timidobserver wrote: »I know not everyone is as pvp-focused, but after spending the past week theorycrafting what our templars will be running, and talking with other leads what the rest of the group should be wearing, I may have to ask our templars to run extended because the new morph of purify doing damage will pretty much ensure you permanently have fasalla's guile on your healers. This change is bad. This change is dumb. I want the old morph back for purify, and the damage can go to the extended morph that no one ever used.
I agree that I would prefer Purifying Ritual back. That said, have you tested this on the PTS? I thought that Fasalla's did not proc on DoT ticks?
It procs. On every tick. Snare is welcome. Damage dot is not.
Vamp bane only procs on initial hit. Go figure.
sorry but I prefer to PVP so grinding out bone Shield doing pve in dungeons is not really an option and is pretty boring in my opinion. especially when we have an ability right there in the spear tree that is pretty worthless and that's both morphs..change both morphs into something that gives Dawnbreaker a run for its money. I Run spear because I like to use a spear and would like to see the ultimate become more worthwhile. I actually prefer the animation - Dawnbreaker anyway.
cpuScientist wrote: »Stamplar damage needs a severe buff. Stambladr and StamDk both can get in the 30k mark. Stamplar and Stan Sorc are in the low to mid 20's. I mean sure it does not matter as much in regular Dungeons, but in VetMoL or VMA DPS actually counts. There are DPS races built in. Barely scratching 20 is not good. This is the stamina patch finally please ZOS help the weaker Stam classes. StamDK just got major boosts so did stamblades...
cpuScientist wrote: »Stamplar damage needs a severe buff. Stambladr and StamDk both can get in the 30k mark. Stamplar and Stan Sorc are in the low to mid 20's. I mean sure it does not matter as much in regular Dungeons, but in VetMoL or VMA DPS actually counts. There are DPS races built in. Barely scratching 20 is not good. This is the stamina patch finally please ZOS help the weaker Stam classes. StamDK just got major boosts so did stamblades...
Problem is, stamplar hits incredibly had in pvp. You can stack weapon damage and still have good regen and stam. My Standlake has 21k health, 31k stamina, 4k weapon damage and 2100 stam regen. I already hit hard. I see a lot of other stamplars who hit really hard too. So they would need be careful with upping skill/class damage
cpuScientist wrote: »cpuScientist wrote: »Stamplar damage needs a severe buff. Stambladr and StamDk both can get in the 30k mark. Stamplar and Stan Sorc are in the low to mid 20's. I mean sure it does not matter as much in regular Dungeons, but in VetMoL or VMA DPS actually counts. There are DPS races built in. Barely scratching 20 is not good. This is the stamina patch finally please ZOS help the weaker Stam classes. StamDK just got major boosts so did stamblades...
Problem is, stamplar hits incredibly had in pvp. You can stack weapon damage and still have good regen and stam. My Standlake has 21k health, 31k stamina, 4k weapon damage and 2100 stam regen. I already hit hard. I see a lot of other stamplars who hit really hard too. So they would need be careful with upping skill/class damage
I mean every stam class hits hard in PvP unless they are built for extreme tanking. Uppercut hits hard suprise attack hits hard. Jabs hit hard but miss alot against decent players so I usually have to combi it with soear which is fine. But still that's PvP. I am not asking for jabs to hit monster harder I am asking for some dots something to help the sustained on a boss be higher, maybe the stamina javelin adds a bleed. So it would have a part in the rotation. That would be ideal actually, Give the soear a bleed. Something to hell out the sustained boss DPS, so we can be actually helpful to our guilds as DPS in hard ebgame content...
staracino_ESO wrote: »Aurora Javelin actually does decent damage if you use it properly. Trust me when I say that if they buff it, it will be able to become too strong. Binding Javelin can't be made as strong, but it has a decent length to its stun.
timidobserver wrote: »
cpuScientist wrote: »cpuScientist wrote: »Stamplar damage needs a severe buff. Stambladr and StamDk both can get in the 30k mark. Stamplar and Stan Sorc are in the low to mid 20's. I mean sure it does not matter as much in regular Dungeons, but in VetMoL or VMA DPS actually counts. There are DPS races built in. Barely scratching 20 is not good. This is the stamina patch finally please ZOS help the weaker Stam classes. StamDK just got major boosts so did stamblades...
Problem is, stamplar hits incredibly had in pvp. You can stack weapon damage and still have good regen and stam. My Standlake has 21k health, 31k stamina, 4k weapon damage and 2100 stam regen. I already hit hard. I see a lot of other stamplars who hit really hard too. So they would need be careful with upping skill/class damage
I mean every stam class hits hard in PvP unless they are built for extreme tanking. Uppercut hits hard suprise attack hits hard. Jabs hit hard but miss alot against decent players so I usually have to combi it with soear which is fine. But still that's PvP. I am not asking for jabs to hit monster harder I am asking for some dots something to help the sustained on a boss be higher, maybe the stamina javelin adds a bleed. So it would have a part in the rotation. That would be ideal actually, Give the soear a bleed. Something to hell out the sustained boss DPS, so we can be actually helpful to our guilds as DPS in hard ebgame content...
Force healers to be incredibly mobile to stay alive and to keep allies alive, gut their main capacity to not be permarooted and snared with the rapids nerf, finish the job by nerfing the cleanse of their one remaining tool from 5 to 2 that let them take a single step every cast before being bombarded/talons again. @Wrobel there are seriously contradicting balance visions happening; they need to be addressed. Is the intention of channeled focus really to recast it every 4 seconds? Really? Because that's typically how I have to build it into my rotation if I want to keep it up during most fights. Terrible.
RinaldoGandolphi wrote: »
Force healers to be incredibly mobile to stay alive and to keep allies alive, gut their main capacity to not be permarooted and snared with the rapids nerf, finish the job by nerfing the cleanse of their one remaining tool from 5 to 2 that let them take a single step every cast before being bombarded/talons again. @Wrobel there are seriously contradicting balance visions happening; they need to be addressed. Is the intention of channeled focus really to recast it every 4 seconds? Really? Because that's typically how I have to build it into my rotation if I want to keep it up during most fights. Terrible.
@Zheg
You just hit it out of the park on this One!!!!!!!
finally getting to the root of it, im close to giving up hope this Bombard snare stacking nonsense will ever get fixed. that nerf to Purify means a magic Templar simply won't be able to move at all in this upcoming update...
Stam users will have:
High Damge
Large Damage shields
Dodge roll
Dodge chance
Snare immunity
Root immunity
All built into one, and Magic users will have diddly except a terrible heal that does a tiny bit of damage.
This whole thing is so lopsidedly broken its unreal.
SwaminoNowlino wrote: »cpuScientist wrote: »cpuScientist wrote: »Stamplar damage needs a severe buff. Stambladr and StamDk both can get in the 30k mark. Stamplar and Stan Sorc are in the low to mid 20's. I mean sure it does not matter as much in regular Dungeons, but in VetMoL or VMA DPS actually counts. There are DPS races built in. Barely scratching 20 is not good. This is the stamina patch finally please ZOS help the weaker Stam classes. StamDK just got major boosts so did stamblades...
Problem is, stamplar hits incredibly had in pvp. You can stack weapon damage and still have good regen and stam. My Standlake has 21k health, 31k stamina, 4k weapon damage and 2100 stam regen. I already hit hard. I see a lot of other stamplars who hit really hard too. So they would need be careful with upping skill/class damage
I mean every stam class hits hard in PvP unless they are built for extreme tanking. Uppercut hits hard suprise attack hits hard. Jabs hit hard but miss alot against decent players so I usually have to combi it with soear which is fine. But still that's PvP. I am not asking for jabs to hit monster harder I am asking for some dots something to help the sustained on a boss be higher, maybe the stamina javelin adds a bleed. So it would have a part in the rotation. That would be ideal actually, Give the soear a bleed. Something to hell out the sustained boss DPS, so we can be actually helpful to our guilds as DPS in hard ebgame content...
Those dots are available outside the skill line via the dual wield skill. Stamina Templar can hit like a truck and is one of the best DPS in the game for stamina. People on console who know their build and rotation can get into the 50's on Bloodspawn. The only thing I would change for Templar DPS is the cap on power of the light damage, otherwise Stamina Templar is an incredibly balanced class that mixes damage output with survivability.
These forum posts should be used to highlight actual bugs and points of concern, i.e the thurmaturge issue and discussing the changes to purge.
Learning to DPS, executing your rotation, and build are best discussed elsewhere so as not to muddy up the valuable discussions here. Check out @Alcast for some great Stamplar builds, he's a great resource for learning to play and how to build. An hour of watching his videos will make anyone into a much better player.
Additionally, THE awesome thing about stamina classes is that you get 4 extra skill trees you can dip into to diversify your build and achieve exactly what you want. You can't and shouldn't expect them to make a class skill to meet every single imaginable need. Poison injection and rending slashes give some hellacious DOTs. The 2H skill line gives you fantastic damage output. Dual wield gives you movement speed, DOTS, and AOE.
When we comment on these specific threads for feedback on changes made to particular classes, it needs to be kept in mind that someone has to read through all these and pull out the constructive concerns that need to be addressed immediately in patch. Cutting down on all the clutter and QQing and demands and threats can help them actually take our constructive feedback. Anger and outrage and silliness leads to the whole "ZOE ALWAYS ignores us." Well when you read through some of these comments and the amount of thought and understanding behind them (just in general on the forums, not specifically here or you @cpuScientist) you can kind of understand why they'd be turned off on reading this stuff. Gotta try to put yourself in their shoes sometimes, instead of just expecting them to walk in yours. Empathy and understanding is a two-way street.