ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
Dont forget new templar charge bug - casting charge is auto-cancelling, i.e. skill not working at all. I can record if you need to see what i talkin about.
P.S. And pls dont tweak abilities, i wont survive more nerfs
Dont forget new templar charge bug - casting charge is auto-cancelling, i.e. skill not working at all. I can record if you need to see what i talkin about.
P.S. And pls dont tweak abilities, i wont survive more nerfs
ZOS_GinaBruno wrote: »
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
ZOS_GinaBruno wrote: »
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
Reorx_Holybeard wrote: »I don't really understand the explanation here. If shields have no mitigation shouldn't Biting Jabs have higher damage on shielded opponents? I'm trying to test this but couldn't find anyone in Cyrodiil to test with. If any can test can give some explicit numbers to demonstrate the issue (or lack of) that would be great.ZOS_GinaBruno wrote: »
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
Is this it? Will we see a day when Healing Ritual will be usefull?!ZOS_GinaBruno wrote: »there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
Is this it? Will we see a day when Healing Ritual will be usefull?!ZOS_GinaBruno wrote: »there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual
Reorx_Holybeard wrote: »I don't really understand the explanation here. If shields have no mitigation shouldn't Biting Jabs have higher damage on shielded opponents? I'm trying to test this but couldn't find anyone in Cyrodiil to test with. If any can test can give some explicit numbers to demonstrate the issue (or lack of) that would be great.ZOS_GinaBruno wrote: »
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
Exactly. Shields have no mitigation so Biting Jabs and Puncturing Sweeps should both hit HARDER because of no armor. But they aren't, it's like trying to pop their shield with a feather duster. IDK how they are not able to reproduce this.
Is this it? Will we see a day when Healing Ritual will be usefull?!ZOS_GinaBruno wrote: »there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.
Reorx_Holybeard wrote: »Reorx_Holybeard wrote: »I don't really understand the explanation here. If shields have no mitigation shouldn't Biting Jabs have higher damage on shielded opponents? I'm trying to test this but couldn't find anyone in Cyrodiil to test with. If any can test can give some explicit numbers to demonstrate the issue (or lack of) that would be great.ZOS_GinaBruno wrote: »
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
Exactly. Shields have no mitigation so Biting Jabs and Puncturing Sweeps should both hit HARDER because of no armor. But they aren't, it's like trying to pop their shield with a feather duster. IDK how they are not able to reproduce this.
So I couldn't find any "willing volunteers" in Cyrodiil but played for a bit although being a Magicka Templar I was testing Puncturing Sweeps which seems to work fine against shield (other than lacking the critical hits):
- PS Tooltip = 1292 = 1550 hits on players and 2650 crits
- Hits on Shielded Players = 1400-1600 typically
- Hits on Non-Shielded Players = 1200-2200 (less than the tooltip due to player mitigation)
So at the very least Puncturing Sweeps seems to work as expected but someone should do the same with Biting Jabs.
Is this it? Will we see a day when Healing Ritual will be usefull?!ZOS_GinaBruno wrote: »there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.
I was more concerned about any "tweaks" to BoL.
Is this it? Will we see a day when Healing Ritual will be usefull?!ZOS_GinaBruno wrote: »there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Breath of Life
And i hope you meant Honor the dead. Coz only way to tweak BoL is to nerf it, now it work good enough.
I was more concerned about any "tweaks" to BoL.
I am very concerned that Magicka Templar will get reviewed and Stamina Templar ignored.
Dagoth_Rac wrote: »Does Master Ritualist give you a brand new filled soul gem? Or does it simply fill an existing empty soul gem in your inventory? I think it might be the latter. So if you have no empty soul gems in your possession, the passive may look like it never procs.
I assume you're forgetting the 50% damage reduction from Battle Spirit on players? My calculation goes like:If your tooltip is 1292 you should be hitting 3100-4100+ dmg per strike against a shield (+140%). AKA it should do 12,000 ~ if all 4 strikes land before burning light.
dodgehopper_ESO wrote: »ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
Apparently, after speaking with someone in the forums (Might be this one) on the matter of Master Ritualist, they said that the soul gem return only works for them outside of Cyrodiil. Since my tests (and usage of this skill) have really been mostly in Cyrodiil, this would explain my results. Perhaps there is something about Cyrodiil which is blocking this effect?
Joy_Division wrote: »
FENGRUSH hates this ability because templars can blindly and without realizing it heal the people he is trying to burst down.
If it is not in fact bugged then wouldn't that be a l2P issue? Always burst the healer first right?
Nope it appears to be bugged and healing for very high amounts right now!
dodgehopper_ESO wrote: »ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
Apparently, after speaking with someone in the forums (Might be this one) on the matter of Master Ritualist, they said that the soul gem return only works for them outside of Cyrodiil. Since my tests (and usage of this skill) have really been mostly in Cyrodiil, this would explain my results. Perhaps there is something about Cyrodiil which is blocking this effect?
Is there a more worthless passive bonus? You can already fill soul gems super easy via Soul Magic passives and most content hands them out like parsley.
@ZOS please compare the versatility of the other classes skills and passive and compare to the Templar.
Look at our Buffs ...
Look at our Debuffs ...
Look at our CC ...
Look at our Mitigation ...
Compare our skills to skill available to all and give us a reason to use our class skills
@Fengrush ... I kinda agree with you at times and then I realize that while spamming BOL there's no chance win the fight and is only delaying the inevitable in hopes that someone will come along and rescue. No escape. I liken it to Sorc's who streak away with Expedition buff and shields up though they have better chance of survival ... and winning the fight for the most part.
Stinks for both of parties and needs better balance, though I think due to the flawed balance in PVE encounters Healing and Damage are on the rise and possibly at the same rates.
There's to much crap that under performs for the Templar so thankfully there something OP about the class.
Reorx_Holybeard wrote: »I assume you're forgetting the 50% damage reduction from Battle Spirit on players? My calculation goes like:If your tooltip is 1292 you should be hitting 3100-4100+ dmg per strike against a shield (+140%). AKA it should do 12,000 ~ if all 4 strikes land before burning light.So I should do 4 x 1550 = 6200 dmg per PS on shielded players and 8620 dmg on average to unshielded players (based on my 55% crit rate). If I've made a mistake anywhere let me know.
- Tooltip: 1292 dmg
- Actual Dmg on Mobs: 3100 (1292 * 2.4)
- Actual Dmg on Players: 1550 (3100 / 2)
- Actual Crit on Players: 2650 (1550 * 1.71, my crit dmg bonus is 71%)
Reorx_Holybeard wrote: »I assume you're forgetting the 50% damage reduction from Battle Spirit on players? My calculation goes like:If your tooltip is 1292 you should be hitting 3100-4100+ dmg per strike against a shield (+140%). AKA it should do 12,000 ~ if all 4 strikes land before burning light.So I should do 4 x 1550 = 6200 dmg per PS on shielded players and 8620 dmg on average to unshielded players (based on my 55% crit rate). If I've made a mistake anywhere let me know.
- Tooltip: 1292 dmg
- Actual Dmg on Mobs: 3100 (1292 * 2.4)
- Actual Dmg on Players: 1550 (3100 / 2)
- Actual Crit on Players: 2650 (1550 * 1.71, my crit dmg bonus is 71%)
Actually I assumed you had already factored the -50% dmg so my bad. Now that we know for a fact there is a cooldown on Burning Light I am pretty tempted to just drop biting jabs completely for WB...my WB does more dmg than that
ZOS_GinaBruno wrote: »Hey guys! We’d like to give you an update on some of the abilities called out in this thread as potentially broken or not appearing to work as intended. Note that this list is not all encompassing, and also keep in mind that many class abilities will be tweaked and re-balanced in the next major update.
- Biting Jabs – No 140% bonus on shields
- If you are fighting a single target, the 140% damage is calculated against that enemy at once. If attacking a shield, the shield does not have mitigation, whereas a player character does. This may be causing some confusion, but in our testing, we found that every hit of this ability was doing the appropriate amount of damage.
- Burning Light – The proc chance appears to be lower than 25%
- There’s currently a half-second cooldown on this ability so when using a fast attack, such as Puncturing Strikes, it will not proc twice in a row. Also note that we’ve balanced the DPS of these abilities with this in mind.
- Dark Flare – Initial cast has a delay compared to subsequent casts
- Subsequent casts can appear to be slightly faster if animation cancelling is used. If there are other issues that don’t appear to be tied to this, please let us know.
- Eclipse – Ability occasionally doesn’t function, and single target skills (like Crystal Frags) can occasionally get through
- There are some improvements being made to reflects, and specifically with Eclipse in the next update, so this should be addressed at that time.
- Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
- Master Ritualist – Soul Gem is not always received
- There is only a 50% chance of receiving a Soul Gem, so unless there is additional information, this should be working as intended.
- Puncturing Sweep – This ability doesn’t break stealth or cloak
- This is tied to a larger issue where stealth is causing the target to dodge some abilities, including this one. This should be addressed in the next update.
- Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
- Toppling/Focused Charge – Global cooldown appears to be broken
- This should be fixed in the next major update.
As mentioned earlier, there are many tweaks being made to both active and passive abilities in the Thieves Guild DLC including Healing Ritual, Eclipse, Sun Shield, Vampire’s Bane, Radiant Aura, Restoring Focus, and Breath of Life to name a few. While we aren’t quite ready to talk about all the changes and details, we did pass along all your feedback in this thread (among others) and we look forward to seeing what you think once this is available to test on the PTS.
pelennor_fields wrote: »Breath of Life is one of the few things that isn't broken. Please don't kill it!