ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
- Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
- Dawn’s Wrath
- Eclipse:
- This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
- Reduced the cost of this ability and its morphs by approximately 20%.
- Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
- Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
- Restoring Light
- Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.
- Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
- Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
- Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
The one silver lining I saw with the Morrowind CP changes was the fact that Templars would still be able to aid in resource management. However, with Repentance no longer restoring stamina to the group, and Spear Shards sharing a synergy cooldown with Necrotic Orb, what is the point of running a Templar healer? The main niche of having a Templar over any other class as a healer was the fact that Templars could support resource management so efficiently. I understand the want to reduce that, but to remove it altogether? That's a bit too far.
I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Overall, I'm very disappointed by the patch notes, and hope that some serious reconsideration is done before it appears on live.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.
You forgot that both Shards and Orbs now restore Stamina or Magicka whichever is lower. So if you are a magicka user that just roll dodged, too bad for you no useful resources!
ZOS_GinaBruno wrote: »Guild
- Undaunted
- Mystic Orb (Necrotic Orb morph): This morph now increases the damage the orb deals.
- Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Spear Shards synergy.
Developer Comments:This allows classes other than Templars to bring a powerful resource restore synergy to the group as a substitute to Spear Shards.
ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
- Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
- Dawn’s Wrath
- Eclipse:
- This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
- Reduced the cost of this ability and its morphs by approximately 20%.
- Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
- Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
- Restoring Light
- Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.
- Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
- Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
- Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
The one silver lining I saw with the Morrowind CP changes was the fact that Templars would still be able to aid in resource management. However, with Repentance no longer restoring stamina to the group, and Spear Shards sharing a synergy cooldown with Necrotic Orb, what is the point of running a Templar healer? The main niche of having a Templar over any other class as a healer was the fact that Templars could support resource management so efficiently. I understand the want to reduce that, but to remove it altogether? That's a bit too far.
I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Overall, I'm very disappointed by the patch notes, and hope that some serious reconsideration is done before it appears on live.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.
The idea is that templar-healers are no longer the only class favored in end-game pve, and making others viable as well (including the warden).
ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
- Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
- Dawn’s Wrath
- Eclipse:
- This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
- Reduced the cost of this ability and its morphs by approximately 20%.
- Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
- Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
- Restoring Light
- Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.
- Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
- Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
- Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
The one silver lining I saw with the Morrowind CP changes was the fact that Templars would still be able to aid in resource management. However, with Repentance no longer restoring stamina to the group, and Spear Shards sharing a synergy cooldown with Necrotic Orb, what is the point of running a Templar healer? The main niche of having a Templar over any other class as a healer was the fact that Templars could support resource management so efficiently. I understand the want to reduce that, but to remove it altogether? That's a bit too far.
I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Overall, I'm very disappointed by the patch notes, and hope that some serious reconsideration is done before it appears on live.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.
The idea is that templar-healers are no longer the only class favored in end-game pve, and making others viable as well (including the warden).
Get in line for your next BiS class!
Warden.
Best Healing Class? Warden
Best Tanking Class? Warden
Best DPS Class? Warden
How do I play as a Warden? Buy Morrowind.
Think Warden will get nerfed? Think Again! As long as it is behind a paywall, you too, can be OP for the super low price of 69.99!
ESO is my first MMO and as a noob to the genre, even I figured this out. This is, by far, the most accurate statement in this discussion.KochDerDamonen wrote: »This game has a problem. Zos can't decide if the classes are traditionalist (DK=Tank, Temp=Heals, NB=Rogue, Sorc=Mage) OR templates (all can fill any role with their own unique buffs and mechanics). It's neither balanced nor diverse, it's somewhere inbetween.
ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
- Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
- Dawn’s Wrath
- Eclipse:
- This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
- Reduced the cost of this ability and its morphs by approximately 20%.
- Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
- Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
- Restoring Light
- Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.
- Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
- Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
- Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
The one silver lining I saw with the Morrowind CP changes was the fact that Templars would still be able to aid in resource management. However, with Repentance no longer restoring stamina to the group, and Spear Shards sharing a synergy cooldown with Necrotic Orb, what is the point of running a Templar healer? The main niche of having a Templar over any other class as a healer was the fact that Templars could support resource management so efficiently. I understand the want to reduce that, but to remove it altogether? That's a bit too far.
I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Overall, I'm very disappointed by the patch notes, and hope that some serious reconsideration is done before it appears on live.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.
The idea is that templar-healers are no longer the only class favored in end-game pve, and making others viable as well (including the warden).
This is inaccurate. Live Templars are not favored for end game dps (magsorcs are king), nor as tanks (DKs or NBs are better). Thus, the only role in which Templars are currently favored is healing, due to resource support.
With these changes, Templars will not be even looked at in any of the categories. Why have a Templar at all?
hmsdragonfly wrote: »ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
- Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
- Dawn’s Wrath
- Eclipse:
- This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
- Reduced the cost of this ability and its morphs by approximately 20%.
- Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
- Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
- Restoring Light
- Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.
- Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
- Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
- Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
The one silver lining I saw with the Morrowind CP changes was the fact that Templars would still be able to aid in resource management. However, with Repentance no longer restoring stamina to the group, and Spear Shards sharing a synergy cooldown with Necrotic Orb, what is the point of running a Templar healer? The main niche of having a Templar over any other class as a healer was the fact that Templars could support resource management so efficiently. I understand the want to reduce that, but to remove it altogether? That's a bit too far.
I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Overall, I'm very disappointed by the patch notes, and hope that some serious reconsideration is done before it appears on live.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.
The idea is that templar-healers are no longer the only class favored in end-game pve, and making others viable as well (including the warden).
This is inaccurate. Live Templars are not favored for end game dps (magsorcs are king), nor as tanks (DKs or NBs are better). Thus, the only role in which Templars are currently favored is healing, due to resource support.
With these changes, Templars will not be even looked at in any of the categories. Why have a Templar at all?
Templars will still be great in healing, even with these changes go through. I think people will run like 1 Templar healer 1 Warden/DK healer in vet trials, as there's no need for 2 templar healers anymore.
These changes to cp and the major nerfing happening is basically proving to me that it is now time to quit this game and go get a real life.
hmsdragonfly wrote: »ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
- Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
- Dawn’s Wrath
- Eclipse:
- This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
- Reduced the cost of this ability and its morphs by approximately 20%.
- Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.
- Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.
- Restoring Light
- Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.
- Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
- Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
- Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
The one silver lining I saw with the Morrowind CP changes was the fact that Templars would still be able to aid in resource management. However, with Repentance no longer restoring stamina to the group, and Spear Shards sharing a synergy cooldown with Necrotic Orb, what is the point of running a Templar healer? The main niche of having a Templar over any other class as a healer was the fact that Templars could support resource management so efficiently. I understand the want to reduce that, but to remove it altogether? That's a bit too far.
I understand that Major Mending was too common, but removing it completely from Templars, the only class that has an entire skill line dedicated to healing, makes no sense.
Overall, I'm very disappointed by the patch notes, and hope that some serious reconsideration is done before it appears on live.
Also, I find it hilarious that the strongest class at the moment (mag sorcs) were completely untouched, while everything else suffered significant nerfs.
The idea is that templar-healers are no longer the only class favored in end-game pve, and making others viable as well (including the warden).
This is inaccurate. Live Templars are not favored for end game dps (magsorcs are king), nor as tanks (DKs or NBs are better). Thus, the only role in which Templars are currently favored is healing, due to resource support.
With these changes, Templars will not be even looked at in any of the categories. Why have a Templar at all?
Templars will still be great in healing, even with these changes go through. I think people will run like 1 Templar healer 1 Warden/DK healer in vet trials, as there's no need for 2 templar healers anymore.
I doubt it. Everything that defined a Templar has been either removed completely or nerfed significantly.
There will not be a reason to run a Templar over a Warden. Or a Sorc. Or a NB. Or a DK.
I think the main part of this templar nerfing issue is, while Templars may have been OP for healing, what else are they good for? All the other classes are better at DPS, DKs are better at tanking/CC and now Sorcs will be better at healing plus all the other roles they were already OP in.
So the big question is, what are templars good at now?
People, hakuna those tatas!
Since we're talking PTS patch notes here, anything we've read can and probably will be changed before 6/6/'17. It seems as though ZOS is steering towards a different play-style for some established classes/builds with the introduction of the Warden. Which, to me, is reasonable and to be expected. Balancing the game is hard, even when you're not introducing new classes etc., so at least give them the opportunity to try.
And let's hold off on the torches and pitchforks until there's actually something to burn, eh?
The torches and pitchforks, as you put it, are essential for the PTS changes to be reverted. If everyone adopted your apologist attitude and said "yea ok delete my class", they will not be getting the appropriate feedback.
PTS changes that are not set in stone and have been live for less than a day..
And that won't be implemented for another two months.. In which time a LOT can change.
Not being apologetic here, just patient.
I think the main part of this templar nerfing issue is, while Templars may have been OP for healing, what else are they good for? All the other classes are better at DPS, DKs are better at tanking/CC and now Sorcs will be better at healing plus all the other roles they were already OP in.
So the big question is, what are templars good at now?
I think the main part of this templar nerfing issue is, while Templars may have been OP for healing, what else are they good for? All the other classes are better at DPS, DKs are better at tanking/CC and now Sorcs will be better at healing plus all the other roles they were already OP in.
So the big question is, what are templars good at now?
Good at being free AP
Wrecking_Blow_Spam wrote: »Agreed, so what's the source of major mending now? Heavy attack with resto? lol
Uhm. Read the bolded part again. Both morphs are affected.
Conceded and that's not what I would have done. I would have left one morph pbaoe so that there's an additional effect morph of both styles.
Though at least you can just not morph it if you prefer pbaoe.And yet Wardens will get perma major mending, but you don't seem to have a problem with that.
Why lie? That's sad and desperate.
Wardens can only get class-derived major mending by healing someone under 50% health and if you're throwing out heals to people who are that heavily wounded constantly - which you would need to maintain it permanently - then something's probably horribly wrong.Templars have no source of Major Mending now, aside from heavy attacking with the restoration staff.
Nightblades and sorcerers have had to suffer that pretty much since the introduction of the major mending buff.
Now everyone is on a more equal footing. Awesome.
Where is Templar's Hardened Ward then? That would be equal footing
KochDerDamonen wrote: »KochDerDamonen wrote: »This is a good thing.
Templars were never good healers/supports, they've been broken. Any class can dps, any class can tank (DK and NB moreso in vTrials) but you might maybe see a sorc off-healer rarely.
Down with the op free sustain
so...are u saying
Make any class can dps
Make any class can tank
Templar is never good healer, they are not best dps and tank either, they are just broken so nerf them even more
Sorceror can doing anything best, but not healer, so let them op at healling too?
@Lyserus I'm saying Templar was not providing a healthy amount of support and healing, they were grossly over-supplying in both categories and preventing other classes from even being a choice. They should have received dps-usability and mitigation buffs in the same patch, but the nerfs to their healing and utility is absolutely justified.
I say this as someone who mains a templar healer.
Zos simply disagrees with you. And for what its worth the restoring light skill line also contains valuable templar tanking tools so....KochDerDamonen wrote: »KochDerDamonen wrote: »This is a good thing.
Templars were never good healers/supports, they've been broken. Any class can dps, any class can tank (DK and NB moreso in vTrials) but you might maybe see a sorc off-healer rarely.
Down with the op free sustain
so...are u saying
Make any class can dps
Make any class can tank
Templar is never good healer, they are not best dps and tank either, they are just broken so nerf them even more
Sorceror can doing anything best, but not healer, so let them op at healling too?
@Lyserus I'm saying Templar was not providing a healthy amount of support and healing, they were grossly over-supplying in both categories and preventing other classes from even being a choice. They should have received dps-usability and mitigation buffs in the same patch, but the nerfs to their healing and utility is absolutely justified.
I say this as someone who mains a templar healer.
You mean they would of been justified had they received more dps capabilities. The only class with an entire skill line revolving around healing/ support should be the best at healing/ support.
You even admitted they should of gotten more dps usability, but they didn't. They should not of been nerfed so hard until they were ready to buff there dps capabilities in some way.
It is painfully obvious that templars were meant to be healers/ support, atleast more so than the other classes. So they should be the go to choice for a healer.
It's funny everyone thought they would just make warden over powered. But they pulled a fast one and just made all the other classes incredibly under powered. Which in comparison still makes the warden over powered.