Haven't test yet if burning light cooldown is separate for each target.
Quick test:
Lined up 5 dummies and spammed PS for 25 seconds got 37 Burning Light procs
1 dummy spamming PS for 25 seconds got 19 procs.
We would expect to roughly 5x the single dummy parse, but only see around double. This is likely because the 5 dummies saturate the .5 second cooldown much better than just 1 does.
In short, no it doesn't proc per opponent. Was there a reason you thought it would?
empowering sweeps tooltip for me was 10k fully buffed. Either choose that with major protection for 6 seconds or run dawnbreaker for 2-3k more dmg with stun. I know magplar needed a burst ultimate so the cresant sweep changed needed to happen, but light armor + empowering looks promising due to the cheap 75 ultimate cost and you get a sustain boost, extra mag for sorcery, snare reduction/sprint, and the penetration + crit chance offers a decent offensive buff for you to select defensive options. Does require an offensive set or 2 to compensate for the burst loss
Stealth buffs/changes. They have been doing lately the past few patches (daedric trickery cooldown changes for example but not listing it on patch notes.)
empowering sweeps tooltip for me was 10k fully buffed. Either choose that with major protection for 6 seconds or run dawnbreaker for 2-3k more dmg with stun. I know magplar needed a burst ultimate so the cresant sweep changed needed to happen, but light armor + empowering looks promising due to the cheap 75 ultimate cost and you get a sustain boost, extra mag for sorcery, snare reduction/sprint, and the penetration + crit chance offers a decent offensive buff for you to select defensive options. Does require an offensive set or 2 to compensate for the burst loss
If the Penetration scaling doesn't get fixed then Empowering is nearly a no brainer. DBoS does cost more, but it is way easier to land, has the stun when you need it, and that stun means for sure at least 1 tick of the DoT component is going to hit which brings the damage to the same as Crescent Sweeps.
I would bet that Empowering is still scaling on Spell Pen also which makes it an even easier choice.Stealth buffs/changes. They have been doing lately the past few patches (daedric trickery cooldown changes for example but not listing it on patch notes.)
Ah, one can dream eh? I would love to see it stealth changed to affect all Templar skills
CatchMeTrolling wrote: »LittlePinkDot wrote: »I have never tried a Templar, so I dont understand all this good feedback on this thread. All ive heard before is how it has bad sustain and poor mobility.
Should I make a stamplar or a mageplar? And why?
Why not make both? Personally, I think stamplar is receiving more love for Murkmire, so start there.
If you roll a Dunmer stamplar, you can pretty easily re-roll a magplar on the same toon. You lose some max stats vs other classes (like Orc or Redguard for stam and Altmer for mag) but it gives you some flexibility either way.
They’d be better off running argonian to switch between stam and mag.
empowering sweeps tooltip for me was 10k fully buffed. Either choose that with major protection for 6 seconds or run dawnbreaker for 2-3k more dmg with stun. I know magplar needed a burst ultimate so the cresant sweep changed needed to happen, but light armor + empowering looks promising due to the cheap 75 ultimate cost and you get a sustain boost, extra mag for sorcery, snare reduction/sprint, and the penetration + crit chance offers a decent offensive buff for you to select defensive options. Does require an offensive set or 2 to compensate for the burst loss
If the Penetration scaling doesn't get fixed then Empowering is nearly a no brainer. DBoS does cost more, but it is way easier to land, has the stun when you need it, and that stun means for sure at least 1 tick of the DoT component is going to hit which brings the damage to the same as Crescent Sweeps.
I would bet that Empowering is still scaling on Spell Pen also which makes it an even easier choice.Stealth buffs/changes. They have been doing lately the past few patches (daedric trickery cooldown changes for example but not listing it on patch notes.)
Ah, one can dream eh? I would love to see it stealth changed to affect all Templar skills
I havent test the scaling sadly. Even if it doesnt, on a light armor running unstable core with an offense monster set, you might not need the burst from cresant sweep anyway but the major protection plus quick burst will be enough to offset your lack of defenses.
Need to test in duels, but I tihnk LA magplar not running LA shields got a tiny buff.
empowering sweeps tooltip for me was 10k fully buffed. Either choose that with major protection for 6 seconds or run dawnbreaker for 2-3k more dmg with stun. I know magplar needed a burst ultimate so the cresant sweep changed needed to happen, but light armor + empowering looks promising due to the cheap 75 ultimate cost and you get a sustain boost, extra mag for sorcery, snare reduction/sprint, and the penetration + crit chance offers a decent offensive buff for you to select defensive options. Does require an offensive set or 2 to compensate for the burst loss
If the Penetration scaling doesn't get fixed then Empowering is nearly a no brainer. DBoS does cost more, but it is way easier to land, has the stun when you need it, and that stun means for sure at least 1 tick of the DoT component is going to hit which brings the damage to the same as Crescent Sweeps.
I would bet that Empowering is still scaling on Spell Pen also which makes it an even easier choice.Stealth buffs/changes. They have been doing lately the past few patches (daedric trickery cooldown changes for example but not listing it on patch notes.)
Ah, one can dream eh? I would love to see it stealth changed to affect all Templar skills
I havent test the scaling sadly. Even if it doesnt, on a light armor running unstable core with an offense monster set, you might not need the burst from cresant sweep anyway but the major protection plus quick burst will be enough to offset your lack of defenses.
Need to test in duels, but I tihnk LA magplar not running LA shields got a tiny buff.
There is one slight advantage Sweep has over Dawnbreaker is that it's (theoretically) a radial skill - thus the name. Whereas Dawnbreaker is a cone.
How many times have you hit Dawnbraker at the exact moment someone rolled away or you got rooted in the wrong orientation? It's happened to me at least once
The radius is smaller (6m) vs. DB (10m) but the Templar play style is mainly melee/brawler thanks to sweeps/jabs so you are already all up in their business anyway. So, I am definitely going to try out the changes. All that said, I run Flawless DB for that extra weapon damage (because I actually enjoy pve, too...GASP) and that might be hard to part with.
empowering sweeps tooltip for me was 10k fully buffed. Either choose that with major protection for 6 seconds or run dawnbreaker for 2-3k more dmg with stun. I know magplar needed a burst ultimate so the cresant sweep changed needed to happen, but light armor + empowering looks promising due to the cheap 75 ultimate cost and you get a sustain boost, extra mag for sorcery, snare reduction/sprint, and the penetration + crit chance offers a decent offensive buff for you to select defensive options. Does require an offensive set or 2 to compensate for the burst loss
If the Penetration scaling doesn't get fixed then Empowering is nearly a no brainer. DBoS does cost more, but it is way easier to land, has the stun when you need it, and that stun means for sure at least 1 tick of the DoT component is going to hit which brings the damage to the same as Crescent Sweeps.
I would bet that Empowering is still scaling on Spell Pen also which makes it an even easier choice.Stealth buffs/changes. They have been doing lately the past few patches (daedric trickery cooldown changes for example but not listing it on patch notes.)
Ah, one can dream eh? I would love to see it stealth changed to affect all Templar skills
I havent test the scaling sadly. Even if it doesnt, on a light armor running unstable core with an offense monster set, you might not need the burst from cresant sweep anyway but the major protection plus quick burst will be enough to offset your lack of defenses.
Need to test in duels, but I tihnk LA magplar not running LA shields got a tiny buff.
There is one slight advantage Sweep has over Dawnbreaker is that it's (theoretically) a radial skill - thus the name. Whereas Dawnbreaker is a cone.
How many times have you hit Dawnbraker at the exact moment someone rolled away or you got rooted in the wrong orientation? It's happened to me at least once
The radius is smaller (6m) vs. DB (10m) but the Templar play style is mainly melee/brawler thanks to sweeps/jabs so you are already all up in their business anyway. So, I am definitely going to try out the changes. All that said, I run Flawless DB for that extra weapon damage (because I actually enjoy pve, too...GASP) and that might be hard to part with.
both have clear strengths/weaknesses for sure. It will dependant on how you like to play in my opinion (except the weird hitbox issues crescent sweeps still has).
GallantGuardian wrote: »empowering sweeps tooltip for me was 10k fully buffed. Either choose that with major protection for 6 seconds or run dawnbreaker for 2-3k more dmg with stun. I know magplar needed a burst ultimate so the cresant sweep changed needed to happen, but light armor + empowering looks promising due to the cheap 75 ultimate cost and you get a sustain boost, extra mag for sorcery, snare reduction/sprint, and the penetration + crit chance offers a decent offensive buff for you to select defensive options. Does require an offensive set or 2 to compensate for the burst loss
If the Penetration scaling doesn't get fixed then Empowering is nearly a no brainer. DBoS does cost more, but it is way easier to land, has the stun when you need it, and that stun means for sure at least 1 tick of the DoT component is going to hit which brings the damage to the same as Crescent Sweeps.
I would bet that Empowering is still scaling on Spell Pen also which makes it an even easier choice.Stealth buffs/changes. They have been doing lately the past few patches (daedric trickery cooldown changes for example but not listing it on patch notes.)
Ah, one can dream eh? I would love to see it stealth changed to affect all Templar skills
I havent test the scaling sadly. Even if it doesnt, on a light armor running unstable core with an offense monster set, you might not need the burst from cresant sweep anyway but the major protection plus quick burst will be enough to offset your lack of defenses.
Need to test in duels, but I tihnk LA magplar not running LA shields got a tiny buff.
There is one slight advantage Sweep has over Dawnbreaker is that it's (theoretically) a radial skill - thus the name. Whereas Dawnbreaker is a cone.
How many times have you hit Dawnbraker at the exact moment someone rolled away or you got rooted in the wrong orientation? It's happened to me at least once
The radius is smaller (6m) vs. DB (10m) but the Templar play style is mainly melee/brawler thanks to sweeps/jabs so you are already all up in their business anyway. So, I am definitely going to try out the changes. All that said, I run Flawless DB for that extra weapon damage (because I actually enjoy pve, too...GASP) and that might be hard to part with.
both have clear strengths/weaknesses for sure. It will dependant on how you like to play in my opinion (except the weird hitbox issues crescent sweeps still has).
Have you tested the new restoring focus? If not can you tell me if it feels like its doing anything ? I remember when i used to be magika based on my tank channeled focus really did help a lot with magika regen so im hoping it works similarly
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Useless in what pve?.
Useless anywhere. If stuff is dying all around you, you don't really need it to begin with. And when you do need it, there is nothing to repent. That's the definition of a useless skill and a wasted skill slot.
You probably don’t pvp. I don’t know how many times this skill has saved me when I was starving for resources because multiple people was beating on me. Or getting a well timed repent in a bgs match.
The problem with repent was the fact it was stamplars only sustain option and as a result many relied on using bone pirate. Plus zos made it so only one stamplar can repent. Now stamplars have passive regen and still can make use of repentance.
Stamplars that play small scale just got a lot better.
You're right, I don't PvP. I tank. Now that Templars have a passive regen skill, repentance may as well be completely redesigned to be something actually useful in more than mass PvP. I wouldn't even use it if it returned 20k stamina for each corpse, because in situations when I need it the most there aren't any corpses around.
So you play one specific role and play one specific type of gameplay - tanking in pve dungeons. Just because you think the skill is useless for your niche playstyle (which is still foolish, because 18k free stam is amazing and most bosses have adds that you can repent during the fight) doesnt mean the skill is useless. If you dont want to use it...then don’t, but that doesn’t mean its useless.
A lot of bosses in trials do not have adds dying next to the main tank. If you don't want me to turn the boss around to hit you with a cleave in your face, you won't be telling me how awesome repentance is, because that's what I would have to do to reach the corpses for those 18k stam you talk about. I bet you also wouldn't particularly like it if I dragged the boss around to grab that corpse on the other side of the room just because I need stamina. The only one being foolish is you by suggesting that this skill isn't poorly designed.
And this skill is useless in more than PvE tanking, it's useless basically anywhere where you aren't being swarmed by a crowd of weak enemies. Regardless of your role, that's a very niche use for the skill. And PvE tanking is not "niche", it's an important role in all end game content.
And yeah, I don't use it, I don't even have that skill morphed, because regardless of the morph it's a waste of a skill point. And I wouldn't use it as a DD either for the same reason. You can't argue about play style, because it's useless regardless of your playstyle, it's usefulness depends on the encounter, and not even what encounter, but also how it's handled by you and your group, and you can hardly tell your group to adjust their strategy to help you with your repentance. And you can't tell a corpse to not despawn until you actually need extra stam either, so strategic usage that would make it at least somewhat worthwhile is also not possible.
Not going to keep arguing with you because you clearly just don't get it. I've already given you plenty of examples of where the skill is useful, and I even gave you a few examples of where the skill's utility declines (certain trial's bosses). The problem is that your stuck with your niche trial's tank mentality and fail to realize that there are more aspects to the game than just tanking trials bosses. Just because you think it's useless does not mean that it is.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Useless in what pve?.
Useless anywhere. If stuff is dying all around you, you don't really need it to begin with. And when you do need it, there is nothing to repent. That's the definition of a useless skill and a wasted skill slot.
You probably don’t pvp. I don’t know how many times this skill has saved me when I was starving for resources because multiple people was beating on me. Or getting a well timed repent in a bgs match.
The problem with repent was the fact it was stamplars only sustain option and as a result many relied on using bone pirate. Plus zos made it so only one stamplar can repent. Now stamplars have passive regen and still can make use of repentance.
Stamplars that play small scale just got a lot better.
You're right, I don't PvP. I tank. Now that Templars have a passive regen skill, repentance may as well be completely redesigned to be something actually useful in more than mass PvP. I wouldn't even use it if it returned 20k stamina for each corpse, because in situations when I need it the most there aren't any corpses around.
So you play one specific role and play one specific type of gameplay - tanking in pve dungeons. Just because you think the skill is useless for your niche playstyle (which is still foolish, because 18k free stam is amazing and most bosses have adds that you can repent during the fight) doesnt mean the skill is useless. If you dont want to use it...then don’t, but that doesn’t mean its useless.
A lot of bosses in trials do not have adds dying next to the main tank. If you don't want me to turn the boss around to hit you with a cleave in your face, you won't be telling me how awesome repentance is, because that's what I would have to do to reach the corpses for those 18k stam you talk about. I bet you also wouldn't particularly like it if I dragged the boss around to grab that corpse on the other side of the room just because I need stamina. The only one being foolish is you by suggesting that this skill isn't poorly designed.
And this skill is useless in more than PvE tanking, it's useless basically anywhere where you aren't being swarmed by a crowd of weak enemies. Regardless of your role, that's a very niche use for the skill. And PvE tanking is not "niche", it's an important role in all end game content.
And yeah, I don't use it, I don't even have that skill morphed, because regardless of the morph it's a waste of a skill point. And I wouldn't use it as a DD either for the same reason. You can't argue about play style, because it's useless regardless of your playstyle, it's usefulness depends on the encounter, and not even what encounter, but also how it's handled by you and your group, and you can hardly tell your group to adjust their strategy to help you with your repentance. And you can't tell a corpse to not despawn until you actually need extra stam either, so strategic usage that would make it at least somewhat worthwhile is also not possible.
Not going to keep arguing with you because you clearly just don't get it. I've already given you plenty of examples of where the skill is useful, and I even gave you a few examples of where the skill's utility declines (certain trial's bosses). The problem is that your stuck with your niche trial's tank mentality and fail to realize that there are more aspects to the game than just tanking trials bosses. Just because you think it's useless does not mean that it is.
I mean if that is what he enjoys and he finds that the repentance is useless to him, that is fine feedback.
Though the morph is still mostly PVP oriented and I think thats fine too.
They need to adjust radiant aura to maybe give tanks/pvp templars interesting yet unique utility, and most feel that is the suggested feedback too.
GallantGuardian wrote: »Lastly id really love zos to finally give us a real multi target root... right now im using time stop and as much as i love it i want an instant cast similar to talons or insert other class roots that work .....
I really wish they’d bring blinding flashes back id really like it to be the solar barrage morph.... or if nothing when casting solar barrage just make it a root to all enemies around you in a specific amount of meters... and have it last 3 seconds...
LittlePinkDot wrote: »I have never tried a Templar, so I dont understand all this good feedback on this thread. All ive heard before is how it has bad sustain and poor mobility.
Should I make a stamplar or a mageplar? And why?
LittlePinkDot wrote: »I have never tried a Templar, so I dont understand all this good feedback on this thread. All ive heard before is how it has bad sustain and poor mobility.
Should I make a stamplar or a mageplar? And why?
They didnt really fix anything great for PVP, with all changes considered, but they seemingly boosted their damage and sustainablity. damage boosts to puncturing strikes and changes to repentance/restoring-channeled focus for sustain. You will see more templar damage dealers next patch.
So:
1. Jabs and its 140% damage:
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.
2. About actual damage to closest target:
It does deal same amount of damage as tooltip state. So, 140% seems works properly.
3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
Will test tomorrow with no-cp rule and fully naked to decrease chance of error, maybe it fault of pvp debuff, might be my error but i rechecked 3 times as this damage nerf occured only in pvp.
So, here is Part 2:
Did further researches and can confirm Elemental Defender and Thickskinned incorrectly working with only Puncturing Sweeps (Apparently as Hardy for Biting Jabs)
Short results:
Live/PTS
1. 10 points into Thickskinned:
already 8 less damage difference on pts. 13crit.
2. 10 points into Elemental Defender:
already 4 less damage difference on pts. 6crit.
3. 10 points into Ele Def+10 Thickskinned:
already 10 less damage difference on pts. 16crit.
______________________________________
I dont have time to compile and edit 20+ screenshots so here is my raw notes indicating that damage difference occure only for Jabs and only with Red CP costellation:
P.S.: everything tested full-naked, so no mistake on my part.
P.S.S.: make me happy to be no-CPer
3. Radial Sweep change is good but it have couple serious issues too:
A. As other reported morphs use wrong modifiers of penetration:
Crescent Sweep which is now magicka ultimate use physical pen and ignore magickal pen:
Damage with zero penetrations:
damage with mag penetration CP(same damage if use Drain):
damage with zero penetration:
damage with physical penetration CP:
Elsterchen wrote: »@Cinbri ty for all that testing!
Concerning restoring focus, I really like the change. Yes, loosing major vitallity is one thing, but the extra stam regen (for 20s duration) means stamina regeneration while blocking for stamplar tanks and a cheap and worthy defence ability that additionally offers sustain for stamplar DDs.
With the way the changes affect jabs in PVP I would rather build around jabs... one way to do this is offered by the changes to restoring focus: now I have the option to use my magica pool for something else then survivability (and with the changes: sustain). (i.e. contrary to what some stamplars think - I am NOT missing a magica dump due to this ability now costing stamina, but enjoy the option to add another magica costing buff/debuff to my rota).
The skill costs less then 1k stamina (I didn't check base cost, as i play stamina in medium and enjoy cost reduction by design) and restores 240 stam (again, I don#t know base-regen and my choice of armor and race may affect this number) over 20s -> for a stamplar thats a huge amount of stamina returned (given we had Nothing before).
Do you, by any chance, have the appropiate numbers for magplars?
I assume sustain should be equally usefull for magplars (with costs beeing still in the "very cheap" departement (below 1k) ... Imo the choice presented by rune focus is: Do i want magica sustain or stamina sustain? And I feel its perfectly fine that gaining magica sustain costs magica and gaining stamina sustain costs stamina, both cannot be accuired anyways and the changes create an equally challenging choice for everyone : Do I use my main ressource pool to sustain my main ressource ... or do I use my minor ressource pool to sustain my minor ressource.
I feel this is a fair choice for every templar, and I think the "correct" answer depends on the build, playstile and content the templar is paticipating in rather then the role or wether mag or stam.
Elsterchen wrote: »@Cinbri ty for all that testing!
Concerning restoring focus, I really like the change. Yes, loosing major vitallity is one thing, but the extra stam regen (for 20s duration) means stamina regeneration while blocking for stamplar tanks and a cheap and worthy defence ability that additionally offers sustain for stamplar DDs.
With the way the changes affect jabs in PVP I would rather build around jabs... one way to do this is offered by the changes to restoring focus: now I have the option to use my magica pool for something else then survivability (and with the changes: sustain). (i.e. contrary to what some stamplars think - I am NOT missing a magica dump due to this ability now costing stamina, but enjoy the option to add another magica costing buff/debuff to my rota).
The skill costs less then 1k stamina (I didn't check base cost, as i play stamina in medium and enjoy cost reduction by design) and restores 240 stam (again, I don#t know base-regen and my choice of armor and race may affect this number) over 20s -> for a stamplar thats a huge amount of stamina returned (given we had Nothing before).
Do you, by any chance, have the appropiate numbers for magplars?
I assume sustain should be equally usefull for magplars (with costs beeing still in the "very cheap" departement (below 1k) ... Imo the choice presented by rune focus is: Do i want magica sustain or stamina sustain? And I feel its perfectly fine that gaining magica sustain costs magica and gaining stamina sustain costs stamina, both cannot be accuired anyways and the changes create an equally challenging choice for everyone : Do I use my main ressource pool to sustain my main ressource ... or do I use my minor ressource pool to sustain my minor ressource.
I feel this is a fair choice for every templar, and I think the "correct" answer depends on the build, playstile and content the templar is paticipating in rather then the role or wether mag or stam.
empowering sweeps tooltip for me was 10k fully buffed. Either choose that with major protection for 6 seconds or run dawnbreaker for 2-3k more dmg with stun. I know magplar needed a burst ultimate so the cresant sweep changed needed to happen, but light armor + empowering looks promising due to the cheap 75 ultimate cost and you get a sustain boost, extra mag for sorcery, snare reduction/sprint, and the penetration + crit chance offers a decent offensive buff for you to select defensive options. Does require an offensive set or 2 to compensate for the burst loss
If the Penetration scaling doesn't get fixed then Empowering is nearly a no brainer. DBoS does cost more, but it is way easier to land, has the stun when you need it, and that stun means for sure at least 1 tick of the DoT component is going to hit which brings the damage to the same as Crescent Sweeps.
I would bet that Empowering is still scaling on Spell Pen also which makes it an even easier choice.Stealth buffs/changes. They have been doing lately the past few patches (daedric trickery cooldown changes for example but not listing it on patch notes.)
Ah, one can dream eh? I would love to see it stealth changed to affect all Templar skills
I havent test the scaling sadly. Even if it doesnt, on a light armor running unstable core with an offense monster set, you might not need the burst from cresant sweep anyway but the major protection plus quick burst will be enough to offset your lack of defenses.
Need to test in duels, but I tihnk LA magplar not running LA shields got a tiny buff.
There is one slight advantage Sweep has over Dawnbreaker is that it's (theoretically) a radial skill - thus the name. Whereas Dawnbreaker is a cone.
How many times have you hit Dawnbraker at the exact moment someone rolled away or you got rooted in the wrong orientation? It's happened to me at least once
The radius is smaller (6m) vs. DB (10m) but the Templar play style is mainly melee/brawler thanks to sweeps/jabs so you are already all up in their business anyway. So, I am definitely going to try out the changes. All that said, I run Flawless DB for that extra weapon damage (because I actually enjoy pve, too...GASP) and that might be hard to part with.
Darkmage1337 wrote: »Update 20 / Murkmire update PTS changes: https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0
Templar
Other feedback:
-Still no change to Dark Flare's long cast-time, long projectile travel-time/delay, and overall low/lackluster damage. (In comparison, Snipe is superior in all of these categories.)
-Still no change to the (un)Balanced Warrior passive: +6% Weapon Damage and +2640 Spell Resistance. Where is the +6% Spell Damage and +2640 Physical Resistance? This is a super-simple easy fix/buff. Make the Balanced Warrior passive, ya'know, balanced...
-Still no change in moving the Master Ritualist passive to the Alliance War Support tree and giving Templar's Restoring Light tree something more useful and worthwhile.
-Still no change in the syngery-activation/range for Nova/Solar Disturbance/Solar Prison.
-Still no change in the healing-speed animation for Rite of Passage/Remembrance/Practiced Incantation channeled effect. (e.g. Templars frequently die while channeling this ultimate in PvP.)
Experimental feedback/suggestion:
-Remove the base-damage of Backlash/PurifyingLight/PowerOfTheLight and add that damage value to the damage-copied value instead. This would increase overall damage-done/burst-potential of this ability, and this would enable Backlash (+morphs) to be cast upon enemies without breaking stealth, and it would also allow PvE enemies to not agro you right away immediately upon casting the ability.
This is similar to how Nightblade's Reaper's Mark ability already functions -- it does not break stealth and it does not agro enemies -- until you begin your burst combo/rotation. The same situation/encounter occurs for Destruction Staff's WeaknessToElements/ElementalSusceptibility/ElementalDrain -- it does not break stealth and it does not agro enemies -- please make Backlash/PurifyingLight/PowerOfTheLight function like this.)
Darkmage1337 wrote: »Update 20 / Murkmire update PTS changes: https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0
Templar
Other feedback:
-Still no change to Dark Flare's long cast-time, long projectile travel-time/delay, and overall low/lackluster damage. (In comparison, Snipe is superior in all of these categories.)
-Still no change to the (un)Balanced Warrior passive: +6% Weapon Damage and +2640 Spell Resistance. Where is the +6% Spell Damage and +2640 Physical Resistance? This is a super-simple easy fix/buff. Make the Balanced Warrior passive, ya'know, balanced...
-Still no change in moving the Master Ritualist passive to the Alliance War Support tree and giving Templar's Restoring Light tree something more useful and worthwhile.
-Still no change in the syngery-activation/range for Nova/Solar Disturbance/Solar Prison.
-Still no change in the healing-speed animation for Rite of Passage/Remembrance/Practiced Incantation channeled effect. (e.g. Templars frequently die while channeling this ultimate in PvP.)
Experimental feedback/suggestion:
-Remove the base-damage of Backlash/PurifyingLight/PowerOfTheLight and add that damage value to the damage-copied value instead. This would increase overall damage-done/burst-potential of this ability, and this would enable Backlash (+morphs) to be cast upon enemies without breaking stealth, and it would also allow PvE enemies to not agro you right away immediately upon casting the ability.
This is similar to how Nightblade's Reaper's Mark ability already functions -- it does not break stealth and it does not agro enemies -- until you begin your burst combo/rotation. The same situation/encounter occurs for Destruction Staff's WeaknessToElements/ElementalSusceptibility/ElementalDrain -- it does not break stealth and it does not agro enemies -- please make Backlash/PurifyingLight/PowerOfTheLight function like this.)
Agreed. These would be welcomed changes, indeed.
The Balanced Warrior passive really needs to give +6% Spell Damage and +2640 Physical Resistance. This may help Templar tanks out a bit because Dragonknights are still the go-to tank for everything.
Master Ritualist passive should really be in the Alliance War Support tree. This is a complete waste of a class-specific passive when the Champion Point passives and Alliance War Support tree passives function similarly to Templar's Master Ritualist passive.
Healing-speed animation for Rite of Passage needs to be improved.
Dark Flare needs more damage. It is basically a magicka-version of Snipe. Except Dark Flare is slower and does less damage.
It is also bad design that Backlash (+morphs) is the only class-based skill in the game that cannot crit.
ColoredScreams wrote: »I have concerns.
For perspective, I play stamina templar in PvP. I welcome the repentance change but stamplars in PvP will no longer have a reliable uptime on minor protection (and minor vitality) as they did before. 8% damage mitigation is huge.In PvP, stamplars are not exclusively casting Biting Jabs on cooldown, ever. They are sprinting, rolling, healing, applying bleeds, casting shuffle what feels like every 3 seconds to stay out of roots, purging, reapplying buffs, dots, and hots, ulting, repenting, getting into melee range, moving to line of sight etc... therefore having 3 seconds of minor protection tied directly to a 1.1 second channeled ability and Javelin, which is a blockable and dodgeable low damage stun that not all stamina templars use, will inevitably result in very poor uptime for minor protection (and less importantly minor vitality) on stamplar, as opposed to how it is now: near 100% with restoring focus. I understand restoring focus now restores some stamina, but it also now costs stamina. Even if there is a small over all net increase over 20 seconds of stamina gained you will have to directly use that gained stamina for expensive defensive abilities, such as rolling or vigor, just to try to make up for the loss of reliable minor protection and minor vitality. The restoring focus change is not a buff to stamina templars, players will realize that sustain is equally as difficult as the previous patches because they are taking 8% more damage and receiving 8% less healing for the majority of the fight.Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.
Please allow stamina templar to have reliable access to minor protection. My suggestions would be to leave it on restoring focus but remove minor vitality, or increase the duration granted from the passive significantly, at least 10 seconds from 3 seconds, so it is more in line with the previous patches uptime. Stamplars will not jab when they need to play defensive.
Now let's talk about something equally as relevant: Jabs doing 25% less damage to major evasion and 10% less damage to minor evasion. The new changes make evasion very easily accessible to nearly every class in the game. It is now attainable through sets (including sets like gossamer that grant multiple targets major evasion), weapon skills, class skills, and an armor skill. I am aware that there was an 8% damage increase to jabs (although only to the one closest target), but this will lead to an overall damage nerf to Biting Jabs. Please reconsider just an 8% damage increase, the ability already does so little damage to other targets that are not the primary target. My suggestion is to increase the damage it does to all other targets that are NOT the closet enemy by a notable amount in addition to an overall damage buff to the skill. This may still yield an overall damage nerf to Biting Jabs against targets that have access to evasion (which is now very easily accessible), but it brings stamina templars overall damage more in line with previous patches and provides an important role for this classes signature ability.
Note: I do not think the rotation changes to jabs will be nearly enough. Most stamina templar will already be facing towards the enemy when jabbing, if you get rooted while jabbing, the majority of the time the remainder of the jabs will land directionally until they are outranged ("kited") by an enemy who is walking back. The issue with jabs vs roots is not about direction, it is about melee range. If jabs granted a brief amount of snare immunity, for example 2-3 seconds, this will be less of an issue.
If the changes for stamina templar remain the same, Murkmire will be an overall nerf to stamplars defense, healing, and damage as well as sustain because the stamina restored from restoring focus will have to directly be used try and make up for these new significant losses.
-@inscentia " Kiri "
Really love the changes, but I think 35% extra cost on radiant destruction is a bit overkill. 5,3k magicka for an execute is a lot of magicka...
Good news - "the damage done has been decreased by approximately 15% and cost by approximately 35%."
It's a decrease, not an increase. Roughly in line with duration reduction to keep cost per second the same.
itscompton wrote: »I also use Empowering Sweep for the mitigation (which currently stacks with Major Protection from any source)and now that's not going to be worth running . On the live server if you get in the middle of a ball group and pop an Empowering you can easily hit 6-10 people, giving you 10 seconds of 39%-59% damage reduction.
My main concern about Templar is the constant invasion of the Major/Minor system into our Class passives or skills.
This patch went after the Aedric skill line:
1. Loose 15% damage reduction on block against ranged attacks and "gain" a Minor buff easily acquired elsewhere (Minor Protection).
2. Empowering Sweep: loose unique 15% damage reduction (plus percentage on enemies hit) for a Major buff that is getting easier and easier to get (Major Protection)On a Heal-Tank, why use Empowering Sweeps over the more altruistic Light's Champion, when the latter provides same buff but for all team as well as damage boost? This is just an example, there are plenty of other situations)
In other patches it was the Restoring skill line (transformation of our unique passives into Major and Minor Mending) and the Dawn's Wrath where Nova lost it's unique 30% damage reduction debuff to Major Maim.
I don't see NB's Incap getting Major Berserk (while reducing Bersek to 20% and make it widely available) or NB's passive Refreshing Shadow being turned into Minor Endurance, Minor Intellect and Minor Fortitude for example (not that I want to)
If we really want all classes to bring something unique to the table, to make all of them equally desirable in all contents, we need to leave some things out of the Major/Minor system.
Unfortunately, it's seems that Templars are the most affected by those changes.
@Joy_Division would you be so kind to inquire about the reasoning behind making the Templar a Major/Minor class, without uniqueness? Thanks in advance
edit to add a tag to @Checkmath, I just saw your post. And @Tasear too
LittlePinkDot wrote: »I have never tried a Templar, so I dont understand all this good feedback on this thread. All ive heard before is how it has bad sustain and poor mobility.
Should I make a stamplar or a mageplar? And why?
Why not make both? Personally, I think stamplar is receiving more love for Murkmire, so start there.
If you roll a Dunmer stamplar, you can pretty easily re-roll a magplar on the same toon. You lose some max stats vs other classes (like Orc or Redguard for stam and Altmer for mag) but it gives you some flexibility either way.