Official Feedback Thread for Templars

  • americansteel
    americansteel
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    Gigasax wrote: »
    yet Templars and magic DKs will still be left in dark!
    I don't think I can play Templar or DK any longer I don't see it in me.
    Templars will not only struggle against harder hitting players we will struggle with resource management.
    recovery enchants and 5 seducers will probably be a must, leaves no room for damage.

    I think Magicka DK´s got a huge buff...
    Templar is the only class that will be nerfed to death..

    DK lava whip still hits like a wet noodle. no dps.
    punc sweeps still commit small dps
    vs WB snipe and CF? magic DKs are still bad.
    NO LONGER PLAYING ESO

    POOR SERVER PERFORMANCE
    LAG
    LOAD SCREENS
    DONE
  • SirDopey
    SirDopey
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    Pomaikai wrote: »
    As a class, have we ever considered just going on strike, server wide? PC/Mac and consoles combined. All at once. No more Templars in game. Let's see how that plays out. If they're really not going to actually listen to us, maybe it's time we made them listen...

    lol I've already retired doc, given the abuse we cop from PUG groups when their dungeon runs don't go smoothly (always the healers fault) I'm just not going to bother. Considered focusing primarily on DPS but why would I when my magicka DK or Sorc will easily be able to dwarf my Templar and have mobility. So, out with the old and in with the new...

    Nerfs like these ZOS never reverses, all the complaining in the world won't change their mind so I'm going to spend 90% of my time in the PTS working on my new DK build
    Edited by SirDopey on February 4, 2016 11:20PM
    NA PC | AD
    xx Doc Holliday xx
  • Gigasax
    Gigasax
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    Gigasax wrote: »
    yet Templars and magic DKs will still be left in dark!
    I don't think I can play Templar or DK any longer I don't see it in me.
    Templars will not only struggle against harder hitting players we will struggle with resource management.
    recovery enchants and 5 seducers will probably be a must, leaves no room for damage.

    I think Magicka DK´s got a huge buff...
    Templar is the only class that will be nerfed to death..

    DK lava whip still hits like a wet noodle. no dps.
    punc sweeps still commit small dps
    vs WB snipe and CF? magic DKs are still bad.

    Burning Embers gives you a full heal when recasted + very good DoT -> huge buff.
    Empowering Chains got buffed too, in combination with dawnbreaker or meteor it does huge burst.
    - Noractis -
    - PC EU -
  • AfkNinja
    AfkNinja
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    Also ZOS, thank you for Nerfing the healing on Puncturing Sweeps by 5% and not including it in the patch notes. Real cool move bro's. :(
  • UrQuan
    UrQuan
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    Alabyn wrote: »
    UrQuan wrote: »
    ...
    [*] Focused Healing: this change reduces the mobility of the healer, while allowing for more mobility for other members of the group. I'm unsure how I feel about this one, and it will require testing...

    I really like this change. Major Mending is huge, and it's way easier to keep my fatty butt in the circle than herd all those DPS cats into it.
    Yeah, on reflection I'm leaning towards the same conclusion as you. I think this is a good change.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • MissBizz
    MissBizz
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    AfkNinja wrote: »
    Also ZOS, thank you for Nerfing the healing on Puncturing Sweeps by 5% and not including it in the patch notes. Real cool move bro's. :(

    Just came to mention this. This was an undocumented nerf to puncturing sweeps healing. The heal was reduced by 5% (Was 40%, is now 35% on PTS)
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • AfkNinja
    AfkNinja
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    UrQuan wrote: »
    Alabyn wrote: »
    UrQuan wrote: »
    ...
    [*] Focused Healing: this change reduces the mobility of the healer, while allowing for more mobility for other members of the group. I'm unsure how I feel about this one, and it will require testing...

    I really like this change. Major Mending is huge, and it's way easier to keep my fatty butt in the circle than herd all those DPS cats into it.
    Yeah, on reflection I'm leaning towards the same conclusion as you. I think this is a good change.

    Don't forget they nerfed Major Mending to 25% before they gave it to us. ;)
  • timidobserver
    timidobserver
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    delete
    Edited by timidobserver on February 5, 2016 12:22AM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • UrQuan
    UrQuan
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    AfkNinja wrote: »
    UrQuan wrote: »
    Alabyn wrote: »
    UrQuan wrote: »
    ...
    [*] Focused Healing: this change reduces the mobility of the healer, while allowing for more mobility for other members of the group. I'm unsure how I feel about this one, and it will require testing...

    I really like this change. Major Mending is huge, and it's way easier to keep my fatty butt in the circle than herd all those DPS cats into it.
    Yeah, on reflection I'm leaning towards the same conclusion as you. I think this is a good change.

    Don't forget they nerfed Major Mending to 25% before they gave it to us. ;)
    Still, it's easier to keep myself inside my Channeled Focus than it is to keep the rest of the party inside any given AOE.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • Soris
    Soris
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    Did some quick testing about champion passives and jab damage, here is the result.
    • Elemental Expert 60 points (17.5%)
      Puncturing Sweep dmg is 2181
      Burning Light dmg is 2866
    • Elemental Expert 60 points (17.5%) + Tharmaturge 30 points (10.8%)
      Puncturing Sweep dmg is 2521
      Burning Light is 3129

    As a result, as you can see we still have to spread cp into two different trees in order to buff our main dmg ability.
    I have not yet tested this in pvp vs players but i believe damage of sweeps can also be reduced by both magic damage and dot dmg reduction passives in red trees as it's already in live since 1.6 released. This should be fixed already.

    /gonna test with stamina morph as well.
    /same with biting jabs.
    Edited by Soris on February 5, 2016 12:36AM
    Welkynd [Templar/AD/EU]
  • Mumyo
    Mumyo
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    Zinaroth wrote: »
    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    Completely agree on the Rune, so ridiculous it didn't get the standard 20 sec treatment like all other class armor buffs, and it should stick to us! Noone needs a small rune on the ground in PvP. Stick it to us along with the buffs, end of story.
    Mumyo wrote: »
    Zinaroth wrote: »
    Mojmir wrote: »
    can we get a dev who actually plays all the classes? sad to say but the live templar is currently better than PTS right now.

    Don't really agree with this. Templar is better off on PTS than they are on live, even when compared to the other classes on PTS aswell.

    But Stamina Templars are the ones who need some attention now, they got nothing this round...

    Well, its one step forward one step backward. There was a general nerf made to Cleansing which hurts cleansing ritual directly. However, they've made using cleansing ritual as a magicka dump for stamina templars a little more useful as it can now be used to boost Vigor and Rally... which was a long time coming, and brings us back to where we were about a year ago. Rune Focus on the other hand is still very confining, has always been very confining, and unless they somehow gave us double major/minor buffs on this skill I really don't see how standing and not moving would ever be an intelligent strategy. This means the rune will have to be spammed approximately once every 8 seconds, thereby lowering dps, and creating an obvious opportunity cost for the player. If this skill also boosted ultimate generation every time you clicked it (with cap every 8 seconds) it might make this opportunity cost a little lessened. As it is now though I still foresee problems on the horizon for magic and stamina templars alike with this ability. It makes it extremely easy to escape when most of our abilities force us to 'stop and turret', and most of their abilities send them in rocket mode out of range. Even if we were to use the dagger cloak from dual wield, we still have to stop and turret in order to fire most of our abilities, thereby killing the whole point of moving fast. Templar is literally the easiest class to escape from. We move slowly, have to stand in place, and have no cc to speak of.

    They got 30% increased healing.
    And if truly all channels arent dodgeable, so should jabs be! at least i hope so. Now if the cp system works out on the increased dmg on shields... i dont know how good we will be.

    Major Mending is actually 25% now, but it could have been 100000000000000% for all I care, it doesn't eliminate the problem that we cannot do anything on the move, we are forced to be more stationary that any other class, and not because we have no mobility, which everyone else have by now, but because we have to either reconnect with Rune every 8 seconds or rebuff it every 8 seconds. Please tell me that rebuffing your major armor buff every 8 seconds is okay when NBs get it passively for using their main damage ability and Sorcs/DKs have theirs last 20 seconds, and with all three classes it stays with their character, not one some weird spot on the ground...

    I do agree that NB shouldnt have that at all except for magicka maybe.

    25% is cool but im still worried about backlash.. if it works out in pvp it could be the burst we needed.
    Soris wrote: »
    Did some quick testing about champion passives and jab damage, here is the result.
    • Elemental Expert 60 points (17.5%)
      Puncturing Sweep dmg is 2181
      Burning Light dmg is 2866
    • Elemental Expert 60 points (17.5%) + Tharmaturge 30 points (10.8%)
      Puncturing Sweep dmg is 2521
      Burning Light is 3129

    As a result, as you can see we still have to spread cp into two different trees in order to buff our main dmg ability.
    I have not yet tested this in pvp vs players but i believe damage of sweeps can also be reduced by both magic damage and dot dmg reduction passives in red trees as it's already in live since 1.6 released. This should be fixed already.

    /gonna test with stamina morph as well.
    /same with biting jabs.

    This makes me drop all hope.
  • sabresandiego_ESO
    sabresandiego_ESO
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    People need to stop whining so much. This patch is amazing for templars. My main is now a templar. All changes here are extremely well thought out and done. All nerfs were necessary, especially BOL and puncturing sweeps, and purifying ritual bug fix.

    Zenimax is doing an amazing job at improving the game. They arent perfect, but whining about every necessary nerf even though templars got tons of important buffs is pathetic. Learn to adapt

    Finally, the fact that you can buff jabs/sweeps with 2 things in the cp tree is a good thing, not a bad one.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • Ashamray
    Ashamray
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    Backlash does 0 damage when target has a damage shield. Need some more testing though.
    Boadrig, EU PC

    Very Balanced
    Battleground Beta Testers
    Cite's Legacy
    Colosseum

    Imperial City frequenter
    Imperial City feedback and suggestions
  • AriBoh
    AriBoh
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    People need to stop whining so much. This patch is amazing for templars. My main is now a templar. All changes here are extremely well thought out and done. All nerfs were necessary, especially BOL and puncturing sweeps, and purifying ritual bug fix.

    Zenimax is doing an amazing job at improving the game. They arent perfect, but whining about every necessary nerf even though templars got tons of important buffs is pathetic. Learn to adapt

    Finally, the fact that you can buff jabs/sweeps with 2 things in the cp tree is a good thing, not a bad one.

    Which patch notes were you reading? Can I see them?
    khele23eb17
    Agreed. Whoever came up with the design should be shot in the foot and only admitted to hospital when he manages to find 3 other people willing to maim themselves the same way in order to accompany him.

    ZOS_AmeliaR admin
    Ultimately, any method of entering an enemy keep without breaking down the door is considered an exploit. Thanks for checking!

    tinythinker
    "I used to be a healer once, but then I took a Wrobel to the knee"
  • Animal_Mother
    Animal_Mother
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    technohic wrote: »
    Morathras wrote: »
    when do we get some Feedback from ZOS about this problem???

    History shows they will aknowledge and ask us about it again in the 2nd or 3rd, major update after this one.


    We still have the subsequent nerfs to eclipse and dark flare to look forward to though. They tend to buff a couple of things too much initially to hide the nerfs behind, then nerf the buffs before it goes live.

    And ultimately ignore all feedback.
  • danno8
    danno8
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    Soris wrote: »
    Did some quick testing about champion passives and jab damage, here is the result.
    • Elemental Expert 60 points (17.5%)
      Puncturing Sweep dmg is 2181
      Burning Light dmg is 2866
    • Elemental Expert 60 points (17.5%) + Tharmaturge 30 points (10.8%)
      Puncturing Sweep dmg is 2521
      Burning Light is 3129

    As a result, as you can see we still have to spread cp into two different trees in order to buff our main dmg ability.
    I have not yet tested this in pvp vs players but i believe damage of sweeps can also be reduced by both magic damage and dot dmg reduction passives in red trees as it's already in live since 1.6 released. This should be fixed already.

    /gonna test with stamina morph as well.
    /same with biting jabs.



    @Soris
    Something strange is going on.

    If you split the points 50/50 instead of 100/0, I get stronger Sweeps, which makes sense since splitting them means you get less diminishing returns.

    What is strange is that both Dark Flare and Toppling charge also become much stronger when I split the points and they are in no way a channel or DoT.

    Can someone else verify?
  • Soris
    Soris
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    Finally, the fact that you can buff jabs/sweeps with 2 things in the cp tree is a good thing, not a bad one.
    Wat?
    I see your point though, with this way you can buff it further if we have more cp. But it's a very narrow point of view. What is the point of other passives then where we need to spent 200 points to fully buff a spell? Wouldn't it be much better to make elemental passive fully buff the skill without ever needing spend point into elsewhere? And with this way it's damage will not be reduced by two different passives in red tree. Totally makes sense
    Edited by Soris on February 5, 2016 1:37AM
    Welkynd [Templar/AD/EU]
  • Soris
    Soris
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    danno8 wrote: »
    Soris wrote: »
    Did some quick testing about champion passives and jab damage, here is the result.
    • Elemental Expert 60 points (17.5%)
      Puncturing Sweep dmg is 2181
      Burning Light dmg is 2866
    • Elemental Expert 60 points (17.5%) + Tharmaturge 30 points (10.8%)
      Puncturing Sweep dmg is 2521
      Burning Light is 3129

    As a result, as you can see we still have to spread cp into two different trees in order to buff our main dmg ability.
    I have not yet tested this in pvp vs players but i believe damage of sweeps can also be reduced by both magic damage and dot dmg reduction passives in red trees as it's already in live since 1.6 released. This should be fixed already.

    /gonna test with stamina morph as well.
    /same with biting jabs.



    @Soris
    Something strange is going on.

    If you split the points 50/50 instead of 100/0, I get stronger Sweeps, which makes sense since splitting them means you get less diminishing returns.

    What is strange is that both Dark Flare and Toppling charge also become much stronger when I split the points and they are in no way a channel or DoT.

    Can someone else verify?
    that's strange indeed.
    Welkynd [Templar/AD/EU]
  • NewBlacksmurf
    NewBlacksmurf
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    MissBizz wrote: »
    AfkNinja wrote: »
    Also ZOS, thank you for Nerfing the healing on Puncturing Sweeps by 5% and not including it in the patch notes. Real cool move bro's. :(

    Just came to mention this. This was an undocumented nerf to puncturing sweeps healing. The heal was reduced by 5% (Was 40%, is now 35% on PTS)

    All seriousness. What's the point of playing ESO if everything is getting worse.

    If they want to make the game harder...just adjust NPC difficulty like 2013. Not sure what all this other stuff is
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Essiaga
    Essiaga
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    danno8 wrote: »
    Essiaga wrote: »
    maxjapank wrote: »
    blabafat wrote: »
    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.

    The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.

    I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.

    If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.

    Using AUI it doesn't show the regen outside the rune. That includes scrolling, and MP bar. I tested it by blowing all magicka and timing regular regen (as well as watching the numbers AUI added), then blowing all magicka and timing regen in and stepping out of ... For me it stop regening as soon as I left the circle. I haven't tested it since early Dec or late November (definitly after Ors dropped) but unless something changed there is some variable in my toon that doesn't give me the benefit many of you seem to enjoy.
  • Islyn
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    Zheg wrote: »
    Islyn wrote: »
    AfkNinja wrote: »
    Nifty2g wrote: »
    I can't actually tell what over half the people are upset about in here

    I will tell you exactly the parts that upset me.

    1. Nerf to Purifying Ritual, no more cleansing projectiles. Huge nerf
    2. Breath of Life reduced to 2 targets. Honor the Dead is better imo now, just use HtD and Grand Healing. They needed to fix line of sight, not nerf BOL 25%

    33.3...% or? Healed 3, now it heals two. Or am I tripping?.

    It's a 25% nerf. Previously you'd hit player A for 10, player B for 5, and player C for 5. Now you hit player A for 10, and player B for 5. Total heal used to be 20, now it's 15.

    Thanks! I thought they were changing it differently than that...
    AfkNinja wrote: »
    Lore_lai wrote: »
    @AfkNinja - you're right (I've always been bad at maths anyway :p ) when you look at it from a HPS perspective.
    I guess I was looking at it from just the targets healed perspective which would have made it 33.3

    It still sucks IMO and an unneeded nerf. People will just spam healing springs more - let's see how that helps the servers.
    Dunno why people were even complaining about BoL. Heck, I've seen Vigor tick crit heals that could match non-crit BoL extra heal.

    Vigor (no cap on players) is now superior to Breath of Life so get ready for a flood of Stamina DD Healers with crazy dps. I could probly handle all this just fine if they just made our Rune stick to us when we move. I don't wanna have to hit Restoring Focus before I rally/vigor every damn time.

    Also keep in mind they just changed our healing passive to Major Mending. Then promptly nerfed major mending to 25%. Thanks ZOS, appreciate it. Are we stronger? Magicka Templar a resounding yes, even with the heal nerfs. Stamplar is pretty much identical to last patch, only slightly more healing. Stamina DK is still much better so overall this whole patch hit me with a big bowl of MEH, Why bother renewing my sub.

    I am still gonna be a WAY WAY WAY better healer than most - regardless of BoL nerf. I am just POed about all the little BS ZOS keeps doing to my class.

    I am going to look at TG on PTS and if I'm not overwhelmed with YAY I'm cancelling my sub.
  • technohic
    technohic
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    danno8 wrote: »
    technohic wrote: »
    danno8 wrote: »
    Essiaga wrote: »
    maxjapank wrote: »
    blabafat wrote: »
    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.

    The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.

    I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.

    If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.

    Does the buffs on the other morph do so also? Haven't tried it.

    Just tried it. The Minor Protection and Minor Vitality fall of immediately upon leaving the Rune.

    The magicka return has always worked outside the RUNE for Channeled Focus, but they really do seem intent on nerfing that aspect of it. I think they are having trouble with it because it is not a standard "buff" they can apply and remove so easily.

    If they do manage to actually nerf it one day I will be very upset. Templar is already the least mobile of all classes and they are trying to make then even more immobile? It makes no sense!

    Yeah I was afraid of that and the recording leads me to believe they do intend it to only apply while in the rune.
  • Islyn
    Islyn
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    bowmanz607 wrote: »
    Bol nerf is so stupid and unnecessary ...nobody really asked for it but here it is. Why does ZOS never listen to the people actually playing templar i cant understand.

    actually plenty of people asked for bol nerf. this was not the one many had in mind though.

    No, people (who are not plain stupid) asked for line of sight to be applied. Some asked for range nerf.

  • Islyn
    Islyn
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    SirDopey wrote: »
    Pomaikai wrote: »
    As a class, have we ever considered just going on strike, server wide? PC/Mac and consoles combined. All at once. No more Templars in game. Let's see how that plays out. If they're really not going to actually listen to us, maybe it's time we made them listen...

    lol I've already retired doc, given the abuse we cop from PUG groups when their dungeon runs don't go smoothly (always the healers fault) I'm just not going to bother. Considered focusing primarily on DPS but why would I when my magicka DK or Sorc will easily be able to dwarf my Templar and have mobility. So, out with the old and in with the new...

    Nerfs like these ZOS never reverses, all the complaining in the world won't change their mind so I'm going to spend 90% of my time in the PTS working on my new DK build

    Yeah I am _never_ healing pugs again ever. I will heal people in my guilds who I know are good, and that's it. I healed a half pug unintentionally yesterday and we were on Engine Guardian FOR 7 FKN MINUTES. I literally had to derp around whilst they DIDN'T kill the boss even with combat prayer and warhorn for over 7 MINUTES then one guy dies to poison and tried to blame me.

    Seriously. No More Pugs. Ever.
    Edited by Islyn on February 5, 2016 1:44AM
  • Animal_Mother
    Animal_Mother
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    For HR to work in a fluid battlefield, it will need its range increased from 10m or we need access to an AOE CC, you know something to protect us when casting it, something like Blinding Flashes used to give us.

    It's amazing that in two years the beauty with which our skills interacted (had they not been bugged to hell) has been destroyed.
  • Animal_Mother
    Animal_Mother
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    bowmanz607 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.

    Sounds like the problem is the 8 guys hammering the one guy with a pocket healer. All it takes is for one or two of them to peel off and stun/interrupt/silence the healer. Problem solved.
  • Soris
    Soris
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    danno8 wrote: »
    Soris wrote: »
    Did some quick testing about champion passives and jab damage, here is the result.
    • Elemental Expert 60 points (17.5%)
      Puncturing Sweep dmg is 2181
      Burning Light dmg is 2866
    • Elemental Expert 60 points (17.5%) + Tharmaturge 30 points (10.8%)
      Puncturing Sweep dmg is 2521
      Burning Light is 3129

    As a result, as you can see we still have to spread cp into two different trees in order to buff our main dmg ability.
    I have not yet tested this in pvp vs players but i believe damage of sweeps can also be reduced by both magic damage and dot dmg reduction passives in red trees as it's already in live since 1.6 released. This should be fixed already.

    /gonna test with stamina morph as well.
    /same with biting jabs.



    @Soris
    Something strange is going on.

    If you split the points 50/50 instead of 100/0, I get stronger Sweeps, which makes sense since splitting them means you get less diminishing returns.

    What is strange is that both Dark Flare and Toppling charge also become much stronger when I split the points and they are in no way a channel or DoT.

    Can someone else verify?
    Tested for dark flare,
    0 point in elemental and thaumaturge (100 into blessed to get max magicka)
    10244

    50 into elemental 0 into thaumaturge
    11582

    50 into elemental 50 into thaumaturge
    11582

    100 into elemental 0 into thaumaturge
    12805


    I couldnt reproduce that as you see. There is no differencre between 50/50 and 50/0. Maybe you forgot to spend points elswhere to get max magicka? Because there is roughtly 3k magicka difference there and that probably chabged your dmg numbers.
    But 50/50 definetely yields more dmg for sweeps than 100/0.
    So 100/0 good for flare 50/50 good for sweeps. Great.
    Welkynd [Templar/AD/EU]
  • danno8
    danno8
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    ✭✭✭✭✭
    Essiaga wrote: »
    danno8 wrote: »
    Essiaga wrote: »
    maxjapank wrote: »
    blabafat wrote: »
    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.

    The magicka return (Channeled Focus) has ALWAYS occurred outside of the circle. Always. And it still does not require you to be in the circle on the PTS either.

    I think they need to explicitly state this in the tooltip because I have personally explained it on the forums a couple dozen times.

    If you are not seeing it, make sure you actually have less than 100% magicka, because it will stop if you don't have it.

    Using AUI it doesn't show the regen outside the rune. That includes scrolling, and MP bar. I tested it by blowing all magicka and timing regular regen (as well as watching the numbers AUI added), then blowing all magicka and timing regen in and stepping out of ... For me it stop regening as soon as I left the circle. I haven't tested it since early Dec or late November (definitly after Ors dropped) but unless something changed there is some variable in my toon that doesn't give me the benefit many of you seem to enjoy.

    I think I am currently using Combat Cloud as my SCT, and it shows the +120 every .5 seconds still, whether I stay in the Rune or not. I don't think It's wrong, but testing it accurately would be tough.
  • Soris
    Soris
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    You can also see it yourself without addons. Magicka bar ticking much faster and frequently with that and for the full duration either you inside the rune or not. Just like in the live server. I hope it's not a bug.
    Welkynd [Templar/AD/EU]
  • Blacksheepart
    Blacksheepart
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    Thanks ZOS for screwing us once again
    ★🕱 || Eelelia || 🕱★
    Tertiary Meat

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