ZOS_GinaBruno wrote: »This is the official feedback thread for the Templar for the Dark Brotherhood update. Please let us know how you feel about the changes we made to this class, if you ran into any bugs, and any other feedback you'd like to give.
@tinythinker Have you been on PTS yet?
There was no patch note calling out that focused healing now only gives minor mending (8%) instead of major mending (25%), although "minor mending" is using in the focused healing explanation.
I'm wondering if it's an oops on the patch notes, or if the healing was nerfed.
No, not on yet. But that definitely sounds like a major goof/bug. I mean, they reduced healing from Sweeps last update, and *just* made it so that Sweeps can't get a second crit proc for healing in addition to damage (which could previously double dip the healing done), so, dropping the bonus for staying in "our house" would be super-lame. I mean Wrobel made this big deal about how much easier it was to get the bonus healing from all sources (Restoring Light and Resto Staff skill lines) since only the Templar had to be in the circle after the last update, can't see them changing it now.@tinythinker Have you been on PTS yet?
There was no patch note calling out that focused healing now only gives minor mending (8%) instead of major mending (25%), although "minor mending" is using in the focused healing explanation.
I'm wondering if it's an oops on the patch notes, or if the healing was nerfed.
Thaumaturge: Fixed an issue where this Champion ability was increasing the damage of various non-damage over time effects, such as Daedric Curse or Magicka Detonation.
tinythinker wrote: »Oh and as I mentioned in that other thread as well, Templar healers should note that the weapon traits have changed and Powered now increased the healing done by the wielder.
tinythinker wrote: »Oh and as I mentioned in that other thread as well, Templar healers should note that the weapon traits have changed and Powered now increased the healing done by the wielder.
I'm no number cruncher, so if someone could clarify that for me.
Wouldn't that only effect (affect?) weapon heals? AKA - resto heals.
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
- Weapons
- Charged: This trait now increases your chance to apply status effects instead of increasing the amount of enchantment charges on your weapon.
- Defending: This trait now increases your Physical Resistance and Spell Resistance by flat values instead of percentages.
- Infused: This trait now also reduces the cooldown on your weapon enchantment in addition to increasing its damage.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the weapon, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases the damage of the weapon.
- Powered: This trait now increases your healing done instead of reducing the cooldown on your weapon enchantment.
- Sharpened: This trait now increases your Physical Penetration and Spell Penetration by flat values instead of percentages.
- Training: This trait now increases all experience gained from all kills by a percentage instead of increasing your weapon skill line experience only.
- Weighted: This trait now grants you a chance to gain additional Ultimate whenever you generate Ultimate normally, and has been renamed to Decisive.
- Armor
- Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
- Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
- Sturdy: This trait now reduces the cost of Block.
- Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
- Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Precise is best for healing cause of blessed. PvE wise, for PvP probably poweredtinythinker wrote: »tinythinker wrote: »Oh and as I mentioned in that other thread as well, Templar healers should note that the weapon traits have changed and Powered now increased the healing done by the wielder.
I'm no number cruncher, so if someone could clarify that for me.
Wouldn't that only effect (affect?) weapon heals? AKA - resto heals.
The way it is worded, it would impact any heals by the caster, but I'm sure someone will test it or a CM will ask about that and add a clarification.
Here is the list of weapon/armor traits:Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
- Weapons
- Charged: This trait now increases your chance to apply status effects instead of increasing the amount of enchantment charges on your weapon.
- Defending: This trait now increases your Physical Resistance and Spell Resistance by flat values instead of percentages.
- Infused: This trait now also reduces the cooldown on your weapon enchantment in addition to increasing its damage.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the weapon, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases the damage of the weapon.
- Powered: This trait now increases your healing done instead of reducing the cooldown on your weapon enchantment.
- Sharpened: This trait now increases your Physical Penetration and Spell Penetration by flat values instead of percentages.
- Training: This trait now increases all experience gained from all kills by a percentage instead of increasing your weapon skill line experience only.
- Weighted: This trait now grants you a chance to gain additional Ultimate whenever you generate Ultimate normally, and has been renamed to Decisive.
- Armor
- Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
- Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
- Sturdy: This trait now reduces the cost of Block.
- Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
- Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
Rushed Ceremony. Is that another BoL nerf?
If so, can we get back the 2 additional targets please?
timidobserver wrote: »Abilities that heal based on their damage done (Strife, Puncturing Sweeps, etc.) will no longer “double dip” in the Critical Strike modifier.
The damage from these abilities can still Critically Strike, but the healing will no longer be able to roll for an additional Critical Strike chance.
^Not in our class section, but this will impact us significantly.
The stamplar buffs, make me really happy. The burning light change was something I really love. ZoS did a good job when implementing a stamina jabs to make their passives work together making burning light scale off weapon or spell damage. Making them physical or magic damage depending on whatever is highest is amazing along with backlash becoming physical aswell.
BoL and Healing ward not being able to go through LoS blockers will be super interesting, I personally don't like it since this is how the abilities have worked since launch which really let healers be creative with positioning. We'll see how it goes, I've retired from my loved Templar Healers, so I'd love to get true feedback from amazing templars like @DisgracefulMind and others who love the Templar class and have experience with it now.
Joy_Division wrote: »I will scream - loudly - if Ritual of Retribution only removes 2 negative effects (as per base ability) and the redesigned version replaces the remove 5 negative effects as oppose to supplements it.
timidobserver wrote: »Abilities that heal based on their damage done (Strife, Puncturing Sweeps, etc.) will no longer “double dip” in the Critical Strike modifier.
The damage from these abilities can still Critically Strike, but the healing will no longer be able to roll for an additional Critical Strike chance.
^Not in our class section, but this will impact us significantly.
Not sure if I understand this right. Does this mean that sweep heals can't crit at all or can they still crit if the damage part didn't?
@tinythinker Have you been on PTS yet?
There was no patch note calling out that focused healing now only gives minor mending (8%) instead of major mending (25%), although "minor mending" is using in the focused healing explanation.
I'm wondering if it's an oops on the patch notes, or if the healing was nerfed.
I think and hope it's an "oops", since they just gave us Major Mending last patch LOL!
I understand that. This was the change everyone wanted, not the loss of the extra heal.
So now that this change has gone through, it would be nice to get the extra heal back.
I really wish there was a PHYSICAL damage ULTIMATE for templars.
Cresecent Sweep could be changed to Physical damage for example.