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New taunt added to templar charge

Corvidia
Corvidia
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Please, please, please take the taunt off at least one of the morphs for the Templar's charge. Tanks in the public test forum have said they don't like the ability because it takes them away from the rest of their players. As a non-tank, with three (three!) separate templar characters (what can I say, I love them, especially for their (old) charge), this change totally eviscerates my play style. All my damage dealing templars use it to always be in the thick of the action. Now they are constrained to run after the boss as opposed to charging over.

You said in the notes that this was not a high damage ability which of course is true, but you're missing the point, it is a great movement ability. You could reduce the damage, take away the AOE, take away the stun (though I hope you don't) and I would still have it on my bar. Templars should be in the thick of things and this ability is how we got there.
  • Taril
    Taril
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    Yeah, even as a Tank player, it's a questonable addition since well... You're still going to slot Pierce Armor because Templar doesn't have access to Major Breach (Also Minor Breach to boot) in their kit. Heck, even if Templar did have Major Breach in their kit, there's still Inner Beast for Minor Maim and Minor Vulnerability (Though they DID just get Minor Maim in their kit finally).

    Like, the extra duration on the Major Protection is nice... But Taunts have to compete with the utility that Pierce Armor and Inner Beast have in which party utility (In the form of Breach, Maim and Vulnerability) outweigh the personal survivability from Major Protection.

    With the secondary Taunt aspect, being that it's not very good for picking up stragglers unlike Silver Leash, Leashing Soul or Leashing Throw which pulls the target to you (While Inner Beast, Frost Clench and Goading Throw all provide ranged taunts to bring enemies over to you)

    Then on top of that, is the use of such a skill in non-Tankplar builds where Taunts are a no-go yet the skill still has validity for mobility (As well as its control aspect with the stun/interrupt/off balance)
  • Alarra
    Alarra
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    Yeah, this really messed up my playstyle and is frustrating. I'm a bow/dual wield stamina DPS and relied on Toppling Charge for multiple things: stunning, interrupt, and fast movement to an enemy (I use it when entering a fight, jumping from enemy to enemy to be in the thick of the action, follow fast enemies like Cartoklept, move quickly through bad terrain, jump up small ledges). It was especially handy since it's my only magicka ability so I could use that about anytime when I had low stamina.

    Now giving it a taunt makes it worthless to DPS and I can't find a suitable replacement skill, and it's especially frustrating since I'm really not into builds and struggle with change and have been playing this way for years. I can interrupt by bashing... but only if I'm close, and it takes stamina. I don't see any other weapon or Templar class abilities that stun, and with Scribing I can add stun or interrupt, but not at the same time. And nothing else gives me the ability to jump around without stamina which was my main use.

    I've never seen any tanks use the charge either. If it were something that they already use, giving them a taunt might be a nice bonus - but they're already using other taunt skills. It just feels more like a DPS ability to me than a tank one.
    Edited by Alarra on November 14, 2024 1:29AM
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  • TechMaybeHic
    TechMaybeHic
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    Seems odd as gap closers tend to be fir aggressive, offensive play. I get the protection on it to make you a little less vulnerable extending but kind of weird to taunt which draws enemies to after spending to effort to get to the enemy
  • mmtaniac
    mmtaniac
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    They should add prefix to this ability that add taunt if you have 30k hp minimum but below 30k you have minor vulnerability.
  • tsaescishoeshiner
    tsaescishoeshiner
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    mmtaniac wrote: »
    They should add prefix to this ability that add taunt if you have 30k hp minimum but below 30k you have minor vulnerability.

    Or, make it only on one morph.
    PC-NA
    in-game: @tsaescishoeshiner
  • mdjessup4906
    mdjessup4906
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    As a tank I can think of a few places where a taunt like this could be nice, if not especially necessary, but for the vast majority of the time it's literally the worst option.

    Just make one morph a taunt and give the other one back to the dps. We absolutely don't need to give them any more excuses for not interrupting *** when they're supposed to.
    Edited by mdjessup4906 on November 14, 2024 8:16PM
  • ViggyBoi
    ViggyBoi
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    Were DPS actually using this skill? Honestly while I thought the changes to Charge weren't exactly what tankplars needed, though the increase in major protection is nice, this skill really didnt do anything else damage wise. Its expensive relative to what it does, and yeah it interrupts but its not like its a great interrupt. If you are a melee build you are going to be in bash range anyway and if you need to stay in mid to long range then there are ranged interrupts that you could slot instead.

    For solo and PVP the taunt addition just doesnt matter, and the major prot is a straight up buff, but in actually group content, one of the morphs has CC which you dont want to trigger so the tank can leash, and the other morph again is more expensive and doesnt really do much in an actual rotation. Its got utility sure but is the utility really worth slotting? That was the issue in the first place, this skill not bringing enough to the table to be worth slotting. Maybe I'm just out of touch but ive got two plars, a DPS and a tank, and its only until recently Ive even considered maybe trying out explosive charge on my tank.
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