itscompton wrote: »I play a magtemp but I use restoring focus for the mitigation and healing and I'm also super bummed those are getting taken away, especially after we just got the benefit of them lasting the full duration even when we leave the Rune.
LittlePinkDot wrote: »LittlePinkDot wrote: »I have never tried a Templar, so I dont understand all this good feedback on this thread. All ive heard before is how it has bad sustain and poor mobility.
Should I make a stamplar or a mageplar? And why?
Why not make both? Personally, I think stamplar is receiving more love for Murkmire, so start there.
If you roll a Dunmer stamplar, you can pretty easily re-roll a magplar on the same toon. You lose some max stats vs other classes (like Orc or Redguard for stam and Altmer for mag) but it gives you some flexibility either way.
Im leaning towards stamplar. I like stamina characters better anyway. The shield nerf has made me lose motivation in leveling up my mageblade that I recently wasted money on making her look awesome. Such a disappointment. I just wanted to TRY to make vet dungeons easier and more casual so I could get the gear I need. But my glass canon pvp sniper NB gets 1 shotted by bosses in dungeons. I need a good dungeon stamina build.
Arthalion1 wrote: »Radiant destruction is going to hit like s train. I would suggest you accept the increased cost happily. If people get too trigger happy with radiant then the nerf hammer will come down very quickly as this ability is already seriously over performing in pvp, without the upcoming further buff.
Anyone got the exact numbers for restoring focus’ stamina recovery? I can’t access PTS to check atm
I thought you still had to stay in the circle for the regen. Maybe that is only for the resistances buff? Sorry my addon buff tracker doesnt work on PTS
itscompton 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 10% 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 play a magtemp but I use restoring focus for the mitigation and healing and I'm also super bummed those are getting taken away, especially after we just got the benefit of them lasting the full duration even when we leave the Rune. I also use Empowering Sweep for the mitigation (which currently stacks with Major Protection from any source)and now that's not going to be worth running . On the live server if you get in the middle of a ball group and pop an Empowering you can easily hit 6-10 people, giving you 10 seconds of 39%-59% damage reduction. Using an Empowering when Pirate Skeleton procs right now puts me at or near the mitigation cap and allows me to go full offensive against multiple opponents and it really sucks that whole play style is getting trashed with these changes since 30% is now the limit for damage reduction even when both are up at the same time. So I really see the changes to Empowering being a huge nerf. I'm not even worried about losing DPS from the damage type change, for me using Empowering is all about stacking mitigation and that's going away.
contact.opiumb16_ESO wrote: »Feedback from a stamplar since launch :
The new rune is a good bump for templars. They finally have access to a suntain STAM option. The only thing, it as to be a magicka cost base. Stamplars do not have a lot of choice on magicka effective abilities.The new way animation sweeps work is a good chance BUT let's be honnest : sweep is still useless in PVP.
. It's an AOE DOT dmg, so it's double mitigated by CP
. it's channeled, so you can't weave light attk/spam properly and you lose a LOT of dps by weaving, plus the easy dodge, it's near impossible to land the complete channeled, or even 2 hits
It as to be a non channeled ability, dealing only one hit, dealing an AOE DMG + AOE DOT (bleed) and slow, but not a channel cast. Like so, we can finally spam it if needed AND weave with light attacks (in PVe AND PVP). I do not care the new 25% if i have this
the new javelin : it is now supposed to be a MELEE ability (like it was originally) for stam morph (while scater shot replace it). Pls rework it like this :
. reduce the range, so we can pine a guy at a melee range (since range as gape closers)
. reduce the cost, it's our only viable spammable hard CC, it's very expensive for the dmg it deals
Finally, we ask for a stam morph for the gap closer since a long time now ! Pls do it ! With a gape closer stam based we should have more chance to play the aedric line correctly (gape close, stun, spammable), and proc burning light + the new passive (8% RED DMG when using a eadric ability).
Elsterchen wrote: »
Templars are looking nasty next patch.
Finally.
Amazing work by the class rep, they got what they wanted. they knew exactly what the templars need.
My hats off to you sirs
itscompton 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 10% 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 play a magtemp but I use restoring focus for the mitigation and healing and I'm also super bummed those are getting taken away, especially after we just got the benefit of them lasting the full duration even when we leave the Rune. I also use Empowering Sweep for the mitigation (which currently stacks with Major Protection from any source)and now that's not going to be worth running . On the live server if you get in the middle of a ball group and pop an Empowering you can easily hit 6-10 people, giving you 10 seconds of 39%-59% damage reduction. Using an Empowering when Pirate Skeleton procs right now puts me at or near the mitigation cap and allows me to go full offensive against multiple opponents and it really sucks that whole play style is getting trashed with these changes since 30% is now the limit for damage reduction even when both are up at the same time. So I really see the changes to Empowering being a huge nerf. I'm not even worried about losing DPS from the damage type change, for me using Empowering is all about stacking mitigation and that's going away.
Easily hit 6 to 10 people with empowering sweeps??? i cant even get it to hit the target dummy when im right next to it
Elsterchen wrote: »
Now only if they fix it so the ult will actually HIT people standing in front of you.
Elsterchen wrote: »Elsterchen wrote: »
Now only if they fix it so the ult will actually HIT people standing in front of you.
You need to test this, (I'll try reinstalling PTS today, lost access bc I had to reinstall launcher) - as far as i know from the stam-version of sweep ult on live, in most cases one misses targets to the side and back ... especially those near or almost stacking on char. (which happens with other abilities having comparable mechanics, too (eg. steel tornado))
Uneven terrain may still be problematic, but one can change position between 1st and 2nd, as well as 3rd hit. Increased damage of each hit may be very well notable, even in situations when hits are missed.
Loosing the 360° of area of effect will be somewhat challenging, imo. But maybe thats just bc I liked to use the ult in situations of just running and spinning right into the biggest group of enemies available.
Someone playing smart will definately feel different about this.