Elsterchen wrote: »The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.
Have you seen the tooltip?... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.
Yeah, sure one can waste a pretty big amount of ultimate for major protectionand a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up
i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.
Elsterchen wrote: »Elsterchen wrote: »The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.
Have you seen the tooltip?... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.
Yeah, sure one can waste a pretty big amount of ultimate for major protectionand a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up
i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.
Now I am jelly... and just to make you jelly as well: Sun is shining and we have the best icecream just around the corner. (Akatosh knows i'll need some decent amount of chilli-chocolate-ice before summerset hits)
Elsterchen wrote: »The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.
Have you seen the tooltip?... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.
Yeah, sure one can waste a pretty big amount of ultimate for major protectionand a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up
i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.
Elsterchen wrote: »The tooltip for meditate states "while you hold the button, you channel. Just release to end the channel.".
While I hate trusting tooltips, that sounds more like using prisoner rags/cowards 5pc bonuses when you hold shift. Can be clunky, but you can turn it off and on at will and "weave" the mag regen in between heavy attacks.
If the latter happens, id imagine we can see using meditate after a heavy attack to regen another 1600+ mag but also 1600 stamina and the heal could potentially be boosted by healing percents.
Have you seen the tooltip?... controling the duration sounds awesome ... I really hate to be locked down in the middle of battle.
Also, you can block cancel the templar ultimate to retain the major protection. Nothing like the resto ultimate which can be AC letting you retain both the heal and the buffs, but saying you are locked into the templar ulti channel is misleading if your intention is to gain the major protection bonus. 10 seconds of constant major protection > 5 seconds of major protection going to the ally with less health than you. But I agree they need to make this ultimate instant cast; its too clunky for the cost/benefits.
Yeah, sure one can waste a pretty big amount of ultimate for major protectionand a heal ... it doesn#t solve the problem of beeing exactly where you started and enemies that have X seconds to think on how they are going to give it to you once they stoped laughing at you for hovering midair trying to get at least health up
i have photos of the tooltips lol. I am not posting them for obvious reasons, but that's what the tooltip says lol. And the ability is called "Deep Thoughts" and the it says "health for 1500 health, and restore 1650 mag and stamina every 1 second.
Is it seriously called Deep Thoughts? I need a character renamed to Jack Handy.
@Elsterchen
For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc.
The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.
Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.
Elsterchen wrote: »@Elsterchen
For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc.
The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.
Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.
Oh just a last one before i take off: You don't need jabs in your rotation. LAs with a staff can be fired from range, too ... so ranged DD magplar would only use jabs when forced to melee range anyways (back bar?) ...
Just thoughts... i admit I have never wielded a staff ... or to be honest: my sorc (my first magica toon) is level 6, just started crafting and carries her staff rather then use it
For my stamplar options are more limited: there is only jabs as spammable ... and only melee-range (beeing DW). Options are to go 2H/DW or DW/bow or start using weapon skills only (last isn't really an option atm jabs beats flurry in every situation). Personally I like a one-weapon-build more then switching between weapons, probably because its timing easier to handle and missed weapon swap is less punishing. With summerset going 2H/2H will probably be much better then DW/DW, yet I'll most probably won't do that and rather stubornly yell as loud as i can on sight of any unfavourable change to DW stamplar.
Ron_Burgundy_79 wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.
How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.
@Joy_Division
Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.
I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.
For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.
Elsterchen wrote: »@Elsterchen
For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc.
The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.
Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.
Oh just a last one before i take off: You don't need jabs in your rotation. LAs with a staff can be fired from range, too ... so ranged DD magplar would only use jabs when forced to melee range anyways (back bar?) ...
Just thoughts... i admit I have never wielded a staff ... or to be honest: my sorc (my first magica toon) is level 6, just started crafting and carries her staff rather then use it
For my stamplar options are more limited: there is only jabs as spammable ... and only melee-range (beeing DW). Options are to go 2H/DW or DW/bow or start using weapon skills only (last isn't really an option atm jabs beats flurry in every situation). Personally I like a one-weapon-build more then switching between weapons, probably because its timing easier to handle and missed weapon swap is less punishing. With summerset going 2H/2H will probably be much better then DW/DW, yet I'll most probably won't do that and rather stubornly yell as loud as i can on sight of any unfavourable change to DW stamplar.
Seraphayel wrote: »Ron_Burgundy_79 wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.
How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.
@Joy_Division
Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.
I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.
For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.
Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".
Elsterchen wrote: »@Elsterchen
For magplar, guild abilities don't synergize well with sweeps/channels. You would need to hit the mage guild ability every time your channel is complete to get the empower buff and then follow up with a light attack. Solar barrage takes care of those casts for you, so you don't have to think about getting empower while you transition from sweeps into light attack. Otherwise you are adding another cast in an otherwise loaded rotation. Flipside, if a magplar wanted to run the new light attack buff ability and build for light attacks as your spamable, then I can see running a mage ability (degeneration) before each cast. But then you are just building a watered-down sorc.
The cast time for solar barrage does make it clunky, and without fast mobility options like sorc/nb finding room to cast it in combat makes it more clunky than it should. But it still has use in adding filler to your sweeps, of which stamplars use bleeds to do essentially the same thing.
Maybe other magplars manage this better, but more casts in combat means a clunkier/defensive templar feel like crap. Anything to reduce our loaded rotations while heightening combat efficiency will make templar much much better in PVP without making them OP.
Oh just a last one before i take off: You don't need jabs in your rotation. LAs with a staff can be fired from range, too ... so ranged DD magplar would only use jabs when forced to melee range anyways (back bar?) ...
Just thoughts... i admit I have never wielded a staff ... or to be honest: my sorc (my first magica toon) is level 6, just started crafting and carries her staff rather then use it
For my stamplar options are more limited: there is only jabs as spammable ... and only melee-range (beeing DW). Options are to go 2H/DW or DW/bow or start using weapon skills only (last isn't really an option atm jabs beats flurry in every situation). Personally I like a one-weapon-build more then switching between weapons, probably because its timing easier to handle and missed weapon swap is less punishing. With summerset going 2H/2H will probably be much better then DW/DW, yet I'll most probably won't do that and rather stubornly yell as loud as i can on sight of any unfavourable change to DW stamplar.
DW does give you a ranged spamable that procs major brutality and gives a snare. Not ideal but better than jabs at landing.
Seraphayel wrote: »Ron_Burgundy_79 wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.
How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.
@Joy_Division
Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.
I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.
For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.
Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".
Seraphayel wrote: »Ron_Burgundy_79 wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.
How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.
@Joy_Division
Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.
I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.
For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.
Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".
Logic is irrelevant. If we were to mention the opposite we could say we need any form of CC or defensives that we lack.
See?
Seraphayel wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.
How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.
@Joy_Division
Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.
I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.
For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.
Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".
Logic is irrelevant. If we were to mention the opposite we could say we need any form of CC or defensives that we lack.
See?
Not really.
ZOS wants to make every class viable in every role, that's why they give DKs some needed tools for healing. CC is actually no role for ZOS so no point for balancing that out. Still we're getting options for CC with Psijic as that seems to be the skill line that should give every class something it doesn't have (but other classes).
Seraphayel wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »Seraphayel wrote: »Ron_Burgundy_79 wrote: »I'm guessing that I'm not the only person who found it ironic that DK's are going to have access to 5 seconds of major mending. Pretty sure @ZOS_Wrobel 's reasoning for removing major mending from templars was because the uptime was too high. It was too easy to keep major mending up. Seems like DK's are about to have exactly that.
How about a little love Wrobel? Give us major mending again. You could even throw in the blazing spear hard cc as a bonus.
@Joy_Division
Major Mending for DKs is fine. They're the least played healer class and for a long time they didn't offer anything for a healer spec. It's good that ZOS finally acknowledges them being capable of healing. As a Templar you have a lot of other tools for healing (active and passive skills), you shouldn't complain about DKs getting one thing.
I'm fine with DKs getting a buff. I just find it ironic that dks are back to square one with major mending.
For those not familiar with the original changes, templars lost major mending in the same patch that dks had their major mending uptime reduced.
Well, I am aware of that. I just think that Templar doesn't need Major Mending. Templars have other great tools for healing which DKs are lacking. I am fine with them getting something "special".
Logic is irrelevant. If we were to mention the opposite we could say we need any form of CC or defensives that we lack.
See?
Not really.
ZOS wants to make every class viable in every role, that's why they give DKs some needed tools for healing. CC is actually no role for ZOS so no point for balancing that out. Still we're getting options for CC with Psijic as that seems to be the skill line that should give every class something it doesn't have (but other classes).
I would agree, but templars have none of the 'top' that other classes have. Nor dps, nor tanking, nor healing after Summerset.
Elsterchen wrote: »@Elsterchen I don't know yet whether my magplar will be primarily PVE or PVP next patch, but either way I'm very excited about the Empower change. 8 seconds of Solar Barrage = 8 seconds of 40% more light attack damage, which sounds like a lot of pressure.
@casparian
-> Empower has been completely redesigned - instead of granting 20% more damage to your next attack, it now only affects your next Light Attack, but increases its damage by 40%, up from 20%.
Empower adds damage to one single light attack, so it would be preferably used with an instant cast to weave strong light attacks into yout rotation:
Now lets check the possibilities:
(source: https://forums.elderscrollsonline.com/en/discussion/284053/buffs-and-debuffs-a-full-list-updated-for-dragon-bones/p1
Mages Guild Passive: Might of the Guild
Two Handed Ability: Wrecking Blow (Morph of Uppercut)
Nightblade Assassination Ability: Ambush (Morph of Teleport Strike)
Dragonknight Ardent Flame Ability: Empowering Chains (Morph of Fiery Grip)
Templar Dawn's Wrath Ability: Solar Flare+Morphs
new with summerset:
(source: https://reddit.com/r/elderscrollsonline/comments/89e1in/summerset_update_18_teaser_a_recap_of_last_weeks/
DK: Empowering Chains (Morph of Fiery Grip) yields 2 stacks of empower ... = 2 LAs with +40% dmg possible? (On paper: open with empowering chains (get mobility and perfect position (move to your target)) right followed by a +40% dmg LA (or 2)
Best used by magDKs ... but i guess even at the high cost the additional effects make this a very interesting option vor stamDKs especially those using 2H ... see Wreckling Blow Morph above.
So magplars like magsorcs or magwardens will most probably use the mage guild skills to utilize this buff. Not optimal, but managable, I guess.
Magblades will for sure be better off then anyone else, followed by DKs as both classes can dip into this new mechanic easily.
Stamplars, Stamden and StamSorcs basically only will be able to use the ability when using 2H weapon and have no ability to "double dip" into this buff (rotating different skills to keep the +40% dmg uptime at max). Evenso stamplars "could use" solar flare it would most probably not work: cast time + cost + no further extra (like mobility, repositioning, damage) just ask for a "laugh at me -> I am stupid templar caught in canneling"-sign .
Seraphayel wrote: »I just can't think of any use for Empower yet. Compared to how it is now it sounds very weak in Summerset. At least for Templars.
Joy_Division wrote: »@DisgracefulMind
Thanks You Bee for the excellent feedback. Very specific and thoughtful insights. Suggestions are totally on point. Whoever is Templar rep should bookmark that post.
. And here is Remembrance which lost its aoe major protection in trade of 6sec more of it for caster. And yet didnt get rid of its disable.