where is some stamplar buff??
"Engine Guardian: The Dwemer Sphere summoned by this item set’s proc now despawns when it expires." - Does that mean no repenting that Sphere? How shloud stamplars manage their resources in noCP campaing with no battle roar, no helping hands, no siponing strikes and no dark deal, when you destroy repenting Dwemer Sphere?
I know...i was holding onto that set for free stam when repenting its little body (
Exactly - without dwemer spheres little dead body playing templar is pointless. It was all i ever cared about - repenting that little robot. RIP templars.
Mines name was Kevin....RIP Kevin, I will no longer be repenting you : * (
Templars need to riot. This is unacceptable change! Every templar should be able to repent his Dwemer Sphere. I can not believe they just decided to take that away!There's nothing in these notes that will even remotely help or affect Stamina Templars other than in an indirect negative way...
Excatly. I was really hyped when I heard about "balance patch". I even hoped my stamplar will be able to see dungeons from the inside, and I even planned to take him to cyrodiil and have fun. Well, plans don't always work, maybe in update 14, hopefuly.
ZOS_GinaBruno wrote: »[*]Vampire
- Clouding Swarm (Bat Swarm morph): This morph no longer causes your character to pulse invisibility every second it is active. Instead, activating the swarm now allows you use the ability again to instantly teleport to an enemy up to 22 meters away and deal high damage. This teleport can be used as many times as possible within the swarm’s duration.
[*]Adjusted the distribution of Maelstrom weapons obtained from the Maelstrom Arena via the Leaderboards and drops.
- Previously, this was divided evenly by weapon category (Destruction Staff, Two Hand, etc). Now, it is based on the individual item type (Dagger, One Handed Sword, etc), and all damage weapons within the item type have an equal probability to drop.
- In addition, when a Dual Wield weapon is awarded, you will receive two Dual Wield weapons.
- We also slightly reduced the drop chance for Healing Staves, Bows, and One Hand and Shields.
Clarkieson wrote: »Anyone know when this is going live? February sometime right?
But I'm not seeing the promised mDK buffs.
With this change if I am running a lightening staff and I have the Destruction staff ultimate slotted I'll get the new bonus but the issue is that if you apply those bonuses the 5% damage nerfed is negated and no the Destruction staff ultimate deals 3% more damage then it currently deal on live.Please If am wrong here someone correct me.I believe this is a slight oversight on your part.Ancient Knowledge: This passive ability no longer decreases the cast time of your Destruction Staff Heavy Attacks by 5/10%. Instead, it grants you a bonus as long as you have one Destruction Staff ability slotted. This bonus depends on your staff type:
Flame Staves: Increases your single-target damage dealt by 4/8%.
Frost Staves: Increases the amount of damage you Block by 10/20%, and reduces the cost of Block by 15/30%.
Lightning Staves: Increases your Area of Effect damage dealt by 4/8%.
themdogesbite wrote: »Actually not scared shitless from this!
rejoice however! DKs need to be out of magicka and health to be viable at healing now instead of just out of the health!
AzureTheAware wrote: »Clouding Swarm (Bat Swarm morph): This morph no longer causes your character to pulse invisibility every second it is active. Instead, activating the swarm now allows you use the ability again to instantly teleport to an enemy up to 22 meters away and deal high damage. This teleport can be used as many times as possible within the swarm’s duration.
WHYYY?!?!
How about Heavy Armor balance in PvP. It needs toning down if there is to be variety of armor types in Cyrodiil.
Indirect nerf to sorc overload. Just making solo content like vMA harder when they already lack burst damage.Reduced the maximum amount of Ultimate that can be stored to 500 from 1000.
So no heals if your magicka is full? And no heals if you're TOO low on magicka because it still costs magicka, even though it scales off of missing magicka?Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
Unnecessary nerf. Already does low damage. The low cost is what made the skill somewhat useful. Going to be completely outperformed by force pulse now. Should consider increasing the damage along with the cost. Magicka nighblades were already the lowest performing magicka class.Strife: Increased the cost of this ability and its morphs by approximately 38%.
If this is the route you want to take, the damage needs to be increased. 2 explosions in 12s, versus the current 3 explosions in 10.5s.....Velocious Curse (Daedric Curse morph):
- Renamed this morph to Haunting Curse.
- This morph no longer shortens the duration of the curse to 3.5 seconds from 6 seconds; instead, it causes the curse to echo and trigger one additional time 6 seconds after the first explosion.
Was definitely overperforming, but 21% may be a bit much.Radiant Destruction: Decreased the damage from this ability and its morphs by approximately 21%.
Interesting change. Would be nice if the dot component remained. Was already a costly/lackluster aoe skill to begin with.Elemental Ring (Impulse morph): This morph no longer adds a small Damage over Time component to the ability. Instead, it allows you to cast the ability at a ground-targeted location up to 28 meters away.
themdogesbite wrote: »Actually not scared shitless from this!
rejoice however! DKs need to be out of magicka and health to be viable at healing now instead of just out of the health!
Funny thing, if you have around 2.5K magicka (assuming you have all the magicka cost reductions), you can heal like god... if you have less than that, you can't heal at all.
Then, what to do if you run oom? Of course, drink a pot to make your heal weaker.
I think ZoS have no idea on what to do with Dragon Blood
I am new to the forums, but when the patch notes say, "djusted the distribution of Maelstrom weapons obtained from the Maelstrom Arena via the Leaderboards and drops.
Previously, this was divided evenly by weapon category (Destruction Staff, Two Hand, etc). Now, it is based on the individual item type (Dagger, One Handed Sword, etc), and all damage weapons within the item type have an equal probability to drop."
Does this mean weapons like a sharpened maul, greatsword, or battleaxe will be easier to drop?
How many people will actually be able to afford all the houses with in game gold?