There are also 3 camps of Templars looking for changes:
- those that wish for Templar house to actually be formidable (strong buffs if Templar is in his channeled focus, an actual melee range AOE cc, major mending back, etc)
- those that want Templar to be a mobile melee powerhouse (rune to be self buff, major expedition on class skill, Ultimates buffed to match a mobile game)
- and those that only think that Templar needs small buffs, but over heavy bug fixes/changes.
I am in camp #2, joy and Cinbri are camp #3 with maybe some inspiration from all the camps, and other templars are camp#1 (especially pve temps looking for tank buffs).
Overall there are values to all three! The compromise between all three is what will make Templar amazing come SSI patch.
Has anyone ever crunched the numbers between reflective light and vampires bane?
Both cost the same, both have the same initial damage
Vampires bane is single target and does damage for 11.5 seconds (for my character its 1.4k dps)
Reflective light hits up to 3 targets and does more damage for 6.5 seconds for each target (for my character its 1.7k dps)
Now while the tooltip for vampires bane shows that it does more damage in the long run, it is a far weaker skill to run a rotation with and a loss to dps across the board. Jw if this caught anyone elses attention.
Also bump bcz this is a great thread that needs to keep going.
There are also 3 camps of Templars looking for changes:
- those that wish for Templar house to actually be formidable (strong buffs if Templar is in his channeled focus, an actual melee range AOE cc, major mending back, etc)
- those that want Templar to be a mobile melee powerhouse (rune to be self buff, major expedition on class skill, Ultimates buffed to match a mobile game)
- and those that only think that Templar needs small buffs, but over heavy bug fixes/changes.
I am in camp #2, joy and Cinbri are camp #3 with maybe some inspiration from all the camps, and other templars are camp#1 (especially pve temps looking for tank buffs).
Overall there are values to all three! The compromise between all three is what will make Templar amazing come SSI patch.
Has anyone ever crunched the numbers between reflective light and vampires bane?
Both cost the same, both have the same initial damage
Vampires bane is single target and does damage for 11.5 seconds (for my character its 1.4k dps)
Reflective light hits up to 3 targets and does more damage for 6.5 seconds for each target (for my character its 1.7k dps)
Now while the tooltip for vampires bane shows that it does more damage in the long run, it is a far weaker skill to run a rotation with and a loss to dps across the board. Jw if this caught anyone elses attention.
Also bump bcz this is a great thread that needs to keep going.
There are also 3 camps of Templars looking for changes:
- those that wish for Templar house to actually be formidable (strong buffs if Templar is in his channeled focus, an actual melee range AOE cc, major mending back, etc)
- those that want Templar to be a mobile melee powerhouse (rune to be self buff, major expedition on class skill, Ultimates buffed to match a mobile game)
- and those that only think that Templar needs small buffs, but over heavy bug fixes/changes.
I am in camp #2, joy and Cinbri are camp #3 with maybe some inspiration from all the camps, and other templars are camp#1 (especially pve temps looking for tank buffs).
Overall there are values to all three! The compromise between all three is what will make Templar amazing come SSI patch.
I’m sort of in the 2nd. Thing is; no mobility to go along with lack of root to keep our target with us. People just moving out of sweeps is a real thing. One reason I’ve run Stamplar lately. More options for major expedition. I mean even the speed pots come more with stam benefits
Has anyone ever crunched the numbers between reflective light and vampires bane?
Both cost the same, both have the same initial damage
Vampires bane is single target and does damage for 11.5 seconds (for my character its 1.4k dps)
Reflective light hits up to 3 targets and does more damage for 6.5 seconds for each target (for my character its 1.7k dps)
Now while the tooltip for vampires bane shows that it does more damage in the long run, it is a far weaker skill to run a rotation with and a loss to dps across the board. Jw if this caught anyone elses attention.
Also bump bcz this is a great thread that needs to keep going.
Since there is no new class next Chapter - there is hope that zos will focus on class balance more. Along with representative program that should help againt bugs, plaguing every class.
Since there is no new class next Chapter - there is hope that zos will focus on class balance more. Along with representative program that should help againt bugs, plaguing every class.
Well; there is a new skill line so they could always balance around what they think that brings to everyone. Hopefully they at least don’t steal Templar passives and ability improvement ideas this time.
Joy_Division wrote: »Thanks all for your kind words!Has anyone ever crunched the numbers between reflective light and vampires bane?
Both cost the same, both have the same initial damage
Vampires bane is single target and does damage for 11.5 seconds (for my character its 1.4k dps)
Reflective light hits up to 3 targets and does more damage for 6.5 seconds for each target (for my character its 1.7k dps)
Now while the tooltip for vampires bane shows that it does more damage in the long run, it is a far weaker skill to run a rotation with and a loss to dps across the board. Jw if this caught anyone elses attention.
Also bump bcz this is a great thread that needs to keep going.
This is one of the few areas where I think ZoS has got it right.
Since I made an entire post basically saying what Zos has done wrong with Templars, I'd like to spend a little time here acknowledging something they did very right
The morph choices both have very compelling reasons to take them and there will always be situations where you wish you had the other morph. I like that ambiguity. I like that uncertainty. That feels like balance.
Vamp's Bane is certainly easier DoT to maintain. Without question. Even in PvE, it is difficult to keep up a 6 second DoT and that's not even getting into using more resources to do so. In PvP, where you must defend yourself and react, it's pretty much impossible to be efficient with the Reflective Light moprh against any competent player.
Reflective Light exchanges this efficiency for the potential for more damage in "cleave" situation (where multiple targets are standing next to each other ... not quite the same as "AoE"). I find this particularly useful in vMA and BGs. So, boom in those situations, but not as good in a 1v1 or Trial Boss.
To me that's perfect. It's not a PvP or PvE choice (a model I hate since I do both). It's not clear at all even in the same fight, which one is preferable (example: final boss in vMA. Love Reflective Light on first Crematorium Guard spawn. Would much rather have Vamp's Bane during the Crystal phase). If all morph choices were as compelling, this game would have much greater varieties when it came to competitive builds.
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There was a thread in this forum that said that vamps bane doesn't get the full 12 seconds of ticks, so they are constantly reapplying early in pve content.
Because this isn't a nerf NB post ... I applaud you! LOL!
I don't play a Templar, but your post is well written and, despite the fact that I don't play a Templar, I get what you are saying, empathize with your position and hope your class gets some love.
@dodgehopper_ESO
You said: "Our best defense skill is a high cost purge that can at most purge 5 effects. This sounds OP but one has to recognize that a class like Nightblade can easily crank out much more than that in one second"
Focus man! The topic at hand is Templars. This is not a nerf NB post. Seriously, 1 little old NB cranking out 'much more than that' (i.e., 5 negative effects) in one second ... pffftttt. Cut down on the skooma!
Joy_Division wrote: »Thanks all for your kind words!Has anyone ever crunched the numbers between reflective light and vampires bane?
Both cost the same, both have the same initial damage
Vampires bane is single target and does damage for 11.5 seconds (for my character its 1.4k dps)
Reflective light hits up to 3 targets and does more damage for 6.5 seconds for each target (for my character its 1.7k dps)
Now while the tooltip for vampires bane shows that it does more damage in the long run, it is a far weaker skill to run a rotation with and a loss to dps across the board. Jw if this caught anyone elses attention.
Also bump bcz this is a great thread that needs to keep going.
This is one of the few areas where I think ZoS has got it right.
Since I made an entire post basically saying what Zos has done wrong with Templars, I'd like to spend a little time here acknowledging something they did very right
The morph choices both have very compelling reasons to take them and there will always be situations where you wish you had the other morph. I like that ambiguity. I like that uncertainty. That feels like balance.
Vamp's Bane is certainly easier DoT to maintain. Without question. Even in PvE, it is difficult to keep up a 6 second DoT and that's not even getting into using more resources to do so. In PvP, where you must defend yourself and react, it's pretty much impossible to be efficient with the Reflective Light moprh against any competent player.
Reflective Light exchanges this efficiency for the potential for more damage in "cleave" situation (where multiple targets are standing next to each other ... not quite the same as "AoE"). I find this particularly useful in vMA and BGs. So, boom in those situations, but not as good in a 1v1 or Trial Boss.
To me that's perfect. It's not a PvP or PvE choice (a model I hate since I do both). It's not clear at all even in the same fight, which one is preferable (example: final boss in vMA. Love Reflective Light on first Crematorium Guard spawn. Would much rather have Vamp's Bane during the Crystal phase). If all morph choices were as compelling, this game would have much greater varieties when it came to competitive builds.
@dodgehopper_ESO
You said: "Our best defense skill is a high cost purge that can at most purge 5 effects. This sounds OP but one has to recognize that a class like Nightblade can easily crank out much more than that in one second"
Focus man! The topic at hand is Templars. This is not a nerf NB post. Seriously, 1 little old NB cranking out 'much more than that' (i.e., 5 negative effects) in one second ... pffftttt. Cut down on the skooma!
He's suggesting that debuff system be reviewed in a way.
99% of templars always suggest buffs to their class to match nightbaldes as well as other classes performing well!
Now that Radiant Destruction damage has been neutered (several times), I really think its cost needs to be looked at. A reduction would be nice but IMO the cost should be channeled and tick at the same rate as the damage. In PvP when you kill with the first tick, this skill is horribly inefficient. In PvE/PvP when you begin the channel but have to cancel for any reason, you just wasted a boatload of magicka. In either situation its cost is too punitive.
As for fun, I think it would be hella awesome to give our Rune the Eternal Hunt mechanic - a single target root with a bit of damage. As Joy said, Rune is so effing boring and doesn't pack enough benefit to justify its limited duration and stationary design. Maybe put the Minor Protection on Channeled Focus and make the other morph the offensive choice. The only other offensive element in the whole skill line is Rit of Ret, IMO the skill line needs at least one more. Additionally this change would support BOTH the mobile playstyle and the house playstyle. Pour some sugar on it @ZOS_Wrobel?
Now that Radiant Destruction damage has been neutered (several times), I really think its cost needs to be looked at. A reduction would be nice but IMO the cost should be channeled and tick at the same rate as the damage. In PvP when you kill with the first tick, this skill is horribly inefficient. In PvE/PvP when you begin the channel but have to cancel for any reason, you just wasted a boatload of magicka. In either situation its cost is too punitive.
As for fun, I think it would be hella awesome to give our Rune the Eternal Hunt mechanic - a single target root with a bit of damage. As Joy said, Rune is so effing boring and doesn't pack enough benefit to justify its limited duration and stationary design. Maybe put the Minor Protection on Channeled Focus and make the other morph the offensive choice. The only other offensive element in the whole skill line is Rit of Ret, IMO the skill line needs at least one more. Additionally this change would support BOTH the mobile playstyle and the house playstyle. Pour some sugar on it @ZOS_Wrobel?
Well I don't think sustain should come with defense. I think you should have to choose the extra heals+8% reduction but flipside the Regen needs a boost and channeled focus should become self buff with maybe major expedition.