xI_The_Owl_Ix wrote: »Ambush - as a class gap closer its very good , aproppriate cost, good utility not a bad skill overall, but since its a teleport skill it continously fails to fire since even if enemy puts their little finger behind a rock server things they are gone completely from sight.
Thus putting many NBs to opt out to more reliant skills like Critical Charge since those ,,move,, your character to enemy location.
Can this be looked into?
Crit charge and toppling charge fail on those same LOS checks i can assure you, dont worry.
Not true, toppling sometimes ignores height differences while ambush doesnt. Toppling is the better gab closer.
Same as Scythe were base skill has incorporated healing, while morphs have additional effect. And as I mentioned current aoe mechanic of jabs is outdated. Fix/nerf to sweeps healing might be good time to update skill.Maybe it's time to add healing to the stamina morphs of jabs
VaxtinTheWolf wrote: »Correct me if I'm wrong, but isn't it only the Damage/Healing morph that got it's healing removed, and the other morph that only healed to begin with was untouched? If you want healing it's still there, and that's the morph my stamina focused Tamplar tank used anyway.
With that said, it still is an absolute struggle to heal yourself since the other healing skills are not reliable for self-healing or costs way too much. My perspective is PvE 4-man dungeons.
Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?
And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
VaxtinTheWolf wrote: »Correct me if I'm wrong, but isn't it only the Damage/Healing morph that got it's healing removed, and the other morph that only healed to begin with was untouched? If you want healing it's still there, and that's the morph my stamina focused Tamplar tank used anyway.
With that said, it still is an absolute struggle to heal yourself since the other healing skills are not reliable for self-healing or costs way too much. My perspective is PvE 4-man dungeons.
Right, I could drop ritual of ret in favor of the healing morph, but then I would be missing out on a skill that does a ton of damage. As a stamplar ritual of ret is one of only a couple skills worth slotting on the backbar.
Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
Czekoludek wrote: »Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
That's why every magblade PvP build require healing staff on backbar to survive but templars can go both destro without bigger issues?
Jabs additional aoe damage is below standarts of aoe damage-effectiveness, and thus unlike Cleave or Scythe, its effectiveness is by far lower, as addtional damage numbers doesn't take into account that skill is channel and not just channel but 1.0s channel which is additional 20% damage increase as result of impossibility to properly weave light attack.
It needs to be addressed by either keep it below-standarts aoe damage and finally change closest single target damage into being unaffected by evasion debuff or update aoe damage and buff it for appropriate numbers.
Czekoludek wrote: »VaxtinTheWolf wrote: »Correct me if I'm wrong, but isn't it only the Damage/Healing morph that got it's healing removed, and the other morph that only healed to begin with was untouched? If you want healing it's still there, and that's the morph my stamina focused Tamplar tank used anyway.
With that said, it still is an absolute struggle to heal yourself since the other healing skills are not reliable for self-healing or costs way too much. My perspective is PvE 4-man dungeons.
Right, I could drop ritual of ret in favor of the healing morph, but then I would be missing out on a skill that does a ton of damage. As a stamplar ritual of ret is one of only a couple skills worth slotting on the backbar.
So basically the same as for Nb some time ago. Maybe now it is time for two years of constant nerfs to templars?
@Hamboot Please make the grim focus proc take advantage of the crit damage change
https://forums.elderscrollsonline.com/en/discussion/537751/grim-focus-proc-should-benefit-from-the-passive-crit-damage
also can you guys increase the dmg and healing of swallow soul?
https://forums.elderscrollsonline.com/en/discussion/537282/zos-please-consider-also-buffing-the-swallow-soul-morph-of-strife-along-with-funnel-health/p1
Strider__Roshin wrote: »Ambush is inferior to both morphs of the 2H Crit Charge. Crit Rush has more burst, Stampede applies a DoT which outdoes the extra damage you'll get from minor vulnerability, and the Crit Charge in general feels better and performs faster.
My suggestion? Speed up the animation of teleport strike, and for the Ambush morph make it so it teleports you behind your opponent. This would fit the play style and it would be a unique effect.
Czekoludek wrote: »VaxtinTheWolf wrote: »Correct me if I'm wrong, but isn't it only the Damage/Healing morph that got it's healing removed, and the other morph that only healed to begin with was untouched? If you want healing it's still there, and that's the morph my stamina focused Tamplar tank used anyway.
With that said, it still is an absolute struggle to heal yourself since the other healing skills are not reliable for self-healing or costs way too much. My perspective is PvE 4-man dungeons.
Right, I could drop ritual of ret in favor of the healing morph, but then I would be missing out on a skill that does a ton of damage. As a stamplar ritual of ret is one of only a couple skills worth slotting on the backbar.
So basically the same as for Nb some time ago. Maybe now it is time for two years of constant nerfs to templars?
Czekoludek wrote: »VaxtinTheWolf wrote: »Correct me if I'm wrong, but isn't it only the Damage/Healing morph that got it's healing removed, and the other morph that only healed to begin with was untouched? If you want healing it's still there, and that's the morph my stamina focused Tamplar tank used anyway.
With that said, it still is an absolute struggle to heal yourself since the other healing skills are not reliable for self-healing or costs way too much. My perspective is PvE 4-man dungeons.
Right, I could drop ritual of ret in favor of the healing morph, but then I would be missing out on a skill that does a ton of damage. As a stamplar ritual of ret is one of only a couple skills worth slotting on the backbar.
So basically the same as for Nb some time ago. Maybe now it is time for two years of constant nerfs to templars?
Nope. Not the same for nightblade.. NB has leeching strikes, stamplar has zero other sources of healing.
Czekoludek wrote: »Czekoludek wrote: »VaxtinTheWolf wrote: »Correct me if I'm wrong, but isn't it only the Damage/Healing morph that got it's healing removed, and the other morph that only healed to begin with was untouched? If you want healing it's still there, and that's the morph my stamina focused Tamplar tank used anyway.
With that said, it still is an absolute struggle to heal yourself since the other healing skills are not reliable for self-healing or costs way too much. My perspective is PvE 4-man dungeons.
Right, I could drop ritual of ret in favor of the healing morph, but then I would be missing out on a skill that does a ton of damage. As a stamplar ritual of ret is one of only a couple skills worth slotting on the backbar.
So basically the same as for Nb some time ago. Maybe now it is time for two years of constant nerfs to templars?
Nope. Not the same for nightblade.. NB has leeching strikes, stamplar has zero other sources of healing.
Vigor, Rally, Repentance, Extended Ritual? Leeching is pretty weak heal tbh, good sustain tool but in pvp vigor + rally is enough healing for stam.
I understand that stamplar have healing problems but don't tell me that blades are good in that department cuz it is bs
Czekoludek wrote: »in pvp vigor + rally is enough healing for stam.