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Can we talk about rune focus?

RighteousBacon
RighteousBacon
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So I main a stamplar on Xbox NA and channeled focus is my source of major resolve and major ward and some magicka sustain. My problem with the skill is that it only provides me with 7 seconds of these buffs unless I walk back over my rune or recast it. The rune lasts for 15 seconds so theoretically the buffs can last a maximum of 22 seconds if I never leave the rune. Despite this, I find myself having to kite my opponents all the time as a stamplar and 7 seconds is simply not a long enough time to set up a good burst without risking getting clapped by an opponent as soon as my buffs drop. Does anyone else find this to be a problem? Would it be too much to ask for a change to 10 seconds maybe instead of 7?
  • NinchiTV
    NinchiTV
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    considering it only cost 1k magic to cast I think its fine the way it is, it adds skill gap and honestly balances the class.
  • Joy_Division
    Joy_Division
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    considering it only cost 1k magic to cast I think its fine the way it is, it adds skill gap and honestly balances the class.

    Because standing in a single spot is skillful play?

    This skill has a terrible mechanic that isn't even applicable to how the Devs have been releasing content: all PvE content since Craglorn forces player to contiguously move.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • NoFlash
    NoFlash
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    this would be good in pts thread. but it's almost time until final touches are made for the update
    Daggerfall Covenant

    The Ninja Squirrels
  • John_1999
    John_1999
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    stationary skills have no place in a pvp environment, where mobility is a major key for success imo.
    Magicka Templar: Tammi von Tamriel
    Stammina Templar: John James Smith

    -Current CP: 3601-

    -Just a noob in a world full of pro's.-
    -There is no bussines like lag bussines-
  • Waffennacht
    Waffennacht
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    You don't like your house?
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Kartalin
    Kartalin
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    John_1999 wrote: »
    stationary skills have no place in a pvp environment, where mobility is a major key for success imo.
    So instead of a Templar house I need a mobile home then... Templar RV.
  • Waffennacht
    Waffennacht
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    Kartalin wrote: »
    John_1999 wrote: »
    stationary skills have no place in a pvp environment, where mobility is a major key for success imo.
    So instead of a Templar house I need a mobile home then... Templar RV.

    Lmfao!!! Totally stealing this!!!
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Rohamad_Ali
    Rohamad_Ali
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    considering it only cost 1k magic to cast I think its fine the way it is, it adds skill gap and honestly balances the class.

    Because standing in a single spot is skillful play?

    This skill has a terrible mechanic that isn't even applicable to how the Devs have been releasing content: all PvE content since Craglorn forces player to contiguously move.

    lol exactly .
  • jaime1982
    jaime1982
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    Kartalin wrote: »
    John_1999 wrote: »
    stationary skills have no place in a pvp environment, where mobility is a major key for success imo.
    So instead of a Templar house I need a mobile home then... Templar RV.

    This lol
  • Minno
    Minno
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    considering it only cost 1k magic to cast I think its fine the way it is, it adds skill gap and honestly balances the class.

    Because standing in a single spot is skillful play?

    This skill has a terrible mechanic that isn't even applicable to how the Devs have been releasing content: all PvE content since Craglorn forces player to contiguously move.

    The skill and our passive granting minor mending is outdated. This is because they removed our old passive of dealing extra healing to all allies in our circle to major/minor system.

    The result was a redundancy that was never checked against the changed design intent for both pve and PvP.

    The skill also don't make sense anymore since the removal of our AOE cc mechanic. We can't no longer crowd control large amounts of enemies and this can't afford to sit still to make use of the full mag return.

    To compensate, they should give us a shade style teleport. But instead of a teleport, it could be the orsinium guard jump that everyone has been asking for but requiring you to place the spell prior. Then after 6 seconds, just press the ability to jump to the circle again. Or make it ground targetable, grants the mag as a self buffs, and let's you jump to the location.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Kartalin
    Kartalin
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    Do you remember when rune focus gave major mending?

    dtgaeng.png
  • Baconlad
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    Remove the magic return on channeled and give us a new effect, maybe make it free or some ***.

    Then remove the cost on restoring aura for the minor magic steal.

    Everyone else gets some form of mag return that doesn't cost magic to get...why can't we?
  • the_broo11
    the_broo11
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    considering it only cost 1k magic to cast I think its fine the way it is, it adds skill gap and honestly balances the class.

    Practically speaking, no amount of skill will solve the problem. Assuming a 1s buffer per cast and 4 self buffs, that leaves 3s to land a combo before major resistances expire. I'd also argue that 3s is rarely enough time considering repositioning, lag, CC, snare, etc. Excluding stamblade and stam warden, any non-permablock stam build caught without the buffs will take substantially more damage.

    Assuming that changing the skill mechanic is unlikely (but perhaps the better solution), changing from 7s to 10s seems fair to me.
    Xbox One NA
    GT: the broo11
    Spell Casting Wizard - medium 2h/bow stam sorc
  • JWillCHS
    JWillCHS
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    While I don't mind the improvements you all have suggested, as a magicka or stamina Templar I have no problem with this skill in PvP being stationary. While it's more convenient to have it on the go at least with magicka Templar, the up time is much higher. Plus you still have the buff when leaving the rune(edit: for a short duration). I play a bit more conservative with magicka Templar so I can fight in/nearby it to refresh the effect(plus Restoring Focus and Total Dark work well together). While uptime on my stamplar is lower, I still have no problem using it.
    Edited by JWillCHS on January 25, 2018 1:12AM
  • DosPanchos
    DosPanchos
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    So I main a stamplar on Xbox NA and channeled focus is my source of major resolve and major ward and some magicka sustain. My problem with the skill is that it only provides me with 7 seconds of these buffs unless I walk back over my rune or recast it. The rune lasts for 15 seconds so theoretically the buffs can last a maximum of 22 seconds if I never leave the rune. Despite this, I find myself having to kite my opponents all the time as a stamplar and 7 seconds is simply not a long enough time to set up a good burst without risking getting clapped by an opponent as soon as my buffs drop. Does anyone else find this to be a problem? Would it be too much to ask for a change to 10 seconds maybe instead of 7?

    I feel ya! It takes practice, but you won't mind it so much when you're used to it...

    I use it immediately following crit rush then switch bars to fight. If the opponent moves, I'll stampede again, light attack, rune, bar swap cancel...

    If your running and evading, go line of sight, cast rune, trap and whatever else and you're ready to go. Find a way that is easy and convenient bc it is an important skill. I haven't found a replacement...
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