Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
The snare and major savagery should be removed and swaped with something like this:
- Biting jabs: ignore 2000 physical resistance
- Puncturing sweep: ignore 2000 magickal resistance
the skill is called puncture and should thus ignore resistance
@Nefas
RebornRequiem wrote: »Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
The snare and major savagery should be removed and swaped with something like this:
- Biting jabs: ignore 2000 physical resistance
- Puncturing sweep: ignore 2000 magickal resistance
the skill is called puncture and should thus ignore resistance
@Nefas
Well that only makes sense when looking at the names of said skills, but looking at PvE this almost makes zero sense, since either enemies have 0 resistance (normal npcs) or their resistance is penetrated already to the point of zero in competitive raiding. Putting penetration only on one skill is therefore kind of meaningless. it would be more beneficial to increase the penetration for a predefined time. Also the name of jabs is kind of valid looking at the aedric spear passives like piercing spear, which grants damage done to blocking targets.
For PvP major savagery is by far not a bad bonus on biting jabs, since it also increases the chance of critically healing. As said, also here penetration only on jabs is too restricted, since stamplars mostly get targets low when getting of a strong power of the light (which wouldnt profit from the penetration).
The snare I guess isnt that great, since you have to connect the last jabs hit to the enemy target to get the snare. Mostly enemies are snared already by cleansing ritual, sun fire, heroic slash or rending slashes.
Also pls edit your post, because the introduction of direct damage and aoe damage is wrong. Direct damage is not the same as single target damage (assuming you meant that and not just increasing the very first jabs hit by 30%, since that counts as direct damage).
Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
The snare and major savagery should be removed and swaped with something like this:
- Biting jabs: ignore 2000 physical resistance
- Puncturing sweep: ignore 2000 magickal resistance
the skill is called puncture and should thus ignore resistance
@Nefas
RebornRequiem wrote: »Puncturing strikes should get its direct dmg increased about 30% and the aoe dmg reduced by 20%.
The snare and major savagery should be removed and swaped with something like this:
- Biting jabs: ignore 2000 physical resistance
- Puncturing sweep: ignore 2000 magickal resistance
the skill is called puncture and should thus ignore resistance
@Nefas
Well that only makes sense when looking at the names of said skills, but looking at PvE this almost makes zero sense, since either enemies have 0 resistance (normal npcs) or their resistance is penetrated already to the point of zero in competitive raiding. Putting penetration only on one skill is therefore kind of meaningless. it would be more beneficial to increase the penetration for a predefined time. Also the name of jabs is kind of valid looking at the aedric spear passives like piercing spear, which grants damage done to blocking targets.
For PvP major savagery is by far not a bad bonus on biting jabs, since it also increases the chance of critically healing. As said, also here penetration only on jabs is too restricted, since stamplars mostly get targets low when getting of a strong power of the light (which wouldnt profit from the penetration).
The snare I guess isnt that great, since you have to connect the last jabs hit to the enemy target to get the snare. Mostly enemies are snared already by cleansing ritual, sun fire, heroic slash or rending slashes.
Also pls edit your post, because the introduction of direct damage and aoe damage is wrong. Direct damage is not the same as single target damage (assuming you meant that and not just increasing the very first jabs hit by 30%, since that counts as direct damage).
for competitive groups you don't have 0 resistance left as its always completed with Champion points.
In random group trials and dungeon, you can't have 0 resistance even if you invest heavly in CP, that's where this 2k less resistance comes handy.
for pvp less resistance is always better than crit as this crit is already mitigated with crit resist.
for snare..., well i hope you are able to land the last hit otherwise i think it's self explanatory.
@Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?
Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.
No_Division wrote: »@Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?
Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.
they said in the dev notes that the reason was because UC was being applied to multiple targets but using the same cooldown. If it stayed, the efficiency of the spell would be less.
No_Division wrote: »@Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?
Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.
they said in the dev notes that the reason was because UC was being applied to multiple targets but using the same cooldown. If it stayed, the efficiency of the spell would be less.
In that case make the stun an aoe so it can target other players around and remove this 3 steps weird thing cause must be heavily computing
Because this skill is screwed and completely useless unless in dual
Eclipse: Envelop your target in a sphere of darkness for 4 seconds, which harms it anytime it use a Direct Damage attack and stunning it and nearby enemies for 3 seconds (10 meter radius).
@Nefas @No_Division
No_Division wrote: »No_Division wrote: »@Nefas can you please ask for this change to eclipse since it can only be cast on 1 target now?
Eclipse: Reworked this ability and its morphs so you will now envelop your target in a sphere of darkness for 4 seconds, which harms them anytime they use a Direct Damage attack stunning them for 3 seconds.
they said in the dev notes that the reason was because UC was being applied to multiple targets but using the same cooldown. If it stayed, the efficiency of the spell would be less.
In that case make the stun an aoe so it can target other players around and remove this 3 steps weird thing cause must be heavily computing
Because this skill is screwed and completely useless unless in dual
Eclipse: Envelop your target in a sphere of darkness for 4 seconds, which harms it anytime it use a Direct Damage attack and stunning it and nearby enemies for 3 seconds (10 meter radius).
@Nefas @No_Division
I think it should be more about dmg. The best use of eclipse was when it was used to reflect spells back to targets. It still granted cc, but you could use it to time your burst around your target's burst. Good templars used it to burst down tough targets, even emps lol.
Assuming nothing will change in release patch some of recap of coming update:
1. Pain point of not having class major sorcery resolved as now Entropy is worth to slot as undodgeable unblockable single target DoT. It will increase damage/heal/sustain for those who used tri-pots. For those who used spell pots it will icnrease tankabiltiy by allowing to switch to tripots.
2. Spear Wall double increase of duration will help a lot along with buffed hots will allow to have easier offensive window.
3. Cleansing Ritual double increase of hot literally makes it as 12m pbaoe Healing Springs. While Retribution is like 12m Wall of Elements. Both morphs is strong now but for pvp Extended might help better to counter all new dots. Still will give a try to Retribution for more pressure if buffed hots will be enough to carry loss of 3 purges.
4. Eclipse bugs sadly were ignored for 5 weeks so it wont be as reliable as it could actually be, but still strong. Unstable Core proc is bad but in pvp still better than old version, however coz bugs it will miss half of proc activations. Making it 1 target only is not a serious loss as skill to expensive to spam left and righht anyway and its effects not benefitting of mass-spamminh.
Living Dark potentially could be strong as with perfect proc it like 39% more heal than Rapid Regen. But proc condition is even worse than old ones so in the end morph will shine only under super pressure in pvp - within 1sec it can be like ~50% of 1 Honor so even more than nb tank with 30+k hp can heal per second, while in pve it will proc terribly for tanks coz special monster abilities not coded for eclipse as direct damage attacks.
Prepare for raging threads about its root coz its stronger than charged ice staff, and will help as defensive tool for repositioning/kiting.
Will be interesting to see what combination will be superior Radiating regen + Unstable Core or Living Dark + Toppling Charge. Proc condition will have to be returned to previous onez coz new ones are going againt role of skill.
5. Sweep ult was audited that resulted in small ninja buff - as part of auditing mechanics its dot returned to mechanics of dots that it lost with last change and as result it again scale with Thaumaturge that is small increase of damage on CP and in addition it updated to follow rule that dots are unblockable, so dot ticks in pvp will hit harder coz it cant be blocked anymore.
Overall buffed hots might reduce problem of templars of not having strong hot that was preventing them from being more offensive and just blockcasting burst heal. So new problem will be is that class offensive skills are pale (jabs/dark flare).
Anyone else worried Stamina Templar is about to become the worst spec in ESO PvP? We are still without any proactive defense and now the loss of HoT from Rally/FM and the underperforming Vigor + the loss of Ravager and greatly reduced options for heavy damage sets. The better ritual is nice but it won’t make up for any of this and a ground based AoE heal doesn’t really synergize that well with stamina play style anyway. At best it’s situationally helpful. With the increased DoT damage mostly for magicka builds and really strong new heals, I think even Magblades might be better. Some will say purge will be the best defense against the new DoT meta but anyone who plays Stamplar knows that purge can only be used sparingly at best. I kind of wonder if they’ll be at all playable against anyone with half a brain.
Anti_Virus wrote: »The heal from living dark should scale from your highest offensive stats
Anti_Virus wrote: »The heal from living dark should scale from your highest offensive stats
Amen. And make a freakin stamina morph of some skills lol. I’ve got a 14k mag pool and it’s barely sufficient. We need a stamina gap closer ASAP.
Anti_Virus wrote: »The heal from living dark should scale from your highest offensive stats
Amen. And make a freakin stamina morph of some skills lol. I’ve got a 14k mag pool and it’s barely sufficient. We need a stamina gap closer ASAP.
You now have 2 to choose from, one on the dw line and one on 2h line