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Refreshing Path Utility

ninjaguyman
ninjaguyman
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(pvp standpoint)
Magblade went from having major expedition from class skills from multiple places (path, crippling grasp, blur) to just path. And arguably path feels like the most lackluster of the three choices. All refreshing path does now is heal and provide major expedition, with the special buff of providing it to teammates as well. The problem is the special part of the skill of giving expedition to others feels unneeded most of the time and I wish it could do something else. Most stam classes will already be getting expedition somewhere else, mag classes have access to the race against time. If zos wants to keep the team expedition a thing, they can make it a synergy for the pver's and add another effect to the skill. Honestly I don't even think about what this skill does for others since I play alone or maybe in a duo. I just slot it because I need expedition and I have phantasmal escape already so race against time would be redundant. Even if I do, I'm thinking of giving a teammate a hot, not the expedition.

As for what they can add back to it, I'd be happy if they just added damage back to the skill. When it still had damage I usually just threw path in the direction a nightblade had just cloaked in and I could usually catch them and the dot damage could keep them out of stealth just a tad longer. Not the most efficient thing in the world but I could still get an extra swallow soul in sometimes. Now all I've got is sap and when I fight cloak spammers sometimes they just reenter cloak as soon as they get pulled out, aka wasting time for the both of us. Stacking nb hots caused a magblade dungeon meta awhile back so maybe just adding damage isn't the way.
Characters:
AD breton nb: Shadowshinobi
DC Altmer magicka nb: merc shot
  • Savos_Saren
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    I agree. Refreshing path (PVP-wise) is pretty lack luster. Especially in the sense that, if you're trying to use it as a group heal/escape, your whole group needs to be running in a line.

    ...now, if ZOS turned it into an AOE heal/major expedition (much like the Templar's Hasty Prayer) that would be better. But, I'm not a big fan of "cloning" other class's skills.

    Adding the small damage aspect to it would be nice (I'd prefer it as well) but I'm frightened to think of how we might constantly be "stuck in combat" by laying down ground-based DoTs.

    What about adding minor vitality or something to the Path to make it more attractive? It would further help teammates within the path.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • vgabor
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    On the pve standpoint though it's a very good tool for a nightblade tank as it triggers the shadow barrier for major ward and resolve and gives a heal over time to the tank and to the party. Not to mention the added mobility which very handy for many boss mechanics. So just leave it as it is...
    Edited by vgabor on July 20, 2019 2:35AM
  • KatySpirit
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    It was very useful in Veteran Fang Lair hard mode to grant my allies Major Expedition without wasting my own small healer stamina, otherwise I don't have much opinion on the Major Expedition, it has very few other uses that I have seen.

    I do want to see them increase size to 16m diameter like most other ground AOE heals.
    Tanks: Warden, Nightblade, Dragonknight
    Healers: Nightblade, Templar, Warden, Sorcerer, Dragonknight, Necromancer
    DPS: Magsorc, Magblade, Magplar, MagDK, Stamblade, StamNecro
  • ninjaguyman
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    vgabor wrote: »
    On the pve standpoint though it's a very good tool for a nightblade tank as it triggers the shadow barrier for major ward and resolve and gives a heal over time to the tank and to the party. Not to mention the added mobility which very handy for many boss mechanics. So just leave it as it is...

    Same reasoning applies in pvp though as well, as you said team heals and self armor are good. Major expedition for the entire team just doesn't help all that much imo when the space to activate it is so small and doesn't stick that long.
    Edited by ninjaguyman on July 20, 2019 3:07AM
    Characters:
    AD breton nb: Shadowshinobi
    DC Altmer magicka nb: merc shot
  • LiquidPony
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    vgabor wrote: »
    On the pve standpoint though it's a very good tool for a nightblade tank as it triggers the shadow barrier for major ward and resolve and gives a heal over time to the tank and to the party. Not to mention the added mobility which very handy for many boss mechanics. So just leave it as it is...

    You can just use Dark Cloak to proc Shadow Barrier, which is also a much stronger heal that grants Minor Protection.

    Refreshing Path sucks. It is a shell of its former self. As a tank you'll be much better off with Echoing Vigor or Circle of Protection for group heals.
  • Lucky28
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    yeah, path sucks. haven't used the skill in ages, was really disappointed when ZOS decided to keep speed on Path and take it off Cripple... like why have our expedition on such a worthless skill?.

    Path needs it's damage back. and expedition needs to go back to cripple.
    Edited by Lucky28 on July 20, 2019 8:06AM
    Invictus
  • Iskiab
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    It’s definitely not as good anymore because major expedition seems to be more common.

    As a healer in stacking fights it’s good, but I’ve been using it and think I’ll stop for 4 person content after the patch. Still useful when you can hit 6 players.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Red_Feather
    Red_Feather
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    Would be cool if Path of Darkness buffed your Shades somehow.
  • MartiniDaniels
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    Both morphs require some synergy if ZOS wants to see PVE NB in any role other then tank.
  • _Ahala_
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    Would actually be an interesting morph if it were the size of ritual as a sort of anti ritual with regards to the speed debuff or attached a hot/longer lasting expedition buff up leaving the area, because currently the size is so small that the expedition just makes allies leave the heal faster... and on the topic of ritual and passives snares... if a massive aoe aoe or passive snare is fine then a massive aoe or passive speed buff should also be fair game
    Edited by _Ahala_ on July 20, 2019 9:33PM
  • kypranb14_ESO
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    _Ahala_ wrote: »
    Would actually be an interesting morph if it were the size of ritual as a sort of anti ritual with regards to the speed debuff or attached a hot/longer lasting expedition buff up leaving the area, because currently the size is so small that the expedition just makes allies leave the heal faster... and on the topic of ritual and passives snares... if a massive aoe aoe or passive snare is fine then a massive aoe or passive speed buff should also be fair game

    I'd love to see this. A direct counter to ritual, and it would add to the Light VS Shadow of Templars VS Nightblades.
  • Jeezye
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    You should just get a flat heal per second and expedition that sticks to the caster and leave a path behind you that teammates can follow. ground based healing effects are always shite because of the dynamic combat, and this one is pretty weak on top
  • KatySpirit
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    _Ahala_ wrote: »
    Would actually be an interesting morph if it were the size of ritual as a sort of anti ritual with regards to the speed debuff or attached a hot/longer lasting expedition buff up leaving the area, because currently the size is so small that the expedition just makes allies leave the heal faster... and on the topic of ritual and passives snares... if a massive aoe aoe or passive snare is fine then a massive aoe or passive speed buff should also be fair game
    I would love to see the size increased to at least as big as Grand Healing, which is smaller than Ritual but still covers a lot more space than Path. I heal trials on my NB healer and the size of Path makes it useless in certain fights. I am looking forward to increased healing, I won't stop using it because I think that will be very helpful, but the tiny size is a bit ridiculous. Twisting Path is supposedly a giant circle, but I think it makes more sense for their shapes to be swapped.
    Tanks: Warden, Nightblade, Dragonknight
    Healers: Nightblade, Templar, Warden, Sorcerer, Dragonknight, Necromancer
    DPS: Magsorc, Magblade, Magplar, MagDK, Stamblade, StamNecro
  • master_vanargand
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    Please add synergy to it.
  • SeaUnicorn
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    Refreshing is a best ground hot atm. So giving it dps would make it overperforming. However if they would change it such that speed buff lingers after you leave the area - it would be great.
    Edited by SeaUnicorn on July 21, 2019 5:54PM
  • Iskiab
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    slofwnd wrote: »
    Refreshing is a best ground hot atm. So giving it dps would make it overperforming. However if they would change it such that speed buff lingers after you leave the area - it would be great.

    Very true, it’s the strongest ground hot BUT... it also has less side benefits then comparable abilities from other classes. It’s 29% more HPS then ritual of retribution but there’s: no synergy, no cleanse, no damage, no snare, 1/4 the size or less. Ritual’s way better, looking solely at HPS between abilities is missing the big picture.... ritual is a million times better.

    Btw... the speed buff lingers when you leave the area. Going on the path gives you a 4 second hot and speed buff, the buff refreshes every second if you stay on the path.

    It was also tuned (not sure anymore) where 4 ticks is the same healing amount as Combat Prayer.

    I’d love a snare removal myself or synergy for the ability. We’ll see what the devs decide... /silent prayers to the dev gods.
    Edited by Iskiab on July 22, 2019 1:02AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Lucky28
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    slofwnd wrote: »
    Refreshing is a best ground hot atm. So giving it dps would make it overperforming. However if they would change it such that speed buff lingers after you leave the area - it would be great.

    it had damange, it wasn't overperforming. it was a good skill, not an OP skill.
    Invictus
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