Major_Mangle wrote: »Meanwhile ZOS announces that templar is getting a unique group armor buff.......as if templar need any more survivability in any context in the game (goes for PvE as well). They're so out of touch with templar the last few updates. Making beam dodgeable was the last straw that made me bench my main class. ZOS apparently want templar to be a damage sponge support class (which isn't even a good support class and gets outperformed by both sorc and arcanist) with zero damage.
I know people who have left the game because they were templar mains and didn't want to change and ZOS gutted the class so hard.
nightbringer1993 wrote: »And people wonder why I say that classes that are being refreshed next year should have been refreshed this year.
ZOS is refreshing strongest class first to make them even stronger while in the mean time weakest classes are being made weaker as a result, and those class masteries didn't help a thing.
ESO is unplayable for necros these days, and I do believe templars might feel the same, looking at all these nerfs over the years.
Didn't even need to read, just agree. Just wait until ZOS nerfs templars even more by pushing an armor buff no one asked for, that has no real use besides making a ball group stronger. Despite the noise from supposed PvE templar tanks claiming the change is great (even though damage and buffing the damage is already argued about being a tanks role all the time in this game's discussion spaces, go figure).
The balance in PvP is an absolute joke when 3 classes aren't seen at all for a majority of PvP. I mean, you can not see an arcanist for days.
I honestly haven't seen any offensive templars on PC NA. And if they are, they aren't slotting the templar skills...ha!
Didn't even need to read, just agree. Just wait until ZOS nerfs templars even more by pushing an armor buff no one asked for, that has no real use besides making a ball group stronger. Despite the noise from supposed PvE templar tanks claiming the change is great (even though damage and buffing the damage is already argued about being a tanks role all the time in this game's discussion spaces, go figure).
The balance in PvP is an absolute joke when 3 classes aren't seen at all for a majority of PvP. I mean, you can not see an arcanist for days.
I honestly haven't seen any offensive templars on PC NA. And if they are, they aren't slotting the templar skills...ha!
Watch them nerf bastion of light beacuse of the remembrance spamming plays out there.
I know for a fact quite a few do it out out of sheer spite for the state of plar offense.
Didn't even need to read, just agree. Just wait until ZOS nerfs templars even more by pushing an armor buff no one asked for, that has no real use besides making a ball group stronger. Despite the noise from supposed PvE templar tanks claiming the change is great (even though damage and buffing the damage is already argued about being a tanks role all the time in this game's discussion spaces, go figure).
The balance in PvP is an absolute joke when 3 classes aren't seen at all for a majority of PvP. I mean, you can not see an arcanist for days.
I honestly haven't seen any offensive templars on PC NA. And if they are, they aren't slotting the templar skills...ha!
Watch them nerf bastion of light beacuse of the remembrance spamming plays out there.
I know for a fact quite a few do it out out of sheer spite for the state of plar offense.
CameraBeardThePirate wrote: »Didn't even need to read, just agree. Just wait until ZOS nerfs templars even more by pushing an armor buff no one asked for, that has no real use besides making a ball group stronger. Despite the noise from supposed PvE templar tanks claiming the change is great (even though damage and buffing the damage is already argued about being a tanks role all the time in this game's discussion spaces, go figure).
The balance in PvP is an absolute joke when 3 classes aren't seen at all for a majority of PvP. I mean, you can not see an arcanist for days.
I honestly haven't seen any offensive templars on PC NA. And if they are, they aren't slotting the templar skills...ha!
Watch them nerf bastion of light beacuse of the remembrance spamming plays out there.
I know for a fact quite a few do it out out of sheer spite for the state of plar offense.
What's funny is the remembrance spamming isn't even a good build. It puts out a lot of healing but cant survive through being focused down. Anyone that knows what they're doing will just burst down the templar during the ult.
I honestly haven't seen any offensive templars on PC NA. And if they are, they aren't slotting the templar skills...ha!
Dont want to spam too much here just one last thing. After doing some more testing i am now confident that subclassing into ardent/strom calling is far better than any combination of our masteries.
With ardent you get insane damage and sustain so the extra 600 spell damage from bright harbinger isn't even missed.
Major_Mangle wrote: »Meanwhile ZOS announces that templar is getting a unique group armor buff.......as if templar need any more survivability in any context in the game (goes for PvE as well). They're so out of touch with templar the last few updates. Making beam dodgeable was the last straw that made me bench my main class. ZOS apparently want templar to be a damage sponge support class (which isn't even a good support class and gets outperformed by both sorc and arcanist) with zero damage.
Major_Mangle wrote: »Meanwhile ZOS announces that templar is getting a unique group armor buff.......as if templar need any more survivability in any context in the game (goes for PvE as well). They're so out of touch with templar the last few updates. Making beam dodgeable was the last straw that made me bench my main class. ZOS apparently want templar to be a damage sponge support class (which isn't even a good support class and gets outperformed by both sorc and arcanist) with zero damage.
dark_hunterxmg wrote: »Interesting that you said Werewolf and Dragon Knight damage when Dragon Knight and Sorcerer are both hitting harder than a Werewolf. Templar unfortunately seems to be a healer only class at the moment. They are quite hard to kill when standing within the circles of safety.
BXR_Lonestar wrote: »dark_hunterxmg wrote: »Interesting that you said Werewolf and Dragon Knight damage when Dragon Knight and Sorcerer are both hitting harder than a Werewolf. Templar unfortunately seems to be a healer only class at the moment. They are quite hard to kill when standing within the circles of safety.
The problem right now is Werewolves have an innate weakness - hit them with enough fighters guild abilities and they'll go down because they're weak to them (20% extra damage).
DK's are a different matter. They're super tanky on their back bar, which is fine, most builds are. The problem is that when they pivot to go offensive, corrosive renders them nearly invulnerable in their offensive window. They get insane burst, survivability, and very little risk by going offensive, and your only defense is to flee from them. There's not a great visual tell for corrosive so that you can identify it amidst the chaos, and there's no way to know when a corrosive is coming because you don't see when the player has ulti up.
Those are IMO the biggest problems with the DK right now, and it could be very easily remedied by just removing the damage reduction while corrosive is active. Leave that bonus for the defensive morph.
BXR_Lonestar wrote: »dark_hunterxmg wrote: »Interesting that you said Werewolf and Dragon Knight damage when Dragon Knight and Sorcerer are both hitting harder than a Werewolf. Templar unfortunately seems to be a healer only class at the moment. They are quite hard to kill when standing within the circles of safety.
The problem right now is Werewolves have an innate weakness - hit them with enough fighters guild abilities and they'll go down because they're weak to them (20% extra damage).
DK's are a different matter. They're super tanky on their back bar, which is fine, most builds are. The problem is that when they pivot to go offensive, corrosive renders them nearly invulnerable in their offensive window. They get insane burst, survivability, and very little risk by going offensive, and your only defense is to flee from them. There's not a great visual tell for corrosive so that you can identify it amidst the chaos, and there's no way to know when a corrosive is coming because you don't see when the player has ulti up.
Those are IMO the biggest problems with the DK right now, and it could be very easily remedied by just removing the damage reduction while corrosive is active. Leave that bonus for the defensive morph.
Yep the damage reductio on Corrosive needed to be removed around 2021 and it's long overdue. I have no idea why ZOS hasn't done it yet. But hey, if they do, a lot of "skilled" DKs will come here and get angry on the forums and claim the chage is bad for the game, even though ZOS has nerfed other skills for far less "attack and defense" capability.