Everyone but ZOS appears to understand that this ability has only a few very niche uses. As it was cited as being part of the justification for the BoL / HtD nerf, I feel it is more important than ever that this ability be made useful.
The fact of the matter is that ESO has a heavy focus on quick reactions and mobility. A delayed burst heal with a small radius is inherently useless in this game. 1.5 seconds is an eternity.
The other big change was the removal of our major mending buff. The reasoning was sound; it was too easy to keep the buff up at all times. That said, not giving us access to that kind of buff is a huge blow to the usefulness and fun of the class. There has to be a better solution.
So I'm sure there have been countless suggestions for what to do with this spell in the past but here is mine:
Bring back Blinding Flashes. Sort of. Well, mostly in the form of the animation but tone down the intensity of the flashes. Make it an instant Cast, self-targeted ability.
Base Ability:
Pulse every 2 seconds, healing allies within 12 meters for X health. 12-20 second duration, less healing potency than regeneration pre-morph (maybe 80% or so).
Morph A:
When the ability heals an ally below 50% health, they "resonate" (flash), granting them minor vitality (and maybe major evasion as a throwback to flashes) for 3 seconds.
Morph B:
Heals for less health per tick but also applies a stacking damage shield. Perhaps about 60-70% of base spell as healing and 60-70% as a shield.
I believe this sort of change would go a long way to addressing numerous complaints about the rebalancing. I think allowing us to grant minor vitality to targets when needed, in addition to us still having minor mending at all times, would be a fair trade-off for losing major mending. I also believe a spell like this would make templar healing fun and unique again, instead of continuing down the road of class homogenization. Who knows? With a spell like this, a lot of templars may even opt to heal with something other than a resto staff equipped.
I also believe this spell could help address the under-performing stamina DPS in trials. Having a templar either applying minor vitality or damage shields to everyone could help keep stamina DPS from being shredded too quickly.
I tend to think Mutagen disagrees.The fact of the matter is that ESO has a heavy focus on quick reactions and mobility. A delayed burst heal with a small radius is inherently useless in this game. 1.5 seconds is an eternity.
Merlin13KAGL wrote: »
timidobserver wrote: »They are just going to keep nerfing BoL until healing ritual is good.
Everyone but ZOS appears to understand that this ability has only a few very niche uses. As it was cited as being part of the justification for the BoL / HtD nerf, I feel it is more important than ever that this ability be made useful.
The fact of the matter is that ESO has a heavy focus on quick reactions and mobility. A delayed burst heal with a small radius is inherently useless in this game. 1.5 seconds is an eternity.
The other big change was the removal of our major mending buff. The reasoning was sound; it was too easy to keep the buff up at all times. That said, not giving us access to that kind of buff is a huge blow to the usefulness and fun of the class. There has to be a better solution.
So I'm sure there have been countless suggestions for what to do with this spell in the past but here is mine:
Bring back Blinding Flashes. Sort of. Well, mostly in the form of the animation but tone down the intensity of the flashes. Make it an instant Cast, self-targeted ability.
Base Ability:
Pulse every 2 seconds, healing allies within 12 meters for X health. 12-20 second duration, less healing potency than regeneration pre-morph (maybe 80% or so).
Morph A:
When the ability heals an ally below 50% health, they "resonate" (flash), granting them minor vitality (and maybe major evasion as a throwback to flashes) for 3 seconds.
Morph B:
Heals for less health per tick but also applies a stacking damage shield. Perhaps about 60-70% of base spell as healing and 60-70% as a shield.
I believe this sort of change would go a long way to addressing numerous complaints about the rebalancing. I think allowing us to grant minor vitality to targets when needed, in addition to us still having minor mending at all times, would be a fair trade-off for losing major mending. I also believe a spell like this would make templar healing fun and unique again, instead of continuing down the road of class homogenization. Who knows? With a spell like this, a lot of templars may even opt to heal with something other than a resto staff equipped.
I also believe this spell could help address the under-performing stamina DPS in trials. Having a templar either applying minor vitality or damage shields to everyone could help keep stamina DPS from being shredded too quickly.
timidobserver wrote: »They are just going to keep nerfing BoL until healing ritual is good.
Dread_Knight_N7 wrote: »timidobserver wrote: »They are just going to keep nerfing BoL until healing ritual is good.
@timidobserver they might as well remove both skills then because they'll never make healing ritual good.
Kilnerdyne wrote: »Current
- You heal a single ally outside the ability's radius for an additional amount
- You can move at full speed while casting this ability
Suggestion
- Radius increased to 28 metres
- Grants Minor Vitality to your closest (6) Allies for 20s.
Running fast Jogging only and a 10 metre heal? Cmon ZOS look at this skill again whilst sober.
@timidobserver wrote: »They are just going to keep nerfing BoL until healing ritual is good.
@timidobserver wrote: »They are just going to keep nerfing BoL until healing ritual is good.
That does seem to be the plan. Not much else to take from BoL. Maybe the half-heal could only hit allies we are actually standing on top of. Or casting could require a permission slip from an opposing faction player (only in PvP ofc) one slip consumed with each cast.
And even on that brave new day... Healing Ritual will still suck.
@timidobserver wrote: »They are just going to keep nerfing BoL until healing ritual is good.
That does seem to be the plan. Not much else to take from BoL. Maybe the half-heal could only hit allies we are actually standing on top of. Or casting could require a permission slip from an opposing faction player (only in PvP ofc) one slip consumed with each cast.
And even on that brave new day... Healing Ritual will still suck.
That sounds like a positively civilized way to conduct combat.
timidobserver wrote: »They are just going to keep nerfing BoL until healing ritual is good.
Agreed, Healing Ritual is basically a dead skill slot.
I would prefer that they just remove and replace it with something new entirely. Templar is already having an identity problem with the latest round of homogenization.
But unfortunately they are never willing to cut their losses on some stuff. The skill will probably just get continually bastardized into something no one cares about.
Agreed, Healing Ritual is basically a dead skill slot.
I would prefer that they just remove and replace it with something new entirely. Templar is already having an identity problem with the latest round of homogenization.
But unfortunately they are never willing to cut their losses on some stuff. The skill will probably just get continually bastardized into something no one cares about.
I've used it to great success many, many times. Also not seeing much of an identity problem -- get in, keep hitting things until they are dead -- the more you are hitting, the easier it is for you to stay alive (Sweeps + Empowering Sweeps do a LOT for damage and survival). I like Hasty Ritual, though I'll admit readily I enjoyed Lingering Ritual much more but Lingering was too easy to use and throw DPS into the mix between pops on it. Your other skills just make the job even easier -- sustain yourself with radiant aura+channeled focus, control battlefield with ritual of ret/sacred ground+slow from sweeps, pop DoTs on with Sun fire and morphs, emergency heal with Rushed Ceremony(Either morph, I use it specifically for soloing, so I stick with Honor the Dead).
I think the "identity problem" so many people see is they want every class to be good at everything, instead of playing it to its strengths.
Sorc -- rocks the AoE (Ranged or Melee)
NB -- rocks the single target eliminations
DK -- rocks the cc/buffs/debuffs
Templar -- has a nice middle ground for output on AoE and single target, plus high self-sustain and survival
Play a class to its mechanical strengths instead of some (usually wrong) meta, and you'll see a lot more of its identity.