Agreed. It’s just silly. Would have to see a cost increase to put it in line with the other class skills, but it should proably also have a stamina morph.
Agreed. It’s just silly. Would have to see a cost increase to put it in line with the other class skills, but it should proably also have a stamina morph.
DRAGONKNIGHTS have a 22 second self buff.
SORCERERS have a 22 second self buff.
WARDENS have a 22 second self buff.
NIGHTBLADES get it inherently if they use their main spammable every 8 seconds.
TEMPLARS have a rune which is placed on the ground and which needs to be recast every 8 seconds if you're moving, which in PvP you always are.
There's major inconsistency in how easy all other classes have with keeping up their Major Ward and Major Resolve versus Templars.
I want Templar to have a proper Major Ward and Major Resolve self buff.
Make it a true self buff like all other classes have, and not an effect on the ground that only sticks for 8 seconds, and make the morph effects stick as well just like Wardens, Dragonknights and Sorcerers have strong secondary effect on theirs which stick.
@ZOS_GinaBruno
DRAGONKNIGHTS have a 22 second self buff.
SORCERERS have a 22 second self buff.
WARDENS have a 22 second self buff.
NIGHTBLADES get it inherently if they use their main spammable every 8 seconds.
TEMPLARS have a rune which is placed on the ground and which needs to be recast every 8 seconds if you're moving, which in PvP you always are.
There's major inconsistency in how easy all other classes have with keeping up their Major Ward and Major Resolve versus Templars.
I want Templar to have a proper Major Ward and Major Resolve self buff.
Make it a true self buff like all other classes have, and not an effect on the ground that only sticks for 8 seconds, and make the morph effects stick as well just like Wardens, Dragonknights and Sorcerers have strong secondary effect on theirs which stick.
@ZOS_GinaBruno
Magplars and everyone else have access to Balance which grants 20 secs of Major Ward and Major Resolve. Considering it cost health and also returns magicka to the class that has the best heals, I don't see it's a problem.
What I would ask is including the health cost in the Restoring spirit passive, so the price gets around 5k which seems quite fair considering what the skill gives you back (extra regen, extra magicka, the buffs, magicka recovery, empower, etc)
DRAGONKNIGHTS have a 22 second self buff.
SORCERERS have a 22 second self buff.
WARDENS have a 22 second self buff.
NIGHTBLADES get it inherently if they use their main spammable every 8 seconds.
TEMPLARS have a rune which is placed on the ground and which needs to be recast every 8 seconds if you're moving, which in PvP you always are.
There's major inconsistency in how easy all other classes have with keeping up their Major Ward and Major Resolve versus Templars.
I want Templar to have a proper Major Ward and Major Resolve self buff.
Make it a true self buff like all other classes have, and not an effect on the ground that only sticks for 8 seconds, and make the morph effects stick as well just like Wardens, Dragonknights and Sorcerers have strong secondary effect on theirs which stick.
@ZOS_GinaBruno
Magplars and everyone else have access to Balance which grants 20 secs of Major Ward and Major Resolve. Considering it cost health and also returns magicka to the class that has the best heals, I don't see it's a problem.
What I would ask is including the health cost in the Restoring spirit passive, so the price gets around 5k which seems quite fair considering what the skill gives you back (extra regen, extra magicka, the buffs, magicka recovery, empower, etc)
DRAGONKNIGHTS have a 22 second self buff.
SORCERERS have a 22 second self buff.
WARDENS have a 22 second self buff.
NIGHTBLADES get it inherently if they use their main spammable every 8 seconds.
TEMPLARS have a rune which is placed on the ground and which needs to be recast every 8 seconds if you're moving, which in PvP you always are.
There's major inconsistency in how easy all other classes have with keeping up their Major Ward and Major Resolve versus Templars.
I want Templar to have a proper Major Ward and Major Resolve self buff.
Make it a true self buff like all other classes have, and not an effect on the ground that only sticks for 8 seconds, and make the morph effects stick as well just like Wardens, Dragonknights and Sorcerers have strong secondary effect on theirs which stick.
@ZOS_GinaBruno
Magplars and everyone else have access to Balance which grants 20 secs of Major Ward and Major Resolve. Considering it cost health and also returns magicka to the class that has the best heals, I don't see it's a problem.
What I would ask is including the health cost in the Restoring spirit passive, so the price gets around 5k which seems quite fair considering what the skill gives you back (extra regen, extra magicka, the buffs, magicka recovery, empower, etc)
Rune focus has other effects as well, don't forget. Besides that, Templars have been designed as a more stationary class, that's just their flavour.
If you need to keep ward and resolve up on the move, use immovable.
It is great that classes have differences and not everything is the same. That is what truly gives a class bases MMO character system worthwhile.
I have always been pleased with Templars unique armor buff and how it in many ways is superior to what is available elsewhere.
OP seems to forget that the Templar can also get minor protection and vitality at the same time or if they are magika they can get a decent magika return. The skill also has a fairly low cost.
OP's comparison also leaves out the cost differential which would have run afoul with his comment about having to recast it when moving.
So when making comparisons it helps to make true and complete comparisons.
Edit: just read a follow up post by OP and seems to still fail to look at the entire picture, only what suits his limited argument.
It is great that classes have differences and not everything is the same. That is what truly gives a class bases MMO character system worthwhile.
I have always been pleased with Templars unique armor buff and how it in many ways is superior to what is available elsewhere.
OP seems to forget that the Templar can also get minor protection and vitality at the same time or if they are magika they can get a decent magika return. The skill also has a fairly low cost.
OP's comparison also leaves out the cost differential which would have run afoul with his comment about having to recast it when moving.
So when making comparisons it helps to make true and complete comparisons.
Edit: just read a follow up post by OP and seems to still fail to look at the entire picture, only what suits his limited argument.
FlamingBeard wrote: »It is great that classes have differences and not everything is the same. That is what truly gives a class bases MMO character system worthwhile.
I have always been pleased with Templars unique armor buff and how it in many ways is superior to what is available elsewhere.
OP seems to forget that the Templar can also get minor protection and vitality at the same time or if they are magika they can get a decent magika return. The skill also has a fairly low cost.
OP's comparison also leaves out the cost differential which would have run afoul with his comment about having to recast it when moving.
So when making comparisons it helps to make true and complete comparisons.
Edit: just read a follow up post by OP and seems to still fail to look at the entire picture, only what suits his limited argument.
ESO is almost entirely mobility based now.
All new PvE content requires constant readjustment of your positioning, and in PvP sitting still is literally a death sentence.
Templar can no longer afford to "build a house" since it no longer has the materials or tools to do so.
Stop using out-dated ESO balance concepts for modern ESO balance discussion.
I have always been pleased with Templars unique armor buff and how it in many ways is superior to what is available elsewhere.
OP seems to forget that the Templar can also get minor protection and vitality at the same time or if they are magika they can get a decent magika return. The skill also has a fairly low cost.
I honestly think they should keep the ability as it is, with the morph choises aswell, and just make the sticking self buff 22 second duration and include the morphed choises aswell. Obviously this would mean the ability would have to cast more, which is fine for me.
OP's comparison also leaves out the cost differential which would have run afoul with his comment about having to recast it when moving.
So when making comparisons it helps to make true and complete comparisons.
Edit: just read a follow up post by OP and seems to still fail to look at the entire picture, only what suits his limited argument.
It has been pointed out, very clearly in a post above, the cost is fairly low for this skill. Both you and the OP hinge your argument on the 8 second duration of the buff and you even try to make the cost an issue, yet fail to note the cost is very low.
Unless and until you look at the entire picture and suggest changes that take into account that scope your arguments will continue to meet a brick wall of reality.
Just FYI, over the 4 years this game has been around and how much love Templars has needed much of that time, this ranks near the bottom of the most wanted Templar changes.
The issue is that it's slightly overloaded to be a mobile buff. Your best bet is to remove the magicka regen from channeled focus and make it function identical to the Warden's Ice Fortress.
Joy_Division wrote: »What's the whole point in having the Rune focus skill in our toolkit to begin with?
We really should concede that the cost on Channeled Focus is actually x-(240*8), where x is your build specific cost for the skill.
No matter how you cut it, the skill over the minimum 8 second duration will always net you at least +100 magicka with absolutely no cost reduction from any source in your build.
The cost of the skill is essentially zero. If it were to be a mobile skill or increased duration it would have to increase the cost by several thousand.
We really should concede that the cost on Channeled Focus is actually x-(240*8), where x is your build specific cost for the skill.
No matter how you cut it, the skill over the minimum 8 second duration will always net you at least +100 magicka with absolutely no cost reduction from any source in your build.
The cost of the skill is essentially zero. If it were to be a mobile skill or increased duration it would have to increase the cost by several thousand.
FlamingBeard wrote: »It is great that classes have differences and not everything is the same. That is what truly gives a class bases MMO character system worthwhile.
I have always been pleased with Templars unique armor buff and how it in many ways is superior to what is available elsewhere.
OP seems to forget that the Templar can also get minor protection and vitality at the same time or if they are magika they can get a decent magika return. The skill also has a fairly low cost.
OP's comparison also leaves out the cost differential which would have run afoul with his comment about having to recast it when moving.
So when making comparisons it helps to make true and complete comparisons.
Edit: just read a follow up post by OP and seems to still fail to look at the entire picture, only what suits his limited argument.
ESO is almost entirely mobility based now.
All new PvE content requires constant readjustment of your positioning, and in PvP sitting still is literally a death sentence.
Templar can no longer afford to "build a house" since it no longer has the materials or tools to do so.
Stop using out-dated ESO balance concepts for modern ESO balance discussion.
Like with your last reply here you leave out what makes your argument fall apart.
It has been pointed out, very clearly in a post above, the cost is fairly low for this skill. Both you and the OP hinge your argument on the 8 second duration of the buff and you even try to make the cost an issue, yet fail to note the cost is very low.
Unless and until you look at the entire picture and suggest changes that take into account that scope your arguments will continue to meet a brick wall of reality.
I direct you to the second post in this thread to start that journey. That is just the start.
Just FYI, over the 4 years this game has been around and how much love Templars has needed much of that time, this ranks near the bottom of the most wanted Templar changes.
FlamingBeard wrote: »Rune focus has other effects as well, don't forget. Besides that, Templars have been designed as a more stationary class, that's just their flavour.
If you need to keep ward and resolve up on the move, use immovable.
The other effect of Channeled Focus is to add magicka sustain... which is counteracted by having to recast the skill every 8 seconds if you're having to move during a fight, which all players have to do unless they're a 30k+ health tank...
"Templar's house" is no longer a viable excuse to make its buffs stationary.
Templar HAS NO HOUSE ANYMORE, it lost Major Mending, its skills received cost increases and tooltip reductions.
Templar is a neutered class for solo play and is only good at group support now.
If you're not a tank, why do you need major resolve and ward.
If this is for pvp, why not use immovable instead, which offers other boosts valuable in pvp?
If nothing else, you can wear chudan for the buffs, and at no cost to your resources.
The only time a non tank would absolutely need major resolve and ward in pve is during trials, and you said it yourself: wardens can buff the entire group with it using frost cloak. That's one of the only group support buffs wardens have to offer a trials group at this point.
We really should concede that the cost on Channeled Focus is actually x-(240*8), where x is your build specific cost for the skill.
No matter how you cut it, the skill over the minimum 8 second duration will always net you at least +100 magicka with absolutely no cost reduction from any source in your build.
The cost of the skill is essentially zero. If it were to be a mobile skill or increased duration it would have to increase the cost by several thousand.
But please be more specific/elaborate in your comments - you make it sound like Rune nets magicka return for all users which is not the case unless you forego Minor Vitality and Minor Protection which are huge buffs to have in PvP.
Joy_Division wrote: »I don't agree because the other class resistance buffs actually do something whereas Channeled Focus doesn't aside from restoring magicka. Increasing the cost would render the whole point of the spell moot.
And having to use a global cooldown every 8 seconds is most certainly not a zero cost.
In the other thread I suggested that Scared Ground passive also renew the buffs (all of them) given by both morphs of Rune. Which means whenever you cast Purifying/Extended, it would also renew the buffs for Rune.
Both Magplar and Stamplar use these two skills extensively, and I figured this would not only give Rune and effectively larger area, but also reduce the number of recasts necessary to maintain the buffs.
This was in conjunction with some other buffs, like Minor Defile inside Rituals area, and Major Defile on Solar Barrage. It's a bit more complicated than just making Rune stick to the Templar, but it's not like I would complain if the developers just took the easy way out and made Rune just like every other class armor buff.
Just trying to maintain a little different playstyle is all.