sticx45_ESO wrote: »All classes across the board still get major mending from resto staff passive. I don't understand why people are flipping out over this.
Also, in regards to this:I am not even going to touch on the nerfs to Repentance, BoL, or the now non-unique skill of Spear Shards with the changes to Mystic Orbs.
Repentance still provides 10% magicka and stamina recovery passively, I didn't see it in the notes but it didn't say it was gone?
It still recovers stamina to you and I don't really know where else you would use it except casual dungeons maybe? It's hardly mandatory for anything.
BoL was a heal, that would heal the lowest friendly within 28m and you can cast it looking at the sky, the ground, the wrong way; it doesn't matter, it will select the right target/s. Come on, I'm a Templar but that was so powerful, huge constant heals.
Bonus on the shards, if someone else can do your job of throwing shards with Mystic orbs, then you've got time to get that resto staff Major Mending buff up, welcome back.
How long does a fully charged heavy resto take? And for a 3 second buff? I will practically need to heavy attack weave in-between each skill! Not looking forward to a heavy attack meta...
"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."
I can deal with BoL changes, but the ranged DPS will have to learn to position themselves.
As a templar main, I feel that changing our bonus to minor mending works fine. Yeah, I'd say so.
It's only when compared to the Warden, who has reliable MAJOR mending, that I see a problem happening here.
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.
They are absolutely making Warden class the only option, unless you are happy to play a subpar version of any role with the other classes.
Live Server: I could cast 16 BoL before tapping out of Magicka. It took 30 seconds to regen back to full with no other buffs.
PTS: I could cast 11 BoL before tapping out of Magicka. It took 34 seconds to regen back to full with no other buffs.
The reduction from 16 to 11 BoL’s is a 69% reduction in the numbers of healing skills I can cast before running out of magicka. Keep in mind that this sustain nerf is on top of the loss of Major Mending! When we add the two nerfs together we get an overall reduction of 86% in healing effectiveness!
Speaking from a PVP and a PVE perspective, I think Templars and other players should be more concerned about the change to Shards and Repentence. @Wrobel @ZOS_GinaBruno @ZOS_RichLambert
Repentence should still give Stamina to allies, otherwise it guts the use in PVP for small scale players trying to fight outnumbered and it also forces competition between Stamplars since it is their only class sustain mechanic for PVE.
Sharing the same synergy with Necrotic Orb is okay since Shards are slightly easier to aim but I think Templars should be re-imbursed with some other changes for support. I think these synergies should supply X amount of lowest resource and Y amount of highest resource to balance the load between both, and not end up without getting any of the resource you want.
You all act like major mending is gone..... You just shouldn't spam your heals blindly, but use them when your ally or yourself is actually wounded enough to make it necessary.
Speaking from a PVP and a PVE perspective, I think Templars and other players should be more concerned about the change to Shards and Repentence. @Wrobel @ZOS_GinaBruno @ZOS_RichLambert
Repentence should still give Stamina to allies, otherwise it guts the use in PVP for small scale players trying to fight outnumbered and it also forces competition between Stamplars since it is their only class sustain mechanic for PVE.
Sharing the same synergy with Necrotic Orb is okay since Shards are slightly easier to aim but I think Templars should be re-imbursed with some other changes for support. I think these synergies should supply X amount of lowest resource and Y amount of highest resource to balance the load between both, and not end up without getting any of the resource you want.
The shared cooldown hurts everyone. Also, homogenizing class skills with general skills that anyone can acquire is really bad design. You damage the uniqueness of each class, which fits with their intentions apparently.
Templars only for the last 4 patches or so have had major mending access...we lived without it once before we'll be perfectly fine in the future with minor mending.
Also, in regards to this:I am not even going to touch on the nerfs to Repentance, BoL, or the now non-unique skill of Spear Shards with the changes to Mystic Orbs.
Repentance still provides 10% magicka and stamina recovery passively, I didn't see it in the notes but it didn't say it was gone?
It still recovers stamina to you and I don't really know where else you would use it except casual dungeons maybe? It's hardly mandatory for anything.
BoL was a heal, that would heal the lowest friendly within 28m and you can cast it looking at the sky, the ground, the wrong way; it doesn't matter, it will select the right target/s. Come on, I'm a Templar but that was so powerful, huge constant heals.
Bonus on the shards, if someone else can do your job of throwing shards with Mystic orbs, then you've got time to get that resto staff Major Mending buff up, welcome back.
I made dro-m'athra destroyer as healer and I saying you - healing as templar is easy and it will be easy, not as much as it was but still.
Thing is that this patch will nerf good Templars just as much as "healbots"... As stated previously my main "rotation" included 3 HoTs, 1 personal resource sustain skill, 1 or 2 team resource sustain skilsl, 1 team DPS boosting skill, and 2 DoTs. I have to know when to lay down my HoTs and DoTs, when they expire, when the AoE abilities need to be moved to a new location, when my team needs a burst heal, when I can DPS because everything is going and my team is alive and well... all while paying attention to mechanics in PvE. Don't tell me for a second that healing is easy.
If we are talking about PvP healing, that is a different beast itself because the way the game is designed PvP healing is far different. This is why they need to balance PvE and PvP differently.