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Official Feedback Thread for Templars

  • Kattemynte
    Kattemynte
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    Cinbri wrote: »
    Soris wrote: »
    Can templars pick up their own spears at least? Please.

    This would be one of the best thing that could be done toward templars. In 1st april jokes ZOS wote about such joke like "Synergy Synergy system". Why can't we make Shards to unique synergy that can be picked by own caster. Maybe even revamp one passive for allow to do this.
    @Wrobel pretty please.

    Yes, it would be good for the caster but when you think about it, Stamplars would never run out of stamina then on long boss fights with no adds. "Dang, 25% stamina left. I know! *Throws Shards* Alright! Back to 50% stamina!"

    Even then we already have the awesome skill of Repentance. You know that one of our last remaining skills is gonna be nerfed too :'(
  • Joy_Division
    Joy_Division
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    Solariken wrote: »
    I was told the Biting Jabs morph is getting dodged. Is this correct?

    Yes, @Joy_Division Biting Jabs is dodgeable on live and has been for a while - I have no idea when or why this was changed. PSweep is still undodgeable correct? @ZOS_KNowak can you guys look into this?

    Hmm, I dunno know now. I thought there was a hard mechanic in the game that AoEs automatically hit dodge-rollers. I'll try to test this out over the weekend.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • staracino_ESO
    staracino_ESO
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    Nikolvara definitely dodged my Biting Jabs, the salty little wench.

    Also, Bombard shots can be dodged as well, even though it is a conical aoe.
    Edited by staracino_ESO on May 13, 2016 7:32PM
  • Solariken
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    Yeah, jabbing at Shuffle users is pretty annoying right now - once in a duel I actually Javelin CC'd a Shuffle DK when he was out of stam and them followed up with jabs and wiffed with all four strikes while he was laying on the ground. Super lame.
  • Sallington
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    Zheg wrote: »
    danno8 wrote: »
    danno8 wrote: »
    What I like to do is use RD at 100% health. It drives people crazy even though the damage is ****. Watch the enemy turn towards you and charge into your house with intense rage. :D

    Unfortunately this tactic has all of the other classes thinking that it does OP damage even above 50% health; and now they are calling (once again) for it to be nerfed so they don't have to be bothered by it.

    Fortunately ZoS seems to have a handle on the RD situation.

    Part of me wonders if people would care as much about RD hitting them at 100% health if it weren't the brightest, most flashy skill in the game.

    I wonder if 75% of them would stop complaining if we had accurate death recaps of the damage you took as you died and over what time.

    Yup. The death recap is one of the most unreliable things in the game.

    If it tells the truth, then Vicious Death needs to stop hitting me for 10-12k while I'm solo.
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • danno8
    danno8
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    Solariken wrote: »
    Yeah, jabbing at Shuffle users is pretty annoying right now - once in a duel I actually Javelin CC'd a Shuffle DK when he was out of stam and them followed up with jabs and wiffed with all four strikes while he was laying on the ground. Super lame.

    Wow, you landed a Javelin on a Shuffle user?!

    I actually have been toying with the idea of using Shuffle on my Magplar. It's only 3600 stamina on that character, and if it prevents even one "break-free" over that 20 seconds it might be worth it, not too mention all the other missed hits and (albeit short) snare immunity.

    Hmmm...
  • Justice31st
    Justice31st
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    WTF is going on with the bugged puncturing sweeps? @Wrobel @ZOS_GinaBruno @ZOS_Finn
    "The more you know who you are, and what you want, the less you let things upset you."
  • staracino_ESO
    staracino_ESO
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    danno8 wrote: »
    Solariken wrote: »
    Yeah, jabbing at Shuffle users is pretty annoying right now - once in a duel I actually Javelin CC'd a Shuffle DK when he was out of stam and them followed up with jabs and wiffed with all four strikes while he was laying on the ground. Super lame.

    Wow, you landed a Javelin on a Shuffle user?!

    I actually have been toying with the idea of using Shuffle on my Magplar. It's only 3600 stamina on that character, and if it prevents even one "break-free" over that 20 seconds it might be worth it, not too mention all the other missed hits and (albeit short) snare immunity.

    Hmmm...

    It is worth it. I run into so many mana users who run it and they are just as annoying to kill as stam users.
  • cpuScientist
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    Templars finnaly have some sort of cc which has me excited. I cannot play without a CC. I like to feel as if I have some sort of command over the fight. No root yet. I would really like if the shards had a root attached to it. It is easy enough to avoid in PvP but would be a strong addition to our ove toolset.
    Edited by cpuScientist on May 15, 2016 12:40AM
  • cpuScientist
    cpuScientist
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    nagarjunna wrote: »
    Casting time for abilities
    The aim of this discussion is to reduce the number of combat abilities that the Templar class uses that have a long cast time. Long cast time abilities reduce DPS and all of the Templar class abilities are, or could be, used in combat.

    I am only looking at class abilities and have deliberately excluded the non-class abilities from consideration as these skills will affect all players rather than be exclusive to Templars,. This is not a discussion on the duration of the spell, but only of the cast time for spells.

    Looking at the abilities in each class, I have noted below those that have a casting time.

    DragonKnight
    None – all abilities are instant cast.

    Nightblade
    Agony – 1.5 secs.

    Sorcerer
    Crystal Shard – 1 Sec.
    Dark Exchange - 1 sec.
    Rune Prison – 1.5 secs.
    Summon Winged Twilight – 1.5 secs.

    Templar
    Healing Ritual – 1.3 – 1.7 secs
    Puncturing Strikes – 1.1 Sec
    Radiant Destruction – 2.5 sec
    Rite of Passage – 4 – 6 secs
    Solar Flare – 1.1 Sec

    Examining this shows that the Templar has more combat abilities that have a cast time than ALL the other classes combined. It is interesting to note that Templars are the only class that has an Ultimate requiring a cast time.

    When examining the abilities that have cast times all the non-Templar abilities are used in combat preparation or not used at all in combat as they have limitations that make them difficult to use in combat situations.

    Agony and Rune Prison both have a damage limitation and are therefore not used in PvP and I've never seen them used in multi-player PvE dungeons (come to that I've never used them either on my toons).
    Crystal Shard is only taken for the Crystal Fragments morph and used only when the cast is instant making the cast time requirement effectively moot.
    The Winged Twilight is usually summoned before combat and can be excluded.
    I have never seen Dark Exchange used in combat as there are better alternatives.

    For Templars 3 of the 5 abilities are main damage abilities for the class – they are the only class that has this limitation.

    The 2 healing spells are not used in PvP for 2 reasons:
    1. They make the Templar very vulnerable as they are stationary and highly visible whilst casting.
    2. Spells that force the caster to be stationary are not favoured and are seen as of limited utility because of the extremely fluid and fast-moving nature of PvP.

    Much has been made of 'balance' so I'd really like to see ZOS' thinking on this. Why are we handicapped in combat - no other class endures what we have to put up with?

    [edited for typo]

    You forgot that Sorcs also have a cast time on the other pet the summon clanfear. Meaning templars and Sorcs have the same amount of cast times. However puncturing strikes and radiant start doing damage immediately and are pretty powerful. Healing ritual and dark deal are a joke. Solar flare is powerful as is frags when it procs. But if you count orocs as instant that's also wrong IE you have to wait until RNG says you can use that skill.

    And no the pets cannot be excluded as any pet Sorc out there will let you know in a fight they are being summoned mid combat many times as the twilight especially cam be taken down shielded by one or 2 sweeps.

    However I agree with you just don't forget Sorcs are not in a better situation. Except for that stupid healing ultimate that templars have. It is beyond ridiculous how you are basically rooted for the duration
  • cpuScientist
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    Mind you I have a let Sorc and a Templar. Loved them equally. But with the beating Sorcs got this patch I will not be able to play my pet build safely, as in 1 proxy will wipe me and my pets OUT. I usually have anywhere from 3 to 4 targetable pets out and that means 150% more damage than on live right now.
  • cpuScientist
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    I would like to see healing ritual moved over to stamina templars. Or atleast be changed to be more like Vigor. A heal we can fight in. Same with healing ultimate. A 6 second BUFFED version of Vigor. IE in that 6 seconds we I'll be a bit harder to take down and will still be able to fight. I cannot think of another ultimate that completely takes you out of a fight like that. Just neuters you, if you are DPS. And really hurts you as a healer. Becuase any good healer will tell you. There's more to healing than restoring hit points, we also have to throw shards orbs and damage we also are the fastest rezzers. And play many roles and that thing is horrid.

    FREE THE TEMPLAR!!!
  • GoodOlPinkly
    GoodOlPinkly
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    I would like to see healing ritual moved over to stamina templars. Or atleast be changed to be more like Vigor. A heal we can fight in. Same with healing ultimate. A 6 second BUFFED version of Vigor. IE in that 6 seconds we I'll be a bit harder to take down and will still be able to fight. I cannot think of another ultimate that completely takes you out of a fight like that. Just neuters you, if you are DPS. And really hurts you as a healer. Becuase any good healer will tell you. There's more to healing than restoring hit points, we also have to throw shards orbs and damage we also are the fastest rezzers. And play many roles and that thing is horrid.

    FREE THE TEMPLAR!!!

    I do agree with alot of this, but the healing ult does have its way of saving a large group in pvp, which is probably the only place where it is viable and actually strong.... Large group pvp as healer it cost very little and can make your fellow zergers -.- almost impossible to kill...
  • cpuScientist
    cpuScientist
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    I would like to see healing ritual moved over to stamina templars. Or atleast be changed to be more like Vigor. A heal we can fight in. Same with healing ultimate. A 6 second BUFFED version of Vigor. IE in that 6 seconds we I'll be a bit harder to take down and will still be able to fight. I cannot think of another ultimate that completely takes you out of a fight like that. Just neuters you, if you are DPS. And really hurts you as a healer. Becuase any good healer will tell you. There's more to healing than restoring hit points, we also have to throw shards orbs and damage we also are the fastest rezzers. And play many roles and that thing is horrid.

    FREE THE TEMPLAR!!!

    I do agree with alot of this, but the healing ult does have its way of saving a large group in pvp, which is probably the only place where it is viable and actually strong.... Large group pvp as healer it cost very little and can make your fellow zergers -.- almost impossible to kill...

    Oh no, it's a good ultimate. Except that it forces you to basically be stunned rooted for the duration. Let us move around and still fight during its duration is all I ask.

    Barrier grants it's users a cast and forget ability that can keep you safe for a while and that's available to everyone, Vampirism has bats that provide a lot of healing and good damage that makes a player hard to kill also available to all. Finally, DK have the Ultimate that makes them nearly unkillabke.for 11 seconds.

    All I ask is for Templar healing ultimate, that does no damage mind you, be changed to allow the user to move and fight regularly during its duration...
  • Cinbri
    Cinbri
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    1. Make at least one of morphs of Rite of Passage is self-sustainable ultimate (check Soul Siphon from NBs).
    2. Grant Dawn Wrath passive a Major Evasion proc(to make it blinding light-like without affect core skills).
    3. Revamp Healing Ritual in some form of HoT/DoT in same manner as Cleansing Ritual.
    And after that templars will be perfect.
    Changes to Cleansing Ritual and Focused Healing already made next dlc desirable as templars. Finally we got something except of nerfs and for the first time since IC release, i.e. almost year, i am not dissapointed by dlc.
  • cpuScientist
    cpuScientist
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    I wish there was a restore magicka health and major expedition potion. Or some sort of thing. That let me get pools back and keep up some SPEED
  • Soris
    Soris
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    @ZOS_GinaBruno @ZOS_KNowak are there any talks in office about making that Radiant Aura stacks with potions and maybe picking up own shards from blazing/luminous spears? Also are there any plans of improvements for Blazing Shield and some kind of blind/dodge like effect in any of our skillset or passives? You could perfectly fit this effect in Solar Barrage if you ask me, and with a tiny knockback like old blind after-effect.

    Can you please be clear on these issues? So we can either wait for or or forget it.
    Edited by Soris on May 16, 2016 5:19AM
    Welkynd [Templar/AD/EU]
  • Seri
    Seri
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    Soris wrote: »
    about making that Radiant Aura stacks with potions and maybe picking up own shards from blazing/luminous spears?
    As much as I would love that, I'm 99% sure that would be a bad idea. A 40% regen boost on resources along with self synergy for even more return? :smiley:

    I loved Radiant Aura in 1.5 but softcaps meant it wasn't completely unbalanced. Now that morph is mostly useless since it won't potion stack but with if it didn't stack there's nothing to keep regen in check now.
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Sallington
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    Seri wrote: »
    Soris wrote: »
    about making that Radiant Aura stacks with potions and maybe picking up own shards from blazing/luminous spears?
    As much as I would love that, I'm 99% sure that would be a bad idea. A 40% regen boost on resources along with self synergy for even more return? :smiley:

    I loved Radiant Aura in 1.5 but softcaps meant it wasn't completely unbalanced. Now that morph is mostly useless since it won't potion stack but with if it didn't stack there's nothing to keep regen in check now.

    Like the vamp passive, it should give a passive 10% regen. On activation, buffs allies regen by 10% as well. Just make it not stack with other Templars casting it and I think that's perfectly balanced, instead of how useless it is now.
    Edited by Sallington on May 16, 2016 2:41PM
    Daggerfall Covenant
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    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Soris
    Soris
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    Seri wrote: »
    Soris wrote: »
    about making that Radiant Aura stacks with potions and maybe picking up own shards from blazing/luminous spears?
    As much as I would love that, I'm 99% sure that would be a bad idea. A 40% regen boost on resources along with self synergy for even more return? :smiley:

    I loved Radiant Aura in 1.5 but softcaps meant it wasn't completely unbalanced. Now that morph is mostly useless since it won't potion stack but with if it didn't stack there's nothing to keep regen in check now.
    Eh it gives 30% in total(20% if weapon swapped) and you spend good chunk of magicka to cast it. It costs close to honor the dead if i remember and almost pays for itself. So you dont get magicka but you get stamina and health out of it mostly.. NB and sorc get that extra regen just being a nb or sorc, no wasted slot nor resources needed. And all of their skills costs much less than templar. Dk have its own unique ways to get resources. Only templar have such weird mechanic that requires dead bodies around to regain some stamina, very limiting.

    It's a dead skill anyway. That and solar barrage and healing ritual and that new eclipse, plus healing beam, radiant ward, explosive charge... No one ever used and none of them make any sense for a good planned build. Why would we have so many dead skills? Need to start somewhere fixing things.
    Edited by Soris on May 16, 2016 2:48PM
    Welkynd [Templar/AD/EU]
  • Roymachine
    Roymachine
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    Soris wrote: »
    Seri wrote: »
    Soris wrote: »
    about making that Radiant Aura stacks with potions and maybe picking up own shards from blazing/luminous spears?
    As much as I would love that, I'm 99% sure that would be a bad idea. A 40% regen boost on resources along with self synergy for even more return? :smiley:

    I loved Radiant Aura in 1.5 but softcaps meant it wasn't completely unbalanced. Now that morph is mostly useless since it won't potion stack but with if it didn't stack there's nothing to keep regen in check now.
    Eh it gives 30% in total(20% if weapon swapped) and you spend good chunk of magicka to cast it. It costs close to honor the dead if i remember and almost pays for itself. So you dont get magicka but you get stamina and health out of it mostly.. NB and sorc get that extra regen just being a nb or sorc, no wasted slot nor resources needed. And all of their skills costs much less than templar. Dk have its own unique ways to get resources. Only templar have such weird mechanic that requires dead bodies around to regain some stamina, very limiting.

    It's a dead skill anyway. That and solar barrage and healing ritual and that new eclipse, plus healing beam, radiant ward, explosive charge... No one ever used and none of them make any sense for a good planned build. Why would we have so many dead skills? Need to start somewhere fixing things.

    I know quite a few Templars, myself included, that use/have used explosive charge and healing beam.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Cinbri wrote: »
    Soris wrote: »
    Can templars pick up their own spears at least? Please.

    This would be one of the best thing that could be done toward templars. In 1st april jokes ZOS wote about such joke like "Synergy Synergy system". Why can't we make Shards to unique synergy that can be picked by own caster. Maybe even revamp one passive for allow to do this.
    @Wrobel pretty please.

    Yes, it would be good for the caster but when you think about it, Stamplars would never run out of stamina then on long boss fights with no adds. "Dang, 25% stamina left. I know! *Throws Shards* Alright! Back to 50% stamina!"

    Even then we already have the awesome skill of Repentance. You know that one of our last remaining skills is gonna be nerfed too :'(

    They could make shards operate a little like Dk's earthen heart abilities (mountain blessing, helping hands etc) such that activating the toss of the shard would give you a small stamina back. This would be awesome for Templar tanks given the 0% stamina regen game design we live with.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
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    <And plenty more>
  • Minno
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    New patch notes. No mention of thaumaturge bug fix.

    I already asked Gina if there's time left to address this before live.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Ashamray
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    Seri wrote: »
    Soris wrote: »
    about making that Radiant Aura stacks with potions and maybe picking up own shards from blazing/luminous spears?
    As much as I would love that, I'm 99% sure that would be a bad idea. A 40% regen boost on resources along with self synergy for even more return? :smiley:

    I loved Radiant Aura in 1.5 but softcaps meant it wasn't completely unbalanced. Now that morph is mostly useless since it won't potion stack but with if it didn't stack there's nothing to keep regen in check now.

    But magsorcs can run 40 or even 50k magicka and 3-4k spell damage with low regen and be OK. So Templars could put everything into damage\magicka and gain regen only by potions and aura. In "damage meta" this seems legit.
    Edited by Ashamray on May 16, 2016 3:57PM
    Boadrig, EU PC

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  • Cinbri
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    1. Since probably revamp Rite of passage is too hard, we could get another solution: currently only Empowering Sweep has bonus check based on hitted target, Crescent doesn't have such option. Suggesting to give Empowering Sweep 30% damage mitigation after activating ability. Since in most situations ability loosing most of it bonus of applying it on 6 targets, as majority of such fights either will be lost anyway or just can't get to this scenario.
    With this change:
    if keep in mind that we fight 1 enemy - we will have 11% more mitigation;
    if take account of max possibility - we will loose 9% mitigation, but will be able to activate ult at any time. In the end it will be like 2% buff sor small-scale battles.
    2. Healing Ritual - two easy solutions: make it just self HoT or make it as 8m ground based HoT. So it will be out "house" that like Cleansing Ritual - you can cast and forget.
    3. I still believe best way to fix templar defense - is giving Major Evasion as passive to be proced by Dawn Wrath skills. It is like revamped Blinding Flashes and it is not tool that can mitigate full damage income but can allow to decrease damage income. It won't require any changes for core skills but will give back defensive aspect of entire tree that was completely lost with Eclipse and Blinding Light nerfs, it will also allow to use specific sets like Tava Favour.
    Since changing core mechanic of passives is very hard (we could see it on Focused Healing change: it was alredy strongest passive in tree but coz of similar mechanic it was gain another strong bonus insted of grant it to other passive), this proc can be implemented into Illuminate passive since it has same core mechanic of procing buff upon activating Dawn Wrath ability. So in the end new Illuminate would be - "Activating a Dawn's Wrath ability: Grants Minor Sorcery to nearby allies, increasing Spell Damage by 5% for 10 seconds; and Grants Major Evasion to caster, incresaing dodge chance by 20% for 4 seconds" . It also have another important meaning: just like Sacred Ground for Restoring Light tree, this change will cover weak passives in Dawn Wrath tree (we all know they are weak, especially Enduring Rays).
    4. Spear Shards - just give it Cleansing Ritual treatment, i.e. one morph defensive, another is offensive:
    a. Blazing Spear currently have DoT and stun, thats why it is much more stronger than other morph(in DB disorient will grant CC immunity too), there is no reason to pick Luminous nor in PvE nor in PvP.
    b. unique solution without involving self-synnergy: Luminous Shards should become defensive morph: it don't have DoT, its weak CC can be removed alongside with weak magicka restore. In return of loosing all those offensive mechanics we could get Luminous buff that grant you restore stamina each 0.5 sec when you stand inside of Luminous Shards just like Channeled Focus. So, when you shoot 8m AoE Shard you can stay inside its area to get this buff, recasting Shard won't increase effectiveness of stamina returns and won't be able to be exploited, so it will increase sustain if you stay inside and won't take away possibility to activate synnergy of someones Shards. Offensive skill will become semi-defensive and will be loke AoE damage that also building small 8m templar "house". In PvE - templar tanks will be able to use Luminous for themsleves by shoot it below their legs and stay in aura and also will be able to pick Shards of friendly healer so his Shards won't become irrelevant. Also it will allow templar tanks to be self-sustainable as right now it is only class that can't restore stamina: 10% is nice, and 20% from Radiant Aura even more nicer but when you block you have 0 stamina and 10/20% of zero is still zero; by activating block templars automatically penalized themslves even more by loosing passive/active buff from skill. So this change is also like payback for this huge penalty.
    And most important: it is easy to implement by coding, since such buffs codes already exisiting.
    @Wrobel
    P.S.: I can't fight on CP campaign without Thaumaturge, and noone wanna fight without CP. :sweat:
    Edited by Cinbri on May 16, 2016 4:54PM
  • Tanis-Stormbinder
    Tanis-Stormbinder
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    Ok, I'm now more than a little worried about the no thaumaturge bug fix yet.
  • Soris
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    Nice write up @Cinbri. An idea just came up on my mind after reading this.

    Radiant Aura will no longer grant major blabla, but instead restore X stamina and health every 0.5 seconds for Y seconds. Copy paste form Channelling Focus. That way you can fix its uselessness over potions.

    This and being able to pick up your own shards or your brand new shard mechanic together could fix all the stamina issues
    Edited by Soris on May 16, 2016 5:52PM
    Welkynd [Templar/AD/EU]
  • Ashamray
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    @Cinbri , thank you for your tireless feedback)
    Boadrig, EU PC

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  • Cinbri
    Cinbri
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    To be honest @Soris for ability to pick your own Shards i would give up on all buffs I talked about. But then, if only our class will have such ability we will be looks like:
    Dr_Evil.jpg
    Also idea about Radiant Aura is nice. One morph, Repentance, will be for zerging/PvE healing. Another, Radiant Aura, for dueling/small-scale/PvE tanking. Just like new Cleansing Ritual btw.
    Just to add: i suggesting to add "house" mechanic to Luminous Shards in exchange of no offense in this morph, people still should be able to pick synnergy shards.
    Edited by Cinbri on May 16, 2016 7:00PM
  • cpuScientist
    cpuScientist
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    Minno wrote: »
    New patch notes. No mention of thaumaturge bug fix.

    I already asked Gina if there's time left to address this before live.

    And what did she say?
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