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The issue with magplar

  • Nordic__Knights
    Nordic__Knights
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    sa1hrgf4x88r.jpg
    5 light false god / well also help with mobility issues too as i said theres ways to build for mobility you have to choose to do so
    And yes there's counters to everything i agree
    Yes mist is nice too
    7doz4lkp63th.jpg
    Lets not assume what damage output can become as with the right situation it could get a lot higher than people assume it could

    1. BoL can heal yourself OR any ally; it does not target caster with guarantee, and in PVP it usually does not if any allies are around missing even 1% health. An 8K Tooltip on BoL is weak...
    • All stats estimated with no gear on, Breton, no CP and 64 points into Magicka, in Cyrodiil.
    • A DK at 25K Max Health can heal for estimated 6187 at 25% health (This is without Major Mending) at a base cost of 4K Magicka.
    • A Sorc can heal for an estimated 3340 Health with Matriarch at a base cost of 3.2K Magicka.
    • A Templar can heal for an estimated (at 25% Health would be 9% bonus to passive Mending) 3411 Health at a base cost of 4.3K Magicka.
    Please tell me how BoL/HtD is OP....

    Also, you're screenshot of Burning Light for 4K has already been interpreted in another thread. Please link the thread of you are going to try to manipulate the discussion without all the facts. Btw, there is also a Video showing how you don't even know how to PVP...by a Templar...not using Jabs or any Aedric Spear ability to proc a Burning Light.

    https://i.imgur.com/B2uKF5W.gif

    https://forums.elderscrollsonline.com/en/discussion/comment/6403744/#Comment_6403744

    If you'd like you can see i had ask the person i was responding to did he thank under no situation could skill reach leave he didn't say yes or no he gave reasonable reasons to assume that it couldn't and was shown that under some it can not implying anything other than the fact that damage can reach X amount

    And as stated about your video you want to bring up once again yes i was jumping around not attacking and got killed ok if youd read it was already talked about so your bringing up nothing new

    So tho you dislike the topic being templar try to act like an grown-up not an child like last time and read and understand whats been said before saying needless things about something you had trouble comprehending

    I'm the one not acting like a grownup? Please...It's not my fault that you, and others, are incapable of comprehending simple mechanics of a video game nor capable of formulating a well-thought-out argument against an opposition while also providing more than "here-say" evidence.

    I just gave two examples of out performing class heals to Templar's BoL. Here is another.
    A DK with the following:
    • No gear equipped.
    • Spell Damage (apprentice) Mundus
    • Breton
    • Class Passives and Race Passives
    • In Cyrodiil
    • No CP
    • No Buffs
    A DK's Cauterize heals (passively, at no cost other than to activate) for 1,500 Health every 5 seconds for 15 seconds. This is only half the amount that BoL heals for at same specs, WITH the passive Mending multiplier at 9% (being at 25% health). This is also without Major Mending Active.

    You were also complaining that a Burning Light hit you for 4K. While you were probably debuffed and it Crit, while in CP a 4K Burning Light Proc by Chance is still far less than a 10-11K Spectral Bow, or an 8K Frag. Meanwhile most Tooltips of Jabs/Sweeps hits in CP for between 3-6K total.

    **Edited to clarify skill
    I never once complained that anything hit me for anything see your comprehension skills are so *** up dude that you think i was the OP of that post 😆 😆 😆 i showed there just like here that and skill can hit for over someone's assumption of a skill 😆 😆 😆
  • Drdeath20
    Drdeath20
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    Theres 0 context in a zoomed in screen shot.
  • Nordic__Knights
    Nordic__Knights
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    Drdeath20 wrote: »
    Theres 0 context in a zoomed in screen shot.

    The only context it was showing was the fact that an skill in question could rise above X so it showed plenty of context being the fact that it showed the skills name and its number of damage done
    I get it man that picture showing the fact that burning light proced for so much is a scare for you I get it I really do I understand your problem with that picture but the fact that you don't even understand the context that it was put in for is the funny part
    Edited by Nordic__Knights on October 21, 2019 2:52PM
  • FrankonPC
    FrankonPC
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    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.
  • Drdeath20
    Drdeath20
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    Drdeath20 wrote: »
    Theres 0 context in a zoomed in screen shot.

    The only context it was showing was the fact that an skill in question could rise above X so it showed plenty of content being the fact that showed the damn skills name and its number of damage done

    Its dishonest. We all can create a scenario where certain things can seem exceptionally OP but the exception does not dictate the rule.

    Things we dont know that are extremely important

    How is your CP adjusted?
    Are you affected by Battle Spirit?
    What sets are you wearing?

    Soo yes if your naked, in a duel, with 0 CP points attributed and your outside of battle spirit a burning light proc can hit for 4k. Thats about all you proved.
  • Nordic__Knights
    Nordic__Knights
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    pa3nyotp60cj.png
    Theres the every 1st time the picture was shown if you look i says physical and spell resistance as well as critical resistance and being the fact that I was in cyrodiil I obviously was affected by battle spirit
    And the person i was replying to was not talking to me in his post about some other screenshot I was just showing him the fact that skill can get above 1.6 k
    Edited by Nordic__Knights on October 21, 2019 3:01PM
  • Drdeath20
    Drdeath20
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    You saying that means nothing. I stand by my last post.
  • Kadoozy
    Kadoozy
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    It was a stamina templar running absurdly high weapon damage and hit a crit in order to get that burning light proc that high. He probably was built glass cannon.

    There solved your issue. Not sure why you have been attacking sweeps, toppling charge and magplars in general this whole thread. My magplar burning light tooltip I believe is around 6k.

    Btw, there is nothing wrong with building as a glass cannon stamplar and isn't OP.
    Edited by Kadoozy on October 21, 2019 3:08PM
  • Nordic__Knights
    Nordic__Knights
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    Drdeath20 wrote: »
    You saying that means nothing. I stand by my last post.

    You can stand behind your lack of understanding I don't care dude I really really don't
  • Drdeath20
    Drdeath20
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    Dont be mad but like we have said context matters.

    All i know for sure is a burning light proc can crit for 4k.

    Ok well we dont know if you were naked, affected by battlespirit or are using CP's and we have nothing else to judge it by bcz you just soo happened to zoom in on the death recap to hinder our judgment.

    Maybe its time you sit this 1 out.
  • Nordic__Knights
    Nordic__Knights
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    Kadoozy wrote: »

    It was a stamina templar running absurdly high weapon damage and hit a crit in order to get that burning light proc that high. He probably was built glass cannon.

    There solved your issue. Not sure why you have been attacking sweeps, toppling charge and magplars in general this whole thread. My magplar burning light tooltip I believe is around 6k.

    Btw, there is nothing wrong with building as a glass cannon stamplar and isn't OP.

    Im generally talking about magplar because that's what everybody is speaking about my whole thing is that Templars their self due to passives are overloaded at the moment it really has nothing to do with (my point) whether it's magic or stamina but everybody's wanting to always bring up the magic end I guess nobody else is stamplar here except for maybe you reason they haven't been added to ( my end of conversation) but OP did post this as magic so generally thanking most thing's Magic would be brought up here
  • Nordic__Knights
    Nordic__Knights
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    Drdeath20 wrote: »
    Dont be mad but like we have said context matters.

    All i know for sure is a burning light proc can crit for 4k.

    Ok well we dont know if you were naked, affected by battlespirit or are using CP's and we have nothing else to judge it by bcz you just soo happened to zoom in on the death recap to hinder our judgment.

    Maybe its time you sit this 1 out.

    If you didn't get the fact that I was in cyrodiil it's kind of hard to see since I'm on a keep wall if I have that much physical spell and critical resistance obviously have armor on and not naked so obviously the only thing that could have been questionable was I in a CP campaign or non CP campaign and I don't know how not zooming in on my death recap would show you what campaign i was in as it doesn't say that on them anyway
    And the other thing i find funny is that 1st response to picture wasn't asking campaign but to say i was lying about stated resistances that followed by posting an screenshot of build showing that statement was true as i have just what i put ( rounded off in statement yes) on the post
    Edited by Nordic__Knights on October 21, 2019 3:33PM
  • Abyssmol
    Abyssmol
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    Vapirko wrote: »
    Hey @Nordic__Knights I can play that game too! https://youtu.be/HFGv13yiq04

    Damn NB is OP. ZOS you need to nerf NBs. Lol
  • Jabbs_Giggity
    Jabbs_Giggity
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    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.
  • Nordic__Knights
    Nordic__Knights
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    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.
    Edited by Nordic__Knights on October 21, 2019 4:10PM
  • Witar
    Witar
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    Let's face it. He doesn't get it. And probably won't whatever you do. Livin' in parallel world isn't easy, guys. So much stuff to ignore and misinterpret.
    Edited by Witar on October 21, 2019 4:12PM
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • Jabbs_Giggity
    Jabbs_Giggity
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    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.

    Not sure what you're trying to say...your posts keep rambling more and more it seems.
    I'll try though...sigh*
    Console does have buff/debuff trackers with timers. Some skills use a universal icon, yes. However PoTL is a unique debuff icon and cannot be confused with anything else.
    Templars have zero mobility built into class toolkit, other than spamming charge. To build for optimized mobility as a Templar you often sacrifice more than any other class would need to for the same results.
    Also, I am a console player.
  • Jabbs_Giggity
    Jabbs_Giggity
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    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.

    Also, since you seem to pay more attention to recaps than actual gameplay, what is the highest PoTL you have been hit with? Does it ever exceed Cfrag or Spectal Bow?
    Because I personally, have never had a PotL hit me for more than 6k in my recaps....
    I'll wait...
  • Luckylancer
    Luckylancer
    ✭✭✭✭✭
    These kind of topics killed stamblades and magsorcs. These will kill magplar if ZoS listens these.

    BoL was always here and magplars were not OP. Snares was part of templars for years, while they were weak too. Jabs dont apply major armor debuff in big rectangle. Oh and sweep was avaible to templars while they were weak.

    Charge, eclipse and cleanse are diffrent. Clenase will turn back to old state after dot nerfs.
  • Nordic__Knights
    Nordic__Knights
    ✭✭✭✭✭
    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.

    Also, since you seem to pay more attention to recaps than actual gameplay, what is the highest PoTL you have been hit with? Does it ever exceed Cfrag or Spectal Bow?
    Because I personally, have never had a PotL hit me for more than 6k in my recaps....
    I'll wait...

    as its not used often i cant give you an number for it and i dont hold on to re-caps or when it is applied to myself i cloak through it and reset so again cant give number but once it becomes live im sure lots will use ill try to get you numbers then but i cant say it will kill me as its visual is way more than a buff tracker would ever be needed tbh
    It well hit me harder than C frag for sure thats an easy roll dodge and a miss and bow lol lol i dont run in groups so getting 5 light attacks to get it to proc GL so again there dont see lots of it when another nb attacks it 85% surprise attack spam
    My pain points in pvp is MAGSORC and magdk rest really dont bother me much outside of getting 4-6 jumping me
    Edited by Nordic__Knights on October 21, 2019 4:53PM
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.

    Also, since you seem to pay more attention to recaps than actual gameplay, what is the highest PoTL you have been hit with? Does it ever exceed Cfrag or Spectal Bow?
    Because I personally, have never had a PotL hit me for more than 6k in my recaps....
    I'll wait...

    as its not used often i cant give you an number for it and i dont hold on to re-caps or when it is applied to myself i cloak through it and reset so again cant give number but once it becomes live im sure lots will use ill try to get you numbers then but i cant say it will kill me as its visual is way more than a buff tracker would ever be needed tbh
    It well hit me harder than C frag for sure thats an easy roll dodge and a miss and bow lol lol i dont run in groups so getting 5 light attacks to get it to proc GL so again there dont see lots of it when another nb attacks it 85% surprise attack spam
    My pain points in pvp is MAGSORC and magdk rest really dont bother me much outside of getting 4-6 jumping me

    Okay, so then why did you hop on the NerfTemplar bandwagon all of a sudden? You're in nearly every recent Nerf Templar thread defending said nerfs...yet you just stated that:
    1. PotL is not used often.
    2. Templars are not your pain points.

    Edited for further clarification. PotL IS used that often, by 95% of Stamina Templars. Why? Because Stamina Templars cannot, and don't rely on just Jabs for burst. What other skills in Templar kit can they rely on for burst? Javelin?-No. Toppling?-No. Blazing Spear?-No. Blazing Shield?-No while laughing.
    All other forms of burst/pressure with Stamina Templar is DoT's from Weapon Skill lines - which have been nerfed.

    Also, the reason you believe PotL is not widely used is because it's not on your death recaps, usually. The reason is because it's not that strong. Stamina Templars generally finish with DB/Onslaught into Executioner while weaving in Jabs as pressure.
    Edited by Jabbs_Giggity on October 21, 2019 5:08PM
  • FrankonPC
    FrankonPC
    ✭✭✭✭✭
    I'm gonna just stop you at point # 1.

    I go on to talk about the dk passive as well, so maybe instead of stopping me you can just continue to read. The point still stands that both purifies snare due to the passive. I contend that the damaging one should only snare.

    Templars DO have mobility in and out of combat with mist form and race against time. Race has now made it possible for every class to be mobile. Templars now have a fully functioning gap closer with toppling charge. The day of immobile classes has been gone since Race against time got buffed. It is patently absurd to claim that any class currently lacks mobility.

    However, to your point, there is nothing wrong with templars having some skills that snare. I didn't say remove it from all skills, it would still be on reflective light. I also have no problem with adding a snare to a skill like blazing spear. Mag dks and magdens are also "immobile" classes and their snare kits are not nearly as effective as templars, and they have to build more into theirs for similar benefits. Snares should be utility skills, not passively built into everything you do.

    I'll stop you at your second point:

    Purify costs 5k magicka, yet every templar wouldn't go into pvp without it. It's almost like something that removes 5 negative effects, has a huge radius and can heal others in the area is in fact, quite strong and worthy of the cost. I don't have issues purifying with my stamplar, perhaps it's a L2P issue.

    As far as your final point goes, that's why I said it could be an issue. Every skill and proc set should be able to crit in my opinion, however potl already does a bunch of damage. The scaling could be too high.

    It seems like this entire post of yours is a L2R issue.
    Edited by FrankonPC on October 21, 2019 5:50PM
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    Just soo were clear nobody, not a single soul, cared about ritual until single target DoTs got buffed up and there was actually a reason to purge.

    We dont really know whats planned for next patch and as we can clearly see meta does change. Before we cry for unreasonable nerfs lets see whats in store for next patch. Lets be real it took alot of the other classes to take some colossal nerfs and for other world abilities to get insanely buffed for templars to be a desirable class.
  • Drdeath20
    Drdeath20
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    The only thing OP about templars was living dark. Everything else falls in line with other classes. Its just that templars better fit the meta and that is easily changed.
    Edited by Drdeath20 on October 21, 2019 6:14PM
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    FrankonPC wrote: »
    I'm gonna just stop you at point # 1.

    I go on to talk about the dk passive as well, so maybe instead of stopping me you can just continue to read. The point still stands that both purifies snare due to the passive. I contend that the damaging one should only snare.

    Templars DO have mobility in and out of combat with mist form and race against time. Race has now made it possible for every class to be mobile. Templars now have a fully functioning gap closer with toppling charge. The day of immobile classes has been gone since Race against time got buffed. It is patently absurd to claim that any class currently lacks mobility.

    However, to your point, there is nothing wrong with templars having some skills that snare. I didn't say remove it from all skills, it would still be on reflective light. I also have no problem with adding a snare to a skill like blazing spear. Mag dks and magdens are also "immobile" classes and their snare kits are not nearly as effective as templars, and they have to build more into theirs for similar benefits. Snares should be utility skills, not passively built into everything you do.

    I'll stop you at your second point:

    Purify costs 5k magicka, yet every templar wouldn't go into pvp without it. It's almost like something that removes 5 negative effects, has a huge radius and can heal others in the area is in fact, quite strong and worthy of the cost. I don't have issues purifying with my stamplar, perhaps it's a L2P issue.

    As far as your final point goes, that's why I said it could be an issue. Every skill and proc set should be able to crit in my opinion, however potl already does a bunch of damage. The scaling could be too high.

    It seems like this entire post of yours is a L2R issue.

    I did read the whole post, hence why I gave an opposition to all of your points and not just #1. The Templar passives snare within its skill line ground AOE's due to the old "house" design by Wrobel. It has since changed with ZOS's direction of fast paced and mobile gameplay. Templars were just left behind in that aspect. Also, because it is a Ground AOE, I fail to see your point. You can't place it where you're not at as an attempt to snare a kiting player. Aside from that point, 80% of combat you are not sticking around inside your cleanse radius unless you're turtling or have no where to kite to for LOS. This, you are losing a majority of the healing ticks AND your Snare isn't following you.
    I did not say anything about not having access to RaT. You are the one that clearly does not read well. I stated that Templars do not have built in class mobility via speed boost, repositioning skills or escape tools. That being said, I recant and edit. Templars have living dark and hasty prayer. Both of which Templars either hate or do not use.
    Dks get wings for 50% reduction on ranged abilities and Major mending that can reset a fight and an undodgeable and unlockable CC+Root.
    Wardens have shimmering shield that reflects projectiles and Major Expedition on demand.
    Sorcs have shield and streak (and pets for LOS).
    NBs have cloak and shade.
    Those are all built in utilities to their respective class.
    As for purify, all classes have it. Some built in to class like warden and Necro, but all have it from alliance war skill line. The only reason now versus before a Templar would bring cleanse is because of DoT meta.
    And I didn't say I had issues with cleanse on my stamplar. I said it's harder to manage on stamina templat on comparison on cost to use ratio. When a player can apply 5+ effects for less than the cost of one cleanse.
    PoTL doesn't do as much damage as people complain about on the forums. As many have pointed out, its damage is double mitigated and with next patch it's losing the ability to store damage from all sources.
  • Nordic__Knights
    Nordic__Knights
    ✭✭✭✭✭
    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.

    Also, since you seem to pay more attention to recaps than actual gameplay, what is the highest PoTL you have been hit with? Does it ever exceed Cfrag or Spectal Bow?
    Because I personally, have never had a PotL hit me for more than 6k in my recaps....
    I'll wait...

    as its not used often i cant give you an number for it and i dont hold on to re-caps or when it is applied to myself i cloak through it and reset so again cant give number but once it becomes live im sure lots will use ill try to get you numbers then but i cant say it will kill me as its visual is way more than a buff tracker would ever be needed tbh
    It well hit me harder than C frag for sure thats an easy roll dodge and a miss and bow lol lol i dont run in groups so getting 5 light attacks to get it to proc GL so again there dont see lots of it when another nb attacks it 85% surprise attack spam
    My pain points in pvp is MAGSORC and magdk rest really dont bother me much outside of getting 4-6 jumping me

    Okay, so then why did you hop on the NerfTemplar bandwagon all of a sudden? You're in nearly every recent Nerf Templar thread defending said nerfs...yet you just stated that:
    1. PotL is not used often.
    2. Templars are not your pain points.

    Edited for further clarification. PotL IS used that often, by 95% of Stamina Templars. Why? Because Stamina Templars cannot, and don't rely on just Jabs for burst. What other skills in Templar kit can they rely on for burst? Javelin?-No. Toppling?-No. Blazing Spear?-No. Blazing Shield?-No while laughing.
    All other forms of burst/pressure with Stamina Templar is DoT's from Weapon Skill lines - which have been nerfed.

    Also, the reason you believe PotL is not widely used is because it's not on your death recaps, usually. The reason is because it's not that strong. Stamina Templars generally finish with DB/Onslaught into Executioner while weaving in Jabs as pressure.

    1) why did i start on the bandwagon oh idk maybe because the players behind templars likes to attack and disrespect everyone that says anything about them see point is i posted my 1 comment to just simply show something to be called an lier while 4 or 5 then need to L2P when post wasn't even mine then someone wants to go to their Trophy Room of eso videos and try to use an video of someone jumping around as it means something because they got an kill an kill that they worked hard for the whole time why player just jumped around never attacking and every templar in the chat jumped for joy because of it then moved on to attack me in more personal ways all because someone showed an picture that goes against what they want to be let out in the community because they can't have their be loved templar get changed then they couldn't 1 button god mode anymore just i know the players from ps4 and how they play funny because i KILL them daily 1v1 up to 1v9 ive taken keeps 3v24 with camp we freely let them use because it was just more free AP what 98% of players are and ive done it more then once in ALL 12k hrs i played ive been emp 16xs and other then maybe 5 players besides my kids i dont nor wont group with any of them why because i dislike people plan and simple theres your reason why hope you like knowing that not everyone you disrespect here is an nice person thats going to bow down and be the *** because your tough behind an keypad
    Oh and dtw the picture was from fighting 8 dc players at roe why AD was inside flipping flags yes i was holding them in NE tower where i had killed 13 players while having 6 left before dying
    Edited by Nordic__Knights on October 21, 2019 8:00PM
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.

    Also, since you seem to pay more attention to recaps than actual gameplay, what is the highest PoTL you have been hit with? Does it ever exceed Cfrag or Spectal Bow?
    Because I personally, have never had a PotL hit me for more than 6k in my recaps....
    I'll wait...

    as its not used often i cant give you an number for it and i dont hold on to re-caps or when it is applied to myself i cloak through it and reset so again cant give number but once it becomes live im sure lots will use ill try to get you numbers then but i cant say it will kill me as its visual is way more than a buff tracker would ever be needed tbh
    It well hit me harder than C frag for sure thats an easy roll dodge and a miss and bow lol lol i dont run in groups so getting 5 light attacks to get it to proc GL so again there dont see lots of it when another nb attacks it 85% surprise attack spam
    My pain points in pvp is MAGSORC and magdk rest really dont bother me much outside of getting 4-6 jumping me

    Okay, so then why did you hop on the NerfTemplar bandwagon all of a sudden? You're in nearly every recent Nerf Templar thread defending said nerfs...yet you just stated that:
    1. PotL is not used often.
    2. Templars are not your pain points.

    Edited for further clarification. PotL IS used that often, by 95% of Stamina Templars. Why? Because Stamina Templars cannot, and don't rely on just Jabs for burst. What other skills in Templar kit can they rely on for burst? Javelin?-No. Toppling?-No. Blazing Spear?-No. Blazing Shield?-No while laughing.
    All other forms of burst/pressure with Stamina Templar is DoT's from Weapon Skill lines - which have been nerfed.

    Also, the reason you believe PotL is not widely used is because it's not on your death recaps, usually. The reason is because it's not that strong. Stamina Templars generally finish with DB/Onslaught into Executioner while weaving in Jabs as pressure.

    1) why did i start on the bandwagon oh idk maybe because the players behind templars likes to attack and disrespect everyone that says anything about them see point is i posted my 1 comment to just simply show something to be called an lier while 4 or 5 then need to L2P when post wasn't even mine then someone wants to go to their Trophy Room of eso videos and try to use an video of someone jumping around as it means something because they got an kill an kill that they worked hard for the whole time why player just jumped around never attacking and every templar in the chat jumped for joy because of it then moved on to attack me in more personal ways all because someone showed an picture that goes against what they want to be let out in the community because they can't have their be loved templar get changed then they couldn't 1 button god mode anymore just i know the players from ps4 and how they play funny because i KILL them daily 1v1 up to 1v9 ive taken keeps 3v24 with camp we freely let them use because it was just more free AP what 98% of players are and ive done it more then once in ALL 12k hrs i played ive been emp 16xs and other then maybe 5 players besides my kids i dont nor wont group with any of them why because i dislike people plan and simple theres your reason why hope you like knowing that not everyone you disrespect here is an nice person thats going to bow down and be the *** because your tough behind an keypad

    Honestly, all I got from that long statement was terrible punctuation and a laughable rant caused by being triggered over a video game. I called out your statement long before the video was made public. You try and try to defend yourself, but only end up looking more foolish. You've made zero tangible arguments against "all these Templars" as to why they are "OP" and provided little proof that is less than "big picture".
    The reason that "Templars" have started "attacking" you is because you have erroneously called for unjustified nerfs to a class that simply out-played you during a Dot-Meta patch that had no business even being implemented to the game.

    There's an old saying..."Think before you speak..." that I believe many people these days don't hear to often, nor would even understand the meaning. If you say something with little to no merit in a public setting, be prepared to face an opposition.
  • Nordic__Knights
    Nordic__Knights
    ✭✭✭✭✭
    FrankonPC wrote: »

    In my opinion there are two(maybe 3) issues with templars that need to be adjusted:

    1. Their snare kit is the best in the game. Everything a magplar does passively snares you in place. If you wanted to play a snare warden or run snares on a dk you have to build into it more than they do. Extended ritual being a good heal with a great radius, purifying 5 dots AND snaring is really strong. My solution: take away the snare on extended, but keep it on the purify that does damage. Also take away the snare on sweeps, with toppling charge actually working well, it's no longer needed. The jab spam snare at one point was a must for templars in my opinion because landing jabs and sweeps was difficult due to the hit box. I don't think that's the case anymore.

    Edit: I know that people are going to mention dk's having passive snares as well, but a dk doesn't have an aoe 12 meter radius snare. It's also only for 3 seconds, not the entire duration of a purify.

    2. The bubble is an atrocious mechanic. Coming from a player that has played the class and fought against it, it is extremely powerful. While running a 3 man group in the sewers during the event we could not get run down if i had bubble on and I was body blocking my group. Too many people were getting locked in place temporarily, allowing us to move wherever we want. In an outnumbered fight as a non-magplar, you have to focus the other team's templars or else they will keep their group healed to full. So you focus the guy with the bubble and then get rooted in place because you HAVE to take them out in order to win the fight. As I said, I know it's becoming a snare, but refer to #1. There's no need for this skill to snare when it provides a nice heal. I liked the way the old bubble and eclipse worked personally, and the mini eclipse being like a curse was really nice. Templars already have toppling charge and javelin, how many roots and ccs are needed? If you want to add snares to their kit, add them in the same way mag dk has them or magden, expensive utility skills.

    3. I like the potl/purifying light changes but it the skill being able to "could" be too strong. It's definitely something I'll be testing in open world once the patch drops.

    outside of that...their damage is fine and I'm ok with the healing and purifies. A lot of what the templar can do currently in scalebreaker will be scaled back because of dots getting nerfed.

    I'm gonna just stop you at point # 1.

    The Snare is not part of Extended Ritual....why do people keep thinking this?? The Snare comes from the Passive ability Sacred Ground, which on PTS/Dragonhold snares anyone inside of the radius for 30% movement speed (unless you run Snare Immunity).
    Also, the heal ticks every 2 seconds, opposed to other HoTs that tick per second. The skill also cost over 5K to use and does not prioritize negative effects. Which translates to a Templar needing to recast 2-3 times to completely purge all effects active over 60% of the time in battle in PVP. Even harder for a Stamina Templar with a 10-12K Mag pool
    To add, Templars also do not have "escape" tools or speed buffs to add to mobility in and out of combat - Hence the snares.

    Bubble, most Templars don't even like it. Also, plenty of bugs have been pointed out with it to ZOS Devs and nothing has been done.

    For the final time, for those who do not understand PoTL. It has been changed to store ONLY the caster's damage. Why shouldn't a delayed burst ability not be able to Crit? Spectral Bow can crit, Bound Armaments (new) can Crit, Snipe can Crit, Shalks can Crit...the list goes on. If you can't play against it, then L2P. If you have PoTL on you, you should have your debuff timer on and pop your heals before it goes off.

    Can you say that to console players who don't have buff timers just an effect picture or only PC matter i dont know xbox buff/ debuff tracking but tbh it criting doesn't get to me because as you said other skill do and PoTL can be removed or nb can cloak it and get away
    Mobility templar can have great mobility if built for same as other classes have to build for things so everything having an snare or stun added with it is BS now
    All skills going to cost an ass load not just 1 templar skill so we'll leave that alone but area of aoe / with snare too 😆 😆 youd think they didn't have damage to fight with but they do seen by the fact they can PoTL/cap/sweep or jab x X (burning light proc)X till dead or stun ends then its javelin to cap and everything repeats.

    Also, since you seem to pay more attention to recaps than actual gameplay, what is the highest PoTL you have been hit with? Does it ever exceed Cfrag or Spectal Bow?
    Because I personally, have never had a PotL hit me for more than 6k in my recaps....
    I'll wait...

    as its not used often i cant give you an number for it and i dont hold on to re-caps or when it is applied to myself i cloak through it and reset so again cant give number but once it becomes live im sure lots will use ill try to get you numbers then but i cant say it will kill me as its visual is way more than a buff tracker would ever be needed tbh
    It well hit me harder than C frag for sure thats an easy roll dodge and a miss and bow lol lol i dont run in groups so getting 5 light attacks to get it to proc GL so again there dont see lots of it when another nb attacks it 85% surprise attack spam
    My pain points in pvp is MAGSORC and magdk rest really dont bother me much outside of getting 4-6 jumping me

    Okay, so then why did you hop on the NerfTemplar bandwagon all of a sudden? You're in nearly every recent Nerf Templar thread defending said nerfs...yet you just stated that:
    1. PotL is not used often.
    2. Templars are not your pain points.

    Edited for further clarification. PotL IS used that often, by 95% of Stamina Templars. Why? Because Stamina Templars cannot, and don't rely on just Jabs for burst. What other skills in Templar kit can they rely on for burst? Javelin?-No. Toppling?-No. Blazing Spear?-No. Blazing Shield?-No while laughing.
    All other forms of burst/pressure with Stamina Templar is DoT's from Weapon Skill lines - which have been nerfed.

    Also, the reason you believe PotL is not widely used is because it's not on your death recaps, usually. The reason is because it's not that strong. Stamina Templars generally finish with DB/Onslaught into Executioner while weaving in Jabs as pressure.

    1) why did i start on the bandwagon oh idk maybe because the players behind templars likes to attack and disrespect everyone that says anything about them see point is i posted my 1 comment to just simply show something to be called an lier while 4 or 5 then need to L2P when post wasn't even mine then someone wants to go to their Trophy Room of eso videos and try to use an video of someone jumping around as it means something because they got an kill an kill that they worked hard for the whole time why player just jumped around never attacking and every templar in the chat jumped for joy because of it then moved on to attack me in more personal ways all because someone showed an picture that goes against what they want to be let out in the community because they can't have their be loved templar get changed then they couldn't 1 button god mode anymore just i know the players from ps4 and how they play funny because i KILL them daily 1v1 up to 1v9 ive taken keeps 3v24 with camp we freely let them use because it was just more free AP what 98% of players are and ive done it more then once in ALL 12k hrs i played ive been emp 16xs and other then maybe 5 players besides my kids i dont nor wont group with any of them why because i dislike people plan and simple theres your reason why hope you like knowing that not everyone you disrespect here is an nice person thats going to bow down and be the *** because your tough behind an keypad

    Honestly, all I got from that long statement was terrible punctuation and a laughable rant caused by being trigered over a video game. I called out your statement long before the video was made public. You try and try to defend yourself, but only end up looking more foolish. You've made zero tangible arguments against "all these Templars" as to why they are "OP" and provided little proof that is less than "big picture".
    The reason that "Templars" have started "attacking" you is because you have erroneously called for unjustified nerfs to a class that simply out-played you during a Dot-Meta patch that had no business even being implemented to the game.

    There's an old saying..."Think before you speak..." that I believe many people these days don't hear to often, nor would even understand the meaning. If you say something with little to no merit in a public setting, be prepared to face an opposition.

    No i believe your the one that started in over the fact that Google translate doesn't put in punctuation when it types out what it hears you say as ive said before English aint my 1st language so i use it here to speak yes i can go back and add EVERYTHING to make it look good but you going to grade it and give an award for it NO so why and your right i haven't yet put info out in the best way as 1 this aint my post just help the OP since he starts an post but never response to thing ya i can give more facts but as ive said elsewhere ill do that my way here shortly because remember im not good at game nor understand it 😆 😆 😆 😆 time to brush off the dirt from my templar and become good since templar just so OVERWHELMING even bad players out there killing EVERYTHING
    Edited by Nordic__Knights on October 21, 2019 8:16PM
  • Rahar
    Rahar
    ✭✭✭✭
    I'm just going to use this thread to air my opinions of templar, because I don't really want to read more than 1 pages of comments to get the gist of what everyone's saying. I did read one, though.

    It seems a lot of people are giving the usual polarized l2p + "nerf this NOW" responses. I, however, being the benevolent saint I am (and indeed, humble), have a solution that might solve both of these issues...

    If you ask me, the core of the problem of magplar (and yes, templar in general) is the overloaded nature of the abilities. Ritual is a prime example. Snare, GREAT healing, synergies, and purging all in one pretty """affordable""" ability. Jabs/sweeps, with the snare, the proc of the passive, the protection, and the healing, are another one of these offending overloadeds. The gap closer, too. What this turns into is a class that can do a lot without doing much at all, e.g., block healing through a full burst rotation, or having a large amount of damage in just a few button presses with no real lining up or timing needed, or stunning on cooldown as a natural part of your damage rotation when other classes need to focus on doing so. But I digress...

    What we should do is shuffle some of those effects on the less-used skills of the templar kit. I'm no templar player, but I know you guys, like every other class, have some abilities you never use. With that being said, I can't offer any meaningful examples, but that should get the thinkers thonking, at the very least.
    NeRf MaGsOrC
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    This thread is nowhere fast!
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