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Templar class problems summarized by VR12 Templar

  • tplink3r1
    tplink3r1
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    Witar wrote: »
    tplink3r1 wrote: »
    sorry, but thats a bug.
    and the ablitity is not working properly, it is supposed to increase its shield by 4% for each enemy near but it isnt.
    You mean it should hit even harder then 7.5k?
    stop being ignorant, its not possible to hit that without bugs.
    it should hit for something like 1200 when theres 6 enemies, if the ability was fixed. (not considering the enemy armor)
    i have 3100 health and the ability can hardly hit for 500~600 on a vr12 enemy, and it only has a 5 meters range.
    Edited by tplink3r1 on June 9, 2014 6:25PM
    VR16 Templar
    VR3 Sorcerer
  • Shunravi
    Shunravi
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    Just a quick question

    Do any Templars use the soulshine set? It it considered viable at all?
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • sCouraGeFire
    My thoughts on templar skills, note i have played as a tank and dps primarily and have resorted to healing on my second bar due to extreme survivability issues and need for cheap resto staff heals.

    As a melee templar, I have almost quit the game, in fact my sub is currently cancelled, but I have plenty of playtime left.

    Issues I see with our class is that we have too many gimicky skills, that sound great on paper, but dont work well in practice and we have terrible synergy with every weapon except resto staff. Resto staff only because it increases all healing and heavy attacks give mana back. Too many of our skills are also situational like eclipse.

    Eclipse should create an area of darkness around target enemy causing confusion, enemies in the area attack target for 4 seconds, target also reflects negative single target spells back at themselves. Total dark should increase the duration of the effect and lower all damage targets deal by x for 5 seconds after effect is over. Unstable core should deal damage and allow allies to activate a synergy that knocks all targets in the area down for 2 seconds.

    Backlash needs to be instant and multiple applications need to be available on single targets. Our variety of skills is too low for a debuff like this to only allow 1 templar to use it. Also its 1.5 second cast time makes it almost useless for melee. Any delayed damage skill should be instant.

    Solar flare should be changed to buff weapon/spellpower against attacker for 5 seconds instead of next attack. Barrage morph should hit a little harder than it currently does. Dark flare morph should increase the buff duration and effect instead of adding the reduced healing.

    Piercing javelin should benefit from melee crit like jabs and charge and be mitigated by armor. Aurora javelin should just increase base damage and lower cost while lowering knockback to the same range as biting jabs.

    Piercing spear passive should change 10% damage to blocking targets to ignoring 10% armor/spell resist. Doing 10% more damage to a guy who is blocking is worthless.

    Lower puncturing strikes to 1 second channel and increase damage, but lower bonus damage to nearest target. So 4 jabs at 50 damage with 100 to nearest target becomes 4 jabs at 75 damage with 100 to nearest target for example.

    Spear shards also hits like a wet noodle, both morphs should be part of the base spell and the ground ignite should be stronger. New morphs should be: luminous shards, also grants caster 15% stamina and regens x magicka and stamina over x seconds when cast. Blazing spear, increases stun duration to single target 6 seconds, disorients all other enemies for 2 seconds and changes ground ignite to fire damage.

    Toppling charge is just bad, its only useful if you happen upon a casting target and inferior to explosive in every way. Change it so it does increased damage if target is casting and always sets off balance.

    Sun shield needs to have the debuff to us removed. Maybe before they nerfed restoring spirit passive it was fine, but now it is just broken. We need to keep our mana regen now that it is the only way we get mana back other than potions.

    Boost aedric balanced warrior passive to 10% weapon damage. 4% is bad.

    Change restoring spirit passive to also increase hp, stam, magicka regen by 4%.

    The dawns wrath passive (illuminate) that increases spell resist, needs to go, there is enough spell resist being passed out in heavy and light armor as well as our balanced warrior passive, this skill only works(when it works) when using dawns wrath skills. This can be completly replaced. Example: Illuminate - with a dawns wrath ability slotted emit an aura that increases nearby allies damage by 3/5% and reduces incoming damage to self by 3/5%. You would also get damage increase.

    Healing ritual should be a 1.5 cast. Ritual of rebirth morph should resurrect any fallen allies in the area if the caster has a soul gem available. Resto passive master ritualist should count each ally resurected this way when determining if you get a soulgem back.

    Restoring aura should be slightly reversed, increasing all allies regen by 15% when slotted and increasing your own regen by 80% when activated. Morphed to current repentance (with new party passive) or morphed to also increase mana regen, both passive and self activated.

    Rune focus should have a lingering effect when you leave the area. Maybe you get 50% of the effect when outside of the focus, while party members must stand in it to get any use. It would allow you to be mobile for the duration of the effect and get aomw benefit without having to stand in it.

    Honor the dead should not have 50% hp requirement, but should restore lower amount of mana 10% instead of 15%. Breath of life should have ots cost slightly lowered.

    Blinding light is such a low duration and has a short area. Compare our 4 seconds to ash clouds 12 seconds. Yes we get 50% to their 30%, but they also get a 70% definite snare vs our chance to set off balance. Also off balance is only when they miss. Where their snare is concurrent. Blinding flashes should be boosted to 6 seconds. The range should be boosted to 8m. The off balance should be boosted to 5 seconds. Searing light morph should do more damage and cost less. Blinding flashes should get 1 second added to off balance instead of. 5 seconds.
  • NerfEverything
    NerfEverything
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    Another set of patch notes where this Templar problem is completely ignored.

    My sub has run out and I have no intention of paying $15 to remain broken and ignored.

    FYI: When you cancel your sub and it runs out, Zen sends you a survey asking why you quit. I highly recommend copy/pasting OP's message into the feedback form. Maybe we can get someone at Zen to listen.
  • tplink3r1
    tplink3r1
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    Another set of patch notes where this Templar problem is completely ignored.

    My sub has run out and I have no intention of paying $15 to remain broken and ignored.

    FYI: When you cancel your sub and it runs out, Zen sends you a survey asking why you quit. I highly recommend copy/pasting OP's message into the feedback form. Maybe we can get someone at Zen to listen.
    1.2.0 is not so bad, i tested puncturing sweep + empowering sweep(+ blinding flashes for extra CC if needed) in PvE and i can only say one thing, its awesome.
    i know we still doing low dps, but now we can just spam dps abilities without wasting our magicka on heals that uses 1/4 ~ 1/5 of our magicka.
    Edited by tplink3r1 on June 9, 2014 6:34PM
    VR16 Templar
    VR3 Sorcerer
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Iseldiera wrote: »
    2. If you are doing 300 dps with your Templar at v12, I am sorry but you have not fully explored your class' potential. I am able to easily pull 800 DPS as a 50 destro staff user, and I can get to 550-700 DPS with my single target bar. I am v8 with self crafted gear and crappy vendor sold enchant glyphs.

    4. Backlash removed? REALLY? Do you even realize the potential and power of this skill? Casting it every 6 seconds is going to give you 250 free DPS by doing nothing else. Your group mate's need to hit that cap easy regardless of their class. Also, your claim about Backlash'es or their morphs not stacking from different sources is wrong. Different group member's backlashes/potl's all stack. Please again, in order to make a point, do not distort facts.

    Diversity is something to be cherished, not to be used to get mad.

    Any class with Destro staff start at 700+.

    Indeed if you read the previous page, there is a build with Destroy staff. However it uses only 2 Templar abilities.

    An SC or DK by replacing those 2 abilities and adding their passives, hit for 30-40% more.

    If it was an option, I could get "no-class" toon and still do 700 dps.
    The point are the class abilities.


    Backlash is good in Group content. While solo, is pretty pitiful and you might die during casting in VR areas. (same goes for Dark Flare).


    Do you believe is doing 1800 damage bonus? Because according to your maths 250 dps = 250 damage per second x 7.2 seconds duration = 1800 damage when it bursts.

    Are you sure your maths are correct?


    All this dps discussion, has to do with multiple targets (up to 6).


    On Single target all classes are equal on damage output. The issues are the AoE and the better mitigation and CC the SC & DK passives have compared to the Templar.


  • sCouraGeFire
    Warhealer wrote: »
    Playing a VR7 Temp, I don't believe Templars should be able to be on par with Sorc DPS. However I do completely agree that their Restoration spells need a significant reduction in cost.
    We are meant to be a Healing class with the option to tank, which leaves DPS as a last priority in the class setup.
    I see Templars as a Cleric or Paladin type class, not a mage.

    That being said because of the massive power drain my spells cost me I was forced to switch from playing a Pally type style (Hvy armor, shield/sword) to a Light armor, Destro staff Templar to stay competitive with other Templars.

    When I heal I have no issues keeping groups up, when I DPS I help but im better at stunning, snaring the enemy or debuffing than doing dps.

    Bottom line if you chose a Templar to DPS, you chose the wrong class.
    I always play healers/shamans in MMO's and despite the issues with cost/effectiveness issue with our healing line the class is functioning perfectly fine as a support class it was tailored to be.

    I have an issue with your statement about templar dps, every class should be within a reasonable range of each other for single target dps. Even if we are at the bottom, the bottom should be within 15-25% of the top. Our so called utility is crap compared to the other classes and in no way makes up for our lack of dps. A sorc or nb can provide more utility, and dps and heal just as good if needed.

  • Khivas_Carrick
    Khivas_Carrick
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    I will admit right now I have not played in a week or so on any toon (although I do plan to keep trucking with my Templar) but I feel that as a Medium/Light/Heavy (In that order of most pieces worn to least) that I am doing somewhat decently in my chosen profession as a Support DPS Hybrid, throwing out occasional offheals and whatever have you while wailing on an enemy with a sword.

    Whether or not this works is beyond me, but my guild doesn't wipe too often if ever at all, and I've saved a group or two or fifty from a sudden and dramatic Rushed Ceremony, so yea.

    That said I agree with the people that say "Melee needs a buff and Templar skills need a gross boon to resource management"
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • NerfEverything
    NerfEverything
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    I have an issue with your statement about templar dps, every class should be within a reasonable range of each other for single target dps. Even if we are at the bottom, the bottom should be within 15-25% of the top. Our so called utility is crap compared to the other classes and in no way makes up for our lack of dps. A sorc or nb can provide more utility, and dps and heal just as good if needed.

    This is what bothers me. DPS is very easy to balance like this. All it takes is a little damage buffs, or some passives increases to bring all the classes DPSes within reasonable ranges. They don't need to redesign the class or nerf anyone else, or add any skills. Just tweak the numbers a bit until things are reasonable.

    But they still refuse to address the issue, meanwhile, most templars are quitting :(
  • dodgehopper_ESO
    dodgehopper_ESO
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    I just want to play a Templar tank, and not feel like I should have rolled a Sorceror or Dragon Knight. I don't think that's too much to ask. We're essentially supposed to be an ancient version of the Dawnguard. We're vigilants of stendarr, etc. Heavy armor restoration, fire, hammer, and shield wearing people, with the occasional robes as backup. We are Warrior Knights and Monks. What bothers me is how obviously untanky the morphs are on a lot of the abilities. It would make me very happy if they rethought any of the ideas people have pitched, because the OBVIOUS direction they expected us to go with Templar was a Heavy Armored knight wielding a 2hander, based on the Vet image in the game. That's what we were pitched, and that option should really not be marginalized. I've always played tanks in games, both in pve and pvp, and I'm a bit concerned about this issue as well. I think qualitatively the Healing role Templar is presumably alright if all abilities are working properly. You've got reasonable debuffs which the rest of the team can take advantage of for driving up dps, while simultaneously being able to give high burst support heals. While there are some magicka draining issues for the healer, I think that's the strongest side of the class currently. The Medium and Heavy armor Templar on the other hand are oddly the ones with the problem, and that is something they need to really look at.
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  • tplink3r1
    tplink3r1
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    i can do an average of 800 dps(class abilities only) against group of world mobs(craglorn) with my vr12 templar, but i normaly run out of magicka(2253) after 15 seconds, or even less than that.
    our dps is not bad, but they really need to give us restoring spirit back.
    Edited by tplink3r1 on June 9, 2014 6:53PM
    VR16 Templar
    VR3 Sorcerer
  • NerfEverything
    NerfEverything
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    tplink3r1 wrote: »
    i can do an average of 800 dps(class abilities only) against group of world mobs(craglorn) with my vr12 templar, but i normaly run out of magicka(2253) after 20 seconds, or even less than that.
    our dps is not bad, but they really need to give us restoring spirit back.

    Umm, I think you may be confused. You are doing 800 AoE dps....so if you are taking on 3 mobs, you are doing about 300 Single Target dps. Compared to Sorcs who can push 2000 single target dps.
  • tplink3r1
    tplink3r1
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    tplink3r1 wrote: »
    i can do an average of 800 dps(class abilities only) against group of world mobs(craglorn) with my vr12 templar, but i normaly run out of magicka(2253) after 20 seconds, or even less than that.
    our dps is not bad, but they really need to give us restoring spirit back.

    Umm, I think you may be confused. You are doing 800 AoE dps....so if you are taking on 3 mobs, you are doing about 300 Single Target dps. Compared to Sorcs who can push 2000 single target dps.
    yes, i was confused.
    now i realise we need even more buffs than i was thinking, lol.
    VR16 Templar
    VR3 Sorcerer
  • Natjur
    Natjur
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    Every class 'should' have a valid tank, dps and healing build. The Dev's tanked vet dungeons on a sorc, healed on a NB and dps on the DK. They did not use a templar cause the templar was out of resources 3 mins into the first boss fight and they dropped and replace them with another DK

    The Templars have an ok tank build and an doable heal build (if they use tons of potions)
    They have no dps build. (Min 800 dps single target)

    If they have a mana recovery tool, this would fix all three builds
    Edited by Natjur on June 9, 2014 10:15PM
  • SilverWF
    SilverWF
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    anakaki wrote: »
    Is it whining when all agree except for a few?
    All? Who "all"? All templar-moaners? Sure they'll agree!
    • PC EU. Ebonheart Pact. CP 1k+
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  • nick-buckleyb16_ESO
    nick-buckleyb16_ESO
    Soul Shriven
    Great post!
    Xalterra - Templar
  • KellieHusker
    KellieHusker
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    Templar are fine, its the entire player base that is wrong! You know nothing Jon snow!
  • Poxxerom
    Poxxerom
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    To the people who are saying they can easily do 700+ DPS single target, without a group helping them and without cheating: Please create a video of this feat.

    Please use the CLS addon and post a video of you doing 700 DPS against a single boss in VR content with CLS in the background, as well as boss hitpoints so we can doublecheck this feat.

    A good test dummy is the second boss in Banished Cells who can be bugged by standing outside his room, he's a perfect test dummy to test DPS rotations. The DPS needs to be sustained for 5 minutes to give a good indication of the actual sustained DPS and not some burst 10 second DPS. You can use all skills etc, but you can not be in a group or get heals from anyone but yourself or "boosting" your DPS, and you have to do single target DPS of 700 or higher.

    Until I see such video, my case stands, and the max a Templar can do is 350DPS. I have never seen a templar to more than 350DPS confirmed solo and single target damage and I am willing to be proven wrong. I have seen plenty of sorcs and DKs do more than 650DPS though.

    I am willing to bet noone will take this challenge. Plenty will try and fail, and eventually it will be quiet. If a video of a templar doing the above feat is not posted within 3 days from today, then my OP is conclusive.

    As an incentive for all templars who thing they can pull it off, I will give 25.000 gold to whichever Templar first posts a video of himself doing 700+ solo, single target DPS against a VR dungeon boss within 3 days from the date of this post.

    So there's a 25000 gold reward prize waiting for you guys, just put your word where your mouth is and prove me wrong and it's all yours !

    Edit: I'm on NA server, so prize will only go for american server characters. My in-game character name is @poxxerom, and I created the VeteranBosses addon, the prize is real and I won't back down or change my mind, but the rules above need to be followed (and please don't modify CLS to show a higher DPS , that's cheating, we need to see the actual boss HP). You have 3 days to complete the challenge !
    Edited by Poxxerom on June 10, 2014 9:34AM
  • Tootall2186
    Tootall2186
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    Mortosk wrote: »
    lasma799 wrote: »



    They should realize ALL the magicka costs were probably designed originally based on a much higher rate of magicka regenation being available, and when they took it away, they forgot to re-balance the resource costs.

    By far the best rational reason as to the Templar regen problems. We should not have to rely on resto staff to try and keep our magicka up. Skills like sorcs dark exchange are what we need or we need passives that actually help.

    On the topic of healing skills... I only use extended ritual and breath of life. The other 3 skills on my bar are mutagen, combat prayer, healing springs. The fact that I can easily keep my group up with just my resto staff skills is pretty sad... The only time I have to use BoL is on moments of group stupidity.

    What's also ridiculous is the fact that healing springs, when spread out over the length of 1 cast of extended ritual, heals for almost 300 more health(passives not included). And that's at right about the same cost of eachother too. Ignoring the fact that you can cleanse and get the extra 200 something hp but just on the base HOT part of each spell. And add in the fact that healing springs actually gives you magicka back... Restoring what line?

    Why have a special healing line that no other class has when it's basically useless? Want some more blatantly stupid things in our healing line...?

    Rune focus, ONLY effects the caster and the morph channeled focus does nothing for magicka regen. On top of that the aoe is 5 meters... Seriously 5 meters?!? If I lay down in out of the aoe(not really but you get my point)

    Restoring aura, great potential but useless in non group fights with the morph repentance. Only being able to use a mob ONE time for a measely 200 hp/stamina "heals" is hardly worth having it slotted. Again, on big group fights like dolmens, it's a nice spell. But there's also a hoard of mobs attacking you that you can leech from. Skills like forced siphon from the resto staff give us the option for ok magicka regen and decent hp regen and can be cast multiple times on a single or multiple mobs... Quick siphon 5 mobs on a group and then say something as you sit there and watch the mobs get destroyed and your groups health not move an inch.

    Healing ritual... Really... A 1.7-2 second cast time for a small heal like that...? I tried my hardest to make this skill work it the fact that I only have to use resto staff and it's 2 main HOT skills makes this skill beyond useless with its cast time and minute heal and big-ish cost.

    Templars healing line needs a complete overhaul. You want to make Templars the go to healing class? Give us back our magicka regen and give us skills WORTH taking and using over resto staff skills.

    TL:dr, too bad, go read it and the other posts if you're interested in constructive feedback.
  • Methtrain
    Methtrain
    Soul Shriven
    I play a VR12 templar myself. Let me start out by saying that i enjoy healing and primarily only use breath of life and rapid regeneration - because I am dps'ing at the same time. I pull 250 DPS in my healing bar.

    I also DPS and AOE when I can. My highest single target DPS is 800. POTL -> Solar barrage -> Reflective/weave -> Reflective/weave -> Heavy attack -> POTL. Soul Assault ulti singletarget and Solar Prison for AoE.

    With that said, I can *** many things up during my rotation I can POTL too soon if I miss my count and it will be utter useless because it wont cap and ruin my new cast of it, effectively lowering my DPS like a cementblock dropped from the pier with me strapped to it.

    I CHUCK POTS, I have seducers, I have warlocks and I have Willow's. I can't tell you how much seducers/warlocks together with resto heavy attacks help. It's still hard to not suck in the DPS race on long fights because my rotation is for shorter bossfights, because I know I cannot pull the same kind of DPS that other classes can in trials, but I sure can heal in them.

    So for now I accept the healer role until something comes along that will make templars just a little more viable as a DPS compared to that of DKs and Sorcs.
    Edited by Methtrain on June 10, 2014 12:01PM
  • jdroebuckb16_ESO
    jdroebuckb16_ESO
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    I'm VR2 and think I could do about 400-500dps on a sustained boss fight if I just went all out dps and ignored survivability. No idea if at VR12 I could push that up.

    I use 5 medium, 2 light and stack my weapon crit as high as possible, which includes as much uptime as possible on weapon crit pots.

    Open up with a high damage long cast or PoL (so the charge time isn't wasted in ya dps calc). Then just unload my templar DOT with snare, venom arrow / light attack machine gun. Every now and again throw in a stam/magicka pot but as I rotate between unloading stam and Magicka DOT then resource management is easier.

    in reality, I need to use cc (binding javelin) but that also gives a massive dps boost to crit hit venom arrows and light attacks due to passives against vulnerable targets.

    I guess this relies on animation cancelling to work and synergising the few usefull templar ranged skills to the bow skills.

    I'm also very exposed with low health as I've stacked magicka and stamina for the dps boost.

    i can solo all 1-3 mob world bosses, as long as they never reach me and hit me. Venom arrow machine gun stops any spell attacks dead.

    AOE is where I think we struggle, I sometimes swap into destro for when I need AOE, but for most encounters this has worked fine on anything I've met so far (I'm fully completing everything in zones before moving on, hence slow levelling but enjoying the game)
    "Home is where the heart is but the stars are made of platinum"
  • Phantorang
    Phantorang
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    SilverWF wrote: »
    anakaki wrote: »
    Is it whining when all agree except for a few?
    All? Who "all"? All templar-moaners? Sure they'll agree!

    Lol, you always disagree and call everyone else moaners etc :p
    Fimbulwinter Recruiting true Vikings | Campaigns score | EU PC
  • Malmai
    Malmai
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    Quote:

    Healing:
    We have played and completed most VR dungeons (including VR1-VR10). We stopped using templar class specific healing skills after level 15 and never used them again.

    What?
  • anakaki
    anakaki
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    Phantorang wrote: »
    SilverWF wrote: »
    anakaki wrote: »
    Is it whining when all agree except for a few?
    All? Who "all"? All templar-moaners? Sure they'll agree!

    Lol, you always disagree and call everyone else moaners etc :p

    Hes trolling in all class posts but dk.
    Death Recap for Templars
    Have you tried rerolling to a Sorcerer or Dragonknight?
    Templars do more dps than DK's.
  • Warhealer
    Warhealer
    Soul Shriven
    anakaki wrote: »
    Warhealer wrote: »
    Bottom line if you chose a Templar to DPS, you chose the wrong class.
    I always play healers/shamans in MMO's and despite the issues with cost/effectiveness issue with our healing line the class is functioning perfectly fine as a support class it was tailored to be.

    Shaman, not a dps class? If your not top 3 in any raid as dps Shaman your doing it wrong. Or did you mean another game? I immidietly go to wow...
    I have never touched that faddish socialite game. I played UO/EQ The Shaman I refer to is the first Shaman, EverQuest. They are a Debuffer/Buffer/heal class with limited dps. The buff ally armor, attack speed and spell resistance while debuffing the mobs armor, resists and slowing their attack speed while healing allies or in EQ2 placing spiritual Wards on their allies to prevent damage.

    The only thing this game is missing is 1h Spears.

  • tawok
    tawok
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    anakaki wrote: »
    playtested the game.
    mHM3DMk.gif


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  • SwampRaider
    SwampRaider
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    The problem with our DPS, is our rate of sustain. We can hit 600-800 DPS, but then after a few seconds we lose our resource pools
    Character: Eros, Eros I I, The Paw of Woe
    Class: Templar Healer/MagWarden/ Stam Sorc
    Alliance: DC
    Campaign: Vivec (pc/na)
    Guardians of Daggerfall
  • anakaki
    anakaki
    ✭✭✭
    tawok wrote: »
    anakaki wrote: »
    playtested the game.
    mHM3DMk.gif


    lol
    Edited by anakaki on June 10, 2014 3:39PM
    Death Recap for Templars
    Have you tried rerolling to a Sorcerer or Dragonknight?
    Templars do more dps than DK's.
  • Mephos
    Mephos
    ✭✭✭
    Ragekniv wrote: »
    Well said Sir!

    I hope Zenimax is listening to you my brethren Templar!

    they don´t ... they will never do that.. not in a 100 years

  • Fyrakin
    Fyrakin
    ✭✭✭
    Templar skills are not meant to be be in line with sorcerer TBH, I know game says you can play the way you want, but sometimes your earlier choices leave you with little to no options. For that very reason I have 2 characters, 1 for support another for DPS.
    NA Megaserver (810) - Fyrakin, Loremaster Fyrakin, Cartographer Fyrakin, Taskmaster Tobin, Zergas, Texa, Furnacius, Hextex
    EU Megaserver (167) - Fyrakin
    MiniMap author
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