mdylan2013 wrote: »...
but why on earth would you want to get rid of our one and only decent stun?
...
Quick update.
The magicka steal is capped at 400 per second no matter how many enemies have the debuff on them. Also you need to be hitting the enemy with damage (Dot's also work) so it's not just a per second defacto infusion of magicka.
So you can debuff 10 enemies with the skill, and AoE them like mad, but it will still be only maximum of 400/s.
Also will work with your "allies", so I assume they mean people in your group.
edit: still is pretty nice, can go with Restoring Focus instead of Channeled Focus as long as you keep some damage on the enemy at all times.
Quick update.
The magicka steal is capped at 400 per second no matter how many enemies have the debuff on them. Also you need to be hitting the enemy with damage (Dot's also work) so it's not just a per second defacto infusion of magicka.
So you can debuff 10 enemies with the skill, and AoE them like mad, but it will still be only maximum of 400/s.
Also will work with your "allies", so I assume they mean people in your group.
edit: still is pretty nice, can go with Restoring Focus instead of Channeled Focus as long as you keep some damage on the enemy at all times.
Does it still provide the resource regens on activation or does it only do magicka steal now?
Quick update.
The magicka steal is capped at 400 per second no matter how many enemies have the debuff on them. Also you need to be hitting the enemy with damage (Dot's also work) so it's not just a per second defacto infusion of magicka.
So you can debuff 10 enemies with the skill, and AoE them like mad, but it will still be only maximum of 400/s.
Also will work with your "allies", so I assume they mean people in your group.
edit: still is pretty nice, can go with Restoring Focus instead of Channeled Focus as long as you keep some damage on the enemy at all times.
Does it still provide the resource regens on activation or does it only do magicka steal now?
The 20% additional regens are gone.
The cost on my character is 2565 magicka, with no reduction jewelry. I have 100 in CP cost reduction. Basically you will get the cast amount back in 6 seconds, with 12 more seconds of "free" 400/s magicka regen.
After a 3m fight with a boss in Wayrest my magicka got down to 30% at the end using no potions and around 1200 magicka regen using +health, +magicka, + magicka regen food/drink? (The witches brew food). So without the witches brew I would probably have to use potions, but I was able to switch all my jewelry to spell damage.
usmcjdking wrote: »@Alcast
@templesus
@ManDraKE
@Liam12548
@Some_Guy
@Spearblade
@Zinaroth
@WldKarde
@izzakhalil
@Vulsin
Just tagged all the Stamplar mains that I can think of. I am requesting two things from you all-
1) Can we all agree that, if anything, Biting Jabs needs to be addressed in some manner before HOMESTEAD hits live?
2) Can we please pollute this thread with Stamplar's rustled jimmies to ensure we are infact the squeekiest wheel?
@Alcast and many others have voiced opinions about how poorly stamplar performs right now. They lack regeneration, they lack useful self buffs, they lack useful passives, and my personal largest concern is that they lack stamina dps morphs.
Templars need an AoE dps that scales off of stam and WD/ deals physical. Blazing spear and luminous shards are both perfect candidates for this. EDIT: Aso one of the posters below stated, another great option for a stam morph is explosive charge. It is completely unused and would allow stamplars to run a gap closers on their DW bars, which would alleviate alot of dps issues in pvp.
Templars lack any passives useful to stamina, aside from the 4% general cost reduction and %6 damage. We need better passives!
Templars major ward/resolve buff, r7ne focus, is a ground based buff.
You need to stand in it every 8 seconds to get the buff. This restricts movement severely which is vital to stamplars, especially in pvp.
Biting jabs is VERY innacurate against moving targets (specifically players in pvp), and the cost MUST BE reduced so that it is on part with other stam dps skills (surprise attack, flurry).
@ZOS_GinaBruno if you look at the other stamplar feedback threads or the trial leaders boards, you'll notice that many trial guilds DO NOT ALLOW stamplars into their groups. This is because stamplars are currently INCAPABLE of keeping up DPS like the other stam classes can. They need a serious rework.
the spear stun nerf is really disappointing, radiant really did need a nerf but i dnt think damage was it, i feel like a decrease in range would have been more useful.
the spear stun nerf is really disappointing, radiant really did need a nerf but i dnt think damage was it, i feel like a decrease in range would have been more useful.
Range is radiants issue. In PvP people just stand at the back with it on you constantly waiting for you to hit 30% then instant melt. If you want to execute me, be in the fight with me.
Range is the big issue!
They should reduce the range and the keep the 21% damage nerf to Radiant you will still do great damage in PVE,it just balance the skill in PVP more.a1i3n0ct0pu5 wrote: »Don't remove the cc from blazing spear. It's our only effective stun aside from top charge which only works half the time.
Instead of nerfing the damage of radiant just reduce the distance. I'm more than confidant most people can agree to that.
Give stamplar more utility and cost reduction for jabs. Also maybe make some of the passive viable because as of now there's pretty much 1 skill line for them and they're only playable in heavy.
They should reduce the range and the keep the 21% damage nerf to Radiant you will still do great damage in PVE,it just balance the skill in PVP more.a1i3n0ct0pu5 wrote: »Don't remove the cc from blazing spear. It's our only effective stun aside from top charge which only works half the time.
Instead of nerfing the damage of radiant just reduce the distance. I'm more than confidant most people can agree to that.
Give stamplar more utility and cost reduction for jabs. Also maybe make some of the passive viable because as of now there's pretty much 1 skill line for them and they're only playable in heavy.