L 2 P
The biggest headache is players who don't want to learn how to counter a class
Get out of their house if you don't want to be snared. period.
player snares were nerfed this patch if you nerf templar snares because of magplar then you kill off stamplar
L2P they're not that bad
FearlessOne_2014 wrote: »
already took Eclipse off my bar because they nerfed the root into a snare.
sweeps are good now, used to slow on last hit, finally logic hit them and they put it on the first hit.
sun fire agree, i cared on it to be a ranged dot, never needed a snare here, but maybe for ranged builds.
sacred ground is debatable, nobody fights in the same area in pvp, and 30% slow is very small.
L 2 P
The biggest headache is players who don't want to learn how to counter a class
Get out of their house if you don't want to be snared. period.
player snares were nerfed this patch if you nerf templar snares because of magplar then you kill off stamplar
L2P they're not that bad
L 2 P
The biggest headache is players who don't want to learn how to counter a class
Get out of their house if you don't want to be snared. period.
player snares were nerfed this patch if you nerf templar snares because of magplar then you kill off stamplar
L2P they're not that bad
I dont see any of those effecting stamplar except for sacred ground, but I doubt that will hurt stamplar. We need some more diverse things in the templar kit. Stamplar in particular lacks a class defining defense.
Sigh magplar is kinda falling behind as it is right now and still you wanna nerf it?
xenowarrior92eb17_ESO wrote: »tbh im ok with the current snares on templars...EXCEPT for the one on the sacred ground...that one is unacceptable since its a huge radius and u can easily recast it all the time...thus rendering ganks useless on mele and those who try to run away cant...nbs cant cloak out...so this needs to go...snares LIKE ALL OTHER CLASSES should be bounded to a direct attack not a damn AOE ability...
SidewalkChalk5 wrote: »LMFAO @ some of these reactions. I main Magplar, and I play Magplar almost exclusively in both PvE and PvP. Anybody with an IQ above room temperature can easily see that these are buffs. The idea is to reduce redundancy (because snares don't stack), and replace them with better effects for Templars to use in combat. My suggestions would give Sun Fire a small damage bump, add resource drain to Eclipse, and improve mobility within the Templar's "house". If you're calling these "nerfs", you're the one who needs to "L2P".
Uhh secret request to overbuff templar with the guise of a nerf?
They are running right now even without nerfs to snares cause any decent stamina player have something with snare removal slotted.L 2 P
The biggest headache is players who don't want to learn how to counter a class
Get out of their house if you don't want to be snared. period.
player snares were nerfed this patch if you nerf templar snares because of magplar then you kill off stamplar
L2P they're not that bad
I dont see any of those effecting stamplar except for sacred ground, but I doubt that will hurt stamplar. We need some more diverse things in the templar kit. Stamplar in particular lacks a class defining defense.
players with high movement speed are gonna run circles around stamplars and landing jabs will be a joke.
Lol are you seriously implying that you can match stamden's damage output speed and survivability on your magplar?leepalmer95 wrote: »