
VinnyGambini wrote: »Jabbs_Giggity wrote: »Now that my mind is rolling...Jabbs_Giggity wrote: »1. Templar is debuffed by Evasion on jabs.
Since Flame Whip is Single Target, at base, has anyone tested if the Flame Lash morph turning into AOE is actually effected by Evasion??
Can someone confirm on PTS?
It's 100% single target.
Considering breach Templar got another nerf.
Seriously @ZOS_Kevin can't you do the math? I understand making it 1% of resistances + original 6% will be close to lost 10%, but this? Seriously?
gariondavey wrote: »Also seriously, why does templar not have the ability to give more group buffs when it's identity is supposed to be a buffer? Maybe templar could get major heroism for the group.
gariondavey wrote: »Also seriously, why does templar not have the ability to give more group buffs when it's identity is supposed to be a buffer? Maybe templar could get major heroism for the group.
We can't have that. Wardens have Major Heroism. Wardens also get Major Mending, which was taken from templar back during the Morrowind patch (though I guess DK also gets it now too).
I'm honestly nearly done with the devs. In both PvE and PvP, templar is forced to make sacrifices that other classes don't need to make. The slowest and longest setup+cast time class with low/bad/terrible sustain should do the HIGHEST damage when timed correctly. Like how necro does massive damage in trials but is clunky to play and suffers when the boss or players move. And even necros have more comfortable sustain and damage mitigation than templar, so they have room for error to setup again if they mess up.
Instead, we have speedy mobile classes like sorc doing the most burst and pressure damage. Why? As well as DK, tanky and easy to play class, doing more damage. Why? In Vengeance, NB does the most damage, has the best debuff and defensive capabilities, Minor Evasion to mitigate AoEs (INCLUDING JABS) that reveal cloak, and sustain, with instant cast skills and undodgable CC. Why?
Literally this class DPS sucks in all of PvE and PvP game modes and is only viable in PvE to be a support slave for +300 damage to group, and because bosses have millions of HP so even if the execute was nerfed due to subclassing and PvP complaints to be useless and start at 28%, it deals decent damage on PvE bosses who don't dodge or block, and you have healers to heal you while vulnerable.
gariondavey wrote: »Potl - reworked like curse to apply a set amount after 6 seconds, applies major and minor breach
Absolutely love the idea of extended ritual moving with the templar, front line paladin vibes
Having spell damage in a passive connected to your armor which is decreased in pvp doesn't seem fair
Also seriously, why does templar not have the ability to give more group buffs when it's identity is supposed to be a buffer? Maybe templar could get major heroism for the group.
Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Militan1404 wrote: »Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Is its really? I am not a big numbers guy but templar is losing 16% wepon and spell dmg, does it really give more than that? Also with dmg getting nerfed every time another player gives you minor and major breach and all the unnamed armor debuffs and even sorc now thats one of most popular pvp classes has his ovn unnamed armor debuffs. Is it really still stronger then 16% epon and spell dmg? Hope your right tho but still seems like a nerf.
Militan1404 wrote: »Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Is its really? I am not a big numbers guy but templar is losing 16% wepon and spell dmg, does it really give more than that? Also with dmg getting nerfed every time another player gives you minor and major breach and all the unnamed armor debuffs and even sorc now thats one of most popular pvp classes has his ovn unnamed armor debuffs. Is it really still stronger then 16% epon and spell dmg? Hope your right tho but still seems like a nerf.
You are getting 3k armor and up to 500 flat spd to replace those modifiers. We still keep the 6% increased armor. Reaching 34k armor next patch shouldn't be much of an issue and that will keep you at the 500 cap even with major and minor breach.
Multiple ppl have done the math and I myself have tested it with actual same setups to compare live vs pts and its definitely a buff in most cases except some very organized pve endgame groups where supports feed you a ton of flat spd already and have low resistances.
If you were building like 7-8k spd before with like imperial as race and let's say 25k resist in medium armor, it's still a small buff, but ofc you will want to make sure to reach 34k resist for pvp.
I already run with 33k resists on live because it feels better to have 2.2k + regens with wretched than run rallying and have to run sustain food etc.
But that's just my preference ofc, I mainly play bgs so the extra sustain helps to disengage/reset fights.
Wretched with like 23k stam and 20k mag feels like dk level sustain often.
Militan1404 wrote: »Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Is its really? I am not a big numbers guy but templar is losing 16% wepon and spell dmg, does it really give more than that? Also with dmg getting nerfed every time another player gives you minor and major breach and all the unnamed armor debuffs and even sorc now thats one of most popular pvp classes has his ovn unnamed armor debuffs. Is it really still stronger then 16% epon and spell dmg? Hope your right tho but still seems like a nerf.
You are getting 3k armor and up to 500 flat spd to replace those modifiers. We still keep the 6% increased armor. Reaching 34k armor next patch shouldn't be much of an issue and that will keep you at the 500 cap even with major and minor breach.
Multiple ppl have done the math and I myself have tested it with actual same setups to compare live vs pts and its definitely a buff in most cases except some very organized pve endgame groups where supports feed you a ton of flat spd already and have low resistances.
If you were building like 7-8k spd before with like imperial as race and let's say 25k resist in medium armor, it's still a small buff, but ofc you will want to make sure to reach 34k resist for pvp.
I already run with 33k resists on live because it feels better to have 2.2k + regens with wretched than run rallying and have to run sustain food etc.
But that's just my preference ofc, I mainly play bgs so the extra sustain helps to disengage/reset fights.
Wretched with like 23k stam and 20k mag feels like dk level sustain often.
Jabbs_Giggity wrote: »Militan1404 wrote: »Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Is its really? I am not a big numbers guy but templar is losing 16% wepon and spell dmg, does it really give more than that? Also with dmg getting nerfed every time another player gives you minor and major breach and all the unnamed armor debuffs and even sorc now thats one of most popular pvp classes has his ovn unnamed armor debuffs. Is it really still stronger then 16% epon and spell dmg? Hope your right tho but still seems like a nerf.
You are getting 3k armor and up to 500 flat spd to replace those modifiers. We still keep the 6% increased armor. Reaching 34k armor next patch shouldn't be much of an issue and that will keep you at the 500 cap even with major and minor breach.
Multiple ppl have done the math and I myself have tested it with actual same setups to compare live vs pts and its definitely a buff in most cases except some very organized pve endgame groups where supports feed you a ton of flat spd already and have low resistances.
If you were building like 7-8k spd before with like imperial as race and let's say 25k resist in medium armor, it's still a small buff, but ofc you will want to make sure to reach 34k resist for pvp.
I already run with 33k resists on live because it feels better to have 2.2k + regens with wretched than run rallying and have to run sustain food etc.
But that's just my preference ofc, I mainly play bgs so the extra sustain helps to disengage/reset fights.
Wretched with like 23k stam and 20k mag feels like dk level sustain often.
So essentially, Templar is more or less locked into a specific playstyle to be competent? Sets like Wretched are going to be a requirement for sustain while building into heavy armor.
This doesn't give a whole lot of diversity. Aetheric Lancer is still an RNG mini game series and investing into heavy armor further debilitates mobility.
I am not against new ideas, but things need to change for Templars state, more so than ever considering the class refresh is at minimum a year away now...
Militan1404 wrote: »Militan1404 wrote: »Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Is its really? I am not a big numbers guy but templar is losing 16% wepon and spell dmg, does it really give more than that? Also with dmg getting nerfed every time another player gives you minor and major breach and all the unnamed armor debuffs and even sorc now thats one of most popular pvp classes has his ovn unnamed armor debuffs. Is it really still stronger then 16% epon and spell dmg? Hope your right tho but still seems like a nerf.
You are getting 3k armor and up to 500 flat spd to replace those modifiers. We still keep the 6% increased armor. Reaching 34k armor next patch shouldn't be much of an issue and that will keep you at the 500 cap even with major and minor breach.
Multiple ppl have done the math and I myself have tested it with actual same setups to compare live vs pts and its definitely a buff in most cases except some very organized pve endgame groups where supports feed you a ton of flat spd already and have low resistances.
If you were building like 7-8k spd before with like imperial as race and let's say 25k resist in medium armor, it's still a small buff, but ofc you will want to make sure to reach 34k resist for pvp.
I already run with 33k resists on live because it feels better to have 2.2k + regens with wretched than run rallying and have to run sustain food etc.
But that's just my preference ofc, I mainly play bgs so the extra sustain helps to disengage/reset fights.
Wretched with like 23k stam and 20k mag feels like dk level sustain often.
Right now i have 7157 spell dmg on my templar if i turn of balanced warrior and illuminate i have 5593 wepon and spell dmg, if i get 500 extra wep and spell dmg from new illuminate as long as nobody debuffs me and i manage to stay in above armor cap i would still be 1000 wep and spell dmg short. Still sounds like a nerf to me
Edit. When i turn of illminate i lose 600 wepon and spell dmg from bright harbinger so i would really just be about 400 but more if i get debuffed. But if i have a dk in group i would be better than before as long as i dont get debuffed, right?
Militan1404 wrote: »Militan1404 wrote: »Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Is its really? I am not a big numbers guy but templar is losing 16% wepon and spell dmg, does it really give more than that? Also with dmg getting nerfed every time another player gives you minor and major breach and all the unnamed armor debuffs and even sorc now thats one of most popular pvp classes has his ovn unnamed armor debuffs. Is it really still stronger then 16% epon and spell dmg? Hope your right tho but still seems like a nerf.
You are getting 3k armor and up to 500 flat spd to replace those modifiers. We still keep the 6% increased armor. Reaching 34k armor next patch shouldn't be much of an issue and that will keep you at the 500 cap even with major and minor breach.
Multiple ppl have done the math and I myself have tested it with actual same setups to compare live vs pts and its definitely a buff in most cases except some very organized pve endgame groups where supports feed you a ton of flat spd already and have low resistances.
If you were building like 7-8k spd before with like imperial as race and let's say 25k resist in medium armor, it's still a small buff, but ofc you will want to make sure to reach 34k resist for pvp.
I already run with 33k resists on live because it feels better to have 2.2k + regens with wretched than run rallying and have to run sustain food etc.
But that's just my preference ofc, I mainly play bgs so the extra sustain helps to disengage/reset fights.
Wretched with like 23k stam and 20k mag feels like dk level sustain often.
Right now i have 7157 spell dmg on my templar if i turn of balanced warrior and illuminate i have 5593 wepon and spell dmg, if i get 500 extra wep and spell dmg from new illuminate as long as nobody debuffs me and i manage to stay in above armor cap i would still be 1000 wep and spell dmg short. Still sounds like a nerf to me
Edit. When i turn of illminate i lose 600 wepon and spell dmg from bright harbinger so i would really just be about 400 but more if i get debuffed. But if i have a dk in group i would be better than before as long as i dont get debuffed, right?
Not sure what build you are running so I'm not positive about the weapon and spell damage modifiers you have, but simply losing 600 weapon damage from turning Bright Harbinger off shouldn't lose you over 1500 weapon/spell damage, even with minor brutality and the 6% balanced warrior. You are turning something else off too, as it is currently impossible to gain a weapon/spell damage modifier of over 2.0.
For reference, my heavy armor templar build has 6742 spell/weapon damage on live with minor sorcery and 6% balanced warrior active.
On the PTS, this drops down to 6581 without minor sorcery and with the new balanced warrior (flat bonus of 500, major/minor breach proof because I have over 34k resistances). That's a loss of ~160 weapon damage, and a gain of 2974 armor. One 2-4 pc item set bonus of 129 spell/weapon damage, after modifiers, turns into 158 spell/weapon damage on the tooltip, so its almost perfectly a lateral move from one set bonus of spell/weapon damage to one set bonus of resistance, even after I've lost minor sorcery.
This isn't the end of the world nerf that people on this forum are making it out to be. The flat weapon/spell damage offered by the new balanced warrior is able to be increased substantially by weapon/spell damage modifiers, while the old 6% balanced warrior acted as a modifier itself so was not nearly as potent. In almost all Templar builds, the new balanced warrior is actually a substantial buff to the old balanced warrior, and especially on high resistance builds.
This change is definitely a good change. It doesn't quite completely make up for the loss of minor sorcery, but the devs have stated that they are aware of this and are unfortunately waiting for the rest of the Templar rework to address this.
In the meantime, Templar doesn't seem to have lost much viability, even after the loss of minor sorcery.
It does encourage Templar players to build tankier, but this seems to be in line with ZOS's intention for the class as the masters of defense.
This change does put a limit on the offensive ceiling of the class, but it also makes it so that Templars aren't punished as severely for building into defense or sustain as the other classes. This allows them to run sets like wretched vitality for sustain, or mara's balm for defense with relative ease by removing a lot of the opportunity cost associated with them. Where other classes would have to forgo a large amount of offense to wear these sets, Templar is currently being propped up by a free, flat bonus of 500 to spell/weapon damage to make the move to heavy armor.
The old balanced warrior (6% spell/weapon damage) required that a templar reach large amounts of spell/weapon damage to take full advantage of, which pigeonholed templars into building damage into their kit wherever they could if they wanted to secure kills. Even doing this would yield a relatively low damage output in comparison to other classes, which was frustrating for a lot of players. Now, we at least have the ability to build defensively and run truly tanky builds while still reaching similar levels of offensive power.
As I said in another thread:
Its similar to how the DK toolkit addresses the sustain issue which frees them up to build more freely into offense, though Templar's kit props up their offense when built defensively. That being said, I do believe that DK is still overtuned and needs adjusting, and Templars are more working their way back toward viability.
Its a change in the right direction, IMO.
Militan1404 wrote: »If they really insist on making templar as it do more dmg the more armor it has they should add minor resolve to living dark. And they should add the new armor/dmg buff on top of the extra 6% wep and spell dmg on balanced warrior, as templars allready lost 10% wep and spell dmg from illuminate and 6% from balanced warrior for what 500 wep amd spell dmg?? Its kind of worrisome for the future of the games that the combat team nerfs the dmg two times in a row for the class that stuggles the most on that department and they think that they are buffing it by doing it.. it just proves how out of touch they are from their own game, and the combat team we have now just aint capable of balancing the game.
The change to Balanced Warrior is a buff in most cases, as in you get more overall stats than before. Not a massive one mind you. And compared to dk which has insane tool tips and like 17 different % modifiers this change feels like pittance.
Huh??? On live I got 18264 spell res and 17538 phys res with rune active (major resolve) and fortified cp.
Wearing 6x med and 1 light armor.
I have 4734 weapon damage. Sets: Perf Null Arca, 2 charged daggers, 1x slime and Archiv set.
How can you get 25k armor + more than 7k weapon damage??
Can someone please explain to me what I'm doing wrong? Or what I'm misunderstanding?
Huh??? On live I got 18264 spell res and 17538 phys res with rune active (major resolve) and fortified cp.
Wearing 6x med and 1 light armor.
I have 4734 weapon damage. Sets: Perf Null Arca, 2 charged daggers, 1x slime and Archiv set.
How can you get 25k armor + more than 7k weapon damage??
Can someone please explain to me what I'm doing wrong? Or what I'm misunderstanding?
Resolving vigor adds 3k, reinforced heavy chest adds almost as much, if you are nord that's another 2.6k, light piece should be sash since it has the lowest value anyway.
Keep in mind templar has a 6% increase to armor so the more flat you get the more it increases overall. Nirnhoned main hand for dual wield, likely bright harbinger, major sorcery etc all active maybe even weapon damage glyph.
Huh??? On live I got 18264 spell res and 17538 phys res with rune active (major resolve) and fortified cp.
Wearing 6x med and 1 light armor.
I have 4734 weapon damage. Sets: Perf Null Arca, 2 charged daggers, 1x slime and Archiv set.
How can you get 25k armor + more than 7k weapon damage??
Can someone please explain to me what I'm doing wrong? Or what I'm misunderstanding?
Resolving vigor adds 3k, reinforced heavy chest adds almost as much, if you are nord that's another 2.6k, light piece should be sash since it has the lowest value anyway.
Keep in mind templar has a 6% increase to armor so the more flat you get the more it increases overall. Nirnhoned main hand for dual wield, likely bright harbinger, major sorcery etc all active maybe even weapon damage glyph.
Who wears heavy armor in pve and plays nord??
Nemesis7884 wrote: »Huh??? On live I got 18264 spell res and 17538 phys res with rune active (major resolve) and fortified cp.
Wearing 6x med and 1 light armor.
I have 4734 weapon damage. Sets: Perf Null Arca, 2 charged daggers, 1x slime and Archiv set.
How can you get 25k armor + more than 7k weapon damage??
Can someone please explain to me what I'm doing wrong? Or what I'm misunderstanding?
Resolving vigor adds 3k, reinforced heavy chest adds almost as much, if you are nord that's another 2.6k, light piece should be sash since it has the lowest value anyway.
Keep in mind templar has a 6% increase to armor so the more flat you get the more it increases overall. Nirnhoned main hand for dual wield, likely bright harbinger, major sorcery etc all active maybe even weapon damage glyph.
Who wears heavy armor in pve and plays nord??
Hey its a buff if you completely change your build amd nerf yourselfon other aspects like traits, racial passives whwre you loose 250 lol