TybaltKaine wrote: »Warden is probably the most overtuned here. DK is a close second. NB stinks, Sorc is pet dependent, Templar is jabs on skooma, Necro relies on broken corpse mechanics and Arcanist does literally nothing most Arc skills don't already do.
All told, this is a mixed bag, but Warden and DK have it the best by far.
Assuming none of these change dramatically I feel like templar and dragon knight should be switched. Given part of dragon knight's class kit is rocks. getting a ton of armor but making yourself less mobile would actually kind of make sense for them, while templars theming is very crusader/paladin which should feel confidant wading into hordes of enemies like the current DK one would do.
Assuming none of these change dramatically I feel like templar and dragon knight should be switched. Given part of dragon knight's class kit is rocks. getting a ton of armor but making yourself less mobile would actually kind of make sense for them, while templars theming is very crusader/paladin which should feel confidant wading into hordes of enemies like the current DK one would do.
ArctosCethlenn wrote: »Does it mean Light Weaver, the restoring light passive that gives +33000 resists while channeling the healing ult?
I think socr is full of flaws, using pets to give almost pointless healing. In the absence of pets, only close range damage is given. Almost completely erasing the existence of remote sorc.
Seraphayel wrote: »I think socr is full of flaws, using pets to give almost pointless healing. In the absence of pets, only close range damage is given. Almost completely erasing the existence of remote sorc.
Honestly, I love the Sorc one. The pet healing is just another layer for Sorc healers and I love what they’ve done in the recent update.
MashmalloMan wrote: »
They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...
Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?
MashmalloMan wrote: »
They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...
Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?
I’ll be able to confirm whether the two snares stack when I get home from work.
Logic dictates that there’s no way they don’t, but who knows lately, they tacked an immobilize on a DPS skill and shipped it as a Tank one.
MashmalloMan wrote: »MashmalloMan wrote: »
They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...
Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?
I’ll be able to confirm whether the two snares stack when I get home from work.
Logic dictates that there’s no way they don’t, but who knows lately, they tacked an immobilize on a DPS skill and shipped it as a Tank one.
I don't think there is anything to confirm because that isn't how snares work in ESO. It takes the highest value one applied to you, they shouldn't ever stack together, that would be a bug.
Eg. if you're snared by the new Templar script for -50%, you can not be snared by a further -40% from Sea Serpent's Coil. The -40% is negated by the higher -50%. You are only snared by -50%, not -90% or -70% (50% x 40%).
Correct me if I'm wrong?
This is why snares like -70% from Warden's Permafrost are allowed to exist at all. High values like these wouldn't be possible if every snare added on top of each other. It's also why running sets with kiss/curses that apply snares aren't a huge deal in PVP where you're usually snared by a minimum of -30% in combat 90% of the time anyway, unless you're using an immunity skill like RAT.
sneakymitchell wrote: »That nigtblade so busted. No downsides to slot. I swear nightblade has the easiest crit rating than other classes which is fine but they can still be tanky to the point where you can’t kill them easily.
MashmalloMan wrote: »
They are crazy to think giving templar on demand 33k armor is balanced on a class that is already tanky enough. Having it attached to a heal ultimate was what made the passive balanced, on regular skills this is just too much. This is really not what Templars needed. The 50% snare means nothing, especially pairing it with something like Sea Serpents Coil where you're already opting to snare yourself for more damage, whats 10% more...
Can we get something more balanced and viable for a variety of builds to run instead of supporting a PVP meta in which everyone is terrified to die?