Elsterchen wrote: »Uhhhmmm, how about one stamina morph of eclipse?
* please don't hit me... purge is too expensive and my eclipse isn't even close to yours (dmg -wise... the costs are equal)... and my jabs do not heal*
Nice of you to ask, but I guess a few things are going to get changed before eclipse hits live. As it stands now, it will be a wunderfull skill for magplars. Thanks for that Zeni and thanks for testing @Cinbri.
I don't know what else to say, if I ask for a CC ... nah, its going to be OP if magplars could utilize it.
Staminasteal - or something in that line bolstering ressource management, might be an interesting alternative to a stamina version of eclipse.
Or a stamina version of rune focus maybe? Cheap, if I may dream: moving, little extra defence... preferably not linked to major resolve/ward (although in that number-range of boost) to really add some usefull and easily expandable tankyness.
If I get crazy I would even suggest something like "word of god" -> Let there be Silence! linked to rite of passage... that could be extremely interesting ... but maybe again leads to very OP magplars.
Lastly, why not make sunshield scale from either health or stamina whichever is higher? - it would be a little bonus to stamplars with little consequences to existing builds.
Elsterchen wrote: »Uhhhmmm, how about one stamina morph of eclipse?
* please don't hit me... purge is too expensive and my eclipse isn't even close to yours (dmg -wise... the costs are equal)... and my jabs do not heal*
Nice of you to ask, but I guess a few things are going to get changed before eclipse hits live. As it stands now, it will be a wunderfull skill for magplars. Thanks for that Zeni and thanks for testing @Cinbri.
I don't know what else to say, if I ask for a CC ... nah, its going to be OP if magplars could utilize it.
Staminasteal - or something in that line bolstering ressource management, might be an interesting alternative to a stamina version of eclipse.
Or a stamina version of rune focus maybe? Cheap, if I may dream: moving, little extra defence... preferably not linked to major resolve/ward (although in that number-range of boost) to really add some usefull and easily expandable tankyness.
If I get crazy I would even suggest something like "word of god" -> Let there be Silence! linked to rite of passage... that could be extremely interesting ... but maybe again leads to very OP magplars.
Lastly, why not make sunshield scale from either health or stamina whichever is higher? - it would be a little bonus to stamplars with little consequences to existing builds.
They could give channeling focus stamina return as well. But not both at the same time "mag or stamina which ever is lower". But I'm worried that would impact pve and therefore good luck trying to get them to agree to anything lol.
It so much more stronger than UC on live. Currently we can just use it for 3.5 explosion that can be easily blocked or purged, tho why I stoped using this morph. But now on pts it a bit weaker solar bomb but it unblockable and unpurgable, i.e. there is no way to counter it anymore. And unlike similar skills of other classes it dont have cooldown - you can just stand there and spam it on enemy and each new bomb will detonate previous. And in addition now it also have CC effect(no need anymore to slot that terrible Javelin or other CCs) that will proc ton of unblockable damage. And as current live it remained uncapped so you can spam it on 2,3,10 enemies at once.@Cinbri thanks for the diligent testing!
yes I agree UC is now in a much better spot! It will be used on my bar as both an AOE burst to replace valkyn and the tooltip DMG you have is what it is on live except we now have a unique unblocked/undodgeable attack to make up for the lack of undodgeable cc.
I disagree with you on UC cost reduction or range suggestion. For unblocked and undodgeable cc, it should be limited by it's single target application the cost and it's range suggests more synergy with the melee attacks that Templars have. I think they can explore this in a future patch. We need they to review total dark and other Templar spells.
For total dark, I agree, the cc immunity drain and lack of punishment for breaking free early is still an issue for that morph.
I agree on all your other points regarding the templar skills. I want to add that sweeps has had it's healing nerfed because we had major mending and then we had major mending removed without restoring the heal back on sweeps. And the change too how percentages are calculated messed up the DMG for sweeps and Jesus beam, both of which impact the morphs heavily.
Any stamplars have any thoughts? We need their input (especially since total dark is still open for potential changes; I would like it to receive some love for our stamplar brothers and sisters.)
And that is very nice coz it mean they did read why bomb should bypass cooldown and all our walls of text, like below, are not just a waste of time, despite people feel so.I hope this stays, they made it sound like they intended that you would no longer be able to use the skill at all on immune targets.
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.
They could give channeling focus stamina return as well. But not both at the same time "mag or stamina which ever is lower". But I'm worried that would impact pve and therefore good luck trying to get them to agree to anything lol.
Elsterchen wrote: »@MinnoThey could give channeling focus stamina return as well. But not both at the same time "mag or stamina which ever is lower". But I'm worried that would impact pve and therefore good luck trying to get them to agree to anything lol.
I would complain too, I need reliable ressource management, and all alternative options make skills unreliable (unless they scale of max ressource ofc).
Yes it would seem that Unstable Core will apply the end of timer explosion even if the target is CC immune, just not the reflect part. That is fair, although I do question whether the "explode and refresh" on recast should occur given the strength of the skill.
The reflect portion still won't work at all on anything other than trash mobs, so this is only a PvP skill Imo. Albeit a strong one now.
My Templar senses are tingling, I sense a nerf before live.
TD and UC scale of magicka or is it a flat value? Kind of regretting going stamplar now but I do love the playstyle.


Great @Joy_Division now Wrobel will nerf Healing Springs next to make Hasty Prayer a more interesting choice.
Great @Joy_Division now Wrobel will nerf Healing Springs next to make Hasty Prayer a more interesting choice.
Actually the opposite, hasty prayer will get a cost increase to make templars healers less BiS for raids in pve
Why do you think purge cost got increased? Resto staff couldn't compete with the purge effects so they increased the cost to make resto staff healing more attractive.
#halfjoking
Serious question regarding Eclipse though - I hopped in the PTS and checked the values on my Templar. The tooltip was 5.7k for UC - on a healer build. Sounds a bit too strong in my humble opinion. But regardless, my question was:
a) Does the damage proc from UC count towards Purifying/PotL and gets stored?
b) Are damage set procs direct damage in the context of UC (Viper not probably)?
c) How about Boundless Storm and Hurricane? Do they proc UC too?
Rhawl’ka was empty so I couldn’t test it.
FlamingBeard wrote: »Serious question regarding Eclipse though - I hopped in the PTS and checked the values on my Templar. The tooltip was 5.7k for UC - on a healer build. Sounds a bit too strong in my humble opinion. But regardless, my question was:
a) Does the damage proc from UC count towards Purifying/PotL and gets stored?
b) Are damage set procs direct damage in the context of UC (Viper not probably)?
c) How about Boundless Storm and Hurricane? Do they proc UC too?
Rhawl’ka was empty so I couldn’t test it.
I imagine the damage would contribute to Purifying Light, but why would anyone leave it on themselves that long?
None of that stuff really matters as long as you use CC break when you see the huge dark sphere around your character.
A Templar using that skill on anyone with half a brain is simply giving that player free CC immunity at the cost of a lot of Magicka.
Also, Eclipse will work from Direct Damage. as long as you just CC break before doing any targeted damage, you'll never see any significant harm done from the skill to yourself.
It won't do anything to DoT effects.
Brutusmax1mus wrote: »FlamingBeard wrote: »Serious question regarding Eclipse though - I hopped in the PTS and checked the values on my Templar. The tooltip was 5.7k for UC - on a healer build. Sounds a bit too strong in my humble opinion. But regardless, my question was:
a) Does the damage proc from UC count towards Purifying/PotL and gets stored?
b) Are damage set procs direct damage in the context of UC (Viper not probably)?
c) How about Boundless Storm and Hurricane? Do they proc UC too?
Rhawl’ka was empty so I couldn’t test it.
I imagine the damage would contribute to Purifying Light, but why would anyone leave it on themselves that long?
None of that stuff really matters as long as you use CC break when you see the huge dark sphere around your character.
A Templar using that skill on anyone with half a brain is simply giving that player free CC immunity at the cost of a lot of Magicka.
Also, Eclipse will work from Direct Damage. as long as you just CC break before doing any targeted damage, you'll never see any significant harm done from the skill to yourself.
It won't do anything to DoT effects.
The first tick off dots, aka the application right?
as told by zenimax first tick of dots also will apply the damage to the enemy in TD or UC. i am not sure yet if the damage counts as direct attack or dot, since skoria procced in my testing. most proc sets count as direct damage and i cozld imagine, that boundless storm and hurricane wont proc TD or UC.
FlamingBeard wrote: »as told by zenimax first tick of dots also will apply the damage to the enemy in TD or UC. i am not sure yet if the damage counts as direct attack or dot, since skoria procced in my testing. most proc sets count as direct damage and i cozld imagine, that boundless storm and hurricane wont proc TD or UC.
An extremely easy hard counter to that is just not reapplying your DoTs until you've broken CC.
You should be CC breaking as soon as you see the big and bold dark sphere around yourself, then taking advantage of the free CC immunity without a stun attached someone just gifted you with by using Eclipse on you.
2. Still old bug when enemy grant CC immunity by purging Eclipse:
3. It still grant CC immunity for free after expire. Soft CCs should not grant CC immunity unless actively countered.
Why not instead REDUCE the base cost as compared to live and give it the 4-second cost scaling penalty (edit: like Streak, Dodge roll). THAT is how you promote strategic use.
While you're at it, do the same for Cloak and Reflective Scale. Warden doesn't really have a signature move like the 4 vanilla classes but Wardens need a few gentle survivability nerfs too IMO.
Mystrius_Archaion wrote: »Why not instead REDUCE the base cost as compared to live and give it the 4-second cost scaling penalty (edit: like Streak, Dodge roll). THAT is how you promote strategic use.
While you're at it, do the same for Cloak and Reflective Scale. Warden doesn't really have a signature move like the 4 vanilla classes but Wardens need a few gentle survivability nerfs too IMO.
I could support that 4 second escalating cost, but it sucks on streak because it is an instant very short effect that you want to spam. It would work on a long term HoT/DoT like Ritual.
I definitely wouldn't want to see it on cloak either because you need to spam cloak to get out of range of guards in the city when you've got bounty, among other uses.
The escalating cost for spamming a skill mechanic really shouldn't be on short duration skills. It should be on longer duration skills intended to be used less often, if at all.
The base cost increase to Cleansing Ritual is a very lazy change. I totally understand why they think it needs adjusted - the skill is VERY strong.
Increasing base cost is just a kick in the nuts to Stamplars, most of whom can only cast it 3 times consecutively already while it is only a very minor nerf to magplar.
Why not instead REDUCE the base cost as compared to live and give it the 4-second cost scaling penalty (edit: like Streak, Dodge roll). THAT is how you promote strategic use.
While you're at it, do the same for Cloak and Reflective Scale. Warden doesn't really have a signature move like the 4 vanilla classes but Wardens need a few gentle survivability nerfs too IMO.