Fizzlewizzle wrote: »@Vandril
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).
Your build is irrelevant. The mantikora is going to kill you if you are channeling healing ritual when he stomps. If you take a heavy attack in vet dsa without blocking, you are probably going to die.Fizzlewizzle wrote: »I'm build for taking a hit, blocking or not.timidobserver wrote: »Fizzlewizzle wrote: »@Vandril DJ
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).You do know that they boosted Healing Ritual by 70%?timidobserver wrote: »It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.likewow777 wrote: »Templars need better healing:
I wouldn't see that as "ZOS not agreeing with with that Templar need better healing". Maybe its because they wanted to make the skill more useful... if thats the case then i would advise them to also increase the range drastic.
As someone that uses Healing Ritual as a main healing skill i can tell them this:
A Healing Ritual user draws a lot of agro because often they need to stand in the middle of the crowd to heal everyone. Since you have idiots out there that love running away from enemies (and thus run out of Healing Ritual range) you have to constantly walk after them (with a crowd of monsters swarming around you), causing them to run again...
You only have 5 meters on each side of you to heal people. An average "melee" range is already 5-8 meters, which means that they can stand outside the healing area while still being in melee range. If you have Ranged type players within your group this range grows greatly.
I'm not suggestion that HEaling Ritual needs to be 28M to each side of us (56M Total), but at least having a coverage range of 22-28M (total) would be needed to be able to stand between the Tank+Enemies and the (Long Ranged) Dps guys.
As long as it has a cast time it is garbage.
1. There are so many other things you could be doing for your group as opossed to standing in place channeling healing ritual. Dpsing, buffing, debuffing.
2. Two seconds is long enough for people to die. Your Vet DSA group would wipe regularly.
3. You can't block while channeling it as one hardheader healer learned a learned in Sanctum Ophidia group I was in shortly after 1.6 launched.
The skill is garbage. No tweaks. Replace it.
But, that aside... what would you suggest for a Replacement? Saying that it should be replaced is easy, comming up with a decent idea is a bit harder.
I might have an idea, though maybe a bit of a strange one.timidobserver wrote: »Your build is irrelevant. The mantikora is going to kill you if you are channeling healing ritual when he stomps. If you take a heavy attack in vet dsa without blocking, you are probably going to die.Fizzlewizzle wrote: »I'm build for taking a hit, blocking or not.timidobserver wrote: »Fizzlewizzle wrote: »@Vandril DJ
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).You do know that they boosted Healing Ritual by 70%?timidobserver wrote: »It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.likewow777 wrote: »Templars need better healing:
I wouldn't see that as "ZOS not agreeing with with that Templar need better healing". Maybe its because they wanted to make the skill more useful... if thats the case then i would advise them to also increase the range drastic.
As someone that uses Healing Ritual as a main healing skill i can tell them this:
A Healing Ritual user draws a lot of agro because often they need to stand in the middle of the crowd to heal everyone. Since you have idiots out there that love running away from enemies (and thus run out of Healing Ritual range) you have to constantly walk after them (with a crowd of monsters swarming around you), causing them to run again...
You only have 5 meters on each side of you to heal people. An average "melee" range is already 5-8 meters, which means that they can stand outside the healing area while still being in melee range. If you have Ranged type players within your group this range grows greatly.
I'm not suggestion that HEaling Ritual needs to be 28M to each side of us (56M Total), but at least having a coverage range of 22-28M (total) would be needed to be able to stand between the Tank+Enemies and the (Long Ranged) Dps guys.
As long as it has a cast time it is garbage.
1. There are so many other things you could be doing for your group as opossed to standing in place channeling healing ritual. Dpsing, buffing, debuffing.
2. Two seconds is long enough for people to die. Your Vet DSA group would wipe regularly.
3. You can't block while channeling it as one hardheader healer learned a learned in Sanctum Ophidia group I was in shortly after 1.6 launched.
The skill is garbage. No tweaks. Replace it.
But, that aside... what would you suggest for a Replacement? Saying that it should be replaced is easy, comming up with a decent idea is a bit harder.
Meh to ideas. Healing ritual is so bad that we would be better of off it was just deleted and not even replaced. At least bad/new healers would no longer have access to it. However, I would replace it with a toggle since Templar are the only class without one. One morph would benefit dps and the other tanking.
timidobserver wrote: »likewow777 wrote: »
Templars need better healing:
It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.
Fizzlewizzle wrote: »I might have an idea, though maybe a bit of a strange one.timidobserver wrote: »Your build is irrelevant. The mantikora is going to kill you if you are channeling healing ritual when he stomps. If you take a heavy attack in vet dsa without blocking, you are probably going to die.Fizzlewizzle wrote: »I'm build for taking a hit, blocking or not.timidobserver wrote: »Fizzlewizzle wrote: »@Vandril DJ
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).You do know that they boosted Healing Ritual by 70%?timidobserver wrote: »It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.likewow777 wrote: »Templars need better healing:
I wouldn't see that as "ZOS not agreeing with with that Templar need better healing". Maybe its because they wanted to make the skill more useful... if thats the case then i would advise them to also increase the range drastic.
As someone that uses Healing Ritual as a main healing skill i can tell them this:
A Healing Ritual user draws a lot of agro because often they need to stand in the middle of the crowd to heal everyone. Since you have idiots out there that love running away from enemies (and thus run out of Healing Ritual range) you have to constantly walk after them (with a crowd of monsters swarming around you), causing them to run again...
You only have 5 meters on each side of you to heal people. An average "melee" range is already 5-8 meters, which means that they can stand outside the healing area while still being in melee range. If you have Ranged type players within your group this range grows greatly.
I'm not suggestion that HEaling Ritual needs to be 28M to each side of us (56M Total), but at least having a coverage range of 22-28M (total) would be needed to be able to stand between the Tank+Enemies and the (Long Ranged) Dps guys.
As long as it has a cast time it is garbage.
1. There are so many other things you could be doing for your group as opossed to standing in place channeling healing ritual. Dpsing, buffing, debuffing.
2. Two seconds is long enough for people to die. Your Vet DSA group would wipe regularly.
3. You can't block while channeling it as one hardheader healer learned a learned in Sanctum Ophidia group I was in shortly after 1.6 launched.
The skill is garbage. No tweaks. Replace it.
But, that aside... what would you suggest for a Replacement? Saying that it should be replaced is easy, comming up with a decent idea is a bit harder.
Meh to ideas. Healing ritual is so bad that we would be better of off it was just deleted and not even replaced. At least bad/new healers would no longer have access to it. However, I would replace it with a toggle since Templar are the only class without one. One morph would benefit dps and the other tanking.
A Toggle, maybe something like summoning a "Mender".
Menders can both heal and deal damage, as you probably have noticed while fighting those guys.
The basic Skill could give you a normal mender, while the Morphs could make the Mender focus on healing only or damage only.
The Normal mender would posses the basic skills:
- Healing (not the "Radiant Destruction" like healing some often cast), sort of like Honor the Dead.
- Sun Fire.
The Healing Mender (Morph) could posses skills like:
- Healing (Honor the dead).
- Channeled Healing (The beam healing NPC's sometimes use)
- Rune Focus
The Offensive Mender (Morph) could posses skills like:
- Vampire's Bane or Reflective Light (maybe based on the morph you use yourself)
- Eclipse
- Backlash
(Not Radiant Destruction, that would be to much)
As for how the mender would/ could look:
- A yellow/ gold-ish Flame Atronach.
- An Alliance war mender (your own alliance).
- Maybe a yellow/ gold-ish Spirit/ Ghost.
A "pet" seemed like the best option if you wanted offence and defense at the same time.timidobserver wrote: »Fizzlewizzle wrote: »I might have an idea, though maybe a bit of a strange one.timidobserver wrote: »Your build is irrelevant. The mantikora is going to kill you if you are channeling healing ritual when he stomps. If you take a heavy attack in vet dsa without blocking, you are probably going to die.Fizzlewizzle wrote: »I'm build for taking a hit, blocking or not.timidobserver wrote: »Fizzlewizzle wrote: »@Vandril DJ
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).You do know that they boosted Healing Ritual by 70%?timidobserver wrote: »It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.likewow777 wrote: »Templars need better healing:
I wouldn't see that as "ZOS not agreeing with with that Templar need better healing". Maybe its because they wanted to make the skill more useful... if thats the case then i would advise them to also increase the range drastic.
As someone that uses Healing Ritual as a main healing skill i can tell them this:
A Healing Ritual user draws a lot of agro because often they need to stand in the middle of the crowd to heal everyone. Since you have idiots out there that love running away from enemies (and thus run out of Healing Ritual range) you have to constantly walk after them (with a crowd of monsters swarming around you), causing them to run again...
You only have 5 meters on each side of you to heal people. An average "melee" range is already 5-8 meters, which means that they can stand outside the healing area while still being in melee range. If you have Ranged type players within your group this range grows greatly.
I'm not suggestion that HEaling Ritual needs to be 28M to each side of us (56M Total), but at least having a coverage range of 22-28M (total) would be needed to be able to stand between the Tank+Enemies and the (Long Ranged) Dps guys.
As long as it has a cast time it is garbage.
1. There are so many other things you could be doing for your group as opossed to standing in place channeling healing ritual. Dpsing, buffing, debuffing.
2. Two seconds is long enough for people to die. Your Vet DSA group would wipe regularly.
3. You can't block while channeling it as one hardheader healer learned a learned in Sanctum Ophidia group I was in shortly after 1.6 launched.
The skill is garbage. No tweaks. Replace it.
But, that aside... what would you suggest for a Replacement? Saying that it should be replaced is easy, comming up with a decent idea is a bit harder.
Meh to ideas. Healing ritual is so bad that we would be better of off it was just deleted and not even replaced. At least bad/new healers would no longer have access to it. However, I would replace it with a toggle since Templar are the only class without one. One morph would benefit dps and the other tanking.
A Toggle, maybe something like summoning a "Mender".
Menders can both heal and deal damage, as you probably have noticed while fighting those guys.
The basic Skill could give you a normal mender, while the Morphs could make the Mender focus on healing only or damage only.
The Normal mender would posses the basic skills:
- Healing (not the "Radiant Destruction" like healing some often cast), sort of like Honor the Dead.
- Sun Fire.
The Healing Mender (Morph) could posses skills like:
- Healing (Honor the dead).
- Channeled Healing (The beam healing NPC's sometimes use)
- Rune Focus
The Offensive Mender (Morph) could posses skills like:
- Vampire's Bane or Reflective Light (maybe based on the morph you use yourself)
- Eclipse
- Backlash
(Not Radiant Destruction, that would be to much)
As for how the mender would/ could look:
- A yellow/ gold-ish Flame Atronach.
- An Alliance war mender (your own alliance).
- Maybe a yellow/ gold-ish Spirit/ Ghost.
No, I don't want a pet. It is specifically why I chose to level a NB alt and not a Sorc alt. I'd prefer an aura/buff toggle like Inferno, Siphoning Attacks, or Bound armor. Everyone has one of these type of toggle aura/buff type skills except Templar.
Well ZOS a new habit to boost unused skills in the past like : wreaking blow /healing ritual.
How about make healing ritual uninterruptable like Wreaking blow was "tweaked" (now every one spams it more than the impulse spam in the past) and increase our defense while we are casting it.
Fizzlewizzle wrote: »A "pet" seemed like the best option if you wanted offence and defense at the same time.timidobserver wrote: »Fizzlewizzle wrote: »I might have an idea, though maybe a bit of a strange one.timidobserver wrote: »Your build is irrelevant. The mantikora is going to kill you if you are channeling healing ritual when he stomps. If you take a heavy attack in vet dsa without blocking, you are probably going to die.Fizzlewizzle wrote: »I'm build for taking a hit, blocking or not.timidobserver wrote: »Fizzlewizzle wrote: »@Vandril DJ
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).You do know that they boosted Healing Ritual by 70%?timidobserver wrote: »It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.likewow777 wrote: »Templars need better healing:
I wouldn't see that as "ZOS not agreeing with with that Templar need better healing". Maybe its because they wanted to make the skill more useful... if thats the case then i would advise them to also increase the range drastic.
As someone that uses Healing Ritual as a main healing skill i can tell them this:
A Healing Ritual user draws a lot of agro because often they need to stand in the middle of the crowd to heal everyone. Since you have idiots out there that love running away from enemies (and thus run out of Healing Ritual range) you have to constantly walk after them (with a crowd of monsters swarming around you), causing them to run again...
You only have 5 meters on each side of you to heal people. An average "melee" range is already 5-8 meters, which means that they can stand outside the healing area while still being in melee range. If you have Ranged type players within your group this range grows greatly.
I'm not suggestion that HEaling Ritual needs to be 28M to each side of us (56M Total), but at least having a coverage range of 22-28M (total) would be needed to be able to stand between the Tank+Enemies and the (Long Ranged) Dps guys.
As long as it has a cast time it is garbage.
1. There are so many other things you could be doing for your group as opossed to standing in place channeling healing ritual. Dpsing, buffing, debuffing.
2. Two seconds is long enough for people to die. Your Vet DSA group would wipe regularly.
3. You can't block while channeling it as one hardheader healer learned a learned in Sanctum Ophidia group I was in shortly after 1.6 launched.
The skill is garbage. No tweaks. Replace it.
But, that aside... what would you suggest for a Replacement? Saying that it should be replaced is easy, comming up with a decent idea is a bit harder.
Meh to ideas. Healing ritual is so bad that we would be better of off it was just deleted and not even replaced. At least bad/new healers would no longer have access to it. However, I would replace it with a toggle since Templar are the only class without one. One morph would benefit dps and the other tanking.
A Toggle, maybe something like summoning a "Mender".
Menders can both heal and deal damage, as you probably have noticed while fighting those guys.
The basic Skill could give you a normal mender, while the Morphs could make the Mender focus on healing only or damage only.
The Normal mender would posses the basic skills:
- Healing (not the "Radiant Destruction" like healing some often cast), sort of like Honor the Dead.
- Sun Fire.
The Healing Mender (Morph) could posses skills like:
- Healing (Honor the dead).
- Channeled Healing (The beam healing NPC's sometimes use)
- Rune Focus
The Offensive Mender (Morph) could posses skills like:
- Vampire's Bane or Reflective Light (maybe based on the morph you use yourself)
- Eclipse
- Backlash
(Not Radiant Destruction, that would be to much)
As for how the mender would/ could look:
- A yellow/ gold-ish Flame Atronach.
- An Alliance war mender (your own alliance).
- Maybe a yellow/ gold-ish Spirit/ Ghost.
No, I don't want a pet. It is specifically why I chose to level a NB alt and not a Sorc alt. I'd prefer an aura/buff toggle like Inferno, Siphoning Attacks, or Bound armor. Everyone has one of these type of toggle aura/buff type skills except Templar.
Inferno, Siphoning Strikes and Bound armor are pretty one-sided buffs, its either offence or defense.
Inferno seems pretty useless... Its like a mage light, with an added fire attack (idk how strong that fire attack is though).
For a Bound armor effect i wouldn't look at Healing Ritual, but at Restoring focus (the lesser of the two Rune Focus Morphs).
Instead of being a ground defense buff they could make it that it "wraps" around you, maybe indicated with the Golden Glow you get these days while standing on a Rune Focus plus maybe a Golden Magelight to make it clear you have that buff for other players. (i like those orbs). It could be the Major Ward effect without any added bonuses, or Minor Ward with an extra bonus (extra healing received, like it currently does?)
A Siphoning Strikes effect would (my opinion) seem better for Restoring aura, but instead of a Magicka + Stamina effect the Nightblades get a Templar would get Health and Stamina. The Morphs could also work the same way, but with Magicka for "Leeching Strikes" and Health and Stamina for "Siphoning Attacks".
For Healing Ritual (the main point we started with) you could also have an Toggled aura effect.
This aura effect could use Smart healing to search out allies who have less than 100% health and heal them.
An orb like Magelight could float around the user, and ones a player falls below the health cap the orb will leave you, Pass through the target (healing them) and return, waiting for its next action.
As for the healing.
The base skill could heal 1/2/3/4% of the targets max HP ones he ducks below 100%.
One Morph could increase that to 5/6/7/8% of the target's max health.
The other Morph could increase the amount of orbs to 2/3/4/5 orbs.
(Those orbs should fly horizontal)
Another option could be that instead of healing allies those orbs go after the nearest enemy, dealing low amounts of damage and using that damage to heal yourself.
If you were to use the 1 orb vs many orbs morph suggestion, then you could give the 1 orb a huge radius and higher damage, and the many orb option a very short range, low damage but more healing.
The maximum reduced healing you can give someone is 30 or 40% (Major Defile (de-)buff, not sure which one it is).timidobserver wrote: »Fizzlewizzle wrote: »A "pet" seemed like the best option if you wanted offence and defense at the same time.timidobserver wrote: »Fizzlewizzle wrote: »I might have an idea, though maybe a bit of a strange one.timidobserver wrote: »Your build is irrelevant. The mantikora is going to kill you if you are channeling healing ritual when he stomps. If you take a heavy attack in vet dsa without blocking, you are probably going to die.Fizzlewizzle wrote: »I'm build for taking a hit, blocking or not.timidobserver wrote: »Fizzlewizzle wrote: »@Vandril DJ
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).You do know that they boosted Healing Ritual by 70%?timidobserver wrote: »It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.likewow777 wrote: »Templars need better healing:
I wouldn't see that as "ZOS not agreeing with with that Templar need better healing". Maybe its because they wanted to make the skill more useful... if thats the case then i would advise them to also increase the range drastic.
As someone that uses Healing Ritual as a main healing skill i can tell them this:
A Healing Ritual user draws a lot of agro because often they need to stand in the middle of the crowd to heal everyone. Since you have idiots out there that love running away from enemies (and thus run out of Healing Ritual range) you have to constantly walk after them (with a crowd of monsters swarming around you), causing them to run again...
You only have 5 meters on each side of you to heal people. An average "melee" range is already 5-8 meters, which means that they can stand outside the healing area while still being in melee range. If you have Ranged type players within your group this range grows greatly.
I'm not suggestion that HEaling Ritual needs to be 28M to each side of us (56M Total), but at least having a coverage range of 22-28M (total) would be needed to be able to stand between the Tank+Enemies and the (Long Ranged) Dps guys.
As long as it has a cast time it is garbage.
1. There are so many other things you could be doing for your group as opossed to standing in place channeling healing ritual. Dpsing, buffing, debuffing.
2. Two seconds is long enough for people to die. Your Vet DSA group would wipe regularly.
3. You can't block while channeling it as one hardheader healer learned a learned in Sanctum Ophidia group I was in shortly after 1.6 launched.
The skill is garbage. No tweaks. Replace it.
But, that aside... what would you suggest for a Replacement? Saying that it should be replaced is easy, comming up with a decent idea is a bit harder.
Meh to ideas. Healing ritual is so bad that we would be better of off it was just deleted and not even replaced. At least bad/new healers would no longer have access to it. However, I would replace it with a toggle since Templar are the only class without one. One morph would benefit dps and the other tanking.
A Toggle, maybe something like summoning a "Mender".
Menders can both heal and deal damage, as you probably have noticed while fighting those guys.
The basic Skill could give you a normal mender, while the Morphs could make the Mender focus on healing only or damage only.
The Normal mender would posses the basic skills:
- Healing (not the "Radiant Destruction" like healing some often cast), sort of like Honor the Dead.
- Sun Fire.
The Healing Mender (Morph) could posses skills like:
- Healing (Honor the dead).
- Channeled Healing (The beam healing NPC's sometimes use)
- Rune Focus
The Offensive Mender (Morph) could posses skills like:
- Vampire's Bane or Reflective Light (maybe based on the morph you use yourself)
- Eclipse
- Backlash
(Not Radiant Destruction, that would be to much)
As for how the mender would/ could look:
- A yellow/ gold-ish Flame Atronach.
- An Alliance war mender (your own alliance).
- Maybe a yellow/ gold-ish Spirit/ Ghost.
No, I don't want a pet. It is specifically why I chose to level a NB alt and not a Sorc alt. I'd prefer an aura/buff toggle like Inferno, Siphoning Attacks, or Bound armor. Everyone has one of these type of toggle aura/buff type skills except Templar.
Inferno, Siphoning Strikes and Bound armor are pretty one-sided buffs, its either offence or defense.
Inferno seems pretty useless... Its like a mage light, with an added fire attack (idk how strong that fire attack is though).
For a Bound armor effect i wouldn't look at Healing Ritual, but at Restoring focus (the lesser of the two Rune Focus Morphs).
Instead of being a ground defense buff they could make it that it "wraps" around you, maybe indicated with the Golden Glow you get these days while standing on a Rune Focus plus maybe a Golden Magelight to make it clear you have that buff for other players. (i like those orbs). It could be the Major Ward effect without any added bonuses, or Minor Ward with an extra bonus (extra healing received, like it currently does?)
A Siphoning Strikes effect would (my opinion) seem better for Restoring aura, but instead of a Magicka + Stamina effect the Nightblades get a Templar would get Health and Stamina. The Morphs could also work the same way, but with Magicka for "Leeching Strikes" and Health and Stamina for "Siphoning Attacks".
For Healing Ritual (the main point we started with) you could also have an Toggled aura effect.
This aura effect could use Smart healing to search out allies who have less than 100% health and heal them.
An orb like Magelight could float around the user, and ones a player falls below the health cap the orb will leave you, Pass through the target (healing them) and return, waiting for its next action.
As for the healing.
The base skill could heal 1/2/3/4% of the targets max HP ones he ducks below 100%.
One Morph could increase that to 5/6/7/8% of the target's max health.
The other Morph could increase the amount of orbs to 2/3/4/5 orbs.
(Those orbs should fly horizontal)
Another option could be that instead of healing allies those orbs go after the nearest enemy, dealing low amounts of damage and using that damage to heal yourself.
If you were to use the 1 orb vs many orbs morph suggestion, then you could give the 1 orb a huge radius and higher damage, and the many orb option a very short range, low damage but more healing.
I'd just go with something simple like Morph 1 reduces healing to anyone other than yourself by 50% and increases your spell damage by 20%. Morph two does something or other that would be useful for a tank, I don't really care what.
Fizzlewizzle wrote: »The maximum reduced healing you can give someone is 30 or 40% (Major Defile (de-)buff, not sure which one it is).timidobserver wrote: »Fizzlewizzle wrote: »A "pet" seemed like the best option if you wanted offence and defense at the same time.timidobserver wrote: »Fizzlewizzle wrote: »I might have an idea, though maybe a bit of a strange one.timidobserver wrote: »Your build is irrelevant. The mantikora is going to kill you if you are channeling healing ritual when he stomps. If you take a heavy attack in vet dsa without blocking, you are probably going to die.Fizzlewizzle wrote: »I'm build for taking a hit, blocking or not.timidobserver wrote: »Fizzlewizzle wrote: »@Vandril DJ
Could you please us all and write down the synergies Templars have with other skill trees and playstyles, since you seem to be so confident about them being able to do everything decent (besides healing).You do know that they boosted Healing Ritual by 70%?timidobserver wrote: »It is clear from 1.6 that ZOS doesn't agree with this. That doesn't mean you are wrong, it just means that ZOS has made clear that they want Templar healing less powerful. Taking that into consideration, I would be in favor of removing the garbage from restoring light and adding useful stuff. Remove all of the useless morphs and useless skills and replace them with utility/buffs or even dps skills. The Radiant Aura morph and Healing Ritual skill both need to be deleted.likewow777 wrote: »Templars need better healing:
I wouldn't see that as "ZOS not agreeing with with that Templar need better healing". Maybe its because they wanted to make the skill more useful... if thats the case then i would advise them to also increase the range drastic.
As someone that uses Healing Ritual as a main healing skill i can tell them this:
A Healing Ritual user draws a lot of agro because often they need to stand in the middle of the crowd to heal everyone. Since you have idiots out there that love running away from enemies (and thus run out of Healing Ritual range) you have to constantly walk after them (with a crowd of monsters swarming around you), causing them to run again...
You only have 5 meters on each side of you to heal people. An average "melee" range is already 5-8 meters, which means that they can stand outside the healing area while still being in melee range. If you have Ranged type players within your group this range grows greatly.
I'm not suggestion that HEaling Ritual needs to be 28M to each side of us (56M Total), but at least having a coverage range of 22-28M (total) would be needed to be able to stand between the Tank+Enemies and the (Long Ranged) Dps guys.
As long as it has a cast time it is garbage.
1. There are so many other things you could be doing for your group as opossed to standing in place channeling healing ritual. Dpsing, buffing, debuffing.
2. Two seconds is long enough for people to die. Your Vet DSA group would wipe regularly.
3. You can't block while channeling it as one hardheader healer learned a learned in Sanctum Ophidia group I was in shortly after 1.6 launched.
The skill is garbage. No tweaks. Replace it.
But, that aside... what would you suggest for a Replacement? Saying that it should be replaced is easy, comming up with a decent idea is a bit harder.
Meh to ideas. Healing ritual is so bad that we would be better of off it was just deleted and not even replaced. At least bad/new healers would no longer have access to it. However, I would replace it with a toggle since Templar are the only class without one. One morph would benefit dps and the other tanking.
A Toggle, maybe something like summoning a "Mender".
Menders can both heal and deal damage, as you probably have noticed while fighting those guys.
The basic Skill could give you a normal mender, while the Morphs could make the Mender focus on healing only or damage only.
The Normal mender would posses the basic skills:
- Healing (not the "Radiant Destruction" like healing some often cast), sort of like Honor the Dead.
- Sun Fire.
The Healing Mender (Morph) could posses skills like:
- Healing (Honor the dead).
- Channeled Healing (The beam healing NPC's sometimes use)
- Rune Focus
The Offensive Mender (Morph) could posses skills like:
- Vampire's Bane or Reflective Light (maybe based on the morph you use yourself)
- Eclipse
- Backlash
(Not Radiant Destruction, that would be to much)
As for how the mender would/ could look:
- A yellow/ gold-ish Flame Atronach.
- An Alliance war mender (your own alliance).
- Maybe a yellow/ gold-ish Spirit/ Ghost.
No, I don't want a pet. It is specifically why I chose to level a NB alt and not a Sorc alt. I'd prefer an aura/buff toggle like Inferno, Siphoning Attacks, or Bound armor. Everyone has one of these type of toggle aura/buff type skills except Templar.
Inferno, Siphoning Strikes and Bound armor are pretty one-sided buffs, its either offence or defense.
Inferno seems pretty useless... Its like a mage light, with an added fire attack (idk how strong that fire attack is though).
For a Bound armor effect i wouldn't look at Healing Ritual, but at Restoring focus (the lesser of the two Rune Focus Morphs).
Instead of being a ground defense buff they could make it that it "wraps" around you, maybe indicated with the Golden Glow you get these days while standing on a Rune Focus plus maybe a Golden Magelight to make it clear you have that buff for other players. (i like those orbs). It could be the Major Ward effect without any added bonuses, or Minor Ward with an extra bonus (extra healing received, like it currently does?)
A Siphoning Strikes effect would (my opinion) seem better for Restoring aura, but instead of a Magicka + Stamina effect the Nightblades get a Templar would get Health and Stamina. The Morphs could also work the same way, but with Magicka for "Leeching Strikes" and Health and Stamina for "Siphoning Attacks".
For Healing Ritual (the main point we started with) you could also have an Toggled aura effect.
This aura effect could use Smart healing to search out allies who have less than 100% health and heal them.
An orb like Magelight could float around the user, and ones a player falls below the health cap the orb will leave you, Pass through the target (healing them) and return, waiting for its next action.
As for the healing.
The base skill could heal 1/2/3/4% of the targets max HP ones he ducks below 100%.
One Morph could increase that to 5/6/7/8% of the target's max health.
The other Morph could increase the amount of orbs to 2/3/4/5 orbs.
(Those orbs should fly horizontal)
Another option could be that instead of healing allies those orbs go after the nearest enemy, dealing low amounts of damage and using that damage to heal yourself.
If you were to use the 1 orb vs many orbs morph suggestion, then you could give the 1 orb a huge radius and higher damage, and the many orb option a very short range, low damage but more healing.
I'd just go with something simple like Morph 1 reduces healing to anyone other than yourself by 50% and increases your spell damage by 20%. Morph two does something or other that would be useful for a tank, I don't really care what.
The spell damage buff would be a bit negative, since it won't stack with other spell damage buffs (Major Sorcery) like Entropy gives.
Having a skill like Inferno that, instead of inflicting damage, pelts enemies with bolts that inflict Major Defile and Major Empower, making it that the targeted enemy receives 20% more damage from the next attack, as well as receive less healing.
The orb hitting 1 enemy every second would be more then enough for something like this.
A defensive structure could be exactly the same, but instead of Defile and Empower it could inflict Minor/ Major Maim (reduced damage dealt) and maybe steal some health from the target/ put the same sort of health steal effect on the target as you get with Quick Siphoning (Restoration staff), which could constantly trigger by the orb hitting the target (again).
A lot of complaints here...
You realize no one forced you to be a templar? >.>