dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »Lightninvash wrote: »Lightninvash wrote: »Templar:
Buffs to puncturing sweep, dark flare, and eclipse sound nice.
Nerfs to BoL, purify (I'm interpreting this as you can no longer purify a meteor, but NB can still cloak one, and now NO ONE can reflect it, so NB or GTFO?), meh.
Besides the puncturing sweep buff, everything else in the aedric spear line is pointless, and far from the fixes/buffs those skills needed. I also am unconvinced that toppling charge is fixed until weeks of testing proves otherwise, this has shown up in the patch notes multiple times already, I've been burned before baby...
Not sure how I feel about the passive changes to purify/channeled focus giving major mending instead of buffing BoL. I think overall it will be beneficial as major mending was a difficult buff to get, and it will make resto heals stronger now. I think Combat Prayer/Blessing will be the new go to heal?
Overall I think I'll maybe use eclipse now, and healing might end up being easier with resto staff, but in general Wrobel missed the mark for filling the potholes that the class has and bringing them up to par.
night blades cloak doesn't remove DOTs
•Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.Lightninvash wrote: »
Why don't they just delete the skill?
I can't believe they are listening to people who think it's OP. It's a healer, it heals! Omg nerf it, when they heal it takes more than 2 seconds for me to kill so it must be nerfed...
Oh I agree im replace it because without the 2 heals I don't know if I wna use it after the patch hits live. ijs but hey who knows if they buff the amount it heals it may be worth it but if not then nah
After this patch hits, this Templar healer is off to another mmo, I can't believe the thinking, or lack of, behind this.
tis a blow to a healers bread and butter but idk it will be ok in the end
Its clear to me they are trying to make it so every class can be at least a nearly equally competent healer. There are a few things I am not sure about though. Backlash isn't clear to me. Solar Barrage still could use some love. Blazing Spear is getting a 'nerf' if you could call it that. I never noticed a red circle, but I've never had a problem getting out from a spear unless I've run out of stamina. Templars still have no aoe cc despite the removal of Blinding Flashes. Sun Shield is still in a bad state in pvp. I will say though they did make some improvements. The mending buff will at least make my vigor/rally comparable to what a DK can do, so its clear they gave the Stamplar a little thought. Likewise the snare tacked on the end of jabby jabs makes me happy although I"m not decided if I want to use the skill in pvp or not. I'll definitely give it the old college try though.
So Templars have a dedicated healing tree, to be worse at healing than other classes, or what?
Its pretty clear that Earthen Heart is becoming the 'healing tree' for DK's. I don't think there is a right or wrong in it, it all comes down to implementation. I'm also explaining what I believe they are attempting to do here. Don't mistake the messenger with the message.
Given the drastic changes that the game has undergone though, I do believe Templar and DK could both use something, be it a +Movement Buff, or better #'s on their mitigation skills.
Good, they can buff other classes. That's cool. But why nerf Templar healers over and over? Enough is enough...
In some ways the Major Mending buff is bringing Templars back a little more to what they were. Some of the other changes though do hurt, I agree.
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »Lightninvash wrote: »Lightninvash wrote: »Templar:
Buffs to puncturing sweep, dark flare, and eclipse sound nice.
Nerfs to BoL, purify (I'm interpreting this as you can no longer purify a meteor, but NB can still cloak one, and now NO ONE can reflect it, so NB or GTFO?), meh.
Besides the puncturing sweep buff, everything else in the aedric spear line is pointless, and far from the fixes/buffs those skills needed. I also am unconvinced that toppling charge is fixed until weeks of testing proves otherwise, this has shown up in the patch notes multiple times already, I've been burned before baby...
Not sure how I feel about the passive changes to purify/channeled focus giving major mending instead of buffing BoL. I think overall it will be beneficial as major mending was a difficult buff to get, and it will make resto heals stronger now. I think Combat Prayer/Blessing will be the new go to heal?
Overall I think I'll maybe use eclipse now, and healing might end up being easier with resto staff, but in general Wrobel missed the mark for filling the potholes that the class has and bringing them up to par.
night blades cloak doesn't remove DOTs
•Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.Lightninvash wrote: »
Why don't they just delete the skill?
I can't believe they are listening to people who think it's OP. It's a healer, it heals! Omg nerf it, when they heal it takes more than 2 seconds for me to kill so it must be nerfed...
Oh I agree im replace it because without the 2 heals I don't know if I wna use it after the patch hits live. ijs but hey who knows if they buff the amount it heals it may be worth it but if not then nah
After this patch hits, this Templar healer is off to another mmo, I can't believe the thinking, or lack of, behind this.
tis a blow to a healers bread and butter but idk it will be ok in the end
Its clear to me they are trying to make it so every class can be at least a nearly equally competent healer. There are a few things I am not sure about though. Backlash isn't clear to me. Solar Barrage still could use some love. Blazing Spear is getting a 'nerf' if you could call it that. I never noticed a red circle, but I've never had a problem getting out from a spear unless I've run out of stamina. Templars still have no aoe cc despite the removal of Blinding Flashes. Sun Shield is still in a bad state in pvp. I will say though they did make some improvements. The mending buff will at least make my vigor/rally comparable to what a DK can do, so its clear they gave the Stamplar a little thought. Likewise the snare tacked on the end of jabby jabs makes me happy although I"m not decided if I want to use the skill in pvp or not. I'll definitely give it the old college try though.
So Templars have a dedicated healing tree, to be worse at healing than other classes, or what?
Its pretty clear that Earthen Heart is becoming the 'healing tree' for DK's. I don't think there is a right or wrong in it, it all comes down to implementation. I'm also explaining what I believe they are attempting to do here. Don't mistake the messenger with the message.
Given the drastic changes that the game has undergone though, I do believe Templar and DK could both use something, be it a +Movement Buff, or better #'s on their mitigation skills.
Good, they can buff other classes. That's cool. But why nerf Templar healers over and over? Enough is enough...
In some ways the Major Mending buff is bringing Templars back a little more to what they were. Some of the other changes though do hurt, I agree.
I don't get it, even in my usual runs we don't stay in same place too long but move through the dungeons speedily, am I supposed to spam that circle every few secondsas well as have to spam BoL even more now, to make up for its shettyness.
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »Lightninvash wrote: »Lightninvash wrote: »Templar:
Buffs to puncturing sweep, dark flare, and eclipse sound nice.
Nerfs to BoL, purify (I'm interpreting this as you can no longer purify a meteor, but NB can still cloak one, and now NO ONE can reflect it, so NB or GTFO?), meh.
Besides the puncturing sweep buff, everything else in the aedric spear line is pointless, and far from the fixes/buffs those skills needed. I also am unconvinced that toppling charge is fixed until weeks of testing proves otherwise, this has shown up in the patch notes multiple times already, I've been burned before baby...
Not sure how I feel about the passive changes to purify/channeled focus giving major mending instead of buffing BoL. I think overall it will be beneficial as major mending was a difficult buff to get, and it will make resto heals stronger now. I think Combat Prayer/Blessing will be the new go to heal?
Overall I think I'll maybe use eclipse now, and healing might end up being easier with resto staff, but in general Wrobel missed the mark for filling the potholes that the class has and bringing them up to par.
night blades cloak doesn't remove DOTs
•Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.Lightninvash wrote: »
Why don't they just delete the skill?
I can't believe they are listening to people who think it's OP. It's a healer, it heals! Omg nerf it, when they heal it takes more than 2 seconds for me to kill so it must be nerfed...
Oh I agree im replace it because without the 2 heals I don't know if I wna use it after the patch hits live. ijs but hey who knows if they buff the amount it heals it may be worth it but if not then nah
After this patch hits, this Templar healer is off to another mmo, I can't believe the thinking, or lack of, behind this.
tis a blow to a healers bread and butter but idk it will be ok in the end
Its clear to me they are trying to make it so every class can be at least a nearly equally competent healer. There are a few things I am not sure about though. Backlash isn't clear to me. Solar Barrage still could use some love. Blazing Spear is getting a 'nerf' if you could call it that. I never noticed a red circle, but I've never had a problem getting out from a spear unless I've run out of stamina. Templars still have no aoe cc despite the removal of Blinding Flashes. Sun Shield is still in a bad state in pvp. I will say though they did make some improvements. The mending buff will at least make my vigor/rally comparable to what a DK can do, so its clear they gave the Stamplar a little thought. Likewise the snare tacked on the end of jabby jabs makes me happy although I"m not decided if I want to use the skill in pvp or not. I'll definitely give it the old college try though.
So Templars have a dedicated healing tree, to be worse at healing than other classes, or what?
Its pretty clear that Earthen Heart is becoming the 'healing tree' for DK's. I don't think there is a right or wrong in it, it all comes down to implementation. I'm also explaining what I believe they are attempting to do here. Don't mistake the messenger with the message.
Given the drastic changes that the game has undergone though, I do believe Templar and DK could both use something, be it a +Movement Buff, or better #'s on their mitigation skills.
Good, they can buff other classes. That's cool. But why nerf Templar healers over and over? Enough is enough...
In some ways the Major Mending buff is bringing Templars back a little more to what they were. Some of the other changes though do hurt, I agree.
I don't get it, even in my usual runs we don't stay in same place too long but move through the dungeons speedily, am I supposed to spam that circle every few secondsas well as have to spam BoL even more now, to make up for its shettyness.
Pretty much yes. For some reason they've balanced the numbers of Templar against other classes, but then said "Templar you stand in that one spot there and don't move". They didn't factor in the fact of the trouble that would cause and the costs involved. Templar is ponderous, expensive to cast, and has to fire its abilities more often to get the same effect as other classes. Example: Boundless + Hardened Ward vs. Rune + Sun Shield. As you can see in this obvious example the Sorcerer duration is vastly longer, cheaper, and easier to use. In other words it is significantly more reliable. Example: Templar stat regeneration is based upon a specific morph of Rune (stand in circle) and radiant aura (part of major/minor buffs). As you can see here, since our regeneration is based upon major/minor buffs we will never be able to attain the regen of other classes, despite sucking wind all the time. In a pitched battle against a hard target, Repentance is worthless, but even if you factor in the minor buff, this means it overwrites other minor benefits you could have gotten otherwise. Other classes do not have to deal with this, and actually all the Radiant Aura does is overcharge what those other players already have. The irony is that the class use to have a Replenishing Shadows type passive a long time ago, but it got complained away by people and now we've essentially been forced to slot a lot of things on our bars to get a weaker version of the same passive other players get. I'll not argue that the recovery from the Rune is nice, but again you have to factor in the reality of combat, be it trying to beat a time on a dungeon or the ultimate necessity of mobility in pvp. I think this is where your best argument would be, we need a buff based upon the necessity of these classes (DK and Templar) to stand their ground to use most of their skills.
tinythinker wrote: »To make them easier to find, compare, and discuss.
Classes
Dragonknight
- Ardent Flame
- Burning Breath (Fiery Breath morph): Fixed an issue where the Major Fracture debuff applied by this ability was shorter than the duration of the damage over time effect.
- Burning Embers (Searing Strike morph):
- Increased the heal at the end of the damage over time to 69/71/73/75% of the total damage inflicted at Ranks I/II/III/IV, from 30/32/34/36%.
- The heal from this morph now applies immediately if it is recast on the same target.
- Dragonknight Standard: Increased the activation range for the Shackle synergy from this ability and its morphs to 3.5 meters from 2.5 meters.
- Empowering Chains (Fiery Grip morph): This morph will now always pull you to the target instead of pulling the target to you. It will continue to grant the Major Empower buff after being pulled as a morph effect.
- Extended Chains (Fiery Grip morph):
- Renamed this morph to Unrelenting Grip.
- This morph no longer attempts to pull you to the target if the target is immune to the pull.
- This morph will now refund 100% of the ability’s cost as Magicka if it fails to pull a target.
- Fiery Grip:
- Extended Chains’ cost reduction and range increase effect is now a baseline effect for Fiery Grip.
- This ability and its morphs will now grant you the Major Expedition buff for 2 seconds after casting.
- This ability no longer attempts to pull you to the target if the target is immune to the pull.
- Inferno:
- This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefit as long as they are slotted.
- The ability can be activated to summon an aura of flames for 15 seconds, which launches a fireball at an enemy every 5 seconds.
- The fireball has been changed to deal direct damage instead of damage over time.
- Increased the damage from the fireball by 15%.
- Note: The Flames of Oblivion morph will continue to grant the Weapon Critical Strike rating while slotted as a morph effect.
- Sea of Flames (Inferno morph): This morph has been renamed to Cauterize, and will now summon an Aura of Cauterizing Flames, launching a fireball at an ally to heal them instead of an enemy to damage them.
- Shifting Standard (Dragonknight Standard morph): Reduced the cost of this morph to 200 Ultimate from 250 Ultimate.
- Draconic Power
- Burning Talons (Dark Talons morph): This morph now deals Flame Damage for its initial hit instead of Physical Damage.
- Deep Breath (Inhale morph): This morph no longer increases the damage of the exhale damage (the second hit) due to the baseline damage increases for Inhale, described below. It will continue to interrupt targets on the inhale (the first hit) as a morph effect.
- Draw Essence (Inhale morph): This morph will now restore 10% of the ability’s cost as Magicka per target hit with the exhale instead of restoring Magicka based on the damage dealt.
- Inhale:
- Increased the exhale damage (the second hit) from this ability and the Draw Essence morph by 40%. The Deep Breath morph has had its exhale damage increased by 16% to match this value.
- This ability and its morphs now hits 6 targets, increased from 3 targets, and follows standard area of effect damage guidelines for additional targets.
- Increased the cost of this ability and its morphs by 6%.
- Earthen Heart
- Eruption (Ash Cloud morph): Increased the initial eruption damage from this morph by 22%.
- Igneous Weapons (Molten Weapons morph): This morph will now grant you and your allies the Major Brutality buff for 30 seconds, in addition to the Major Sorcery buff.
- Magma Shell (Magma Armor morph):
- This morph no longer grants a synergy to allies for a powerful damage shield; instead, it automatically applies the damage shield on nearby allies when the ability is used.
- Increased the radius of the shield application to 8 meters from 5 meters.
- Molten Armaments (Molten Weapons morph):
- This morph now increases your own fully-charged Heavy Attack damage by 40% for 30 seconds in addition to granting the Major Sorcery buff.
- This morph will now apply the fully-charged Heavy Attack damage bonus to Lightning and Restoration Staves.
- Molten Weapons: This ability and its morphs now applies a 30 second Major Sorcery buff for you and nearby allies.
- Mountain’s Blessing: This passive ability now grants the Minor Brutality buff any time an Earthen Heart ability is activated. The Ultimate gain portion of the passive still can only be granted while you are in combat, and the tooltip has been updated to convey this.
- Obsidian Shard (Stonefist morph): Increased the healing from this morph by 16%.
- Obsidian Shield: Igneous Shield's increased damage shield effect is now a baseline effect for Obsidian Shield.
- Note: The Igneous Shield morph will continue to grant you the Major Mending buff as a morph effect.
- Stonefist: Increased the range of this ability and its morphs to 28 meters from 20 meters. In addition, this ability and its morphs now deal Magic Damage, instead of Physical Damage.
Nightblade
- Assassination
- Lotus Fan (Teleport Strike morph):
- Significantly revised the tooltip of this morph to indicate that only the primary target is snared, and the damage over time is applied to the primary target and all nearby enemies.
- The damage over time from this morph is no longer considered a bleed, and is now a standard magical damage over time. The damage can now be mitigated by normal means, but has been increased by 15% to account for this.
- Pressure Points: Fixed an issue where this passive ability was granting less Critical Strike Chance than intended.
- Shadow
- Aspect of Terror: Mass Hysteria’s movement speed snare effect is now a baseline effect for Aspect of Terror. Enemies will be snared by 50% for 4 seconds after the fear ends.
- Note: The Mass Hysteria morph will continue to apply the Minor Maim debuff to the target when the fear ends, and will let you fear an additional target as a morph effect.
- Bolstering Darkness (Consuming Darkness morph): Increased the healing from the Hidden Refresh synergy from this morph by 20%.
- Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.
- Manifestation of Terror (Aspect of Terror morph):
- This morph now places two traps when it is used – one is placed at your current location, and another is placed at a ground-placed reticle location up to 22 meters away.
- The traps created by this morph are now visible to enemies.
- Reduced the amount of targets feared by each trap to one target from six targets.
- Path of Darkness:
- This ability and its morphs now continue to grant the Major Expedition buff for up to two seconds after leaving the path.
- Increased the damage of this ability and the Refreshing Path morph by 25%.
- Refreshing Path (Path of Darkness morph): Reduced the time this morph continues to heal yourself and allies to 2 seconds after leaving the path, down from 3 seconds.
- Shadow Cloak: This ability and its morphs will now suppress damage over time effects that are already applied to the caster while the invisibility is active.
- The damage over time will remain, but will tick for 0 damage if you are invisible, and will tick for the normal damage if you come out of invisibility.
- Twisting Path (Path of Darkness morph): Increased the damage of this ability by 20%.
- Siphoning
- Catalyst: Increased the amount of Ultimate you gain when drinking a potion to 10/20 Ultimate at Ranks I/II from 6/12 Ultimate.
- Debilitate (Cripple morph):
- This morph now also allows you to place Debilitate on an unlimited amount of targets.
- Reduced the Magicka refund from this morph to 50% of the ability’s cost from 100%.
- Funnel Health (Strife morph): Reduced the application of the heal over time to you and one additional friendly target, previously two friendly targets.
- Siphoning Attacks (Siphoning Strikes morph): Fixed an issue where this morph could proc its resource return on every tick from a damage over time effect.
- Soul Shred: Increased the damage from the Soul Leech synergy from this ability and its morphs by 3%.
- Soul Siphon (Soul Shred morph): This morph now heals and applies the Major Vitality buff to yourself as well as your allies.
- Strife: Fixed an issue where you were able to dodge the friendly heal from this ability and its morphs.
Sorcerer
- Dark Magic
- Crystal Blast (Crystal Shard morph): Increased the secondary splash damage of this morph by 25%.
- Daedric Tomb (Daedric Mines morph): This morph no longer places three Daedric mines in a line in front of you; instead, the Daedric mines can be placed at a ground-targeted reticle location up to 22 meters away. The mines will arm instantly in the normal triangular pattern.
- Dark Exchange: Increased the cost of this ability and its morphs by 20%, but they now return 20% more Health, Magicka, or Stamina.
- Negate Magic: Fixed an issue where this ability and its morphs would not apply crowd control immunity to monsters at the end of their stun durations.
- Daedric Summoning
- Empowered Ward (Conjured Ward morph):
- This morph now grants the Minor Intellect buff to you and nearby allies, and will not be removed if the caster’s damage shield is removed.
- This morph no longer provides the Minor Mending buff.
- Summon Restoring Twilight (Summon Winged Twilight morph):
- This pet’s special ability will now empower it, granting it a buff for 15 seconds that increases the Twilight’s damage by 50% against targets above 50% Health.
- This pet no longer passively grants the Minor Intellect buff while it is active.
- Renamed this morph to “Summon Twilight Tormentor.”
- Summon Storm Atronach:
- Increased the activation range for the Charged Lightning synergy from this ability and its morphs to 3.5 meters from 2.5 meters.
- The Atronach summoned by this ability and its morphs will now cast Break Free 4 seconds after being crowd controlled.
- The Atronach summoned by this ability and its morphs will now wait 3 seconds after being interrupted to recast its channeled zap.
- Summon Twilight Matriarch (Summon Winged Twilight morph):
- This pet’s special ability will now cause it to heal itself and up to 2 friendly targets for 20% of your maximum Magicka.
- This pet no longer siphons her health to you if you fall below 35% Health, due to the active ability changes for Summon Winged Twilight described below.
- Summon Winged Twilight:
- This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability.
- Note that the pet will still be desummoned if you switch ability bars without slotting it.
- Decreased the cost to summon a pet from this ability and its morphs by 50%.
- Increased the cast time to summon the pet to 1.5 seconds from 1.3 seconds.
- The pet summoned by this ability and its morphs now heals itself for 3% of its maximum Health every two seconds.
- Unstable Clannfear (Unstable Familiar morph): This pet’s special ability will now heal you and the Clannfear for 35% of your maximum Health.
- Note that this pet will no longer heal you when it dies.
- Unstable Familiar:
- This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability.
- Note that the pet will still be desummoned if you switch ability bars without slotting it.
- Decreased the cost to summon a pet from this ability and its morphs by 50%.
- Increased the cast time to summon the pet to 1.5 seconds from 1.3 seconds.
- The pet summoned by this ability and its morphs now heals itself for 3% of its maximum Health every two seconds.
- Added the word “Summon” to the name of this ability and its morphs so it now reads “Summon Unstable Familiar.”
- Volatile Familiar (Unstable Familiar morph): This pet’s special ability will now cause it to pulse for point-blank area of effect damage every 2 seconds for 4 seconds, with a 3 second stun on the final pulse. Each pulse will deal 5% of your maximum Magicka.
- Note that this pet no longer stuns or deals point-blank area of effect damage when it dies.
- Storm Calling
- Energized: Updated this passive ability’s tooltip to indicate it increases all of your Shock Damage, and not just the damage of your Storm Calling abilities.
- Lightning Splash: Increased the activation range from the Conduit synergy from this ability and its morphs to 3.5 meters from 2.5 meters.
- Thundering Presence (Lightning Form morph): Fixed an issue where recasting this morph would cause the effects to disappear.
Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now displays a hostile red telegraph if it is cast from enemy Templars.
- Focused Charge: This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation.
- Piercing Javelin: Increased the range of this ability and its morphs to 28 meters from 20 meters.
- Puncturing Strikes: This ability and its morphs no longer knockback and apply crowd control immunity to the nearest enemy on the final hit; instead, they now snare that enemy by 70% for two seconds.
- Radial Sweep: Increased the radius of this ability and its morphs to 6 meters from 5 meters.
- Radiant Ward (Sun Shield morph): Increased the shield strength bonus from this morph’s shield to 6% per enemy hit from 5%.
- Dawn’s Wrath
- Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected.
- Eclipse:
- This ability and the Total Dark morph can now reflect ranged physical projectiles back to the enemy, in addition to spell projectiles.
- Revised the tooltips for this ability and the Total Dark morph to indicate that the area damage effect is separate from the self-reflect effect, and can be applied to a CC-immune target.
- Fixed an issue where this ability and the Total Dark morph could reflect snares from ground-placed ticking abilities, such as Caltrops or Ash Cloud, and cause you to move at extremely high speeds.
- Enduring Rays:
- This passive ability now only increases the duration of the Sun Fire, Eclipse, and Nova abilities.
- Increased this passive ability’s bonus to 15/30% more duration at Ranks I/II from 10/20%.
- Nova:
- Reduced the effects and visual light intensity for this ability and its morphs.
- Increased the damage from the Supernova and Gravity Crush synergies by 16%.
- Increased the activation range for the Supernova and Gravity Crush synergies to 3.5 meters from 2.5 meters.
- Radiant Destruction: Fixed an issue where the execute bonus damage from this ability would not apply if multiple Templars were channeling these abilities on the same target.
- Solar Flare: Increased the damage for this ability and the Dark Flare morph by 12%. The damage of the Solar Barrage morph remains unchanged.
- Unstable Core (Eclipse morph): Increased the area damage when the effect ends by 50% and can be placed on an unlimited amount of targets, but it no longer reflects single target spells back to the enemy.
- Vampire’s Bane (Sun Fire morph): Increased the damage over time duration for this morph to 9 seconds from 7 seconds.
- Restoring Light
- Breath of Life (Rushed Ceremony morph): This morph now only fires one additional secondary heal, previously two heals.
- Cleansing Ritual:
- Increased the healing from the Purify synergy from this ability and its morphs by 12%.
- Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability.
- Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.
- Healing Ritual: Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%.
- Radiant Aura (Restoring Aura morph): This morph now grants you and your allies the Major Intellect buff upon activation, as well as having an increased radius as a morph effect.
- Restoring Focus (Rune Focus morph): This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect.
- Rite of Passage: In order to prevent visual issues or issues where the channel would end prematurely, this ability and its morphs can no longer be cast in mid-air.
- Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
tinythinker wrote: »To make them easier to find, compare, and discuss.
Classes
Dragonknight
- Ardent Flame
- Burning Breath (Fiery Breath morph): Fixed an issue where the Major Fracture debuff applied by this ability was shorter than the duration of the damage over time effect.
- Burning Embers (Searing Strike morph):
- Increased the heal at the end of the damage over time to 69/71/73/75% of the total damage inflicted at Ranks I/II/III/IV, from 30/32/34/36%.
- The heal from this morph now applies immediately if it is recast on the same target.
- Dragonknight Standard: Increased the activation range for the Shackle synergy from this ability and its morphs to 3.5 meters from 2.5 meters.
- Empowering Chains (Fiery Grip morph): This morph will now always pull you to the target instead of pulling the target to you. It will continue to grant the Major Empower buff after being pulled as a morph effect.
- Extended Chains (Fiery Grip morph):
- Renamed this morph to Unrelenting Grip.
- This morph no longer attempts to pull you to the target if the target is immune to the pull.
- This morph will now refund 100% of the ability’s cost as Magicka if it fails to pull a target.
- Fiery Grip:
- Extended Chains’ cost reduction and range increase effect is now a baseline effect for Fiery Grip.
- This ability and its morphs will now grant you the Major Expedition buff for 2 seconds after casting.
- This ability no longer attempts to pull you to the target if the target is immune to the pull.
- Inferno:
- This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefit as long as they are slotted.
- The ability can be activated to summon an aura of flames for 15 seconds, which launches a fireball at an enemy every 5 seconds.
- The fireball has been changed to deal direct damage instead of damage over time.
- Increased the damage from the fireball by 15%.
- Note: The Flames of Oblivion morph will continue to grant the Weapon Critical Strike rating while slotted as a morph effect.
- Sea of Flames (Inferno morph): This morph has been renamed to Cauterize, and will now summon an Aura of Cauterizing Flames, launching a fireball at an ally to heal them instead of an enemy to damage them.
- Shifting Standard (Dragonknight Standard morph): Reduced the cost of this morph to 200 Ultimate from 250 Ultimate.
- Draconic Power
- Burning Talons (Dark Talons morph): This morph now deals Flame Damage for its initial hit instead of Physical Damage.
- Deep Breath (Inhale morph): This morph no longer increases the damage of the exhale damage (the second hit) due to the baseline damage increases for Inhale, described below. It will continue to interrupt targets on the inhale (the first hit) as a morph effect.
- Draw Essence (Inhale morph): This morph will now restore 10% of the ability’s cost as Magicka per target hit with the exhale instead of restoring Magicka based on the damage dealt.
- Inhale:
- Increased the exhale damage (the second hit) from this ability and the Draw Essence morph by 40%. The Deep Breath morph has had its exhale damage increased by 16% to match this value.
- This ability and its morphs now hits 6 targets, increased from 3 targets, and follows standard area of effect damage guidelines for additional targets.
- Increased the cost of this ability and its morphs by 6%.
- Earthen Heart
- Eruption (Ash Cloud morph): Increased the initial eruption damage from this morph by 22%.
- Igneous Weapons (Molten Weapons morph): This morph will now grant you and your allies the Major Brutality buff for 30 seconds, in addition to the Major Sorcery buff.
- Magma Shell (Magma Armor morph):
- This morph no longer grants a synergy to allies for a powerful damage shield; instead, it automatically applies the damage shield on nearby allies when the ability is used.
- Increased the radius of the shield application to 8 meters from 5 meters.
- Molten Armaments (Molten Weapons morph):
- This morph now increases your own fully-charged Heavy Attack damage by 40% for 30 seconds in addition to granting the Major Sorcery buff.
- This morph will now apply the fully-charged Heavy Attack damage bonus to Lightning and Restoration Staves.
- Molten Weapons: This ability and its morphs now applies a 30 second Major Sorcery buff for you and nearby allies.
- Mountain’s Blessing: This passive ability now grants the Minor Brutality buff any time an Earthen Heart ability is activated. The Ultimate gain portion of the passive still can only be granted while you are in combat, and the tooltip has been updated to convey this.
- Obsidian Shard (Stonefist morph): Increased the healing from this morph by 16%.
- Obsidian Shield: Igneous Shield's increased damage shield effect is now a baseline effect for Obsidian Shield.
- Note: The Igneous Shield morph will continue to grant you the Major Mending buff as a morph effect.
- Stonefist: Increased the range of this ability and its morphs to 28 meters from 20 meters. In addition, this ability and its morphs now deal Magic Damage, instead of Physical Damage.
Nightblade
- Assassination
- Lotus Fan (Teleport Strike morph):
- Significantly revised the tooltip of this morph to indicate that only the primary target is snared, and the damage over time is applied to the primary target and all nearby enemies.
- The damage over time from this morph is no longer considered a bleed, and is now a standard magical damage over time. The damage can now be mitigated by normal means, but has been increased by 15% to account for this.
- Pressure Points: Fixed an issue where this passive ability was granting less Critical Strike Chance than intended.
- Shadow
- Aspect of Terror: Mass Hysteria’s movement speed snare effect is now a baseline effect for Aspect of Terror. Enemies will be snared by 50% for 4 seconds after the fear ends.
- Note: The Mass Hysteria morph will continue to apply the Minor Maim debuff to the target when the fear ends, and will let you fear an additional target as a morph effect.
- Bolstering Darkness (Consuming Darkness morph): Increased the healing from the Hidden Refresh synergy from this morph by 20%.
- Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.
- Manifestation of Terror (Aspect of Terror morph):
- This morph now places two traps when it is used – one is placed at your current location, and another is placed at a ground-placed reticle location up to 22 meters away.
- The traps created by this morph are now visible to enemies.
- Reduced the amount of targets feared by each trap to one target from six targets.
- Path of Darkness:
- This ability and its morphs now continue to grant the Major Expedition buff for up to two seconds after leaving the path.
- Increased the damage of this ability and the Refreshing Path morph by 25%.
- Refreshing Path (Path of Darkness morph): Reduced the time this morph continues to heal yourself and allies to 2 seconds after leaving the path, down from 3 seconds.
- Shadow Cloak: This ability and its morphs will now suppress damage over time effects that are already applied to the caster while the invisibility is active.
- The damage over time will remain, but will tick for 0 damage if you are invisible, and will tick for the normal damage if you come out of invisibility.
- Twisting Path (Path of Darkness morph): Increased the damage of this ability by 20%.
- Siphoning
- Catalyst: Increased the amount of Ultimate you gain when drinking a potion to 10/20 Ultimate at Ranks I/II from 6/12 Ultimate.
- Debilitate (Cripple morph):
- This morph now also allows you to place Debilitate on an unlimited amount of targets.
- Reduced the Magicka refund from this morph to 50% of the ability’s cost from 100%.
- Funnel Health (Strife morph): Reduced the application of the heal over time to you and one additional friendly target, previously two friendly targets.
- Siphoning Attacks (Siphoning Strikes morph): Fixed an issue where this morph could proc its resource return on every tick from a damage over time effect.
- Soul Shred: Increased the damage from the Soul Leech synergy from this ability and its morphs by 3%.
- Soul Siphon (Soul Shred morph): This morph now heals and applies the Major Vitality buff to yourself as well as your allies.
- Strife: Fixed an issue where you were able to dodge the friendly heal from this ability and its morphs.
Sorcerer
- Dark Magic
- Crystal Blast (Crystal Shard morph): Increased the secondary splash damage of this morph by 25%.
- Daedric Tomb (Daedric Mines morph): This morph no longer places three Daedric mines in a line in front of you; instead, the Daedric mines can be placed at a ground-targeted reticle location up to 22 meters away. The mines will arm instantly in the normal triangular pattern.
- Dark Exchange: Increased the cost of this ability and its morphs by 20%, but they now return 20% more Health, Magicka, or Stamina.
- Negate Magic: Fixed an issue where this ability and its morphs would not apply crowd control immunity to monsters at the end of their stun durations.
- Daedric Summoning
- Empowered Ward (Conjured Ward morph):
- This morph now grants the Minor Intellect buff to you and nearby allies, and will not be removed if the caster’s damage shield is removed.
- This morph no longer provides the Minor Mending buff.
- Summon Restoring Twilight (Summon Winged Twilight morph):
- This pet’s special ability will now empower it, granting it a buff for 15 seconds that increases the Twilight’s damage by 50% against targets above 50% Health.
- This pet no longer passively grants the Minor Intellect buff while it is active.
- Renamed this morph to “Summon Twilight Tormentor.”
- Summon Storm Atronach:
- Increased the activation range for the Charged Lightning synergy from this ability and its morphs to 3.5 meters from 2.5 meters.
- The Atronach summoned by this ability and its morphs will now cast Break Free 4 seconds after being crowd controlled.
- The Atronach summoned by this ability and its morphs will now wait 3 seconds after being interrupted to recast its channeled zap.
- Summon Twilight Matriarch (Summon Winged Twilight morph):
- This pet’s special ability will now cause it to heal itself and up to 2 friendly targets for 20% of your maximum Magicka.
- This pet no longer siphons her health to you if you fall below 35% Health, due to the active ability changes for Summon Winged Twilight described below.
- Summon Winged Twilight:
- This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability.
- Note that the pet will still be desummoned if you switch ability bars without slotting it.
- Decreased the cost to summon a pet from this ability and its morphs by 50%.
- Increased the cast time to summon the pet to 1.5 seconds from 1.3 seconds.
- The pet summoned by this ability and its morphs now heals itself for 3% of its maximum Health every two seconds.
- Unstable Clannfear (Unstable Familiar morph): This pet’s special ability will now heal you and the Clannfear for 35% of your maximum Health.
- Note that this pet will no longer heal you when it dies.
- Unstable Familiar:
- This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability.
- Note that the pet will still be desummoned if you switch ability bars without slotting it.
- Decreased the cost to summon a pet from this ability and its morphs by 50%.
- Increased the cast time to summon the pet to 1.5 seconds from 1.3 seconds.
- The pet summoned by this ability and its morphs now heals itself for 3% of its maximum Health every two seconds.
- Added the word “Summon” to the name of this ability and its morphs so it now reads “Summon Unstable Familiar.”
- Volatile Familiar (Unstable Familiar morph): This pet’s special ability will now cause it to pulse for point-blank area of effect damage every 2 seconds for 4 seconds, with a 3 second stun on the final pulse. Each pulse will deal 5% of your maximum Magicka.
- Note that this pet no longer stuns or deals point-blank area of effect damage when it dies.
- Storm Calling
- Energized: Updated this passive ability’s tooltip to indicate it increases all of your Shock Damage, and not just the damage of your Storm Calling abilities.
- Lightning Splash: Increased the activation range from the Conduit synergy from this ability and its morphs to 3.5 meters from 2.5 meters.
- Thundering Presence (Lightning Form morph): Fixed an issue where recasting this morph would cause the effects to disappear.
Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now displays a hostile red telegraph if it is cast from enemy Templars.
- Focused Charge: This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation.
- Piercing Javelin: Increased the range of this ability and its morphs to 28 meters from 20 meters.
- Puncturing Strikes: This ability and its morphs no longer knockback and apply crowd control immunity to the nearest enemy on the final hit; instead, they now snare that enemy by 70% for two seconds.
- Radial Sweep: Increased the radius of this ability and its morphs to 6 meters from 5 meters.
- Radiant Ward (Sun Shield morph): Increased the shield strength bonus from this morph’s shield to 6% per enemy hit from 5%.
- Dawn’s Wrath
- Backlash: Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected.
- Eclipse:
- This ability and the Total Dark morph can now reflect ranged physical projectiles back to the enemy, in addition to spell projectiles.
- Revised the tooltips for this ability and the Total Dark morph to indicate that the area damage effect is separate from the self-reflect effect, and can be applied to a CC-immune target.
- Fixed an issue where this ability and the Total Dark morph could reflect snares from ground-placed ticking abilities, such as Caltrops or Ash Cloud, and cause you to move at extremely high speeds.
- Enduring Rays:
- This passive ability now only increases the duration of the Sun Fire, Eclipse, and Nova abilities.
- Increased this passive ability’s bonus to 15/30% more duration at Ranks I/II from 10/20%.
- Nova:
- Reduced the effects and visual light intensity for this ability and its morphs.
- Increased the damage from the Supernova and Gravity Crush synergies by 16%.
- Increased the activation range for the Supernova and Gravity Crush synergies to 3.5 meters from 2.5 meters.
- Radiant Destruction: Fixed an issue where the execute bonus damage from this ability would not apply if multiple Templars were channeling these abilities on the same target.
- Solar Flare: Increased the damage for this ability and the Dark Flare morph by 12%. The damage of the Solar Barrage morph remains unchanged.
- Unstable Core (Eclipse morph): Increased the area damage when the effect ends by 50% and can be placed on an unlimited amount of targets, but it no longer reflects single target spells back to the enemy.
- Vampire’s Bane (Sun Fire morph): Increased the damage over time duration for this morph to 9 seconds from 7 seconds.
- Restoring Light
- Breath of Life (Rushed Ceremony morph): This morph now only fires one additional secondary heal, previously two heals.
- Cleansing Ritual:
- Increased the healing from the Purify synergy from this ability and its morphs by 12%.
- Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability.
- Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.
- Healing Ritual: Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%.
- Radiant Aura (Restoring Aura morph): This morph now grants you and your allies the Major Intellect buff upon activation, as well as having an increased radius as a morph effect.
- Restoring Focus (Rune Focus morph): This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect.
- Rite of Passage: In order to prevent visual issues or issues where the channel would end prematurely, this ability and its morphs can no longer be cast in mid-air.
- Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
Good Lord! How the heck long did it take you to put all this together???
I mean,it IS quite nicely put together and well written. Didnt mean it isnt.It's just ,..well,..huge.
remove
"Elemental Expert: This ability now increases Flame, Frost, Shock, and Magic Damage dealt by you, instead of Flame, Frost, and Shock Damage only." pls
I am happy that NB ultimate Soul Siphon now heals your party and YOU. It was a waste of an ultimate unless you were in a group before. Now it sounds rad.
I am a NB healer and I think I am happy with the changes.
ThatNeonZebraAgain wrote: »Looks like DK and Sorc healing capability was buffed, NB and Temp healing capability was nerfed.
Changes to DK seem helpful for magicka builds.
NB changes seem pretty good overall with exception of Funnel Health nerf and possible Siphoning Attacks nerf to proccing on DoTs (does this mean Caltrops will no longer proc it?). Catalyst passive still crappily underpowered.
I am happy that NB ultimate Soul Siphon now heals your party and YOU. It was a waste of an ultimate unless you were in a group before. Now it sounds rad.
I am a NB healer and I think I am happy with the changes.
you are happy that funnel only heals 1 additional player instead of 2?
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »Lightninvash wrote: »Lightninvash wrote: »Templar:
Buffs to puncturing sweep, dark flare, and eclipse sound nice.
Nerfs to BoL, purify (I'm interpreting this as you can no longer purify a meteor, but NB can still cloak one, and now NO ONE can reflect it, so NB or GTFO?), meh.
Besides the puncturing sweep buff, everything else in the aedric spear line is pointless, and far from the fixes/buffs those skills needed. I also am unconvinced that toppling charge is fixed until weeks of testing proves otherwise, this has shown up in the patch notes multiple times already, I've been burned before baby...
Not sure how I feel about the passive changes to purify/channeled focus giving major mending instead of buffing BoL. I think overall it will be beneficial as major mending was a difficult buff to get, and it will make resto heals stronger now. I think Combat Prayer/Blessing will be the new go to heal?
Overall I think I'll maybe use eclipse now, and healing might end up being easier with resto staff, but in general Wrobel missed the mark for filling the potholes that the class has and bringing them up to par.
night blades cloak doesn't remove DOTs
•Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.Lightninvash wrote: »
Why don't they just delete the skill?
I can't believe they are listening to people who think it's OP. It's a healer, it heals! Omg nerf it, when they heal it takes more than 2 seconds for me to kill so it must be nerfed...
Oh I agree im replace it because without the 2 heals I don't know if I wna use it after the patch hits live. ijs but hey who knows if they buff the amount it heals it may be worth it but if not then nah
After this patch hits, this Templar healer is off to another mmo, I can't believe the thinking, or lack of, behind this.
tis a blow to a healers bread and butter but idk it will be ok in the end
Its clear to me they are trying to make it so every class can be at least a nearly equally competent healer. There are a few things I am not sure about though. Backlash isn't clear to me. Solar Barrage still could use some love. Blazing Spear is getting a 'nerf' if you could call it that. I never noticed a red circle, but I've never had a problem getting out from a spear unless I've run out of stamina. Templars still have no aoe cc despite the removal of Blinding Flashes. Sun Shield is still in a bad state in pvp. I will say though they did make some improvements. The mending buff will at least make my vigor/rally comparable to what a DK can do, so its clear they gave the Stamplar a little thought. Likewise the snare tacked on the end of jabby jabs makes me happy although I"m not decided if I want to use the skill in pvp or not. I'll definitely give it the old college try though.
So Templars have a dedicated healing tree, to be worse at healing than other classes, or what?
Its pretty clear that Earthen Heart is becoming the 'healing tree' for DK's. I don't think there is a right or wrong in it, it all comes down to implementation. I'm also explaining what I believe they are attempting to do here. Don't mistake the messenger with the message.
Given the drastic changes that the game has undergone though, I do believe Templar and DK could both use something, be it a +Movement Buff, or better #'s on their mitigation skills.
Good, they can buff other classes. That's cool. But why nerf Templar healers over and over? Enough is enough...
In some ways the Major Mending buff is bringing Templars back a little more to what they were. Some of the other changes though do hurt, I agree.
I don't get it, even in my usual runs we don't stay in same place too long but move through the dungeons speedily, am I supposed to spam that circle every few secondsas well as have to spam BoL even more now, to make up for its shettyness.
Pretty much yes. For some reason they've balanced the numbers of Templar against other classes, but then said "Templar you stand in that one spot there and don't move". They didn't factor in the fact of the trouble that would cause and the costs involved. Templar is ponderous, expensive to cast, and has to fire its abilities more often to get the same effect as other classes. Example: Boundless + Hardened Ward vs. Rune + Sun Shield. As you can see in this obvious example the Sorcerer duration is vastly longer, cheaper, and easier to use. In other words it is significantly more reliable. Example: Templar stat regeneration is based upon a specific morph of Rune (stand in circle) and radiant aura (part of major/minor buffs). As you can see here, since our regeneration is based upon major/minor buffs we will never be able to attain the regen of other classes, despite sucking wind all the time. In a pitched battle against a hard target, Repentance is worthless, but even if you factor in the minor buff, this means it overwrites other minor benefits you could have gotten otherwise. Other classes do not have to deal with this, and actually all the Radiant Aura does is overcharge what those other players already have. The irony is that the class use to have a Replenishing Shadows type passive a long time ago, but it got complained away by people and now we've essentially been forced to slot a lot of things on our bars to get a weaker version of the same passive other players get. I'll not argue that the recovery from the Rune is nice, but again you have to factor in the reality of combat, be it trying to beat a time on a dungeon or the ultimate necessity of mobility in pvp. I think this is where your best argument would be, we need a buff based upon the necessity of these classes (DK and Templar) to stand their ground to use most of their skills.
Lightninvash wrote: »
Why don't they just delete the skill?
I can't believe they are listening to people who think it's OP. It's a healer, it heals! Omg nerf it, when they heal it takes more than 2 seconds for me to kill so it must be nerfed...