First of all: Thee changes were unveiled to the public less than 48 hours ago. ZOS does very large iterations on pts. Usually the initial changes are quite large and they renege or mitigate them very heavily in the weeks between pts and live
Not to say you shouldn’t speak out – feedback is crucial. Just… don’t make any decisions you’ll regret based on these changes. Wait until you actually play with it on live – that is, mid June is the earliest you should delete your Templar. 😛
Secondly: I haven’t even downloaded the pts. I’m basing my thoughts on the patch notes and vague statements by friends. Things don’t work on the pts the way they’re meant to, so obviously you’ll go “whut that’s just wrong go on the pts and try it out”. But on the other hand, things don’t work on the pts the way they’re meant to, so… I dunno. Point is, this is all based on publicly available information.
- Major mending
Templars were the only class (besides DKs, but no one healed on DK anyways) with access to major mending. (Resto staff provides major mending for 2 seconds after heavy attack but anyone who has actually played the game knows why that is irrelevant). Major mending increases all healing done by 25%. It will be replaced by minor mending (which is currently available only through 5 pc set bonuses), which increases all healing done by 8%. So templars will be doing ~14% less healing than before (their healing is buffed by 17% less).
This is something that the community has asked for, or so I’ve been told. People were concerned about health “rubberbanding” – you’ve all seen it, where a tank or a dps can be down to 1k health and immediately full with one or two spells. Perhaps the nerf is overkill.
The real concern here is that wardens do have access to major mending, and with a pretty damn good uptime too. So we’re back to “new class is OP”. Which, like I said before, I think is necessary. But it might be overkill.
Of course, we’re early in pts yet. and guess what? Warden’s access to major mending will get nerfed. We’ll probably see those changes in a week or two.
I would like to point out that major mending isn’t necessary to heal well. Oooh, I know. “You don’t know what you’re talking about, try healing vet HM rakkhat without it, etc. etc.”
But let’s look at the numbers.
Breath of Life does 10k on tooltip with “typical” healer stats. This translates to about 14k once you take into account CP (and my argonian passives 😀 ). About 18k with major mending. About 22k crit without major mending/party buffs, and my biggest heal yet was 32k on a tank that had + healing percent stacked and all buffs and so on.
Keep in mind: DPS typically have around 18k health and tanks around 30k.
Is it a good design choice for a healer to be able to instantly heal all dps to full, and two heals for a tank? Is that necessary to complete content?
I don’t think so. Keep in mind, even without major mending you just need one BoL + a tick of a hot, and two BoL + a tick for a tank. It’s not that big a nerf, as it turns out – it might make hots a little more important since you can’t top people off with only BoL.
Now, I’ve been told that wardens have heals that are almost as strong (9k on tooltip), but still have access to major mending and all that. Soo…. there might be a consideration there.
If Major mending is essential to complete content, then all classes should have access to it. Easy fix – make the resto staff passive last for 10 seconds instead of 2.
If Major mending is too OP, perhaps it should be nerfed across the board. Make it only a 15% buff instead of 25%. Or even more interesting – Templars get “Major Cure” which increases direct healing by 20%, while Wardens (and nightblades pls) get “Major Remedy” which increases HoTs by 25%. Resto staff can give “Minor Mending” (the existing buff) for 10 seconds.
- Positional requirements
I think this was uncalled for. While Wardens do have stricter positional requirements than Templars, one of the core features of templars was the ability to instantly save anyone, no matter how bad their allies screwed up their positioning (Ok one lie, I did have one pug that would constantly run behind a rock when I was trying to heal him, but there’s no saving that).
I was excited about this of course, because if you recall I’m a sorc main, and if you recall pet heal has no positional requirements (of course it does require you keep your bloody pet alive, but that isn’t that hard anymore).
Regardless I’ve been told this change isn’t actually on pts right now so who knows what’s up with that.-
- Shards and Orbs
On top of the across the board sustain changes hitting stam dps and most particularly tanks the hardest, this is what hurt people the most. Of course, it had me cheering out loud because let’s be honest, restoring stam is the only thing templar had that made them the only possible healer, and like I said, I don’t think templars should be the only possible healer for all eternity. That’s bad game design. Now my sorc can finally do everything a templar can do, just not quite as well, which is as it should be.
This really brings it on par with other utility spells. My favorite example is surge/entropy. Surge is obviously a much better spell than entropy, but all classes can use entropy.
Shards is still obviously a much better spell than Orbs, but now it’s no longer utterly unique and the only thing that can play its role.
What’s interesting is that people are (mostly) not concerned about the fact that this makes templars no longer unique. They’re worried about it from a dps perspective – how will I be able to guarantee I get back the resource I need?
That’s obviously a learn to play issue. Just roll dodged? Maybe skip this shards and get the next one. Just cast surge? Wait until you’re at the point in your rotation when your magicka is back to full and then grab the shards so you can get stam.
If it really does become an issue that can’t be solved by l2p, then there’s a few things ZOS can do to ensure it doesn’t hurt groups. They can decrease the cooldown on the synergy – I think they should do this anyways, to be honest. It’s kind of painfully long, and they’re nerfing how much it actually restores quite a bit too.
The other thing I think this game really needs is minor stamina steal. That would bring stamina dps – which, let’s face it, don’t need the nerfs they’re getting – back into raids, I think. And we have a very convenient, never ever used ability to put it on – Quick Siphon. This makes a lot of sense to me – Ele Drain on the destro staff for minor magicka steal, quick siphon on the destro staff for minor stamina steal. Healer provides both to buff the whole group.
Are templars dead?
No, they still have the strongest burst heal in the game, a superior version of shards, and oh yeah they’re still fantastic magicka dps and tanks.
Are wardens gonna be stronger than templars? they certainly seem to be right now, but that’s extremely subject to change.
Can sorcs and NBs finally heal their little hearts out? Oh yeah. Finally.