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.
a) yesSerious 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.
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.
I disagree on a scaling mechanic for purge.
There are tons of debuffs forcing Templars to use purge strategically on live. Forcing extra resorce drain to limit the number of consistent casts would mean stamplars would still only be able to purge 2-3 times in a row, but now further punish Templars.
You will see, it would get to the point where it would be better to build heavily into AOE/debuff defenses than it would be to cast a 3.5k base cost spell that could be more expensive than alliance war purge. And then you could slot vamp/forward momentum to completely remove all snares, making using purge obsolete for all Templars.
a) yesSerious 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.
b) yes, all procsets procs, including viper on first tick of its dot.
c) yes, on first tick.
On practice - yes. but many proc like scoria, veli, etc. are delayed damage and proc when cooldown ends, so in theory can proc. Tho it would be fun if they removed cooldown, so it feel more like reflect than debuff, but I guess it might be too much.a) yesSerious 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.
b) yes, all procsets procs, including viper on first tick of its dot.
c) yes, on first tick.
@Cinbri Isn't it safe to assume that most procs (including Viper) wouldn't ever trigger Eclipse damage because of the 750ms cooldown on Eclipse damage?
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.
I disagree on a scaling mechanic for purge.
There are tons of debuffs forcing Templars to use purge strategically on live. Forcing extra resorce drain to limit the number of consistent casts would mean stamplars would still only be able to purge 2-3 times in a row, but now further punish Templars.
You will see, it would get to the point where it would be better to build heavily into AOE/debuff defenses than it would be to cast a 3.5k base cost spell that could be more expensive than alliance war purge. And then you could slot vamp/forward momentum to completely remove all snares, making using purge obsolete for all Templars.
ZOS really wants to neuter this skill though. They've been toying at nerfs just about every patch.
Spam penalty cost scaling is an excellent mechanic in a game without cooldowns. This would also effect magplar and stamplar equally which is the most important goal IMO. I also think this is the only way to soft-limit the scope of the skill while also making its first cast even more efficient.
Edit - @Minno to your point about cost scaling making other skills more attractive to situationally complement CRitual, I don't see that as a bad thing
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.
I disagree on a scaling mechanic for purge.
There are tons of debuffs forcing Templars to use purge strategically on live. Forcing extra resorce drain to limit the number of consistent casts would mean stamplars would still only be able to purge 2-3 times in a row, but now further punish Templars.
You will see, it would get to the point where it would be better to build heavily into AOE/debuff defenses than it would be to cast a 3.5k base cost spell that could be more expensive than alliance war purge. And then you could slot vamp/forward momentum to completely remove all snares, making using purge obsolete for all Templars.
ZOS really wants to neuter this skill though. They've been toying at nerfs just about every patch.
Spam penalty cost scaling is an excellent mechanic in a game without cooldowns. This would also effect magplar and stamplar equally which is the most important goal IMO. I also think this is the only way to soft-limit the scope of the skill while also making its first cast even more efficient.
Edit - @Minno to your point about cost scaling making other skills more attractive to situationally complement CRitual, I don't see that as a bad thing
Yea, but they want it to do 2 debuff removed and not 5. I remember when they made that change lol.
But given the large amount of debuffs available, you can't make a change to increase cost to a class that has less Regen potential and even less mobilty and close to no defense without a reliable class purge. That's why the scaling mechanic is better for streak/dodge roll, both give a significant advantage to your mobilty but also to your survivability. And both of those were abused heavily because there were no hard counters; a heavy increase to cost was needed to make a counter to their use.
And we still have abilities that no one will use given the fast paced appreciate of PvP. So adding purge to that list, would be detrimental to the lifespan of current and future Templars. Most have moved on to sorcs/nightblades who have DMG + Mobility, both of which offset the large amount of debuffs in the field.
I do agree that purge should no longer be what makes a Templar viable in PvP. But some would argue that even purge in its current state is useless and would rather be able to move faster and deal significantly more DMG. I would support a sexy mobility mechanic over purge.
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.
I disagree on a scaling mechanic for purge.
There are tons of debuffs forcing Templars to use purge strategically on live. Forcing extra resorce drain to limit the number of consistent casts would mean stamplars would still only be able to purge 2-3 times in a row, but now further punish Templars.
You will see, it would get to the point where it would be better to build heavily into AOE/debuff defenses than it would be to cast a 3.5k base cost spell that could be more expensive than alliance war purge. And then you could slot vamp/forward momentum to completely remove all snares, making using purge obsolete for all Templars.
ZOS really wants to neuter this skill though. They've been toying at nerfs just about every patch.
Spam penalty cost scaling is an excellent mechanic in a game without cooldowns. This would also effect magplar and stamplar equally which is the most important goal IMO. I also think this is the only way to soft-limit the scope of the skill while also making its first cast even more efficient.
Edit - @Minno to your point about cost scaling making other skills more attractive to situationally complement CRitual, I don't see that as a bad thing
Yea, but they want it to do 2 debuff removed and not 5. I remember when they made that change lol.
But given the large amount of debuffs available, you can't make a change to increase cost to a class that has less Regen potential and even less mobilty and close to no defense without a reliable class purge. That's why the scaling mechanic is better for streak/dodge roll, both give a significant advantage to your mobilty but also to your survivability. And both of those were abused heavily because there were no hard counters; a heavy increase to cost was needed to make a counter to their use.
And we still have abilities that no one will use given the fast paced appreciate of PvP. So adding purge to that list, would be detrimental to the lifespan of current and future Templars. Most have moved on to sorcs/nightblades who have DMG + Mobility, both of which offset the large amount of debuffs in the field.
I do agree that purge should no longer be what makes a Templar viable in PvP. But some would argue that even purge in its current state is useless and would rather be able to move faster and deal significantly more DMG. I would support a sexy mobility mechanic over purge.
I'd like some extra mobility too, but not a speed increase - it would be awesome if Sacred Ground also reduced the effectiveness of all snares on you while standing in your circles (-30% would be about right).
Edit - to take that idea further, Master Ritualist should lose the lame soul gem mechanic and increase the speed of heavy attacks by 25% while standing in your circles. Step into my house now! Haha
Joy_Division wrote: »@Cinbri -
I know you're a really good player and probably more knowledgeable of the intricacies of templar mechanics than I am, but I think you are far overestimating the value of Eclipse.
I've used the skill in Maelstrom Arena and it was not something I would recommend or would use again. I didn't feel very protected using it. This is against unthinking, non-CC breaking NPCs. DK Wings, Warden Leeching Vines, even plain old Harness Magicka are all superior options.
You can say this is effective Vs. 90% of opponents and I guess it is, but it's *really* frustrating to slot a skill that has simply zero effect on bosses and elite NPCs. These are the most important PvE fights and I'm not going to waste a slot on my bar for an ability that is 100% useless in those situations. My DK wings, Warden Leeching vines, and plain old Harness Magicka work just fine in these scenarios.
We can stop right here and assert with confidence that just based on PvE alone Eclipse is in need of some fundamental reform. It's purely a PvP skill and being having such a limited scope for a limited amount of players in the ESO community, it better bring something genuinely exciting to the table.
It's highly debatable that it does.
I do think you are right in that this is supposed to function as the Templar CC: it follows the petrify-fear-rune prison formula of going through dodge, from what you posted I get the impression it goes through block (does it? It used to not) and because most opponents are going to CC break it, a templar casting eclipse will have the same result as a DK casting petrify: opponent is hit with an undesirable spell that will prompt them to immediately CC break and consume stamina.
Except:
- Eclipse is noticeably more expensive
- Eclipse does not have a strong after-effect debuff (neither does Rune Prison, but it's not like sorcs need help)
- Eclipse does not stop the movement of an opponent
- Eclipse does not actually drop an opponent's block in order to hit them with a meteor or allow allies to hit unblocking targets.
- Eclipse can be purged and cleansed by Allies.
- An opponent does not have to break this - for an example, an opponent who is fleeing won't care about being Eclipsed and this are precisely the opponents I often really want to CC.
- An opponent could potentially fight just fine being Eclipsed. Talons, Curse, Flame Breath, Dawnbreaker, Meteor, Sap Essence, Deep Fissure, etc., all work just fine.
That's a lot of drawbacks and functions that Eclipse can't perform that the other classes real CCs can.. What exactly is Eclipse doing that Rune prison-Fear-Petrify can't? Some magic damage if our opponent's don't CC break and hit us with direct damage attacks. That's it. What if they chose not to fulfill these conditions? Well then a templar has just used 1000 more magicka on a potential CC break (let's not forget Eclipsed can be purged and cleansed unlike Fear, Fossilize, and Rune Prison) that does not even impede my opponent's movement and has no after-effect.
So, yes, it may sort of act as a quasi CC, but it is more expensive, has more limitations, and isn't nearly as versatile or good as the other class options. But that is what precisely has been wrong with Eclipse from the beginning and why no skill has undergone as many revisions and reforms as this because after all the devs have done, most templars do not use this for PvE or PvP.
Since you used Eclipse from Launch, that is the one before the initial Imperial City revision, I'll ask you would you rather have that one or what we have on the PTS? I don't think it's close, the original Eclipse was far and away superior ... and in the grand scheme of ESO, it wasn't even that good.
Consider, the Original Total Dark morph reflected back just about every attack in the game, which encompassed a much wider array of attacks, but in actually reflecting the attacks back, also inflicted the opponents with all the accompany DoTs, CCs, debuffs, burst damage, etc. I also got healed and the opponent took damage whether or not they CC broke. Think about that, you'd have to combine both morphs on the PTS just to get something that isn't nearly as good!.
I've said this after every single PTS patch and I'll say it again. What is on the PTS will not be used by the vast majority of Templar players, ether in PvE and PvP. At some point ZoS should come to the conclusion those of us who don't use Eclipse because it has too many limitations and doesn't do anything interesting or exciting to make up for those limitations, rather than we are ignorant of Eclipse's potential.
Mystrius_Archaion wrote: »Ok, extensive tests completed and so is feedback:
Changes are actually great, but, unlike changes of dragonknights, its only half-way road changes, during next pts cycles we need additional tweaks to solidify new skills mechanics.
1. Eclipse - overall I don't understand all bad feedback about it and calling it crap... First of all and best thing - it became reliable skill that you can use against everyone, well at least against 90% of enemies, I can finally get this skill as my main CC and don't be afraid that all stamina builds will laugh at my face.
How can it be good when it doesn't reflect or stop DoTs, like Puncturing Sweep and Lightning Flood and Blockade of Elements and anything else classified as DoT which are most prevalent, where even in pvp players do use DoTs and ground targeted skills?
How can it be good when it can be broken by break free so easily and give that player free CC immunity without ever hampering their movement?
It's not even real "control" if it doesn't restrict movement in some way. At the very best this skill could be, it would only cause players to run away or avoid attacking for a very brief time due to the obvious futility of doing so with their build. That's not a win. This reminds me of the change to the heavy armor passives they thought would "get players to stop attacking the heavy armor class" as if they would notice those passives or even care because they're "so strong! stop the pain!" which they aren't.
How can it be good when, in pve, it doesn't even apply to anything but the very weakest enemies?
Seriously, this is the most stupid thing about this skill ever and has always been the problem with it. You can't use it against bosses, which we really wish we could, or even against enemies with just one of those special indicators on their health bars, like trolls and gargoyles.
Give me a break! That's just the most absolutely useless "control"/"defensive" skill ever because it doesn't provide any defense against the targets you need defense against most, all because of the stupid decision to give higher class npcs COMPLETE DEBUFF AND CONTROL IMMUNITY!
Just kill the Eclipse skill in pve already and put in the tooltip that it does nothing in pve and is meant for pvp. You're just confusing newer players with the lie that it could possibly be useful in pve when really the only time it is useful is when even a skeever or mudcrab could kill them because they don't know how to play, which means they wouldn't know how to use eclipse right anyway. Are accidental benefits to ignorant players(not an insult, different definition) a reason to keep this skill useless for skilled players?
As for Solar Barrage, a point blank AoE, meant to be used in melee range, with a cast time, with the amount of enemies in any group content especially vet content that can and do those big interrupt attacks or do that "run back and fling a snare" thing or just have an AoE that staggers us, makes it another pass in most of that content.
If I'm being pressured with interrupts so my cast time skills are risky then I'll risk that time only on Puncturing Sweep or Healing Ritual which would both maybe save my life during that time while Solar Barrage wouldn't. Also, Puncturing Sweep still does something when interrupted due to it being a channel which makes it a DoT and actually faster than an instant skill for a portion of the damage and self-heal on each hit.
So, Eclipse is garbage in pve and insanely easy to counter in pvp while Solar Barrage may be close to useful but is worthless when under pressure.
Thanks for nothing.
Edit: removed duplicate line.
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.
I disagree on a scaling mechanic for purge.
There are tons of debuffs forcing Templars to use purge strategically on live. Forcing extra resorce drain to limit the number of consistent casts would mean stamplars would still only be able to purge 2-3 times in a row, but now further punish Templars.
You will see, it would get to the point where it would be better to build heavily into AOE/debuff defenses than it would be to cast a 3.5k base cost spell that could be more expensive than alliance war purge. And then you could slot vamp/forward momentum to completely remove all snares, making using purge obsolete for all Templars.
ZOS really wants to neuter this skill though. They've been toying at nerfs just about every patch.
Spam penalty cost scaling is an excellent mechanic in a game without cooldowns. This would also effect magplar and stamplar equally which is the most important goal IMO. I also think this is the only way to soft-limit the scope of the skill while also making its first cast even more efficient.
Edit - @Minno to your point about cost scaling making other skills more attractive to situationally complement CRitual, I don't see that as a bad thing
Yea, but they want it to do 2 debuff removed and not 5. I remember when they made that change lol.
But given the large amount of debuffs available, you can't make a change to increase cost to a class that has less Regen potential and even less mobilty and close to no defense without a reliable class purge. That's why the scaling mechanic is better for streak/dodge roll, both give a significant advantage to your mobilty but also to your survivability. And both of those were abused heavily because there were no hard counters; a heavy increase to cost was needed to make a counter to their use.
And we still have abilities that no one will use given the fast paced appreciate of PvP. So adding purge to that list, would be detrimental to the lifespan of current and future Templars. Most have moved on to sorcs/nightblades who have DMG + Mobility, both of which offset the large amount of debuffs in the field.
I do agree that purge should no longer be what makes a Templar viable in PvP. But some would argue that even purge in its current state is useless and would rather be able to move faster and deal significantly more DMG. I would support a sexy mobility mechanic over purge.
I'd like some extra mobility too, but not a speed increase - it would be awesome if Sacred Ground also reduced the effectiveness of all snares on you while standing in your circles (-30% would be about right).
Edit - to take that idea further, Master Ritualist should lose the lame soul gem mechanic and increase the speed of heavy attacks by 25% while standing in your circles. Step into my house now! Haha
But if we increase the cost to those circles, those passives would be terrible.
Most agree that having a circle on the floor only benefits pve content. For PvP, those classes that have a self buff and carries with them are generally more moble than classes that have to stay around.
Master ritualist should reduce the cast time on all channels/cast time abilities if you are in your circles (which would include heavy attack.). Having a faster jabs could help make our DPS burst more viable and therefore slotting hasty prayer could be a reality!!!
Sacred ground could grant snare immunity if you cast your circles. But we could also see this with hasty prayer grant snare removal + immunity for 8 seconds instead, which would be a great change for both mag/Stam toons.
With those changes, I would deslot purge for hasty prayer on my backbar. And therefore trade debuff removal for extra mobility. And the channel time reduction would be a dps boost without adjusting DMG numbers (but might need the snare effect reviewed; but most would be for that if it means our channel taking less time to finish it's cast.)
Balanced Warrior passive increases Weapon Damage by 6% and Spell Resistance by 2640.
Suggestion: Increase both Spell and Weapon damage by 3-4%
@ZOS_Wrobel
It is about time Templars get access to Major Sorcery and Major Brutality from a class skill.
Dragonknights have access to Major Sorcery from Molten Weapons and Major Brutality from its morph Igneous Weapons for 33 seconds.
Nightblades have access to Major Brutality from Drain Power and Major Sorcery from its morph Sap Essence for 20 seconds.
Sorcerers have access to Major Brutality from Surge and Major Sorcery from its morph Power Surge for 33 seconds.
Wardens have access to Major Sorcery from Betty Netch and Major Brutality from its morph Bull Netch for 27 seconds.
Templars have no skill to gain either Major Sorcery or Major Brutality from a class skill or class passive.
Balanced Warrior passive increases Weapon Damage by 6% and Spell Resistance by 2640.
Suggestion: Increase both Spell and Weapon damage by 3-4% and increase both Spell and Physical Resistance by 1500-2000.
Illuminate passive grants the Templar and its allies Minor Sorcery for 20 seconds when casting a Dawn's Wrath skill.
Suggestion: Also add Major Sorcery for the casting Templar for 20 seconds.
Also Templar does have access to major defile, one of the strongest debuffs in game... But of course I understand slotting entropy or running spell power pots is not optimal.
dodgehopper_ESO wrote: »I'd like to point out that those other classes get access to the buffs you're talking about, but some of them get better or equal versions of Balanced Warrior now... I'm not sure you want to weaken this passive any more than it has been weakened.
jbjondeaueb17_ESO wrote: »Also Templar does have access to major defile, one of the strongest debuffs in game... But of course I understand slotting entropy or running spell power pots is not optimal.
Except Major Defile is only useful in PvP and "hidden" behind a skill, even if it can do high damage in PvP, is a long channel, slow travel, and easily dodgeable skill.
dodgehopper_ESO wrote: »I'd like to point out that those other classes get access to the buffs you're talking about, but some of them get better or equal versions of Balanced Warrior now... I'm not sure you want to weaken this passive any more than it has been weakened.
The passive is somewhat of a running joke. It is called Balanced Warrior and increases Spell Resistance and Weapon Damage. Would it be more balanced if it increased Physical Resistance and Spell Damage, or would it be less balanced?
My suggestion is to make it more overall balanced by increasing both types of resistances and both types of damage. But increasing both stats would be a bit too overpowered that's why I suggested increasing both values but at a slightly lower value. 6% of both WD and SD plus 2640 of both SR and PR would be a major buff. I would be very happy indeed if it increased both damages by around 3-4% and both resistances by around 2k.
@ZOS_Wrobel
It is about time Templars get access to Major Sorcery and Major Brutality from a class skill.
Dragonknights have access to Major Sorcery from Molten Weapons and Major Brutality from its morph Igneous Weapons for 33 seconds.
Nightblades have access to Major Brutality from Drain Power and Major Sorcery from its morph Sap Essence for 20 seconds.
Sorcerers have access to Major Brutality from Surge and Major Sorcery from its morph Power Surge for 33 seconds.
Wardens have access to Major Sorcery from Betty Netch and Major Brutality from its morph Bull Netch for 27 seconds.
Templars have no skill to gain either Major Sorcery or Major Brutality from a class skill or class passive.
Balanced Warrior passive increases Weapon Damage by 6% and Spell Resistance by 2640.
Suggestion: Increase both Spell and Weapon damage by 3-4% and increase both Spell and Physical Resistance by 1500-2000.
Illuminate passive grants the Templar and its allies Minor Sorcery for 20 seconds when casting a Dawn's Wrath skill.
Suggestion: Also add Major Sorcery for the casting Templar for 20 seconds.
Why are so many people crusading against Balanced Warrior?
1) It IS balanced because it provides an offensive boon and a defensive boon.
2) The spell resistance benefits all Templars equally.
3) The 6% weapon damage is not really unfair to magplars since they get 100% uptime on Minor Sorcery.
This passive is fine.
Major Brutality/Sorcery is a separate issue and I agree that we NEED these buffs in the class kit. Everything in the game is balanced around having these core buffs. I wish ZOS would find an intelligent way to add both buffs to the class.
dodgehopper_ESO wrote: »Why are so many people crusading against Balanced Warrior?
1) It IS balanced because it provides an offensive boon and a defensive boon.
2) The spell resistance benefits all Templars equally.
3) The 6% weapon damage is not really unfair to magplars since they get 100% uptime on Minor Sorcery.
This passive is fine.
Major Brutality/Sorcery is a separate issue and I agree that we NEED these buffs in the class kit. Everything in the game is balanced around having these core buffs. I wish ZOS would find an intelligent way to add both buffs to the class.
I'm not railing against Balanced Warrior. I like the concept of the passive, but I have a problem with the way they've lowered the Templar recovery rates while simultaneously handed out similar passives to other classes like Balanced Warrior like candy. In the case of Stamplar they work, if you can blast your enemy quickly. The exhaustion rate on Templar is very high though, and they've wrecked what was already a confining Repentance skill by causing all Templars to compete with one another for these resources. As a Templar I can't stand other Templars being around, which I find rather annoying from a matter of design. There are gameplay reasons for this as well as thematic reasons for this (Templar is clearly the Stendarr-oriented, Imperial Legion oriented class). It seems at odds with the theme of the class that the more Templars on the field, the less effective they each become.
Why are so many people crusading against Balanced Warrior?
1) It IS balanced because it provides an offensive boon and a defensive boon.
2) The spell resistance benefits all Templars equally.
3) The 6% weapon damage is not really unfair to magplars since they get 100% uptime on Minor Sorcery.
This passive is fine.
Major Brutality/Sorcery is a separate issue and I agree that we NEED these buffs in the class kit. Everything in the game is balanced around having these core buffs. I wish ZOS would find an intelligent way to add both buffs to the class.
Joy_Division wrote: »Why are so many people crusading against Balanced Warrior?
1) It IS balanced because it provides an offensive boon and a defensive boon.
2) The spell resistance benefits all Templars equally.
3) The 6% weapon damage is not really unfair to magplars since they get 100% uptime on Minor Sorcery.
This passive is fine.
Major Brutality/Sorcery is a separate issue and I agree that we NEED these buffs in the class kit. Everything in the game is balanced around having these core buffs. I wish ZOS would find an intelligent way to add both buffs to the class.
Because it doesn't provide an offensive boon to magplars. Because every class I group with also gets 100% uptime on Minor Sorcery. Because NB Master Assassin increases Weapon and spell damage, because NB Pressure Points increases weapon and spell critical, because Sorcerer Expert mage increases weapon and spell damage (look at the name of the passive again, MAGE!).
And, magplar DPS is absolutely terrible.
The passive is not fine because it is an anachronistic vestige of pre-1.6 nebulous and ambiguous mess that did not neatly separate weapon damage for stamina users and spell damage for magicka users.
Reading all the comments about the new Eclipse is saddening. Those who didn't like Total Dark before was mainly because it only reflected ranged. So complaints were made and now the unbreakable part is gone, which was the strength of the spell. The fact that it couldn't reflect birds was an oversight of the devs. Any instant cast ranged ability should've been reflected. Total Dark shut down ranged, was unbreakable, could heal you, and finished with an aoe explosion. I don't know what to say now. Thanks?