Savos_Saren wrote: »I 100% agree that the "house" mentality is outdated. Standing still in PVP is not a viable concept... especially with Negate and Earthgore rendering Templars/DKs abilities useless.
Templars need at least one melee CC as well. Perhaps make Rune Focus have some sort of soft CC.
I don't agree with comparing "house styles" between a DK and a Templar, though. Let's not forget that while they both have homes to defend- Templars can really reach out and annoy their neighbors. Templars have a lot of ranged abilities: Piercing Javelin, Spear Shards, Sun Fire, Solar Flare, Backlash, Eclipse, and Radiant Destruction (which is also an execute).
But, honestly, every class has an ability to be tanky and lock people down.
Hell, my 50k health Ice Warden can lock people down with Gripping Shards AND pop wings for instant mobility.
My MagSorc has TWO immobilizing abilities (Rune Prison & Daedric Mines), TWO stuns (Encase & Streak), and can completely Negate a "house" before popping Boundless Storm for expedition.
Even my Nightblade gains Major Expedition from his immobilizing ability (Crippling Grasp) and has the ability to defend his "house" by firing off Soul Shread and Sap Essence... and if it gets too hot to handle- he can cloak and expediently move away.
Why limit mobility for some sort of stand-your-ground idea that doesn't exist anymore?
CatchMeTrolling wrote: »Spend most of my time running around my house .
CatchMeTrolling wrote: »Spend most of my time running around my house .
I gave up my house to be a traveling stamplar hobo.
The house concept is poor for any class in a game where mobility is king. Not just in PVP, but increasingly in PVE as well. Next patch Accelerate *may* be an alternative to Mist Form for getting out of ult bombs, but is not a good overall mobility option.
Following up on @casparian 's comments about the DK house -- yes, DKs have a house. Problem is, fighting a magDK is *entirely* consentual. Losing the fight? Streak/cloak/sprint/rapids/falcon out of there. The only classes which really can't easily escape are other mDKs and magplars. Even stamplars and stamDKs, which are not super mobile, can bail out of that fight at the first sign of trouble, and usually there's not a thing you can do about it.
So DKs have all melee skills with no mobility, a half functioning gap closer and an 8m CC and no execute. Templars have a lot of ranged skills, a mostly functioning gap closer, and a ranged CC and execute... but a melee spammable and armor and healing buffs that don't move with you. Can we do some swapping here?
I feel like the devs are pushing all magicka characters into staffs, and the two intrinsically magicka melee classes are not being brought up to to date. While destro-plar can work, it is drastically inferior to magblade or magsorc.
CatchMeTrolling wrote: »Spend most of my time running around my house .
I gave up my house to be a traveling stamplar hobo.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Spend most of my time running around my house .
I gave up my house to be a traveling stamplar hobo.
Lol that’s what I meant, the entire time I’m rolling , kiting and sprinting around it. Only time I’m home is to pick up the mail, in and out.
The house design makes even less sense on a stamplar.
The house concept is poor for any class in a game where mobility is king. Not just in PVP, but increasingly in PVE as well. Next patch Accelerate *may* be an alternative to Mist Form for getting out of ult bombs, but is not a good overall mobility option.
Following up on @casparian 's comments about the DK house -- yes, DKs have a house. Problem is, fighting a magDK is *entirely* consentual. Losing the fight? Streak/cloak/sprint/rapids/falcon out of there. The only classes which really can't easily escape are other mDKs and magplars. Even stamplars and stamDKs, which are not super mobile, can bail out of that fight at the first sign of trouble, and usually there's not a thing you can do about it.
So DKs have all melee skills with no mobility, a half functioning gap closer and an 8m CC and no execute. Templars have a lot of ranged skills, a mostly functioning gap closer, and a ranged CC and execute... but a melee spammable and armor and healing buffs that don't move with you. Can we do some swapping here?
I feel like the devs are pushing all magicka characters into staffs, and the two intrinsically magicka melee classes are not being brought up to to date. While destro-plar can work, it is drastically inferior to magblade or magsorc.

I agree and enjoy reading these.
I’m not a templar player outside of a healbot once in a while but the snares in this game do nothing but hinder your ability to be in a fortified house.
I could see a few things changing.
Purify provides x seconds of snare immunity or every 5 seconds while remaining in the purify it provides you with a random 2 debuff cleanse.
Or
Snares are put on a major/minor system and the amount of snares in this game are drastically limited to 1 unique skill per class.
Every class needs some form of x sec immunity though otherwise when I’m playing sorc and struggling to streak away
I am permanently snared. The 10 sec low slash just turns into a burning embers or vamps bane and then a rending etc etc.
People can already gap close/sprint/snare or root me to prevent me from kiting or keeping distance easily which defeats the point of a magsorc. Much like templars main kit tool is obsolete due to the reapplication of snares and mobility from every Stam class.
I know this isn’t about sorcs but I’d like to see streak delay removed from both ends and provide a few seconds of snare removal + immunity.
Gap closers are already insane enough especially when the cost isn’t scaled.
Much like it shouldn’t be easy to break and enter a templars house it shouldn’t be easy to take a train ride on a sorc streak spending over 12k mag to gain a little breathing room.
In talking about the Templar house, I think it's useful to start by comparing it to existing houses in the game.
Let's start with an example of an effective "house" that already exists: magicka Dragonknights'. If you get within close range of a magDK (5-8 meters), they can:
- CC you with an unblockable, undodgeable stun
- snare you
- root you
- apply Minor Maim to you
- activate their most powerful sources of self-defense (multiple passive heals, all of which require hitting enemies in melee range)
But just as important, magDKs also punish you for being outside their house (by reflecting your ranged attacks). Fighting a magDK forces you to choose between fighting on their turf and risking your attacks being reflected back at you.
So we can summarize: the magDK house comprises four main elements: effective CC, enemy debuffs, self-defenses, and punishment for staying at range.
Templars have none of this on what people think of as their main "house" skills (Ritual and Rune). (Well, there is a small snare on Ritual, but that's so inconsequential that we can ignore it.) Instead, all of it is combined into one ranged skill: Total Dark. Now it's unusual to think of Total Dark as Templars' main "house-building" skill. Most people would point to Rune and Ritual as our house. That's why it's instructive to start by asking looking at an actually effective house that already exists in the game. As we can see from that example, an effective house isn't about self-buffs. It's about controlling and punishing enemies. Total Dark is the skill that magplars have for that.
The problem with Total Dark is the way this skill debuffs the enemy, the way in which it functions as a CC, the way in which it defends the Templar, and the way in which it punishes the enemy for using ranged (i.e., direct damage projectile) skills are all one and the same thing: this skill forces the enemy to choose between losing a GCD or damaging themselves/healing the Templar. That's it. That's the way in which it functions as a CC, the way in which it functions to debuff the enemy, the way in which it provides the Templar a source of self-defense, and the way in which it functions to punish enemies for being at range.
The problem should be obvious: the foundation of Templars' house is a single skill, meaning it can be torn down by a single action (a simple CC break). MagDKs' house, on the other hand, rests on multiple skills, meaning it has a broad foundation that can't be torn down in a single action or single GCD. Tear down one beam(by rolling out of the roots, for example) and the rest of the house still stands. Templars only have the one beam.
In order to give Templars an actual house, they need to be given forms of enemy control, enemy debuffing, more powerful self-defense mechanisms (whether that be in the form of healing or something else), and a way to punish enemies for avoiding the house that isn't just identical to the first three items. As I see it, there are four basic options for doing this:
- Change Total Dark so that not all of its effects can be removed in a single global cooldown. One way to do this would be to add a root to it, so that enemies would have to choosing between rolling to cleanse the root or CC-breaking to get out of the bubble while remaining rooted. (@Minno has suggested this a few times.) Alternatively, there could be a lingering effect like a DOT or a lingering HOT on the Templar if the enemy breaks free of the bubble.
- Add more passive healing. Templars need more than Total Dark and the minor HOT from Ritual in order for their house to defend them as well as magDKs' house does. Next patch, magDKs' house will give them passive healing (i.e., healing they can activate while remaining on the offensive) from six separate sources (Shattering Rocks, Flame Lash, Burning Embers, Deep Breath, Cauterize, and Battle Roar). In other words, the magDK house is built out of more beams than anyone can actually fit onto their bars! Templars, meanwhile, have one passive source of healing, and it depends on hitting an enemy with a skill that can only be landed if the enemy is effectively crowd-controlled (i.e. rooted or stunned without being knocked outside the house), which magplars can't do. Or to put it diffirently: the healing part of the magDK house is built on Major Mending, a powerful burst heal, and more sources of passive healing than they can even fit onto their bars. Templars only have the burst heal.
- Add a defense mechanism other than healing. The best way to do this is by buffing or reworking Sun Shield (either to be an effective shield on builds that aren't wearing Plague Doctor or by changing one morph to grant a non-shield defensive buff like Major Evasion), as that would also allow Templars to activate their Spear Wall passive on both bars (currently there is no good Aedric Spear skill to back-bar in PVP). Another way would be to give them sources of Minor Protection, Maim, or the like as passive additions to existing skills. (Minor Protection is one one morph of Rune Focus, but that's not an option since magicka templars cannot do without the sustain from the other morph unless they sacrifice too much offensive capability.)
- Add effective CC. By far the best way to do this is to give Spear Shards (or one morph of it) its old CC back. That skill is much easier to avoid than sorcs', NBs, or magDKs' CC, and so would still be an inferior CC to what other classes have, but it would be much better than what templars currently have. Another way to do this would be to add a Permafrost-like effect to the Sacred Ground passive: enemies who remain in one of templars ground-based effects are gradually snared at greater and greater magnitudes, until after X seconds they are rooted or stunned. Either way, templars need a reliable stun that isn't based on either leaving our house (Toppling Charge) or knocking enemies out of it (Javelin).
Templars need some combination of the above four buff categories in order to have an effective house. The class hasmore problems besides being an immobile class without a "house" (like the lack of an offensive ultimate for magplars), but giving Templars a house as effective as the ones that already exist in the game would go a long way to making them viable in PVP in roles other than the two they're currently pigeonholed into (unkillable Argonian tanks or group healers).