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Official Feedback Thread for Templars

  • maxjapank
    maxjapank
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    Arethan09 wrote: »
    Hello ZOS

    The templar healing abilities need definitly a nerf in PvP

    I can not talk about PvE but in PvP their healing capability makes their Damage output and survivability unbalanced.

    What a bunch of bull. Go home now.
  • timidobserver
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    maxjapank wrote: »
    Zheg 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.

    Well that is terrible.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Enraged_Tiki_Torch
    Enraged_Tiki_Torch
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    Since it wasn't apart of today patch but Gina did say some abilities are being looked at. Would be nice to get some feedback as to whether this is on that list.
    My solution to Champion Point System here
  • cazlonb16_ESO
    cazlonb16_ESO
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    Going by ZOS' usual MO there will be only bug fixes before the release of DB, if even that. So all you can hope for is a fix to Jabs. No revisions of skills and certainly no conceptual changes.
  • blabafat
    blabafat
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    We want purifying ritual back. We want thaumaturge to be fixed.
    Fire Cloak - VR12 DK - Nord - EP
    Ámeer - VR15 Templar - Imperial - AD
    The Mágician - VR16 Templar - Imperial DC
    Magíc - VR16 DK - Dark Elf - DC
    Àmeer - VR16 Templar - High Elf - DC
    ámeer - VR16 Templar - High Elf - AD
    Æ ámeer - VR16 Templar - High Elf - EP
    Ameer Flow - Level 34 Nightblade - High Elf - EP


    Youtube:
    https://youtube.com/channel/UCFNmXCgmTVo-T-p1BIVLxbQ
  • Cinbri
    Cinbri
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    Fasalla procs on ground based dots, but not on single target since TG pts, and since Retribution became like Caltrops and Caltrops procs fasalla, so...
    @Wrobel keep how Ritual works now but at least give us 3 purges, without it we will stuck in debuffs and will be just target dummy for enemies to test their dps.
    Regarding new charges:
    since they were made as teleports but playing charge animation they now suffer from same bug as dk Leap. Guess what will happen if you will meet texture on your way:
  • MokiDono
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    Zardayne wrote: »
    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.

    You do realize that pve players already have to grind boring pvp mindlessly, to get certain abilites. Not to mention that it requires waaay more time to get for example magicka detonation, or caltrops. So... we could ask for those kinda class abilites also, because we don't feel like grinding.
    Edited by MokiDono on May 3, 2016 7:43AM
    "Your courage... your power... are not completely insignificant. Perhaps you can be made to serve. Do not fight. Do not resist. Give yourselves over now, or be destroyed."
  • cpuScientist
    cpuScientist
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    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...
  • Justice31st
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    blabafat wrote: »
    We want purifying ritual back. We want thaumaturge to be fixed.

    This^
    "The more you know who you are, and what you want, the less you let things upset you."
  • cpuScientist
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    blabafat wrote: »
    We want purifying ritual back. We want thaumaturge to be fixed.

    This, while I really REALLY digging the new change, just out it on the extended ritual change instead. PLEASE!
  • cpuScientist
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    But also give stamplar some love in the DOS department. Stamina luminous shards would be one of the ways, make it a dot like the magicka morph. Just let us taste some of the DOS our magicka brothers and sisters are achieving. When people are getting 38k in vetMoL over 5 minute fights no less. And we are stuck BARELY in the mid 20's. Makes you wonder why on earth would you play stamina. Was hoping this patch would fix it but of course not lol... Something to help the Stamplar. The Stamplar and stamdk are both doing great on dps with stamdk being one of the very highest and stamblafe in the high 20's to low 30's range.
  • cpuScientist
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    Also yes Stam Sorcs are down here with the Stamplar being really utterly useless as DPS in comparison to EVERYONE else.... Not like we provide some big utility either. We just have crap damage.
  • Brrrofski
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    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 hard in pvp. You can stack weapon damage and still have good regen and stam. My Stamplar 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
    Edited by Brrrofski on May 3, 2016 4:15PM
  • cpuScientist
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    Also now flurry seems like the better option by a good buy over jabs. A monster heal at the end. Nothing really beats healing through damage. Can stamplars get some kind of healing component to jabs? On last hit even something?
  • cpuScientist
    cpuScientist
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    Brrrofski 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...
  • contact.opiumb16_ESO
    contact.opiumb16_ESO
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    Brrrofski 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...

    actually jabs are fine in theorical damage BUT it can miss A LOT, so a snare on every hit (or at least the first one) to "fix" the target is needed.

    Javelin, which is supposed to hit with "a godlike strengh", actually hit like a wet noodle, but it is our only hard CC available as a stamplar. It shall give Major berserk (or major fracture/breach) in order to let us go, combined with the changes on jabs (aka snare on first hit), for this rotation : crit rush - javelin - empowerded crit rush - jabs. We have an opener, a hard CC, a damage buff, a soft CC, redo. With my NB that's more or less all i have, with my mageplar too (when topling works of course !)
  • staracino_ESO
    staracino_ESO
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    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.
  • contact.opiumb16_ESO
    contact.opiumb16_ESO
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    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.

    I speak about the lack of proper rotation as a STAMINA templar. As i stated, magplars have a lot of options to build good rotations, but as a stamplar we don't really have synergies in rotations.
  • Zheg
    Zheg
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    maxjapank wrote: »

    It procs. On every tick. Snare is welcome. Damage dot is not.
    Vamp bane only procs on initial hit. Go figure.

    Well that is terrible.

    Yep. We're going to need to put our healers on extended ritual because of this crap. I've tried healing over the past week with just using channeled focus, and it's mostly not viable. I'm perpetually recasting it almost every 2-5 seconds because of how mobile we try to be during fights. Next patch when you can't heal through LoS (which is fine as a stand-alone change), you will need to re-position yourself even more, so I'd anticipate everyone needing to recast focus that much more because the combat team is devoted to this "house" mantra at the expense of realistic game-play. There are two scenarios where you can stand in your 'house' to heal.
    1. PVP - standing behind a wall/altar/box/above the fight healing through LoS, something ZOS doesn't want us doing and is stopping next patch
    2. PVE - easy dungeons where it doesn't even matter whether or not your house is up because the content is faceroll. Every challenging piece of content I've come across requires you to be mobile.

    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.
    Edited by Zheg on May 3, 2016 2:17PM
  • Cinbri
    Cinbri
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    Stop asking about fixes/buffs unless you wanna get more nerfs.
    Edited by Cinbri on May 3, 2016 2:22PM
  • Minno
    Minno
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    Cinbri wrote: »
    Stop asking about fixes/buffs unless you wanna get more nerfs.

    To be fair, templars never even entertained the idea of a purge change lol. It got handed to us like cold goulash in prison.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • SwaminoNowlino
    SwaminoNowlino
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    Brrrofski 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.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • RinaldoGandolphi
    RinaldoGandolphi
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    Zheg 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.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
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    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Zheg
    Zheg
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    Zheg 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.

    I'm probably going back to running momentum on my healer. I tried it when TG first came out in response to the rapids nerf, but 2 seconds wasn't a long enough duration imo. I'm certainly going to be grumpy having to switch to a 2H when all I ever want is to be sword and board though :(

    Mist form will work fine for dps characters, but I don't think it will be true for healers. You can't keep people alive while you're misting, and you can't stay alive if you're permarooted in the back while everyone else runs ahead.
  • staracino_ESO
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    So with the change to Negate Magic (silence cannot be broken free, for those who don't know), can we get Eclipse to be classified as a silence? So that you cannot break free and get full CC-immunity? It would be a large step towards making it not useless...
    Edit: Unless it currently IS working like that on PTS... in that case, nice change!
    Edited by staracino_ESO on May 3, 2016 4:01PM
  • cpuScientist
    cpuScientist
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    Brrrofski 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.

    That's a mighty fine opinion you have here, nice view of what the threads are for and what the Stamplar is all about. Mighty fine opinion indeed....
  • cpuScientist
    cpuScientist
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    So stamplar damage needs a buff, gonna go ahead and leave that in the thread for stamplars ib pts hoping that it might get considered. We could use an in stamina class dot of some kind, or some sort of heal for the stamina version of the HEALING class something to help the class be more viable.
  • Neoauspex
    Neoauspex
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    The perfect solution to the Purifying Ritual complaints is to just have the new version replace the other, completely unused, Extended Ritual morph. I'm interested to try the damage-dealing version, but it's stupid to get rid of the one morph people actually use in exchange for it.
  • Eshelmen
    Eshelmen
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    If I'm at 100% health, puncturing sweeps should heal allies with in a few meter radius. This would be awesome.

    What a waste of heals! ahaha
    PC and PS4 EP only player
  • Bars
    Bars
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    Eshelmen wrote: »
    If I'm at 100% health, puncturing sweeps should heal allies with in a few meter radius. This would be awesome.

    What a waste of heals! ahaha

    PLZ this^^
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