Assuming none of these change dramatically I feel like templar and dragon knight should be switched. Given part of dragon knight's class kit is rocks. getting a ton of armor but making yourself less mobile would actually kind of make sense for them, while templars theming is very crusader/paladin which should feel confidant wading into hordes of enemies like the current DK one would do.
Templar already has two skills that increase in potency depending on the number of enemies around (Everlasting Sweep and Sun Shield). It's baffling they would give this to DKs, which only use this mechanic for the Magicka return on the Draw Essence morph.
That said, everything except Arcanist is hopelessly overdesigned. Which is a result of the other classes not having proper mechanics. I was hoping they would bring them up to par with Arcanist this patch, but alas ...
TheGodlyImage wrote: »MashmalloMan wrote: »
They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...
Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?
god like shut up..
Templar mod, 33k resists, there is no way that this will go live. This will be extremely OP in PvP. On top of that it could be used offensively on a Bash build.
Mark my words there is no way that this will go live. If it does, it will be clear that devs do not PvP.
JerBearESO wrote: »Templar mod, 33k resists, there is no way that this will go live. This will be extremely OP in PvP. On top of that it could be used offensively on a Bash build.
Mark my words there is no way that this will go live. If it does, it will be clear that devs do not PvP.
Holy crap bash build gonna look goooood. It's OP so it WILL go live
alexj4596b14_ESO wrote: »
This is a problem with all the older classes. They all need to look at the way Arcanist is designed from a synergistic point of view. Every ability in arcanist skill line somehow synergizes with its other skills or passive. Not saying all classes should be like arcanist at all each class should be unique but like, the reason the other classes have these issue is because the synergistic effects just aren't there. Not really. Don't even get me started on sorc.
TybaltKaine wrote: »Warden is probably the most overtuned here. DK is a close second. NB stinks, Sorc is pet dependent, Templar is jabs on skooma, Necro relies on broken corpse mechanics and Arcanist does literally nothing most Arc skills don't already do.
All told, this is a mixed bag, but Warden and DK have it the best by far.
James-Wayne wrote: »I just think its funny that Templar is the only class to get a negative effect to the scripts... like what happen in the board room when they came up with these options like what really happened?!?
Ive been a Templar for 10 years but over the last few years I just havent had as much fun as I use to with Templar.
James-Wayne wrote: »I just think its funny that Templar is the only class to get a negative effect to the scripts... like what happen in the board room when they came up with these options like what really happened?!?
Ive been a Templar for 10 years but over the last few years I just havent had as much fun as I use to with Templar.
And still the Templar script is by far the strongest one.
Even with the snare that number of resistance is at least 25k higher than what it should be to be balanced at all.