FoolishOptimist wrote: »Consecrate the souls of the fallen, healing you and your allies for 2702 Health and restoring 2702 Stamina to you each corpse in the area.
While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing Health, Stamina, and Magicka Recovery by 10%.
Repentance, in my mind's eye, has been one of the Templar's major class defining skills. While its usefulness is completely situational: the ability's cast animation, the free group heal, decent stam return and just the fact that you're extracting the essence of your fallen comrades and enemies is just pure epic. The main issues with this skill was recognised by players, class reps and devs in the recent update discussion:
Agree that Templars fighting over repenting corpses is undesirable
People feel that as a resource management skill, Repentance can feel useless outside of trash mob confrontations because:
- Stam return doesn't occur until the opponent is dead
- A corpse can only be repented once, causing in-fighting between who should have the right to repent
- Often no corpses to repent during some boss fights or during duals
Many PvP templars feel the of the benefits of a corpse's ability to be repented once and by a single templar, is the strategic edge it can provide during combat. Repenting a corpse before your enemy can, gives quite a satisfying rush.
With these in mind, what are the changes you think should happen to this skill, and any changes to the base and alternative morph?
Personally, I feel a that if a templar's repentance offered group stam return (as previously) it could be somewhat overpowered. On that same token, if a corpse can be repented numerous times, it takes away from its tactful use in PvP. Perhaps if it offered stam return to the two/three closest allies? That way this skill could be utilised in dungeons by the tank, the DPS or the healer without anyone missing out. Should the allies receive half as much resource return? This may further the in-fighting over who uses the ability, but it offers some relief at least.
I'd love to see changes made to Restoring Aura and Radiant Aura as well, with the base skill providing the free heal and the alternative morph as a magicka version of repentance. If a corpse could but used by a Repentance once and a Radiant Aura once, would that be OP heals for no cost? What are your thoughts?
Restoring Aura:
Consecrate the souls of the fallen, healing you and your three closest allies for 2702 Health for each corpse in the area.
While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing Health, Stamina, and Magicka Recovery by 10%.
Radiant Aura:
Consecrate the souls of the fallen, healing you and your three closest allies for 2702 Health and restoring 2702 Magicka to you and 1351 Magicka to your allies for each corpse in the area.
While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing Health, Stamina, and Magicka Recovery by 10%.
Well my outlook was that the team bonus would provide the stam return for other templars on the team (4-person content limited) while preserving the PvP strategy of preventing enemy templars from recovering their health and resources.usmguy1234 wrote: »How about the first templar to repent gives their team the bonus but additional templars can repent and they only get the bonus once?
FoolishOptimist wrote: »Well my outlook was that the team bonus would provide the stam return for other templars on the team (4-person content limited) while preserving the PvP strategy of preventing enemy templars from recovering their health and resources.usmguy1234 wrote: »How about the first templar to repent gives their team the bonus but additional templars can repent and they only get the bonus once?
What about meeting in the middle?
Each corpse can be Repented once by each Templar, BUT each time a body is repented it reduces the effect for subsequent Templars by 50%.
So first Templar gets 100% stamina, next caster 50%, next guy 25%, next guy 12.5%, etc etc. I doubt there would be more Templars than that grabbing at the corpse anyway lol.
It needs to be usefull for the group.
Lightspeedflashb14_ESO wrote: »It needs to be usefull for the group.
Why? Is leaching strikes useful for the group? Is dark conversion useful for the group? Is battle roar/helping hands useful for the group? Is bull netch useful for the group? Having group functionality is what is gimping repentance. Just make it so only the temp that casted repentance get healed/Stam return by the skill and then have every dead body repentantable once by each temp. Bam. More reliable Stam return that doesn't make temps overpowered.
Lightspeedflashb14_ESO wrote: »It needs to be usefull for the group.
Why? Is leaching strikes useful for the group? Is dark conversion useful for the group? Is battle roar/helping hands useful for the group? Is bull netch useful for the group? Having group functionality is what is gimping repentance. Just make it so only the temp that casted repentance get healed/Stam return by the skill and then have every dead body repentantable once by each temp. Bam. More reliable Stam return that doesn't make temps overpowered.
Cause templars are a support class and i like abilities that supports the group. Players nowadays only build selfish and i want more group synergies.
Narvuntien wrote: »Stamina Steal anyone?
Silver_Strider wrote: »Just make it so multiple Templars can Repent.
Bunch of Sinners, the lot of you.
RavenSworn wrote: »Silver_Strider wrote: »Just make it so multiple Templars can Repent.
Bunch of Sinners, the lot of you.
I sense a lot of Templars are ***, given how many wants to talk about corpses lol
How about Repentance using no of allies within a radius of 8m so it's proportionately better if in a raid? Perhaps a cool down of 8-12s until the ability can have an effect.
Or Radiant Aura gives a synergy upon activation, giving minor heroism for 4s to nearby allies?
What about meeting in the middle?
Each corpse can be Repented once by each Templar, BUT each time a body is repented it reduces the effect for subsequent Templars by 50%.
So first Templar gets 100% stamina, next caster 50%, next guy 25%, next guy 12.5%, etc etc. I doubt there would be more Templars than that grabbing at the corpse anyway lol.
FoolishOptimist wrote: »@Checkmath what would your ideal change to the skill look like?
FoolishOptimist wrote: »Personally, I feel a that if a templar's repentance offered group stam return (as previously) it could be somewhat overpowered. On that same token, if a corpse can be repented numerous times, it takes away from its tactful use in PvP. Perhaps if it offered stam return to the two/three closest allies? That way this skill could be utilised in dungeons by the tank, the DPS or the healer without anyone missing out. Should the allies receive half as much resource return? This may further the in-fighting over who uses the ability, but it offers some relief at least.
FoolishOptimist wrote: »These are some interesting perspectives. There’s no denying that in the right circumstances, Repentance is the most powerful sustain tool of all classes, but failing access to large piles of dead corpses, it also becomes the most useless. Part of me likes the balance of this, but the other part of me recognises that we don’t typically have access to the stam return when we need it most.
@Joy_Division do you have any thoughts on your ideal changes to repentance?
There was nothing wrong with Repentance pre-morrowindTemplar tanks could of used a little extra though for the times when there weren't corpses around but hey ***. None of the class based sustain changes were good (Except on my health stacker DK tank, who got more back with those changes - the class that didn't need more...) but again, even that was situational.