WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
There never was one. Some testers just weren't accurate.
WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
There never was one. Some testers just weren't accurate.
What was never there?
The cp calculation fix is there and every templar knows it
WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
There never was one. Some testers just weren't accurate.
What was never there?
The cp calculation fix is there and every templar knows it
Sry, I meant the 5% damage buff...
WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
There never was one. Some testers just weren't accurate.
What was never there?
The cp calculation fix is there and every templar knows it
Sry, I meant the 5% damage buff...
Ah thanks for clearing that up
jasonthorpeb14_ESO wrote: »WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
There never was one. Some testers just weren't accurate.
What was never there?
The cp calculation fix is there and every templar knows it
Sry, I meant the 5% damage buff...
Ah thanks for clearing that up
The 5 % buff is working. Magplars using sweeps can hit 40 k dps parses now when before 35 k was a feat.
jasonthorpeb14_ESO wrote: »WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
There never was one. Some testers just weren't accurate.
What was never there?
The cp calculation fix is there and every templar knows it
Sry, I meant the 5% damage buff...
Ah thanks for clearing that up
The 5 % buff is working. Magplars using sweeps can hit 40 k dps parses now when before 35 k was a feat.
jasonthorpeb14_ESO wrote: »WreckfulAbandon wrote: »Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix
There never was one. Some testers just weren't accurate.
What was never there?
The cp calculation fix is there and every templar knows it
Sry, I meant the 5% damage buff...
Ah thanks for clearing that up
The 5 % buff is working. Magplars using sweeps can hit 40 k dps parses now when before 35 k was a feat.
FYI, the light attack change will bring a rather large increases to DPS. With my current setup I am getting around a 6k increase from an average of around 30k on the test dummy to around 36k easily.
I am sure other classes will do even better.
Bonzodog01 wrote: »Having just started to main a Stamplar, can I please ask that they recieve a bit of love -
[*] Biting Jabs - Give this an automatic shield that applies once every 3 or 4 seconds?
...
Elsterchen wrote: »FYI, the light attack change will bring a rather large increases to DPS. With my current setup I am getting around a 6k increase from an average of around 30k on the test dummy to around 36k easily.
I am sure other classes will do even better.
This. I like to test all changes at synergy first before becoming vocal.
I do have my concerns regarding the impact of ressource pool on damage output, or the changes to 2H now beeing able to utilize 2 5piece sets and monsters... especially when looking at stam vs mag we are sure to see big changes.
Nevertheless, while I know that magplars need love, stamplars need more love (imho)... they've been neglegted completely with all templar changes: no tool to utilize empower buff, no change to passives to help with movement or sustain and as for the active skills there's nova, which probably woould be used by stamina templars unless they can grab dawnbreaker/ warhorn or many other just simply better ultimates.
I just hope basegame changes don't divide templars and dilute feedback too much. magplars enjoy those buffs handed to you, might be the last buffs for a lon time and at least you did get something. *walks back to the room under the stairs and starts crying*
I see some potential for solar barrage in PvE. Getting empower every 2s with the updated light attacks might allow some interesting builds.
But to go to address the idea of giving access to the tank role for every class, I can't see how there is anything for templars to improve the horrible situation they are in.
And yet Templar that is worse tank in game received zero buffs to its tanking capability... Why?ZOS_GinaBruno wrote: »
- Increasing the viability of all classes to perform the tank and healer roles: Some class skills have received significant updates to help improve their ability to tank and heal dungeon and Trial content.
I don't understand how CC effect that applayable by undodgeable attack suppose to be dodgeable, what is this weird inconsistence in Templar skill?ZOS_GinaBruno wrote: »[*]The following now cannot be dodged:
- Puncturing Strikes and morphs (snare only)




Healing Ritual: This ability and its morphs no longer have a cast time; they are now instant cast abilities that heal for the same amount. Their costs have been increased to 7290 Magicka from 3780 Magicka.
This ability cost is too high. Even at 3780 it was way ( 32% compared to my warden healer) higher than Warden Budding seeds (2980) which as you all know heals for as much as hasty prayer as a ranged heal. They removed so many of the templar buffs when they introduced the warden healing class it just makes no sense to increase the cost of this point blank AOE heal ability. You can also argue that the change to insta cast does not warrant almost doubling the cost because there are no cast time heals out there accept what the Templar currently has. Even if you want to argue over the addition of minor expedition as justification for the increased cost you can't because for the last 4 years templars have been the ONLY class without a class ability that grants minor expedition. Since launch templars have been forced to go vamp because the class has suffered mobility issues, you simply can't justify the increase cost for this ability on any level. This is suppose to be about class balance not giving something that should have been changed years ago and then forcing fundamental changes in builds to accommodate new toys.
(Magic Templar of course)
Healing Ritual: This ability and its morphs no longer have a cast time; they are now instant cast abilities that heal for the same amount. Their costs have been increased to 7290 Magicka from 3780 Magicka.
This ability cost is too high. Even at 3780 it was way ( 32% compared to my warden healer) higher than Warden Budding seeds (2980) which as you all know heals for as much as hasty prayer as a ranged heal. They removed so many of the templar buffs when they introduced the warden healing class it just makes no sense to increase the cost of this point blank AOE heal ability. You can also argue that the change to insta cast does not warrant almost doubling the cost because there are no cast time heals out there accept what the Templar currently has. Even if you want to argue over the addition of minor expedition as justification for the increased cost you can't because for the last 4 years templars have been the ONLY class without a class ability that grants minor expedition. Since launch templars have been forced to go vamp because the class has suffered mobility issues, you simply can't justify the increase cost for this ability on any level. This is suppose to be about class balance not giving something that should have been changed years ago and then forcing fundamental changes in builds to accommodate new toys.
(Magic Templar of course)
I am finding when compared to Healing Springs the cost is probably too high for the new Ritual.
Healing Springs in practice will heal for 80% of Ritual (over 4 seconds) and assuming you hit yourself and 2 other people will cost 3.5X less than Ritual.
20% more healing for 250% cost increase seems a little silly to me.
% reductions will have a greater effect on the larger magicka amount, but that is probably too large of a gap to close.
That's supposed to be Radiant Shield, but since they keep nerfing BoL over and over maybe that could be your ticket. Change BoL to health-based for you and one other target.Still have to say this: Give templar tank a health based self heal!!!!!!
So, done a bit of testing and have to say patchnotes 4.0.0 are most disappointed patchnotes I remember and not coz Templar changes but coz compare of how mechanic switches were implemented through other classes changes and it looked like bugs we reported are simply ignored.
1. So, as patchnotes claim:And yet Templar that is worse tank in game received zero buffs to its tanking capability... Why?ZOS_GinaBruno wrote: »
- Increasing the viability of all classes to perform the tank and healer roles: Some class skills have received significant updates to help improve their ability to tank and heal dungeon and Trial content.
Could start from changing Spear Wall in line with other classes passives, especially such as Iron Skin - i.e. make it independent from skill tree slots to promote frost tanking for templars. Yet nothing was done.
2. Puncturing Sweeps:
As expected testers were wrong and skill didn't got 5% damage buff...
Snare of it that I reported as bug for some unknown reason officially stated to be dodgeable:I don't understand how CC effect that applayable by undodgeable attack suppose to be dodgeable, what is this weird inconsistence in Templar skill?ZOS_GinaBruno wrote: »[*]The following now cannot be dodged:
- Puncturing Strikes and morphs (snare only)
Jabs damage: What I see from creating unupgrated template pre-update and check it after update:
Sweeps pre/after Update:
Same goes for Biting Jabs. Why does closest damage decreased again? I want to see reports from NA players with their copied characters to test it.
[b3] Spear Shards[/b]:
it still despite being instant damage ability is fully considered DoT and buff by dot cp. SO, how does instant damage ability is considered Damage over time? I guess I should stop reporting it as bug than. Reporting it for year made no effect.
4. Burning Light:
9% buff for single target ability.
So, this is parse of test dps build of Alcast:
In PvE does it really possible that 9% buff of something that is 5% in single target dps rotation will grant any reliable dps boost? Somehow I really doubt it.
In PvP once again Templar mechanic got ignored from global mechanic changes. As it was stated that damage coming inside or on target cant be blocked nor dodged, like Implosion that you cant nor dodge nor block... And yet Burning Light is blockable. Why? 9% to double reduced and blocked damage equal to nothing.
Pointless cosmetic buff^^.
5. Honor the Dead:
the one and only flawlessly good buff that equal to reduce it cost for 3%.
6. Nova/Enduring Rays:
1. It unclear and embarrassing how Shifting Standart that is already superior to Nova, yet Nova didn't received reduce of its cost. Why?
2. Enduring Rays patchnotes state misleading information about it coz it is not 0.5sec upon level but 1/2sec.
3. And now how new Enduring Rays affect Nova. Pre-update and after update:
It deal damage often than described 1 sec, and thus damage fractions that suppose to disappear are actually resulted in damage nerf. As you can count pre update it dealt 12 ticks and after update Nova deal 11 ticks. We lost 1 tick of damage now.
4. Solar Disturbance - description of snare disappeared from tooltip changed for maim affect targets outside of Nova for 4/6sec. But yet SD does snare enemies inside of it. Is it bug or intended ninja mechanic? Apparently bug.
5. While Bolstering Darkness buffed to apply debuff for full time and Shifting Standart got reduced cost, Only thing Is Nova got is damage nerf and only 4sec of maim. Why maim wasn't made something like 6/8 or better reduced cost? Considering its 6sec of maim in trial is like 18ult, even less than Shifting Standart buff, even against immobile targets..
6. Unlike Bolstering it cleansable and every group have dedicated purge-spammers who will get rid of debuff anyway. Darkness is cheaper and 16sec, Shifting Standart is cheaper and both is stronger than Nova coz uncleansable buff/debuff...
Recap: Nova deserved ultimate cost nerf or duration of maim longer more than other ults, its totally unfair right now.
7. Dark Flare/Solar Barrage:
While Solar Barrage got finally synergy of its empower+light attacks inbetween channel spam to be buff to dps capability - keeping it as cast time ability is still ruin this synergy. And still Barrage bugged wand while considered DoT it actually cant buffed by dot cp but buffing through direct damage cp. Reported it since change of skill and still nothing..
Dark Flare - testers reported that dodgeable debuff was changed back to be undodgeable, yet on current pts major defile debuff is dodgeable:
Does ZoS changed mind and for some reason decided to nerf ability back coz it debuff now 2sec longer? Why is it again Templars is class that suffer from weird mechanic where enemy can somehow dodge AoE?
8. Eclipse:
Nothing was done regarding this CC again and its inconsistence. It apply CC Immunity on expire, it even still apply CC Immunity on cleansing, making it just worse than Luminous disorient against other Templars or purge spammers. And allow simply ignore CC Immunity and spam it on cooldown..
And even buff Total Dark got is considered nerf to Unstable Core:
due to Enduring Rays duration of Eclipse prolonged for 1more sec to total 6. Yet for Core it means that time bomb will explode 1sec later than previously, that is decreasing of skill dps output because bomb became timer that independent to CC Break. Maybe tie it back to remove this dps decrease?
9. Remembrance:
While nb Soul Siphon is now insane 28m radius with all its buffs I described in Joy's thread as it was reported by testers, our Remembrance that should help at small-scale/solo still disable caster and now have even less radius than nb healing ult. As I was questioning before - what the point of Remembrance ultimate at all now when resto ult provide stronger single heal and nb healing ult provide greater survivability to both caster and his group? It should be changed to ground based or char single target heal coz we have Practiced Incantation for full group/zerg support already.
10. Rune Focus:
The fact that it didn't received treatment of being attached to caster instead of ground is slap in the Templar face.
Lets see - Bolstering Darkness now dont grant ground based major protection but instead of was completely redone to fall in category of long duration buffs that independent to positioning and is buf fwithout duration tied to duration of ultimate. In case of Darkness - it is now apply 16sec of ult duration major protection on everyone who stepped into circle and ticking along with global duration of ultimate. It means - fully portable Major Protection for caster and any teammates. Ground based aoe with independent buff to everyone.
And now we have Rune Focus that still just ticking for 8sec. Templar House people say that worth of staying inside... Well, there is Cinder Storm now for dk that apply aoe healing inside that equal to healing of Rapid Regen. House that Templar can only dream about.
What should be done is treat it same as nb with their Bolstering Darkness was treated: you cast this divine protection rune that debuff enemies inside by snare and make its armor and morphs buffs be independent to positioning but being dependant to duration of skill itself.
11. Bloodthon set:
Nothing was done to fix this set in synenrgy with revamped templar skills: Backlash initial cast that is direct attack is not proccing it, Eclipse and Unstable Core procs that is considered direct damage attack still not proc set.
Recap: majority of bugs I reported during previous Dragonbones pts months ago were ignored?... Majority of changes that Templars suppose to get were simply granted to other classes and changes causing only questions why it was done..
P.S.: those who played psijic guild quest could see Golden Knight's amazing light abilities, like sun shield charge, dawnbreaker aoe wrath... Why couldn't such visually great ability granted to Templar, for example sun shiled charge instead of buggy Templar Charge?
@ZOS_GinaBruno just want to make sure you see this great feedback from Cinbri.
Yeah, when I play other games it's nice to actually feel like class choice matters much more. It is technically possible to make all classes good at something but accomplish each role in fun and unique ways. I get wanting to standardize some aspects to make the huge number of skills and set effects more modular, and even encourage it if: 1) classes feel fun to play/unique, 2) the context of broad gameplay/interaction of choices is sufficiently considered.Joy_Division wrote: »My quick thoughts.
Classic thing I hate. "bug fix" means class is nerfed but no other compensation.
{T}hat's just the way ESO is going to be: not very exciting skills and abilities, where everything is "inline" with each other and what defines us if gear and Champion Point distributions.
@Cinbri thanks for the initial tests!
I'll need to create my 5pc shackle again before I can test if jabs dropped compared to live. They copied my toon before I made my shacklebreaker set.
What are your thoughts to buffing Templar through underused spells? I listed some above, maybe we can convince zos to make adjustments this patch on those abilities so that buff defensive/offensive abilities for Templars.