MightyBantam34 wrote: »Nice post , I actually stream magplar and your right hardly anyone wants to watch a magplar , toppling charge is so bad it’s so predictable that when I have to back up to try land it theopponent knows exactly what’s going to happen and end up cc’ing me when I charge towards them , been caught mid toppling charge with a wrecking blow nb can can ambush no problems sorcs streak or rune, dks talon or fossilze with ease
Since we are getting nerfed, at least considering pre-pts notes, i got another point...
I have been playing some bow nb lately and noticed two differences between Lethal Arrow and Dark Flare.
Lethal Arrow can only be dodged before projectile hits it's target.
Dark Flare can be dodged if the target rolls at any given time from the point you click DF button (start casting it), till hits.
Why is that so?
CatchMeTrolling wrote: »Is there any direct changes for stamplar? Magplars need love but I can’t help but feel like stamplars rarely get any love.
CatchMeTrolling wrote: »Is there any direct changes for stamplar? Magplars need love but I can’t help but feel like stamplars rarely get any love.
CatchMeTrolling wrote: »Is there any direct changes for stamplar? Magplars need love but I can’t help but feel like stamplars rarely get any love.
Yea it does seem less Stam heavy. Then again empower change is a Nerf to all Stam classes, crit DMG modifier boosting healing nerfs stamina, but two hander now counts as 2 items on sets.
Need to see full pts notes from an official source to make a good assessment of everything though.
CatchMeTrolling wrote: »CatchMeTrolling wrote: »Is there any direct changes for stamplar? Magplars need love but I can’t help but feel like stamplars rarely get any love.
Yea it does seem less Stam heavy. Then again empower change is a Nerf to all Stam classes, crit DMG modifier boosting healing nerfs stamina, but two hander now counts as 2 items on sets.
Need to see full pts notes from an official source to make a good assessment of everything though.
I’d be fine with passive changes, there’s still passives that need to be removed completely and others that need to be reworked.
2h change is nice but probably isn’t a good idea to be honest now that jewelry crafting is available, plus this means you can now run 2 sets on your front bar which should be very interesting.
So every class get pretty much a burst heal, so they all can be healers now. Everyone gets chains, so we all can tank now. But the original healer class gets nothing?
Ok we get a bit more damage and healing from jabs....could be more tough to make difference.
We got an insta aoe bol for a ton of magicka. Will not be used in pve, we got healing springs there and for the fast huge heal bol probably is better with its range. For pvp, we have now 20k hps in ball groups with 3 templars...nice.
Small buff to honor the dead, which encourages blockhealbots.
The changes to solar disturbance wont make it more popular in my opinion. In pve enemies rarely move away from it and in pvp 4 seconds of snare and maim isnt much.
Oh burning lights damage buffed slightly. Same as jabs, we probably wont feel the difference.
I really dont know what zenimax thinks templars should be. Still no house effect, no cc inside class skills, only one more option of ccing, which is available for everyone....
Ok 2h and stabes count as two set pieces, thats not bad and will bring variety to cyrodiil. Maybe i change to 2h, looks cooler and gives a decent ultimate. Also staves now will be even more popular on templars. But we dont get much out of this change, but stamina toons will with the additional set piece on 2h and bow builds.
Ok i like some general changes and im curious about the eventually op stun which comes with the psychic skilline. But the class balance changes are garbage till now!
People have been asking for ways for templar to have a reliable way to return stamina without the corpse feed for repentance, and they nerfed that in Morrowind, but I rarely see a massive outcry because stamplars are such a small community that I don't think ZoS remembers what they are doing. That said, it seems stam is going to be back in the shitter next patch, a la homestead style, so I guess this may not matter in the end.
It just seems such a slap in the face that DK keeps getting more sustain yet stamina templar gets zilch for stam return. Speaks loud and clear where they stand on that issue.
Puncturing Strikes
Increased the damage done and healing received from this skill by 5%.
Burning Light
The damage from Burning Light has been increased slightly.
Very happy. Sure, I'd like to see the dmg buffed more. Perhaps the Balanced Warrior passive could still offer 6% spell dmg in addition to the already 6% weapon dmg. But I'm not complaining. Thank you. And maybe consider a bit more?
Solar Disturbance
Now applies Major Maim to the target and the debuff remains on the target for 4s after leaving the area. Snare effect will go on for 4 seconds after leaving the AoE.
Thank you. A very powerful group aoe ulti that just got even more powerful. Tyvm.
Breath of Life
the secondary heal has been nerfed by 30%.
I'm fine with this. Not happy. But I'll live. Healing Springs and Energy Orbs are the main healing spells in pvp anyways. And when a group needs burst healing, you use Remembrance anyways.
Honor the Dead
Magicka returned from this skill is now completed after 6 seconds instead of 8 seconds.
Minor buff. But it's still a buff. Might use this over Breath now.
Healing Ritual
This is now instant cast. the cost was increased by 60%
As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.
Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.
Healing Ritual
This is now instant cast. the cost was increased by 60%
As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.
Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.
Healing Ritual
This is now instant cast. the cost was increased by 60%
As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.
Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.
The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.
Lightspeedflashb14_ESO wrote: »Healing Ritual
This is now instant cast. the cost was increased by 60%
As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.
Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.
The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.
Where does it say that it is 60% more then breath? All the sources I alhave seen say it is 60% more then the cost of it right now, which would be 3780 right now and with the increase would be 6048. I mean that is a lot but still not 7k.
Of course it all remains to be seen, but the current information on the changes show a disturbing lack of intention to fix the issues magtemplars have to deal with. Having to run vamp or troll sets like cowards for any decent mobility is just unacceptable in the current state that the game is in. From what I can see now it seems like magplar will forever stay a group only class. and stampars are the "buffbitches" I appologize for rude language, but as it is that's what they are called.
Lightspeedflashb14_ESO wrote: »Healing Ritual
This is now instant cast. the cost was increased by 60%
As Ixy pointed out, this has the potential to be very game-breaking, if combined with Infused jewelry and cost reduction enchants. But for pvp, it's still a 10m radius. Healing Springs is only 8m, but it has a 28m placement range. And will it outperform the healing of Mystic Orbs which offers a synergy and resource return? That's a good question. But I can see many pvp groups having at least one dedicated Healing Ritual healer. Healing Ritual is also affected by the Light Weaver passive which gives 2 ulti to allies under 60% health.
Pretty happy with all of this. Lots of minor buffs. And only 1 sorta major nerf, the breath of life nerf. Let's see if we can get a bit more.
The cost of Healing Ritual will be 60% more than Rushed Ceremony which means it will cost ~7.2k magicka without any reductions from passives etc.
Where does it say that it is 60% more then breath? All the sources I alhave seen say it is 60% more then the cost of it right now, which would be 3780 right now and with the increase would be 6048. I mean that is a lot but still not 7k.
In Shimmer's video and if I am not mistaken Gilliam said the same thing in his stream.
Here is a link from the forum and it is mentioned ~7:40 https://forums.elderscrollsonline.com/en/discussion/404309/summerset-class-changes-discussed-at-zos-playtest/p1
Edit: Found Gilliam's https://youtube.com/watch?v=klEVWFpcOeU&t=5134s it is at 1:19:00 (he says 50% more than BoL )