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What's the point of running Templar healers now? (PTS natch potes)

  • Illurian
    Illurian
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    ArchMikem wrote: »
    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,

    image

    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. image:)" alt=">:)" height="20" />

    I love TheHiveLeader.

    ZoS' argument is especially silly as the non-Templar version of BoL, Healing Ward/Ward Ally, maintains the functionality of just targeting the ally with the lowest health. Same as Sorcerer's Matriach.

    It feels like they came up with the "reasoning" after their decision to nerf Templars to the ground to justify it, rather than using it as a basis of reasoning and acting from there.
  • HegemonIQ
    HegemonIQ
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    @Magdalina

    Oops, miss-read your post...wish I could delete my comment :/
    Edited by HegemonIQ on April 19, 2017 1:39PM
  • Magdalina
    Magdalina
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    HegemonIQ wrote: »

    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.

    @HegemonIQ o.O Twilight is not a HoT. She is a burst heal just like BoL.
  • Karivaa
    Karivaa
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    If I compare this to when I played wow, I played a paladin and then Druids appeared. We were furious and they were nature healers. However, the paladins still had better focused heals and the druids had more buffs as heals so both were necessary in end game raids. Druids were squishy and pallys wore heavy armor and were not. Seems like this will be similar.
  • F7sus4
    F7sus4
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    technohic wrote: »
    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.
    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.
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  • GwJSVDShark
    GwJSVDShark
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    ok thanks
  • Kodrac
    Kodrac
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    Thank you @ZOS_GinaBruno
    Bunch of toons, PC NA
  • lnsane
    lnsane
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    @ZOS_GinaBruno Thanks for that! Just what I was hoping to hear. :)
    I'm actually kinda excited for the changes, this might finally get me into PvP.
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  • crusnik91
    crusnik91
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    @ZOS_GinaBruno What about DK?
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  • Rhoric
    Rhoric
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    Rhoric 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.
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  • technohic
    technohic
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    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.

    This is all fine for a templar running as a healer to use destro but you are making it harder to be a DPS templar by taking way major mending and requaring resto staff heavy attack (which takes more time than available as opposed to Wardens just getting it passively under a condition, or even DKs which have to use a crappy shield but at least its not as long as a resto heavy attack channel. Someone who has tried frost staff tanking can tell you how this does not work. Why not just tie it to activation of the abilities rather than remove it so that way its not up so long as we just stand in a circle.

    Also; major defile (think I was having a brain fart and saying maim earlier) is going to be more available particularly as more players start running wardend who will have a 28M long cone spammable for it. I thought the idea was to have each buff have a counter buff, or does that just apply to CP? I guess at least Fassala's has been nerfed
    Technohic - DC Templar -
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