Test #2:
- UC final explosion hits targets after first target is dead. UC on live pittles into a light-fart if you kill the enemy it's on. This is a great change, and highly appreciated.
- still no player on the pts to test in pvp against, so no idea if it's still undodgeable. It's like a ghost town in there lol.
Will need to see how much they increase the DMG of the explosive portion. If it's enough, I'll be running it still despite the cc immunity; there's no other burst spell in the templars arsenal and the added cc immunity means the enemy either has to drain Stam or take the delayed DMG. It will take a little build changing but at least they will buff the DMG.
Tomorrow/Tuesday is going to be a long day lol.
Test #2:
- UC final explosion hits targets after first target is dead. UC on live pittles into a light-fart if you kill the enemy it's on. This is a great change, and highly appreciated.
- still no player on the pts to test in pvp against, so no idea if it's still undodgeable. It's like a ghost town in there lol.
Will need to see how much they increase the DMG of the explosive portion. If it's enough, I'll be running it still despite the cc immunity; there's no other burst spell in the templars arsenal and the added cc immunity means the enemy either has to drain Stam or take the delayed DMG. It will take a little build changing but at least they will buff the DMG.
Tomorrow/Tuesday is going to be a long day lol.
Undodgeable but blockable on pts. And that is huge drawback. Because morph effect proc on break free, but this mechanic means press block and bash. No matter the damage buff of explosion coz every time effect proc it will be blocked damage, I.e. more than 50% reducted, coz of break free mechanic. And since we cant apply time bomb on cc immune enemy unlike on live - it would be fair to have unblockable explosion.
@Cinbri also another thought; what happens after you break free? If it applies the DMG from the time bomb, is there enough time to block? Or does it count it right after you break free forcing the DMG to apply before another action can take place?
If they don't break free and just block, then that is a problem because templars don't have an unblockable cc like everyone else just received in this pts patch to force the DMG to go through. Of course this reduces the flexibility and the consistency of the spell, since we have to assume the best players will use an immunity pot prior to engaging further reducing the consistency of this ability.
IxSTALKERxI wrote: »Yeah sun shield needs to be reworked. It used to be only useful on builds with highish health and now it's not even useful on those anymore... so got nothing to lose now may as well completely redesign it and make it scale in a way that all templar builds can use it.
Yes please. Templar really needs to see some of its defensive skills restored. Being a block healbot that occasionally mists is pretty lame.
FlamingBeard wrote: »@Cinbri also another thought; what happens after you break free? If it applies the DMG from the time bomb, is there enough time to block? Or does it count it right after you break free forcing the DMG to apply before another action can take place?
If they don't break free and just block, then that is a problem because templars don't have an unblockable cc like everyone else just received in this pts patch to force the DMG to go through. Of course this reduces the flexibility and the consistency of the spell, since we have to assume the best players will use an immunity pot prior to engaging further reducing the consistency of this ability.
Every other class gets a way to reduce hits taken; Ball of Lightning (Sorcerer), Dragon Fire Scale (Dragonknight), Shimmering Shield (Warden), and Shadowy Disguise (Nightblade)...
And Templar gets... a targeted, high-cost, low-effectiveness, CC breakable non-CC...
Just LOL is all I have to say.
FlamingBeard wrote: »@Cinbri also another thought; what happens after you break free? If it applies the DMG from the time bomb, is there enough time to block? Or does it count it right after you break free forcing the DMG to apply before another action can take place?
If they don't break free and just block, then that is a problem because templars don't have an unblockable cc like everyone else just received in this pts patch to force the DMG to go through. Of course this reduces the flexibility and the consistency of the spell, since we have to assume the best players will use an immunity pot prior to engaging further reducing the consistency of this ability.
Every other class gets a way to reduce hits taken; Ball of Lightning (Sorcerer), Dragon Fire Scale (Dragonknight), Shimmering Shield (Warden), and Shadowy Disguise (Nightblade)...
And Templar gets... a targeted, high-cost, low-effectiveness, CC breakable non-CC...
Just LOL is all I have to say.
The pain we suffer due to the ability to purge debuffs with a hot, slot a ranged class execute, mag based gap closer thats undodgeable, access to a spamable undodgeable/unreflected DPS ability that also procs extra DMG, ranged major prophecy buff with a dot, 10% extra DMG on blocking targets, a cheap rune that gives both minor protection/vitality with major armor buffs and a powerful burst heal.
FlamingBeard wrote: »@Cinbri also another thought; what happens after you break free? If it applies the DMG from the time bomb, is there enough time to block? Or does it count it right after you break free forcing the DMG to apply before another action can take place?
If they don't break free and just block, then that is a problem because templars don't have an unblockable cc like everyone else just received in this pts patch to force the DMG to go through. Of course this reduces the flexibility and the consistency of the spell, since we have to assume the best players will use an immunity pot prior to engaging further reducing the consistency of this ability.
Every other class gets a way to reduce hits taken; Ball of Lightning (Sorcerer), Dragon Fire Scale (Dragonknight), Shimmering Shield (Warden), and Shadowy Disguise (Nightblade)...
And Templar gets... a targeted, high-cost, low-effectiveness, CC breakable non-CC...
Just LOL is all I have to say.
The pain we suffer due to the ability to purge debuffs with a hot, slot a ranged class execute, mag based gap closer thats undodgeable, access to a spamable undodgeable/unreflected DPS ability that also procs extra DMG, ranged major prophecy buff with a dot, 10% extra DMG on blocking targets, a cheap rune that gives both minor protection/vitality with major armor buffs and a powerful burst heal.
Everyone has access to a purge.... only removes 2 abilities for 4-6k cost. Ours removes 5 for 3.1k mag and procs minor mending with a hot and teammates can synergize it for removal of all their debuffs
Our execute is broken, it doesnt scale correctly.. I'll give you that. Still undodgeable, unreflected.
Worst/least reliable gap closer in the game.... technically crit charge is bugged and shouldn't be letting you travel up rocks like it's does. Still only undodgeable gap closer in the game that can also proc burning light.
That dps ability is a melee ranged channel... and that's ok. It has to have some sort of drawback
Slotting prophecy is attainable by everyone by slotting magelight....magelight is one bar slot only. Our spell let's utilize major prophecy on both bars that also gives us a dot
Great our damage buff is 10% more on blocking targets. Soo instead of my hard hitting ability doing 2k vs a target that blocks, it now does 2.2k. Yipeee.....I agree it needs a buff considering there's no real downside to blocking aside from bleed builds. But remember dots do full DMG, and we can stack minor/major sorcery buffs easily and these dots drain Stam/mag of those blocking.
Ok rune is great, ill admitt that.
Templars heal is great but im not even gurateed to recieve the heal from it. Whenever i cast a heal with 2 or more people around, i have to double sometimes triple cast it. that's adrawback. It's an emergency heal; you still need another source of healing or a way to mitigate DMG to avoid spamming bol.
So yeah try again...
So they gut Repentance, reducing it to a crappy dog-eat-dog restore that no longer works on summoned/proc creatures...
And then the next DLC they give stamblade super-auto Repentance 2.0:Nightblade
Assassination
Executioner: This passive ability no longer requires you to get the killing blow with an Assassination ability to trigger its resource return; it now has a 2-second grace period after damaging the enemy with an Assassination ability where it can still trigger the proc. It also now restores either Magicka or Stamina, whichever you have a higher maximum of, and restores that resource instantly instead of over 6 seconds.
Developer Comments:
This passive ability will be more useful for tanks who weren’t able to get killing blows, and stamina Nightblades who can now get stamina. It also makes the proc more reliable in multiplayer situation where multiple players attacking the enemy.
/discuss
So they gut Repentance, reducing it to a crappy dog-eat-dog restore that no longer works on summoned/proc creatures...
And then the next DLC they give stamblade super-auto Repentance 2.0:Nightblade
Assassination
Executioner: This passive ability no longer requires you to get the killing blow with an Assassination ability to trigger its resource return; it now has a 2-second grace period after damaging the enemy with an Assassination ability where it can still trigger the proc. It also now restores either Magicka or Stamina, whichever you have a higher maximum of, and restores that resource instantly instead of over 6 seconds.
Developer Comments:
This passive ability will be more useful for tanks who weren’t able to get killing blows, and stamina Nightblades who can now get stamina. It also makes the proc more reliable in multiplayer situation where multiple players attacking the enemy.
/discuss
I love the new Executioner. The logic of that dev comment is exactly the kind of logic we've been asking them to apply to Repentance for months now. Why they're willing to allow multiple nightblades per group to benefit from Executioner but only one templar per group to benefit from Repentance is beyond me.
So they gut Repentance, reducing it to a crappy dog-eat-dog restore that no longer works on summoned/proc creatures...
And then the next DLC they give stamblade super-auto Repentance 2.0:Nightblade
Assassination
Executioner: This passive ability no longer requires you to get the killing blow with an Assassination ability to trigger its resource return; it now has a 2-second grace period after damaging the enemy with an Assassination ability where it can still trigger the proc. It also now restores either Magicka or Stamina, whichever you have a higher maximum of, and restores that resource instantly instead of over 6 seconds.
Developer Comments:
This passive ability will be more useful for tanks who weren’t able to get killing blows, and stamina Nightblades who can now get stamina. It also makes the proc more reliable in multiplayer situation where multiple players attacking the enemy.
/discuss
I love the new Executioner. The logic of that dev comment is exactly the kind of logic we've been asking them to apply to Repentance for months now. Why they're willing to allow multiple nightblades per group to benefit from Executioner but only one templar per group to benefit from Repentance is beyond me.
FlamingBeard wrote: »@Cinbri also another thought; what happens after you break free? If it applies the DMG from the time bomb, is there enough time to block? Or does it count it right after you break free forcing the DMG to apply before another action can take place?
If they don't break free and just block, then that is a problem because templars don't have an unblockable cc like everyone else just received in this pts patch to force the DMG to go through. Of course this reduces the flexibility and the consistency of the spell, since we have to assume the best players will use an immunity pot prior to engaging further reducing the consistency of this ability.
Every other class gets a way to reduce hits taken; Ball of Lightning (Sorcerer), Dragon Fire Scale (Dragonknight), Shimmering Shield (Warden), and Shadowy Disguise (Nightblade)...
And Templar gets... a targeted, high-cost, low-effectiveness, CC breakable non-CC...
Just LOL is all I have to say.
The pain we suffer due to the ability to purge debuffs with a hot, slot a ranged class execute, mag based gap closer thats undodgeable, access to a spamable undodgeable/unreflected DPS ability that also procs extra DMG, ranged major prophecy buff with a dot, 10% extra DMG on blocking targets, a cheap rune that gives both minor protection/vitality with major armor buffs and a powerful burst heal.
SidewalkChalk5 wrote: »These devs are slowly pushing me out of this game. Over the past year (plus) I've watched patch after patch buff Sorc and nerf Templar. Only ONE patch in this past year has been good to Templars. One. Since I main a Magplar, this prevents me from hitting the DPS numbers needed for the hardest endgame vet trials. I've done the Craglorn vet trials but I'm locked out of the rest by the devs' blatantly obvious Sorc master class favoritism. There's no excuse for this in an MMO that is supposed to be balanced. Of course I could just make a Sorc, and I have, but that means a total reset on Lore Book hunting, Skyshard grinding, mount training, Undaunted leveling, etc. The devs could escape criticism for this absurdly imbalanced combat performance IF AND ONLY IF fully developing a new character didn't involve a month-long grind. Account-wide CP helped, and is the only reason I haven't already quit this game. We still need more account-wide QoL improvements, such as readable lorebooks in housing and mount speed and skyshard markers on the map for those discovered on another character (for consoles without addons). As it stands, we players are forced to endure unforgivable nerf after nerf, (while watching Sorcs get buffed AGAIN, just to add insult to injury) and the only things we can do about it is embark upon a series of lengthy and boring grinds to develop a new character or quit the game altogether.
I don't know how many more patches of this non-sense I can take. I challenge the devs to make a Magplar build that can hit the same DPS numbers as a Sorc and post a video of your DPS test. Buff Templar until you can meet that challenge.
You know, there are stamplars too. And those have almost zero self-healing advantages in healing vs othe stam classes. And with all those sustain issues, this class is in a dire need of buffs.

Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
So they gut Repentance, reducing it to a crappy dog-eat-dog restore that no longer works on summoned/proc creatures...
And then the next DLC they give stamblade super-auto Repentance 2.0:Nightblade
Assassination
Executioner: This passive ability no longer requires you to get the killing blow with an Assassination ability to trigger its resource return; it now has a 2-second grace period after damaging the enemy with an Assassination ability where it can still trigger the proc. It also now restores either Magicka or Stamina, whichever you have a higher maximum of, and restores that resource instantly instead of over 6 seconds.
Developer Comments:
This passive ability will be more useful for tanks who weren’t able to get killing blows, and stamina Nightblades who can now get stamina. It also makes the proc more reliable in multiplayer situation where multiple players attacking the enemy.
/discuss
I love the new Executioner. The logic of that dev comment is exactly the kind of logic we've been asking them to apply to Repentance for months now. Why they're willing to allow multiple nightblades per group to benefit from Executioner but only one templar per group to benefit from Repentance is beyond me.
Question, @Cinbri , @Joy_Division and everyone else:
- what do we do with total dark? I know Cinbri mentioned it's in a good spot, but I can't but feel it still needs some love.
- should total dark get a similar treatment as UC? Except with a different effect that's delayed? What about a strong HoT?
I feel like our talk on UC has overshadowed TD to the point where they may have missed our feedback on it.