The op's comparison is silly. Ritual is every 2 secs. Healing and Blockade are every 1 sec. The healing of Retribution has always been higher than extended. Templars were given higher healing and dmg with Retribution in exchange for only cleansing 2 harmful effects instead of 5. Retribution is also half the duration of Extended. And both morphs have received a resource cost increase.
ability a ticks 6 times for 200 damage over 12 seconds for a total of 1200 damage.
ability b ticks 12 times for 100 damage over 12 seconds for a total of 1200 damage.
Which ability is better? Don't forget to show your work!The op's comparison is silly. Ritual is every 2 secs. Healing and Blockade are every 1 sec. The healing of Retribution has always been higher than extended. Templars were given higher healing and dmg with Retribution in exchange for only cleansing 2 harmful effects instead of 5. Retribution is also half the duration of Extended. And both morphs have received a resource cost increase.
ability a ticks 6 times for 200 damage over 12 seconds for a total of 1200 damage.
ability b ticks 12 times for 100 damage over 12 seconds for a total of 1200 damage.
Which ability is better? Don't forget to show your work!
The last time you posted on Templars it was about claiming how strong Dark Flare was with the major defile. You strongly supported the nerf to its damage because of the defile. However, players who play Templars every day spoke up about how the initial cast time was too long and it would never get used. You didn't listen. Guess what? I have yet to see Dark Flare being used since that patch went live. It's like a rare sight that your jaw drops when it happens. So I'm not sure how much players should pay attention to this thread.
That's because Templars are rarely seen outside of healing zerging because there mechanics they have on live don't support decent defense to justify the largely sustained pressure offense. Now with extra healing on extended ritual and living dark being proactive defense, Templar has been brought up to speed with other classes.
People like OP want to keep some classes down despite their intent on buffing underused classes/skills instead of huge nerfs (which is exactly this patch in a nutshell).
He's also a toolyip warrior, tried to prove that a litany of Templar abilities were overperforming even though they were balanced when looking at the full picture of basic combat situations.
#EndNoiseThreads2019
Please revert any templar changes. We dont want them to have 1 or 2 powerful class skills (just like every other class have).
Would you rather have cloak or ritual of retribution?
The op's comparison is silly. Ritual is every 2 secs. Healing and Blockade are every 1 sec. The healing of Retribution has always been higher than extended. Templars were given higher healing and dmg with Retribution in exchange for only cleansing 2 harmful effects instead of 5. Retribution is also half the duration of Extended. And both morphs have received a resource cost increase.
ability a ticks 6 times for 200 damage over 12 seconds for a total of 1200 damage.
ability b ticks 12 times for 100 damage over 12 seconds for a total of 1200 damage.
Which ability is better? Don't forget to show your work!The op's comparison is silly. Ritual is every 2 secs. Healing and Blockade are every 1 sec. The healing of Retribution has always been higher than extended. Templars were given higher healing and dmg with Retribution in exchange for only cleansing 2 harmful effects instead of 5. Retribution is also half the duration of Extended. And both morphs have received a resource cost increase.
ability a ticks 6 times for 200 damage over 12 seconds for a total of 1200 damage.
ability b ticks 12 times for 100 damage over 12 seconds for a total of 1200 damage.
Which ability is better? Don't forget to show your work!
The last time you posted on Templars it was about claiming how strong Dark Flare was with the major defile. You strongly supported the nerf to its damage because of the defile. However, players who play Templars every day spoke up about how the initial cast time was too long and it would never get used. You didn't listen. Guess what? I have yet to see Dark Flare being used since that patch went live. It's like a rare sight that your jaw drops when it happens. So I'm not sure how much players should pay attention to this thread.
That's because Templars are rarely seen outside of healing zerging because there mechanics they have on live don't support decent defense to justify the largely sustained pressure offense. Now with extra healing on extended ritual and living dark being proactive defense, Templar has been brought up to speed with other classes.
People like OP want to keep some classes down despite their intent on buffing underused classes/skills instead of huge nerfs (which is exactly this patch in a nutshell).
He's also a toolyip warrior, tried to prove that a litany of Templar abilities were overperforming even though they were balanced when looking at the full picture of basic combat situations.
#EndNoiseThreads2019
I see templars all the time in high mmr BGs, they are by far the most useful class to any team, magplars in particular, because (healing aside) of the utility they provide. I would rather have a magplar on my team than anything else and when I duo queue with one we usually win almost all of our BGs, and that will be even more true if this change to ritual goes through. In fact, I probably won't queue without that magplar because the only counter to the near permanent healing output and utility of a gigantic ritual will be, you guessed it, another ritual. It isn't fun playing against any team with such a huge advantage and because the ability is just so powerful/overloaded, the only real counter to it will be the same ability, balancing things out.
It's pretty clear you haven't experienced putting four dots onto a target and watched them be purged off when your target uses a synergy repeatedly, on multiple different targets because a templar put down a 24 second long ritual 16 seconds ago. For the cost of one ability, multiple people have up to six dots from myself and multiple debuffs (possibly including major defile and minor vuln from me) completely removed, and are also healed, and also receive resources back. The opportunity cost of the ability as it is on live is already completely out of line with basically anything else in the game if we compare it only to the cost of casting purge/efficient purge. How much damage can be mitigated by both the heal from the synergy and removing multiple dots and debuffs on multiple people? A lot. Already more than any other ability in the entire game, likely including ults. But we're also giving resources back because that's what every synergy does, giving value to any synergy regardless of what it is.
Once we include the healing over time, the possible damage, the minor mending, and the permanent snare, it starts to look really really stupid. Then we double the healing, or double the healing and the damage of the 12 second morph to be equal to current ground aoes that only do damage or only heal, and what do we get? Probably the most overloaded ability in the entire game, and here you are defending it.
Tooltips tell us what abilities have the potential to do, which is more useful than whatever it is you think you're contributing. Looking at a tooltip and learning that a ground aoe five times the size of blockade has the potential to do the same damage, and also learning that a ground aoe five times the size of healing springs has the potential to do the same amount of healing, makes it already seem a little suspect. Refreshing Path was nerfed for doing only these two things. Ritual of Retribution goes on to give minor mending, remove two debuffs, snare everyone in the largest ground aoe in the game, and provides your group with the best synergy in the game.
You haven't even come close to presenting a convincing argument as to why this an ability this overloaded should make it to the live servers besides "templars are bad cuz reasons" (they aren't), and haven't shown there to be any abilities even close to comparable in damage, healing, and utility in the entire game.
this isn't a good look, give it a rest
The op's comparison is silly. Ritual is every 2 secs. Healing and Blockade are every 1 sec. The healing of Retribution has always been higher than extended. Templars were given higher healing and dmg with Retribution in exchange for only cleansing 2 harmful effects instead of 5. Retribution is also half the duration of Extended. And both morphs have received a resource cost increase.
ability a ticks 6 times for 200 damage over 12 seconds for a total of 1200 damage.
ability b ticks 12 times for 100 damage over 12 seconds for a total of 1200 damage.
Which ability is better? Don't forget to show your work!The op's comparison is silly. Ritual is every 2 secs. Healing and Blockade are every 1 sec. The healing of Retribution has always been higher than extended. Templars were given higher healing and dmg with Retribution in exchange for only cleansing 2 harmful effects instead of 5. Retribution is also half the duration of Extended. And both morphs have received a resource cost increase.
ability a ticks 6 times for 200 damage over 12 seconds for a total of 1200 damage.
ability b ticks 12 times for 100 damage over 12 seconds for a total of 1200 damage.
Which ability is better? Don't forget to show your work!
The last time you posted on Templars it was about claiming how strong Dark Flare was with the major defile. You strongly supported the nerf to its damage because of the defile. However, players who play Templars every day spoke up about how the initial cast time was too long and it would never get used. You didn't listen. Guess what? I have yet to see Dark Flare being used since that patch went live. It's like a rare sight that your jaw drops when it happens. So I'm not sure how much players should pay attention to this thread.
That's because Templars are rarely seen outside of healing zerging because there mechanics they have on live don't support decent defense to justify the largely sustained pressure offense. Now with extra healing on extended ritual and living dark being proactive defense, Templar has been brought up to speed with other classes.
People like OP want to keep some classes down despite their intent on buffing underused classes/skills instead of huge nerfs (which is exactly this patch in a nutshell).
He's also a toolyip warrior, tried to prove that a litany of Templar abilities were overperforming even though they were balanced when looking at the full picture of basic combat situations.
#EndNoiseThreads2019
I see templars all the time in high mmr BGs, they are by far the most useful class to any team, magplars in particular, because (healing aside) of the utility they provide. I would rather have a magplar on my team than anything else and when I duo queue with one we usually win almost all of our BGs, and that will be even more true if this change to ritual goes through. In fact, I probably won't queue without that magplar because the only counter to the near permanent healing output and utility of a gigantic ritual will be, you guessed it, another ritual. It isn't fun playing against any team with such a huge advantage and because the ability is just so powerful/overloaded, the only real counter to it will be the same ability, balancing things out.
It's pretty clear you haven't experienced putting four dots onto a target and watched them be purged off when your target uses a synergy repeatedly, on multiple different targets because a templar put down a 24 second long ritual 16 seconds ago. For the cost of one ability, multiple people have up to six dots from myself and multiple debuffs (possibly including major defile and minor vuln from me) completely removed, and are also healed, and also receive resources back. The opportunity cost of the ability as it is on live is already completely out of line with basically anything else in the game if we compare it only to the cost of casting purge/efficient purge. How much damage can be mitigated by both the heal from the synergy and removing multiple dots and debuffs on multiple people? A lot. Already more than any other ability in the entire game, likely including ults. But we're also giving resources back because that's what every synergy does, giving value to any synergy regardless of what it is.
Once we include the healing over time, the possible damage, the minor mending, and the permanent snare, it starts to look really really stupid. Then we double the healing, or double the healing and the damage of the 12 second morph to be equal to current ground aoes that only do damage or only heal, and what do we get? Probably the most overloaded ability in the entire game, and here you are defending it.
Tooltips tell us what abilities have the potential to do, which is more useful than whatever it is you think you're contributing. Looking at a tooltip and learning that a ground aoe five times the size of blockade has the potential to do the same damage, and also learning that a ground aoe five times the size of healing springs has the potential to do the same amount of healing, makes it already seem a little suspect. Refreshing Path was nerfed for doing only these two things. Ritual of Retribution goes on to give minor mending, remove two debuffs, snare everyone in the largest ground aoe in the game, and provides your group with the best synergy in the game.
You haven't even come close to presenting a convincing argument as to why this an ability this overloaded should make it to the live servers besides "templars are bad cuz reasons" (they aren't), and haven't shown there to be any abilities even close to comparable in damage, healing, and utility in the entire game.
this isn't a good look, give it a rest
you write alot of fluff to say templars in high MMR bgs are basically healbots lol.
You also didnt show me any videos showing RoR overperforming, in a basic combat scenario. And If RoR is truely OP (TLDR; its not if you idiots stop standing in it lol), then it must be on par with matriach and thus templar buffed to compete with sorc.
But guess what, only an idiot runs RoR or is a pve templar, because they give up 5 debuff purge. If you like running against defiles, go ahead and run RoR. But those templars in that BG arent in a high MMR running a dmg templar and certainly aren't running much dmg to begin with lol. And the templars that do deal dmg, are likely the stamplar which DEFINITELY isnt running RoR.
Show me a vid, and I will shut up. Till then, stop only looking at the tooltips while creating these types of threads.
FrancisCrawford wrote: »Ritual of Retribution does as much as two other skills and also costs as much as two other skills. Oh noes!!! There's an efficiency on templar skill bars!! Furthermore, they save a GCD casting something that is great in PvP contests where other players stay on the templar's chosen terrain for long periods of time!!
This thread is dead until I see a video showing all the aoe based DMG skills in a basics combat veteran setting and a full list of their buffs/downsides.
Till then it's a noise thread and not actual f feedback.
Sanguinor2 wrote: »Tfw ritual of Retribution is actually useful for once and it will most likely be nerfed again before even hitting live Servers .
It’s always been useful. Guaranteed it’ll be nerfed before going live.
Sanguinor2 wrote: »Tfw ritual of Retribution is actually useful for once and it will most likely be nerfed again before even hitting live Servers .
This thread is dead until I see a video showing all the aoe based DMG skills in a basics combat veteran setting and a full list of their buffs/downsides.
Till then it's a noise thread and not actual f feedback.
Why do you need a video? Show me a video of it being ineffective.
A video is completely irrelevant to the thread.
1. HPS of Ritual is > HPS of new Springs
I think almost all healer Templars have been using retribution. For pve multiple effect purge isn’t really beneficial.
Still... correct me if I’m wrong here, but here’s how OP I see it being:
1. HPS of Ritual is > HPS of new Springs
2. Springs was buffed value wise, but it can no longer be stacked 4x.
3. No problem, stack dps Templars and instead stack retribution effects!
Bring 4 Templar DPS to your trial and have them run retribution. So for one cast every X seconds they can generate more healing then a full healer on live can do spamming spring.
The area of retribution is massive, it will capture the tank and allow way more flexibility of movement then live because of retribution’s area.
Get a dps like a NB for magic steal
You could add 1 healer or hybrid dps/healer just for Combat Prayer 2x for minor berserk for the raid and dps the rest of the time.
Either way it’ll make all healers (including Templars) redundant except for Combat Prayer. Templars still think retribution is worth defending?
1. HPS of Ritual is > HPS of new Springs
Ritual is once every 2 secs. Springs is once every sec. They seem pretty even to me.
Ritual costs much more. Springs costs less, and gets tons of resource return.
Ritual is point blank. Springs can be placed anywhere. This can make Springs more valuable in certain situations.
Seraphayel wrote: »This is one of the skills that’s overloaded with stuff and should be adjusted asap. No reason for the damage morph to heal at all as that was changed for Nightblade‘s Path, too.
So after the hilarious nerf to shards dmg you believe there will be magplars still running it, especially now that they have pseudo-aoe's like soul trap competing for bar space? Cripes soul trap can return hefty resources now making it quite useful for burning trash.Point is 4x templar dps will have more hps then a full healer, give more synergies with shards, and be a no brainer choice to drop a healer in every pve raid.
So after the hilarious nerf to shards dmg you believe there will be magplars still running it, especially now that they have pseudo-aoe's like soul trap competing for bar space? Cripes soul trap can return hefty resources now making it quite useful for burning trash.Point is 4x templar dps will have more hps then a full healer, give more synergies with shards, and be a no brainer choice to drop a healer in every pve raid.
Edit: Also if you are so worried about dps off healing boy are you in for a treat when you realize what stam will be able to do.
Sure, but springs is a healer ability and retribution can be used as a dps ability.
You can place springs yea, but the area of ritual is so big it might as well be called ‘everywhere’. Max cast is what, 28m and ritual is a 20m range pbaoe effect?
I guess I should have specified. I was kinda expecting you to understand what I was hinting at but I guess I was wrong. I'm talking about trash during boss fights. ZoS has a habit of adding phases where you are alone or with a couple other dps and those puny shard dots aren't going to get the trash down very fast. The sooner you get the trash down the sooner you can get back to the real fight.Sure trash, if you want to spec for winning trash fights go ahead.