Templar
Dawn’s Wrath
Radiant Destruction: Increased the maximum bonus execute damage dealt by this ability and its morphs to 480% from 400%.
heck, who needs soul assault
someone on another thread brought up the idea of re-trailing some magplar jewelry to bloodthirsty...
had a chance to take some different characters through battlegrounds this weekend - radiant sure does work well there...
DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Joy_Division wrote: »DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Do a Google search for "Restoring Aura" and set the date before January 2015.
For reasons @Minno stated above, Radiant Aura would be the best place to start.
1. The 10% Regens should just be included in Restoring Spirit.
2. Radiant Aura should grant Minor Expedition while slotted.
3. Hasty Prayer should just be a magicka Vigor.
4. Repentance can be used once per corpse PER TEMPLAR.
5. On activation, Radiant Aura causes all enemies within X meters to miss their next attack. Also grants Major Sorcery and Brutality for Y seconds.
DocFrost72 wrote: »Joy_Division wrote: »DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Do a Google search for "Restoring Aura" and set the date before January 2015.
Restoring Aura
When slotted: Increases stamina and health regeneration by 15. When activated: Increases the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds. Unlocks at Restoring Light rank 20.
Back before soft cap removal, I remember. Granted, from the two second Google safari I did this got bugged to crap, but to be blunt even this, in its current form, would be underwhelming. Trading a global cooldown for, likely in pve, 2400 stam over 6 seconds.
DocFrost72 wrote: »Joy_Division wrote: »DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Do a Google search for "Restoring Aura" and set the date before January 2015.
Restoring Aura
When slotted: Increases stamina and health regeneration by 15. When activated: Increases the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds. Unlocks at Restoring Light rank 20.
Back before soft cap removal, I remember. Granted, from the two second Google safari I did this got bugged to crap, but to be blunt even this, in its current form, would be underwhelming. Trading a global cooldown for, likely in pve, 2400 stam over 6 seconds.
They have also since changed it so that repentance did not give stamina to allies. Needed change so templars were not the only reasonable healer choice. I'm missing something though, *why is my stam sustain entirely useless on boss fights, the literal only spec to have this issue.*
Sdk: Poisoned effect returns stam, ultimates return stam, molten weapons returns stam.
Mdk: burning effect returns mag, ultimates return mag, magicka steal returns mag.
Snb: leeching, killer's blade (with passive).
Mnb: siphoning attacks, ele drain, impale (with passive).
Swdn: bull netch, green balance passive
Mwdn: betty netch, green balance passive, ele drain.
Storc: Dark deal (weakest of the working abilities in pve by a landslide, but at least freaking functions)
Msorc: fury, dark conversion (equally weak as dark deal but again, is a freaking option), ele drain.
Magtemplar: Almost joined the stam party, but were rightfully saved last ts patch with rune changes. I'm glad they got something to help them. Oh, and in case we forgot, ele drain.
Stam templars restore stamina through heavy attacks and potions, that's it.
It is just highly infuriating to the point of me switching to stamina sorc (really, I hate storcs) recently.
Joy_Division wrote: »DocFrost72 wrote: »Joy_Division wrote: »DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Do a Google search for "Restoring Aura" and set the date before January 2015.
Restoring Aura
When slotted: Increases stamina and health regeneration by 15. When activated: Increases the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds. Unlocks at Restoring Light rank 20.
Back before soft cap removal, I remember. Granted, from the two second Google safari I did this got bugged to crap, but to be blunt even this, in its current form, would be underwhelming. Trading a global cooldown for, likely in pve, 2400 stam over 6 seconds.
IIRC, each rank increased the duration by a second. It also would let the rest of the group reach nightblade levels of sustain. It's precisely the type of skill we need more of because it brings something to the group besides a DPS parse.
hedna123b14_ESO wrote: »DocFrost72 wrote: »Joy_Division wrote: »DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Do a Google search for "Restoring Aura" and set the date before January 2015.
Restoring Aura
When slotted: Increases stamina and health regeneration by 15. When activated: Increases the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds. Unlocks at Restoring Light rank 20.
Back before soft cap removal, I remember. Granted, from the two second Google safari I did this got bugged to crap, but to be blunt even this, in its current form, would be underwhelming. Trading a global cooldown for, likely in pve, 2400 stam over 6 seconds.
They have also since changed it so that repentance did not give stamina to allies. Needed change so templars were not the only reasonable healer choice. I'm missing something though, *why is my stam sustain entirely useless on boss fights, the literal only spec to have this issue.*
Sdk: Poisoned effect returns stam, ultimates return stam, molten weapons returns stam.
Mdk: burning effect returns mag, ultimates return mag, magicka steal returns mag.
Snb: leeching, killer's blade (with passive).
Mnb: siphoning attacks, ele drain, impale (with passive).
Swdn: bull netch, green balance passive
Mwdn: betty netch, green balance passive, ele drain.
Storc: Dark deal (weakest of the working abilities in pve by a landslide, but at least freaking functions)
Msorc: fury, dark conversion (equally weak as dark deal but again, is a freaking option), ele drain.
Magtemplar: Almost joined the stam party, but were rightfully saved last ts patch with rune changes. I'm glad they got something to help them. Oh, and in case we forgot, ele drain.
Stam templars restore stamina through heavy attacks and potions, that's it.
It is just highly infuriating to the point of me switching to stamina sorc (really, I hate storcs) recently.
80% buff to stam regen would be very nice. You can use it once per rotation on stamplar and you could get away with bi-stat food and zero or 1 heavy, which would actually be a dps increase. On live a stamplar does 1-2 heavies every rotation in stam/regen food and 3 heavies per rotation in bi stat food. Heavies are a huge dps loss for stamplar, so I'd love to get rid of that...
DocFrost72 wrote: »Joy_Division wrote: »DocFrost72 wrote: »Joy_Division wrote: »DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Do a Google search for "Restoring Aura" and set the date before January 2015.
Restoring Aura
When slotted: Increases stamina and health regeneration by 15. When activated: Increases the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds. Unlocks at Restoring Light rank 20.
Back before soft cap removal, I remember. Granted, from the two second Google safari I did this got bugged to crap, but to be blunt even this, in its current form, would be underwhelming. Trading a global cooldown for, likely in pve, 2400 stam over 6 seconds.
IIRC, each rank increased the duration by a second. It also would let the rest of the group reach nightblade levels of sustain. It's precisely the type of skill we need more of because it brings something to the group besides a DPS parse.
At this point I will literally take anything over repentance.hedna123b14_ESO wrote: »DocFrost72 wrote: »Joy_Division wrote: »DocFrost72 wrote: »
Why is my templar stamina management tool useless on bosses?
Do a Google search for "Restoring Aura" and set the date before January 2015.
Restoring Aura
When slotted: Increases stamina and health regeneration by 15. When activated: Increases the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds. Unlocks at Restoring Light rank 20.
Back before soft cap removal, I remember. Granted, from the two second Google safari I did this got bugged to crap, but to be blunt even this, in its current form, would be underwhelming. Trading a global cooldown for, likely in pve, 2400 stam over 6 seconds.
They have also since changed it so that repentance did not give stamina to allies. Needed change so templars were not the only reasonable healer choice. I'm missing something though, *why is my stam sustain entirely useless on boss fights, the literal only spec to have this issue.*
Sdk: Poisoned effect returns stam, ultimates return stam, molten weapons returns stam.
Mdk: burning effect returns mag, ultimates return mag, magicka steal returns mag.
Snb: leeching, killer's blade (with passive).
Mnb: siphoning attacks, ele drain, impale (with passive).
Swdn: bull netch, green balance passive
Mwdn: betty netch, green balance passive, ele drain.
Storc: Dark deal (weakest of the working abilities in pve by a landslide, but at least freaking functions)
Msorc: fury, dark conversion (equally weak as dark deal but again, is a freaking option), ele drain.
Magtemplar: Almost joined the stam party, but were rightfully saved last ts patch with rune changes. I'm glad they got something to help them. Oh, and in case we forgot, ele drain.
Stam templars restore stamina through heavy attacks and potions, that's it.
It is just highly infuriating to the point of me switching to stamina sorc (really, I hate storcs) recently.
80% buff to stam regen would be very nice. You can use it once per rotation on stamplar and you could get away with bi-stat food and zero or 1 heavy, which would actually be a dps increase. On live a stamplar does 1-2 heavies every rotation in stam/regen food and 3 heavies per rotation in bi stat food. Heavies are a huge dps loss for stamplar, so I'd love to get rid of that...
A heavy attack does (insert value) damage and restores 2k stam, this ability is the equivalent of 1.25 heavy attacks for a global cooldown, though it can be weaved (which is important for damage). It'd be something, but hardly groundbreaking.
I'm torn on it affecting the group. On one hand it would be really good for templars in general for group value, but it doesn't seem to be best utilized on stam dps. My fear would be the healer would use this and stamplar would still be unwanted.
TL;DR: It's better, but I'd have to test to see by how much.
DeadlyRecluse wrote: »Amdar_Godkiller wrote: »I've not played much with Magplar but does sweeps not function basically the same as jabs? Jabs hardly ever misses anybody, and the splash damage that comes with it makes templar really OP in BGs. Why do magplars struggle with it so much?
The best explanation I've heard/personally feel for why Jabs feels good on stamplar and clunky on magplar is that stamplars tend to have strong HOTs running (vigor, rally, often bloodcraze bleed) while magplar typically only has ritual heal+sweeps heal (which has been nerfed down to a pretty marginal amount, despite the recent readjustment).
So damage-built stamplars have enough incoming healing to actually channel jabs, while a damage built magplar often has to interrupt their own channel to cast a relatively expensive self-heal.
This has been mitigated a bit by the little buff sweeps got a few patches ago, and magplars can run defensive sets/roll Rapid Regen to let themselves stay locked in a channel, but even then they don't have the mobility of a stam toon to roll in, drop ult, channel a few times, and run away. Generally, if a magplar is jabbing they are committed to that fight, win or lose.
Amdar_Godkiller wrote: »
Amdar_Godkiller wrote: »
I'd rather have an ability that I can incorporate into a rotation rather than a trolling device.
It doesn't need a real buff
It need to actually touch mobile target, aka anything stamina (because speed potion and snare removal and immunity).
Dunno how really it can be done, but when jabs touch the ennemy it's a strong skill. Remove the "when" condition like other spammable.
It doesn't need a real buff
It need to actually touch mobile target, aka anything stamina (because speed potion and snare removal and immunity).
Dunno how really it can be done, but when jabs touch the ennemy it's a strong skill. Remove the "when" condition like other spammable.
Siliziumdioxid wrote: »I did not vote because of the Extended Ritual morph, which is relatively fine...
Ritual of Retribution however is a whole other story:
cleansing only two debuffs makes this bad in pvp... so the application of this skill must be in pve..
however here it becomes really useless.. sure it does many things but there is no situation where all aspects of this skill are needed... however if you want to use one aspect of this skill like it's damage/healing it performs really really bad...
now it basically has all that useless effects and all that at a very high magicka cost.
you can't trust this skill in vma as a healing ability, it will never appear in a dps rotation, etc.
Further notice ... cleansing Ritual may cleanse snares/roots (depending on how many debuffs are on you) however it gives no immunity.. thus practically still rendering you immobile.
(Another notice ... the value of this skill highly diminishes when faced with multiple attackers)
(Last Notice: is there any knowledge in how debuffs are prioritized for cleansing? does it for example cleanse minor maim from wizard's riposte, Fracture from nmg or snares from ground effects or other futile cleansing attempts?)
Joy_Division wrote: »Siliziumdioxid wrote: »I did not vote because of the Extended Ritual morph, which is relatively fine...
Ritual of Retribution however is a whole other story:
cleansing only two debuffs makes this bad in pvp... so the application of this skill must be in pve..
however here it becomes really useless.. sure it does many things but there is no situation where all aspects of this skill are needed... however if you want to use one aspect of this skill like it's damage/healing it performs really really bad...
now it basically has all that useless effects and all that at a very high magicka cost.
you can't trust this skill in vma as a healing ability, it will never appear in a dps rotation, etc.
Further notice ... cleansing Ritual may cleanse snares/roots (depending on how many debuffs are on you) however it gives no immunity.. thus practically still rendering you immobile.
(Another notice ... the value of this skill highly diminishes when faced with multiple attackers)
(Last Notice: is there any knowledge in how debuffs are prioritized for cleansing? does it for example cleanse minor maim from wizard's riposte, Fracture from nmg or snares from ground effects or other futile cleansing attempts?)
Rit of Retribution is why I included this in the options. It's woefully inadequate.
Wouldn't it be amazing if templars had a class shield that people who play the class would want to use?
And wouldn't it be amazing if people, seeing a magplar in Cyrodiil, approached with caution instead of just mild annoyance we'll take a while to kill?