Waffennacht wrote: »Maybe make a 1.1 sec cast time actually 1.1 sec
Has anyone ever crunched the numbers between reflective light and vampires bane?
Both cost the same, both have the same initial damage
Vampires bane is single target and does damage for 11.5 seconds (for my character its 1.4k dps)
Reflective light hits up to 3 targets and does more damage for 6.5 seconds for each target (for my character its 1.7k dps)
Now while the tooltip for vampires bane shows that it does more damage in the long run, it is a far weaker skill to run a rotation with and a loss to dps across the board. Jw if this caught anyone elses attention.
Also bump bcz this is a great thread that needs to keep going.
Waffennacht wrote: »Maybe make a 1.1 sec cast time actually 1.1 sec
Huh. Never though about it but just looked and I see my major savagery buff start and its at 6.5-6.6 on the countdown when jabs ends. Thing the delayed animation on the last hit has something to do with it.
Now that Radiant Destruction damage has been neutered (several times), I really think its cost needs to be looked at. A reduction would be nice but IMO the cost should be channeled and tick at the same rate as the damage. In PvP when you kill with the first tick, this skill is horribly inefficient. In PvE/PvP when you begin the channel but have to cancel for any reason, you just wasted a boatload of magicka. In either situation its cost is too punitive.
As for fun, I think it would be hella awesome to give our Rune the Eternal Hunt mechanic - a single target root with a bit of damage. As Joy said, Rune is so effing boring and doesn't pack enough benefit to justify its limited duration and stationary design. Maybe put the Minor Protection on Channeled Focus and make the other morph the offensive choice. The only other offensive element in the whole skill line is Rit of Ret, IMO the skill line needs at least one more. Additionally this change would support BOTH the mobile playstyle and the house playstyle. Pour some sugar on it @ZOS_Wrobel?
Well I don't think sustain should come with defense. I think you should have to choose the extra heals+8% reduction but flipside the Regen needs a boost and channeled focus should become self buff with maybe major expedition.
But @Minno it already does come with sustain + defense.
I don't want to overload the skill but IMO it just doesn't properly fill its intended role. In 5 heavy, it costs 1016 magicka. If you are on the move (which you should be), it only restores 1920 over the full 8 sec. I don't know why anyone would have about a gain if 904 magicka over 8 sec - that's garbage. Tacking Minor Protection or Major Expedition onto the existing Channeled Focus would not be overkill.
The skill line really needs more offensive utility and a root + damage on the other morph would be a nice addition that supports multiple playstyles.
Now that Radiant Destruction damage has been neutered (several times), I really think its cost needs to be looked at. A reduction would be nice but IMO the cost should be channeled and tick at the same rate as the damage. In PvP when you kill with the first tick, this skill is horribly inefficient. In PvE/PvP when you begin the channel but have to cancel for any reason, you just wasted a boatload of magicka. In either situation its cost is too punitive.
As for fun, I think it would be hella awesome to give our Rune the Eternal Hunt mechanic - a single target root with a bit of damage. As Joy said, Rune is so effing boring and doesn't pack enough benefit to justify its limited duration and stationary design. Maybe put the Minor Protection on Channeled Focus and make the other morph the offensive choice. The only other offensive element in the whole skill line is Rit of Ret, IMO the skill line needs at least one more. Additionally this change would support BOTH the mobile playstyle and the house playstyle. Pour some sugar on it @ZOS_Wrobel?
Well I don't think sustain should come with defense. I think you should have to choose the extra heals+8% reduction but flipside the Regen needs a boost and channeled focus should become self buff with maybe major expedition.
But @Minno it already does come with sustain + defense.
I don't want to overload the skill but IMO it just doesn't properly fill its intended role. In 5 heavy, it costs 1016 magicka. If you are on the move (which you should be), it only restores 1920 over the full 8 sec. I don't know why anyone would have about a gain if 904 magicka over 8 sec - that's garbage. Tacking Minor Protection or Major Expedition onto the existing Channeled Focus would not be overkill.
The skill line really needs more offensive utility and a root + damage on the other morph would be a nice addition that supports multiple playstyles.
Hey man, forgot you tagged me here!!
Yea, sometimes I forget the armor buffs are defensive lol. But I agree, channeled focus needs something. It only gives minor mending/armor buffs in addition to the mag regen and restoring rune offers MORE defense but costs more and has no regen (which I think is fair). So channeled focus gives armor, 240 regen per second, and minor mending.
Other class skills that boost armor give more:
- sorc gives major expedition for 7 seconds, give AOE lighting dmg which can proc imobilize passively, and grants armor for 23 seconds.
- NB is also limited duration for the armor buff like templars, but they have it as a passive thats tied to either shade or their CC stun. So they can get minor maim tied to the armor buff in addition to increasing their max health for having either of those abilities slotted.
- DKs have to use volatile armor, but they get 12% extra healing received and 5% health recovery for slotting it. And it returns dmg to melee attackers making it more of a house protection than templars ever get.
- Wardens have the highest cost armor buff compared to the other classes, but theirs lasts 23 seconds. It grants a flat armor value for slotting it, but it also gives minor protection for the full duration. So arguably the cost is alot lower if you are casting the ability every 23 seconds than a templar trying to cast restoring rune every 6 seconds in moble situations.
Of all the classes, templar and warden could use the changes. Templar needs either mobility or a way to regain offense similar to sorc/NB/DK. Warden needs the cost looked into, an extra buff added, but minor protection duration reduced heavily to balance it.
Also, Balance skill morph of Spell Symmetry, needs to be changed so that it only grants 1400-1700 health per cast instead of 5100 health. It's too punishing for builds looking to add that ability to replace their armor buff.
Seraphayel wrote: »Why ya'll complaining about Nova? It's the single greatest Ultimate in game, it looks amazing and alters gravitation. And that with a cost of slightly under 250 Ultimate. How great is that?
Seraphayel wrote: »Why ya'll complaining about Nova? It's the single greatest Ultimate in game, it looks amazing and alters gravitation. And that with a cost of slightly under 250 Ultimate. How great is that?
Novas great for trials. I think solar disturbance needs a change. I am under the impression that it was meant for solo play while nova was meant for groups. Imo Meteor outshines that ultimate in solo play by a long shot.
Joy_Division wrote: »The Toppling Conundrum. Instead I use Toppling Charge as my stun, which does have a synergy with Sweeps. Except it got me killed in this fight. Twice I had to back my character up because of the minimum range requirement and twice I got Dizzying Swinged. How would DKs like it if we put a minimum range on Fossilize? I’m guessing they wouldn’t. Welcome to the world of Templars.
It used to be that Repentance was a really neat skill that rewarded success by infusing allies with a nice heal and a welcome boost of stamina. It was, in short, an excellently designed support skill. Now? Templars in the same group fight over who gets to use this ability because it has become a selfish skill. This is a terrible mechanic. Allies should not be fighting over who gets to use what, period.
I slotted Spear Shards one day in Cyrodiil because I was feeling nostalgic. Wow, what a disappointment.
@Cinbri has an excellent suggestion:
“I also believe it would be fair and lore-wise to reduce minimal range of our gap-closer - Charge. All class charges united by fact that their minimal range is equal to zero. At least making ours for 2.5 instead of 3.5 would make it a much more reliable, as interrupt aoe or as CC, those that templar really need.
Radiant Aura : When this skill was reformed, I thought I’d like it more. However, it has not proven popular. Healers have very few free slots and I’m not going to use Radiant Aura because it is actually inefficient (skill costs 3440 magicka to cast, I need 11 consecutive ticks of steal just to recoop the cost, skill only lasts 15 seconds) in place of Elemental Drain because the latter is free, lasts longer, and applies major breech.
Healing Ritual: Healing Springs gives more healing, can be block-casted, can’t be interrupted, procs every healing set in the game, has a 28 meter range, starts healing immediately, and, most importantly is preventative. It does everything Healing Ritual does and better.
Spear Shards: Skill’s original design was correct. Why on Tamriel was the CC taken away? Because templars had too many options here??? All this skill is good for now is healer-support retuning resource because its damage is bad compared to comparable like Liquid Lighting (which also has a damage synergy).
And then there is Light Weaver. This passive is so lackluster, it’s pretty much a waste of skill points to invest in.
Waiting for the pts now