unstable with Solar...Its basically similar to the damage of Unstable but it goes off 3 times vs 1 time. Only problem is you gotta precast it before going in.....and recasting in PvP might be difficult. But yea I used Unstable a few times and it was good.

    But with that cast time. Proc Det would be better, since it scales against each additional player.

    Proc Det is probably less damage then Solar, its not been very good against 1 player in a long long time.

    If you run the math, Proxy Det would have to be at around 150%bonus mark, or around 6 enemies hit, in order to have the same total impact as the three pulses from the new Solar. Proxy is just no good against anything but throngs of enemies.
  • danno8
    danno8
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    Feanor wrote: »
    The problem with Eclipse is that the skill cannot possibly be good if it does what it is designed to do correctly. There is a fine line with it being a hard counter to ranged builds. Add to that that Templars have outstanding stand-your-ground ability and an improved Eclipse would lead to very few counters.

    I'd rather have the skill reworked to something else. And not Blinding Flashes please.

    Which is why I prefer the idea of a "thorns" or "torment" ability (GW2) for it. It won't stop damage coming in to the Templar, but the attacker will also be taking some flat damage amount for every attack they make.

    This way it acts essentially like another DoT, with a bit of flavour, and the CC-breakable part of it can be dropped.
  • Minno
    Minno
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    danno8 wrote: »
    Xsorus wrote: »
    Minno wrote: »
    Xsorus wrote: »
    Solar could be useful for bursting, @Minno replace Unstable with Solar...Its basically similar to the damage of Unstable but it goes off 3 times vs 1 time. Only problem is you gotta precast it before going in.....and recasting in PvP might be difficult. But yea I used Unstable a few times and it was good.

    But with that cast time. Proc Det would be better, since it scales against each additional player.

    Proc Det is probably less damage then Solar, its not been very good against 1 player in a long long time.

    If you run the math, Proxy Det would have to be at around 150%bonus mark, or around 6 enemies hit, in order to have the same total impact as the three pulses from the new Solar. Proxy is just no good against anything but throngs of enemies.

    Cast time of the new solar ruins it, especially since you can't kite classes like a NB or Sorc. You'd also need a level of tankiness to get the full DMG in that one cast, which is not ideal for LA templars.
    For quick hits proc Det would be better, since after battlespirit it's 3401 in the tooltip. After mitigation it might be terrible, but now you see why current unstable core is better; max DMG is closer to 5k buffed and before mitigation. This is terrible on its own, similar to proc Det, but it adds DMG to purfying light and when you time the explosive with an ultimate hit, you'll have a sweet burst, especially if it crits.

    And I agree with you, proc Det is terrible. But what else do I have for instant burst potential with cast times? Lol
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • DeHei
    DeHei
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    This amount of castingabilities on one class only can work, when this class has a granted CC immunity allways, when it need to cast a spell.. I mean this abilities arent good. The damage and healing is really low and templar has more better and more flexible skills without casttime. Why should a templar now slot this crapskills?
    Edited by DeHei on September 21, 2017 6:05PM
    DeHei - EP Magicka Templar Allrounder
    De Hei(Youtube)
  • Minno
    Minno
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    DeHei wrote: »
    This amount of castingabilities on one class only can work, when this class has a granted CC immunity allways, when it need to cast a spell.. I mean this abilities arent good. The damage and healing is really low and templar has more better and more flexible skills without casttime. Why should a templar now slot this crapskills?

    If we are to have no consistent cc, then it makes sense to have these abilities do more DMG than sorcs/nbs. But they won't do that because we have the only reliable burst heal in the game lol.

    I think they are confused what makes the Templars work in combat, because we are using other sources for our effectiveness instead of our class abilities. Because if this I feel to make accurate assumptions of how best to change templars gets screwed. For example, valkyn skoria provides a lot burst, and if you take it away you'll be pressed hard to find that lvl of DMG anywhere else in the Templar toolkit.

    Unstable core on live is the closest replacement to valkyn and even then you need to combo it up to make it effective.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Destruent
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    Minno wrote: »
    DeHei wrote: »
    This amount of castingabilities on one class only can work, when this class has a granted CC immunity allways, when it need to cast a spell.. I mean this abilities arent good. The damage and healing is really low and templar has more better and more flexible skills without casttime. Why should a templar now slot this crapskills?

    If we are to have no consistent cc, then it makes sense to have these abilities do more DMG than sorcs/nbs. But they won't do that because we have the only reliable burst heal in the game lol.


    I think they are confused what makes the Templars work in combat, because we are using other sources for our effectiveness instead of our class abilities. Because if this I feel to make accurate assumptions of how best to change templars gets screwed. For example, valkyn skoria provides a lot burst, and if you take it away you'll be pressed hard to find that lvl of DMG anywhere else in the Templar toolkit.

    Unstable core on live is the closest replacement to valkyn and even then you need to combo it up to make it effective.

    tbh green dragonblood is a lot better for selfhealing than any burstheal templars have....i alway start crying in pvp when i want to heal myself and someone else gets targeted. And don't get me started on pve-tanking...best heal a templar is is the vampdrain, and this one is really bad compared to dragonblood. overall reliable is something else...but sure...it's great for healing a group, but thats it.
    Noobplar
  • Minno
    Minno
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    Destruent wrote: »
    Minno wrote: »
    DeHei wrote: »
    This amount of castingabilities on one class only can work, when this class has a granted CC immunity allways, when it need to cast a spell.. I mean this abilities arent good. The damage and healing is really low and templar has more better and more flexible skills without casttime. Why should a templar now slot this crapskills?

    If we are to have no consistent cc, then it makes sense to have these abilities do more DMG than sorcs/nbs. But they won't do that because we have the only reliable burst heal in the game lol.


    I think they are confused what makes the Templars work in combat, because we are using other sources for our effectiveness instead of our class abilities. Because if this I feel to make accurate assumptions of how best to change templars gets screwed. For example, valkyn skoria provides a lot burst, and if you take it away you'll be pressed hard to find that lvl of DMG anywhere else in the Templar toolkit.

    Unstable core on live is the closest replacement to valkyn and even then you need to combo it up to make it effective.

    tbh green dragonblood is a lot better for selfhealing than any burstheal templars have....i alway start crying in pvp when i want to heal myself and someone else gets targeted. And don't get me started on pve-tanking...best heal a templar is is the vampdrain, and this one is really bad compared to dragonblood. overall reliable is something else...but sure...it's great for healing a group, but thats it.

    Well it's debatable then. I can get 11k crits with honor the dead on my build, but I only try to use it when I'm 50-30% down to take advantage of our "low health, extra healing" passive. Otherwise I block+use hots.

    That's the only major DK heal so it would make sense it only heals them. At least I can give my buddy a 10-11k burst heal. ;)

    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Mihael
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    Just give us stun from shards again pls
  • Brutusmax1mus
    Brutusmax1mus
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    If they remove the cast time this will with out a doubt be on my jabplar
  • Wreuntzylla
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    CyrusArya wrote: »
    Skander wrote: »
    Stamina templar: One of the worse pvp classes you can find. Stamina warden has just everything stamplar has and even more.

    Is this really what you believe? I find stamplar to have hands down the strongest damage and offensive pressure in the game. Granted the sustain is awful, as it should be to balance such a powerful class. Id take stamplar over stam warden any day when it comes to dealing damage. Now sustain and tankiness, sure warden has the upper hand. But to say warden has everything stamplar does is a bit of an exaggeration.

    Jabs+POTL > Birds+Shalk.

    Can jabs + potl outburst birds + shalk? Yes. Is birds + shalk the warden burst rotation? No....

    I understand that wardens are new, and people are still working out bic builds, but to say a stamplar is better in PvP than a warden is weak when talking 1v1, and pure poppycock in groups. Most especially when those groups are all wardens...

    I'd drop some numbers on you, but unless you jumped into a BG with our 4 warden group, you probably wouldn't believe me. Once we got the builds right, my jaw dropped every BG for a couple of days of PvP...
  • DeHei
    DeHei
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    CyrusArya wrote: »
    Skander wrote: »
    Stamina templar: One of the worse pvp classes you can find. Stamina warden has just everything stamplar has and even more.

    Is this really what you believe? I find stamplar to have hands down the strongest damage and offensive pressure in the game. Granted the sustain is awful, as it should be to balance such a powerful class. Id take stamplar over stam warden any day when it comes to dealing damage. Now sustain and tankiness, sure warden has the upper hand. But to say warden has everything stamplar does is a bit of an exaggeration.

    Jabs+POTL > Birds+Shalk.

    Can jabs + potl outburst birds + shalk? Yes. Is birds + shalk the warden burst rotation? No....

    I understand that wardens are new, and people are still working out bic builds, but to say a stamplar is better in PvP than a warden is weak when talking 1v1, and pure poppycock in groups. Most especially when those groups are all wardens...

    I'd drop some numbers on you, but unless you jumped into a BG with our 4 warden group, you probably wouldn't believe me. Once we got the builds right, my jaw dropped every BG for a couple of days of PvP...

    Oo... Some guys really dont understand, that warden are new. How much experience have some wardenplayer?? Not much.. Some Templar play since beta or release. For example Kodi won the Duell tournament with a staminawarden. Give all of them a bit more practise, then you will feel these burstkombos more often...

    We dont need to discuss, that templar need there stun back. This step to take it away from templar was without an argument. For sure the stun on spear shards should restored or give another skill with these effect for a nearly useless skill (we have enough, which could need a change!)...
    DeHei - EP Magicka Templar Allrounder
    De Hei(Youtube)
  • Destruent
    Destruent
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    Minno wrote: »
    Destruent wrote: »
    Minno wrote: »
    DeHei wrote: »
    This amount of castingabilities on one class only can work, when this class has a granted CC immunity allways, when it need to cast a spell.. I mean this abilities arent good. The damage and healing is really low and templar has more better and more flexible skills without casttime. Why should a templar now slot this crapskills?

    If we are to have no consistent cc, then it makes sense to have these abilities do more DMG than sorcs/nbs. But they won't do that because we have the only reliable burst heal in the game lol.


    I think they are confused what makes the Templars work in combat, because we are using other sources for our effectiveness instead of our class abilities. Because if this I feel to make accurate assumptions of how best to change templars gets screwed. For example, valkyn skoria provides a lot burst, and if you take it away you'll be pressed hard to find that lvl of DMG anywhere else in the Templar toolkit.

    Unstable core on live is the closest replacement to valkyn and even then you need to combo it up to make it effective.

    tbh green dragonblood is a lot better for selfhealing than any burstheal templars have....i alway start crying in pvp when i want to heal myself and someone else gets targeted. And don't get me started on pve-tanking...best heal a templar is is the vampdrain, and this one is really bad compared to dragonblood. overall reliable is something else...but sure...it's great for healing a group, but thats it.

    Well it's debatable then. I can get 11k crits with honor the dead on my build, but I only try to use it when I'm 50-30% down to take advantage of our "low health, extra healing" passive. Otherwise I block+use hots.

    That's the only major DK heal so it would make sense it only heals them. At least I can give my buddy a 10-11k burst heal. ;)

    The only one + whip + burning embers + draw essence + resto...
    Don't want to get anything nerfed...but when there is anyone else around you, dragonblood is more reliable than anything the Templar has + it's useful on any build...
    Noobplar
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Ok, extensive tests completed and so is feedback:
    Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
    1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face. With such changes and following treatments this skill once again will become one of the best in Templar arsenal, as it once was.
    Another great change is that now it breakable: yes, skill bad as CC against any defensive target, like those permablocking tanks that only holds block or healbots that only spam heals, but that can be fixed by Unstable Core morph (read below). In U14 resource sustain became important thing but Templar got unbreakable Eclipse and overall bad CCs. Now it is CC that can pressure enemy's stamina resource while becoming CC that enemy really want to CC Break as soon as possible. As new unique soft CC-debuff it fulfill it's purpose but in unique way: first - it force people to use CC breaks and pressure stamina, second - it allow to survive caster during enemy CCed, third - CC allow to pressure enemy. And it CC with duration, it means that any teammate can hard CC on him during duration of Eclipse, i.e. your usage of it won't destroy others' possibilities of CCs.
    New idea of making it soft CC-debuff is very interesting and should be expanded(read below). After it lost ability to disable enemies it lost almost all group utility - teammates can't save they stamina or hp when you eclipsing enemies, but Templars already class with biggest group utility and in return of lost support can now get better Eclipse. And now it benefit Templars who actually want to fight, not carry-bot.
    As example I taking fight vs permablocking dragonknight: one of my most hated enemies - right now Templar simply can't CC it coz Aurora is just too bad skill to even consider of using it and Toppling Charge main purpose de facto is gap-close, not CCing. Currently when you fight such dk you can only hope to CC him with Charge, at least for short duration, but it almost impossible - you can do it only during short period of vulnerability to CC when he swap weapons, and you have to take minimal distance for Charge to cast, and that almost impossible with all permasnares and permaroots. And even if you CC him, Charge with its a bit clunky animation grant short duration CC during which you won't be able to burst him down...
    But in U16 you can slot Total Dark - and dk will be left with 2 choices - 1. waste presiouc stamina on CC Break, and holding block just won't save him anymore from this CC. I.e. TD fulfill purpose of being CC - the thing that Templar is lacked of. Second choice for dk is to keep debuffed and not waste stamina on CC Break. And that what will happen next, since 90% of dks use their razor armor skill: his second choice will be splitted for 2 choices: A.: he have to drop off block for duration off CC, making him vulnerable to all templar attacks in that time span, that is great. B.: is worst option to choose - keep attacking Templars wile permablocking. That will have terrible results for him: firstly - with TD on dk, he simply won't be able to burst Templar (check tooltip below), it will be equal to be disabled by old Eclipse. Secondly - all his attacks will proc damage return to him, even for all his 1k lightattacks will will eat back twice more damage in addition to direct attacks of Templar will proc Eclipse damage coz razor armor is direct damage that dealt to Templar upon attacks. And thirdly and best part - all damage return he will block will eat his stamina.
    As result of such struggle he either will CC Break it or keep fighting with it, and in return stop being threat to Templar while simultaneously will recive large amount of damage and drain his own stamina. That is utterly amazing result.
    Regarding tooltips: yes it not reflected damage but tooltip bad only for those Templars who are carry others, for tempalr that actually wana fight and survive it good enough. TD simultaneously will buffed offense and defense. And both parameters can crit, making it even stronger for high crit builds while also making independent to enemies offense capabilities. And unlike warden's Leeching Veins it don't have cooldown on proc.
    That is my tooltip on *** pts template while de facto damage is higher coz such CP skills as Shatter Blows/Penetration:
    3ltkl430ya5f.png
    Does anyone really pretend to say that CC that can simultaneously heal for same amount as dk's whip proc (and even much higher), while deal damage that only 10% weaker than initial hit of Vampire Bain on each proc (given that it can happen up to 8 procs during one duration - damage tooltip is 52936 damage in 5 sec) is bad?! Like, really? With such tooltip for every light attack enemy will get even more damage back and heal templar for more than damage dealt, or, on pts when my TD's heal crit - all enemy 6k crit Uppercauts will be completely outhealed by 6k crit heal. In addition to fact that direct attacks was Templars biggest bane since we can just purge dots, unless someone pretend that templar cleanse is bad.
    But with all it's effectiveness as I said it only half-way change it really need to threat new mechanics and old mechanics that are relics of previous usage of skill:
    1. CC immunity after skill expire - in Morrowind skill was made to have no counter and for that reason became short CC with CC immunity after expire. It was made coz it was impossible to CC break it and CC immunity after expire allowed to not be affected by it 100% of time, i.e. what currently happen with resource guards that apply unbreakable reflect 100% uptime...
    But after skill became breakable once again - it should be restored to its former form - to not grant CC immunity on expire. It will make choice of Break it or not to Break it, otherwise 5 sec duration debuff will still be something that many enemies will accept for in return of getting free CC immunity after. In addition it going against new mechanic of soft CC-debuff: when enemy using soft CCs, like roots, waiting for it to expire wont grant immunity to roots. To have it you must actively counter it by dodge, not waiting it expire and get free immunity to next root. If it would be so - roots would start to be useless soft CC.
    Given the developer comment about it, currently it a bit wrong: enemy can ignore but it won't turn battle in your favor as much as it can coz for his aggressive action of attacking and not breaking it he will get highest pvp buff - CC immunity... for not CC breaking... It is soft CC-debuff that lost group utility, so why both aspects of this(CC and debuff) must be countered by one act?!
    2. Same as was on U14 pts and for that reason hopefully bug: upon purge Eclipse it grant free CC immunity. It should be fixed same as it was in U14 to not grant immunity.
    3. Eclipse lost ability to CC checks on cast: well, same as Petrify, so I hope it just a bug. Coz for expensive (unlike new Petrify) skill that is targeted, it huge drawback that will making it as terrible resource eater. But if it not bug there is other solution to it: given that it is not simple soft CC, but new unique soft CC-debuff it might be get next treatment: same as current Total DArk works: split TD on 2 separate debuff: one - is CC damage reflect that can be braken, second is healing solid debuff that can't be broken but only purged; or vice versa, as both are strong. Both can be purged, but only 1 can be CC Breaked. It will allow to not waste resource on empty cast, but even when enemy have CC immunity - cast won't be wasted and will play role of debuff. On debuff list it will look same as current TD:
    ujajmon3baf0.png
    Visual effect used can be same as it current - debuff as shadows flowing around enemy.
    If not - at least increase duration 1 sec. Only 0.5 sec boost from previous unbreakable CC mechanic is too low.
    4. Morphs diversity: have to agree with everyone else - Unstable Core became completely useless morph that has absolutely no reason to be used. While TD grant strong utility, all that UC can grant is low damage aoe ~each 7-12 seconds. Currently UC is not the best coz it flaw mechanic of not being CC, and had to be removed from passive that extend duration, but it can deal damage at least. However I think it should be remained as current soft CC but get some treatments to actually become offensive morph that can work against full defensive opponents in perfect state; or at least be aggressive by default.
    The way I see fixes:
    • a. Same as was done once - buff it returned damage to 60%, that will make it full offense CC: being hit for like 10k on his own attacks before realizing that he debuffed is worthy to sacrifice survivability of TD. And to make it solid with concept of double debuff of TD above - let it be as current TD - apply time bomb.
    • b. Same, to be solidified with double debuff concept - make it apply 2.5 sec root debuff on enemy, so if he will have CC immunity, he still can be rooted. Templar is only class without root.
    • c. Decrease damage but make damage return to be Oblivion damage with time bomb 2nd debuff. It will be like "ok, you can not to break it but than your block nor your 20k shields will help you in battle". However it won't help against full defense enemy.
    • d. As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents.
    • e. Simply make it to restore 500 stamina on proc same as TD restore HP. Wont grant healing survivability but will work in both pve and pvp and tempalr will have to fight in attempt to survive.
    • f. Increase damage a bit, but make all damage return to be and magnetic bomb explosion, i.e. aoe damage.


    Solar Barrage - another good change but also actually only half-way change. Change differentiated it from Impusle but didn't granted any utility for making this morph independent and that why it should grant more treatments to make it usefull for juggernauts:
    I see such ways:
    1. Remove Empower buff. Unlike old Barrage and default skill/another morph, current Barrage became AoE DoT that can't be self-empowered, making this buff irrelevant. Those minority of of templar skills that can be empowered simply won't be casted after Barrage, but have to be used before. So we can remove it and it will keep skill as DoT. And that will allow to have it any of other treatments:
    A. Remove cast time - we don't even need to theorycraft about this change coz we already have almost exact same skill with long history - Detonation. Once Proximity had to be casted skill with cast time that was removed simply coz it couldn't fulfill its purpose of melee explosion "standing there in interruptable cast and then run to enemies for melee range" simple not worked coz enemies were aleady aware of what is coming; so range morph is cast time with unlimited amount of targets, melee without cast time. It exact same mechanic as Templar Flare works - range morph with high damage, self-empower, and AoE major debuff, so Barrage could be melee DoT without cast time, empower that not working. Bombplars unite ;)
    B. Another treatment - and I prefer it more coz it will grant more utility and will be familiar with Templar "channeling" theme :Dkeep it as 1sec cast time but solidify it with another morph and allow it to apply Major Defile for 4-5 sec on targets that hitted. It will transform it into frontline aoe skill that will debuff enemies, while Dark Flare will be remained as backline range high damage support skill. Cast time in this case will be drawback that wont allow juggernauts to simply reapply skill while being focused by enemies, but have to LosIng, using shield ult to reapply it, and 1sec cast time that not decreasing speed is not a insane drawback, Dark Deal as example. Also Templar survivability is based on healings but he can't pressure other classes/builds that built same way.
    _____________________________________________________________________________________________

    And regarding some other small changes:
    1. Focus - let it have it bonuses from morphs (mana restore/vitality,protection) to be char based, not ground; keep armor buff ground-based. It will allow Templar to stop recasting Focus every 10 meters when kiting just to make it work, it will make them less turtles, coz even now when you fight in small area fights you have to spam it to have effect. There once was bug when additional effects was attached to caster and I think everyone could agree that it was making this skill much better.
    2. Rite of Passage - since dk got huge buff for their Shifting Standart, we should get buff to our useless ults too. In this case I propose idea of Practiced Incantation morph change - make it cast only Templar/cast templar and 1 ally in 8 meters, grant it CC immunity for 8sec, but no longer disable caster. It will make ultimate to work for solo/duo Templars, morph will loose all(almost) group utility but in exchange will work for caster himself and will allow to actively participate in combat. Also it will stop granting armor buff from Light Weaver that equal to major protection buff, i.e. reduce default tankiness in exchange. Keep current bright sun light effect so it will be visible for both caster and enmemies that he is under its effect.
    3. Restoring Spirit - to help tempalrs with tankiness make it to reduce all costs for 4% not only resources. Same as Alteration set works.
    4. Sweep ultimate - make it scale from highest resource so both magplars/stamplars would have use of it.
    4. Empowering Sweep ultimate - make it apply major protection buff instead of current scaling, it will make it 11% stronger in 1v1 but 9% weaker in it max spike effectiveness. Also it will no longer stack with same buff from other sources and grant too much reduction. Rename it to Empowered Sweep.
    _____________________________________________________________________________
    @Wrobel
    Edited by Cinbri on September 22, 2017 10:24AM
  • Brutusmax1mus
    Brutusmax1mus
    ✭✭✭✭✭
    Cinbri wrote: »
    Ok, extensive tests completed and so is feedback:
    Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
    1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face. With such changes and following treatments this skill once again will become one of the best in Templar arsenal, as it once was.
    Another great change is that now it breakable: yes, skill bad as CC against any defensive target, like those permablocking tanks that only holds block or healbots that only spam heals, but that can be fixed by Unstable Core morph (read below). In U14 resource sustain became important thing but Templar got unbreakable Eclipse and overall bad CCs. Now it is CC that can pressure enemy's stamina resource while becoming CC that enemy really want to CC Break as soon as possible. As new unique soft CC-debuff it fulfill it's purpose but in unique way: first - it force people to use CC breaks and pressure stamina, second - it allow to survive caster during enemy CCed, third - CC allow to pressure enemy. And it CC with duration, it means that any teammate can hard CC on him during duration of Eclipse, i.e. your usage of it won't destroy others' possibilities of CCs.
    New idea of making it soft CC-debuff is very interesting and should be expanded(read below). After it lost ability to disable enemies it lost almost all group utility - teammates can't save they stamina or hp when you eclipsing enemies, but Templars already class with biggest group utility and in return of lost support can now get better Eclipse. And now it benefit Templars who actually want to fight, not carry-bot.
    As example I taking fight vs permablocking dragonknight: one of my most hated enemies - right now Templar simply can't CC it coz Aurora is just too bad skill to even consider of using it and Toppling Charge main purpose de facto is gap-close, not CCing. Currently when you fight such dk you can only hope to CC him with Charge, at least for short duration, but it almost impossible - you can do it only during short period of vulnerability to CC when he swap weapons, and you have to take minimal distance for Charge to cast, and that almost impossible with all permasnares and permaroots. And even if you CC him, Charge with its a bit clunky animation grant short duration CC during which you won't be able to burst him down...
    But in U16 you can slot Total Dark - and dk will be left with 2 choices - 1. waste presiouc stamina on CC Break, and holding block just won't save him anymore from this CC. I.e. TD fulfill purpose of being CC - the thing that Templar is lacked of. Second choice for dk is to keep debuffed and not waste stamina on CC Break. And that what will happen next, since 90% of dks use their razor armor skill: his second choice will be splitted for 2 choices: A.: he have to drop off block for duration off CC, making him vulnerable to all templar attacks in that time span, that is great. B.: is worst option to choose - keep attacking Templars wile permablocking. That will have terrible results for him: firstly - with TD on dk, he simply won't be able to burst Templar (check tooltip below), it will be equal to be disabled by old Eclipse. Secondly - all his attacks will proc damage return to him, even for all his 1k lightattacks will will eat back twice more damage in addition to direct attacks of Templar will proc Eclipse damage coz razor armor is direct damage that dealt to Templar upon attacks. And thirdly and best part - all damage return he will block will eat his stamina.
    As result of such struggle he either will CC Break it or keep fighting with it, and in return stop being threat to Templar while simultaneously will recive large amount of damage and drain his own stamina. That is utterly amazing result.
    Regarding tooltips: yes it not reflected damage but tooltip bad only for those Templars who are carry others, for tempalr that actually wana fight and survive it good enough. TD simultaneously will buffed offense and defense. And both parameters can crit, making it even stronger for high crit builds while also making independent to enemies offense capabilities. And unlike warden's Leeching Veins it don't have cooldown on proc.
    That is my tooltip on *** pts template while de facto damage is higher coz such CP skills as Shatter Blows/Penetration:
    3ltkl430ya5f.png
    Does anyone really pretend to say that CC that can simultaneously heal for same amount as dk's whip proc (and even much higher), while deal damage that only 10% weaker than initial hit of Vampire Bain on each proc (given that it can happen up to 8 procs during one duration - damage tooltip is 52936 damage in 5 sec) is bad?! Like, really? With such tooltip for every light attack enemy will get even more damage back and heal templar for more than damage dealt, or, on pts when my TD's heal crit - all enemy 6k crit Uppercauts will be completely outhealed by 6k crit heal. In addition to fact that direct attacks was Templars biggest bane since we can just purge dots, unless someone pretend that templar cleanse is bad.
    But with all it's effectiveness as I said it only half-way change it really need to threat new mechanics and old mechanics that are relics of previous usage of skill:
    1. CC immunity after skill expire - in Morrowind skill was made to have no counter and for that reason became short CC with CC immunity after expire. It was made coz it was impossible to CC break it and CC immunity after expire allowed to not be affected by it 100% of time, i.e. what currently happen with resource guards that apply unbreakable reflect 100% uptime...
    But after skill became breakable once again - it should be restored to its former form - to not grant CC immunity on expire. It will make choice of Break it or not to Break it, otherwise 5 sec duration debuff will still be something that many enemies will accept for in return of getting free CC immunity after. In addition it going against new mechanic of soft CC-debuff: when enemy using soft CCs, like roots, waiting for it to expire wont grant immunity to roots. To have it you must actively counter it by dodge, not waiting it expire and get free immunity to next root. If it would be so - roots would start to be useless soft CC.
    Given the developer comment about it, currently it a bit wrong: enemy can ignore but it won't turn battle in your favor as much as it can coz for his aggressive action of attacking and not breaking it he will get highest pvp buff - CC immunity... for not CC breaking... It is soft CC-debuff that lost group utility, so why both aspects of this(CC and debuff) must be countered by one act?!
    2. Same as was on U14 pts and for that reason hopefully bug: upon purge Eclipse it grant free CC immunity. It should be fixed same as it was in U14 to not grant immunity.
    3. Eclipse lost ability to CC checks on cast: well, same as Petrify, so I hope it just a bug. Coz for expensive (unlike new Petrify) skill that is targeted, it huge drawback that will making it as terrible resource eater. But if it not bug there is other solution to it: given that it is not simple soft CC, but new unique soft CC-debuff it might be get next treatment: same as current Total DArk works: split TD on 2 separate debuff: one - is CC damage reflect that can be braken, second is healing solid debuff that can't be broken but only purged; or vice versa, as both are strong. Both can be purged, but only 1 can be CC Breaked. It will allow to not waste resource on empty cast, but even when enemy have CC immunity - cast won't be wasted and will play role of debuff. On debuff list it will look same as current TD:
    ujajmon3baf0.png
    Visual effect used can be same as it current - debuff as shadows flowing around enemy.
    If not - at least increase duration 1 sec. Only 0.5 sec boost from previous unbreakable CC mechanic is too low.
    4. Morphs diversity: have to agree with everyone else - Unstable Core became completely useless morph that has absolutely no reason to be used. While TD grant strong utility, all that UC can grant is low damage aoe ~each 7-12 seconds. Currently UC is not the best coz it flaw mechanic of not being CC, and had to be removed from passive that extend duration, but it can deal damage at least. However I think it should be remained as current soft CC but get some treatments to actually become offensive morph that can work against full defensive opponents in perfect state; or at least be aggressive by default.
    The way I see fixes:
    • a. Same as was done once - buff it returned damage to 60%, that will make it full offense CC: being hit for like 10k on his own attacks before realizing that he debuffed is worthy to sacrifice survivability of TD. And to make it solid with concept of double debuff of TD above - let it be as current TD - apply time bomb.
    • b. Same, to be solidified with double debuff concept - make it apply 2.5 sec root debuff on enemy, so if he will have CC immunity, he still can be rooted. Templar is only class without root.
    • c. Decrease damage but make damage return to be Oblivion damage with time bomb 2nd debuff. It will be like "ok, you can not to break it but than your block nor your 20k shields will help you in battle". However it won't help against full defense enemy.
    • d. As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents.
    • e. Simply make it to restore 500 stamina on proc same as TD restore HP. Wont grant healing survivability but will work in both pve and pvp and tempalr will have to fight in attempt to survive.
    • f. Increase damage a bit, but make all damage return to be and magnetic bomb explosion, i.e. aoe damage.


    Solar Barrage - another good change but also actually only half-way change. Change differentiated it from Impusle but didn't granted any utility for making this morph independent and that why it should grant more treatments to make it usefull for juggernauts:
    I see such ways:
    1. Remove Empower buff. Unlike old Barrage and default skill/another morph, current Barrage became AoE DoT that can't be self-empowered, making this buff irrelevant. Those minority of of templar skills that can be empowered simply won't be casted after Barrage, but have to be used before. So we can remove it and it will keep skill as DoT. And that will allow to have it any of other treatments:
    A. Remove cast time - we don't even need to theorycraft about this change coz we already have almost exact same skill with long history - Detonation. Once Proximity had to be casted skill with cast time that was removed simply coz it couldn't fulfill its purpose of melee explosion "standing there in interruptable cast and then run to enemies for melee range" simple not worked coz enemies were aleady aware of what is coming; so range morph is cast time with unlimited amount of targets, melee without cast time. It exact same mechanic as Templar Flare works - range morph with high damage, self-empower, and AoE major debuff, so Barrage could be melee DoT without cast time, empower that not working. Bombplars unite ;)
    B. Another treatment - and I prefer it more coz it will grant more utility and will be familiar with Templar "channeling" theme :Dkeep it as 1sec cast time but solidify it with another morph and allow it to apply Major Defile for 4-5 sec on targets that hitted. It will transform it into frontline aoe skill that will debuff enemies, while Dark Flare will be remained as backline range high damage support skill. Cast time in this case will be drawback that wont allow juggernauts to simply reapply skill while being focused by enemies, but have to LosIng, using shield ult to reapply it, and 1sec cast time that not decreasing speed is not a insane drawback, Dark Deal as example. Also Templar survivability is based on healings but he can't pressure other classes/builds that built same way.
    _____________________________________________________________________________________________

    And regarding some other small changes:
    1. Focus - let it have it bonuses from morphs (mana restore/vitality,protection) to be char based, not ground; keep armor buff ground-based. It will allow Templar to stop recasting Focus every 10 meters when kiting just to make it work, it will make them less turtles, coz even now when you fight in small area fights you have to spam it to have effect. There once was bug when additional effects was attached to caster and I think everyone could agree that it was making this skill much better.
    2. Rite of Passage - since dk got huge buff for their Shifting Standart, we should get buff to our useless ults too. In this case I propose idea of Practiced Incantation morph change - make it cast only Templar/cast templar and 1 ally in 8 meters, grant it CC immunity for 8sec, but no longer disable caster. It will make ultimate to work for solo/duo Templars, morph will loose all(almost) group utility but in exchange will work for caster himself and will allow to actively participate in combat. Also it will stop granting armor buff from Light Weaver that equal to major protection buff, i.e. reduce default tankiness in exchange. Keep current bright sun light effect so it will be visible for both caster and enmemies that he is under its effect.
    3. Restoring Spirit - to help tempalrs with tankiness make it to reduce all costs for 4% not only resources. Same as Alteration set works.
    4. Sweep ultimate - make it scale from highest resource so both magplars/stamplars would have use of it.
    4. Empowering Sweep ultimate - make it apply major protection buff instead of current scaling, it will make it 11% stronger in 1v1 but 9% weaker in it max spike effectiveness. Also it will no longer stack with same buff from other sources and grant too much reduction. Rename it to Empowered Sweep.
    _____________________________________________________________________________
    @Wrobel

    Sorry but i disagree with the eclipse presentation. It's going to be just as strong as the current, except to everyone not just magicka, but only to bad players now. As soon as a good player gets hit with this they will cc break and you'll now be screwing up your stun or your allies cc options. You're right in saying its an option in 1v1 vs perma blockers and will force stam drain, but that's something that should be addressed itself. In opened world, all you'll do to a perma blocker is make them immune to a real cc that drops block. Stamina management isn't any issue for good perma blockers in a 1v1 if built right anyway.

    It'll be good for the 1 or 2 seconds to stop someone's combo, just like the current eclipse, but now i don't get my cc combo bc they will cc break while I'm recovering. When i do use it i always cc right before the effect ends to get the most out of the skill. The ability to cc break destroys that. Bad change.

    Sure it works against a lot more, but no good player is going to sit there hitting themselves for 5 seconds... be real. Sure it would great against npcs, but they are as dumb as it gets.
  • danno8
    danno8
    ✭✭✭✭✭
    ✭✭✭✭✭
    Cinbri wrote: »
    Ok, extensive tests completed and so is feedback:
    Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
    1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face. With such changes and following treatments this skill once again will become one of the best in Templar arsenal, as it once was.
    Another great change is that now it breakable: yes, skill bad as CC against any defensive target, like those permablocking tanks that only holds block or healbots that only spam heals, but that can be fixed by Unstable Core morph (read below). In U14 resource sustain became important thing but Templar got unbreakable Eclipse and overall bad CCs. Now it is CC that can pressure enemy's stamina resource while becoming CC that enemy really want to CC Break as soon as possible. As new unique soft CC-debuff it fulfill it's purpose but in unique way: first - it force people to use CC breaks and pressure stamina, second - it allow to survive caster during enemy CCed, third - CC allow to pressure enemy. And it CC with duration, it means that any teammate can hard CC on him during duration of Eclipse, i.e. your usage of it won't destroy others' possibilities of CCs.
    New idea of making it soft CC-debuff is very interesting and should be expanded(read below). After it lost ability to disable enemies it lost almost all group utility - teammates can't save they stamina or hp when you eclipsing enemies, but Templars already class with biggest group utility and in return of lost support can now get better Eclipse. And now it benefit Templars who actually want to fight, not carry-bot.
    As example I taking fight vs permablocking dragonknight: one of my most hated enemies - right now Templar simply can't CC it coz Aurora is just too bad skill to even consider of using it and Toppling Charge main purpose de facto is gap-close, not CCing. Currently when you fight such dk you can only hope to CC him with Charge, at least for short duration, but it almost impossible - you can do it only during short period of vulnerability to CC when he swap weapons, and you have to take minimal distance for Charge to cast, and that almost impossible with all permasnares and permaroots. And even if you CC him, Charge with its a bit clunky animation grant short duration CC during which you won't be able to burst him down...
    But in U16 you can slot Total Dark - and dk will be left with 2 choices - 1. waste presiouc stamina on CC Break, and holding block just won't save him anymore from this CC. I.e. TD fulfill purpose of being CC - the thing that Templar is lacked of. Second choice for dk is to keep debuffed and not waste stamina on CC Break. And that what will happen next, since 90% of dks use their razor armor skill: his second choice will be splitted for 2 choices: A.: he have to drop off block for duration off CC, making him vulnerable to all templar attacks in that time span, that is great. B.: is worst option to choose - keep attacking Templars wile permablocking. That will have terrible results for him: firstly - with TD on dk, he simply won't be able to burst Templar (check tooltip below), it will be equal to be disabled by old Eclipse. Secondly - all his attacks will proc damage return to him, even for all his 1k lightattacks will will eat back twice more damage in addition to direct attacks of Templar will proc Eclipse damage coz razor armor is direct damage that dealt to Templar upon attacks. And thirdly and best part - all damage return he will block will eat his stamina.
    As result of such struggle he either will CC Break it or keep fighting with it, and in return stop being threat to Templar while simultaneously will recive large amount of damage and drain his own stamina. That is utterly amazing result.
    Regarding tooltips: yes it not reflected damage but tooltip bad only for those Templars who are carry others, for tempalr that actually wana fight and survive it good enough. TD simultaneously will buffed offense and defense. And both parameters can crit, making it even stronger for high crit builds while also making independent to enemies offense capabilities. And unlike warden's Leeching Veins it don't have cooldown on proc.
    That is my tooltip on *** pts template while de facto damage is higher coz such CP skills as Shatter Blows/Penetration:
    3ltkl430ya5f.png
    Does anyone really pretend to say that CC that can simultaneously heal for same amount as dk's whip proc (and even much higher), while deal damage that only 10% weaker than initial hit of Vampire Bain on each proc (given that it can happen up to 8 procs during one duration - damage tooltip is 52936 damage in 5 sec) is bad?! Like, really? With such tooltip for every light attack enemy will get even more damage back and heal templar for more than damage dealt, or, on pts when my TD's heal crit - all enemy 6k crit Uppercauts will be completely outhealed by 6k crit heal. In addition to fact that direct attacks was Templars biggest bane since we can just purge dots, unless someone pretend that templar cleanse is bad.
    But with all it's effectiveness as I said it only half-way change it really need to threat new mechanics and old mechanics that are relics of previous usage of skill:
    1. CC immunity after skill expire - in Morrowind skill was made to have no counter and for that reason became short CC with CC immunity after expire. It was made coz it was impossible to CC break it and CC immunity after expire allowed to not be affected by it 100% of time, i.e. what currently happen with resource guards that apply unbreakable reflect 100% uptime...
    But after skill became breakable once again - it should be restored to its former form - to not grant CC immunity on expire. It will make choice of Break it or not to Break it, otherwise 5 sec duration debuff will still be something that many enemies will accept for in return of getting free CC immunity after. In addition it going against new mechanic of soft CC-debuff: when enemy using soft CCs, like roots, waiting for it to expire wont grant immunity to roots. To have it you must actively counter it by dodge, not waiting it expire and get free immunity to next root. If it would be so - roots would start to be useless soft CC.
    Given the developer comment about it, currently it a bit wrong: enemy can ignore but it won't turn battle in your favor as much as it can coz for his aggressive action of attacking and not breaking it he will get highest pvp buff - CC immunity... for not CC breaking... It is soft CC-debuff that lost group utility, so why both aspects of this(CC and debuff) must be countered by one act?!
    2. Same as was on U14 pts and for that reason hopefully bug: upon purge Eclipse it grant free CC immunity. It should be fixed same as it was in U14 to not grant immunity.
    3. Eclipse lost ability to CC checks on cast: well, same as Petrify, so I hope it just a bug. Coz for expensive (unlike new Petrify) skill that is targeted, it huge drawback that will making it as terrible resource eater. But if it not bug there is other solution to it: given that it is not simple soft CC, but new unique soft CC-debuff it might be get next treatment: same as current Total DArk works: split TD on 2 separate debuff: one - is CC damage reflect that can be braken, second is healing solid debuff that can't be broken but only purged; or vice versa, as both are strong. Both can be purged, but only 1 can be CC Breaked. It will allow to not waste resource on empty cast, but even when enemy have CC immunity - cast won't be wasted and will play role of debuff. On debuff list it will look same as current TD:
    ujajmon3baf0.png
    Visual effect used can be same as it current - debuff as shadows flowing around enemy.
    If not - at least increase duration 1 sec. Only 0.5 sec boost from previous unbreakable CC mechanic is too low.
    4. Morphs diversity: have to agree with everyone else - Unstable Core became completely useless morph that has absolutely no reason to be used. While TD grant strong utility, all that UC can grant is low damage aoe ~each 7-12 seconds. Currently UC is not the best coz it flaw mechanic of not being CC, and had to be removed from passive that extend duration, but it can deal damage at least. However I think it should be remained as current soft CC but get some treatments to actually become offensive morph that can work against full defensive opponents in perfect state; or at least be aggressive by default.
    The way I see fixes:
    • a. Same as was done once - buff it returned damage to 60%, that will make it full offense CC: being hit for like 10k on his own attacks before realizing that he debuffed is worthy to sacrifice survivability of TD. And to make it solid with concept of double debuff of TD above - let it be as current TD - apply time bomb.
    • b. Same, to be solidified with double debuff concept - make it apply 2.5 sec root debuff on enemy, so if he will have CC immunity, he still can be rooted. Templar is only class without root.
    • c. Decrease damage but make damage return to be Oblivion damage with time bomb 2nd debuff. It will be like "ok, you can not to break it but than your block nor your 20k shields will help you in battle". However it won't help against full defense enemy.
    • d. As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents.
    • e. Simply make it to restore 500 stamina on proc same as TD restore HP. Wont grant healing survivability but will work in both pve and pvp and tempalr will have to fight in attempt to survive.
    • f. Increase damage a bit, but make all damage return to be and magnetic bomb explosion, i.e. aoe damage.


    Solar Barrage - another good change but also actually only half-way change. Change differentiated it from Impusle but didn't granted any utility for making this morph independent and that why it should grant more treatments to make it usefull for juggernauts:
    I see such ways:
    1. Remove Empower buff. Unlike old Barrage and default skill/another morph, current Barrage became AoE DoT that can't be self-empowered, making this buff irrelevant. Those minority of of templar skills that can be empowered simply won't be casted after Barrage, but have to be used before. So we can remove it and it will keep skill as DoT. And that will allow to have it any of other treatments:
    A. Remove cast time - we don't even need to theorycraft about this change coz we already have almost exact same skill with long history - Detonation. Once Proximity had to be casted skill with cast time that was removed simply coz it couldn't fulfill its purpose of melee explosion "standing there in interruptable cast and then run to enemies for melee range" simple not worked coz enemies were aleady aware of what is coming; so range morph is cast time with unlimited amount of targets, melee without cast time. It exact same mechanic as Templar Flare works - range morph with high damage, self-empower, and AoE major debuff, so Barrage could be melee DoT without cast time, empower that not working. Bombplars unite ;)
    B. Another treatment - and I prefer it more coz it will grant more utility and will be familiar with Templar "channeling" theme :Dkeep it as 1sec cast time but solidify it with another morph and allow it to apply Major Defile for 4-5 sec on targets that hitted. It will transform it into frontline aoe skill that will debuff enemies, while Dark Flare will be remained as backline range high damage support skill. Cast time in this case will be drawback that wont allow juggernauts to simply reapply skill while being focused by enemies, but have to LosIng, using shield ult to reapply it, and 1sec cast time that not decreasing speed is not a insane drawback, Dark Deal as example. Also Templar survivability is based on healings but he can't pressure other classes/builds that built same way.
    _____________________________________________________________________________________________

    And regarding some other small changes:
    1. Focus - let it have it bonuses from morphs (mana restore/vitality,protection) to be char based, not ground; keep armor buff ground-based. It will allow Templar to stop recasting Focus every 10 meters when kiting just to make it work, it will make them less turtles, coz even now when you fight in small area fights you have to spam it to have effect. There once was bug when additional effects was attached to caster and I think everyone could agree that it was making this skill much better.
    2. Rite of Passage - since dk got huge buff for their Shifting Standart, we should get buff to our useless ults too. In this case I propose idea of Practiced Incantation morph change - make it cast only Templar/cast templar and 1 ally in 8 meters, grant it CC immunity for 8sec, but no longer disable caster. It will make ultimate to work for solo/duo Templars, morph will loose all(almost) group utility but in exchange will work for caster himself and will allow to actively participate in combat. Also it will stop granting armor buff from Light Weaver that equal to major protection buff, i.e. reduce default tankiness in exchange. Keep current bright sun light effect so it will be visible for both caster and enmemies that he is under its effect.
    3. Restoring Spirit - to help tempalrs with tankiness make it to reduce all costs for 4% not only resources. Same as Alteration set works.
    4. Sweep ultimate - make it scale from highest resource so both magplars/stamplars would have use of it.
    4. Empowering Sweep ultimate - make it apply major protection buff instead of current scaling, it will make it 11% stronger in 1v1 but 9% weaker in it max spike effectiveness. Also it will no longer stack with same buff from other sources and grant too much reduction. Rename it to Empowered Sweep.
    _____________________________________________________________________________
    @Wrobel

    Sorry but i disagree with the eclipse presentation. It's going to be just as strong as the current, except to everyone not just magicka, but only to bad players now. As soon as a good player gets hit with this they will cc break and you'll now be screwing up your stun or your allies cc options. You're right in saying its an option in 1v1 vs perma blockers and will force stam drain, but that's something that should be addressed itself. In opened world, all you'll do to a perma blocker is make them immune to a real cc that drops block. Stamina management isn't any issue for good perma blockers in a 1v1 if built right anyway.

    It'll be good for the 1 or 2 seconds to stop someone's combo, just like the current eclipse, but now i don't get my cc combo bc they will cc break while I'm recovering. When i do use it i always cc right before the effect ends to get the most out of the skill. The ability to cc break destroys that. Bad change.

    Sure it works against a lot more, but no good player is going to sit there hitting themselves for 5 seconds... be real. Sure it would great against npcs, but they are as dumb as it gets.

    Just to add to your last sentence, it only works against trash NPC's. Anything 1 pip or higher are immune to it. Why would anyone on the PvE side ever use this 5 second single target skill on an NPC that will probably be dead in less than 5 seconds?

    And where it could have some use (6k every 2 seconds is a pretty good DoT, most mobs attack ~ once every 2 seconds) you can't use it since the mob will be immune!
  • Minno
    Minno
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    @Cinbri great writeup! I agree eclipse as a unique soft cc is better this patch than all the others. But the execution feels not complete, especially since it has that mag drain bug.

    Regarding your comment on Unstable Core:
    ". As already suggested - keep it as current UC but make it apply unbreakable/undodgeable stun for 2 sec after explosion will hit in 3.5 sec. But this time not exclude from passive again so it will be long 5sec charging. This will make it delayed hard CC, like warden subterranean assault, that will affect full defensive opponents."

    I will gladly accept the hard cc immunity if the spell grants an undodgeable/unblocked stun. Even as effective the ability in live is, you can feel the effects of not having a reliable cc across all your battles.

    Another note, do any stamplars use the other morph of empowering sweeps? If not can we get that changed back to mag DMG? This will help replace unstable core for magplar burst if UC will continue to use cc immunity after break (stamplars have dawnbreaker/weapon Ultimates to pick from). But this change won't matter if we don't get an undodgeable/ unblockable cc through the suggestion mentioned by Cinbri because we will be picking Dawnbreaker for most encounters (except if you are vamp).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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