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  • hmsdragonfly
    hmsdragonfly
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    Duiwel wrote: »
    Here is my reply to the conal "visible heal" comment you made:

    There is a red circle on you and you have to dodge roll or a bunch of people in your group have to, one of them get hit and is critically low on hp, you cast heal, what's that? Oh no they weren't in front of you and guess what? THEY DIED!

    So what? Someone died in a dungeon. Not something new :P

    Also, can you please explain what's wrong instead of saying "OP you are wrong". Like providing arguments, explaining your point of view etc.
    Edited by hmsdragonfly on April 20, 2017 9:20AM
    Aldmeri Dominion Loyalist. For the Queen!
  • hmsdragonfly
    hmsdragonfly
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    xskinzcity wrote: »
    Did everyone forget about stamplars? Some of the nerfs affect stamplars a lot. Like what is so special about stamplars now.. cause we have jabs? Lmao....

    Yup, PvP stamplars get the hardest hit. We are pretty much done :3 Well, side effect, haha. I made a thread about it, hope something good will come out of it:

    https://forums.elderscrollsonline.com/en/discussion/335916/side-effect-of-templars-nerf-good-bye-pvp-stamplars#latest
    Aldmeri Dominion Loyalist. For the Queen!
  • Fvh09NL
    Fvh09NL
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    For my healer I just really dislike two changes:

    1 = repentance; it's worthless now since the group utility is gone. It was really strong but if they would have just lowered the return-values this skill would be useful and balanced.

    2 = shards giving back either magicka or stamina, based on which percentage is lower. I know this is gonna be hard when looking at my tank (I think for dd's it might even be an improvement): as a tank I use magicka for a lot of utility and stamina for blocking, if I really need stamina but my magicka is lower in percentage I'll have to wait till my magicka is up before using the synergy, and in this time it might be that my stamina has depleted and thus couldn't block anymore.

    I don't mind other classes getting a same utility skill with a shared cooldown, but this just made tanking a lot more difficult (and sustain can already be a pain in certain fights). Maybe have one morph return more magicka and the other stamina. Do the same for the orbs.
  • Goshua
    Goshua
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    xskinzcity wrote: »
    Did everyone forget about stamplars? Some of the nerfs affect stamplars a lot. Like what is so special about stamplars now.. cause we have jabs? Lmao....

    If they want to major mend their vigor's and rally's they'll have to back bar resto and deal one full heavy.
    I'm sure they'll be happy to do that :D
  • Fodore
    Fodore
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    akl77 wrote: »
    Aedric Spear
    Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
    Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.

    why rely so heavily on shards for your stam back? Use potions tanks and dps. Restore stam in not Templar's job, it's your build flaw if you have resources regen issues.

    Dawn’s Wrath
    Eclipse:
    This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
    Reduced the cost of this ability and its morphs by approximately 20%.

    Who uses this? Never, so don't care

    Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.

    good fix

    Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.

    Good nerf

    Restoring Light
    Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.

    good nerf

    Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.

    who still uses this, used the aura morph already, so don't care

    Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.

    fair nerf, now watch your footings and position your self, instead of blindly spamming breath of life at a corner facing the walls, this is fair and all about strategy and skills, I love positioning based play

    Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.

    dont need major mending anyway, use your cp and gear set ups, also we Templars aren't just playing healer roles, so don't class us with major mending powerful heals.

    For the above patch notes, I really not sure what the drama and complaints are about?? Care to explain your views??
    It didn't take away your jabs or beam or Bol, those are Templar's main features.
    Note: my main and fav is my dear Templar and it can play as healer, tank, dps, tank and heal, with respec, it's awesome imo.

    Why rely on shards? First of all people do not rely on shards and as a healer a part of your job is to manage group rescources. Shards is a good way to help sustain the groups rescources.

    Who uses repentance? ffs. You seriously have no idea? Lots of people still use it in PvE, it's such a strong ability that many people have it on both bars. PvP is where it's rare for someone to take the other morph over repentance. Having it only restore stamina to the casting Templar is such bs, you could be killing people, but then another Templar comes in and repents the bodies, pretty much stealing your repent from you because you can't get stamina back from those bodies anymore.

    And lol. The reason we are so angry about the major mending is that the new class they are introducing, the warden, which you have to pay for, has a reliable way of keeping major mending up. Also if you are saying we are not all healers, which is true, but this doesn't mean they need to take it away. In PvP especially, if you are a Templar not using major mending buff that's just a stupid move.

    ZOS are pretty much just gutting the Templar here of some core skills that really define the Templar.
    Before judging a man walk a mile in his shoes.
    After that who cares?
    They're a mile away and you've got their shoes.
  • Calandrae
    Calandrae
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    Tasear wrote: »

    Indeed, as main sorrecer healer, I am awaiting to take your job. Being honest, I smile when I seen all this. I never expected they would make the playing field level.

    You wouldn't take my job. I have a max level (CP600) level sorcerer, too. I've only played her as casual dps because I enjoy healing the most and templar has been the best choice for that (a class with a full skill-line dedicated to healing, after all).

    But if it would come to the point where a sorc would work better as a healer, I would just start healing with the sorc instead. It would make me pretty sad though, because I really like my templar healer. She has been my main since launch, I have collected achievements with her etc.

    The same goes with warden. I would level a warden if that is necessary. I won't enjoy it one bit, but if I stay with the game I plan to keep healing end-game content (and I mean vet trials, vDSA and stuff like that).

    Keep smiling though, it's good for ones health. :)



    Edited by Calandrae on April 20, 2017 9:41AM
  • Asmael
    Asmael
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    I'll cover mostly Repentance and why it still is the favored morph in the live patch. Keep in mind that the following applies in the context of score-runs, assuming highly damage-centric DD builds relying in the current live patch on their healers for their sustain (orbs and Elemental drain) as well as potions, which is the main thing: DDs already use potions on top of the support provided by their healer.

    The issue with Radiant aura is that it is partially redundant with existing buffs - Elemental drain - and the fact that it only activates once per second for every damage dealer, regardless of how many mobs are actually debuffed. In practice, applying Elemental drain to the biggest mob in a trash pack is enough to provide just as much sustain as Radiant aura, as long as the DDs hit said add while dropping AoEs (which is usually not an issue).

    The second is what Radiant aura does not give: stamina. Even in a context where the most competitive raids have a vast majority of magicka DDs, the stamina return still has its use, since it not only provides a wider and stronger potential burst heal than most other healing abilities available, but the stamina is extremely important in large trash packs, where it is not always possible for the tank(s) to taunt all the adds available.

    The biggest risk for a DD is to die from full HP to 0 in less than one second, and blocking in trash packs is one of the tools available to prevent this, since you may block that one power attack that would have killed you otherwise (and for score runs, ultimately lead you to restart the trial) or simply avoided this unlucky aggro which means you're taking 10 projectiles at once.

    Even for stamina-intensive fights (Rakkhat, vAA HM - especially if melee), the extra stamina does make at times the difference between dying instantly to 2 unblocked meteors or simply being a close call.

    Finally, stamina has its use for sprinting. Sounds like nothing, but current top scores are literally a matter of seconds. Taking 18 seconds to kill that first vAA trash pack and more than 14s for the ice atronachs is reason enough to restart the trial.
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  • hmsdragonfly
    hmsdragonfly
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    Fodore wrote: »
    akl77 wrote: »
    Aedric Spear
    Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
    Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.

    why rely so heavily on shards for your stam back? Use potions tanks and dps. Restore stam in not Templar's job, it's your build flaw if you have resources regen issues.

    Dawn’s Wrath
    Eclipse:
    This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
    Reduced the cost of this ability and its morphs by approximately 20%.

    Who uses this? Never, so don't care

    Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.

    good fix

    Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.

    Good nerf

    Restoring Light
    Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.

    good nerf

    Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.

    who still uses this, used the aura morph already, so don't care

    Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.

    fair nerf, now watch your footings and position your self, instead of blindly spamming breath of life at a corner facing the walls, this is fair and all about strategy and skills, I love positioning based play

    Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.

    dont need major mending anyway, use your cp and gear set ups, also we Templars aren't just playing healer roles, so don't class us with major mending powerful heals.

    For the above patch notes, I really not sure what the drama and complaints are about?? Care to explain your views??
    It didn't take away your jabs or beam or Bol, those are Templar's main features.
    Note: my main and fav is my dear Templar and it can play as healer, tank, dps, tank and heal, with respec, it's awesome imo.

    Why rely on shards? First of all people do not rely on shards and as a healer a part of your job is to manage group rescources. Shards is a good way to help sustain the groups rescources.

    Who uses repentance? ffs. You seriously have no idea? Lots of people still use it in PvE, it's such a strong ability that many people have it on both bars. PvP is where it's rare for someone to take the other morph over repentance. Having it only restore stamina to the casting Templar is such bs, you could be killing people, but then another Templar comes in and repents the bodies, pretty much stealing your repent from you because you can't get stamina back from those bodies anymore.

    And lol. The reason we are so angry about the major mending is that the new class they are introducing, the warden, which you have to pay for, has a reliable way of keeping major mending up. Also if you are saying we are not all healers, which is true, but this doesn't mean they need to take it away. In PvP especially, if you are a Templar not using major mending buff that's just a stupid move.

    ZOS are pretty much just gutting the Templar here of some core skills that really define the Templar.

    Well, we don't know if Warden's Major mending uptime is high, that still has to be seen.

    And no, they didn't "pretty much just gutting the Templar here of some core skills that really define the Templar.", they gave other classes a chance to compete with Templar healers by giving them a way to restore resouces to the group. That's not what defines Templar, that's what made Templar healers the de facto healers of this game and no other class can compete with Templar healers.
    Edited by hmsdragonfly on April 20, 2017 1:07PM
    Aldmeri Dominion Loyalist. For the Queen!
  • akl77
    akl77
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    I still think there shouldn't be a dedicated role for healer or tank, all should do damages, and self heal and sustain.
    When you get into maelstrom arena, there is no healer, there is no tank, and you have to kill hundreds of mobs and big bosses.
    Learn to get good, it's what it should have been, doing damage while dodge, positioning yourself wisely, and only the oh crap moments you use self heal or a potion.
    I'm a fan of challenging games like dark souls and bloodborn, it's getting there. Don't just button smashing, but get skills.
    Like souls series, prepare to die a lot, and each death will teaches you something, end result is rewarding and you get skilled.

    Edited by akl77 on April 20, 2017 1:17PM
    Pc na
  • Izaki
    Izaki
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    Dantaria wrote: »
    I know, why there is no answers. Your post is indeed ignorant. Though the question for you shouldn't be "do you play templar?". The question for you should be "do you do endgame content?". Because even though you say you do... I have my doubts. Or maybe... Maybe you did. With a top-notch group.
    akl77 wrote: »
    why rely so heavily on shards for your stam back? Use potions tanks and dps. Restore stam in not Templar's job, it's your build flaw if you have resources regen issues.
    vAA last boss? Because that's how it is for us, simple mortals, who, you know... Are not maxed-out and still farm golden jewellry.

    8 DDs isn't enough for last phase. So we're making it by 9 DD + Tank + 2 Healers. One tank. Who holds all the axes. Breaking news - you run out of stamina. One of our healers is permamently glued to the tank, feeding him shards, heals, whatever. If tank loses axes... Bye. As you must be aware. Other healer heals raid.

    Vet HM CoS. Erm... Tank needs shards. Vet Ophidia, Lamia, off-tank holds the adds. He needs shards.

    So what? Only maxed-out people must be allowed in trials?
    akl77 wrote: »
    dont need major mending anyway, use your cp and gear set ups, also we Templars aren't just playing healer roles, so don't class us with major mending powerful heals.
    lolwut? Pretty much any execute phase? When people would be dropping like flies if not for Major Mending? And people still die. Healing through the same last phase of last vAA boss? Erm... 1st vMoL boss, shield phases? vHA Warrior? Like... what?

    I have a feeling that in vTrials you only DPS...

    Yeah well that's not endgame content that's progression through endgame content what you described there. Our tanks never ask for Shards in vAA HM (or any other HM trial for that matter). Its not a question of gear only, its more of a question on how careful you are with resources.
    I'm pretty sure that Sanctuary might become the go-to set net patch due to the loss of Mending.
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  • dday3six
    dday3six
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    akl77 wrote: »
    I still think there shouldn't be a dedicated role for healer or tank, all should do damages, and self heal and sustain.
    When you get into maelstrom arena, there is no healer, there is no tank, and you have to kill hundreds of mobs and big bosses.
    Learn to get good, it's what it should have been, doing damage while dodge, positioning yourself wisely, and only the oh crap moments you use self heal or a potion.
    I'm a fan of challenging games like dark souls and bloodborn, it's getting there. Don't just button smashing, but get skills.
    Like souls series, prepare to die a lot, and each death will teaches you something, end result is rewarding and you get skilled.

    Seems like you struggle with the concept of group in an MMO setting.
  • akl77
    akl77
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    dday3six wrote: »
    akl77 wrote: »
    I still think there shouldn't be a dedicated role for healer or tank, all should do damages, and self heal and sustain.
    When you get into maelstrom arena, there is no healer, there is no tank, and you have to kill hundreds of mobs and big bosses.
    Learn to get good, it's what it should have been, doing damage while dodge, positioning yourself wisely, and only the oh crap moments you use self heal or a potion.
    I'm a fan of challenging games like dark souls and bloodborn, it's getting there. Don't just button smashing, but get skills.
    Like souls series, prepare to die a lot, and each death will teaches you something, end result is rewarding and you get skilled.

    Seems like you struggle with the concept of group in an MMO setting.

    I play over 5 pug group dungeons every single day for over a year now, so it's over 1825 pug group dungeons, I know what can get through and what can't. Played with all sorts of players, horrible and awesome ones. TBH, only a few need strong tank and heals, and all should do damages, all should self heal and sustain is ideal.
    Pc na
  • Oompuh
    Oompuh
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    "I don't use repentance so gutting the skill entirely is fine" - OP 2017
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  • Calandrae
    Calandrae
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    akl77 wrote: »
    I still think there shouldn't be a dedicated role for healer or tank, all should do damages, and self heal and sustain.
    When you get into maelstrom arena, there is no healer, there is no tank, and you have to kill hundreds of mobs and big bosses.
    Learn to get good, it's what it should have been, doing damage while dodge, positioning yourself wisely, and only the oh crap moments you use self heal or a potion.
    I'm a fan of challenging games like dark souls and bloodborn, it's getting there. Don't just button smashing, but get skills.
    Like souls series, prepare to die a lot, and each death will teaches you something, end result is rewarding and you get skilled.

    I play over 5 pug group dungeons every single day for over a year now, so it's over 1825 pug group dungeons, I know what can get through and what can't. Played with all sorts of players, horrible and awesome ones. TBH, only a few need strong tank and heals, and all should do damages, all should self heal and sustain is ideal

    Not to be rude but you sound like just the type of player me and my friends would hate to end up together with through a pug. :p Someone trying to do it all instead of just concentrating on their role. That usually makes the run tedious for everyone. For example damage dealers running around with a resto staff, healers having just a few actual healing/support skills slotted, tanks using a bow etc etc. >:)

    For example: Nobody else needs to heal when I'm in the group, I do that very well and can keep everyone alive unless I make a mistake (happens too, ofc) or they play very badly (stand in stupid too much, run away from the heals, get one-shotted etc). I can also keep the group's resources up, because that's my role and job when it comes playing in a group.

    And if you imagine for a second that it's "button smashing" to be an effective, skilled and specialized healer, tank or dps, you couldn't be farther from the truth. It means you are really good at what you are doing and on top of that position yourself wisely, use potions when necessary and so on. Anyone can do some damage, throw a few heals or "tank" but becoming good at it, that's a whole another story. Do you think content like vDSA etc would work well with your playstyle? Would we reach leaderboards and that 40k+ score with your idea of "getting skills"?

    When I run alone questing, doing dolmens/public dungeons it's super easy to survive on my own. The game is so easy anyone can do that. The challenge comes from doing difficult group content together and learning to play as a group where everyone takes care of their own role as well as possible and works together towards a common goal.

    I have a feeling many people, like myself, play MMOs for that group experience.
    Edited by Calandrae on April 20, 2017 1:59PM
  • jcasini222ub17_ESO
    jcasini222ub17_ESO
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    In general the only thing I'm disappointed about is no token system. That doesn't have to do with class. Rng madness has gone on long enough.

    Outside of PvP, I like to solo group dungeons. Not looking forward to more heavy attacks. Already have to heavy attack when soloing group dungeons and it's a bore. I just don't find that engaging gameplay going back to year one. If they want more engaging gameplay add in dynamic spawn points for mobs so we can't memorize exactly where to nuke.

    Things that make me laugh is major mending moving to wardens and how a sorcs' twilight heals. Maybe the twilight should also have directional heals?

    If people think things will radically change you will still have healbots like me plaguing PvP. With this patch more likely I now will be forced to group and not just pug (woo gimme dat dam reduction benefit finally!!!). While the healers who relied solely on bol will be sad others who haven't will still be a pain in the ass for players. For example, I prefer mutagen in PvP because of the low health burst. It's hilariously​ effective and I find it superior to bol in low health situations. Main reason it's much cheaper to spam than bol. Usually it goes, drop springs, mut, mut, mut into bol recast springs. Watch those enemy dps drop because they didn't disengage and go after the squishier targets literally all around me.

    That's the role of a meat shield orc shaman- take the heat as long as possible while the DPS hammering away doesn't realize you're damage threat is of no threat to them. That won't change.

    I do feel for stamplars, the idea that a group member may "steal" a repent for a game that promotes grouping is a wild thought process.
  • Spottswoode
    Spottswoode
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    Fvh09NL wrote: »
    For my healer I just really dislike two changes:

    1 = repentance; it's worthless now since the group utility is gone. It was really strong but if they would have just lowered the return-values this skill would be useful and balanced.

    2 = shards giving back either magicka or stamina, based on which percentage is lower. I know this is gonna be hard when looking at my tank (I think for dd's it might even be an improvement): as a tank I use magicka for a lot of utility and stamina for blocking, if I really need stamina but my magicka is lower in percentage I'll have to wait till my magicka is up before using the synergy, and in this time it might be that my stamina has depleted and thus couldn't block anymore.

    I don't mind other classes getting a same utility skill with a shared cooldown, but this just made tanking a lot more difficult (and sustain can already be a pain in certain fights). Maybe have one morph return more magicka and the other stamina. Do the same for the orbs.

    I'll add to this: There are a fair number of boss fights were even mages need heavy stamina replenish for break free and bashing for interrupts. There's no good that will come from nerfing shards in that manner.

    The nerf to major mending doesn't bother me so much as the fact they tied it to heavy attacks on restoration staves. Unless we have a very good survivability addition to restoration heavy attacks (healing for every damage tick/decreased damage while heavy attacking/healing the staff user for every tick) there's not going to be much progress in that area. We still have to stand there for a full second or two not healing (which is, in fact, the same problem with Healing Ritual) essentially doing nothing until the heavy attack is complete.

    @ZOS_GinaBruno
    Major concerns:
    • Healing Ritual either needs to be a channeled HoT or have it's cast time reduced to 1.1 seconds. The cast time is just too long to be a suitable spammed heal except in very close range fights. Even then you have to overlap it with HoT's in order to keep the party alive. Healing Ritual is da** near useless without Mutagen.
    • The attempt to spread out major mending to all classes was commendable but heavy attacks for healers are just a no go unless they have no other choice. Similar to Healing Ritual, it just takes to long if we need to save someone and those critical moments are where major mending is needed the most.
    • Lotus Blossom is currently WAAAAAYYYYYYY OP. Especially for PVP. Considering you guys tied major mending to restoration staves and gave Wardens a free high burst heal tied to heavy attacks....well...you can see where that is going. You also gave it increased crit and gave the Wardens free major sorcery via Betty Netch. That's a pretty big oversight. Added on top of them having major mending whilst under 50% health. (Really it doesn't matter if it's 35%. Lotus Blossom needs to be nerfed.) I mean, with Leeching Vines and heavy armor on top of all that no one is ever going to kill Mag Wardens. At least Repentance required dead people.
    • The Shards change is going to hurt a lot. You guys designed a game where we frequently need stamina to break free from instakill attacks and for interrupts and dodgerolling. We can't have one or the other and expect to have a jolly good time in boss fights.
    • Repentance really does need the group stamina restore attached to it, even if it is diminished. Stamplars are going to be seriously hurt by that change.
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  • akl77
    akl77
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    Use potions, cp and if necessary heavy attacks.
    Just like in maelstrom arena, there's no shards or orbs.
    Edited by akl77 on April 20, 2017 2:22PM
    Pc na
  • Calandrae
    Calandrae
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    akl77 wrote: »
    Use potions, cp and if necessary heavy attacks.
    Just like in maelstrom arena, there's no shards or orbs.

    This may come as a surprise but there is a lot of content in this game that is designed for a group with specific roles. I'd really like to see you joining a vet trials progression team. >:) (As long as it isn't ours! LOL.)

    I'm starting to get a feeling I'm replying to a troll though.
    Edited by Calandrae on April 20, 2017 2:30PM
  • akl77
    akl77
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    akl77 wrote: »
    Use potions, cp and if necessary heavy attacks.
    Just like in maelstrom arena, there's no shards or orbs.

    This may come as a surprise but there is a lot of content in this game that is designed for a group with specific roles. I'd really like to see you joining a vet trials progression team. >:) (As long as it isn't ours! LOL.)

    As I said before earlier in the comments, vet trials is another story, I only heal and give resources.
    Vet dungeons most of the times there's nothing to heal and buffs already applied.
    Pc na
  • gard
    gard
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    akl77 wrote: »
    Aedric Spear
    Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
    Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.

    why rely so heavily on shards for your stam back? Use potions tanks and dps. Restore stam in not Templar's job, it's your build flaw if you have resources regen issues.

    Dawn’s Wrath
    Eclipse:
    This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
    Reduced the cost of this ability and its morphs by approximately 20%.

    Who uses this? Never, so don't care

    Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.

    good fix

    Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.

    Good nerf

    Restoring Light
    Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.

    good nerf

    Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.

    who still uses this, used the aura morph already, so don't care

    Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.

    fair nerf, now watch your footings and position your self, instead of blindly spamming breath of life, this is fair and all about strategy and skills, I love positioning based play

    Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.

    dont need major mending anyway, use your cp and gear set ups, also we Templars aren't just playing healer roles, so don't class us with major mending powerful heals.

    For the above patch notes, I really not sure what the drama and complaints are about?? Care to explain your views??
    It didn't take away your jabs or beam or Bol, those are Templar's main features.
    Note: my main and fav is my dear Templar and it can play as healer, tank, dps, tank and heal, with respec, it's awesome imo.

    Do you even templar? This is one of the more ignorant posts I've seen over the past couple days, and that's saying alot.

    OP is happy because now the players who value teamwork and who have put some thought into their morph choices are gimped to the same level as him.


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  • akl77
    akl77
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    Be positive, warden is fun and new, why not embrace it? You never know till you try it.
    The game is fun to play for any class, if some players want to leave it's their loss or gain. Doesn't effect anything really.
    Negativity is draining. I play the game for fun, not for negativities.
    Pc na
  • Attackopsn
    Attackopsn
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    I had an opportunity to share a conversation with Wrobel once online. It was before Thieves Guild and we were talking about changes to abilities like Relentless Focus becoming stamina and how Templar passives work etc. I gave him a suggestion (can't completely recall what it was) that he said wasn't something he wanted to do because it would be similar to another class unique form of getting a certain buff (mending or resolve, again, cannot remember), and that he did not want to homogenize the classes. How is the orbs change not homogenization? They not only reduced the effectiveness of this class specific utility but gave it to a universally available line for all classes to use. How is removing a class unique method of major mending and forcing people to achieve this buff through a full restoration staff heavy attack not homogenization? As massive as these upcoming changes are, some positive, many seemingly negative, I don't want to form too many assumptions beyond Warden probably surpassing the current meta-status we felt with Sorcerer. I am only worried because I am unclear if the combat development team even knows they are blatantly contradicting what at least to me seemed to be their goals.
    Edited by Attackopsn on April 20, 2017 2:41PM
    ign: ATTACKO
    PS4 NA
    First NA Completion of VMoL Hard Mode


  • Fodore
    Fodore
    ✭✭✭✭
    Fodore wrote: »
    akl77 wrote: »
    Aedric Spear
    Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
    Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.

    why rely so heavily on shards for your stam back? Use potions tanks and dps. Restore stam in not Templar's job, it's your build flaw if you have resources regen issues.

    Dawn’s Wrath
    Eclipse:
    This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.
    Reduced the cost of this ability and its morphs by approximately 20%.

    Who uses this? Never, so don't care

    Power of the Light (Backlash morph): Fixed an issue where the damage from this morph could be dodged.

    good fix

    Purifying Light (Backlash morph): Fixed an issue where the heal from this morph could not critically strike.

    Good nerf

    Restoring Light
    Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.

    good nerf

    Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.

    who still uses this, used the aura morph already, so don't care

    Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.

    fair nerf, now watch your footings and position your self, instead of blindly spamming breath of life at a corner facing the walls, this is fair and all about strategy and skills, I love positioning based play

    Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.

    dont need major mending anyway, use your cp and gear set ups, also we Templars aren't just playing healer roles, so don't class us with major mending powerful heals.

    For the above patch notes, I really not sure what the drama and complaints are about?? Care to explain your views??
    It didn't take away your jabs or beam or Bol, those are Templar's main features.
    Note: my main and fav is my dear Templar and it can play as healer, tank, dps, tank and heal, with respec, it's awesome imo.

    Why rely on shards? First of all people do not rely on shards and as a healer a part of your job is to manage group rescources. Shards is a good way to help sustain the groups rescources.

    Who uses repentance? ffs. You seriously have no idea? Lots of people still use it in PvE, it's such a strong ability that many people have it on both bars. PvP is where it's rare for someone to take the other morph over repentance. Having it only restore stamina to the casting Templar is such bs, you could be killing people, but then another Templar comes in and repents the bodies, pretty much stealing your repent from you because you can't get stamina back from those bodies anymore.

    And lol. The reason we are so angry about the major mending is that the new class they are introducing, the warden, which you have to pay for, has a reliable way of keeping major mending up. Also if you are saying we are not all healers, which is true, but this doesn't mean they need to take it away. In PvP especially, if you are a Templar not using major mending buff that's just a stupid move.

    ZOS are pretty much just gutting the Templar here of some core skills that really define the Templar.

    Well, we don't know if Warden's Major mending uptime is high, that still has to be seen.

    And no, they didn't "pretty much just gutting the Templar here of some core skills that really define the Templar.", they gave other classes a chance to compete with Templar healers by giving them a way to restore resouces to the group. That's not what defines Templar, that's what made Templar healers the de facto healers of this game and no other class can compete with Templar healers.

    Have you not seen the warden skills? If you heal someone under 50% health you get major mending for a time period, it's easy to keep up and you don't have to stay in 1 area.

    And you say they are just letting other classes compete? The way to do that isn't to destroy a class, it's tombuff others. And I am pretty sure that if you speak to any knowledgable person they will say that these sustain skills are some of the skills that define Templar and make them the most efficient healers. Take away these skills and really what are the skills that now make the Templar shine at healing, sure you have BoL still (which imo is a good change), but you have no good way of helping sustain your group, might I remind you again, sustain is a key part of healing. Now you tell me that that's not gutting a class of some of its defining skills.

    You're never going to get each class equal in each role, it's not how the game works, different classes are for different roles. Yes templars can play as other things but you must admit they do
    shine in the healing department, and I case you didn't notice, a healers job is to heal, buff and debuff and sustain.
    But look at what just happened to our sustain skills.

    Not to mention the issue of people pretty much stealing you're corpses in PvP and you getting no stamina back.

    And also I said SOME of is core skills, so lol.

    Edited to better phrase some points
    Edited by Fodore on April 20, 2017 2:45PM
    Before judging a man walk a mile in his shoes.
    After that who cares?
    They're a mile away and you've got their shoes.
  • Calandrae
    Calandrae
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    akl77 wrote: »
    Be positive, warden is fun and new, why not embrace it? You never know till you try it.
    The game is fun to play for any class, if some players want to leave it's their loss or gain. Doesn't effect anything really.
    Negativity is draining. I play the game for fun, not for negativities.

    This may also come as a surprise but some people enjoy playing their well thought-out characters they have spent time to master.

    The same people might not find starting all over with a new class and character "fun and new" but frustrating. Especially when it's forced by ridiculous nerfing to ensure people have little choice but to do just that.

    Personally I find it very hard to stay positive when I read such ignorant and arrogant posts like yours.
    Edited by Calandrae on April 20, 2017 2:45PM
  • akl77
    akl77
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    Well, the forum is divided, everyone is entitled to their own opinion and play style and fun. Just don't take it personally.
    It's nothing personal, just a game in ones eyes.
    I only asked for your view and reasoning, not personal attacks, it's not needed.
    Edited by akl77 on April 20, 2017 2:52PM
    Pc na
  • koralr33fer
    koralr33fer
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    Ya and now resources regen is going to be more critical than ever. They've increased the cost of stamina skills by 5%. They have removed the CP attributes that reduce the cost of skills for stamina and magicka. So resource management is going to be more important than ever, but they've taken my tools away that allow me to remedy that.

    OP has obviously not played a Templar. It was my job in trials to heal and give resources. Not just heal. And shards made the class unique. Now everyone has orbs...so whats the point of shards now? Am I going to get a new skill to replace it or now am I just using orbs now. Toss that skill out.

    Also the healing ritual is now a cone....isn't that what combat prayer does? Heals in front of you...so what makes healing ritual any different than combat prayer other than combat prayer gives a damage buff and healing ritual does not. Another skill to be set aside.

    Repentance....uhhh. I have other healing skills. This was just for stamina recovery. And now what it only gives stamina to the Templar. If your a healer, ur magicka....I don't need a heal skill that only gives me stamina. Skill now only useful to stam Templars. Another skill to toss.

    Major mending...gone. Given to the warden and all he has to do to get it is heal a low health target. That's going to have big uptime. But Templars cant have it?

    Basically they've eliminated the skills that made this healing class unique. Yes I get it now other classes can heal. Whoopty do, we've become a classless game now where no class excels at anything. Having classes that have an edge in different situations, with strengths and weaknesses is what makes having classes fun. Now, we're all equally worthless. Is the warden going to be as basic as this too, resorting to using all resto staff skills like my Templar now. Probably not....

    And its not just Templars. Some skills that were good for DK tank has been nerfed. With the warden being able to tank.

    This is looking more and more like a scheme to sell wardens. This could have been put into effect a long time ago. But they have released it this way 6 weeks before release of a new class...how convenient. I was hoping warden would be more of a support character, to give buffs in trials and dungeons, that supplements the existing classes. Now it looks like hes made to replace the existing ones, and everyone else class doesn't matter. You're all using resto staff skills now. While the warden has much more to offer...
  • ScooberSteve
    ScooberSteve
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    If your too dumb to work it out then thats your problem. Worst update ever
  • DHale
    DHale
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    There's honestly no good nerfs the cp cost reduction could and should have been enough small gradual changes rather than large sweeping ones. You don't break the game in a effort to make it better... no one will be left.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • Spottswoode
    Spottswoode
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    akl77 wrote: »
    Be positive, warden is fun and new, why not embrace it? You never know till you try it.
    The game is fun to play for any class, if some players want to leave it's their loss or gain. Doesn't effect anything really.
    Negativity is draining. I play the game for fun, not for negativities.

    That's all fine and dandy except:
    A large number of veteran players are going to be starting Wardens from level one which means the pool for people playing high end group content is going to be substantially smaller. It will stay this way for weeks and the people who are still playing high level content will be doing so with gimped heals and higher costs. Also with lower resource management via healers. It's going to be a frustrating time for a large number of players.

    One of my favorite phrases is "A positive attitude won't stop a bullet." (You'd be surprised how often I get to use it relevantly.) There is a certain point where reality and rational decision making have to take a priority over hoping for the best. These changes are pretty broad and the reaction is about on par. I don't necessarily agree with many people that the sky is falling, but some of these changes are pretty bad. Players have reacted accordingly and fairly logically. (No, it isn't irrational to get pi**ed when someone breaks your stuff.) This reaction is honestly to be expected by this point.
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  • raj72616a
    raj72616a
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    akl77 wrote: »
    I'm healer mostly, and I've healed vet trials successfully all with pug groups ...

    vet. trial. pug.

    lol and successful?
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