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PTS Update 33 - Feedback Thread for Combat & Classes

  • francesinhalover
    francesinhalover
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    Lortie wrote: »
    As someone that's played Stam-Sorc religiously for a long time, I'm very much against the PTS duration extension on hurricane.

    To start, extending the duration disrupts the fluidity of Stam-sorc's buffs. To give you an example: hurricane is 15 seconds, while quick-cloak is 14 seconds and crit-surge is 33 seconds, so two hurricane and cloak durations will fit perfectly in one surge duration. A 20 second hurricane throws this out the window, causing over-buffing on hurricane and a net damage loss because of how hurricane scales it's damage in practice.

    But extending the duration to put it "more in line with other armor buffs" is not only bad for gameplay functionality, damage scaling, but also detracts from class-Identity.

    If you want to buff hurricane some other way, make it increase in damage stages faster (at its base duration), or increase its base damage, rather then just broad-strokes increasing the duration so it fits nicer in a spreadsheet.

    I must not have read properly , i always do endless hail 14 sec than hurricane 15sec. If endless duration became a 10 or 20 it would help... Tbh most dots should be 10 or 20. Would make most rotations easier

    A poison arrow/morph duration increase by 3-5 seconds woukd help too
    Edited by francesinhalover on February 12, 2022 3:16AM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Vevvev
    Vevvev
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    So Vampiric Drain can actually kill a Skeever now. Damage is still a bit too low, but due to the healing I guess that's a sort of a good trade? Kinda miss the old damage tooltip from pre-Greymoor but this is a good step in the right direction for it.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • francesinhalover
    francesinhalover
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    Please z stam sorcerers like me have been doing endless hail 14sec light attack hurricane 15 secs for years now , this change will hurt all of us :(

    Please increase poison arrow/morph duration to 13/14 or 15 so it can easily be used with endless hail and other skills
    I know arrow barrage 10sec exists but not only does the ability do less dps it also looks too visually strong, the blue effects on the activation flying arrows look like spears... Decreasing the syze and brightness of the abilities visual effect could help...
    Edited by francesinhalover on February 12, 2022 3:15AM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • RaptorRodeoGod
    RaptorRodeoGod
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    20s Hurricane is good because it lines up better with Deadly Cloak and Stampede
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • DrSlaughtr
    DrSlaughtr
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    [snip]

    I don't think this would be a good idea. I'd rather not get hit with crystal frags between dizzy swings.

    I know people are excited for these changes and want to open up pretty much every skill for every scenario, but keep this in mind.

    The way Magicka and stamina morphs are currently written sets damage and cost around whether you're gonna be melee or ranged (with a few exceptions). The damage and cost are scaled accordingly.

    Magicka morphs often cost more but do more damage to balance the weakness of being ranged in light armor. This is why you push max mag. Stamina morphs are cheaper but do a little less damage. This is why no one pushes max stamina.

    Giving my Stam sorc the ability to proc frags from my melee weapon skills would be just too much. You wouldn't be able to dodge it at all and probably wouldn't even brace in time. I'd just hit dizzy on repeat till it lights up then nuke you.

    I know a lot of these suggestions are from the PvE side. The monsters don't care if you can do that. But it would be an issue in pvp.

    [edited to remove quote]
    Edited by ZOS_Icy on February 1, 2022 11:38AM
    I drink and I stream things.
  • Jman100582
    Jman100582
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    Instead of putting sorcery/brutality onto jabs, give templar a proper buff skill. Maybe change healing ritual to fill that roll, it's not like it's a popular healing ability anyway. As others have mentioned putting the duration as only 10 secs promotes only mindless jabbing and introduces many problems in both pve rotations and pvp rotations. more so in pvp, but still. A good example of a buff ability is dks molten weapons and morphs. Good duration, good cost for the total duration, and buffs allies. Turn healing ritual into this, and give one morph a small aoe heal similar to something like combat prayer, and maybe keep minor expedition on the other. Jabs is a damage ability, not a buff ability. While i'm all for taking off savagery from jabs as there's plenty of other sources of it for both pve and pvp, sorcery/brutality doesn't fit the skill
  • SandroLordOfDarkness
    Good day!
    In connection with the upcoming announcement of the new Chapter, I want to provide one idea for improving the game.
    At the moment, there is a problem with outdated skill animations in the game, most of the animations come from the beta of the game, in addition, many skills are not tied to weapons, which means that during their use, weapons visually disappear from the hands (all necromancer skills, 70% of Warden skills , Nightblade, as well as a small part of Templar and Dragon Knight skills, Psijic skills, war skills, and others), the clumsy skills are also striking.
    All this hits the aesthetics of both classes and the game in general.
    It would be good if you paid attention to this topic.
    Thank you for your attention.
  • Lortie
    Lortie
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    Lortie wrote: »
    As someone that's played Stam-Sorc religiously for a long time, I'm very much against the PTS duration extension on hurricane.

    To start, extending the duration disrupts the fluidity of Stam-sorc's buffs. To give you an example: hurricane is 15 seconds, while quick-cloak is 14 seconds and crit-surge is 33 seconds, so two hurricane and cloak durations will fit perfectly in one surge duration. A 20 second hurricane throws this out the window, causing over-buffing on hurricane and a net damage loss because of how hurricane scales it's damage in practice.

    But extending the duration to put it "more in line with other armor buffs" is not only bad for gameplay functionality, damage scaling, but also detracts from class-Identity.

    If you want to buff hurricane some other way, make it increase in damage stages faster (at its base duration), or increase its base damage, rather then just broad-strokes increasing the duration so it fits nicer in a spreadsheet.

    I must not have read properly , i always do endless hail 14 sec than hurricane 15sec. If endless duration became a 10 or 20 it would help... Tbh most dots should be 10 or 20. Would make most rotations easier

    I'm specifically speaking about PvP.

    But if your talking about PvE, hurricane's 15 second duration already meshes pretty well with other 10 second buffs/DoTs when bar swapping in 5 second intervals. This can be clearly demonstrated in many Stam-Sorc parses.

    And whether you play PvE or PvP, changing the duration on a core ability that some of us have used for 5+ years is gonna mess with alot of people for no good reason. My point was there are better ways to buff a skill like this.
    Edited by Lortie on February 1, 2022 8:21AM
    Lortie - StamSorc
    Velsei - StamCro
    Sidyl - StamDK
    https://imgur.com/a/5kexQVk - ESO at it's finest.
  • Glantir
    Glantir
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    I like the increased duration of Hurricane. So you can use it easier in a 10 sec rotation e.g. on a Magsorc with Elemental Wall.

    Hybrid Sorc will be very good with this patch, but would be really nice if Cfrag could proc from Magicka and Stamina Skills!
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • francesinhalover
    francesinhalover
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    Lortie wrote: »
    Lortie wrote: »
    As someone that's played Stam-Sorc religiously for a long time, I'm very much against the PTS duration extension on hurricane.

    To start, extending the duration disrupts the fluidity of Stam-sorc's buffs. To give you an example: hurricane is 15 seconds, while quick-cloak is 14 seconds and crit-surge is 33 seconds, so two hurricane and cloak durations will fit perfectly in one surge duration. A 20 second hurricane throws this out the window, causing over-buffing on hurricane and a net damage loss because of how hurricane scales it's damage in practice.

    But extending the duration to put it "more in line with other armor buffs" is not only bad for gameplay functionality, damage scaling, but also detracts from class-Identity.

    If you want to buff hurricane some other way, make it increase in damage stages faster (at its base duration), or increase its base damage, rather then just broad-strokes increasing the duration so it fits nicer in a spreadsheet.

    I must not have read properly , i always do endless hail 14 sec than hurricane 15sec. If endless duration became a 10 or 20 it would help... Tbh most dots should be 10 or 20. Would make most rotations easier

    I'm specifically speaking about PvP.

    But if your talking about PvE, hurricane's 15 second duration already meshes pretty well with other 10 second buffs/DoTs when bar swapping in 5 second intervals. This can be clearly demonstrated in many Stam-Sorc parses.

    And whether you play PvE or PvP, changing the duration on a core ability that some of us have used for 5+ years is gonna mess with alot of people for no good reason. My point was there are better ways to buff a skill like this.

    I and many cant do those 5 sec bar swaps constantly, if some endgame players can thats thats great, but the vast majority has issues with fast paced swaps
    Edited by francesinhalover on February 1, 2022 11:09AM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • francesinhalover
    francesinhalover
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    [snip]

    I don't think this would be a good idea. I'd rather not get hit with crystal frags between dizzy swings.

    I know people are excited for these changes and want to open up pretty much every skill for every scenario, but keep this in mind.

    The way Magicka and stamina morphs are currently written sets damage and cost around whether you're gonna be melee or ranged (with a few exceptions). The damage and cost are scaled accordingly.

    Magicka morphs often cost more but do more damage to balance the weakness of being ranged in light armor. This is why you push max mag. Stamina morphs are cheaper but do a little less damage. This is why no one pushes max stamina.

    Giving my Stam sorc the ability to proc frags from my melee weapon skills would be just too much. You wouldn't be able to dodge it at all and probably wouldn't even brace in time. I'd just hit dizzy on repeat till it lights up then nuke you.

    I know a lot of these suggestions are from the PvE side. The monsters don't care if you can do that. But it would be an issue in pvp.

    Alright, i understand you. I can see the issue.

    [edited to remove quote]
    Edited by ZOS_Icy on February 1, 2022 11:39AM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Glantir
    Glantir
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    wrote:
    Glantir wrote: »
    I like the increased duration of Hurricane. So you can use it easier in a 10 sec rotation e.g. on a Magsorc with Elemental Wall.

    Hybrid Sorc will be very good with this patch, but would be really nice if Cfrag could proc from Magicka and Stamina Skills!

    [Quoted Post Removed]

    I agree, barbed trap has ever since the weird timing with the 2 sec delay till the trap is active....

    Another question, if skills scale up with the higher offensive stat, are they using the higher crit rate too?
    Edited by Psiion on February 12, 2022 3:22AM
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • Ragnaroek93
    Ragnaroek93
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    From a pvp perspective these patchnotes are very disappointing to be honest. Time to kill is already way too high between proper builds and you give everybody way more healing (these hybrid changes buff healing far more than damage) and you don't properly adjust the overperforming classes. You ignore harmony magcro, mini nerf magplar and even buff magdk like come on.

    When I compare this with my Nightblade. I barely have any dot damage, my two main burst skills have a cast time and a min travel time and I don't have any counters to block, healing and dodge. Meanwhile harmony magcro can just burst people by keybinding synergie to mousewheel, magplars spammable is undodgeable, beam is undodgeable and potl is undodgeable and unblockable and magdk procs status effects on people non stop which deal more damage than most proc sets while also giving it sustain. Just allow other classes to have actual damage in PvP as well and proper burst combos which aren't negated by stupid cast times.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • rauyran
    rauyran
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    There is another thread on this but in case developers are only paying attention to the official feedback thread I'll repeat it here.

    Please revert the changes to Undaunted Infiltrator and Undaunted Unweaver. The proposed change to spell/weapon damage makes these sets unviable compared to the current versions. Please find another way to rebalance them for PVP.

    These sets are a very popular combination for lightning staff heavy attack builds used in PVE and solo play, particularly by people with low dexterity or mobility problems that can't perform more complex rotations. The balance for PVE is just about right: enough damage to allow harder content to be tackled without being overpowered.

  • NerfSeige
    NerfSeige
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    @ZOS_GinaBruno just curious about the naming of maligalig, do you have a filipino on your team? Or is that name purely coincidental? Thanks!
    Avid reader of wes’-pts-diary[RIP]

    NerfAS and Shill ruins everything

    Skinny-meta-fake, graded D, and can’t explain the law of diminishing marginal returns.

    I won’t post that Wes, I’ll get [snipped] for the last time

    Revert this patch - Audens, 2022
  • DrSmyth3
    DrSmyth3
    Soul Shriven
    rauyran wrote: »
    There is another thread on this but in case developers are only paying attention to the official feedback thread I'll repeat it here.

    Please revert the changes to Undaunted Infiltrator and Undaunted Unweaver. The proposed change to spell/weapon damage makes these sets unviable compared to the current versions. Please find another way to rebalance them for PVP.

    These sets are a very popular combination for lightning staff heavy attack builds used in PVE and solo play, particularly by people with low dexterity or mobility problems that can't perform more complex rotations. The balance for PVE is just about right: enough damage to allow harder content to be tackled without being overpowered.

    I 100% agree! By nerfing these sets I feel you completely preclude people with low dexterity/disability affecting their ability to light attack weave from playing harder content - for some this is the only type of build they can use without injuring themselves further. In PVE these sets allow DPS that is decent enough for most content without being overpowered.

    If the issue is that it is overpowered in PVP, please make the changes apply only in there. In one of the new sets, you have said "when battle spirit is active" - apply this to the noble duelist changes, so that you nerf it a bit in PVP, whilst still making it a viable PVE build.
    Please don't change the PVE stats of these sets - you unfairly target those with disabilities!
  • etchedpixels
    etchedpixels
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    I think people need to take a step back and look how far things have come. Hybrids were not nearly as powerful only a year ago, let alone 4-5 years ago. It's a work in progress.

    On the contrary my hybrid was vastly stronger 2 years back. Too strong in fact because you could build a tank that did 15K dps and was near unkillable. They fixed the tank meta but they broke the hybridisation there was in the process.
    Really look at how much of a difference 32 stamina is anyway in terms of damage.

    which is hugely amplified by the proc set scaling rules. It just feels like someone missed a massive opportunity to fix the scaling to consider stamina and magicka together.

    (Minecraft is still the best play-as-you-want ;))
    Too many toons not enough time
  • Firstmep
    Firstmep
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    rauyran wrote: »
    There is another thread on this but in case developers are only paying attention to the official feedback thread I'll repeat it here.

    Please revert the changes to Undaunted Infiltrator and Undaunted Unweaver. The proposed change to spell/weapon damage makes these sets unviable compared to the current versions. Please find another way to rebalance them for PVP.

    These sets are a very popular combination for lightning staff heavy attack builds used in PVE and solo play, particularly by people with low dexterity or mobility problems that can't perform more complex rotations. The balance for PVE is just about right: enough damage to allow harder content to be tackled without being overpowered.

    I'm fairly certain this is why they changed these sets at they provided way more dmg to lightning heavies than to any other weapon heavy attack.
  • ealdwin
    ealdwin
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    === TEMPLAR FEEDBACK ===

    After dwelling on it for a day, I'm not entirely sold on the addition of Major Brutality/Sorcery on Biting Jabs. I appreciate the thought behind adding those buffs to the Templar kit—its something that has been requested in the past—but I am not quite sure that this is the best implementation, for either those Buffs or Biting Jabs.

    Consider other abilities that provide those buffs. Molten Weapons, Surge, Betty Netch, and Momentum are all good sources of those buffs. Why? They are self-buffs that can be put easily on either bar—though usually the back bar—and have relatively long durations of 20-30 seconds. This reduces the required recasts of the ability and allows them to truly serve as self-buff abilities. On the opposite side there is Drain Power. It should come as no surprise that NBs often request those buffs be added to another skill such as Siphoning Strikes. In order to get those two buffs, Nightblades have to deal damage and in a melee range. It's the perfect storm of attaching a requirement (damage) to the buffs and enforcing a playstyle that not every iteration of the class operates with (melee). When it comes to what may be the two most important self-damage buffs in the game, players prefer that the sources of it be broadly useful to a multitude of playstyles. Hence, why Siphoning Strikes is the frequent request by NBs as the source of those buffs—its a self-buff skill that requires no target and has a long duration, ie. flexible and less micro-management.

    Biting Jabs is not in as bad a place as Drain Power is, but it still is not a great implementation. The duration is short (10 seconds) which means that in order to maintain that buff, Stamina Templars will have to make sure no more than 10 seconds passes since the last cast of Biting Jabs. It is not a bad thing, just not optimal when talking about important self-buffs. And I mention Stamina Templar specifically, because Magicka Templars are left out of the equation as they will lack the sustain required for maintaining Biting Jabs (if they would even choose it over Puncturing Sweeps). I hope this makes it clear that while an in-class source of those buffs is appreciate, the implementation of them is just un-optimal, highly inflexible, and kind of awkward.

    The simple solution would be to return Major Prophecy/Savagery to Biting Jabs and attach Major Sorcery/Brutality to Sun Fire. It is not a perfect solution, but just a slightly better and more simple one. Stamina Templars would have less of a problem with Sun Fire uptime than Magicka Templars would have with Biting Jabs uptime. This method doesn't get around the root problem that Major Prophecy and Major Savagery were just not that thrilling of secondary effects for Sun Fire and Biting Jabs respectively. The Buffs were easily accessed passively through guild skills. Swapping Prophecy/Savagery to Biting Jabs and Sorcery/Brutality to Sun Fire wouldn't be exciting, just simple.

    Alternatively, the Buffs could be moved to another underutilized skill that is more of a self-buff ability. Restoring Aura and Morphs or Healing Ritual are both less used skills in the class kit that could be potential candidates. There are other abilities in the Dawn's Wrath that could be sources of those buffs. The key, in my opinion, is finding a place to put them that has the potential to benefit both Magicka and Stamina Templars and provides those buffs for a longer duration (ideally 20 seconds at least).
  • imidazole
    imidazole
    Soul Shriven
    Hey, quick feedback to massive cost increase of Blessing of Protection and morphs and opinion of one end-game healer (PC EU, Stress Tested)
    @ZOS_GinaBruno

    Cost and duration increase are not a good or meaningful change.
    TLDR: It would be understandable and fine if provided buffs (minor berserk and minor resolve) were smart
    why --->

    Since game release, Combat Prayer has never been a smart buff - which was successfully bypassed by smart positining of the group by splitting into 2 smaller groups of 6 people each. However, we as players cant afford such strict positioning in every ingame instance, for example Cloudrest or Rockgrove due to both support and group positioning so for better ultimes we need to press it more often than twice in a tooltip duration. Increasing the cost will make keeping up this uptimes harder in a way, as you would afford less casts of it, and increased duration won't really solve it either, because buff is not smart.

    Along several years/patches decreasing healing potential has been a constant topic, and by implementing this change you're not really getting wanted result.
    I'll briefly explain why - in any PVE environment (I have no clue about organized PVP so won't say anything, but pretty sure what I say about PVE also happens in Cyro pugs) majority of healing comes from heal over time abilities such as Illustrious healing/Energy orb/Altar and morphs/class hots. Combat prayer is used as a buff + burst heal in a situations of big incoming damage but it is normally 3-5th in the list of abilities contributing to all raw healing done. You probably also noticed that in certain builds it is widely used as a "spammable" - which is big true in case of classes with rather underwhelming group healing utility such as templars - because the only reason to have one in group is either Minor Breach when needed - rarely now, as tanks provide it with Pierce Armor in most of encounters (excluding Lokkestiz HM and several cases where MT is responsible for Brittle, or MT goes offensive while basically being a DPS with taunt) which is minority of cases, and in majority of them Templars are only used for providing Minor Sorcery to the group which is 1 cast per 20 seconds. People spam Prayer because they mostly have nothing to do. Some spam Radiating regen which is not better in any way. On a contrary, Necromancers who have to cast empower 8 times in 20 seconds to keep up good uptime on a group - an expensive skill btw, will have to cast even more expensive skill as an effective burst heal, making use of such item as Pearls of Elnhofey very close to impossible because of huge blow to sustain (you also removed interaction of Pearls with Mend wounds, ye, which was here since Pearls release in Markarth and get nerfed only after becoming popular in Necro builds - the only class which actually needed it to be able to benefit from pearls on nearly every ability cast, while other classes ultigen from Pearls remains unchanged and untouched but thats another topic), and by implementing more and more sets which are tied to Ultimate use/amount this spec will be pretty much dead. To prevent that you could maybe increase duration of Empower then, or maybe make it cheaper! You're not getting rid of Prayer being spammable for some classes, and make it extreme for other classes, but just force people to change mundus stone to Atronach or take vAS restoration staff to be able to sustain such. Or maybe do constant heavy attacks, which I should say is not viable and enjoyable, not only for me but for lots of people in this game, from the feedback I am hearing.


    Either make it smart, or do not increase cost that much
    Thank you
    Edited by imidazole on February 1, 2022 3:36PM
  • gariondavey
    gariondavey
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    ealdwin wrote: »
    === TEMPLAR FEEDBACK ===

    After dwelling on it for a day, I'm not entirely sold on the addition of Major Brutality/Sorcery on Biting Jabs. I appreciate the thought behind adding those buffs to the Templar kit—its something that has been requested in the past—but I am not quite sure that this is the best implementation, for either those Buffs or Biting Jabs.

    Consider other abilities that provide those buffs. Molten Weapons, Surge, Betty Netch, and Momentum are all good sources of those buffs. Why? They are self-buffs that can be put easily on either bar—though usually the back bar—and have relatively long durations of 20-30 seconds. This reduces the required recasts of the ability and allows them to truly serve as self-buff abilities. On the opposite side there is Drain Power. It should come as no surprise that NBs often request those buffs be added to another skill such as Siphoning Strikes. In order to get those two buffs, Nightblades have to deal damage and in a melee range. It's the perfect storm of attaching a requirement (damage) to the buffs and enforcing a playstyle that not every iteration of the class operates with (melee). When it comes to what may be the two most important self-damage buffs in the game, players prefer that the sources of it be broadly useful to a multitude of playstyles. Hence, why Siphoning Strikes is the frequent request by NBs as the source of those buffs—its a self-buff skill that requires no target and has a long duration, ie. flexible and less micro-management.

    Biting Jabs is not in as bad a place as Drain Power is, but it still is not a great implementation. The duration is short (10 seconds) which means that in order to maintain that buff, Stamina Templars will have to make sure no more than 10 seconds passes since the last cast of Biting Jabs. It is not a bad thing, just not optimal when talking about important self-buffs. And I mention Stamina Templar specifically, because Magicka Templars are left out of the equation as they will lack the sustain required for maintaining Biting Jabs (if they would even choose it over Puncturing Sweeps). I hope this makes it clear that while an in-class source of those buffs is appreciate, the implementation of them is just un-optimal, highly inflexible, and kind of awkward.

    The simple solution would be to return Major Prophecy/Savagery to Biting Jabs and attach Major Sorcery/Brutality to Sun Fire. It is not a perfect solution, but just a slightly better and more simple one. Stamina Templars would have less of a problem with Sun Fire uptime than Magicka Templars would have with Biting Jabs uptime. This method doesn't get around the root problem that Major Prophecy and Major Savagery were just not that thrilling of secondary effects for Sun Fire and Biting Jabs respectively. The Buffs were easily accessed passively through guild skills. Swapping Prophecy/Savagery to Biting Jabs and Sorcery/Brutality to Sun Fire wouldn't be exciting, just simple.

    Alternatively, the Buffs could be moved to another underutilized skill that is more of a self-buff ability. Restoring Aura and Morphs or Healing Ritual are both less used skills in the class kit that could be potential candidates. There are other abilities in the Dawn's Wrath that could be sources of those buffs. The key, in my opinion, is finding a place to put them that has the potential to benefit both Magicka and Stamina Templars and provides those buffs for a longer duration (ideally 20 seconds at least).

    Solar barrage gets major sorcery and brutality. Loses empower. Sweeps/jabs gets prophecy + savagery and potentially empower
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Drdeath20
    Drdeath20
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    Templar

    I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.

    This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…

    In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.

    I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.
    Edited by Drdeath20 on February 1, 2022 5:38PM
  • SjornParadox52
    SjornParadox52
    ✭✭✭
    The shield bash change is good but, will the rest of 1h and shield get some more work to have it be usable for both tanks and dps in the future?
  • gariondavey
    gariondavey
    ✭✭✭✭✭
    ✭✭
    Drdeath20 wrote: »
    Templar

    I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.

    This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…

    In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.

    I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.

    Sorry, but are you being sarcastic? It would be a million times better on solar barrage. Randomly jabbing before engaging in a fight in PvP is so weird and a waste of a gcd + resources.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    Drdeath20 wrote: »
    Templar

    I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.

    This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…

    In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.

    I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.

    Sorry, but are you being sarcastic? It would be a million times better on solar barrage. Randomly jabbing before engaging in a fight in PvP is so weird and a waste of a gcd + resources.

    Lose empower for the most common major buff. Yeah that’s an easy no. With it being on jabs we lost nothing and gained it on a skill that all Stamplars use and will use every 10seconds. Other than a fight opener I’d have to shoehorn other advocated damage skills in just for good uptime. Anyways we always start a fight with a potion just make yours a weapon power potion after that you are almost guranteed to be jabbing once every 10 seconds.
    Edited by Drdeath20 on February 1, 2022 6:48PM
  • gariondavey
    gariondavey
    ✭✭✭✭✭
    ✭✭
    Drdeath20 wrote: »
    Drdeath20 wrote: »
    Templar

    I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.

    This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…

    In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.

    I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.

    Sorry, but are you being sarcastic? It would be a million times better on solar barrage. Randomly jabbing before engaging in a fight in PvP is so weird and a waste of a gcd + resources.

    Lose empower for the most common major buff. Yeah that’s an easy no. With it being on jabs we lost nothing and gained it on a skill that all Stamplars use and will use every 10seconds. Other than a fight opener I’d have to shoehorn other advocated damage skills in just for good uptime. Anyways we always start a fight with a potion just make yours a weapon power potion after that you are almost guranteed to be jabbing once every 10 seconds.

    I'm coming from a pvp perspective. I am not discussing pve.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    So only one class is stuck without native class access to major sorcery/brutality?

    And one class gets major/minor sorcery/brutality, plus a 6% class passive to that stat, plus major crit buff.

    That's not right.

  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    Drdeath20 wrote: »
    Drdeath20 wrote: »
    Templar

    I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.

    This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…

    In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.

    I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.

    Sorry, but are you being sarcastic? It would be a million times better on solar barrage. Randomly jabbing before engaging in a fight in PvP is so weird and a waste of a gcd + resources.

    Lose empower for the most common major buff. Yeah that’s an easy no. With it being on jabs we lost nothing and gained it on a skill that all Stamplars use and will use every 10seconds. Other than a fight opener I’d have to shoehorn other advocated damage skills in just for good uptime. Anyways we always start a fight with a potion just make yours a weapon power potion after that you are almost guranteed to be jabbing once every 10 seconds.

    I'm coming from a pvp perspective. I am not discussing pve.

    Losing empower is a dps loss for both pve and pvp. Stamplars have many alternatives to getting major brutality and really outside of an opening burst, you will have better uptime potential to have it on jabs than a scaled up version of anything else plus less global cooldowns.
  • Firstmep
    Firstmep
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    ✭✭✭
    katorga wrote: »
    So only one class is stuck without native class access to major sorcery/brutality?

    And one class gets major/minor sorcery/brutality, plus a 6% class passive to that stat, plus major crit buff.

    That's not right.

    Which class gets both minor sorcery and brutality?
  • Selot
    Selot
    ✭✭✭
    Remove teleport strike cast time, this skill is extremely unreliable due to it.
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