Ariades_swe wrote: »Fair enough.
Maybe you have more competitive players on Xbox since it seems you have the largest population.
Is it true both Vivec and Shor are pop locked?
On ps4 and eu PC most magplars switched to a destro setup with clench and drain but they still slot sweeps.
I'd say that your build is pretty much meta on eu.
I'm one of thw few magplars I know of that regularily sub out sweeps for force shock or elemental weapons. It sucks alot vs dodge spammers but in some situations it blows sweeps away in effectiveness.
And I think there's no reason to not go destro with elemental drain on a melee build as well.
Oh and btw I love swift jewelry for templars.
Yeah man I know, I just use steel tornado on dw bar not a really an execute but it does an okay job. I still use jabs but it just sucks that Stamplar is so slow and we don't have a gap closer so agreeing with everything youre saying here I even use the same set up minus troll king and I use slimecraw will sometimes switch to selens in pve, pvp I just find it a bit too unreliable but yeah stamplar has no good health where as Stamden has one as well as innate stamina recovery the only thing templars have going for them is really Extended Ritual(I'm a pvp player mainly). It's crazy how you summer up my build in your post though because it's all you really can do to be somewhat effective in combat
Ariades_swe wrote: »Maybe you have more competitive players on Xbox since it seems you have the largest population.
Just reposting so it stays where people may read it:
Aedric Spear
Balanced Warrior: 3/6% Damage Dealth, 2/4% Reduced Damage Received
----the numbers may seem low, but will make sense when taken in conjunction with other changes suggested.
Burning Light: Aedric Spear skill proc exclusive, Static Damage with 0.5s CD, 25% chance to proc a secondary DoT for the Static Damage value over 3s; renewed proc just refreshes the duration.
Spear Wall: 8% Mitigation (blocking or not), while blocking, reflects damage at a max value of 20% of Max HP
----a reduced mitigation value than other classes, because it is also returning damage with a conditional
Piercing Spear: 10% Critical Damage, 400 Magic Damage bonus to Aedric Spear skills(does not apply further bonus to Burning Light)
----makes your Aedric Spear skills actually worth using
Radial Sweep/Morphs: Increase PBAoE range by 2m, double the rider proc to 0.5s ticks
Puncturing Strike/Morphs: Primarily fix the hitbox; have both morphs heal the Templar based on Damage done
---it's not unknown to have a Stamina related heal, so there is no real reason not to let Templar actually use their primary damage in either mainstat iteration.
Piercing Javelin/Morphs: Aurora Javelin --- KnockDOWN (not back), remove variable distance damage, apply a short debuff increasing damage target receives by 10% from next attack
Binding Javelin ---KnockDOWN (not back) + 3s hard snare, apply a short debuff chance to miss next attack (15% miss chance for 5s or so)
Focused Charge: Explosive Charge is actually fine as is, maybe could use a slight cost reduction.
Toppling Charge, becomes a Stam Morph, AoE like Explosive, does a Knockdown/Interrupt---literally just make it a stam variant morph of Explosive, without the stun
Spear Shards: As is really; while it would be nice to have a Stam morph of it, there isn't really a place to do so without adding another morph, though it could be possible to keep it as a magicka cost, but add the damage done based on highest stat.
Sun Shield: Radiant Ward is actually functioning well, simply change it to function off of mainstat +hp (so if HP is your main stat, no change, if it isn't, magplar gets a boost to utilize)
Blazing Shield change to a Stam variant, rename to Radiant Vengeance, value based off of Max Stam, physical damage AoE on cast
Dawn's Wrath
Restoring Spirit: Rename to Resilient Spirit, cost reduction all 6/12%, reduce damage received 1/2% as HP drops below 50% (max bonus value at 10% hp)
Illuminate: Minor sorcery to all is fine, could give Major Sorcery to the Templar also, but that can also be addressed elsewhere.
Prism: sits in line for where it should be, once Dawn's skills become more desirable
Enduring Rays: remove the limited list, 2s Duration increase applies to all Dawn's Wrath skills, done.
Eclipse: Total Dark, instead of making this target the enemy, have it apply to the caster. It then returns damage/heals to the Templar based on being attacked by direct damage. Still serves its intended purpose, but removes the problem of it being CC-breakable.
Unstable Core: make into on-target, Stamina morph, explosion after duration ends, applies minor stamina steal to the target. No CC aspect to worry about.
Solar Flare: Dark Flare, have ramp up damage 5% (to a maximum of 25%) for chain casts of the skill, ~10% cost reduction of current form.
Solar Barrage....there are a lot of changes being down with this, keep it with Empower is fine, make the damage scale off of main stat, remove the cast time, reduced damage, but have each subsequent proc increase damage if hitting the same target(s), again up to 25% maximum. Makes it viable for both AoE trash burning, and single target killing due to the Empower effect.
Sun Fire/Morphs: Remove the damn fire effect, just make it magic damage (rename the skill as needed). Vampire's Bane fine as is, Reflective Light increase the range of the other targets, and instead of having it 3 projectiles, have it primary target and then 2 additional targets within that range from point of impact on the primary (say perhaps 7m).
Nova/Morphs: 15% base damage increase, Solar Disturbance also restores resources (mag and stam) to allies in the area, Gravity crush applies a supplemental DoT on the target besides the ground AoE damage effect.
Restoring Light
Master Ritualist: add cc-immunity and/or damage reduction while resurrecting. It's a niche, but an important one when it happens.
Light Weaver: receiving healing from a restoring light ability grants 2 ultimate and 1% of highest stat pool recovered. ONLY applies when actually receiving a heal, not just a tick while at full.
Sacred Ground: the slow effect is fine, add in a small value restoring shield also through the duration of a skill, so that all templar Restoring Light skills that effect a heal/debuff also grant allies a small bit of mitigation, 1-1.2 shield. Not a HUGE amount, but enough to take the edge off of some attacks.
Cleansing Ritual/Morphs: Slight increase to area, Retribution increase the tick damage about 17%, Extended have it remove 1 harmful effect from allies in the area on cast (6s CD) with synergy remaining as is.
Repentance: Make into an AoE Debuff, restores health and stamina on hit on target, so it is for active play --- flat values, so it'd be akin to Major Lifesteal, Major Stamsteal.
Healing Ritual: Reduce the cost if you are going to make it instant-cast. This skill used to be able to put up big numbers when used properly, as it is currently it is a very limited use burst heal. If the cost is going to remain as high as it currently is, return the secondary heal for 1/2 value to effected targets after a 3s delay. Even with that, it still needs a slight cost reduction to be useful.
Practiced Incantation: Allies in the effect explode for 20% of damage received during the 8s Duration of this heal ultimate (like a reverse Purifying Light basically).
Remembrance: Allies receiving damage store the damage and receive it as a shield after the effect ends (again 20% cap).
I know this is a long read, and I left some skills unmentioned, because they are actively working on them, but it would add a bit of sustain, a bit of resilience, an increase in damage to Templar for actually using Templar skills. Obviously these are just base suggestions, not fully comprehensive, or tested --- values and effects would need to be examined and adjusted.
Jabbs_Giggity wrote: ».
Generally, Chalman is the most fought for keep in Vivec. To defend on EP is a nightmare...You are usually defending against a 90+ zerg of DC, with at least 15-30 AD pushing resources (working with DC) while DC rushes front door. AT THE SAME TIME you will have 50+ AD taking Arrius or Farragot to cut off EP at the gates...
EP constantly is fighting on both fronts and our Pop lock is always split between fighting DC and AD. *AD never pushes north in DC territory, not even to dethrone...
Jabbs_Giggity wrote: ».
Generally, Chalman is the most fought for keep in Vivec. To defend on EP is a nightmare...You are usually defending against a 90+ zerg of DC, with at least 15-30 AD pushing resources (working with DC) while DC rushes front door. AT THE SAME TIME you will have 50+ AD taking Arrius or Farragot to cut off EP at the gates...
EP constantly is fighting on both fronts and our Pop lock is always split between fighting DC and AD. *AD never pushes north in DC territory, not even to dethrone...
All three alliances always think the other two gang up on them, in every campaign on every platform.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: ».
Generally, Chalman is the most fought for keep in Vivec. To defend on EP is a nightmare...You are usually defending against a 90+ zerg of DC, with at least 15-30 AD pushing resources (working with DC) while DC rushes front door. AT THE SAME TIME you will have 50+ AD taking Arrius or Farragot to cut off EP at the gates...
EP constantly is fighting on both fronts and our Pop lock is always split between fighting DC and AD. *AD never pushes north in DC territory, not even to dethrone...
All three alliances always think the other two gang up on them, in every campaign on every platform.
I will not debate you on this response because I do agree. However, on Xbox NA there are specific guilds that are cross-faction DC/AD. They split the server depending on the day. 70% will play on DC Vivec to overpower EP and 30% will play AD on Vivec to run interference against EP.
It wasn't long ago that DC/AD players were pop-locking EP queues to over 500+ by group queuing from the EP Campaign Queues...So while one person hopped on EP and grouped 23 AD or DC toons, the population counter would count towards EP and not DC or AD. Team Green is very real on Xbox NA Vivec. *Fixed the issue but it still happened
This however is for another discussion forum thread....
Just reposting so it stays where people may read it:
Aedric Spear
Balanced Warrior: 3/6% Damage Dealth, 2/4% Reduced Damage Received
----the numbers may seem low, but will make sense when taken in conjunction with other changes suggested.
Burning Light: Aedric Spear skill proc exclusive, Static Damage with 0.5s CD, 25% chance to proc a secondary DoT for the Static Damage value over 3s; renewed proc just refreshes the duration.
Spear Wall: 8% Mitigation (blocking or not), while blocking, reflects damage at a max value of 20% of Max HP
----a reduced mitigation value than other classes, because it is also returning damage with a conditional
Piercing Spear: 10% Critical Damage, 400 Magic Damage bonus to Aedric Spear skills(does not apply further bonus to Burning Light)
----makes your Aedric Spear skills actually worth using
Radial Sweep/Morphs: Increase PBAoE range by 2m, double the rider proc to 0.5s ticks
Puncturing Strike/Morphs: Primarily fix the hitbox; have both morphs heal the Templar based on Damage done
---it's not unknown to have a Stamina related heal, so there is no real reason not to let Templar actually use their primary damage in either mainstat iteration.
Piercing Javelin/Morphs: Aurora Javelin --- KnockDOWN (not back), remove variable distance damage, apply a short debuff increasing damage target receives by 10% from next attack
Binding Javelin ---KnockDOWN (not back) + 3s hard snare, apply a short debuff chance to miss next attack (15% miss chance for 5s or so)
Focused Charge: Explosive Charge is actually fine as is, maybe could use a slight cost reduction.
Toppling Charge, becomes a Stam Morph, AoE like Explosive, does a Knockdown/Interrupt---literally just make it a stam variant morph of Explosive, without the stun
Spear Shards: As is really; while it would be nice to have a Stam morph of it, there isn't really a place to do so without adding another morph, though it could be possible to keep it as a magicka cost, but add the damage done based on highest stat.
Sun Shield: Radiant Ward is actually functioning well, simply change it to function off of mainstat +hp (so if HP is your main stat, no change, if it isn't, magplar gets a boost to utilize)
Blazing Shield change to a Stam variant, rename to Radiant Vengeance, value based off of Max Stam, physical damage AoE on cast
Dawn's Wrath
Restoring Spirit: Rename to Resilient Spirit, cost reduction all 6/12%, reduce damage received 1/2% as HP drops below 50% (max bonus value at 10% hp)
Illuminate: Minor sorcery to all is fine, could give Major Sorcery to the Templar also, but that can also be addressed elsewhere.
Prism: sits in line for where it should be, once Dawn's skills become more desirable
Enduring Rays: remove the limited list, 2s Duration increase applies to all Dawn's Wrath skills, done.
Eclipse: Total Dark, instead of making this target the enemy, have it apply to the caster. It then returns damage/heals to the Templar based on being attacked by direct damage. Still serves its intended purpose, but removes the problem of it being CC-breakable.
Unstable Core: make into on-target, Stamina morph, explosion after duration ends, applies minor stamina steal to the target. No CC aspect to worry about.
Solar Flare: Dark Flare, have ramp up damage 5% (to a maximum of 25%) for chain casts of the skill, ~10% cost reduction of current form.
Solar Barrage....there are a lot of changes being down with this, keep it with Empower is fine, make the damage scale off of main stat, remove the cast time, reduced damage, but have each subsequent proc increase damage if hitting the same target(s), again up to 25% maximum. Makes it viable for both AoE trash burning, and single target killing due to the Empower effect.
Sun Fire/Morphs: Remove the damn fire effect, just make it magic damage (rename the skill as needed). Vampire's Bane fine as is, Reflective Light increase the range of the other targets, and instead of having it 3 projectiles, have it primary target and then 2 additional targets within that range from point of impact on the primary (say perhaps 7m).
Nova/Morphs: 15% base damage increase, Solar Disturbance also restores resources (mag and stam) to allies in the area, Gravity crush applies a supplemental DoT on the target besides the ground AoE damage effect.
Restoring Light
Master Ritualist: add cc-immunity and/or damage reduction while resurrecting. It's a niche, but an important one when it happens.
Light Weaver: receiving healing from a restoring light ability grants 2 ultimate and 1% of highest stat pool recovered. ONLY applies when actually receiving a heal, not just a tick while at full.
Sacred Ground: the slow effect is fine, add in a small value restoring shield also through the duration of a skill, so that all templar Restoring Light skills that effect a heal/debuff also grant allies a small bit of mitigation, 1-1.2 shield. Not a HUGE amount, but enough to take the edge off of some attacks.
Cleansing Ritual/Morphs: Slight increase to area, Retribution increase the tick damage about 17%, Extended have it remove 1 harmful effect from allies in the area on cast (6s CD) with synergy remaining as is.
Repentance: Make into an AoE Debuff, restores health and stamina on hit on target, so it is for active play --- flat values, so it'd be akin to Major Lifesteal, Major Stamsteal.
Healing Ritual: Reduce the cost if you are going to make it instant-cast. This skill used to be able to put up big numbers when used properly, as it is currently it is a very limited use burst heal. If the cost is going to remain as high as it currently is, return the secondary heal for 1/2 value to effected targets after a 3s delay. Even with that, it still needs a slight cost reduction to be useful.
Practiced Incantation: Allies in the effect explode for 20% of damage received during the 8s Duration of this heal ultimate (like a reverse Purifying Light basically).
Remembrance: Allies receiving damage store the damage and receive it as a shield after the effect ends (again 20% cap).
I know this is a long read, and I left some skills unmentioned, because they are actively working on them, but it would add a bit of sustain, a bit of resilience, an increase in damage to Templar for actually using Templar skills. Obviously these are just base suggestions, not fully comprehensive, or tested --- values and effects would need to be examined and adjusted.
I'm glad for all the love; I've been a Templar main since Beta.
What ZOS keeps missing is that they initially designed Templar as a Heavy Cavalry type play with it's skills....but then didn't give it anything to really come to the rescue with.
There are some combos people don't think about, mostly because of how limited our skill slots are, so by slotting the combos you have to give up something else.
Example: Javelin>Purifying>Explosive>Jabs....is a hell of an opener for PvP, and can be used in PvE if you really want to.
I've tested Javelin as a primary dps ranged skill, and when Dark Flare had it's self-empowering effect, the two were tied for overall maximum output, but Flare won for sustainability. You want a quick and easy fix for Templar? Reduce the cost of Javelin so that it is viable as a ranged spam....fulfills the aedric spear slotting requirements, lets you go melee (jabs/sweeps) or ranged (javelin) --- and blazing spear still viable with both.
I have sent this list out to class reps, and post it here, and in a few pages, if someone doesn't repost it --- I'll do so again.
You want Templar to have an identity? It is the Holy (Magic, not elemental) Warrior of Light, the Crusader, The Cleric of War....not the band-aid tosser boo-boo kisser because mommy's special Bosmer couldn't stand out of red; that's Warden's job (they are better at it than Templar is, actually designed to heal, not just has heals forced into it's self buffs/resists set).
Darkmage1337 wrote: »
Magplar:
Open with Entropy (for Major Sorcery and self-heal over time) > Purifying Light (Damage copier/stacker) > Dark Flare (Damage + Major Defile) > Destructive Reach (fire staff for the Knock-back & DOT) > Radiant Oppression (Execute) = Dead target.
Finish the target off with Soul Assault if they're a tankier; and, block-cast and spam Healing Ward and Breath of Life in between your channeled abilities if your target targets you.
Magplar in a nutshell.
Narvuntien wrote: »Compare the pair
Sun Shield: Surround yourself with a solar rays, granting a damage shield equal to 30% of your Max Health for 6 seconds.
Nearby enemies take 248 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%
4320 Magicka
Obsidian Shield: Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 877 damage. You also gain Major Mending, increasing your healing done 25% for 2.5 seconds
4050 Magicka
Before you say sun shield scales with hp so it is larger than Obsidian Shield Obsidian shield also scales with hp but I can't seem to find its %
Obsidian not only shields your allies scaling with your hp it provides you with a powerful healing buff and I didn't even factor in helping hands to this. Sun Shield requires serious buffs to get it to where it needs to be as the templar tank core skill.
That only works against potatoes our while your group outnumbers your opponent, though. I think everyone agrees magplar is fine vs. potatoes or outnumbered enemies. Dark Flare builds aren't exactly contenders for top open world solo/small-scale spec.Darkmage1337 wrote: »I'm glad for all the love; I've been a Templar main since Beta.
What ZOS keeps missing is that they initially designed Templar as a Heavy Cavalry type play with it's skills....but then didn't give it anything to really come to the rescue with.
There are some combos people don't think about, mostly because of how limited our skill slots are, so by slotting the combos you have to give up something else.
Example: Javelin>Purifying>Explosive>Jabs....is a hell of an opener for PvP, and can be used in PvE if you really want to.
I've tested Javelin as a primary dps ranged skill, and when Dark Flare had it's self-empowering effect, the two were tied for overall maximum output, but Flare won for sustainability. You want a quick and easy fix for Templar? Reduce the cost of Javelin so that it is viable as a ranged spam....fulfills the aedric spear slotting requirements, lets you go melee (jabs/sweeps) or ranged (javelin) --- and blazing spear still viable with both.
I have sent this list out to class reps, and post it here, and in a few pages, if someone doesn't repost it --- I'll do so again.
You want Templar to have an identity? It is the Holy (Magic, not elemental) Warrior of Light, the Crusader, The Cleric of War....not the band-aid tosser boo-boo kisser because mommy's special Bosmer couldn't stand out of red; that's Warden's job (they are better at it than Templar is, actually designed to heal, not just has heals forced into it's self buffs/resists set).
Magplar:
Open with Entropy (for Major Sorcery and self-heal over time) > Purifying Light (Damage copier/stacker) > Dark Flare (Damage + Major Defile) > Destructive Reach (fire staff for the Knock-back & DOT) > Radiant Oppression (Execute) = Dead target.
Finish the target off with Soul Assault if they're a tankier; and, block-cast and spam Healing Ward and Breath of Life in between your channeled abilities if your target targets you.
Magplar in a nutshell.
Darkmage1337 wrote: »I'm glad for all the love; I've been a Templar main since Beta.
What ZOS keeps missing is that they initially designed Templar as a Heavy Cavalry type play with it's skills....but then didn't give it anything to really come to the rescue with.
There are some combos people don't think about, mostly because of how limited our skill slots are, so by slotting the combos you have to give up something else.
Example: Javelin>Purifying>Explosive>Jabs....is a hell of an opener for PvP, and can be used in PvE if you really want to.
I've tested Javelin as a primary dps ranged skill, and when Dark Flare had it's self-empowering effect, the two were tied for overall maximum output, but Flare won for sustainability. You want a quick and easy fix for Templar? Reduce the cost of Javelin so that it is viable as a ranged spam....fulfills the aedric spear slotting requirements, lets you go melee (jabs/sweeps) or ranged (javelin) --- and blazing spear still viable with both.
I have sent this list out to class reps, and post it here, and in a few pages, if someone doesn't repost it --- I'll do so again.
You want Templar to have an identity? It is the Holy (Magic, not elemental) Warrior of Light, the Crusader, The Cleric of War....not the band-aid tosser boo-boo kisser because mommy's special Bosmer couldn't stand out of red; that's Warden's job (they are better at it than Templar is, actually designed to heal, not just has heals forced into it's self buffs/resists set).
Magplar:
Open with Entropy (for Major Sorcery and self-heal over time) > Purifying Light (Damage copier/stacker) > Dark Flare (Damage + Major Defile) > Destructive Reach (fire staff for the Knock-back & DOT) > Radiant Oppression (Execute) = Dead target.
Finish the target off with Soul Assault if they're a tankier; and, block-cast and spam Healing Ward and Breath of Life in between your channeled abilities if your target targets you.
Magplar in a nutshell.
Glad to see some PVE focused players have posted. Seems early on it was mostly people who primarily PVP. Could use more PVEers that do things other than heal
Darkmage1337 wrote: »I'm glad for all the love; I've been a Templar main since Beta.
What ZOS keeps missing is that they initially designed Templar as a Heavy Cavalry type play with it's skills....but then didn't give it anything to really come to the rescue with.
There are some combos people don't think about, mostly because of how limited our skill slots are, so by slotting the combos you have to give up something else.
Example: Javelin>Purifying>Explosive>Jabs....is a hell of an opener for PvP, and can be used in PvE if you really want to.
I've tested Javelin as a primary dps ranged skill, and when Dark Flare had it's self-empowering effect, the two were tied for overall maximum output, but Flare won for sustainability. You want a quick and easy fix for Templar? Reduce the cost of Javelin so that it is viable as a ranged spam....fulfills the aedric spear slotting requirements, lets you go melee (jabs/sweeps) or ranged (javelin) --- and blazing spear still viable with both.
I have sent this list out to class reps, and post it here, and in a few pages, if someone doesn't repost it --- I'll do so again.
You want Templar to have an identity? It is the Holy (Magic, not elemental) Warrior of Light, the Crusader, The Cleric of War....not the band-aid tosser boo-boo kisser because mommy's special Bosmer couldn't stand out of red; that's Warden's job (they are better at it than Templar is, actually designed to heal, not just has heals forced into it's self buffs/resists set).
Magplar:
Open with Entropy (for Major Sorcery and self-heal over time) > Purifying Light (Damage copier/stacker) > Dark Flare (Damage + Major Defile) > Destructive Reach (fire staff for the Knock-back & DOT) > Radiant Oppression (Execute) = Dead target.
Finish the target off with Soul Assault if they're a tankier; and, block-cast and spam Healing Ward and Breath of Life in between your channeled abilities if your target targets you.
Magplar in a nutshell.
Since trying the templars buffs in pve.
Even though Solar barrage is instant and a buff when testing om the dummy, it still rarely lands on my bar over accelerate.
Radiant destruction was done right. I got some crit tics in the 50's with radiant oppression.
Even though this version of rune is technically a net loss of magicka i find i wind up having better up time with it bcz of the freedom. That increased resistances is noticeable too.
Im still having a hard time working sweeps onto my bar. In the old dungeons its no biggie but the vet dlc dungeons really require a ranged spammable for alot of the bosses and even harder trash mobs.
I find my character misses out on the burning light passive. I only use 1 aedric spear ability (shards). Id really love to see this passive changed to when a aedric spear ability is slotted and bcz im greedy id like to see it proc per target.
Alot of the other passives are completely unuseable for my healplar or my magplar damage dealer too. Templars get passively blown away before they ever start a dungeon.
Since trying the templars buffs in pve.
Even though Solar barrage is instant and a buff when testing om the dummy, it still rarely lands on my bar over accelerate.
Radiant destruction was done right. I got some crit tics in the 50's with radiant oppression.
Even though this version of rune is technically a net loss of magicka i find i wind up having better up time with it bcz of the freedom. That increased resistances is noticeable too.
Im still having a hard time working sweeps onto my bar. In the old dungeons its no biggie but the vet dlc dungeons really require a ranged spammable for alot of the bosses and even harder trash mobs.
I find my character misses out on the burning light passive. I only use 1 aedric spear ability (shards). Id really love to see this passive changed to when a aedric spear ability is slotted and bcz im greedy id like to see it proc per target.
Alot of the other passives are completely unuseable for my healplar or my magplar damage dealer too. Templars get passively blown away before they ever start a dungeon.
i recently already heard someone saying, that burning light should proc from all damage. Your suggestions would go into the same direction, just with the rule of having an ability slotted. At the moment magicka characters using staves already have that problem with destruction staff abilities. Additionally the free damage a templar would get from this would be too much. Having around 6-8 damage sources per second (all dots, light attacks and enchants) would make this passive proc in a manner, which would be too strong. This passive has a cooldown of 0.5 seconds and has a 25% proc chance. With 6-8 damage sources per second (3-4 every half a second) would make this passive too strong and would give templars more free damage than every other class. It probably would just add around 7-10k dps (stamplars can already reach 5k dps with blazing spear and jabs) to the templars dps parses, which would be just wrong.
Narvuntien wrote: »Spear Shards should immobilize so Templars can has CC for tanking and PVP.
I think the changes to weapon enchants are a relative nerf to magicka templars (most other magicka classes benefit more). One reason is the slower attack speed of templars (less light attacks) the other that we benefit less from them. (DK - burning, Sorc - lightning damage).
I still would like to see some improvements for Templar Tanks. Rune Focus is better now, but all the other defense oriented skills still need some love.
I generally think that if a class has a similar skill to a weapon or armor ability, it should be better or give some different utility. In that sense, something should be done to sun shield, nova and radial sweep. Additionally some sort of cc thats also useful in melee would be nice. Templars have a lot of slows, but I think there are too many convienient methods to counter this?
Jabbs_Giggity wrote: »Initial thoughts on new changes to Templar for the DLC. Disclaimer: PVP perspective and all negative.
1. Rune Focus - additional damage reduction while standing in rune is NOT noticed. We are constantly being forced down by roots, snares, cc's and immobilizes that it doesn't matter how much reduction you have.
**we need a CC/Root immunity while in our house, if the house design is going to remain part of the templar. You can't defend or go offensive if you can't use your skills...
2. Jesus Beam - Increase in damage isnoticeable, but channel still leave you open to huge amounts of damage taken
3. Passives still suck
4. Burst damage still sucks
5. This game is becoming a joke to play.
I understand how incredibly negative this statement is, but the frustration I feel with templars is more than likely shared with the ESO community and ZOS just laughs it off.
Narvuntien wrote: »Spear Shards should immobilize so Templars can has CC for tanking and PVP.
The devs are aware and looking into the topic of missing crowd control on templars. I do not know how they will solve that specific problem, but I do not think it will be added the spear shards again, since this skill would provide too much utility then with resources for enemies, aoe damage (plus dot) and burning light chance, so adding roots to it....not sure how this will play out.