My useless post was commentary on your useless thread. Was it too subtle for you?
You're not even fully aware of what you're talking about though...You didn't read the patch notes...Now that they nerfed shards and repentance to the ground. Every other classes passives outshine our entire skill tree.
I felt tbat having strong skills was suppose to be a tradeoff for having weak passives. I guess i was wrong.
The_Outsider wrote: »You're not even fully aware of what you're talking about though...You didn't read the patch notes...Now that they nerfed shards and repentance to the ground. Every other classes passives outshine our entire skill tree.
I felt tbat having strong skills was suppose to be a tradeoff for having weak passives. I guess i was wrong.
I know you didn't, because if you did you would know that 1) Shards got a buff allowing it to restore Magicka or Stamina whichever the synergizing player needs most. And 2) Repentance will restore the exact same amount of Stamina and Health to you as it did. They removed the stamina restore feature to your group that is all. And that has nothing to do with personal sustain...
That doesn't mean anything. Cause like you also said, sustain comes from more places than passives...i.e. skills. Like yours. Which still sustain resources...The_Outsider wrote: »You're not even fully aware of what you're talking about though...You didn't read the patch notes...Now that they nerfed shards and repentance to the ground. Every other classes passives outshine our entire skill tree.
I felt tbat having strong skills was suppose to be a tradeoff for having weak passives. I guess i was wrong.
I know you didn't, because if you did you would know that 1) Shards got a buff allowing it to restore Magicka or Stamina whichever the synergizing player needs most. And 2) Repentance will restore the exact same amount of Stamina and Health to you as it did. They removed the stamina restore feature to your group that is all. And that has nothing to do with personal sustain...
Like i sais every other classes passives outshine our entire skill tree
Until it is live I have no idea how it will be so will just wait and see. I tend to go with the flow and work with whatever the Gods of Tamriel gift my characters with. Fingers crossed as always.
The_Outsider wrote: »That doesn't mean anything. Cause like you also said, sustain comes from more places than passives...i.e. skills. Like yours. Which still sustain resources...The_Outsider wrote: »You're not even fully aware of what you're talking about though...You didn't read the patch notes...Now that they nerfed shards and repentance to the ground. Every other classes passives outshine our entire skill tree.
I felt tbat having strong skills was suppose to be a tradeoff for having weak passives. I guess i was wrong.
I know you didn't, because if you did you would know that 1) Shards got a buff allowing it to restore Magicka or Stamina whichever the synergizing player needs most. And 2) Repentance will restore the exact same amount of Stamina and Health to you as it did. They removed the stamina restore feature to your group that is all. And that has nothing to do with personal sustain...
Like i sais every other classes passives outshine our entire skill tree
Stop commenting on this thread and reread the actual patch notes. Like not a doomsdayers interpretation. What they actually say.
Sorcerer passives
While you have a daedric summoning ability slotted your health and stamina recovery increase by 20%
Cost of magicka and stamina abilities are reduced by 5%
Increases magicka recovery by 10%
Nightblade passives
Increases stamina, health, and magicka regeneration by 15%
Increases magicka by 8% for each siphoning ability slotted
Increases max health by 3% for each shadow skill slotted
Dragonknight passives
Increases health recovery by 5% for each draconic ability slotted
Activating an earthen heart ability restores 5%stamina
When you use an ultimate gain 13 magicka,stamina and health for each ultimate point used
Templars
Reduce the stamina magicka and ultimate cost of abilities by 4%
Templars have nothing for regeneration. Every class can heal but what made templars the best healers was that we had skills for resource management for the group to make up for the fact that we didnt have any passives for resource management.
Now that they nerfed shards and repentance to the ground. Every other classes passives outshine our entire skill tree.
I felt tbat having strong skills was suppose to be a tradeoff for having weak passives. I guess i was wrong.

Again....you didn't read it. It's a percentage. If you're at 2k Magicka and 4k Stamina, it's still going to regen your stamina because it's a lower % value... And if you Magicka is somehow still at a % value lower, just wait half a second to pick up the shard. That's on you (the receiving player) not the Templar. It's a great new skill function and a buff for your class no matter how you spin it.so if im a stamina character and quickly use a magicka ability which reduces my magicka lower than my stamina. The shards will benefit my magicka even though i really needed the stamina. This is why It is a nerf.
Your personal regen remains unchanged. Which is what you were talking about and the only way listing all those regen passives is relevant. Now you're talking about group utility. It seems that your point is to just be negative. I mean read your OP again and tell me that's not how it comes off?Repentance is now a passive that you slot. It was beneficial because it provided stamina for the group. Another nerf.
Okay.
Could you provide some breakdown on that please?
Okay.
Could you provide some breakdown on that please?
Sure,, templars no longer have major mending. Only minor mending. That is a 20 percent healing nerf on top of the 10 perfect loss to magic regen and the 10 percent loss to cost reduction on top of the radius to breath of life. I think that breaks it down simply enough.
THEDKEXPERIENCE wrote: »Hahaha. Someone please catch the sky before it falls. The forum is quite entertaining today.
Please stick to constructive posts. No need to comment if you are just seeking attention. Thank you
Sorcerer passives
While you have a daedric summoning ability slotted your health and stamina recovery increase by 20%
Cost of magicka and stamina abilities are reduced by 5%
Increases magicka recovery by 10%
Nightblade passives
Increases stamina, health, and magicka regeneration by 15%
Increases magicka by 8% for each siphoning ability slotted
Increases max health by 3% for each shadow skill slotted
Dragonknight passives
Increases health recovery by 5% for each draconic ability slotted
Activating an earthen heart ability restores 5%stamina
When you use an ultimate gain 13 magicka,stamina and health for each ultimate point used
Templars
Reduce the stamina magicka and ultimate cost of abilities by 4%
Templars have nothing for regeneration. Every class can heal but what made templars the best healers was that we had skills for resource management for the group to make up for the fact that we didnt have any passives for resource management.
Now that they nerfed shards and repentance to the ground. Every other classes passives outshine our entire skill tree.
I felt tbat having strong skills was suppose to be a tradeoff for having weak passives. I guess i was wrong.
Every other nerf was justified because we have a strong heals.
Well now that 1 of our skill trees is completely outshined by other classes passives, it will make it easy to quit the game.
Templars will now be bad at everything.
This is pure p2w.OrphanHelgen wrote: »The reason templars was good as a no brainer, was because of breath of life and easy major mending. Now both are gone, and warden have major mending as a passive. This is purely for zos to make money.
Sorcerer passives
While you have a daedric summoning ability slotted your health and stamina recovery increase by 20%
Cost of magicka and stamina abilities are reduced by 5%
Increases magicka recovery by 10%
Nightblade passives
Increases stamina, health, and magicka regeneration by 15%
Increases magicka by 8% for each siphoning ability slotted
Increases max health by 3% for each shadow skill slotted
Dragonknight passives
Increases health recovery by 5% for each draconic ability slotted
Activating an earthen heart ability restores 5%stamina
When you use an ultimate gain 13 magicka,stamina and health for each ultimate point used
Templars
Reduce the stamina magicka and ultimate cost of abilities by 4%
Templars have nothing for regeneration. Every class can heal but what made templars the best healers was that we had skills for resource management for the group to make up for the fact that we didnt have any passives for resource management.
Now that they nerfed shards and repentance to the ground. Every other classes passives outshine our entire skill tree.
I felt tbat having strong skills was suppose to be a tradeoff for having weak passives. I guess i was wrong.
THEDKEXPERIENCE wrote: »Hahaha. Someone please catch the sky before it falls. The forum is quite entertaining today.
The_Outsider wrote: »Again....you didn't read it. It's a percentage. If you're at 2k Magicka and 4k Stamina, it's still going to regen your stamina because it's a lower % value... And if you Magicka is somehow still at a % value lower, just wait half a second to pick up the shard. That's on you (the receiving player) not the Templar. It's a great new skill function and a buff for your class no matter how you spin it.so if im a stamina character and quickly use a magicka ability which reduces my magicka lower than my stamina. The shards will benefit my magicka even though i really needed the stamina. This is why It is a nerf.Your personal regen remains unchanged. Which is what you were talking about and the only way listing all those regen passives is relevant. Now you're talking about group utility. It seems that your point is to just be negative. I mean read your OP again and tell me that's not how it comes off?Repentance is now a passive that you slot. It was beneficial because it provided stamina for the group. Another nerf.
nimander99 wrote: »As a Templar I rely heavily on resource replenishment via my build, the update is going to gut my one and only character...
That being said, this has been happening to Templars since 1.6 dropped, I will adapt until I adapt into a puddle of useless jelly.
Every other nerf was justified because we have a strong heals.
Well now that 1 of our skill trees is completely outshined by other classes passives, it will make it easy to quit the game.
Templars will now be bad at everything.
sneakymitchell wrote: »Templar healing has got a slight buff. The minor mending in Templar skill and major mending in the restoration skill stack making healing 8% more if I'm correct in minor mending.
I assumed you didn't read them because of the statements you've been making. If you did read them it's clear you didn't understand them:The_Outsider wrote: »Again....you didn't read it. It's a percentage. If you're at 2k Magicka and 4k Stamina, it's still going to regen your stamina because it's a lower % value... And if you Magicka is somehow still at a % value lower, just wait half a second to pick up the shard. That's on you (the receiving player) not the Templar. It's a great new skill function and a buff for your class no matter how you spin it.so if im a stamina character and quickly use a magicka ability which reduces my magicka lower than my stamina. The shards will benefit my magicka even though i really needed the stamina. This is why It is a nerf.Your personal regen remains unchanged. Which is what you were talking about and the only way listing all those regen passives is relevant. Now you're talking about group utility. It seems that your point is to just be negative. I mean read your OP again and tell me that's not how it comes off?Repentance is now a passive that you slot. It was beneficial because it provided stamina for the group. Another nerf.
Yes i understand that the tooltip says whichever % is lower.
Idk why u assume i did not read this.
Templars dont have a passive for resource management like other classes do.
We have to waste a precious skill spot on that. That was fine because it not only helped recover for me but also for the group.
in case you didnt notice you can have as many passives as you like but their is a finite amount of skill spaces.
Shards is a nerf bcz its not a gurantee to give you what you want. Secondly its on the same cooldown as mystic orbs and mystic orbs is guranteed magicka.
Soo now that repentance and shards no longer gurantee stamina it is a huge nerf.
Templars just lost 18% healing, repentance for the group and a guranteed shard with nothing to gain from it.
Its not like we were top damage dealers or top tanks.
Templars will now be bad at everything.
templars are useless
Now that they nerfed shards and repentance to the ground.
Cheers, and good luck!Atleast it will be easy to leave after this nerf.