Erickson9610 wrote: »I think in general, pureclass Templar doesn't do much for damage dealers, and in my use case, it heavily emphasizes a tankier spec. I'd probably subclass if I wanted a more damage dealer oriented spec.
Sustain is rough, and a lot of the time the class just doesn't feel as impactful as most others. Not quite good enough to tank, and there's other healers that provide better buffs. Fights in ESO are too mobile to have this 'stand in a small circle' type of gameplay too. I hope the refresh steps away from that.
Sustain is rough, and a lot of the time the class just doesn't feel as impactful as most others. Not quite good enough to tank, and there's other healers that provide better buffs. Fights in ESO are too mobile to have this 'stand in a small circle' type of gameplay too. I hope the refresh steps away from that.
From a PvP perspective nothing has really changed IMO. Though it depends on the build.
I have 9 PvP templars and I can tell you that the masteries in templar were at least better than NB, but templar's main problem isn't a stat-based issue.
Sure I can go over 9000 WD/SD, but it doesn't actually matter this patch and won't matter for a while (at least in PvP) because of a few things:
1. Templar as a class is bad, we'll expand on that with the other points
2. Templar lacks skills actually work slotting
I don't know about the other templars, but when I play the class my bar does not have many templar skills and never all templar skills. Aside from jabs which is usually on the bar just because it's AoE, there isn't a templar skills I have consistently slotted or a skill line I am not willing to give up for subclassing. That's because the skills aren't really worth slotting versus what I could be slotting.
Templar still lacks a slottable skill that provides major crit or another buff worth having -- just like nEcro, and forcing me to run potions, magelight/camo hunter (that are still 1 bar for some reason that escapes common sense by now), or other skills I don't want to slot means I have to waste a slot for at least 1 useless skill (or take a useless action) where I wouldn't be on warden, NB, sorc, DK, arcanist (at least they get major brutality/sorcery with a slot table). sun fire and it's morphs have no combat utility in PvP due to the overnerfing of DoTs and fact that they can be easily dodged anyway. It's a bad skill and I dont' think anyone uses it really in PvE either
This is something ZOS could have addressed easily without reworking the classes, but for some reason refuses to do so for templar and necromancer. And this slottable major savagery thing is an example of what I mean by ZOS not bringing universal options up to date and providing at least a proper stop-gap for the classes that aren't being reworked
3. Templar heals falling behind other options ZOS compares them to
A class that used to be defined by healing is outperformed by nearly every other class in the game except only one skill in the class: extended ritual. I heal in PvP all the time, and I'm not joking -- I only slot extended ritual on my templars, if I even slot that. On a class that used to be defined by healing, I'm not slotting the heals provided by the class because they fall behind subclassed heals, and they also fall behind even scribed heals. There is nothing unique or purposeful about templar healing and hasn't been for a long while. The masteries do not properly address this because you only get two options, and even if you did get to slot all of them that isn't really enough to bring these skills into line when they aren't worth slotting.
^ That right there is reality, and exactly why I oppose the idea of ZOS attempting to pigeonhole templar into healing/tanking when the class is actually one of the worst ones to choose in PvP right now. I don't want to be pigeonholed into a role the class currently sucks at versus every other option. At least Necro has the revive ult, and arcanist provides group shields.
The lack of a self-only burst heal is a nice triple slap if you're pure classing and have tried other options subclassing that provides one. I honestly cannot understand the logic here: the dev team wants the class to be a group healer or buff support, and it sucks at it on every level versus every other option and lacks anything unique.
And that armor buff idea they are trying to push is not a solution, it's just a nerf to templars that didn't ask for it.
4. Templar damage options, that is the skills that do damage are lackluster and also not worth slotting in a PvP context
I don't think I need to even explain this one. I am sure EVERYONE that plays templar knows what I mean. How many of you really slot anything from Dawn's Wrath after all the nerfing they've done? Maybe Living Dark and the Nova; maybe Piercing Javeling and it's morphs. But Living Dark isn't a damage skill, and Nova is an ult. The skills aren't worth slotting!
Wow, what a strange thing to have to say AGAIN about the class. Too many skills aren't worth slotting which leads me to go to the final point that I think I've already said before on these forums regarding templar (and necromancer):
TLDR: Templar has not identity and excels at absolutely nothing any other class couldn't do better. The masteries do nothing to address them because the class' issues lies in it's terrible skill lines that have little to nothing to offer v. subclassing and scribing.
You can get hugeeeeeeee weapon and spell damage, but you have no real skills to actually exploit and make use of it. In exchange for the stat boost you give up TOO MUCH POSSIBILITY that you gain from subclassing. You lose the ability to sustain, flexibility, a self-only heal, superior group healing, buff uptimes, and all-roundedness that isn't possible on the current templar class due to a lack of skills that do anything other than fill up space in the skill line.
Because let's be honest, if you're a templar you aren't slotting most of those skills. And it's because they are lackluster versus even weapon skill lines. I even slot bloodthirst over jabs because at least I can cancel it better and use it as my only spammable skill in PvP and kill people and it has a built in execute.
Jabs is subject to major evasion and minor evasion, which makes it not only worse on paper than blood thirst, but far worse in reality. And it's not like it has a proper snare to stop anyone from just walking away from it or utilizing speed to drop the damage off.
And jabs also needs a target search before it applies damage, which translates into a delay, that can be used to avoid damage or force misses if the person your are fighting (or if you've seen me and you use jabs you know you never damage me and it's all missing constantly, here's some knowledge dropping). This makes jabs not only inferior to weapon options, but completely useless depending on the situation.
And when it's one of the few slottable options that a pure class templar has, is it any wonder that the pure class feels like a joke in PvP and falls behind no matter what?
Why would I even play templar versus any other class right now? I literally feel like it's just like necro with a different paint coat, and slightly better only because of toppling charge, living dark, javelin, and cleansing ritual . The only 4 skills worth slotting, though even those aren't consistently worth it.
And some might call that identity, but when the entire class is defined by "maybe" slotting 4 skills, I think it's a problem. I think it's a problem because those 4 skills don't exist in the same skill lines and mean that the other skill lines aren't worth keeping if you can give them up 1/2 the time or more.
And another skill line, no matter which one, offers more than those skills do meaning that it simply isn't worth keeping those skill lines versus subclassing; and it isn't worth pure classing.
But ZOS doesn't care and most players don't either. That's why I just fire siege.
From a PvP perspective nothing has really changed IMO. Though it depends on the build.
I have 9 PvP templars and I can tell you that the masteries in templar were at least better than NB, but templar's main problem isn't a stat-based issue.
Sure I can go over 9000 WD/SD, but it doesn't actually matter this patch and won't matter for a while (at least in PvP) because of a few things:
1. Templar as a class is bad, we'll expand on that with the other points
2. Templar lacks skills actually work slotting
I don't know about the other templars, but when I play the class my bar does not have many templar skills and never all templar skills. Aside from jabs which is usually on the bar just because it's AoE, there isn't a templar skills I have consistently slotted or a skill line I am not willing to give up for subclassing. That's because the skills aren't really worth slotting versus what I could be slotting.
Templar still lacks a slottable skill that provides major crit or another buff worth having -- just like nEcro, and forcing me to run potions, magelight/camo hunter (that are still 1 bar for some reason that escapes common sense by now), or other skills I don't want to slot means I have to waste a slot for at least 1 useless skill (or take a useless action) where I wouldn't be on warden, NB, sorc, DK, arcanist (at least they get major brutality/sorcery with a slot table). sun fire and it's morphs have no combat utility in PvP due to the overnerfing of DoTs and fact that they can be easily dodged anyway. It's a bad skill and I dont' think anyone uses it really in PvE either
This is something ZOS could have addressed easily without reworking the classes, but for some reason refuses to do so for templar and necromancer. And this slottable major savagery thing is an example of what I mean by ZOS not bringing universal options up to date and providing at least a proper stop-gap for the classes that aren't being reworked
3. Templar heals falling behind other options ZOS compares them to
A class that used to be defined by healing is outperformed by nearly every other class in the game except only one skill in the class: extended ritual. I heal in PvP all the time, and I'm not joking -- I only slot extended ritual on my templars, if I even slot that. On a class that used to be defined by healing, I'm not slotting the heals provided by the class because they fall behind subclassed heals, and they also fall behind even scribed heals. There is nothing unique or purposeful about templar healing and hasn't been for a long while. The masteries do not properly address this because you only get two options, and even if you did get to slot all of them that isn't really enough to bring these skills into line when they aren't worth slotting.
^ That right there is reality, and exactly why I oppose the idea of ZOS attempting to pigeonhole templar into healing/tanking when the class is actually one of the worst ones to choose in PvP right now. I don't want to be pigeonholed into a role the class currently sucks at versus every other option. At least Necro has the revive ult, and arcanist provides group shields.
The lack of a self-only burst heal is a nice triple slap if you're pure classing and have tried other options subclassing that provides one. I honestly cannot understand the logic here: the dev team wants the class to be a group healer or buff support, and it sucks at it on every level versus every other option and lacks anything unique.
And that armor buff idea they are trying to push is not a solution, it's just a nerf to templars that didn't ask for it.
4. Templar damage options, that is the skills that do damage are lackluster and also not worth slotting in a PvP context
I don't think I need to even explain this one. I am sure EVERYONE that plays templar knows what I mean. How many of you really slot anything from Dawn's Wrath after all the nerfing they've done? Maybe Living Dark and the Nova; maybe Piercing Javeling and it's morphs. But Living Dark isn't a damage skill, and Nova is an ult. The skills aren't worth slotting!
Wow, what a strange thing to have to say AGAIN about the class. Too many skills aren't worth slotting which leads me to go to the final point that I think I've already said before on these forums regarding templar (and necromancer):
TLDR: Templar has not identity and excels at absolutely nothing any other class couldn't do better. The masteries do nothing to address them because the class' issues lies in it's terrible skill lines that have little to nothing to offer v. subclassing and scribing.
You can get hugeeeeeeee weapon and spell damage, but you have no real skills to actually exploit and make use of it. In exchange for the stat boost you give up TOO MUCH POSSIBILITY that you gain from subclassing. You lose the ability to sustain, flexibility, a self-only heal, superior group healing, buff uptimes, and all-roundedness that isn't possible on the current templar class due to a lack of skills that do anything other than fill up space in the skill line.
Because let's be honest, if you're a templar you aren't slotting most of those skills. And it's because they are lackluster versus even weapon skill lines. I even slot bloodthirst over jabs because at least I can cancel it better and use it as my only spammable skill in PvP and kill people and it has a built in execute.
Jabs is subject to major evasion and minor evasion, which makes it not only worse on paper than blood thirst, but far worse in reality. And it's not like it has a proper snare to stop anyone from just walking away from it or utilizing speed to drop the damage off.
And jabs also needs a target search before it applies damage, which translates into a delay, that can be used to avoid damage or force misses if the person your are fighting (or if you've seen me and you use jabs you know you never damage me and it's all missing constantly, here's some knowledge dropping). This makes jabs not only inferior to weapon options, but completely useless depending on the situation.
And when it's one of the few slottable options that a pure class templar has, is it any wonder that the pure class feels like a joke in PvP and falls behind no matter what?
Why would I even play templar versus any other class right now? I literally feel like it's just like necro with a different paint coat, and slightly better only because of toppling charge, living dark, javelin, and cleansing ritual . The only 4 skills worth slotting, though even those aren't consistently worth it.
And some might call that identity, but when the entire class is defined by "maybe" slotting 4 skills, I think it's a problem. I think it's a problem because those 4 skills don't exist in the same skill lines and mean that the other skill lines aren't worth keeping if you can give them up 1/2 the time or more.
And another skill line, no matter which one, offers more than those skills do meaning that it simply isn't worth keeping those skill lines versus subclassing; and it isn't worth pure classing.
But ZOS doesn't care and most players don't either. That's why I just fire siege.
I could spend an hour dissecting that, but I'll skip the wall of text and just go right to the summary.
Two things:
1) Jabs. You can block cancel it.
2) You listed 4 skills and none of them were Backlash and Radiant Destruction. Not to mention Rune Focus, especially if you are PvPing. Also for group PvP, Repentance is a phenomenal ultimate choice.
From a PvP perspective nothing has really changed IMO. Though it depends on the build.
I have 9 PvP templars and I can tell you that the masteries in templar were at least better than NB, but templar's main problem isn't a stat-based issue.
Sure I can go over 9000 WD/SD, but it doesn't actually matter this patch and won't matter for a while (at least in PvP) because of a few things:
1. Templar as a class is bad, we'll expand on that with the other points
2. Templar lacks skills actually work slotting
I don't know about the other templars, but when I play the class my bar does not have many templar skills and never all templar skills. Aside from jabs which is usually on the bar just because it's AoE, there isn't a templar skills I have consistently slotted or a skill line I am not willing to give up for subclassing. That's because the skills aren't really worth slotting versus what I could be slotting.
Templar still lacks a slottable skill that provides major crit or another buff worth having -- just like nEcro, and forcing me to run potions, magelight/camo hunter (that are still 1 bar for some reason that escapes common sense by now), or other skills I don't want to slot means I have to waste a slot for at least 1 useless skill (or take a useless action) where I wouldn't be on warden, NB, sorc, DK, arcanist (at least they get major brutality/sorcery with a slot table). sun fire and it's morphs have no combat utility in PvP due to the overnerfing of DoTs and fact that they can be easily dodged anyway. It's a bad skill and I dont' think anyone uses it really in PvE either
This is something ZOS could have addressed easily without reworking the classes, but for some reason refuses to do so for templar and necromancer. And this slottable major savagery thing is an example of what I mean by ZOS not bringing universal options up to date and providing at least a proper stop-gap for the classes that aren't being reworked
3. Templar heals falling behind other options ZOS compares them to
A class that used to be defined by healing is outperformed by nearly every other class in the game except only one skill in the class: extended ritual. I heal in PvP all the time, and I'm not joking -- I only slot extended ritual on my templars, if I even slot that. On a class that used to be defined by healing, I'm not slotting the heals provided by the class because they fall behind subclassed heals, and they also fall behind even scribed heals. There is nothing unique or purposeful about templar healing and hasn't been for a long while. The masteries do not properly address this because you only get two options, and even if you did get to slot all of them that isn't really enough to bring these skills into line when they aren't worth slotting.
^ That right there is reality, and exactly why I oppose the idea of ZOS attempting to pigeonhole templar into healing/tanking when the class is actually one of the worst ones to choose in PvP right now. I don't want to be pigeonholed into a role the class currently sucks at versus every other option. At least Necro has the revive ult, and arcanist provides group shields.
The lack of a self-only burst heal is a nice triple slap if you're pure classing and have tried other options subclassing that provides one. I honestly cannot understand the logic here: the dev team wants the class to be a group healer or buff support, and it sucks at it on every level versus every other option and lacks anything unique.
And that armor buff idea they are trying to push is not a solution, it's just a nerf to templars that didn't ask for it.
4. Templar damage options, that is the skills that do damage are lackluster and also not worth slotting in a PvP context
I don't think I need to even explain this one. I am sure EVERYONE that plays templar knows what I mean. How many of you really slot anything from Dawn's Wrath after all the nerfing they've done? Maybe Living Dark and the Nova; maybe Piercing Javeling and it's morphs. But Living Dark isn't a damage skill, and Nova is an ult. The skills aren't worth slotting!
Wow, what a strange thing to have to say AGAIN about the class. Too many skills aren't worth slotting which leads me to go to the final point that I think I've already said before on these forums regarding templar (and necromancer):
TLDR: Templar has not identity and excels at absolutely nothing any other class couldn't do better. The masteries do nothing to address them because the class' issues lies in it's terrible skill lines that have little to nothing to offer v. subclassing and scribing.
You can get hugeeeeeeee weapon and spell damage, but you have no real skills to actually exploit and make use of it. In exchange for the stat boost you give up TOO MUCH POSSIBILITY that you gain from subclassing. You lose the ability to sustain, flexibility, a self-only heal, superior group healing, buff uptimes, and all-roundedness that isn't possible on the current templar class due to a lack of skills that do anything other than fill up space in the skill line.
Because let's be honest, if you're a templar you aren't slotting most of those skills. And it's because they are lackluster versus even weapon skill lines. I even slot bloodthirst over jabs because at least I can cancel it better and use it as my only spammable skill in PvP and kill people and it has a built in execute.
Jabs is subject to major evasion and minor evasion, which makes it not only worse on paper than blood thirst, but far worse in reality. And it's not like it has a proper snare to stop anyone from just walking away from it or utilizing speed to drop the damage off.
And jabs also needs a target search before it applies damage, which translates into a delay, that can be used to avoid damage or force misses if the person your are fighting (or if you've seen me and you use jabs you know you never damage me and it's all missing constantly, here's some knowledge dropping). This makes jabs not only inferior to weapon options, but completely useless depending on the situation.
And when it's one of the few slottable options that a pure class templar has, is it any wonder that the pure class feels like a joke in PvP and falls behind no matter what?
Why would I even play templar versus any other class right now? I literally feel like it's just like necro with a different paint coat, and slightly better only because of toppling charge, living dark, javelin, and cleansing ritual . The only 4 skills worth slotting, though even those aren't consistently worth it.
And some might call that identity, but when the entire class is defined by "maybe" slotting 4 skills, I think it's a problem. I think it's a problem because those 4 skills don't exist in the same skill lines and mean that the other skill lines aren't worth keeping if you can give them up 1/2 the time or more.
And another skill line, no matter which one, offers more than those skills do meaning that it simply isn't worth keeping those skill lines versus subclassing; and it isn't worth pure classing.
But ZOS doesn't care and most players don't either. That's why I just fire siege.
I could spend an hour dissecting that, but I'll skip the wall of text and just go right to the summary.
Two things:
1) Jabs. You can block cancel it.
2) You listed 4 skills and none of them were Backlash and Radiant Destruction. Not to mention Rune Focus, especially if you are PvPing. Also for group PvP, Repentance is a phenomenal ultimate choice.
Repentance is an morph of Aura, not an Ultimate. 😂
You say Jabs can be block canceled, but the skill does nothing in PvP without entire build investment, neither does Backlash, and with the change to Radiant Destruction’s interaction with Roll Dodge… that skill is dead too.
Rune Focus is one of two skills worth anything on Templar, and even that will be in question when we get our Rework and sustain becomes entirely free like Dragonknight and now Werewolf.
James-Wayne wrote: »3 passives are linked to one passive on the healer support line... I feel Templar class masteries were rushed and never really thought out very well.
Other classes looked amazing thou!

Templar is currently the weakest class in PVE, even though it’s possible to deal 170k+ DPS on the dummy with the IA set. Consider that other classes can do 200k+. Of course only the best players can get such numbers.
It’s a shame that AL set is almost useless in real content. The radius needs to be larger and it would be better if it spawned around the player themselves - not in front of, next to, or behind the boss. Especially in veteran DLC dungeons and raids, it’s not really advisable to have to dance around in front of bosses. If they would at least increase the radius maybe then you could stay behind bosses.
Templar Class Mastery definitely needs more power to keep up with the other classes. And the AL set needs a fix.
Unfortunately, this poll gives the impression that everything is great and all players are satisfied. It might be okay for solo play and random dungeons. But for raids, the Templar is currently not really competitive.