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Templars need reform because the game has changed

  • dodgehopper_ESO
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    Feanor wrote: »
    PvP wise I think Stamplars suffer from Jabs (if they hit) and PotL being really strong. That prevents buffs in other areas. It’s the same with other stuff across the game.

    The whole class is just Jabs. It should be called the Jabberwocky not Templar. I've stated many flaws with the class for years now @technohic , I am just tired. The direction they've gone I feel has missed the boat. My predictions about Warden also seem to be coming true as they have started stripping cc from the class and peeling away its fangs. Warden is essentially a plant-based Templar. They'll be in the dumps with us. All of that being said I'm finding some things odd about the changes to Sorcerer for stamina players as well. Until we really see what is going on I'll try to hold back judgment but I really think this Summerset expansion is gearing up to be a grand push toward playing the Mage build (by adjusting the rules in their favor). Quite the disappointment as far as I'm concerned but not totally unexpected given Psijic presence.

    I'll say for all classes I'm filled with mixed feelings about the adjustments they applied.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Dasovaruilos
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    technohic wrote: »
    I'd ask for rushed ceremony to finally just become a self heal. Would be a buff IMO as to keep it from hitting some random passerby whos as good as gone anyway when I really need it.

    EDIT: Thinking of these changes and the mentioned intent for classes to better do more roles. I see heals for DK and NB. Thinks to add to tanking for sorc and NB; but what role did we get attention to as Templars? Guess same goes for Warden as well. Im not seeing a lot of DPS or tanking viability here. Am I missing something?

    "LOL, a Templar Tank!" will be the new "LOL, a DK Healer!" post Summerset, hehe.

    Seriously, it really looks like both DK and NB healing will be much more viable while a Templar Tank will be worst possible role/class combination after the patch.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Minno wrote: »
    Aionna wrote: »
    Aionna wrote: »
    maxjapank wrote: »
    Healing Ritual
    This is now instant cast. the cost was increased by 60%


    As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.

    Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.

    The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.

    Where does it say that it is 60% more then breath? All the sources I alhave seen say it is 60% more then the cost of it right now, which would be 3780 right now and with the increase would be 6048. I mean that is a lot but still not 7k.

    In Shimmer's video and if I am not mistaken Gilliam said the same thing in his stream.

    Here is a link from the forum and it is mentioned ~7:40 https://forums.elderscrollsonline.com/en/discussion/404309/summerset-class-changes-discussed-at-zos-playtest/p1

    Edit: Found Gilliam's https://youtube.com/watch?v=klEVWFpcOeU&t=5134s it is at 1:19:00 (he says 50% more than BoL )

    Yea conflicting English description on the cost. If it's the same cost as htd, I'm using it. If it's 6k cost, I'm not using it.

    to be real honest, if i have to use breath of life more then twice in a row, stuff is going real side ways and there is really nothing more breaths will do to save the situation. at least with http://en.uesp.net/wiki/Online:Healing_Ritual, the Ritual of Rebirth morph will have that 28 meter heal that is is what the secondary heal for breath of life is right now and from the passive, http://en.uesp.net/wiki/Online:Light_Weaver, will give people 2 ultimate, which does count for something, i am pretty sure it the only way on player can give other players ulti in the game.
  • kylewwefan
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    I don’t get it. I’ve only much more recently started playing Stamplar and she’s quickly become my favorite toon to play. I also have a magic Templar healer that is great to play as well....when I heal anyways.

    I’d have to admit though only about 1/3 of the templars passives really help anything for Stamplar. And all the ultimates are pretty bad.

    In PvP; them Jabs and PoL are brutal but toppling charge has been broke for a good while.

    Overall, I can’t really see templars being in that bad a place right now.
  • technohic
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    kylewwefan wrote: »
    I don’t get it. I’ve only much more recently started playing Stamplar and she’s quickly become my favorite toon to play. I also have a magic Templar healer that is great to play as well....when I heal anyways.

    I’d have to admit though only about 1/3 of the templars passives really help anything for Stamplar. And all the ultimates are pretty bad.

    In PvP; them Jabs and PoL are brutal but toppling charge has been broke for a good while.

    Overall, I can’t really see templars being in that bad a place right now.

    Its a fun to play and POTL with DBOS can really wreck people. And bleeds are pretty popular with stamplar as well. Just not a lot of it is coming from templar outside of POTL.

    TBH though; some other classes have the same issue with their classes not providing much flavor for stam. And some of stamplar issues are tied to magplar with things like jabs/sweeps getting double mitigated in the red CP tree (Think I complain about this every other post) and outdated passives, and lets face it. Restoring Aura is as bad as repentence in the fact that the return is awful with it costing magicka while ele drain is free; so that tool is bad. At least magplar can go with channeled focus, but stamplars are out of luck. Stamplars also felt the nerfs directed at magplar at times as well in things like the increased cost on extended ritual.
  • Drdeath20
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    Aionna wrote: »
    Aionna wrote: »
    maxjapank wrote: »
    Healing Ritual
    This is now instant cast. the cost was increased by 60%


    As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.

    Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.

    The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.

    Where does it say that it is 60% more then breath? All the sources I alhave seen say it is 60% more then the cost of it right now, which would be 3780 right now and with the increase would be 6048. I mean that is a lot but still not 7k.

    In Shimmer's video and if I am not mistaken Gilliam said the same thing in his stream.

    Here is a link from the forum and it is mentioned ~7:40 https://forums.elderscrollsonline.com/en/discussion/404309/summerset-class-changes-discussed-at-zos-playtest/p1

    Edit: Found Gilliam's https://youtube.com/watch?v=klEVWFpcOeU&t=5134s it is at 1:19:00 (he says 50% more than BoL )

    It is painful listening to him talk about templars. Hes very knowledgeable about alot but it appears as though he hasnt put much time trying to play a templar as anything other than a healbot.

    @Gilliamtherogue

    What did templars want?

    -passives that help with recovery
    -skills that dont require using 4 skill points (2 for the skill and 2 for the passives) to bring them up to being mediocre
    -a reason to choose templar skills over non templar world skills. An example would be like slotting dawns wraith abilities would increase max magicka by X %/ slotting restoring light abilities increases max stamina by X% etc...
    -an actual way to CC, something that a tank could use or something that could be used to burst. As it stands now we have a soft CC in eclipse (which is very situational) and a knock back in the spear (which pushes our enemies away from our sweeps)
    -useful burst ultimates
    -mobility
    -having a reason to be stuck with skills that are channels.
    -skills that synergies together and are not clunky or broken
    -a skill that actively helps with sustain. Repentance pulls you out of stealth (even when their are no corpses around to desicrate) and it has zero active effects. Radiant aura pulls aggro and is not cost efficient for having no active effects.
    -a unique class defensive mechanic.


    What templars got was a slight buff to damage and a super expensive 10 meter heal that is still not completely preferred over a yet again nerfed BoL
    Edited by Drdeath20 on April 4, 2018 1:33PM
  • IV_Deity
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    technohic wrote: »
    They really do ignore Stamplar. I love playing Stamplar but Templar adds little to it outside of POTL. Extended ritual is only slightly cheaper than efficient purge and removes 3 extra DOTs and that’s nice; but nothing else really sets it apart from other classes much. Wardens have a buff that does the same as our rune focus but stays on them 20+ seconds while we have to recast every 8. Stam jabs/sweeps is in the same spot as the magicka version. Repentance is now the worst resource management tool in the game. Templar passives are maybe worst in game.

    Probably would help if we had a Stamplar as persistent and vocal around here as people like Cinbri and Joy. Of course easy to say when I’m also not putting in much effort. I switch between magicka and stam too much to be as detailed.

    I will say I will live to run Stamplar again when I can run 2 5 piece plus monster set on 2h/bow now. But so can anyone. Kind of good but a wash as far as adding anything of value.

    I faithfully played stamina Templar for perhaps a year or so. I loved every minute of it at first, building it from the ground up. I try to avoid all meta builds, and at the moment the only thing people seem to run is bleed builds on stamplars.

    I love the character, but we are lacking so much. All magic Templar problems spill into stamina Templars. I mean, we can be more mobile with medium armor...but really, heavy armor seems to be the thing nowadays.

    Repentance is trash and the other morph, Restoring Aura, used to be really good a long time ago. I used that over repentance as it offered so much sustain. This 2H change will help me to some degree, but we need better passives. I wouldn't mind a reduced cost of magicka passive tied into what we have currently, and Jabs/Sweeps definitely need rework. They don't seem to hit the opponent in front of you in big fights, and they're very easy to dodge. I feel like I'm locked in to attacking when I decide to jab. I personally think the channel could be quicker. When I think "jab" I think of Ali's quick jabs. It would be a good start to something.
    DeityTheNoble
  • Joy_Division
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    kylewwefan wrote: »
    I don’t get it. I’ve only much more recently started playing Stamplar and she’s quickly become my favorite toon to play. I also have a magic Templar healer that is great to play as well....when I heal anyways.

    I’d have to admit though only about 1/3 of the templars passives really help anything for Stamplar. And all the ultimates are pretty bad.

    In PvP; them Jabs and PoL are brutal but toppling charge has been broke for a good while.

    Overall, I can’t really see templars being in that bad a place right now.

    Mostly because you have only recently started playing a Stamplar and thus have no idea what exactly the class used to be able to do.

    As you continue to play, you'll begin to see situations where the class struggles, the lack of synergy, the questionable value of a lot of passives, etc., and it will get annoying, if you like and care about the character,
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Tasear
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    Minno wrote: »
    Aionna wrote: »
    Aionna wrote: »
    maxjapank wrote: »
    Healing Ritual
    This is now instant cast. the cost was increased by 60%


    As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.

    Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.

    The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.

    Where does it say that it is 60% more then breath? All the sources I alhave seen say it is 60% more then the cost of it right now, which would be 3780 right now and with the increase would be 6048. I mean that is a lot but still not 7k.

    In Shimmer's video and if I am not mistaken Gilliam said the same thing in his stream.

    Here is a link from the forum and it is mentioned ~7:40 https://forums.elderscrollsonline.com/en/discussion/404309/summerset-class-changes-discussed-at-zos-playtest/p1

    Edit: Found Gilliam's https://youtube.com/watch?v=klEVWFpcOeU&t=5134s it is at 1:19:00 (he says 50% more than BoL )

    Yea conflicting English description on the cost. If it's the same cost as htd, I'm using it. If it's 6k cost, I'm not using it.

    to be real honest, if i have to use breath of life more then twice in a row, stuff is going real side ways and there is really nothing more breaths will do to save the situation. at least with http://en.uesp.net/wiki/Online:Healing_Ritual, the Ritual of Rebirth morph will have that 28 meter heal that is is what the secondary heal for breath of life is right now and from the passive, http://en.uesp.net/wiki/Online:Light_Weaver, will give people 2 ultimate, which does count for something, i am pretty sure it the only way on player can give other players ulti in the game.

    There's champion passive to give ultimate from synergies.
  • Tasear
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    CalmFury wrote: »
    technohic wrote: »
    I'd ask for rushed ceremony to finally just become a self heal. Would be a buff IMO as to keep it from hitting some random passerby whos as good as gone anyway when I really need it.

    EDIT: Thinking of these changes and the mentioned intent for classes to better do more roles. I see heals for DK and NB. Thinks to add to tanking for sorc and NB; but what role did we get attention to as Templars? Guess same goes for Warden as well. Im not seeing a lot of DPS or tanking viability here. Am I missing something?

    "LOL, a Templar Tank!" will be the new "LOL, a DK Healer!" post Summerset, hehe.

    Seriously, it really looks like both DK and NB healing will be much more viable while a Templar Tank will be worst possible role/class combination after the patch.

    Somebody mentioned it before but Templar frost tanks might be a thing with rune. With staves no longer counting for one but two. This could be powerful no?
  • Minno
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    Edit DP
    Edited by Minno on April 4, 2018 1:48PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
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    Drdeath20 wrote: »
    Aionna wrote: »
    Aionna wrote: »
    maxjapank wrote: »
    Healing Ritual
    This is now instant cast. the cost was increased by 60%


    As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.

    Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.

    The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.

    Where does it say that it is 60% more then breath? All the sources I alhave seen say it is 60% more then the cost of it right now, which would be 3780 right now and with the increase would be 6048. I mean that is a lot but still not 7k.

    In Shimmer's video and if I am not mistaken Gilliam said the same thing in his stream.

    Here is a link from the forum and it is mentioned ~7:40 https://forums.elderscrollsonline.com/en/discussion/404309/summerset-class-changes-discussed-at-zos-playtest/p1

    Edit: Found Gilliam's https://youtube.com/watch?v=klEVWFpcOeU&t=5134s it is at 1:19:00 (he says 50% more than BoL )

    It is painful listening to him talk about templars. Hes very knowledgeable about alot but it appears as though he hasnt put much time trying to play a templar as anything other than a healbot.

    @Gilliamtherogue

    What did templars want?

    -passives that help with recovery (if they adjust channeled focus and reduce some skill costs, then Templars will have some decent mag sustain. Idk about stamplars except repentance needs to work on either stamina for everyone but removes the bodies for everyone or works for each individual Templars but keeps the bodies.
    -skills that dont require using 4 skill points (2 for the skill and 2 for the passives) to bring them up to being mediocre
    -a reason to choose templar skills over non templar world skills. An example would be like slotting dawns wraith abilities would increase max magicka by X %
    -an actual way to CC, something that a tank could use or something that could be used to burst. As it stands now we have a soft CC in eclipse (which is very situational) and a knock back in the spear (which pushes our enemies away from our sweeps)
    -useful burst ultimates
    -mobility
    -having a reason to be stuck with skills that are channels
    -skills that synergies together and are not clunky or broken
    -a skill that actively helps with sustain. Repentance pulls you out of stealth even when their are no corpses around and it has zero active effects. Radiant aura pulls aggro and is not cost efficient for having no active effects.
    -a unique class defensive mechanic.


    What templars got was a slight buff to damage and a super expensive 10 meter heal that is still not completely preferred over a yet again nerfed BoL

    You have to listen to his templar class segment not his SI video. He even states he only had 2 days to communicate general pain points, issues, ask questions and do DPS tests. So he is going off memory; so it's possible everything about Templar is wrong.

    I'll also respond to your list:
    - recovery: they need to adjust channeled focus so it's self buff and get rid of that terrible repentance change.
    - skills needing 4 skill points: in some cases that for everyone. And in some ways it adds flavor for Templar this coming patch. Like Dawn's wraith well now actually give you the correct and ticks on the dit/aoe component of solar barrage/vamps bane which before only gave DMG every 2 seconds until 11.5 seconds was up. If they adjust burning light and jabs, then our passives there will make more sense, etc.
    - reason to choose temp skills: we do choose Templar skills over others. It's just we have to get major sorcery, mobilty, and burst DMG elsewhere. Jabs is unavoidable as long as you hit the target, which is a huge reason to use it, Unstable core is similar in that the burst AOE DMG at the end can't be blocked or dodged, puryfing light soaks up all DMG and causes DMG that can't be dodged or blocked. Those are huge reasons to use Templar skills. But there are some that are underperforming compared to other skills like restoring aura doesn't compare to ele drain, etc.
    - this might be the only issue. But for tanking they are adding the new time freeze ability that's AOE so this won't be an issue anymore. Eclipse, while it needs adjusting, is very strong if you time it's use around a soft root on a separate immunity timer; but it would be great if eclipse actually rooted the enemy.
    - someone said to changed empowering sweeps to be stamina but cresant sweeps to be mag DMG. If that gets a stun as well, then that's enough of a change to satisfy burst ultimate.
    - mobilty is no longer an issue. New spell gives 50% Sprint cost reduction and major expedition for 3s with minor force and a chance to deal burst DMG via the new stack passive from psijjic. Sucks Templars don't have it in the kit, but then again we get to keep our purge unnerfed so I'll declare it a non issue after pts comes and we can test.
    - channels are not as terrible as having DMG being Dodged. It just sucks because we have no passive defense that helps offset taking DMG in a channel. Stamplar has dodge chance and vigor ticks, magplar has really nothing to compensate (maybe harness mag shield but that's not good).
    - problem with Templar is everyone plays a SnB vamplar but blocking and mist form don't synergize well with the Templar kit at all or themselves. Yes you'll survive longer, but it's clunky because you can't block/heal in mist form and you can't move in block. That's why Templar needs a way to mitigate DMG outside of block.
    - I agree something could be done to give Templar sustain. But I'm not sure what that is aside from boosting channeled focus/repentance.
    - this I agree they need. If they get this, combined with the mobilty changes this patch, then magplar will see a stronger presentation in PvP outside of healbots.

    I'll add that Templars are clunky because the buffs we need are applied on 3-4 skills that have to get added to a rotation that requires you already casting purfying light/dots/eclipse for DMG burst and some of those buffs need to be reapplied every 6 seconds. If we can reduce the number of spells needed, we can increase Templar battlefield efficiency.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
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    Tasear wrote: »
    CalmFury wrote: »
    technohic wrote: »
    I'd ask for rushed ceremony to finally just become a self heal. Would be a buff IMO as to keep it from hitting some random passerby whos as good as gone anyway when I really need it.

    EDIT: Thinking of these changes and the mentioned intent for classes to better do more roles. I see heals for DK and NB. Thinks to add to tanking for sorc and NB; but what role did we get attention to as Templars? Guess same goes for Warden as well. Im not seeing a lot of DPS or tanking viability here. Am I missing something?

    "LOL, a Templar Tank!" will be the new "LOL, a DK Healer!" post Summerset, hehe.

    Seriously, it really looks like both DK and NB healing will be much more viable while a Templar Tank will be worst possible role/class combination after the patch.

    Somebody mentioned it before but Templar frost tanks might be a thing with rune. With staves no longer counting for one but two. This could be powerful no?

    I may have been the one that said that. Rune +ele drain gives you 540 mag per second, which when you combine with a frost staff and some points into block cost reduction, you can see a block of around 1200-1300 before your rune/ele drain kicks in. So 760 mag drain per hit assuming this hits are per second.

    But I'm not a pve tank.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Joy_Division
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    Tasear wrote: »
    CalmFury wrote: »
    technohic wrote: »
    I'd ask for rushed ceremony to finally just become a self heal. Would be a buff IMO as to keep it from hitting some random passerby whos as good as gone anyway when I really need it.

    EDIT: Thinking of these changes and the mentioned intent for classes to better do more roles. I see heals for DK and NB. Thinks to add to tanking for sorc and NB; but what role did we get attention to as Templars? Guess same goes for Warden as well. Im not seeing a lot of DPS or tanking viability here. Am I missing something?

    "LOL, a Templar Tank!" will be the new "LOL, a DK Healer!" post Summerset, hehe.

    Seriously, it really looks like both DK and NB healing will be much more viable while a Templar Tank will be worst possible role/class combination after the patch.

    Somebody mentioned it before but Templar frost tanks might be a thing with rune. With staves no longer counting for one but two. This could be powerful no?

    Can't do that in PvE anymore because every fight now requires every one to move.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Lightspeedflashb14_ESO
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    Tasear wrote: »
    Minno wrote: »
    Aionna wrote: »
    Aionna wrote: »
    maxjapank wrote: »
    Healing Ritual
    This is now instant cast. the cost was increased by 60%


    As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.

    Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.

    The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.

    Where does it say that it is 60% more then breath? All the sources I alhave seen say it is 60% more then the cost of it right now, which would be 3780 right now and with the increase would be 6048. I mean that is a lot but still not 7k.

    In Shimmer's video and if I am not mistaken Gilliam said the same thing in his stream.

    Here is a link from the forum and it is mentioned ~7:40 https://forums.elderscrollsonline.com/en/discussion/404309/summerset-class-changes-discussed-at-zos-playtest/p1

    Edit: Found Gilliam's https://youtube.com/watch?v=klEVWFpcOeU&t=5134s it is at 1:19:00 (he says 50% more than BoL )

    Yea conflicting English description on the cost. If it's the same cost as htd, I'm using it. If it's 6k cost, I'm not using it.

    to be real honest, if i have to use breath of life more then twice in a row, stuff is going real side ways and there is really nothing more breaths will do to save the situation. at least with http://en.uesp.net/wiki/Online:Healing_Ritual, the Ritual of Rebirth morph will have that 28 meter heal that is is what the secondary heal for breath of life is right now and from the passive, http://en.uesp.net/wiki/Online:Light_Weaver, will give people 2 ultimate, which does count for something, i am pretty sure it the only way on player can give other players ulti in the game.

    There's champion passive to give ultimate from synergies.

    that is not giving, the other player has to do something to get the ulti from Synergizer and need to have that passive unlocked in the cp tree (not a huge deal), the Temper 2 ulti is passive with just being healed under 60%, which is what Healing ritual would be used for. it is like the difference between igneous shields and bone shield, one is all on the caster, the other needs the other player to do something. "Giving" VS "Getting"
    Edited by Lightspeedflashb14_ESO on April 4, 2018 2:13PM
  • Solinur
    Solinur
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    Some of the summerset reports are contradicting. Let's see when PTS hits.
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • casparian
    casparian
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    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Minno
    Minno
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    casparian wrote: »
    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.

    I'm excited as well. Especially if you backbar SB then swap to front bar and weave light attacks in between jabs.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Joy_Division
    Joy_Division
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    casparian wrote: »
    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.

    It would be a lot more exciting without the stupid cast-time.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • casparian
    casparian
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    casparian wrote: »
    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.

    It would be a lot more exciting without the stupid cast-time.

    Oh I agree. But now I can actually feel that the awful cast time gets me something worth it in return.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Checkmath
    Checkmath
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    About templar frost tanks, this may be nice changes, since we are a class, which can restore magicka while blocking with the ice staff. Probably we will just play the other way round as other tanks: we chain enemies with stamina and block with magicka. Also aoe crowd control is given by ice blockade and psychic aoe stun ability.
  • Drdeath20
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    casparian wrote: »
    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.

    It would be a lot more exciting without the stupid cast-time.

    Hey it only took ZoS 4 years to remove the cast time from healing ritual.

    Anyways hasty prayer is definitely a boost to stamplars. A small heal but then mobility for 15seconds as a magicka dump.
    Edited by Drdeath20 on April 4, 2018 8:11PM
  • Minno
    Minno
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    Checkmath wrote: »
    About templar frost tanks, this may be nice changes, since we are a class, which can restore magicka while blocking with the ice staff. Probably we will just play the other way round as other tanks: we chain enemies with stamina and block with magicka. Also aoe crowd control is given by ice blockade and psychic aoe stun ability.

    And use the Stam morph of the ranged taunt.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Checkmath
    Checkmath
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    Ah right, thx Minno. Ele drain can be provided additionally, but somehow major fracture is missing tough...
  • Minno
    Minno
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    Checkmath wrote: »
    Ah right, thx Minno. Ele drain can be provided additionally, but somehow major fracture is missing tough...

    Only downside :(
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • technohic
    technohic
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    Drdeath20 wrote: »
    casparian wrote: »
    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.

    It would be a lot more exciting without the stupid cast-time.

    Hey it only took ZoS 4 years to remove the cast time from healing ritual.

    Anyways hasty prayer is definitely a boost to stamplars. A small heal but then mobility for 15seconds as a magicka dump.

    Magicka dump like that on Stamplar that has other ways to get major expedition would not be worth reducing your pool for extended ritual and runes. That’s akin to telling Magplars to slot rapids now.
  • Minno
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    technohic wrote: »
    Drdeath20 wrote: »
    casparian wrote: »
    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.

    It would be a lot more exciting without the stupid cast-time.

    Hey it only took ZoS 4 years to remove the cast time from healing ritual.

    Anyways hasty prayer is definitely a boost to stamplars. A small heal but then mobility for 15seconds as a magicka dump.

    Magicka dump like that on Stamplar that has other ways to get major expedition would not be worth reducing your pool for extended ritual and runes. That’s akin to telling Magplars to slot rapids now.

    Agree. It's for group/solo magplars more than anything (group if it costs too much, solo if it matches BoL cost).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • dodgehopper_ESO
    dodgehopper_ESO
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    CalmFury wrote: »
    technohic wrote: »
    I'd ask for rushed ceremony to finally just become a self heal. Would be a buff IMO as to keep it from hitting some random passerby whos as good as gone anyway when I really need it.

    EDIT: Thinking of these changes and the mentioned intent for classes to better do more roles. I see heals for DK and NB. Thinks to add to tanking for sorc and NB; but what role did we get attention to as Templars? Guess same goes for Warden as well. Im not seeing a lot of DPS or tanking viability here. Am I missing something?

    "LOL, a Templar Tank!" will be the new "LOL, a DK Healer!" post Summerset, hehe.

    Seriously, it really looks like both DK and NB healing will be much more viable while a Templar Tank will be worst possible role/class combination after the patch.

    I find this a particularly odd thing as well given the theme of the class as heavily armored knights and priests. What I really wish I could play is a proper Templar Tank that had more than just pvp-nuisance viability.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    technohic wrote: »
    kylewwefan wrote: »
    I don’t get it. I’ve only much more recently started playing Stamplar and she’s quickly become my favorite toon to play. I also have a magic Templar healer that is great to play as well....when I heal anyways.

    I’d have to admit though only about 1/3 of the templars passives really help anything for Stamplar. And all the ultimates are pretty bad.

    In PvP; them Jabs and PoL are brutal but toppling charge has been broke for a good while.

    Overall, I can’t really see templars being in that bad a place right now.

    Its a fun to play and POTL with DBOS can really wreck people. And bleeds are pretty popular with stamplar as well. Just not a lot of it is coming from templar outside of POTL.

    TBH though; some other classes have the same issue with their classes not providing much flavor for stam. And some of stamplar issues are tied to magplar with things like jabs/sweeps getting double mitigated in the red CP tree (Think I complain about this every other post) and outdated passives, and lets face it. Restoring Aura is as bad as repentence in the fact that the return is awful with it costing magicka while ele drain is free; so that tool is bad. At least magplar can go with channeled focus, but stamplars are out of luck. Stamplars also felt the nerfs directed at magplar at times as well in things like the increased cost on extended ritual.

    I just had an epiphany the other day and this reminded me of the thought. What if the distance of Jabs was extended forward a bit? Its a magical spear why not give it a greater range in the realm of 10'? If we're not going to be allowed to move at any decent rate of speed and get rooted all of the time, the least they could do is make it so more than 1 tap of our jabs will actually hit our opponent. Extending the range will at least force the opponent to roll through us or back off more. What do you guys think about this? (I also feel the skill should add a good and proper snare like everything else). Dammit if Stamplar is supposed to only be allowed to use jabs and potl we may as well get a good tool with the thing.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Runefang
    Runefang
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    casparian wrote: »
    I'm actually pretty excited about the potential for Solar Barrage giving us permanent +40% damage on light attacks. That could turn out to be a ton of ST pressure.

    How will it be permanent? Won't it just be +40% on the next light attack?
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