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orb vs spear shards

kalunte
kalunte
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i'm not templar at all, but since orbs will be "synergizable" multiple times, wouldnt it be fair that spear shards gets the same treatment? it wouldnt matter much since it does no dmg nor heal but could help to "standardize things". same way to work but still different.
  • xeNNNNN
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    the issue with that is that shards shares a CD with orbs.

    Which was done to prevent near endless sustain.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • kalunte
    kalunte
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    for sure, but right now orbs are in a very better spot since you can have your entire trial group to synergize on the same orb while you'd have to throw 11spears...
  • kalunte
    kalunte
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    not that the dot is the best in the game but well, it doesnt look fair to me to have to use a skill once (or twice i'm not sure how many peeps can synergize on orbs) and the other one have to be spamed 11times..
  • WrathOfInnos
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    I see both sides of this one. Your points are valid so I don’t need to add to them. The counter argument is that with only one orb at a time, you can no longer send a few to the DPS and one to the tank. Nearly all orbs will need to be directed to the main group now, and therefore shards will need to be given to the tank (which is better anyway since it restores both resources and is available at any time to help with Alkosh).

    So I’m not opposed to multiple synergies from Shards, but they will definitely still have a use after the orb changes.
  • SeaUnicorn
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    Damage synergies limited to 1 activation make sense. But warden's seeds, extended ritual, shards, altar should be available to all group member once. The fight for grp utility synergies in the raid never made much sense to me...
    Edited by SeaUnicorn on July 17, 2019 3:02PM
  • xeNNNNN
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    kalunte wrote: »
    for sure, but right now orbs are in a very better spot since you can have your entire trial group to synergize on the same orb while you'd have to throw 11spears...
    kalunte wrote: »
    not that the dot is the best in the game but well, it doesnt look fair to me to have to use a skill once (or twice i'm not sure how many peeps can synergize on orbs) and the other one have to be spamed 11times..

    I am a main templar healer "better spot" is questionable frankly, a lack of versatility is going to hurt healer play, being forced onto one orb in one direction is not superior any direction you like, it really hammers your ability to reach everyone in time. There are also plenty of instances in raids where you simply cannot stack. Let alone the fact that it will hurt non-templar healers even more because they wont have ritual and they nerfed the travel times of orbs as well so yeah.

    Nobody really uses necrotic atm tbh not really much point as its a stam patch and well, generally speaking you dont throw out 11 synergies just because you have 11 other people, you throw out 3 A-typically in a healer rotation because your Debuffs and Buffs are also massively important, healing is so much more than simply throwing out orbs. Thats why many of us who do heal are frustrated with the community right now as their seems to be a lack of perspective when it comes to these changes, they all seem to think the only thing healers do is spam orbs and springs.
    Edited by xeNNNNN on July 17, 2019 3:07PM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • jypcy
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    Having the option to place a resource return synergy wherever already gives healplars a fair leg up over other classes imo. If you personally prefer the multi-synergy orbs next patch, you still have access to them even as a Templar.
  • kalunte
    kalunte
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    well since the synergy cooldown is about 15sec (more likely 17) it wont be so hard to throw 1 or to the tank and one to the group every 10sec.

    the two synergy are different, one does more ressource, the other does a burst heal/dmg, still the multi synergy is something that buffs one hard
  • idk
    idk
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    xeNNNNN wrote: »
    the issue with that is that shards shares a CD with orbs.

    Which was done to prevent near endless sustain.

    Considering orbs and shard synergy share the same lockout this is not an issue. OP makes a very solid point for change if the orb change does make it to live.
  • kalunte
    kalunte
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    the main issue i see with everyone being able to synergize the same orbs is if you want to use it as a burst heal, you may not have someone able to synergize the orb when needed because "on cd".

    on the other hand, in an extremely organized end game hard-tryharding raidgroup , a synergy-chain could cheese all burst dmg situations :p
    Edited by kalunte on July 17, 2019 3:12PM
  • xeNNNNN
    xeNNNNN
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    idk wrote: »
    xeNNNNN wrote: »
    the issue with that is that shards shares a CD with orbs.

    Which was done to prevent near endless sustain.

    Considering orbs and shard synergy share the same lockout this is not an issue. OP makes a very solid point for change if the orb change does make it to live.

    I get it, but the point was it would just increase sustain across the board something ZoS has reined in countless times.
    Edited by xeNNNNN on July 17, 2019 3:18PM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • Olupajmibanan
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    slofwnd wrote: »
    Damage synergies limited to 1 activation make sense. But warden's seeds, extended ritual, shards, altar should be available to all group member once. The fight for grp utility synergies in the raid never made much sense to me...

    Synergy from Extended ritual just like synergy from Blood Altar is available for anyone standing in the area.

    But I completely agree with OP. It would be more than fair to make spears work like new orbs.
    Edited by Olupajmibanan on July 17, 2019 3:21PM
  • kalunte
    kalunte
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    xeNNNNN wrote: »
    idk wrote: »
    xeNNNNN wrote: »
    the issue with that is that shards shares a CD with orbs.

    Which was done to prevent near endless sustain.

    Considering orbs and shard synergy share the same lockout this is not an issue. OP makes a very solid point for change if the orb change does make it to live.

    I get it, but the point was it would just increase sustain across the board something ZoS has reined in countless times.

    i get your point too, but since they are making a step in that direction, they should do the same step for a twin skill. the multi-synergy orb already "increase(s) sustain across the board".
  • xeNNNNN
    xeNNNNN
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    kalunte wrote: »
    xeNNNNN wrote: »
    idk wrote: »
    xeNNNNN wrote: »
    the issue with that is that shards shares a CD with orbs.

    Which was done to prevent near endless sustain.

    Considering orbs and shard synergy share the same lockout this is not an issue. OP makes a very solid point for change if the orb change does make it to live.

    I get it, but the point was it would just increase sustain across the board something ZoS has reined in countless times.

    i get your point too, but since they are making a step in that direction, they should do the same step for a twin skill. the multi-synergy orb already "increase(s) sustain across the board".

    Debatable, seeing as no good healer is spamming 11 orbs either way - like just because you can have a synergy doesnt mean you should have one all the time, do we start asking for blood altar to do the same as well?

    Like....it doesnt seem like a smart direction imo.
    Edited by xeNNNNN on July 17, 2019 3:33PM
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • kalunte
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    hum blood altar is available for everyone in the area as far as i know.

    As for the direction, it's not mine so.. it sounds logical to me, just like all skills (but hawk eye, bow passive) that stacks on light attacks (or have an effect on light attacks like siphonig strike, not dmg proc) stack twice or have their effect doubled with heavy attacks.
  • idk
    idk
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    xeNNNNN wrote: »
    idk wrote: »
    xeNNNNN wrote: »
    the issue with that is that shards shares a CD with orbs.

    Which was done to prevent near endless sustain.

    Considering orbs and shard synergy share the same lockout this is not an issue. OP makes a very solid point for change if the orb change does make it to live.

    I get it, but the point was it would just increase sustain across the board something ZoS has reined in countless times.

    It would not increase sustain anymore than the current change to orbs. Again, both have a lockout preventing it from being used over an over and that lockout is shared between the two.

    If you can explain how I can use that synergy more than I already can already then please enlighten us.
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