In PvP, a mobility option that gets you out of a mess.Jabs - very good
Dark Flare - OP AF
Jesus Beam - Back to 1.6
What else do u want?
The ones who complain about the changed have definately not played a magicka one on PTS.
I went to duel/test area earlier and 1shot people left and right. Some even called me a hacker and exploiter.
Jabs - very good
Dark Flare - OP AF
Jesus Beam - Back to 1.6
What else do u want?
@Reorx_Holybeard You're not understanding how it works (not that I blame you, the tooltip has always been terrible.) The "extra damage" is referring to how much of the damage taken is stored as extra damage. My tooltip says 18% so if I do 50,000 damage in the time Purifying is active the damage stored will be 50,000*.18=9000 damage explosion.
In other words for me to hit my maximum damage cap of around 20,00 on the PTS, I (or me and my allies) would need to do around 111,000 damage in those few seconds.
So they increased the cap, but made it much harder to reach that cap. It is now really a group skill.
The ones who complain about the changed have definately not played a magicka one on PTS.
I went to duel/test area earlier and 1shot people left and right. Some even called me a hacker and exploiter.
Jabs - very good
Dark Flare - OP AF
Jesus Beam - Back to 1.6
What else do u want?
The ones who complain about the changed have definately not played a magicka one on PTS.
I went to duel/test area earlier and 1shot people left and right. Some even called me a hacker and exploiter.
Jabs - very good
Dark Flare - OP AF
Jesus Beam - Back to 1.6
What else do u want?
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.
(WTF does this even mean? Damage from this ability is stored damage. A buff of 25% max and nerf of 66% stored is a nerf ... unless the tool tip doesn't explain the skill accurately at all, which is totally normal for ZOS. Pets got reworked though. So instead of 42% additional damage it will do 28ish% additional damage?)
Summon a expanding beam of pure sunlight to doom an enemy. 22% of the damage taken by the target over 6 seconds is released at the end of the spell as magic damage to a maximum damage of 24123.
The ones who complain about the changed have definately not played a magicka one on PTS.
I went to duel/test area earlier and 1shot people left and right. Some even called me a hacker and exploiter.
Jabs - very good
Dark Flare - OP AF
Jesus Beam - Back to 1.6
What else do u want?
Rune Focus - The main change that caught my eye:
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.
If I'm reading this correctly, it states that you MUST be INSIDE the circle at all times to receive the buffs that each morph provides. When I logged onto the PTS today, I was still receiving the magicka while being outside the circle. The magicka gain lasted 18 seconds, just like it does on live. I hope this isn't a bug, as forcing us to be immobile doesn't make any sense. Nobody will use the ability if he/she is forced to stand in a circle that has a 1 meter diameter.
What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.
But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.
Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.
I am not upset about the Breath of Life change. In PvE, nothing will change at all for my gameplay.
In PvP, as a Templar healer, I will now have to use 2 skill bar sets: 1 for solo/duo and 1 for group play. BoL is no longer viable for healing groups larger than 3-4 in PvP (which is fine, mostly). BoL will work just fine for solo/duo, but that is all.
I agree, BoL was awesome in PvP, and probably needed to be toned down. For Group healing in PvP, without using a Resto staff, what will I use instead? Healing ritual? Maybe. Purifying ritual has a buff to its synergy, but I am not sure that will be enough.
My question: without using a Resto staff, how will you heal a group larger than 3 as a Magicka Templar?
bowmanz607 wrote: »BOL needed reduced healing not reduced the number of people it hit.
Northern_Eve wrote: »I once created my templar to be a healer. I chose the class with a dedicated class skill tree for healing. I want to continue to be a PvE healer, I have no interest to learn a different role or level yet another character - and least of all, start to PvP.
One third of our class skills are dedicated for healing, what is the point of making them less useful? If all classes are supposed to be as viable healers, why does the skill line even exist?
I can honestly say, that if I can't continue to heal PvE group content efficiently, I'll rather just stop playing than switch my role or level another class.
I'm a good healer - I know I can still keep my usual groups alive after the BoL nerf, because I never spam it anyway. But my resources will become more sparse and I can do less buffing and dps on the side. However, with random pugs it will become a lot more difficult, probably not worth the trouble anymore.
Rune Focus - The main change that caught my eye:
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.
If I'm reading this correctly, it states that you MUST be INSIDE the circle at all times to receive the buffs that each morph provides. When I logged onto the PTS today, I was still receiving the magicka while being outside the circle. The magicka gain lasted 18 seconds, just like it does on live. I hope this isn't a bug, as forcing us to be immobile doesn't make any sense. Nobody will use the ability if he/she is forced to stand in a circle that has a 1 meter diameter.
What!? I thought that having to remain in the circle for the buffs from the morphs was always the case. The Major Ward and Major Resolve only lasting for 8 seconds after leaving the circle was always the case. A bit short. But you could always run back over your circle and get another full 8 secs. Not very mobile. But you could still move around the circle area.
But the Magicka regen from Chanelled Focus always required you to remain in the circle. You didn't receive the magicka regen once you left the circle. If this wasn't the case, then I've been benefiting from maigicka regen that I didn't realize I was getting.
Magicka regen for 18 seconds sounds amazingly too good to be true. I'd settle for even the 8 seconds like the unmorphed buffs. If only.
Using AUI I've not seen the magicka regen outside of the Rune. Infact the skill seems to be the most accurate area of effect in the game to me. No give at all.
Hiero_Glyph wrote: »bowmanz607 wrote: »BOL needed reduced healing not reduced the number of people it hit.
The problem with BoL was smart healing and the ability to heal targets you couldn't see. This change does nothing to fix those issues and just makes it require being spammed even more. If BoL had a line of sight requirement then it would avoid healing players through floors/walls since the radius was rather large. Also, smart healing targets literally anyone that has low health, even if you don't know they need a heal. This is what makes spamming BoL OP; healing up to 3 targets just makes each spam more effective so ZOS is fixing the wrong issue.
Joy_Division wrote: »Ish - not true. Purifying Ritual "fix" is a more significant nerf than losing a secondary heal. In fact, it is the biggest nerf to the play-styles of all 4 classes IMHO. These defensive capabilities were just taken away without any thought given to compensation.
I think if you read past the emotion, most of the posters here are not so much complaining that templars are nerfed again, it's that many of our skills that we repeatedly told ZoS are awkward, wonky, or just plain useless have not been addressed at all. Sun Shield, healing ritual, radiant aura, radial sweep, etc., all this stuff was inefficient, redundant, substantial choices that few people used and all of them are still just that. Like, why do we even come on the forums?
I think most templars here recognize we will be better offensive players and while that suits the playstyle of many of the better known templar PvP players, the other aspects of the class, particularly the defensive, took a major hit - and nothing about the meta since 1.6 was defensive at all.
We are better glass cannons. But did the people who rolled templars want to play a glass cannon? I don't think so. Hence, much of the emotion in this thread.
Yeah, making BoL have a LOS requirement would be a change that would make sense, since it would address the biggest issue with the skill in PVP, and it wouldn't negatively affect PVE. Making it heal one fewer target is simply a bad change to it that makes no sense.Hiero_Glyph wrote: »bowmanz607 wrote: »BOL needed reduced healing not reduced the number of people it hit.
The problem with BoL was smart healing and the ability to heal targets you couldn't see. This change does nothing to fix those issues and just makes it require being spammed even more. If BoL had a line of sight requirement then it would avoid healing players through floors/walls since the radius was rather large. Also, smart healing targets literally anyone that has low health, even if you don't know they need a heal. This is what makes spamming BoL OP; healing up to 3 targets just makes each spam more effective so ZOS is fixing the wrong issue.
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bowmanz607 wrote: »Hiero_Glyph wrote: »bowmanz607 wrote: »BOL needed reduced healing not reduced the number of people it hit.
The problem with BoL was smart healing and the ability to heal targets you couldn't see. This change does nothing to fix those issues and just makes it require being spammed even more. If BoL had a line of sight requirement then it would avoid healing players through floors/walls since the radius was rather large. Also, smart healing targets literally anyone that has low health, even if you don't know they need a heal. This is what makes spamming BoL OP; healing up to 3 targets just makes each spam more effective so ZOS is fixing the wrong issue.
although that is one issue, that is not what i am talking about. Also, smart healing will never be removed so have to deal with that aspect. The issue is when you have 8 people single targeting one guy that is getting BOL spammed from a templar and the heals outpacing the dps. This is especially true when fighting a templar with BOL. you end up with a raid hammering on one guy spamming bol. One spammable heal should not outheal a group hammering on one guy. that is too much.