Milli_Rabbit wrote: »Ritual of retribution should be changed. Stamplars have vigor, ring of protection, and rune focus. With these three, I have completed vMA and vet trials with ease. Magplars have sweeps, harness magicka, and rune focus. Making ritual of retribution more damage is great, an overall positive change. Don't forget all the other class abilities that provide heals if you really need them.
Milli_Rabbit wrote: »Ritual of retribution should be changed. Stamplars have vigor, ring of protection, and rune focus. With these three, I have completed vMA and vet trials with ease. Magplars have sweeps, harness magicka, and rune focus. Making ritual of retribution more damage is great, an overall positive change. Don't forget all the other class abilities that provide heals if you really need them.
Milli_Rabbit wrote: »Ritual of retribution should be changed. Stamplars have vigor, ring of protection, and rune focus. With these three, I have completed vMA and vet trials with ease. Magplars have sweeps, harness magicka, and rune focus. Making ritual of retribution more damage is great, an overall positive change. Don't forget all the other class abilities that provide heals if you really need them.
Olupajmibanan wrote: »How about giving Ritual of Retribution morph a %hp based periodic self-heal (similar to dark cloak) in addition to damage?
We could kill three flies in one hit.
1) templar tanks would finally get a % hp based self-heal
2) templar DDs would retain the self-healing function of the morph
3) no longer stacking templars DDs for massive AoE healing by stacking multiple rituals. Also, updated Light Weaver passive interaction with the morph would be limited to work only on the casting templar and not on allies.
Altmer MagSorc Healer
Nord StamDen Brawler
Breton BladeRunner
It seems a bit pointless to suggest it now, but recently I had an idea for Ritual of Retribution.
Keep the skill as is on live, and swap out the damage over time component with a 40% snare, so the skill would read as follows:
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, you and allies are healed for 272, while enemies have their Movement Speed decreased by 40% for 4 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 667 Health. Scales with your highest offensive stats.
(numbers from eso-skillbook)
In theory, this would keep the usefulness of the ability in PVP, and also make the skill potentially useful for tanks by giving them back what was lost when Sacred Ground was changed.
Interested to hear your thoughts.
What about reworking it:
-remove the purge
-deals X damage to every enemy in the circle that damage the caster while in the circle (thorns)
-heals for % damage caused over 6s
This way it would be little less overloaded and award being aggressive instead of being "just a dot"
the1andonlyskwex wrote: »Isn't that basically DK's Cinder Storm with a much larger area of effect, a synergy, and a cleanse?
the1andonlyskwex wrote: »Isn't that basically DK's Cinder Storm with a much larger area of effect, a synergy, and a cleanse?
Lol, it is.
Haven't played DK (or looked at their skillset, for that matter) in a while.
It seems a bit pointless to suggest it now, but recently I had an idea for Ritual of Retribution.
Keep the skill as is on live, and swap out the damage over time component with a 40% snare, so the skill would read as follows:
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, you and allies are healed for 272, while enemies have their Movement Speed decreased by 40% for 4 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 667 Health. Scales with your highest offensive stats.
(numbers from eso-skillbook)
In theory, this would keep the usefulness of the ability in PVP, and also make the skill potentially useful for tanks by giving them back what was lost when Sacred Ground was changed.
Interested to hear your thoughts.
I converted one of my DPS templars to Stamina not too long ago, was a bit underwhelmed.
I expected Stamplars to have a bit more selfhealing in tree. Not as much as the magplars, but I kind of expected being a whole holy warriort thing they would have some selfhealing and maybe some group healing utility.
Turns out I was wrong, and the devs are actively cutting heals out of the templar skill lines.
Well okay, since stamplar has to rely on out of class stuff for healing completely, what makes them unique? Nightblades have their burst, DK's have their DoTs, Templars have their... jabs, backlash, and rune focus?
I keep seeing all these stamplar builds with mostly abilities out of their trees, so whats the point of running a stamplar? Are the only stamina classes that use many class abilities going to be Necro, DK, and Nightblades?
MellowMagic wrote: »I converted one of my DPS templars to Stamina not too long ago, was a bit underwhelmed.
I expected Stamplars to have a bit more selfhealing in tree. Not as much as the magplars, but I kind of expected being a whole holy warriort thing they would have some selfhealing and maybe some group healing utility.
Turns out I was wrong, and the devs are actively cutting heals out of the templar skill lines.
Well okay, since stamplar has to rely on out of class stuff for healing completely, what makes them unique? Nightblades have their burst, DK's have their DoTs, Templars have their... jabs, backlash, and rune focus?
I keep seeing all these stamplar builds with mostly abilities out of their trees, so whats the point of running a stamplar? Are the only stamina classes that use many class abilities going to be Necro, DK, and Nightblades?
Extended ritual still does what you just described. Stamplars just wont be using the retribution morph. This change is just stupid because retribution will just be another dead morph till they decide to take another look at it.
the1andonlyskwex wrote: »VoidCommander wrote: »People sure love to forget that Ritual costs like 4k magicka. Yes it is a powerful spell with lots of effects, but it is expensive as hell. The only way I was ever able to afford casting it to begin with was by using Blood for Blood instead of sweeps. Now that won't be an option doubly because of anti-healing from BfB as well as no more healing from RoR. An no, a dps will not run a mediocre heal over time skill in their rotation just to use BfB.
You should look at what Ash Cloud costs.
VoidCommander wrote: »the1andonlyskwex wrote: »VoidCommander wrote: »People sure love to forget that Ritual costs like 4k magicka. Yes it is a powerful spell with lots of effects, but it is expensive as hell. The only way I was ever able to afford casting it to begin with was by using Blood for Blood instead of sweeps. Now that won't be an option doubly because of anti-healing from BfB as well as no more healing from RoR. An no, a dps will not run a mediocre heal over time skill in their rotation just to use BfB.
You should look at what Ash Cloud costs.
It also has almost double the duration. That is why its cost is justified.
VoidCommander wrote: »the1andonlyskwex wrote: »VoidCommander wrote: »People sure love to forget that Ritual costs like 4k magicka. Yes it is a powerful spell with lots of effects, but it is expensive as hell. The only way I was ever able to afford casting it to begin with was by using Blood for Blood instead of sweeps. Now that won't be an option doubly because of anti-healing from BfB as well as no more healing from RoR. An no, a dps will not run a mediocre heal over time skill in their rotation just to use BfB.
You should look at what Ash Cloud costs.
It also has almost double the duration. That is why its cost is justified.