I have not played a templar, but played with em and I know several. Are your suggestions meant to keep your Magika at 100% no matter if you chain cast spells?
I argued with a DK not a week ago, he said I should use willows path instead of seducer, he doesn't think seducer is somehow noticeable, I nearly killed his abbility to hear me, thats how loud I laughed, I notice these 3% I feel like they are mandatory, and other are just running aorund in random sets, trying to convince me that more output would be better xDDD
We don't need that much survival buffs or dmg buffs if you give us the abbility to just use our spells xD
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Did you notice about 80-90% of the posts leading up to Jessica's mentioned Magicka Regen or resource management is in need of a buff for Templars?
Do you think it's just a weird cosmic coincidence that happened? Or, perhaps, just perhaps, there really is something wrong with it.
dylanjaygrobbelaarb16_ESO wrote: »channeleld focus is also almost completely useless because it is a tiny aoe that stays routed, and this is a game where you have to stay moving to survive. the one thing do like is the magica you gain is completely separate from your magica-regain stat. unless the magica you gain is at least double the cost, the skill is still basically unusable because you have to constantly move out of it. possibley if the area was a little larger, the magica gain was drastically increased and the non magica replinesh was decreased( so its not op) it might have a chance of someone slotting it( aside for perhaps a templar tank playing a dungeon)
This is a common misconception regarding channeled focus that I would like to correct. You do not have to stay in the focus to get the magicka regen from the skill. You lose the armor buff if you step out of the focus but the magicka regen keeps working as long as the focus is still on the ground. I would prefer if the armor buff degrades over time instead of falling off completely when you step out of the focus but that is another issue.
Currently, you also gain 10 magicka per 0.5s while the focus is active which works out to a total of 340 magicka gain if you let the focus expire instead of recasting it as you move. Depending on your cost reduction, 340 magicka can be about double the cost of the skill.
EDIT: to fixed broken quote.
Dagoth_Rac wrote: »I argued with a DK not a week ago, he said I should use willows path instead of seducer, he doesn't think seducer is somehow noticeable, I nearly killed his abbility to hear me, thats how loud I laughed, I notice these 3% I feel like they are mandatory, and other are just running aorund in random sets, trying to convince me that more output would be better xDDD
We don't need that much survival buffs or dmg buffs if you give us the abbility to just use our spells xD
Go with Magnus' Gift if you want spell cost reduction. Having 5% of spells cost 0% is a 5% spell cost reduction in the long run. Seducer is only 3% spell cost reduction.
Seducer = Cast 100 spells that normally cost 300 magicka = 100 spells that now all cost 291 magicka = 29100 total magicka cost.
Magnus = Cast 100 spells that cost 300 magicka. That is 95 spells that cost 300 and 5 spells that cost 0. 95 x 300 + 5 x 0 = 28500 total magicka cost.
Yes, you won't see the cost reduction in your tooltip with Magnus. And it is unpredictable. It may hit 5 times in a row then disappear for 100 spells. It may hit on a spell that costs 120 magicka when you hoped it would hit on that one that costs 400 magicka. But with the thousands upon thousands upon tens of thousands of spells you will cast in the lifetime of your character, it will work out to 5% less magicka use.
Or, go 3 pieces Magnus and 3 pieces Seducer. That is going to be 8% spell cost reduction in the long run.
dylanjaygrobbelaarb16_ESO wrote: »
its 5 per 1/2 sec 10 per sec for 18 sec thats 180 magica only, so its a free spell and still not worth using; unless they changed it without changing tooltip. so ill take your word you dont need to be inside. its still not a way to regain resources. it cost me 27 less then i gain; at 100 magica regain per 2 sec that nets me half of one second worth over 18 seconds. boo. now if they change it to 10 a second and indeed you dont need to stand in buff zone, we may have something ok that probably is still bearly slottable, and underpowered compared to other classes mana management skills. sea of flames gives firstaff dk some insane potential. they can quadrouple the mana they spend in 2 sec if timed properly.
First: DO NOT apply this to RESTRO STAFF, but to the class itself.
dylanjaygrobbelaarb16_ESO wrote: »
its 5 per 1/2 sec 10 per sec for 18 sec thats 180 magica only, so its a free spell and still not worth using; unless they changed it without changing tooltip. so ill take your word you dont need to be inside. its still not a way to regain resources. it cost me 27 less then i gain; at 100 magica regain per 2 sec that nets me half of one second worth over 18 seconds. boo. now if they change it to 10 a second and indeed you dont need to stand in buff zone, we may have something ok that probably is still bearly slottable, and underpowered compared to other classes mana management skills. sea of flames gives firstaff dk some insane potential. they can quadrouple the mana they spend in 2 sec if timed properly.
My question to you or anyone else is, why not use Spell Symmetry just like Sorc? No Sorc worth taking in a trial group is using Dark Conversion to regen magicka so therefore Sorc is in the same exact boat and relies only on Spell Symmetry in group pve situations.
ZOS_JessicaFolsom wrote: »Hi folks,
We hear you loud and clear about the need for resource management improvements for Templars. We're looking into what we can do there, too, and appreciate your suggestions.
@ZOS_JessicaFolsom thank you for that update! Nice to see you still keep an eye on everything.
Meanwhile.. Suggestion(s) I would make are very specific to the Templar class as that is where REGEN is the biggest issue.
First: DO NOT apply this to RESTRO STAFF, but to the class itself.
Second: "Restoring Light" tree I would seriously increase the PASSIVE skills to include an update to "Focused Healing" passive. Adding a large Magicka Regen equal to and only from CRIT Heals.
Third: Add Magicka Regen into 2nd row of ACTIVE's across all three skills (Only when that skill is used) and on MORPHS only. Piercing Javelin, Solar Flare, Healing Ritual and heck maybe any of the ACTIVE spells, but you get the idea. Prevents abuse when used for specific skill line.
Fourth: Add to Templar PASSIVE a similar bonus like Mages Guild gets when you SLOT multiple Restoring Light items you get larger Magicka Regen buffs and/or costs decrease.
Fifth: Focused Healing Passive - Add a Bonus for RESTORATION Staff use when recovering Magicka (I mean like 50% bump in what we get back), but don't increase the amount of damage done (Healer specific item). This item ALONE might help REGEN DPS and HEALS if done right. Little bit like the "Destruction Expert" below, but really more "Healing Expert" type setup.
Sixth: Same as #5, but for DPS Tree something like "Destruction Expert" from the Destruction Staff needs to be added to Aedric Spear and Dawn's Wrath tree's. Today the destruction staff is awesome regen and for a SORC/DK that have good REGEN on top of that it's crazy cool REGEN.
jamie.goddenrwb17_ESO wrote: »f0rgiv3n27b14_ESO wrote: »Dark Flare decreased cast time and more damage...
Also some Nova love! It's a good day.
Thanks!
Edit: Templars need some sort of resource management option other than a minimal decrease in spell cost... If you play your templar as rdps/support, you are forced to use a Healing staff to even go through 2 rotations of abilities.
Edit 2: I don't think Templars should do as much dps as Night Blades or Sorcs, or be able to take a beating like Dragon Knights (which do to much dmg combined with their survivability).
IMO buffing dmg is not the way to go, giving Templars a way to replenish magicka would help the class more than any dmg buff. Templars can do some insane burst healing so they don't need to be able to do insane damage due to that.
Templars should be able to do every bit as much damage as Nightblades and be able to tank just as well as a Dragonknight. The whole concept of this game was that any class can do anything.
That is why I am not bothered if Sorcerers, Dragonknights or Nightblades can heal as well as (currently better than) Templars.
I completely agree with every other point you made
madangrypally wrote: »@ZOS_JessicaFolsom
What about what was posted to PTS a few weeks ago. I do not see these listed on this update and did they get scrapped?
Puncturing Sweep: Added self healing based on amount of damage caused.
Empowering Sweep: Added damage reduction and removed the armor. Based on amount of targets hit.
Rite of Passage: Added CC immunity while channeled.
Are those still scheduled for patch? These should be added to that list if so. These changes are major IMO>
dylanjaygrobbelaarb16_ESO wrote: »
Stupid question. Since there are so many that says DK in light armor gets an insaine magika regen. Doesnt Templars in light armor get magika regen too?
you are missing the point of the whole thread. they have CLASS abilities that give the ability to manage/replenish magica or "regain it" in a way unrelated to magica regain.
for instance, the dk sea of flames restores magica whenever enemy effected dies, its toggled, cost x every one second and you replenish double for each enemy who dies under its effect. so you have a light armor person increasing magica regain and reducing spell cost firestaff aoe till mobs almost dead and then switch on sea of flames for a couple secs boom. so if its 50 per sec for two sec and regain double per dead enemy inside a mob of 6 that you impulse down you would regain 600 mana for the cost of 100 activating the skill for 2 sec( the costs are made up so im not using algebra but its x per sec and double that per dying enemy). and that is not the only spell dk has the option to use that replenishes magica when x criteria happens. what do templars, get nothing.
I dont know dk well enough to know if that is what people are doing. but ill tell you what, put that skill in our dawns wrath tree and we would be pretty damn excited. we get an unslottable spell giving resist and armor buff and regain half the mana of said spell, which is tiny aoe you have to stand still in to actually get the mana or the buffs; and we all know you cant stand still.
RangerChad wrote: »Is Empowering Sweep still getting damage reduction 15% +an amount per mob
Is Puncturing Sweep still going to heal during damage?
Is Blazing Spear getting more AoE damage?
Sorry if this was answered in front of my post, I don't want to sort through them all. I was mostly eager for those three updates that were part of the PTS.
Focused Charge/Explosive Charge - is not stunning the enemy for 3secs. I reported this in game before but didn't see it in the list. Maybe someone else can confirm/deny this...? But I do not see the mob stunned at all after I hit it.