where does it say it doesn't refresh?
Which was kind of the bonus behind the fact you could refresh the buff, as it currently is on live.I wouldn't call it a nerf at all.You barely stay in one spot for the entire duration anyway and the cost increase don't seem problematic to me as well.
Well I hate to say it, but these buffs are PvP oriented and they have been a long time coming. Stamplar's and magplar's alike have long complained about the short duration of their armor buff and how they have to remain near a very small circle in order to refresh it. This change makes it effectively as long as hurricane, and with the low cost coupled with the magicka sustain lasting 15 seconds, you'll be able to keep your armor buff up 100% of the time effectively instead of having to play off the location of the rune in addition to occasionaly having to choose to purify or cast rune on low magicka (stamplar).
This is a very good change to PvP templar, and it was needed.
Templar is 15 seconds, 1891 magicka, provides a small amount of sustain and 2640 extra spell and physical resistance inside a 5m circle. Class has no sustain passive.
Well I hate to say it, but these buffs are PvP oriented and they have been a long time coming. Stamplar's and magplar's alike have long complained about the short duration of their armor buff and how they have to remain near a very small circle in order to refresh it. This change makes it effectively as long as hurricane, and with the low cost coupled with the magicka sustain lasting 15 seconds, you'll be able to keep your armor buff up 100% of the time effectively instead of having to play off the location of the rune in addition to occasionaly having to choose to purify or cast rune on low magicka (stamplar).
This is a very good change to PvP templar, and it was needed.
All that's changed is that you now cast every 15s instead of 8s and can't refresh your buff.
The max duration is down as is the return long term - Look at the charts in the above posts.
Doesn't seem like a buff for any competent magplar - maybe for the zerg surfers who were to busy sheeping to jump back in for literally a split second.
Merlin13KAGL wrote: »Which was kind of the bonus behind the fact you could refresh the buff, as it currently is on live.I wouldn't call it a nerf at all.You barely stay in one spot for the entire duration anyway and the cost increase don't seem problematic to me as well.
You weren't automatically penalized if you had to step out for a second or two, but it was beneficial to try to at least stay near.
If anything, your argument shows why the new version is even less useful, because you're not going to be taking advantage of the 50% defense increase on any high movement fight.
Well I hate to say it, but these buffs are PvP oriented and they have been a long time coming. Stamplar's and magplar's alike have long complained about the short duration of their armor buff and how they have to remain near a very small circle in order to refresh it. This change makes it effectively as long as hurricane, and with the low cost coupled with the magicka sustain lasting 15 seconds, you'll be able to keep your armor buff up 100% of the time effectively instead of having to play off the location of the rune in addition to occasionaly having to choose to purify or cast rune on low magicka (stamplar).
This is a very good change to PvP templar, and it was needed.
All that's changed is that you now cast every 15s instead of 8s and can't refresh your buff.
The max duration is down as is the return long term - Look at the charts in the above posts.
Doesn't seem like a buff for any competent magplar - maybe for the zerg surfers who were to busy sheeping to jump back in for literally a split second.
You really don't know what you're talking about. No competent magplar/stamplar is keeping a single rune down for the FULL duration on live and refreshing it within 7 seconds of expiration to receive max possible duration, UNLESS they are standing in a single spot and healbotting the zerg. Sure you can kite back through a strategically placed rune to refresh the buff, but in the vast majority of scenarios combat will call for you to recast an already inexpensive ability in a new location to receive your armor buff in a timely manner. This change allows for a REASONABLE duration on the ability and less instances where it will need to be reapplied sooner. Let's not forget that the vast majority of templar damage builds operate within melee range and that moving out of melee range to refresh a buff can tax your other resources in the process.
I've got 2500+ hours of 90% SOLO pvp on my stamplar. I've played around with this skill far more than most and that is my opinion of it.
You failed to mention minor mending, and a 30% snare to those stepping on your Rune in your description via Sacred Ground passive. If you're going to compete defense mechanisms don't leave out pertinent info. It makes you appear dishonest.
jasonthorpeb14_ESO wrote: »Another Templar nerf. GG Zos. This is starting to feel like the horror film “ the wish master”. We ask for small buffs and some how they twist our wish into a nerf .

You failed to mention minor mending, and a 30% snare to those stepping on your Rune in your description via Sacred Ground passive. If you're going to compete defense mechanisms don't leave out pertinent info. It makes you appear dishonest.
Or it was an oversight. But thanks for the compliment.
Plsss zos noooooo. We are op like NB I swear..... just leave us alonejasonthorpeb14_ESO wrote: »Another Templar nerf. GG Zos. This is starting to feel like the horror film “ the wish master”. We ask for small buffs and some how they twist our wish into a nerf .
"You wish for me to make your Templars stronger?"
"Granted..."
Elsterchen wrote: »As far as i understand only the duration of the buff seems to be a problem with channeled focus.
Is that correct?
So its not the main aspect of the skill, the now finally moving with target Major Defence buff, but the secondary effect that needs some more tweaking to account for the increased cost?
@Joy_Division, now don't you think someone could persuade someone working on combat design to just do some "tweaking" during the PTS cycle ?After all the channeled focus morph ONLY has the magica sustain linked to it, and not 2 minor buffs like restoring focus or a group utility and a minor buff like wardens and sorcs, at least the only minor buff should reflect new duration of the ability (18s on PTS / 15 s on live) as well as the increased costs.
edit: on the other hand we should find a skill to be replaced by a real sustain skill anyways... anyone still using blazing shield or javeline?
Elsterchen wrote: »As far as i understand only the duration of the buff seems to be a problem with channeled focus.
Is that correct?
So its not the main aspect of the skill, the now finally moving with target Major Defence buff, but the secondary effect that needs some more tweaking to account for the increased cost?
@Joy_Division, now don't you think someone could persuade someone working on combat design to just do some "tweaking" during the PTS cycle ?After all the channeled focus morph ONLY has the magica sustain linked to it, and not 2 minor buffs like restoring focus or a group utility and a minor buff like wardens and sorcs, at least the only minor buff should reflect new duration of the ability (18s on PTS / 15 s on live) as well as the increased costs.