It could always be worse. At least it's not a toggle on top of having a cast time.'The Clap' must be the contender for worst skill in the game. How the devs did not think it needed changing I don't know.
Everyone should /bug it and explain you assume its a bug because no one in their right mind would design a spell that ***.
Mh, you act like that's not the intended goal...timidobserver wrote: »The only thing that tweak is going to accomplish it getting bad healers to use it and cause their groups to wipe.
ThatHappyCat wrote: »The problem with making it a channel is that it then overlaps too much (if not completely) with Rite of Passage.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
That would turn Templar into an interruptable heal bot standing within the center of the fight. It is exactly what the skill was meant for in the first place. Sadly, most healers don't want to be a heal bot.increase its range to 28m reduce the CT to 1.5sec BUT implement a LOS check on that spell.
=> you gain a powerfull heal, the los check forces the templar to stay in the open making him vulnurable to rupts.
Damage in ESO is largely unpredictable, so this ability is preemptive and in no way reactionary. When there is an emergency, cancel the ability (block button works) and fight those fires.That would turn Templar into an interruptable heal bot standing within the center of the fight. It is exactly what the skill was meant for in the first place. Sadly, most healers don't want to be a heal bot.increase its range to 28m reduce the CT to 1.5sec BUT implement a LOS check on that spell.
=> you gain a powerfull heal, the los check forces the templar to stay in the open making him vulnurable to rupts.
Correct, that is ZOS not thinking through on the design of this ability.Joy_Division wrote: »Damage in ESO is largely unpredictable, so this ability is preemptive and in no way reactionary. When there is an emergency, cancel the ability (block button works) and fight those fires.That would turn Templar into an interruptable heal bot standing within the center of the fight. It is exactly what the skill was meant for in the first place. Sadly, most healers don't want to be a heal bot.increase its range to 28m reduce the CT to 1.5sec BUT implement a LOS check on that spell.
=> you gain a powerfull heal, the los check forces the templar to stay in the open making him vulnurable to rupts.
Not sure what you are trying to say here. If the skill is meant to be preemptive, it fails as it effects are only to heal damage already received (excepting the morph that heals a little bit in 8 seconds). It does nothing to bolster its targets against potential incoming damage.
Preemptive? Quite the opposite really. Which is why it doesn't work in its current Implementation. Glad to get rid of it with the free respec and change to healing springs (which fits the notion of being preemptive much better by the way). Still don't get how one could call a burst heal with a cast time of 2 seconds (morph to 1.7secs doesn't help squat by the way - yes I tried) a preemptive heal.Damage in ESO is largely unpredictable, so this ability is preemptive and in no way reactionary. When there is an emergency, cancel the ability (block button works) and fight those fires.That would turn Templar into an interruptable heal bot standing within the center of the fight. It is exactly what the skill was meant for in the first place. Sadly, most healers don't want to be a heal bot.increase its range to 28m reduce the CT to 1.5sec BUT implement a LOS check on that spell.
=> you gain a powerfull heal, the los check forces the templar to stay in the open making him vulnurable to rupts.
Fizzlewizzle wrote: »The only way i could see it work as a preemptive heal is by making it a skill you charge and save so you can use it later (without cost).
Something along the line of the Sorcerers skill Dark Exchange. Use up your magicka to put charges on the skill.
Every 10% magicka you use equals 1 heal. Once you stop the charging (by blocking, getting interrupted or running out of magicka) the skill turns into an instant casting heal skill with (x) charges which won't require any further magicka.
Once you're done charging you can use your magicka for whatever else you might want to use it, and when you need a emergency heal you can press the skill button and it will remove a charge and releases a heal.
Morphs could be for more charges or heals with a bigger radius/ power.
ThatHappyCat wrote: »How about this for an idea...
Healing Ritual: takes 3 seconds to cast, player is immobilised while casting. Turns into Healing Burst for one minute after casting. Healing Burst has no cost and instantly heals up to 6 allies within 12 metres for [insert large number here], after which it reverts back to Healing Ritual.
Ritual of Rebirth: player gains [insert large number here] armour and spell resistance and is immune to control effects while casting Healing Ritual.
Lingering Ritual: can trigger Healing Burst twice before it reverts back to Healing Ritual.
This makes Healing Ritual a skill you prepare ahead of time for the "oh crap" of oh crap moments. Ritual of Rebirth turns it into a possible tanking spell, while Lingering Ritual gives you twice the "oh crap" for your buck.