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Templar pve DD long

Drdeath20
Drdeath20
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Seems like most magplars DDs use

(Spammable), purifying light, inner light, blockade, reflective light/vamps bane

Radiant Oppression, (utility), inner light, (defense), blazing spear

Rotations being:

La, blazing spear, LA, ele blockade, LA, purifying light, LA, sun fire, LA spammable rinse and repeat. Its generally a 8-10 second rotation because most our DoTs are are under 10 seconds and the most important 1 (Purifying light) is 6 seconds long. As a templar DD you want to keep excellent Purifying light uptime.

Spammable ranges from sweeps, elemental weapon or force pulse. Sweeps for melee damage and really a coin flip between ele weapons or force pulse. Problem with sweeps is in alot of boss fights your hard stacking (all getting really close together on the boss) and soft stacking ( seperating away from the boss and 1 another out of melee range) also alot of times you want to avoid standing in big AoE damage circles so you want to be ranged. Sweeps often falls off a templars bar in favor of more range. Also another problem with sweeps is the channel. you get less attacks in as time goes on. I generally find it to be a DPS loss and a shame too because its our skill thats suppose to parrallel nightblades strife.

Where i believe a pve dd improvement could be made is with the passives. Starting with Balanced warrior also applying 6% spell damage and physical resistances. Great magplars parse around 40k. 6% of that is a mere 2400. Thats not really game changing. Having some slight help with mitigation is a compensation for having to always be in harms way to use our class spammable. I also believe burning light should have its 25% proc be per target. This is not gonna change single target DPS but it will help slightly boost the quality of the 14 aedric spear AoE DoTs skills/ultimate morphs. Again nothing really game changing.

Utility slot i find people put a variety of skills here. Weather its repentance, rune focus, or ele drain for sustain. accelerate for the damage bump or solar barrage for empower or entropy for major sorcery.

Rune seems to be making everyone fairly happy and i heard that repentance is getting looked at. Really only 1 person needs to slot ele drain for the minor mag steal so it is what it is. Here is a spot where again templars skills fail them. We have a class skill in radiant aura that in most cases is not cost effective and its secondary effect is non existant when it comes to bar swaps. I would again like to see the 10% regen be its own passive. This way it is not lost when it comes to bar swapping. Generally my highest regen stat is 900 so 10% of that is an additional 90 more of that stat. Nothing too crazy. Back to radiant aura i feel that first and foremost its cost either needs to be reduced or justified by giving templars something they desperately need in major sorcery. This would free the templar from chugging potions non stop or casting entropy every 20 seconds or wearing a 2nd rate set in rattlecage. Its not gonna effect single target because templars who wear BiS armor either get their major sorcery from potions or from their friendly DK casting molten armorments. This doesnt steal from people who use ele drain because thats a free skill that fractures and lastly rune is still a superior skill because its easy to have 100% uptime with it.

Now lets talk about the damage utility skills, Accelerate and solar barrage. Acceleration is great. It gives you a great unconditional damage bump in minor force for a decent amount of time and a little mobility aswell as helpful passives. I feel that solar barrage falls short because it cost more and that AoE damage doesnt mesh well with the empower. If your gonna be in AoE range you want to have some healing back so the preferable spammable is sweeps but when using sweeps its harder to time out your light attacks because it is a channel. So your either losing out on AoE damage with the other ranged spammables or losing out on the empowers with sweeps. I feel that developers need to pick a direction with this skill and commit to it.

When it comes to shields some people use harness magicka, others use a heal in rushed ceremony, some people put ritual of retribution there for the group HoT tics. Id like to see healing ritual changed into a magicka vigor. Healing ritual is far too expensive and has too short of a radius to be a trusted and useful instant heal. Another problem is its projected around the caster so as a healer you have to be in harms way instead of behind the group. The skill is really outdone by healing springs. Changing this to a vigor'esque effect really wouldnt effect templars much because again ritual of ret already a HoT and BoL is a conditional instant heal. Having a magicka vigor is just having a skill that falls in the middle of those 2. This skill wont make temp healers OP either because healing springs is pretty much the exact same thing and everyone has access to it. This is just another QoL change. Do i want to shield up, vigor up (healing ritual), or heal after.

I also believe that vamps bane Dots tics need to be equal to that of reflective light. Its already known that recasting sunfire too early helps boost DPS soo boosting the DoT tics of vamps bane to match reflective light will subtley help. Your still gonna have more DPS on multiple targets if you keep good uptime on reflective light but now vamps bane is a competitive alternative for end game users. Choosing between a slightly easier rotation and/or hitting more targets.

I dont see any of these adjustments as being OP or being too impactful in other facets (pvp, pve tank/healer) of the game when we all can admit that templars damage falls short.

I believe other skills and passive also need to be looked at but those skills/passives are more meant for other parts of the game and i do not want to make an already long post any longer. Thank you all for your time.
Edited by Drdeath20 on August 22, 2018 5:20PM
  • DeadlyRecluse
    DeadlyRecluse
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    Drdeath20 wrote: »
    Also another problem with sweeps is the channel. you get less attacks in as time goes on.

    Another option here (that would potentially benefit PvE and PvP) would be to shorten the channel so that it syncs up with the GCD (and rebalance damage/cost a hair around that change). Then it would still have the disadvantages of a channel without costing you in terms of total casts (a nice buff for PvE) and not locking you up for quite as long (a nice benefit for PvP).
    Thrice Empress, Forever Scrub
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