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?
In general birds aren't able to be reflected b/c they are like a conjured projectile, and the bird isn't coming directly from the caster. It is a weird, and annoying, especially when it's undodgeable. I think they wanted the eclipse/total dark to resemble the abilities used by the guards. In my opinion, this will be potent, and extremely irritating to fight against
About Solar Barrage and Healing Ritual changes, I have now a saved and pinned Evernote note that I'll go back to every single patch note so I just need to copy and paste to save time for the next 5 years:
CAST. TIMES. DO. NOT. WORK. IN. ESO. PLEASE. GIVE. UP. THAT. IDEA. FOR. ANY. AND. EVERY. SKILL.
FlamingBeard wrote: »About Solar Barrage and Healing Ritual changes, I have now a saved and pinned Evernote note that I'll go back to every single patch note so I just need to copy and paste to save time for the next 5 years:
CAST. TIMES. DO. NOT. WORK. IN. ESO. PLEASE. GIVE. UP. THAT. IDEA. FOR. ANY. AND. EVERY. SKILL.
Dark Flare is good enough to justify having a cast time, but I agree that melee-ranged damage like Solar Barrage or short-ranged healing skills like Healing Ritual just do not make sense having channeled cast times.
FlamingBeard wrote: »About Solar Barrage and Healing Ritual changes, I have now a saved and pinned Evernote note that I'll go back to every single patch note so I just need to copy and paste to save time for the next 5 years:
CAST. TIMES. DO. NOT. WORK. IN. ESO. PLEASE. GIVE. UP. THAT. IDEA. FOR. ANY. AND. EVERY. SKILL.
Dark Flare is good enough to justify having a cast time, but I agree that melee-ranged damage like Solar Barrage or short-ranged healing skills like Healing Ritual just do not make sense having channeled cast times.
I have a guildie that used to run it. He did nice damage, but always ended up dying more than usual in trials due to something being stuck in the animation.
Skills with cast time just have very limited use, like ganking. The game is just way too fast for them to NOT be clunky. So better just to give up.
Now, cast time for healing skills is just absurd...
Now, cast time for healing skills is just absurd...
SidewalkChalk5 wrote: »Now, cast time for healing skills is just absurd...
Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.
SidewalkChalk5 wrote: »Now, cast time for healing skills is just absurd...
Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.
Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
dodgehopper_ESO wrote: »Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.
SidewalkChalk5 wrote: »Now, cast time for healing skills is just absurd...
Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.
dodgehopper_ESO wrote: »Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.
dodgehopper_ESO wrote: »Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.
Templar tanks should not be forced into 60k+ health for usable blazing shield. They don't need that much health in the first place. It could be maxed at around 30k health and then improved by the number of nearby enemies like now. That way it could also be usable by stamplars, if they invested a bit into health.
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.
Templar tanks should not be forced into 60k+ health for usable blazing shield. They don't need that much health in the first place. It could be maxed at around 30k health and then improved by the number of nearby enemies like now. That way it could also be usable by stamplars, if they invested a bit into health.
Well this is the problem with the developers getting rid of overcharging (diminishing returns) isn't it? This has a lot of unintended consequences that are very difficult to get rid of. Personally I think Tanks should be about massive regeneration, and not ludicrous health/magic/stam numbers. Its always a delicate balance though, which is why I was concerned when they stripped away diminishing returns. The end result immediately was that some races at the time were garbage.
SidewalkChalk5 wrote: »Now, cast time for healing skills is just absurd...
Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.
SidewalkChalk5 wrote: »Now, cast time for healing skills is just absurd...
Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.
It would be much better as a strong channel. Take the current heal and split it 5 ways and have it pulse at 0, .4, .8, 1.2. 1.6 second marks.
Would be the strongest AoE heal in the game, but the drawback would be that it is an interruptible channel.
On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
Any thoughts?
dodgehopper_ESO wrote: »Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.
Mystrius_Archaion wrote: »dodgehopper_ESO wrote: »Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.
I think the problem with shields is that max magicka buffs damage and most shields. So, they don't have to sacrifice damage for survivability; they just get both.
So yes, all shields should really work like Sun Shield and they should probably make spell/weapon damage the only damage affecting stats, other than crit chance, and leave max magicka/stamina as sustain stats so people can either build for burst or build for sustain or build for the middle but lower of both. This would probably mean needing main armor enchants for spell damage added to the game just like jewelry has an option for max stats versus spell damage.
If you actually think about it, this would really be a good idea that could balance out the whole problem of focusing on max magicka/stamina above all other stats while allowing much more build freedom and hybrid sets to finally be worth it.
Mystrius_Archaion wrote: »On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
Any thoughts?
1) It copies crit damage so it doesn't need to crit.
2) It does scale off spell damage because the skills it copies damage from scale off spell damage. It's almost like having Major Sorcery that also buffs max magicka by 20% as well as spell damage. Though it is much shorter duration and much more tricky to use.
3) It's not the only skill to behave differently in PVE, nor the first. Teleport Strike snares instead of stunning against players.
That's only the first that comes to mind.
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.
@Minno No, they won't.
They will remove chain explosion of each bomb upon cast. Currently it like spammable Curse