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Can somebody please explain the developer comments from the Templar changes

Zypheran
Zypheran
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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: Spoiler
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.

I must be a little dense or just not seeing this. How does the proposed nerf 'reduce the need to have a Templar to constantly feed stamina to your Stamina DPS and Tank'??
Surely the need is still there only that you have nerfed the Templars ability to fulfil the need?? Or have I missed some other change that now allows other classes give stamina?
All my housing builds are available on YouTube
https://www.youtube.com/channel/UCf3oJ_cxuu01HmWZJZ6KK6g?view_as=subscriber
I am happy to share the EHT save files for most of my builds.
  • Majeure
    Majeure
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    Necrotic Orb also gives stamina now, if their stamina % is lower than their magicka %.

    Yeah, it's a joke.
  • Mettaricana
    Mettaricana
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    On paper sounds great 90% dungeon finder groups me with a templar healer who hanst even unlocked shards
  • Violynne
    Violynne
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    Zypheran wrote: »
    I must be a little dense or just not seeing this. How does the proposed nerf 'reduce the need to have a Templar to constantly feed stamina to your Stamina DPS and Tank'??
    It means the developers don't know how to play Templars, which makes sense if they're all playing sorcs.

    But that's just a guess on my part.
  • Turelus
    Turelus
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    Violynne wrote: »
    Zypheran wrote: »
    I must be a little dense or just not seeing this. How does the proposed nerf 'reduce the need to have a Templar to constantly feed stamina to your Stamina DPS and Tank'??
    It means the developers don't know how to play Templars, which makes sense if they're all playing sorcs.

    But that's just a guess on my part.
    That's funny, everyone told me they were all rerolling to Wardens and that's why. Conspiracy theories change so fast these days... :confused:
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Asardes
    Asardes
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    It's me the only one who sees this change as an actual buff for Templar?
    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.

    This means that orbs, which were a major offender for magicka sustain in trials will go off my bar and I will only slot luminous shards which has a chance to refund itself as magicka once every 20s, it's way easier to target and synergize by the targeted DDs. Refunding stamina instead if it's lower is not that bad, because most times during difficult battles you are actually block casting and blocking takes a fair chunk of your ~10K stamina pool; when that ends you are basically dead in the water, either unable to mitigate hits, or worse, locked in an unbreakable CC. However it's not clear if the effect is copied from the person who activates the synergy to the casting Templar, or the % condition is checked again before the restore is applied. Instead of Orbs I will always slot Blockade of Lightning, preferably with a Charged staff, which eliminates the need for 5 piece IA - with 3 people running Blockade of Lightning you can actually achieve close 100% major vulnerability uptime, not only ST, like IA HA, but also AoE.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Oompuh
    Oompuh
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    Asardes wrote: »
    It's me the only one who sees this change as an actual buff for Templar?
    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.

    This means that orbs, which were a major offender for magicka sustain in trials will go off my bar and I will only slot luminous shards which has a chance to refund itself as magicka once every 20s, it's way easier to target and synergize by the targeted DDs. Refunding stamina instead if it's lower is not that bad, because most times during difficult battles you are actually block casting and blocking takes a fair chunk of your ~10K stamina pool; when that ends you are basically dead in the water, either unable to mitigate hits, or worse, locked in an unbreakable CC. However it's not clear if the effect is copied from the person who activates the synergy to the casting Templar, or the % condition is checked again before the restore is applied. Instead of Orbs I will always slot Blockade of Lightning, preferably with a Charged staff, which eliminates the need for 5 piece IA - with 3 people running Blockade of Lightning you can actually achieve close 100% major vulnerability uptime, not only ST, like IA HA, but also AoE.

    Orbs you can throw multiple quickly while shards you can only have 1 active. Imo, orbs are way better. Plus, energy orbs heal the group when they are cast
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • Hallothiel
    Hallothiel
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    Asardes wrote: »
    It's me the only one who sees this change as an actual buff for Templar?
    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.

    This means that orbs, which were a major offender for magicka sustain in trials will go off my bar and I will only slot luminous shards which has a chance to refund itself as magicka once every 20s, it's way easier to target and synergize by the targeted DDs. Refunding stamina instead if it's lower is not that bad, because most times during difficult battles you are actually block casting and blocking takes a fair chunk of your ~10K stamina pool; when that ends you are basically dead in the water, either unable to mitigate hits, or worse, locked in an unbreakable CC. However it's not clear if the effect is copied from the person who activates the synergy to the casting Templar, or the % condition is checked again before the restore is applied. Instead of Orbs I will always slot Blockade of Lightning, preferably with a Charged staff, which eliminates the need for 5 piece IA - with 3 people running Blockade of Lightning you can actually achieve close 100% major vulnerability uptime, not only ST, like IA HA, but also AoE.

    How dare you come on these forums with your reasoned & rational considerations of how these changes will affect your game play, and how you can adapt. ;)
  • xeNNNNN
    xeNNNNN
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    Majeure wrote: »
    Necrotic Orb also gives stamina now, if their stamina % is lower than their magicka %.

    Yeah, it's a joke.

    unfortunately not a very funny one at that.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Asardes
    Asardes
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    Oompuh wrote: »
    Asardes wrote: »
    It's me the only one who sees this change as an actual buff for Templar?
    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.

    This means that orbs, which were a major offender for magicka sustain in trials will go off my bar and I will only slot luminous shards which has a chance to refund itself as magicka once every 20s, it's way easier to target and synergize by the targeted DDs. Refunding stamina instead if it's lower is not that bad, because most times during difficult battles you are actually block casting and blocking takes a fair chunk of your ~10K stamina pool; when that ends you are basically dead in the water, either unable to mitigate hits, or worse, locked in an unbreakable CC. However it's not clear if the effect is copied from the person who activates the synergy to the casting Templar, or the % condition is checked again before the restore is applied. Instead of Orbs I will always slot Blockade of Lightning, preferably with a Charged staff, which eliminates the need for 5 piece IA - with 3 people running Blockade of Lightning you can actually achieve close 100% major vulnerability uptime, not only ST, like IA HA, but also AoE.

    Orbs you can throw multiple quickly while shards you can only have 1 active. Imo, orbs are way better. Plus, energy orbs heal the group when they are cast

    From my experience I've seen that even when aimed at a packed group of DDs, most orbs end up just whizzing by, untouched, because the synergy window is so tight and people may actually have to make a pretty long break in their rotation and/or move out of formation to grab one. If you throw a shard every few seconds at the same group there's a bigger chance someone will grab that because the radius is sufficient and it's stationary. Usually one healer is grouped with 4-5 DDs and 0-1 tanks for the whole duration of the trial, because SPC is limited to 6 people. So that group will stay in formation for most battles - most trials are actually hard coded like that: doors won't open, teleporters won't activate or you will be one shotted by certain mechanics if you don't stay within the designated sub-group. I see the situation as a single shard in the midst of the sub-group refreshing every 4-5s (cooldown timer divided by the number of people) that can be grabbed by whoever needs it. Grouping is even more tightly enforced by the change to BoL: it will only hit people on an arc 180 degrees in front of you. So the outlay will be with healer slightly behind the DD & tank group, refreshing ritual, hitting mutagen/rapid regen a few times to catch all, refreshing combat prayer and just refreshing that shard, spamming springs and throwing the rare BoL when one of the DDs is really low health. I actually tend to use combat prayer as a lesser burst heal so I don't have to spam BoL and drain myself of resources.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Argawarga
    Argawarga
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    Turelus wrote: »
    Violynne wrote: »
    Zypheran wrote: »
    I must be a little dense or just not seeing this. How does the proposed nerf 'reduce the need to have a Templar to constantly feed stamina to your Stamina DPS and Tank'??
    It means the developers don't know how to play Templars, which makes sense if they're all playing sorcs.

    But that's just a guess on my part.
    That's funny, everyone told me they were all rerolling to Wardens and that's why. Conspiracy theories change so fast these days... :confused:

    I can remember when the devs were obviously all rolling stam NBs, the favoured class of the ruling elite. :tongue:
  • Shad0wfire99
    Shad0wfire99
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    I'd love for them to explain any of the developer comments. Especially the ones that say "this will be a buff if you're under X max resources," when pretty much nobody is under X resources.


    XBox NA
  • Turelus
    Turelus
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    Argawarga wrote: »
    Turelus wrote: »
    Violynne wrote: »
    Zypheran wrote: »
    I must be a little dense or just not seeing this. How does the proposed nerf 'reduce the need to have a Templar to constantly feed stamina to your Stamina DPS and Tank'??
    It means the developers don't know how to play Templars, which makes sense if they're all playing sorcs.

    But that's just a guess on my part.
    That's funny, everyone told me they were all rerolling to Wardens and that's why. Conspiracy theories change so fast these days... :confused:

    I can remember when the devs were obviously all rolling stam NBs, the favoured class of the ruling elite. :tongue:
    Don't forget how they only and always play AD characters and that's why some AD locations have better loot container distribution and more Wells in Cyrodiil.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • playsforfun
    playsforfun
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    I've not read everyone's comment but here is my take of it.

    1, force people to play warden,
    2, to bring every class into line with templars giving stamina wise.
  • hmsdragonfly
    hmsdragonfly
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    Zypheran 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: Spoiler
    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.

    I must be a little dense or just not seeing this. How does the proposed nerf 'reduce the need to have a Templar to constantly feed stamina to your Stamina DPS and Tank'??
    Surely the need is still there only that you have nerfed the Templars ability to fulfil the need?? Or have I missed some other change that now allows other classes give stamina?

    It means now a Nightblade can also feed tank and DDs stamina, thus non-Templar healers have a chance to compete with Templar healers now.
    Aldmeri Dominion Loyalist. For the Queen!
  • akl77
    akl77
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    On paper sounds great 90% dungeon finder groups me with a templar healer who hanst even unlocked shards

    Exactly. And even if I do throw lots of shards down none of them pick up any synergy usually.
    Pc na
  • akl77
    akl77
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    Zypheran 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: Spoiler
    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.

    I must be a little dense or just not seeing this. How does the proposed nerf 'reduce the need to have a Templar to constantly feed stamina to your Stamina DPS and Tank'??
    Surely the need is still there only that you have nerfed the Templars ability to fulfil the need?? Or have I missed some other change that now allows other classes give stamina?

    It means now a Nightblade can also feed tank and DDs stamina, thus non-Templar healers have a chance to compete with Templar healers now.

    That's a good thing, don't stereotype Templar into healer role, every class should be able to play heal if they want to.
    Besides, warden if fun, what's the fuzz.
    Pc na
  • Zypheran
    Zypheran
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    Thank you @Majeure , I didn't see the changes to Necrotic Orbs. That kind of explains things with regard to the developers comments.
    I think a better idea though, would be to have shards and orbs give out synergie resources based on the receiving players highest max resource rather than the instantaneous values. That way you can always be sure to get the resource most relevant to you when you pick up shards or orbs.
    All my housing builds are available on YouTube
    https://www.youtube.com/channel/UCf3oJ_cxuu01HmWZJZ6KK6g?view_as=subscriber
    I am happy to share the EHT save files for most of my builds.
  • ZOS_JohanaB
    ZOS_JohanaB
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    While we understand that this is a hot topic and has caused lots of conversation however this conversation is similar to the one that is occurring here in this thread. So we will be closing this thread so that we may consolidate similar conversations.
    Edited by ZOS_JohanaB on April 20, 2017 2:45PM
    Staff Post
This discussion has been closed.