I always play healers in MMO's, played a Templar in beta and hated it so much, I rolled my first ever sorcerer. Yes, I've played tanks and rogues and ranger styles, but I was always afraid of the glass cannon type. My husband told me about healing staffs and regen, and I went with Sorc and never looked back.
I always play healers in MMO's, played a Templar in beta and hated it so much, I rolled my first ever sorcerer. Yes, I've played tanks and rogues and ranger styles, but I was always afraid of the glass cannon type. My husband told me about healing staffs and regen, and I went with Sorc and never looked back.
Same situation as you, but a different experience.
I also wanted to play healer. Was told all classes could do the job and made a sorc. It worked for normal dungeons, probably better than a temp at one point since Sorcerers get Dark Exchange early.
But now at rank 10-12+, running the last trial bosses, resto staff healers just doesn't cut it. Same in intensive PvP fight. Same experience with a few vet10 dungeons being with a squishy and stamina starved tank. The group needs and wants a Templar healer and I'm forced to dps.
There is little difference in magicka management at higher levels. Sorcerer gets a 5% cost reduction from passives and 10% recovery, that's it. All classes have access to the best regain magicka/cost reduction skill in the game, Spell Symmetry. But the Templar has superior healing skills and tools to help the tank with stamina gain.
So I'm leveling my Templar now for healing purposes. Sort of ridiculous how you need 1 class for dps and 1 for heal. I assumed this games philosophy was "Play the way you want".
Topic: I do agree that Templars need a dps boost. There is really nothing to argue about there. But NB is also urgent as far as PvE goes, since they have no purpose in a raid at all. You might get 1/12 NB for that damage reduction synergy, It's sad.
Ragnar_Lodbrok wrote: »Templars do more dps than DK's.
NerfEverything wrote: »Healer only role? I wish my VR12 was wanted for healing. With Sorcs regen ability, they outheal Templars. I wouldn't even mind being stuck in a healing only role. Right now we are just stuck in an LFG role.
Ragnar_Lodbrok wrote: »Templars do more dps than DK's.
Drinkycrow wrote: »Our intent—no matter what you read on the internet—is not to nerf DKs into Oblivion (so to speak), but to continue tweaking them until they are in line with the survivability of the other classes.
You go ahead and bring DK's down to Templar survivability....see how many people play your game then.
Drinkycrow wrote: »I realize the change takes time but really...just come out and tell us how Zeni feels about the current state of Templars? Is Nick Konkle still looking at the Templar? How did you feel it was OK to release this game with classes (whether under powered or over powered) in this state of disarray? How long should we expect the community of other players to shelve the Templar class when it comes to the current content?
Drinkycrow wrote: »I realize the change takes time but really...just come out and tell us how Zeni feels about the current state of Templars? Is Nick Konkle still looking at the Templar? How did you feel it was OK to release this game with classes (whether under powered or over powered) in this state of disarray? How long should we expect the community of other players to shelve the Templar class when it comes to the current content?
The PTS 1.2 patch notes and the "road ahead" news give us quite a few information.
We must read between the lines.
I suppose that they think that we are not in such a bad shape: almost "balanced". Patch 1.2 is a slight overall buff. Since there are quite a few changes, we need to test them before making any assumption.
They seem to have momentarily given up on giving us proper resource management class tools. They probably thought that it was too early and risky and that they first had to adjust the best and less efficient classes (DK and NB) to find an overall balance.
Stamina builds and Magicka management will probably evolve with the gear and attributes changes coming this summer. I see this as an attempt to answer the player concerns about build diversity. And a way to make VR levels more interesting at the same time. It's not specific to templar. But I hope that it will give us more options. Tweaking equipment instead of classes is in fact a good idea. It gives more options, can be adjusted faster, and offer the possibility to avoid the classes buff and nerf drama.
Personally, I'll give them some time. Forum harassment works (see NB). But it's boring and I don't think it will change anything for us - templar - in the upcoming 2 or 3 months. They seem to have their plan. Let's see what happens and how it works.
thomas.k.grayb14_ESO wrote: »The PTS 1.2 patch notes and the "road ahead" news give us quite a few information.
We must read between the lines.
I suppose that they think that we are not in such a bad shape: almost "balanced". Patch 1.2 is a slight overall buff. Since there are quite a few changes, we need to test them before making any assumption.
They seem to have momentarily given up on giving us proper resource management class tools. They probably thought that it was too early and risky and that they first had to adjust the best and less efficient classes (DK and NB) to find an overall balance.
Stamina builds and Magicka management will probably evolve with the gear and attributes changes coming this summer. I see this as an attempt to answer the player concerns about build diversity. And a way to make VR levels more interesting at the same time. It's not specific to templar. But I hope that it will give us more options. Tweaking equipment instead of classes is in fact a good idea. It gives more options, can be adjusted faster, and offer the possibility to avoid the classes buff and nerf drama.
Personally, I'll give them some time. Forum harassment works (see NB). But it's boring and I don't think it will change anything for us - templar - in the upcoming 2 or 3 months. They seem to have their plan. Let's see what happens and how it works.
Here's the thing, they knew they borked over templars when they changed restoring spirit. They took away a good resource management passive and forgot to fix the cost of abilities that made templars need that passive to begin with. On top of that, they replaced restoring spirit with a resource redux passive, that is beyond meaningless.
While you may be content paying for mediocrity and terrible design, there are many who aren't. Saying "Give em three months and MAYBE they'll have it worked out," is simply not acceptable.
thomas.k.grayb14_ESO wrote: »The PTS 1.2 patch notes and the "road ahead" news give us quite a few information.
We must read between the lines.
I suppose that they think that we are not in such a bad shape: almost "balanced". Patch 1.2 is a slight overall buff. Since there are quite a few changes, we need to test them before making any assumption.
They seem to have momentarily given up on giving us proper resource management class tools. They probably thought that it was too early and risky and that they first had to adjust the best and less efficient classes (DK and NB) to find an overall balance.
Stamina builds and Magicka management will probably evolve with the gear and attributes changes coming this summer. I see this as an attempt to answer the player concerns about build diversity. And a way to make VR levels more interesting at the same time. It's not specific to templar. But I hope that it will give us more options. Tweaking equipment instead of classes is in fact a good idea. It gives more options, can be adjusted faster, and offer the possibility to avoid the classes buff and nerf drama.
Personally, I'll give them some time. Forum harassment works (see NB). But it's boring and I don't think it will change anything for us - templar - in the upcoming 2 or 3 months. They seem to have their plan. Let's see what happens and how it works.
Here's the thing, they knew they borked over templars when they changed restoring spirit. They took away a good resource management passive and forgot to fix the cost of abilities that made templars need that passive to begin with. On top of that, they replaced restoring spirit with a resource redux passive, that is beyond meaningless.
While you may be content paying for mediocrity and terrible design, there are many who aren't. Saying "Give em three months and MAYBE they'll have it worked out," is simply not acceptable.
Describing the state of this game as "mediocrity" might be a bit too generous =p
Hi,
For me Templar its a support classe, in a battle i can heal/dps/negative spell (very powerfull skill). I can almost control the battle ground around me. Heal my allies, using negative spell on the bigger enemy dps (sorc) use my purify vs DK.
Well i can do alot of different tactic to help my teammate.
What about 1vs1 ? (Templar need time to kill someone) But at least its very hard kill a good templar too.
Sorc with negative spell have a hard time to get me.
DK cant stunt me...
NB. a good one can give me a hard time, but most of time they run away.
I only use resto staff + full light armor
Sorry for my english ^^