Right of Passage and it's morphs only hits 4 targets so it's useless in Trials.
I couldn't believe an ult would be that bad, so I tested it. I had people in my raid in AA Spell Symmetry their health and then healed with Remembrance, only 4 people got healed... It's total garbage right now and needs to be fixed.
Hah. I was just going to say something along the lines of this.Thechemicals wrote: »Right of Passage and it's morphs only hits 4 targets so it's useless in Trials.
I couldn't believe an ult would be that bad, so I tested it. I had people in my raid in AA Spell Symmetry their health and then healed with Remembrance, only 4 people got healed... It's total garbage right now and needs to be fixed.
You dont know what your talking about.
FTC is accurately counting the targets my remembrance is hitting in that screenshot of a video I was recording on the 19th. I've used this ultimate well enough to know it heals and applies the buff to more than 4 targets, definitely in pvp anyway.And you're sure you were the only source of healing output in that example? The spell sym trial example represents a fairly controlled test of the mechanics. Casting "in the wild", so to say, and just feeling it out doesn't give us any solid evidence to work with.
The way it works is that it heals the (6) lowest health targets every 0.5s - therefore, in theory, over 1s it will have healed the entire Trials raid.Trust me, I wish I was wrong. I didn't believe it either, which is why I did a controlled test. I don't expect you to take my word for it. I'd urge you all to test Remembrance with spell symmetry in a trial instance and no one else healing as well. Let us know what you find.
These would go a long way to fix the magicka regeneration issue.Additions to their current effects.
Balanced Warrior - Passive - Add 4% mana return on melee heavy attack
Radiant Aura - Slotted - Add 10-15% magicka regen for the player, no changes to Activation portion
The slotted passive suggestion adds more to the tradeoff decision of both bars or one. I would remove the increased radius for more magicka regen.
Mjollnir_NL wrote: »I do not see the problem. We (templars)doing fine as tanks and healers. We can keep up a great fight in pvp. So only in real DPS (time based)we are less welcome. So what :-)
They should make some stuff a little harder maybe..dont know.
Now it is like who can punch the hardest. But in fights it is not automaticly the one who punches the hardest, who wins at the end..