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Templars need reform because the game has changed

  • Elsterchen
    Elsterchen
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    Minno wrote: »
    Elsterchen wrote: »
    Minno wrote: »
    The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
    While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
    If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.

    Have you seen the tooltip? :o ... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
    Minno wrote: »
    Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.

    Yeah, sure one can waste a pretty big amount of ultimate for major protection :s and a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up :|

    i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.

    Now I am jelly... and just to make you jelly as well: Sun is shining and we have the best icecream just around the corner. (Akatosh knows i'll need some decent amount of chilli-chocolate-ice before summerset hits) :p
  • Minno
    Minno
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    Elsterchen wrote: »
    Minno wrote: »
    Elsterchen wrote: »
    Minno wrote: »
    The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
    While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
    If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.

    Have you seen the tooltip? :o ... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
    Minno wrote: »
    Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.

    Yeah, sure one can waste a pretty big amount of ultimate for major protection :s and a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up :|

    i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.

    Now I am jelly... and just to make you jelly as well: Sun is shining and we have the best icecream just around the corner. (Akatosh knows i'll need some decent amount of chilli-chocolate-ice before summerset hits) :p

    damn your ice-cream eating templar-ass!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • technohic
    technohic
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    Minno wrote: »
    Elsterchen wrote: »
    Minno wrote: »
    The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
    While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
    If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.

    Have you seen the tooltip? :o ... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
    Minno wrote: »
    Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.

    Yeah, sure one can waste a pretty big amount of ultimate for major protection :s and a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up :|

    i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.

    Is it seriously called Deep Thoughts? I need a character renamed to Jack Handy.
  • Minno
    Minno
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    technohic wrote: »
    Minno wrote: »
    Elsterchen wrote: »
    Minno wrote: »
    The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
    While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
    If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.

    Have you seen the tooltip? :o ... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
    Minno wrote: »
    Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.

    Yeah, sure one can waste a pretty big amount of ultimate for major protection :s and a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up :|

    i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.

    Is it seriously called Deep Thoughts? I need a character renamed to Jack Handy.

    Yea lol. Should be named something else.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Elsterchen
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    Minno wrote: »
    @Elsterchen

    For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc :(.

    The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.

    Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.

    Oh just a last one before i take off: You don't need jabs in your rotation. LAs with a staff can be fired from range, too ... so ranged DD magplar would only use jabs when forced to melee range anyways (back bar?) ...

    Just thoughts... i admit I have never wielded a staff ... or to be honest: my sorc (my first magica toon) is level 6, just started crafting and carries her staff rather then use it :D

    For my stamplar options are more limited: there is only jabs as spammable ... and only melee-range (beeing DW). Options are to go 2H/DW or DW/bow or start using weapon skills only (last isn't really an option atm jabs beats flurry in every situation). Personally I like a one-weapon-build more then switching between weapons, probably because its timing easier to handle and missed weapon swap is less punishing. With summerset going 2H/2H will probably be much better then DW/DW, yet I'll most probably won't do that and rather stubornly yell as loud as i can on sight of any unfavourable change to DW stamplar. :D
  • Minno
    Minno
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    Elsterchen wrote: »
    Minno wrote: »
    @Elsterchen

    For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc :(.

    The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.

    Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.

    Oh just a last one before i take off: You don't need jabs in your rotation. LAs with a staff can be fired from range, too ... so ranged DD magplar would only use jabs when forced to melee range anyways (back bar?) ...

    Just thoughts... i admit I have never wielded a staff ... or to be honest: my sorc (my first magica toon) is level 6, just started crafting and carries her staff rather then use it :D

    For my stamplar options are more limited: there is only jabs as spammable ... and only melee-range (beeing DW). Options are to go 2H/DW or DW/bow or start using weapon skills only (last isn't really an option atm jabs beats flurry in every situation). Personally I like a one-weapon-build more then switching between weapons, probably because its timing easier to handle and missed weapon swap is less punishing. With summerset going 2H/2H will probably be much better then DW/DW, yet I'll most probably won't do that and rather stubornly yell as loud as i can on sight of any unfavourable change to DW stamplar. :D

    DW does give you a ranged spamable that procs major brutality and gives a snare. Not ideal but better than jabs at landing.

    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Seraphayel
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    Seraphayel wrote: »
    I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.

    How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.

    @Joy_Division

    Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.

    I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.

    For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.

    Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • technohic
    technohic
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    Elsterchen wrote: »
    Minno wrote: »
    @Elsterchen

    For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc :(.

    The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.

    Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.

    Oh just a last one before i take off: You don't need jabs in your rotation. LAs with a staff can be fired from range, too ... so ranged DD magplar would only use jabs when forced to melee range anyways (back bar?) ...

    Just thoughts... i admit I have never wielded a staff ... or to be honest: my sorc (my first magica toon) is level 6, just started crafting and carries her staff rather then use it :D

    For my stamplar options are more limited: there is only jabs as spammable ... and only melee-range (beeing DW). Options are to go 2H/DW or DW/bow or start using weapon skills only (last isn't really an option atm jabs beats flurry in every situation). Personally I like a one-weapon-build more then switching between weapons, probably because its timing easier to handle and missed weapon swap is less punishing. With summerset going 2H/2H will probably be much better then DW/DW, yet I'll most probably won't do that and rather stubornly yell as loud as i can on sight of any unfavourable change to DW stamplar. :D

    I’ve run wrecking blow/dizzying swing in place of jabs a couple of times and was surprised how well it works. Hard to land, but so is a full channel of jabs. Another Stamplar I see out small Manning a lot, runs both jabs and dizzying swing. It will wreck people.
  • Solariken
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    Seraphayel wrote: »
    Seraphayel wrote: »
    I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.

    How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.

    @Joy_Division

    Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.

    I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.

    For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.

    Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".

    I totally agree that Templar is fine without Major Mending. What it needs far more is a better and more versatile resource return mechanic and magplar needs a HOT to alleviate the on/off offensive playstyle handicap.
    Edited by Solariken on April 6, 2018 4:20PM
  • Elsterchen
    Elsterchen
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    Minno wrote: »
    Elsterchen wrote: »
    Minno wrote: »
    @Elsterchen

    For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc :(.

    The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.

    Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.

    Oh just a last one before i take off: You don't need jabs in your rotation. LAs with a staff can be fired from range, too ... so ranged DD magplar would only use jabs when forced to melee range anyways (back bar?) ...

    Just thoughts... i admit I have never wielded a staff ... or to be honest: my sorc (my first magica toon) is level 6, just started crafting and carries her staff rather then use it :D

    For my stamplar options are more limited: there is only jabs as spammable ... and only melee-range (beeing DW). Options are to go 2H/DW or DW/bow or start using weapon skills only (last isn't really an option atm jabs beats flurry in every situation). Personally I like a one-weapon-build more then switching between weapons, probably because its timing easier to handle and missed weapon swap is less punishing. With summerset going 2H/2H will probably be much better then DW/DW, yet I'll most probably won't do that and rather stubornly yell as loud as i can on sight of any unfavourable change to DW stamplar. :D

    DW does give you a ranged spamable that procs major brutality and gives a snare. Not ideal but better than jabs at landing.

    True, daggers are nice , they deal fine damage and are the only way for my silly stamplar to gain much valued major brutality, yet, while usable at range its lacking a follow-up in PVP ... and don't even suggest toppling!. More then once I opened fight with daggers and had to watch my enemy cloak/mist/streak/run out of sight ... a reliable gapcloser (that doesn't require me to turn to my target afterwards ... if it goes of at all) or a decent stun/CC anything would be much appriciated here. As it is i am fairly good at wishing farewell to my oponents (unless i catched a DK ofc) thanks to daggers.
  • Mr_Nobody
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    Seraphayel wrote: »
    Seraphayel wrote: »
    I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.

    How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.

    @Joy_Division

    Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.

    I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.

    For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.

    Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".

    Logic is irrelevant. If we were to mention the opposite we could say we need any form of CC or defensives that we lack.

    See?
    ~ @Niekas ~




  • xaraan
    xaraan
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    After looking at some of the upcoming class changes with Summerset, not much was addressed that would help my templar tank post. Now actually, Templar will seem to be the weakest "self-heal" class in the game with NBs getting the Dark Cloak heal, DKs having DB, Sorcs with Clanny heal and Wardens probably the second least bursty with the option of Polar Wind (still doesn't sound in league with others after the buff) and Bloom. With Templars coming up last with no Health Based self heal - this would go a long way. I'm sure those two classes having no giant burst heal is by design since they are both thought of as the main healing classes (even though NB and now DKs are looking pretty darn good for heals). But in game play situations (especially in PvE) that isn't working.

    Templar Tanks need two main things:

    Only class that has no way to work for stamina regen while blocking. (I realize DD for Sorcs doesn't work while blocking, but it is at least very useful for the times you can work it in + I know this issue (stam regen) has various ways to handle it, but when it's the only class, it's a stand out problem that means they have to work harder for the same basic result). The other morph of Rune Focus should really give a small tick of stam just like the magicka morph does (even if you are blocking). This may not sound like a huge deal breaker, but in the end, it's only fair to let every class have a way to work for that little bit extra stam return while tanking.

    Only class without a health based burst heal. I make use of BoL right now, but obviously that can go to someone else in need (which is a different need IMO and use). No one uses the other morph of BoL and instead of constantly nerfing BoL to make the other morph look useful, just turn the other morph Honor the Dead into a Health Based self heal. That would also make PvP players choose between a group heal version and a self heal version.

    Edit: Wanted to add this to my post instead of making a new one since it's just reinforcing what I said...

    Ran vMoL HM today with a progression group like we do on Sundays and I often find this to be the best test of a tank. The DPS isn't quite there, neither are the heals sometimes (or just more players sucking them up b/c they don't know mechanics), etc. All I can say for myself is I know what I'm doing when it comes to tanking, so I feel confident in my observations and my tank was well built gear wise (even more mitt than my DK actually). So looking at these runs as I swap different tanks in really highlights any gaps between classes for the role.

    Anyway - ran it on my Templar tank as main tank and it stands as a solid demonstration of my above points. Any attempt to use Breath as a self heal was a waste of time as it would just go to other players and my only self heals were small HoTs. The bonus from Undaunted you get for syngerizing stuff actually out-healed BoL by several spots on the metrics and frankly BoL (as a self heal) was essentially a waste for me to run - my #1 self heal was just the HoT from my circle and it's not like that was a huge #. Unfortunately Templars don't have a lot of other healing options for burst (maybe clap heal will be better next patch?), but for the cost of BoL, esp in a tank build - it's horrible.

    I always thought Templars should be a solid tanking class from launch and it's never been quite there. But even if we drop those sorts of feelings and just look at the way the game is playing out now: Every class is getting tools/options for certain jobs. Templars need those as well.
    Edited by xaraan on April 9, 2018 3:08AM
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Seraphayel
    Seraphayel
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    Mr_Nobody wrote: »
    Seraphayel wrote: »
    Seraphayel wrote: »
    I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.

    How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.

    @Joy_Division

    Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.

    I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.

    For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.

    Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".

    Logic is irrelevant. If we were to mention the opposite we could say we need any form of CC or defensives that we lack.

    See?

    Not really.

    ZOS wants to make every class viable in every role, that's why they give DKs some needed tools for healing. CC is actually no role for ZOS so no point for balancing that out. Still we're getting options for CC with Psijic as that seems to be the skill line that should give every class something it doesn't have (but other classes).
    Edited by Seraphayel on April 6, 2018 8:26PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Mr_Nobody
    Mr_Nobody
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    Seraphayel wrote: »
    Mr_Nobody wrote: »
    Seraphayel wrote: »
    Seraphayel wrote: »
    I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.

    How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.

    @Joy_Division

    Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.

    I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.

    For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.

    Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".

    Logic is irrelevant. If we were to mention the opposite we could say we need any form of CC or defensives that we lack.

    See?

    Not really.

    ZOS wants to make every class viable in every role, that's why they give DKs some needed tools for healing. CC is actually no role for ZOS so no point for balancing that out. Still we're getting options for CC with Psijic as that seems to be the skill line that should give every class something it doesn't have (but other classes).

    I would agree, but templars have none of the 'top' that other classes have. Nor dps, nor tanking, nor healing after Summerset.
    ~ @Niekas ~




  • Checkmath
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    @Elsterchen
    many things you are worrying about also were mentioned by the play testers.
    the aoe slow and stun ability from psychic probably is under proper investigation till the PTS will start. a well placed aoe stun and slow probably is OP, but there is still a time limit and a effect range. both probably will be changed into something, that we can avoid the stun with a little bit more than one roll dodge, since everything else probably is too strong. maybe there also will be some clue following the skill, that also a templar casting jabs can interrupt his own skill to get out o the aoe may have a chance to get spared by the stun.
    regarding the meditation move, @Minno stated that we will recover around 1.6k health and other ressources per second. the health restore part probably will be cut in half in pvp, so it will be a bad healing ability despite granting major protection. there is no way that this skill can be used in a real pvp combat, maybe when you run around an obstacle you will be able to press the button for one or two seconds. this skill will probably see more use in pve for tanks in need for some sustain between one shots mechanics, when they can drop block.
  • Seraphayel
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    Mr_Nobody wrote: »
    Seraphayel wrote: »
    Mr_Nobody wrote: »
    Seraphayel wrote: »
    Seraphayel wrote: »
    I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.

    How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.

    @Joy_Division

    Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.

    I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.

    For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.

    Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".

    Logic is irrelevant. If we were to mention the opposite we could say we need any form of CC or defensives that we lack.

    See?

    Not really.

    ZOS wants to make every class viable in every role, that's why they give DKs some needed tools for healing. CC is actually no role for ZOS so no point for balancing that out. Still we're getting options for CC with Psijic as that seems to be the skill line that should give every class something it doesn't have (but other classes).

    I would agree, but templars have none of the 'top' that other classes have. Nor dps, nor tanking, nor healing after Summerset.

    That's very exaggerated. There are basically no changes for healing Templars that might throw them off their thrown (the new Healing Ritual sounds incredibly OP).

    For tanking and DPS... we'll see. We need something for MagDPS but I don't see the sky falling yet.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • danno8
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    Elsterchen wrote: »
    casparian wrote: »
    @Elsterchen I don't know yet whether my magplar will be primarily PVE or PVP next patch, but either way I'm very excited about the Empower change. 8 seconds of Solar Barrage = 8 seconds of 40% more light attack damage, which sounds like a lot of pressure.

    @casparian

    -> Empower has been completely redesigned - instead of granting 20% more damage to your next attack, it now only affects your next Light Attack, but increases its damage by 40%, up from 20%.

    Empower adds damage to one single light attack, so it would be preferably used with an instant cast to weave strong light attacks into yout rotation:



    Now lets check the possibilities:
    (source: https://forums.elderscrollsonline.com/en/discussion/284053/buffs-and-debuffs-a-full-list-updated-for-dragon-bones/p1

    Mages Guild Passive: Might of the Guild
    Two Handed Ability: Wrecking Blow (Morph of Uppercut)
    Nightblade Assassination Ability: Ambush (Morph of Teleport Strike)
    Dragonknight Ardent Flame Ability: Empowering Chains (Morph of Fiery Grip)
    Templar Dawn's Wrath Ability: Solar Flare+Morphs

    new with summerset:
    (source: https://reddit.com/r/elderscrollsonline/comments/89e1in/summerset_update_18_teaser_a_recap_of_last_weeks/

    DK: Empowering Chains (Morph of Fiery Grip) yields 2 stacks of empower ... = 2 LAs with +40% dmg possible? (On paper: open with empowering chains (get mobility and perfect position (move to your target)) right followed by a +40% dmg LA (or 2)
    Best used by magDKs ... but i guess even at the high cost the additional effects make this a very interesting option vor stamDKs especially those using 2H ... see Wreckling Blow Morph above.



    So magplars like magsorcs or magwardens will most probably use the mage guild skills to utilize this buff. Not optimal, but managable, I guess.

    Magblades will for sure be better off then anyone else, followed by DKs as both classes can dip into this new mechanic easily.

    Stamplars, Stamden and StamSorcs basically only will be able to use the ability when using 2H weapon and have no ability to "double dip" into this buff (rotating different skills to keep the +40% dmg uptime at max). Evenso stamplars "could use" solar flare it would most probably not work: cast time + cost + no further extra (like mobility, repositioning, damage) just ask for a "laugh at me -> I am stupid templar caught in canneling"-sign .

    There's a bit of misunderstanding on how Solar Barrage works. You get Empower three times during it's cast. You get it at the 2, 4 and 6 second mark.

    So it will be better than just getting one +40% light attack, but not as good as some think it will be, ie you will not be getting 8 light attacks empowered. At most you will get 3.

    edit: lol, I love when I have some old comment that got saved in "drafts" but I never posted because I thought better of it, and then gets posted weeks later when making another unrelated comment.
    Edited by danno8 on April 6, 2018 9:38PM
  • casparian
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    @danno8 that's right and I've been overstating how Solar Barrage will work. But we will get the buff four times, not three: a Dawn's Wrath passive will extended SB by 2 seconds in the new patch.
    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.
  • Seraphayel
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    I just can't think of any use for Empower yet. Compared to how it is now it sounds very weak in Summerset. At least for Templars.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Joy_Division
    Joy_Division
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    Seraphayel wrote: »
    I just can't think of any use for Empower yet. Compared to how it is now it sounds very weak in Summerset. At least for Templars.

    If Solar Barrage didn't have a cast time, I'd absolutely always slot it.
    Edited by Joy_Division on April 6, 2018 10:25PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Elsterchen
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    @danno8 @Checkmath thanks for explaining! This does ease this templars troubles.

    Lets see how it plays out.
  • DisgracefulMind
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    @Joy_Division

    Sorry this has taken me awhile to respond to, I've been a bit busy, and trying to think deeply on what could improve the class as a whole.

    I'll just approach my post from your reform suggestions.

    1. The Templar "House" was actually quite a good concept when we had a reliable CC to keep people in said house. I went on and on about this on the forums when the stun from shards was initially removed, and I will always stand by the fact that to keep an opponent in the defenses that we HAVE to stand in and spend resources to build up, we need a CC that won't launch them out of it. Javelin is just an entire joke, and almost entirely useless for a solid Magicka Templar in PvP. Why would one want to push someone out of their range to 1. attack and 2. their safety zone. Magicka Templar must stand their ground, but the tools to do so have been taken away from us. This is a huge problem. Everyone else, yes, even DKs, has the ability to slot an ability and be mobile, Templars, now, are the only class stuck really in one spot when things get bad.

    2. I'm perfectly fine with Magicka Templar being the dominant healer in PvE raids, it has the best toolkit, and at least it's good for something. There is one place where Templar shines as an off-tank, and that's vAS HM; though that is entirely up to group comp and such, so that's even arguable.

    But for damage dealing Magicka Templar, we are hurting in a lot of aspects. In PvE, we just don't deal enough sustained damage, and giving up a high dealing stamina damage spot for a Magicka Templar just won't happen.

    In PvP, we're plagued by the fact that we can deal damage, but we sacrifice a lot to do so, and even then, the second we're pushed into defensive mode, it is very hard for us to get back to offensive mode. If Puncturing Sweeps could heal for more, deal more damage, and be more reliable (like it was previously), we'd be in a better place with that in itself.

    I hate to say it, but so much frustration with the amount that Magicka Templar has to sacrifice in open world (particularly small scale PvP) has pushed me away from the class so much, and it's a class I legitimately love. With all of the CC's every other class has access to (Wardens arguable don't have a reliable one, but through weapon lines and their amount of snares, one could argue that immensely), the immense amount of snares that have been plaguing the game, and just the amount of damage one can hit a Magplar with, forcing them to stay defensive, it becomes increasingly frustrating to play a Magicka Templar in almost all small scale situations.

    3. Your video demonstrates exactly what is wrong with Templar. There is no reliable CC that allows us to actively get off damage on an opponent. Even if you DID Javelin your opponent, you would be forced into our incredibly slow gap closer that is also incredibly buggy and a lot of the time flies us into the air. If you Javelin someone, they don't even have to break CC, they will be standing back up by the time your Toppling Charge hits them.

    Then, your video demonstrates exactly what I was discussing in the second point, several times you were forced directly into defensive mode, and it was incredibly hard for you to get out of defensive mode and back into offensive mode. This is something that plagues Templars extremely harshly.

    4. I'm okay with having to deal with some channels, and I think the change to Healing Ritual will be nice....but it's not really the change we needed. We're already good at healing, we need our damage skills to not have such long channels. Sweeps is unique, and I like it, I just wish it were more reliable, as I stated previously.

    Dark Flare, however, you will most likely get nuked if you go to cast a Dark Flare than nuking your opponent lol. The cast time is entirely too long, entirely too obvious, and can be interrupted almost instantly. The only time I have ever bothered to slot Dark Flare is for funny ganks, or keep defenses, both of which can still be incredibly useless.

    I am, however, okay with Radiant Oppression being a cast time, but its damage is so low right now, what even is the point of using it? Why is it that our class execute, and we need one, look how low our damage is when we have to balance a correct build, isn't even worth slotting? That's a serious issue. ZoS nerfed the wrong part of Radiant, it should have been a range nerf, not a damage one. High risk, high reward is a crucial part to Magicka Templar gameplay, and if they had nerfed range and kept the damage, we would be in a particularly fun place, for PvP, at least. For PvE, I'm not even sure where to begin, Magicka Templar DPS is so bad for PvE in comparison to everything else right now, there is literally no point in bringing one to a raid. No. Point.

    5. I agree, the class has decreased in overall fun.

    I began playing Templar a long time ago because I really enjoyed the idea of being able to duo or something, and not only deal damage, but support my ally. I loved being the little pocket healer to my DK and it felt rewarding after a long fight where we both expended an incredible amount of resources and being able to hit a repentance that not only healed us, but also gave some stamina back to both of us, which is so important for magicka builds in PvP. Now I refuse to play with another Templar, I feel selfish slotting it because it only goes to myself, and it was probably the nerf that made me really upset with Magicka Templar.

    My Suggestions to Add to Your's

    Give Magicka Templar some form of access in our toolkit to major expedition or something that will allow us to actually move at a steady pace when we need to do so. I understand that new skill lines are being added to the game, but I want something IN the Templar toolkit. And if that cannot be done, then give us BACK the ability to stand out ground. Give us BACK a CC to keep people in our snares, in our "house", in our defenses.

    If ZoS doesn't want to grant full buffs to Rune Focus even if we move out of it, then grant us Major Mending WHILE we are standing in Rune Focus. Currently it is a dead skill to healers in PvE, and only used on two boss fights in raids that I can think of. I even dropped it in vAS HM, because who cares about it, it's not worth it. And because PvP wants us to stand our ground, allow us to stand that ground, give us some form of access to Major Mending. Warden, another "healing class" has access to it pretty easily, why can't we have it as well?

    Passives

    Completely agree with the Burning Light change you have suggested, it should proc per target, allowing Magicka Templar to carry out some higher AoE DPS, which is a big necessity for outnumbered PvP fights, and in PvE raids.

    Balanced Warrior should definitely also increase spell damage. Why it does not completely baffles me. We already sacrifice so much to have decent sustain in PvP AND decent damage. Our passives should help us, not be useless.

    Empower from Flare and Barrage: Even with the upcoming changes, this will still be almost utterly useless for Magicka Templar. Please stop, and give us a different buff with it.

    Light Weaver: Grant 2 ultimate to allies healed under 60% with any Restoring Light skill. It shouldn't just be bound to one skill. People will argue with me over this, but why does Warden have such easy access to Major Heroism whilst Templars have access to little ult gain besides the Prism passive?

    Mending Passive: If ZoS doesn't want Templars to have any form of access to Major Mending besides a resto heavy attack, which really isn't plausible in almost any case, then allow this passive to be increased a bit higher.

    Piercing Spear: Just allow the 10% blocking reduction to be there no matter if an Aedric Spear ability is slotted or not. I understand that there are troll tank Templar builds, and they're hard to take out, but that's a GEAR imbalance issue, not a Templar one. Allow DPS Templars in PvP to be able to recover from going defensive quicker, please, without draining all our stamina, which is so valuable to a stand your ground class.


    Ultimates

    I think most people can agree that Templar ultimates are literally just a joke if you're not a healer or a stamina build.

    Nova:
    Only used for damage mitigation in very, very, very, very, very, let me add, very rare situations in the PvE world. And is almost useless in PvP. Nova can be eaten up by an monster set for crying out loud. Why not allow it to be something like Shifting Standard? I see nothing wrong with being able to recast it for a certain duration and gain Major Maim from it in PvP, and it may actually make Nova useful in PvE as well. That's just an idea, and if someone has a different one for Nova, I'd love to hear it.

    Remembrance:
    Only good for healers in PvP raids, or a Stamina Templar. Small scale Magicka Templars who have little access to mobility who use this ultimate die as soon as it ends most of the time, especially when outnumbered.

    Empowering Sweep:
    Sure, the damage mit is nice and all, but I'd rather have Dawnbreaker of Smiting on for the CC so I can attempt to burst with it. Either recreate this ultimate, and make it deal more damage. Right now it's just...undesirable.

    Skills

    Puncturing Sweeps:
    As said earlier, it needs to have its healing increased to compensate for the loss of Major Mending and for the introduction of more access to defile in the game, it needs to be more reliable, and needs to hit a bit harder.

    Javelin:
    Wonderful for a Stamina Templar, absolutely terrible for a Magicka Templar. Why, just WHY would I want to throw someone out of my defenses that I just used so many resources for? Come on, ZoS.

    Focused Charge:
    Make it faster, lower its range, make it deal a bit more damage. We need that in PvP, we need to because there is so much access from all the classes to speed buffs, and we have none (and, no, it's far too risky to sacrifice your potion sustain for a speed/immove pot).

    Shards:
    Make one of the morphs CC. It's as simple as that, and it's really all Templars have asked for such a long time. Why can't we have ONE reliable CC that can keep an opponent in our "House". Makes no sense.

    Sun Shield:
    It's a joke. To use our class shield and for it to be viable we need 60k+ health? Alright then. Enough said there. That should scream ridiculous to anyone.

    Reflective Light/Morphs:
    I think this is an excellent skill and probably one of the most useful ones in the Templar toolkit.

    Solar Flare and Morphs:
    Stop restricting Templars to cast times that will just lead us to get destroyed. And if you want to keep the cast time, at least give us a decent buff that goes along with our toolkit to allow us high risk/high reward gameplay. Empower, even with changes will STILL be useless for a PvP Magicka Templar.

    Purifying Light:
    Skill is in the right direction, I really have no complaints; however, the bug with Power of the Light for Stamina Templars NEEDS to be addressed and fixed for PvE.

    Eclipse:
    Free CC immunity for everyone! Hooray /sarcasm. This skill is a mess. Either replace it with something useful, or actually put some deep thought into it. It's not even a threat.

    Radiant Destruction:
    As I said preciously, the nerf to this skill was done in the wrong manner. It should have had a range nerf, not a damage nerf. Again, the fun in playing a Magicka Templar is high risk/high reward. Allow our execute to be that and we'll be in a very decent spot again.

    Breath of Life:
    Strongest heal in the game, arguably, and really the only thing keeping Templars in the lead as healers.

    Healing Ritual:
    The changes coming to this are nice and all, but we need changes to our damage skills, and while I'm glad this skill may be useful finally, I'd rather the focus move towards damage, not healing.

    Restoring Aura and Morphs:
    Repentance - Anyone who knows me knows how I feel about this nerf. It was ridiculous and needs to be reverted. Why should I be punished for playing with another Templar? Is any other class punished for playing with their same class? I think not. In fact, curses from Sorcs stack, so why can't I Repentance and benefit a fellow Templar team-mate? Absolutely ridiculous nerf.
    Radiant Aura -
    Mostly useless because, yes, elemental drain is much better. And, since Templar needs to build their bars very defensively in PvP, a waste of a slot there.

    Ritual:
    I find this skill fine. We NEED Extended Ritual in PvP, it's the only thing for us damage Templars that makes us even somewhat tanky.

    Rune Focus:
    As I stated previously, allow us Major Mending while IN the actual Focus, or at least allow our buffs to last the entire duration after it is cast since we have to be highly mobile, even in PvE.

    Final Thoughts:

    Magicka Templar, as a whole, is quite a mess right now. I could go on and on about it, but it really is a giant mess. I love my Templar, but I find it frustrating quite often. It's not a player skill thing, I'd like to think I'm a decent Templar, it's literally that the class has had its ability to stand its ground taken away so many times.

    I'm a passionate raid healer in both PvE and PvP, but I've dropped Templar in PvP raid healing for my Warden, and while Templar is still the stronger PvE raid healer, that may also change there eventually. I'm also a pretty passionate small scaler, and I find playing Magicka Templar frustrating when compared to other classes, and, yes, I play almost everything. I'm always experimenting with all the classes and specs, and Magicka Templar is THE most frustrating one. It's a clunky class restricted by its many flaws. If we were to just get a CC back on one morph of Spear Shards, it would probably be way less frustrating. If there is anything I want the most, it would be that.

    Sorry if this post is long, but I just wanted to express my opinions and feedback on Magicka Templar.
    Edited by DisgracefulMind on April 8, 2018 6:07AM
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Joy_Division
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    @DisgracefulMind

    Thanks You Bee for the excellent feedback. Very specific and thoughtful insights. Suggestions are totally on point. Whoever is Templar rep should bookmark that post.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Cinbri
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    @DisgracefulMind

    Thanks You Bee for the excellent feedback. Very specific and thoughtful insights. Suggestions are totally on point. Whoever is Templar rep should bookmark that post.

    Well, zos told that they don't care about ideas of representators. And this is stupid since for majority of problems Templar community already have consensual ideas of solutions.
    Edited by Cinbri on April 8, 2018 9:22AM
  • Checkmath
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    yeah sadly suggestions and ideas from representatives will not be looked at at the very beginning, only handling the "pain points". but i think that suggesting and making up ideas for skills will come to be a part of the representatives work sooner or later.
  • Grendel_at_ESO
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    I just came back about a week ago after a two year break so I admit I'm very rusty but man I thought they buffed everything up or something, it's almost hilarious how bad Templars seem compared to when I last played.
  • Cinbri
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    1. When I read threads of other classes - I rofl. All claim they are nerfed most and demand buffs to their defensive mechancis. When I read this I like "sigh.. wish I would have at least this ability". Templar already worst tank coz simply don't have tanking skills that allow to mitigate damage, and when other classes demand more buffs - it only increase gap between Templars and other classes. Main Templar thing, healing - is not tanking, its healing. It not allow mitigate damage, save resources in fights; it can only redeem damage you already received; and yet It recieve more nerfs coz people unhappy that healbot with 100Blessed and 100Rapid Regen not die fast enough in pvp. And yet all this OPnes can be deleted by reverb/lethal arrow snipe, leaving Templar as fried chicken.
    Grant snare/root immunity to dragon wings is maybe OK coz morph definetly must become useful in compare to other one, but such a simple change also will mean that dk along with one of the strongest mitigation things will get access to mobility that will be far superior to mobility of Templar who even by spamming Extended Ritual still remain permarooted/permasnared in pvp coz his ritual purge 5 debuffs, and snares/roots are debuffs. We cant cast it like Forward and puff - all miriads of snares and roots (that are worse than dots), no matter how many of them is on char - will be deleted and ignored in 1 button.
    Or nbs claim that Cloak is weak, easily breaking on aoe, etc... And now when it fixed on soul magic smart use of it allow to mitigate incoming damage that even dk can be jealous, no matter If it aoe or single target. Mitigated damage means no need to waste stamina on break free or block and you cant debuff.
    Simple example - to gif below add fact that it self-buff and thus it not only 1 target missed but everyone who attacked target:
    ezgif-1-260ae94bd8.gif
    Something like 20 Misses in combine by one skill looks familiar? --> Meridia blessed armor that people call cancer unable to do it coz it 1 target cap. Gladly we can break it by spamming aoe, and yet it did it function to mitigate 2x more damage than 1 Honor could heal. I don't see such capability to be called "trash".

    And yet Scales that mitigate entire range damage, transform into your own damage, protect from CCs/debuff applied(when working), save stamina on block/Break Free upon reflect, grant additional buffs, that overall deleting snipers by its cast is weak and need super buff to be usefull... That Cloak that is best positioning tool ingame, that even when failed mitigate more damage than tempalr healbot can outheal in 1 cast is super weak and need super buffs to be usefull... And yet healing of healbot who stacked healing CPs to max is OP but cant do anything beside wipe against major defile debuff is OP and Cleansing is OP coz it grant Templars a bit of mitigation against already applied pressure.
    Reminded me of some player claiming that Templars tankability is perfectly fine in pvp, and minutes later died in his pirate skeleton+wizard riposte+"OP" templar healings to just 3 snipers. Those 3 snipers that is stupid enough to kill themselves by Scales... Definetly proved how OP Templars in role of tanks.

    2. Problem of Templar dps and Ritual of Retribution. First - magplar dps bad, second - nowdays Ritual of Retribution is useless for anything beside farm AP coz some uninterntional AP gains from Retribution hot. In pvp templar who use retribution will stuck permarooted and unable to cleanse debuffs so in combine with fact that there is no other skill that will mitigate damage(after eclipse change) - he is dead, and thus his aoe damage will be zero.
    In pve - this small amount of damage only usefull on trash pulls and don't grant any worth dps boost on most important thing - boss fights. There is room for it if raid healers are just bad and you need to grant more healing by ritual used by dps.
    So, Instead - revamp Retribution into something usefull, that can be used by both stamplars/magpalrs.
    And redeem created gap in magicka aoe damage by simply remove cast time from Solar Barrage, coz no matter where it used - it ruin any rotations. dd will stuck at channel, than apply other buffs and than start spamming sweeps-light attack weave to synergize with new Empowering (that in theory is great buff to it coz 2sec gap on apply allow to synergize better with sweeps channel+light attacks); or apply buffs then channel Barrage, then sweeps. And yet in any way this cast time means wasted time and when you start jabbing you face problem of having to already reapply buffs.

    3. Jabs overmitigation by red CP - zos never addresssed this issue, and thus is unclear what will happen with it. And I lost my testing notez of CP allocation, gear, etc., having only setups allocated to base damage numbers differences posted in bug thread. So, idk if jabs will get damage boost but if they will - base damage will change and previous base test numbers wont work. It means I wont be able to test if this issue remained or fixed and even if it wasnt fixed - there wont be mathematcial proove of it. Will be fun if this bug will become into feature.. or will it?
    Edited by Cinbri on April 8, 2018 12:38PM
  • Cinbri
    Cinbri
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    And stamplars - yep they syrong and uet they weakest stamina class. Nowdays when you can pick any class and stamina build of it will be supreme to magicka build - stamplars still loosing to magplars, that kinda shows thàt there is some problem.
    And here goes for Rite of Passage ult, change to which will be direct buff to both maplars/stamplars.
    There is Practiced Incantation for group utility that proc Light Weaver armor and overall has 12 more healing ticks than other morph <- obvious healer choice.
    And here is Remembrance which lost its aoe major protection in trade of 6sec more of it for caster. And yet didnt get rid of its disable.
    Defensive ults are very potents, you can see it in pvp when stamina builds wear resto backbar just to spam Light Champion. And here is stamplar who have entire healing tree and ult. Stamplar have nice mobility but using class healing ult is like commiting suicide - for all you mobility tricks you used you stand still and heal yourself while enemy aronds can close gap or reposition to be ready to instantly wipe you when you stop channel.
    Remove this disable from morph - and you get defensive ult that can be used by stamplar that wont reqire to wear resto staff, that wil be small victory in stambuilds diversity over other classes.
    Or another idea - make its healing attached to caster. It means you can channel aoe healing or cancel ult and thus no more aoe heals but healing of caster will still going on. Trade off of what you want.
    P.S.: grammar is tertible on phone.
    Edited by Cinbri on April 8, 2018 12:29PM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    . And here is Remembrance which lost its aoe major protection in trade of 6sec more of it for caster. And yet didnt get rid of its disable.

    You can block cancel the ulti and still get the major protection.
  • technohic
    technohic
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    So pain points. They can figure out how to deal with it from there

    -low DPS. Main class spammable is melee and outdone by force pulse in both PVE and PVP. Unreliable to hit in PVP

    -No mobility tool and lack of root to try to make up for it to either keep someone close for our hard to land melee spammable or to keep someone away a bit for an escape

    - to go along with no mobility; no escape mechanic. Not only can we not outrun anyone; there is nothing to relieve pressure/focus. Don’t need both these last 2 points but should have 1

    -poor defense. Our focus provides some but only lasts 8 seconds if you don’t stand in it. Not feasible to stand still in either PVP or PVE these days. Blazing shield is nearly worthless if you can’t stack a ridiculous amount of health and in PVP; that hasn’t been seen really since popular health sets were nerfed.

    -Resource management tools are lack luster. Restoring aura too costly initially to compete with elemental drain. Repentance leaves Templars competing with each other over corpses

    -Stamina Templar has too few class abilities and passives. It plays well but is not very supported by the class

    -no reliable CC that matches melee to allow for follow up damage. Our only CC is a knock back. Magicka version duration is barely enough to get back on target in melee range.




    Just some off the top of my head
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