Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
I was only commenting on the idea that you can waste magicka casting it on a CC immune target, and this is not really unusual. The solution is... don't.
I still am not going to use Eclipse. I've got one flex spot and it just doesn't ever make the cut.
FlamingBeard wrote: »
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
I was only commenting on the idea that you can waste magicka casting it on a CC immune target, and this is not really unusual. The solution is... don't.
I still am not going to use Eclipse. I've got one flex spot and it just doesn't ever make the cut.
Fossilize is a CC though, so it makes sense to negate its effect if target is CC immune.
Total Dark isn't a CC. It doesn't prevent movement or prevent skills from being cast and it certainly doesn't stop or prevent target from blocking like Fossilize does.
Total Dark in its current form is many magnitudes more useful than an ability that doesn't do anything aggressive to the opponent except maybe drain a tiny bit of stamina for the inevitable CC break.
Fossilize, and the similar abilities that Nightblade and Sorcerer both have are at least able to permit the user to follow through with a burst damage rotation.
The opponent can still move around and do whatever they please while affected by Total Dark. With PTS Total Dark, you're basically giving the opponent CC immunity at the cost of 4k+ magicka with no benefit to yourself for casting the ability.
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Not sure what you mean about players not using Total Dark in pvp. I've read what you said, but not understanding it. Sorry. All I know is that my group has used Total Dark consistently for some time now. We've all been amazed that more players weren't using it. And of course, I've never really wanted to say anything because why give other players info that makes them more powerful against my group. It was a highly underestimated skill. The unbreakable part especially. Shut down ranged for 3.5 secs, healed you, reflected dmg back, did aoe dmg at the end, and still enabled the enemy to be hard CC'd before the 3.5 secs expired. It is expensive but combined with heavy staff attacks, you could almost consistently weave it on multiple players.
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Not sure what you mean about players not using Total Dark in pvp. I've read what you said, but not understanding it. Sorry. All I know is that my group has used Total Dark consistently for some time now. We've all been amazed that more players weren't using it. And of course, I've never really wanted to say anything because why give other players info that makes them more powerful against my group. It was a highly underestimated skill. The unbreakable part especially. Shut down ranged for 3.5 secs, healed you, reflected dmg back, did aoe dmg at the end, and still enabled the enemy to be hard CC'd before the 3.5 secs expired. It is expensive but combined with heavy staff attacks, you could almost consistently weave it on multiple players.
DisgracefulMind wrote: »
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Not sure what you mean about players not using Total Dark in pvp. I've read what you said, but not understanding it. Sorry. All I know is that my group has used Total Dark consistently for some time now. We've all been amazed that more players weren't using it. And of course, I've never really wanted to say anything because why give other players info that makes them more powerful against my group. It was a highly underestimated skill. The unbreakable part especially. Shut down ranged for 3.5 secs, healed you, reflected dmg back, did aoe dmg at the end, and still enabled the enemy to be hard CC'd before the 3.5 secs expired. It is expensive but combined with heavy staff attacks, you could almost consistently weave it on multiple players.
It's just not worth it in small scale where your precious bar space can't sacrifice slots for it. ZoS needs to make it actually worth choosing to slot it over something much more valuable. Larger groups have the ability to slot whatever they want for the most part, but when you're a lone magplar or in a very small group, there's just better things.
DisgracefulMind wrote: »
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Not sure what you mean about players not using Total Dark in pvp. I've read what you said, but not understanding it. Sorry. All I know is that my group has used Total Dark consistently for some time now. We've all been amazed that more players weren't using it. And of course, I've never really wanted to say anything because why give other players info that makes them more powerful against my group. It was a highly underestimated skill. The unbreakable part especially. Shut down ranged for 3.5 secs, healed you, reflected dmg back, did aoe dmg at the end, and still enabled the enemy to be hard CC'd before the 3.5 secs expired. It is expensive but combined with heavy staff attacks, you could almost consistently weave it on multiple players.
It's just not worth it in small scale where your precious bar space can't sacrifice slots for it. ZoS needs to make it actually worth choosing to slot it over something much more valuable. Larger groups have the ability to slot whatever they want for the most part, but when you're a lone magplar or in a very small group, there's just better things.
I've used it consistently in small scale as well, bee. I've use other skills, too. But have always come back to this. It was that valuable. So I have to disagree. But having multiple skills and varying builds are a good thing.
DisgracefulMind wrote: »DisgracefulMind wrote: »
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Not sure what you mean about players not using Total Dark in pvp. I've read what you said, but not understanding it. Sorry. All I know is that my group has used Total Dark consistently for some time now. We've all been amazed that more players weren't using it. And of course, I've never really wanted to say anything because why give other players info that makes them more powerful against my group. It was a highly underestimated skill. The unbreakable part especially. Shut down ranged for 3.5 secs, healed you, reflected dmg back, did aoe dmg at the end, and still enabled the enemy to be hard CC'd before the 3.5 secs expired. It is expensive but combined with heavy staff attacks, you could almost consistently weave it on multiple players.
It's just not worth it in small scale where your precious bar space can't sacrifice slots for it. ZoS needs to make it actually worth choosing to slot it over something much more valuable. Larger groups have the ability to slot whatever they want for the most part, but when you're a lone magplar or in a very small group, there's just better things.
I've used it consistently in small scale as well, bee. I've use other skills, too. But have always come back to this. It was that valuable. So I have to disagree. But having multiple skills and varying builds are a good thing.
To each their own, but giving free CC immunity is just meh imo. Not to mention it's easily just purified by many things lol. I just know that I'm not going to go out and duo and sacrifice something like my spell power buff, purifying light, gapcloser/CC, stamina regen, heal, purify, damage, mobility for this skill. It's extremely mediocre and situational. The goal of being successful in small scale is to have well-rounded bars that can adapt to any and all situations, sacrificing skills that can be effective across the board for something situational is an ultimate failure in small-scale. Would I slot it for a duel against a magblade? Absolutely. For anything else? Absolutely not.
ZoS is investing too much energy in skills that will still be useless/situational instead of investing time and energy into fixing what is actually hurting on magicka Templar.
Would I slot it for a duel against a magblade? Absolutely.
Would I slot it for a duel against a magblade? Absolutely.
That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.
DisgracefulMind wrote: »DisgracefulMind wrote: »
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Not sure what you mean about players not using Total Dark in pvp. I've read what you said, but not understanding it. Sorry. All I know is that my group has used Total Dark consistently for some time now. We've all been amazed that more players weren't using it. And of course, I've never really wanted to say anything because why give other players info that makes them more powerful against my group. It was a highly underestimated skill. The unbreakable part especially. Shut down ranged for 3.5 secs, healed you, reflected dmg back, did aoe dmg at the end, and still enabled the enemy to be hard CC'd before the 3.5 secs expired. It is expensive but combined with heavy staff attacks, you could almost consistently weave it on multiple players.
It's just not worth it in small scale where your precious bar space can't sacrifice slots for it. ZoS needs to make it actually worth choosing to slot it over something much more valuable. Larger groups have the ability to slot whatever they want for the most part, but when you're a lone magplar or in a very small group, there's just better things.
I've used it consistently in small scale as well, bee. I've use other skills, too. But have always come back to this. It was that valuable. So I have to disagree. But having multiple skills and varying builds are a good thing.
To each their own, but giving free CC immunity is just meh imo. Not to mention it's easily just purified by many things lol. I just know that I'm not going to go out and duo and sacrifice something like my spell power buff, purifying light, gapcloser/CC, stamina regen, heal, purify, damage, mobility for this skill. It's extremely mediocre and situational. The goal of being successful in small scale is to have well-rounded bars that can adapt to any and all situations, sacrificing skills that can be effective across the board for something situational is an ultimate failure in small-scale. Would I slot it for a duel against a magblade? Absolutely. For anything else? Absolutely not.
ZoS is investing too much energy in skills that will still be useless/situational instead of investing time and energy into fixing what is actually hurting on magicka Templar.
I mentioned it before, after all the skills we need to function are slotted, we have 1 or 2 left for flex. But most of the time those slots are taken up by weapon related skills.
@DisgracefulMind
In my opinion there shouldn't be hard counters for any class in the game. But that was not the point. The discussion here is about buffs to Eclipse. I merely pointed out that should be done with great care.
DisgracefulMind wrote: »DisgracefulMind wrote: »
Total dark does dmg at the end on live. And you're still missing the point of why Total Dark is good as is now. Many have though.
Yea, Eclipse currently has no cc immunity. That was because of feedback stated that the ability was not being used because targets in both pve/PvP were stopping the ability from being used consistently.
Literally players weren't using the skill because it stopped them from doing DMG/healing consistently but cost them 3k. In pve, players used dots over this due to the fact they don't require any conditions other than refreshing the duration, and we're cheaper. In PvP, it's hard to fit utility abilities on your bar when it's filled with skills that are keeping you in cast times/channels or time abilities against enemies that are using more consistent options.
Not sure what you mean about players not using Total Dark in pvp. I've read what you said, but not understanding it. Sorry. All I know is that my group has used Total Dark consistently for some time now. We've all been amazed that more players weren't using it. And of course, I've never really wanted to say anything because why give other players info that makes them more powerful against my group. It was a highly underestimated skill. The unbreakable part especially. Shut down ranged for 3.5 secs, healed you, reflected dmg back, did aoe dmg at the end, and still enabled the enemy to be hard CC'd before the 3.5 secs expired. It is expensive but combined with heavy staff attacks, you could almost consistently weave it on multiple players.
It's just not worth it in small scale where your precious bar space can't sacrifice slots for it. ZoS needs to make it actually worth choosing to slot it over something much more valuable. Larger groups have the ability to slot whatever they want for the most part, but when you're a lone magplar or in a very small group, there's just better things.
I've used it consistently in small scale as well, bee. I've use other skills, too. But have always come back to this. It was that valuable. So I have to disagree. But having multiple skills and varying builds are a good thing.
To each their own, but giving free CC immunity is just meh imo. Not to mention it's easily just purified by many things lol. I just know that I'm not going to go out and duo and sacrifice something like my spell power buff, purifying light, gapcloser/CC, stamina regen, heal, purify, damage, mobility for this skill. It's extremely mediocre and situational. The goal of being successful in small scale is to have well-rounded bars that can adapt to any and all situations, sacrificing skills that can be effective across the board for something situational is an ultimate failure in small-scale. Would I slot it for a duel against a magblade? Absolutely. For anything else? Absolutely not.
ZoS is investing too much energy in skills that will still be useless/situational instead of investing time and energy into fixing what is actually hurting on magicka Templar.
DisgracefulMind wrote: »Would I slot it for a duel against a magblade? Absolutely.
That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.
It's a potential hard counter to ONE single class spec. That's it: staff using magicka nightblade. One. Hardly worth slotting for one spec.
DisgracefulMind wrote: »Would I slot it for a duel against a magblade? Absolutely.
That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.
It's a potential hard counter to ONE single class spec. That's it: staff using magicka nightblade. One. Hardly worth slotting for one spec.
And I must disagree here. sorry. It's been effective against ranged, as it was meant to be. Not only magicka nightlblades, but magicka sorcs, and every stamina that used a bow.
DisgracefulMind wrote: »DisgracefulMind wrote: »Would I slot it for a duel against a magblade? Absolutely.
That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.
It's a potential hard counter to ONE single class spec. That's it: staff using magicka nightblade. One. Hardly worth slotting for one spec.
And I must disagree here. sorry. It's been effective against ranged, as it was meant to be. Not only magicka nightlblades, but magicka sorcs, and every stamina that used a bow.
It reflects frags. Wasting a skill slot for frags is ridiculous. Most sorcs use crushing shock/force pulse, which isn't reflectable. And I guess overload? But anyone spamming overload on you with a bubble deserved to die anyways, same as DK wings. You can easily counter frags. For stamina, I can't say in all my time now playing stamina nightblade that eclipse has ever been effective against me or that I've seen it be effective against any decent stamina player. There are still much more valuable skills that can be used in a smaller scale group. ZoS has yet to make eclipse worth it to slot over those other skills, yet they're trying so hard to buff it.

CatchMeTrolling wrote: »Again I would rather you guys adjust some of Templars passives rather than tweak skills that most still won’t use because they aren’t appealing enough to give up considering the limited bar space.
Just curious how you slightly adjusted night blades passives randomly but not Templars after many have been asking for years.
1. Empowering Sweep - given that resto and snb ults will be nerfed, previous idea of change it major protection sounds too OP now.
But it doesn't change situation when this cheap ult pale in compare to oter cheap ults because of its low offense capability.
So here is another idea without chaning any numbers: make dot to proc every 1 second instead of every 2 seconds.
Given from my tooltip:
it would 2431 damage per second, instead of 4862 per 2 seconds. Damage will remained same, but ult will have a bit higer offensive capability and reliability coz dot will hit more often = it will drain twice more stamina on block against tanks, it will have more chances to hit agile stamina builds, and higher cance to reveal enemies who trying to retreat using Cloak. Damage/healing per every 1 second is what other overtime ultimates doing.
I believe with such change morph will be strong enough for its low cost.
2. Solar Barrage - was hoping that this skill could be replacement of Shards in pvp, but with cast time it just don't work. pbaoe that delayed tick 3 times without cast time would be perfect, however with cast time it too weak, and once again pbaoe with cast time and additional effects (tho current Empower is not one of those strong effects) could be too strong.
So I simply suggest to remove cast time:
1. So morph was made to be function as main skill, but problem is that this morph completely alternating functionality of skill. Dark Flare and Solar Barrage as different as Radiant Aura and Repentance. Both fit completely different roles and for that reason have completely different mechanics. Same goes for cast time for Barrage.
2. As already mentioned example of different functionality is Detonation - one is range reapplayable uncleansable aoe, another is pbaoe. It took quiet some time to remove cast time from Proximity, but this time proved that this cast time was making morph too unviable in compare to another. Axact same situation with Barrage vs Dark Flare: you can recast Flare as long as you want and it apply 5sec undodgeable, unblockable, unabsorbable AoE major debuff. But you can't reapply Barrage coz its time reseting again and again to 2seconds before starting to tick, and it forcing you to risk life in melee. For class with worst in-game mobility those are already most punishing restrictions.
3. As said morph alternating functionality too much. And in this case it pushing skill from supporting single target damage with aoe debuff into category of AoEs. And that category where Barrage with current cast time/no buffs just have no place:
change differentiated it from Impulse, but Templars don't use Impulse, ordinary dps Templar benefit from dual swords and its class AoEs, for that reason new Barrage trying to compete with something that is simply already excluded from Templar arsenal. So Barrage can compete only with another skill - Blazing Spear, and here it completely loosing competition in both pve/pvp scenarios. Both can deal approximetly same damage and proc passives, but while Shards proc 3 passives while Barrage 2. Shards have small delay on impact but in this cost it is large ranged AoE using which doesn't force tempalr to risk life, while Barrage have 3 seconds delay (1cast time+2 till first tick), and forcing to go melee. And despite both can deal almost same damage Shards is winning here again coz ~60% of its damage is dot that is unblockable and for that reason very effective against permablockers. And in addition to already winning everywhere Shards have strongest in-game synnergy of smart resource restore, making it most desirable AoE skill. Barrage is ticking damage and you can use other skills during its duration but exact same and even more you can do with Shards - without cast time you can block casting it, that is very important in pvp for counter-attack, while, as said, majority of damage is dot that is also ticking over time and allow you to use other dps skills. And that where Barrage could win a competition: solo-fights and mobility, situations when you play solo where Shards' insane synnergy doesnt matter or meeting high mobile enemy where Shards' strong(especially after 30% buff to morph) unblockable dot that can proc Burning Light will be uneffective; sadly even here current Barrage is loosing coz it higher chances to land initial hit of Shards and proc Burning Light that hoping that aoe with 3 sec delay will hit enemy who in this time can already deal damage to you and retreat, especially easily by Cloaking away; but without cast time it will become winner at least here for 2 reasons: 1. high mobile/range enemy wont be capable to easily counter your damage by simply moving and it will counter defensive abilities like Cloak 2. was already mentioned in thread, currently nonfunctional Empower will work and synergize with gap-closers, you could cast Barrage and then charge on enemy before 1st tick start procing and deal even more damage coz Empower.
Templar could stack Shards and Barrage but that only would work for bombplars same as for bomblades, that are fun for trolling and that's it. But in serious fight it means that Templar had to choose which skill to unslot and slot Barrage, and honestly I see only 1 skill to replace by it for any of my builds - Shards themselves.
3. Unstable Core - already showed in previous post that its current mechanic simply not working as intended coz break free mechanic, but on other hand making it unblockable feels a bit weird: unblockable aoe that you can spam in cyro on as many enemies as you want. The problem with this morph is almost same as it has with current live version, including disparity of morphs:
ZOS dont want to make you bypass cooldown, but that is what making this morph completely unviable nor in pvp, nor in pve, you restricted morphs feature by another mechanic. Both morphs differentiated to be defensive and offensive, but on live UC feels uncompleted because unlike default skill it lost it main component - CC, even despite its high damage this loss of being CC feels for Templar too obviously, not to mention that that mechanic was forced to extract 1 particular morph from being affected by Enduring Rays. That symbolizing that something is wrong with morph. This problem now fixed by granting it soft CC capability, but in the cost of loosing a lot of damage. It means while other problem was fixed (being CC), another returned - offense capability is neglected, removing morphs diversity once again.
Let me theorycraft even further: each tick of CC is equal to aoe damage of Solar Barrage, but unlike Barrage it is single target damage, i.e. UC proc has same damage as aoe but as everyone knows aoes hits not for high damage, their job is to trade it low damage for being able to deal damage to several targets. With changes to Barrage it even more unfair since first one can tick 3 times of 8m aoe.
UC does have cd restriction: it deal damage only to one target but can proc several times but also have ~7 seconds cooldown unlike other aoes.
Next, is solar bomb - it is deal 50% more damage but it has strong restriction for it - only per 7 in perfect state or per 12 seconds, also fit possibility of proc damage its aoe damage decreased on 10% in compare to live; and in addition to all other Templar class AoEs that are 8m, solar bomb has only 5m aoe. It despite it being attached to enemy and cant be dodged - but exact same mechanic of aoes - they cant be dodged, while Shards majority of damage also cant be blocked, however solar bomb can have even one more counter - it can be easily purged.
UC is not hard CC but unique soft CC, making it a bit weaker than ordinary CCs.
Being included back to Enduring Rays means decrease of its dps for more than 25%.
So as recap:
1.In group fights, even if it 2vX morph stop working completely coz teammates CCs despite it not even being hard CC ability.
2. It stop working completely in pve against bosses and elite mobs.
3. TD lost majority of its offense by removing time bomb from morph but UC lost not just 10% damage of time bomb but also unable to be used as dps skill.
4. Restrictions on damage for damage morph is too punishing, given that it already weaker aoe than others.
5. Total Dark and Unstable Core fit different roles but survivability of TD on such an high level (should also mention that unlike it own and UC damage component that benefit from 5 CPs it has addition healing component that also benefit from 3 CPs) that UC kept is weaker morph as it was always. UC unlike TD don't allow you to survive but now it also not allow you to deal damage.
You don't want us to bypass natural cooldown of morph to play its role, but there is natural cooldown - you cant apply bubble that will proc single target damage on target at any given time, it has 7-12 sec cooldown, and now also morph effect has exact same cooldown. TD don't care about it coz it just "cast and gets your benefit" same as on live, even if it will be broken it filling its role - to defend Templar (even aainst combination of follo-up attack) and thus it have 7 sec cd on its effect; but UC became completely lockdown by cooldown. I just suggest to invert that natural cooldown that we should not bypass:
and to differentiate morphs even larger, same as currently on live by making it work like current live Total Dark - apply time bomb even on immune enemies, would transform it in long-awaited AoE CC. If that too much you can simply add range restriction and cap for 1 target only to balance.
It will unify both roles but in a weaker state:
1. It cost more than any other Templar aoe or weapon skill aoe, availabe to Templar.
2. As CC it wont be hard CC but soft CC that in addition to being able to be CC Break it also be can be purged (tho would be nice if would get Deto threatment - to explode on purge).
3. As AoE damage ability it wouldn't be as hard hitting as others: only 5m blockable AoE.
4. Smallersingle target damage have cooldown per 7-12 seconds. It is that cooldown restriction that we wont be able to bypass.
5. On CC immune enemies it will be just a bomb that hit 10% lower than current live and overall dps of time bombs will be decreased more than 25% than on live coz this -10% in addition to increase texplode cast from 3.5 to 5 sec.
With such change I would gladly traded survivability that TD grant for damage of UC.
@ZOS_Wrobel
Since I main a Templar, and thus am, unsurprisingly, interested in Templar tweaks, I'll re-post my thoughts on the changes this update brings from the main patch notes thread:Another update, another attempt to re-invent the same bloody skill into something useful. And as is traditional, failing to do so completely. This is rubbish. This is crap. This is actually less useful than the current version.Eclipse: This ability and its morphs now returns damage whenever the affected enemy casts a direct damage attack. It still grants crowd control immunity when the effect ends and can now be removed by Break Free. Eclipse can also now be placed on an unlimited amount of enemies as a baseline effect.
Total Dark (Eclipse morph): This morph will heal you when the target casts a direct damage attack.
Unstable Core (Eclipse morph): This morph adds area of effect damage when the effect ends.The only real use for the skill was in shutting down high burst spamming Crystal frag proccing sorcs when they burst you down to single digit percentage health values. Casting Eclipse gave you a few seconds of respite to heal up. Now... they will just burst you down with their Curse/Frag proc while spamming Crushing Shock and light attack weaving, you cast this thing and they laugh while bursting you down with more of the same. Total failure of design once again.Casting Eclipse when you have low health means the enemy may be able to ignore it and still kill your character. However, if you are able to stay alive, it can shift the tide of battle in your favor against an aggressive opponent.
And speaking about CC... You gave both DK and Sorcs a ranged unblockable undodegable stun! And yet... You do not give Templars one. Actually you don't give us any meaningful CC at all. And keep taking the little we have away or turning it into rubbish.A melee range ability with a cast time? Are you *** serious? No one will use it. There is no space on anyone's bar for this crap. It's a magicka based skill, it now has a cast time. It will do 3 pulses total. Are you *** serious? How do you think this thing will fit in anyone's rotation? I run a magicka Templar melee build. I can not think any reason to use this except if you guys give me a Crown for each time I cast it in combat. It is that badSolar Barrage (Solar Flare morph): This morph now has a cast time that matches the base ability, and now causes you to pulse point blank area of effect damage every 2 seconds for 6 seconds.
CatchMeTrolling wrote: »Again I would rather you guys adjust some of Templars passives rather than tweak skills that most still won’t use because they aren’t appealing enough to give up considering the limited bar space.
Just curious how you slightly adjusted night blades passives randomly but not Templars after many have been asking for years.
Which passives would you change?