tamrielwinner wrote: »old spear wall was better. amazing passive, one of the best that templars have, maybe their best.
CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Useless in what pve?.
Lightspeedflashb14_ESO wrote: »tamrielwinner wrote: »old spear wall was better. amazing passive, one of the best that templars have, maybe their best.
I read that as an addition, not a whole sale replacement, is that what it is?
cazlonb16_ESO wrote: »Lightspeedflashb14_ESO wrote: »tamrielwinner wrote: »old spear wall was better. amazing passive, one of the best that templars have, maybe their best.
I read that as an addition, not a whole sale replacement, is that what it is?
Yes, it is a full replacement.
Spear Wall:
When activating an Aedric Spear ability
Gain Minor Protection for 3 seconds, reducing damage taken by 8%.
CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Useless in what pve?.
Useless anywhere. If stuff is dying all around you, you don't really need it to begin with. And when you do need it, there is nothing to repent. That's the definition of a useless skill and a wasted skill slot.
Lightspeedflashb14_ESO wrote: »cazlonb16_ESO wrote: »Lightspeedflashb14_ESO wrote: »tamrielwinner wrote: »old spear wall was better. amazing passive, one of the best that templars have, maybe their best.
I read that as an addition, not a whole sale replacement, is that what it is?
Yes, it is a full replacement.
Spear Wall:
When activating an Aedric Spear ability
Gain Minor Protection for 3 seconds, reducing damage taken by 8%.
I see. I looked it up and I had the wrong passive in mind, I was thinking about the passive piercing spear, so we trade a unique 15% blocking mit, for a minor buff.
But the duration is too low for this.I'm assuming this is intentional to reduce blocking heal bots. Takes their strength and directly gives it to more offensive templars. Problem is on retreating for me but I assume I could block it roll cancel jabs and still get the minor protection. Going to miss minor vitality
After some PTS time, Crescent Sweep does decent damage but still has problems connecting to targets. Pulsar does more damage than sweeps while being instant cast, doesn't require a target which reduces latency failure, is 360 degrees and applies Minor Mangle.
Really love the changes, but I think 35% extra cost on radiant destruction is a bit overkill. 5,3k magicka for an execute is a lot of magicka...
CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Useless in what pve?.
Useless anywhere. If stuff is dying all around you, you don't really need it to begin with. And when you do need it, there is nothing to repent. That's the definition of a useless skill and a wasted skill slot.
If you've ever been outnumbered and killed someone; it is not worthless. it refreshes you to fight another target. It was absolutely horrible when another templar could also be in the area spamming in a large battle while you might be the one under pressure even though there are corpses everywhere.
In PVE; I'd assume plenty of trash can be dead while fighting the boss. Not sure where you are at with nothing dead around you other than overland where no effort is necessaryLightspeedflashb14_ESO wrote: »cazlonb16_ESO wrote: »Lightspeedflashb14_ESO wrote: »tamrielwinner wrote: »old spear wall was better. amazing passive, one of the best that templars have, maybe their best.
I read that as an addition, not a whole sale replacement, is that what it is?
Yes, it is a full replacement.
Spear Wall:
When activating an Aedric Spear ability
Gain Minor Protection for 3 seconds, reducing damage taken by 8%.
I see. I looked it up and I had the wrong passive in mind, I was thinking about the passive piercing spear, so we trade a unique 15% blocking mit, for a minor buff.
I'm assuming this is intentional to reduce blocking heal bots. Takes their strength and directly gives it to more offensive templars. Problem is on retreating for me but I assume I could block it roll cancel jabs and still get the minor protection. Going to miss minor vitality
After some PTS time, Crescent Sweep does decent damage but still has problems connecting to targets. Pulsar does more damage than sweeps while being instant cast, doesn't require a target which reduces latency failure, is 360 degrees and applies Minor Mangle.
Was the pulsar result with the new BRP weapon or just the normal version?
Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Lol you clearly have no idea what you’re talking about. In most situations repentance is an amazing skill with amazing sustain potential. It is extremely useful in both PvE and PvP.
1. People are constantly dieing in PvP and being able to repent their corpses brings in massive amounts of extra stamina.
2. Most PvE dungeon bosses have add’s, which means most fights allow templars to repent at least some bodies...again bringing in massive amounts of stamina.
3. Repentance on trash pulls allows you to quickly sustain and move to the next trash pull quickly.
The only time it loses it’s utility is in duel’s and the rare dungeon bosses that have few to no adds like Asylum (though even those bosses have a few adds). If you’re a stamplar and you don’t use repentance...then you’re a fool and you’re missing out on a lot of sustain power.
I think people need to remember that the 25% AoE reduction will only amount to a real world reduction of maybe 20% tops on a medium armour build with no other damage reduction than just the armour mitigation.
Add to that fact that Jabs got an 8% straight up buff to it's damage, and Minor Sorcery got a 5% increase to its buff (which would be at least 2.5% real world) and Templar damage for Sweeps was effectivle buffed by at least 11%.
So that 25% reduction is only going to be 9% reduction compared to live at most and probably less.
Elsterchen wrote: »I think people need to remember that the 25% AoE reduction will only amount to a real world reduction of maybe 20% tops on a medium armour build with no other damage reduction than just the armour mitigation.
Add to that fact that Jabs got an 8% straight up buff to it's damage, and Minor Sorcery got a 5% increase to its buff (which would be at least 2.5% real world) and Templar damage for Sweeps was effectivle buffed by at least 11%.
So that 25% reduction is only going to be 9% reduction compared to live at most and probably less.
? Wut ?
That 25% reduction is best used in PVP ... you know the place where one anyways only hits for 50% . Obviously mitigation of damage IS still active ... and i feel changing to heavy armor is the best I can do (i suppose I am not the only DWer with this line of thinking ) -> effectively increasing my damage mitigation and beeing able to utilize 25% AOE damage reduction via blade cloak. The changes to evasion funnel this change... and , because of them, I most probably won't use jabs in PVP, too.
WreckfulAbandon wrote: »Everyone seems to miss that the new Evasion changes are a kick in the teeth for Stamplars. 25% AoE reduction that a lot of people will be rocking hurts Jabs way too much. And if it stacks with Leki's... 15% AoE reduction is plenty, all Templars have a vested interest in seeing the new Major Evasion amount reduced as much as possible.
Elsterchen wrote: »I think people need to remember that the 25% AoE reduction will only amount to a real world reduction of maybe 20% tops on a medium armour build with no other damage reduction than just the armour mitigation.
Add to that fact that Jabs got an 8% straight up buff to it's damage, and Minor Sorcery got a 5% increase to its buff (which would be at least 2.5% real world) and Templar damage for Sweeps was effectivle buffed by at least 11%.
So that 25% reduction is only going to be 9% reduction compared to live at most and probably less.
? Wut ?
That 25% reduction is best used in PVP ... you know the place where one anyways only hits for 50% . Obviously mitigation of damage IS still active ... and i feel changing to heavy armor is the best I can do (i suppose I am not the only DWer with this line of thinking ) -> effectively increasing my damage mitigation and beeing able to utilize 25% AOE damage reduction via blade cloak. The changes to evasion funnel this change... and , because of them, I most probably won't use jabs in PVP, too.
Because damage reductions are multiplicative with each other. The more you add the less each is worth.
CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Useless in what pve?.
Useless anywhere. If stuff is dying all around you, you don't really need it to begin with. And when you do need it, there is nothing to repent. That's the definition of a useless skill and a wasted skill slot.
Elsterchen wrote: »Elsterchen wrote: »I think people need to remember that the 25% AoE reduction will only amount to a real world reduction of maybe 20% tops on a medium armour build with no other damage reduction than just the armour mitigation.
Add to that fact that Jabs got an 8% straight up buff to it's damage, and Minor Sorcery got a 5% increase to its buff (which would be at least 2.5% real world) and Templar damage for Sweeps was effectivle buffed by at least 11%.
So that 25% reduction is only going to be 9% reduction compared to live at most and probably less.
? Wut ?
That 25% reduction is best used in PVP ... you know the place where one anyways only hits for 50% . Obviously mitigation of damage IS still active ... and i feel changing to heavy armor is the best I can do (i suppose I am not the only DWer with this line of thinking ) -> effectively increasing my damage mitigation and beeing able to utilize 25% AOE damage reduction via blade cloak. The changes to evasion funnel this change... and , because of them, I most probably won't use jabs in PVP, too.
Because damage reductions are multiplicative with each other. The more you add the less each is worth.
But multiplication only applies for the same type ? In effect jabs get hit by 50% damage reduction due to battle scaling (as always), the remaining 50% then may get hit by the 25% damage reduction due to evasion and after that, the pitifull remaining 25% damage is going to be migitated (... if lucky by a heavy armor wearer at resistance hard cap migitating another 25% (or was that 30?) ...(in other words: someone like me when update 20 hits (DW/heavy armour)).
Sure effectively we will only see a 12,5% damage reduction (compared to PVE) due to evasion changes... but I just can't forget the fact that battlescaling reduces my damage by a flat 50%, too and that my target will migitate another chunk of damage after the damage was again reduced by evasion. And currently I am out of the appropiate beverage to rejoice at the thought that the mere numbers in PVP are halved for both: the damage reduction as well as the added damage... maybe i am a pessimist but hitting for less isn#t something to make me smile.
ColoredScreams wrote: »usmcjdking wrote: »ColoredScreams wrote: »usmcjdking wrote: »ColoredScreams wrote: »I have concerns.
For perspective, I play stamina templar in PvP. I welcome the repentance change but stamplars in PvP will no longer have a reliable uptime on minor protection (and minor vitality) as they did before. 8% damage mitigation is huge.In PvP, stamplars are not exclusively casting Biting Jabs on cooldown, ever. They are sprinting, rolling, healing, applying bleeds, casting shuffle what feels like every 3 seconds to stay out of roots, purging, reapplying buffs, dots, and hots, ulting, repenting, getting into melee range, moving to line of sight etc... therefore having 3 seconds of minor protection tied directly to a 1.1 second channeled ability and Javelin, which is a blockable and dodgeable low damage stun that not all stamina templars use, will inevitably result in very poor uptime for minor protection (and less importantly minor vitality) on stamplar, as opposed to how it is now: near 100% with restoring focus. I understand restoring focus now restores some stamina, but it also now costs stamina. Even if there is a small over all net increase over 20 seconds of stamina gained you will have to directly use that gained stamina for expensive defensive abilities, such as rolling or vigor, just to try to make up for the loss of reliable minor protection and minor vitality. The restoring focus change is not a buff to stamina templars, players will realize that sustain is equally as difficult as the previous patches because they are taking 8% more damage and receiving 8% less healing for the majority of the fight.Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.
Please allow stamina templar to have reliable access to minor protection. My suggestions would be to leave it on restoring focus but remove minor vitality, or increase the duration granted from the passive significantly, at least 10 seconds from 3 seconds, so it is more in line with the previous patches uptime. Stamplars will not jab when they need to play defensive.
Now let's talk about something equally as relevant: Jabs doing 25% less damage to major evasion and 5% less damage to minor evasion. The new changes make evasion very easily accessible to nearly every class in the game. It is now attainable through sets (including sets like gossamer that grant multiple targets major evasion), weapon skills, class skills, and an armor skill. I am aware that there was an 8% damage increase to jabs (although only to the one closest target), but this will lead to an overall damage nerf to Biting Jabs. Please reconsider just an 8% damage increase, the ability already does so little damage to other targets that are not the primary target. My suggestion is to increase the damage it does to all other targets that are NOT the closet enemy by a notable amount in addition to an overall damage buff to the skill. This may still yield an overall damage nerf to Biting Jabs against targets that have access to evasion (which is now very easily accessible), but it brings stamina templars overall damage more in line with previous patches and provides an important role for this classes signature ability.
Note: I do not think the rotation changes to jabs will be nearly enough. Most stamina templar will already be facing towards the enemy when jabbing, if you get rooted while jabbing, the majority of the time the remainder of the jabs will land directionally until they are outranged ("kited") by an enemy who is walking back. The issue with jabs vs roots is not about direction, it is about melee range. If jabs granted a brief amount of snare immunity, for example 2-3 seconds, this will be less of an issue.
If the changes for stamina templar remain the same, Murkmire will be an overall nerf to stamplars defense, healing, and damage as well as sustain because the stamina restored from restoring focus will have to directly be used try and make up for these new significant losses.
-@inscentia " Kiri "
I don't agree have the same concerns you have but this is a tremendous post.
what part(s) don't you agree with?
I, personally, feel that a lot of the internal comparison here is being stacked against the other stamina classes vice looking at the class objectively within a vacuum and how it approaches specific situations.
AOE damage, to include jabs being undodgeable, is wholly destructive to medium armor that cannot reliably get away from them with the aid of a mobility escape especially in lieu of jabs new targeting. Medium armor was tremendously weak versus jabs (and any AOE damage for that matter) so getting some much needed passive resistance to AOE damage to damage that medium armor cannot otherwise mitigate affords medium some much needed EHP.
The removal of Minor Vitality and implementation of stamina sustain is IMO a moot discussion. Paired with new repentance, I am of the opinion that the gigantic sustain increase of Stamplar can allow it to have a more aggressive build, making up for the loss in healing in gains made with wep dmg/stam/crit/resists/hp. I personally value the double repentance heal dipping & sustain increase to be a net buff.
The uptime on Minor Prot is an overall nerf, but it's available when it's needed - when jabbing relentlessly. DW setups which have a longer gap in between jabs than a 2H build will see an offensive nerf in their defensive capabilities whereas 2H will likely maintain it's aggressive posture. The gain to cheap Major Protection that can last 6-12 seconds depending on your situation is waaaaaaaay too good and IMO cannot be ignored.
IMO the trade offs, whilst a bit jarring on paper, do not appear to be anything that cannot be built around by gearing.
The issue is a lot bigger than Jabs vs Medium armor. It is Jabs vs Major Evasion, which is accessible by not just medium armor users through class skills, weapon skills, item sets (some give evasion to multiple targets), and of course - shuffle. Additionally, medium armor users have always had the option to run a defensive set, traits, or HP's without sacrificing much damage. For example, I personally run impregnable armor in medium, the 2/3/4 piece are fantastic, all essential stats for a damage oriented templar, and the 5th piece (2500 crit resist) makes me tankier than a heavy armor user. On top of that i now also have major evasion, 25% damage mitigation to AoE including jabs. I only lose about 300-400 weapon damage for running a defensive set, since the 2/3/4 piece are not useless for damage. That's only about 700 damage on a dawnbreaker tooltip (half that in PvP). Of course impreg is not the only defensive route a medium armor player can take, there are endless ways to sacrifice very minuscule amounts of damage for so much more tankiness and survivability . If a medium armor user is "tremendously weak" vs jabs, that is because the user did not build smartly, but rather a glass cannon. And, again, medium armor users do not exclusively having access to major evasion.
Additionally minor protection is not available when it's needed, it is also needed when healing, kiting, applying buffs, closing distance and taking all that ranged damage etc.. like how minor protection works now. I do not jab when I'm kiting away from a zerg towards line of sight, i do not jab on my back bar purging the 8 debuffs the enemy applied to me, i need to rally and reapply hots, not Jab the enemy.
Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
This is straight crazy talk my man - Repentance is the bee's knees, the pig's wings, and the ant's pants. One of juiciest skills in the game.
Please tell me how juicy it is when you're main tanking in vAS.CatchMeTrolling wrote: »Repentance:
Nice to know you care, but it's still a useless skill. Any effect that uses corpses or has "when your enemy dies" in it should at best be the flavor, not the main effect of a skill. When the enemy dies the fight is over, you don't need whatever the skill gives you. So it's still horrible design, even if it's 1% less horrible now.
Sun Shield:
I'd still prefer to use my magicka on a heal at 2x the effectiveness. At 35k HP and 25k magicka Honor the Dead heals for more than 1/2 of the shield provided by this skill, and is also cheaper if used once every 6s. Shields need to be the last line of defense before HP is taken if this is supposed to be the Templar equivalent of a proper HP% heal. Most notably it has to benefit from block.
Stamplars get stam for rune now so having that extra stam after a kill will never be bad . Repentance was bad because stamplars had no passive regen, now they do.
Yes, but that doesn't change the fact that the skill is useless. There is literally 0 reason to even morph it. In fact your group will be better off if you don't.
Lol you clearly have no idea what you’re talking about. In most situations repentance is an amazing skill with amazing sustain potential. It is extremely useful in both PvE and PvP.
1. People are constantly dieing in PvP and being able to repent their corpses brings in massive amounts of extra stamina.
2. Most PvE dungeon bosses have add’s, which means most fights allow templars to repent at least some bodies...again bringing in massive amounts of stamina.
3. Repentance on trash pulls allows you to quickly sustain and move to the next trash pull quickly.
The only time it loses it’s utility is in duel’s and the rare dungeon bosses that have few to no adds like Asylum (though even those bosses have a few adds). If you’re a stamplar and you don’t use repentance...then you’re a fool and you’re missing out on a lot of sustain power.