This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.
What does it matter if it heals the player standing in the back? It heals everyone around you at the same time, that's why it's the "Oh crap!" moment Heal where you mash it if you notice your group is about to wipe.
But you know what this makes me think of? ZOS watched this,
https://www.youtube.com/watch?v=2DxS7eT_ky4
Especially Lesson #6: You are a God. ZOS is helping us choose who we Heal and who is left in the red begging for mercy.
Re Twilight, seems like a big heal (my tooltip is around 30k buffed), but a HOT carried over 10 seconds, so about 3k a sec (just a little less than my Healing Springs tics). It's great for my tanks - so I can switch focus to the group, but still doesn't come close to replacing the emergency 15k (uncrit) I get from BoL.
Not sure what your group positioning in Trials is when you even mention being the first one to pull, but either way kudos for spamming that Drain and being useful in the meantime. Regarding Warden - the discussion will most likely keep the tone of telling how Templars are "screwed" etc. and maybe even Sorcerer healer fan-attic will pop up, only to see Templar still being #1 main healer for Trials environment in the end. The reasons are there, no matter how many people will choose to overlook them. Nothing against the hype for Warden though.You don't need an AOE magic steal as generally you are either focusing a target or AOEing a bunch down to where you likely will hit the one with ele drain on it and steal doesn't stack. And ele drain is free and does not agro anything let alone the entire room.
ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
ZOS_GinaBruno wrote: »We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.
First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will have it whenever you actually need it
Blackfyre20 wrote: »
Warden - you will get it whenever you actually need it
ZOS_GinaBruno wrote: »Wardens have to heal low health targets
Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will get it whenever you actually need it
You don't know that about Wardens. Stop with misinformation
Blackfyre20 wrote: »Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will get it whenever you actually need it
You don't know that about Wardens. Stop with misinformation
When you heal an ally below 50% health with a green balance ability you get major mending for 6 seconds. Not misinformation, that is directly from ZOS.
ZOS_GinaBruno wrote: »We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.
First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
ZOS_GinaBruno wrote: »We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.
First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
Blackfyre20 wrote: »Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will get it whenever you actually need it
You don't know that about Wardens. Stop with misinformation
When you heal an ally below 50% health with a green balance ability you get major mending for 6 seconds. Not misinformation, that is directly from ZOS.
You are claiming it is under 50% health. You don't know that. It could be lower than that. So what you are saying is misinformation.
The cute thing is that ZOS thinks people actually use healing ritual... My god how detached can you be.Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will get it whenever you actually need it
ZOS_GinaBruno wrote: »We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.
First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
It is great to hear that Warden's Major Mending uptime will be taking a hit as well. However, having to rely on a fully charged heavy attack from the Restoration Staff simply is not a reliable method to get Major Mending. Completing a heavy attack gives Major Mending for 3 seconds. A fully charged heavy attack takes 2 seconds. In order to maintain 100% uptime, you would have one second to do any action inbetween heavy attacks. Thus, having Major Mending up 100% of the time is not a feasible option.ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
Healing Ritual is a terrible skill that no one uses. That's okay though, as Healing Springs easily replaces it as an AoE spammable.ZOS_GinaBruno wrote: »If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
But you are already balancing PvE and PvP separately for certain skills. NB's Teleport Strike for example. If you are sticking to the decision of having PvE and PvP merged in terms of balance, why not be consistent about it?ZOS_GinaBruno wrote: »Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Moloch1514 wrote: »Interesting. The longest explanation we have received is mainly saying: Warden is not P2W and we want to curb that narrative. Once again you can see how marketing is running the ship now, IMO.
ZOS_GinaBruno wrote: »
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments.
ZOS_GinaBruno wrote: »Sneak attacks no longer grant a bonus to Critical Damage when used against other players. Sneak attacks will continue to guarantee a Critical Strike and stun the target, and will also still grant a bonus to Critical Damage when used against monsters.
Blackfyre20 wrote: »Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will get it whenever you actually need it
You don't know that about Wardens. Stop with misinformation
When you heal an ally below 50% health with a green balance ability you get major mending for 6 seconds. Not misinformation, that is directly from ZOS.
You are claiming it is under 50% health. You don't know that. It could be lower than that. So what you are saying is misinformation.