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LowfyrWildforge
11-11-2005, 03:43 AM
<DIV>I honestly haven't decided if Templars are worse or better than other priest classes; I don't know if I necessarily care if the grass is greener on the other side of the fence.</DIV> <DIV> </DIV> <DIV>But I can tell you what I currently do not enjoy about the class, post changes.  I'm not a parsing kind of guy, so don't expect to see five pages of pie charts and venn diagrams.  Here's what I've noticed:</DIV> <DIV> </DIV> <DIV>1) Mitigation is not as good as avoidance in some ways.  Granted, mitigation does tend to blend well with our reactives, I'l give you that. But--  </DIV> <DIV>    a) Mit doesn't SEEM to decrease the chance of getting interrupted...</DIV> <DIV>    b) From the mobs I've fought, a LOT of them have mitigation debuffs, but not avoidance debuffs.  This favors the avoidance healers, because if they have low mit anyway, they're not losing as much.</DIV> <DIV> </DIV> <DIV> 2) Our mez spells are not particularly useful, in my experience.  Yes, there are occasions where they help, but not so much in a group dynamic.</DIV> <DIV> </DIV> <DIV> 3) Our utility may be of roughly similar value to other classes, I honestly don't know for sure.  What I do know is that... it's pretty boring stuff.</DIV> <DIV> Couldn't we have something like the hammer procs or pet, without making the dps unbalancing?</DIV> <DIV> </DIV> <DIV>xxoo,</DIV> <DIV> </DIV> <DIV>Lowfyr Wildforge</DIV> <DIV>54 Templar/51 Carpenter</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Timaarit
11-11-2005, 12:44 PM
I have similar observations as you do. I must admit that my view of templars have changed quite a bit since my first complains. As it is, we are viable healers. We actually can give groups 10 to 20% damage boost with debuffs in long fights. But, our nukes are a joke. Now in long fights they do about 25% less dps than the basic nukes for other healing classes. But they lack the punch in short fights as we constantly need to wait for recasts while other classes cast several nukes and wait for recasts while powering up after combat. Also our dps input is really invisible to over 99% of the players as they think it is their dps even through parsers. What I would like to see is that our nukes got 3 to 4x more damage with a bit longer cast time, 3 to 4x power cost and 2 to 3x longer recast timer. While this would mean 20 to 30% increase in dps for long fights, it would make our dps 2 to 3x higher while soloing mobs with low health. This is just because then we also could wait for recasts while looking for next target and powering up. I would also like to see mitigation as a resist against interrupts. Templar is boring to play since most of our abilities are passive and/or underpowered. So either you cast them once per combat or not at all since it is not worth the power. Maybe other classes utility is as useless, but at least they have choices for combat. A templar casts certain spells and has no tactical skills to use. Out stun take so long to cast that it cannot be used as an interrupt. Same goes to out smite with soothe. Casting times are so long that they are just for damage reduction, they cannot be used to react opponents actions. <div></div>

Nindor2
11-11-2005, 07:42 PM
While i generally am much in favor of bigger nukes, and would not find longer recasts too problematical, longer cast times would make soloing with current interrupt rates even more annoying than it is now. Fighting groups of 3+ mobs is a challenge to patience at times anyways, as you might get interrupted 3-4 times for every success already with the normal casttimes, until you drop 1-2 mobs. <div></div>

Timaarit
11-11-2005, 07:44 PM
Well if they fix mitigation by making it resist interrupts, that wont be a problem. <div></div>