Skills Changes With Update 9 Thieves Guild Patch
68 Comments
February 4, 2016
When a major update hits the ESO servers there are lots of changes to Skills, including Class Skills and Weapon Skills, included in the patch. This is all part of ZOS’s plan to constantly balance existing content, PVP and the new content arriving with the patch.
The Thieves Guild DLC patch is no different and included are several changes to Class Skills and other Skill Lines. The changes to Skill Lines as part of the Thieves Guild patch are not tied to the DLC, so these are changes to the base game.
The table below is all of the Skills which are changing with Update 9.
Skills Changes Update 9 Thieves Guild
Class | Skill Line | Skill Image | Skill | Change |
---|---|---|---|---|
Dragonknight | Ardent Flame | Burning Embers | Increased the heal at the end of the damage over time to 69/71/73/75% of the total damage inflicted at Ranks I/II/III/IV, from 30/32/34/36%. The heal from this morph now applies immediately if it is recast on the same target. | |
Dragonknight | Ardent Flame | Dragonknight Standard | Increased the activation range for the Shackle synergy from this ability and its morphs to 3.5 meters from 2.5 meters. | |
Dragonknight | Ardent Flame | Empowering Chains | This morph will now always pull you to the target instead of pulling the target to you. It will continue to grant the Major Empower buff after being pulled as a morph effect. | |
Dragonknight | Ardent Flame | Extended Chains | This abilitiy is now called Unrelenting Grip. This morph no longer attempts to pull you to the target if the target is immune to the pull. This morph will now refund 100% of the ability’s cost as Magicka if it fails to pull a target. | |
Dragonknight | Ardent Flame | Fiery Grip | Extended Chains’ cost reduction and range increase effect is now a baseline effect for Fiery Grip. This ability and its morphs will now grant you the Major Expedition buff for 2 seconds after casting. This ability no longer attempts to pull you to the target if the target is immune to the pull. | |
Dragonknight | Ardent Flame | Inferno | This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefit as long as they are slotted. The ability can be activated to summon an aura of flames for 15 seconds, which launches a fireball at an enemy every 5 seconds. The fireball has been changed to deal direct damage instead of damage over time. Note: The Flames of Oblivion morph will continue to grant the Weapon Critical Strike rating while slotted as a morph effect. | |
Dragonknight | Ardent Flame | Sea of Flames | This morph has been named Cauterize, and will now summon an Aura of Cauterizing Flames, launching a fireball at an ally to heal them instead of an enemy to damage them. | |
Dragonknight | Ardent Flame | Shifting Standard | Reduced the cost of this morph to 200 Ultimate from 250 Ultimate. | |
Dragonknight | Draconic Power | Burning Talons | This morph now deals Flame Damage for its initial hit instead of Physical Damage. | |
Dragonknight | Draconic Power | Deep Breath | This morph no longer increases the damage of the exhale damage (the second hit) due to the baseline damage increases for Inhale. It will continue to interrupt targets on the inhale (the first hit) as a morph effect. | |
Dragonknight | Draconic Power | Draw Essence | This morph will now restore 10% of the ability’s cost as Magicka per target hit with the exhale instead of restoring Magicka based on the damage dealt. | |
Dragonknight | Draconic Power | Inhale | Increased the exhale damage (the second hit) from this ability and the Draw Essence morph by 40%. The Deep Breath morph has had its exhale damage increased by 16% to match this value. This ability and its morphs now hits 6 targets, increased from 3 targets, and follows standard area of effect damage guidelines for additional targets. Increased the cost of this ability and its morphs by 6%. | |
Dragonknight | Earthen Heart | Eruption | Increased the initial eruption damage from this morph by 22%. | |
Dragonknight | Earthen Heart | Igneous Weapons | This morph will now grant you and your allies the Major Brutality buff for 30 seconds, in addition to the Major Sorcery buff. | |
Dragonknight | Earthen Heart | Magma Shell | This morph no longer grants a synergy to allies for a powerful damage shield; instead, it automatically applies the damage shield on nearby allies when the ability is used. Increased the radius of the shield application to 8 meters from 5 meters. | |
Dragonknight | Earthen Heart | Molten Armaments | This morph now increases your own fully-charged Heavy Attack damage by 40% for 30 seconds in addition to granting the Major Sorcery buff. This morph will now apply the fully-charged Heavy Attack damage bonus to Lightning and Restoration Staves. | |
Dragonknight | Earthen Heart | Molten Weapons | This ability and its morphs now applies a 30 second Major Sorcery buff for you and nearby allies. | |
Dragonknight | Earthen Heart | Mountains Blessing | This passive ability now grants the Minor Brutality buff any time an Earthen Heart ability is activated. The Ultimate gain portion of the passive still can only be granted while you are in combat, and the tooltip has been updated to convey this. | |
Dragonknight | Earthen Heart | Obsidian Shard | Increased the healing from this morph by 16%. | |
Dragonknight | Earthen Heart | Obsidian Shield | Igneous Shield's increased damage shield effect is now a baseline effect for Obsidian Shield. The Igneous Shield morph will continue to grant you the Major Mending buff as a morph effect. | |
Dragonknight | Earthen Heart | Stonefist | Increased the range of this ability and its morphs to 28 meters from 20 meters. In addition, this ability and its morphs now deal Magic Damage, instead of Physical Damage. | |
Nightblade | Assassination | Lotus Fan | Significantly revised the tooltip of this morph to indicate that only the primary target is snared, and the damage over time is applied to the primary target and all nearby enemies. The damage over time from this morph is no longer considered a bleed, and is now a standard magical damage over time. The damage can now be mitigated by normal means, but has been increased by 15% to account for this. | |
Nightblade | Assassination | Pressure Points | Fixed an issue where this passive ability was granting less Critical Strike Chance than intended. | |
Nightblade | Shadow | Aspect of Terror | Mass Hysteria’s movement speed snare effect is now a baseline effect for Aspect of Terror. Enemies will be snared by 50% for 4 seconds after the fear ends. The Mass Hysteria morph will continue to apply the Minor Maim debuff to the target when the fear ends, and will let you fear an additional target as a morph effect. | |
Nightblade | Shadow | Bolstering Darkness | Increased the healing from the Hidden Refresh synergy from this morph by 20%. | |
Nightblade | Shadow | Dark Cloak | This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively. | |
Nightblade | Shadow | Manifestation of Terror | This morph now places two traps when it is used – one is placed at your current location, and another is placed at a ground-placed reticle location up to 22 meters away. The traps created by this morph are now visible to enemies. Reduced the amount of targets feared by each trap to one target from six targets. | |
Nightblade | Shadow | Path of Darkness | This ability and its morphs now continue to grant the Major Expedition buff for up to two seconds after leaving the path. Increased the damage of this ability and the Refreshing Path morph by 25%. | |
Nightblade | Shadow | Refreshing Path | Reduced the time this morph continues to heal yourself and allies to 2 seconds after leaving the path, down from 3 seconds. | |
Nightblade | Shadow | Shadow Cloak | This ability and its morphs will now suppress damage over time effects that are already applied to the caster while the invisibility is active. The damage over time will remain, but will tick for 0 damage if you are invisible, and will tick for the normal damage if you come out of invisibility. | |
Nightblade | Shadow | Twisting Path | Increased the damage of this ability by 20%. | |
Nightblade | Siphoning | Catalyst | Increased the amount of Ultimate you gain when drinking a potion to 10/20 Ultimate at Ranks I/II from 6/12 Ultimate. | |
Nightblade | Siphoning | Debilitate | This morph now also allows you to place Debilitate on an unlimited amount of targets. Reduced the Magicka refund from this morph to 50% of the ability’s cost from 100%. | |
Nightblade | Siphoning | Funnel Health | Reduced the application of the heal over time to you and one additional friendly target, previously two friendly targets. | |
Nightblade | Siphoning | Siphoning Attacks | Fixed an issue where this morph could proc its resource return on every tick from a damage over time effect. | |
Nightblade | Siphoning | Soul Shred | Increased the damage from the Soul Leech synergy from this ability and its morphs by 3%. | |
Nightblade | Siphoning | Soul Siphon | This morph now heals and applies the Major Vitality buff to yourself as well as your allies. | |
Nightblade | Siphoning | Strife | Fixed an issue where you were able to dodge the friendly heal from this ability and its morphs. | |
Sorcerer | Dark Magic | Crystal Blast | Increased the secondary splash damage of this morph by 25%. | |
Sorcerer | Dark Magic | Daedric Tomb | This morph no longer places three Daedric mines in a line in front of you; instead, the Daedric mines can be placed at a ground-targeted reticle location up to 22 meters away. The mines will arm instantly in the normal triangular pattern. | |
Sorcerer | Dark Magic | Dark Exchange | Increased the cost of this ability and its morphs by 20%, but they now return 20% more Health, Magicka, or Stamina. | |
Sorcerer | Dark Magic | Negate Magic | Fixed an issue where this ability and its morphs would not apply crowd control immunity to monsters at the end of their stun durations. | |
Sorcerer | Daedric Summoning | Empowered Ward | This morph now grants the Minor Intellect buff to you and nearby allies, and will not be removed if the caster’s damage shield is removed. This morph no longer provides the Minor Mending buff. | |
Sorcerer | Daedric Summoning | Summon Restoring Twilight | This ability is now called Summon Twilight Tormentor. This pet’s special ability will now empower it, granting it a buff for 15 seconds that increases the Twilight’s damage by 50% against targets above 50% Health. This pet no longer passively grants the Minor Intellect buff while it is active. | |
Sorcerer | Daedric Summoning | Summon Storm Atronach | Increased the activation range for the Charged Lightning synergy from this ability and its morphs to 3.5 meters from 2.5 meters. The Atronach summoned by this ability and its morphs will now cast Break Free 4 seconds after being crowd controlled. The Atronach summoned by this ability and its morphs will now wait 3 seconds after being interrupted to recast its channeled zap. | |
Sorcerer | Daedric Summoning | Summon Twilight Matriarch | This pet’s special ability will now cause it to heal itself and up to 2 friendly targets for 20% of your maximum Magicka. This pet no longer siphons her health to you if you fall below 35% Health, due to the active ability changes for Summon Winged Twilight described below. | |
Sorcerer | Daedric Summoning | Summon Winged Twilight | This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability. Note: The pet will still be desummoned if you switch ability bars without slotting it. Decreased the cost to summon a pet from this ability and its morphs by 50%. Increased the cast time to summon the pet to 1.5 seconds from 1.3 seconds. The pet summoned by this ability and its morphs now heals itself for 3% of its maximum Health every two seconds. | |
Sorcerer | Daedric Summoning | Unstable Clannfear | This pet’s special ability will now heal you and the Clannfear for 35% of your maximum Health. Note: This pet will no longer heal you when it dies. | |
Sorcerer | Daedric Summoning | Unstable Familiar | This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability. Decreased the cost to summon a pet from this ability and its morphs by 50%. Increased the cast time to summon the pet to 1.5 seconds from 1.3 seconds. The pet summoned by this ability and its morphs now heals itself for 3% of its maximum Health every two seconds. Added the word “Summon” to the name of this ability and its morphs so it now reads Summon Unstable Familiar. | |
Sorcerer | Daedric Summoning | Volatile Familiar | This pet’s special ability will now cause it to pulse for point-blank area of effect damage every 2 seconds for 4 seconds, with a 3 second stun on the final pulse. Each pulse will deal 5% of your Maximum Magicka. | |
Sorcerer | Storm Calling | Energized | Updated this passive ability’s tooltip to indicate it increases all of your Shock Damage, and not just the damage of your Storm Calling abilities. | |
Sorcerer | Storm Calling | Lightning Splash | Increased the activation range from the Conduit synergy from this ability and its morphs to 3.5 meters from 2.5 meters. | |
Sorcerer | Storm Calling | Thundering Presence | Fixed an issue where recasting this morph would cause the effects to disappear. | |
Templar | Aedric Spear | Blazing Spear | This morph now displays a hostile red telegraph if it is cast from enemy Templars. | |
Templar | Aedric Spear | Focused Charge | This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation. | |
Templar | Aedric Spear | Piercing Javelin | Increased the range of this ability and its morphs to 28 meters from 20 meters. | |
Templar | Aedric Spear | Puncturing Strikes | This ability and its morphs no longer knockback and apply crowd control immunity to the nearest enemy on the final hit; instead, they now snare that enemy by 70% for two seconds. | |
Templar | Aedric Spear | Radial Sweep | Increased the radius of this ability and its morphs to 6 meters from 5 meters. | |
Templar | Aedric Spear | Radiant Ward | Increased the shield strength bonus from this morph’s shield to 6% per enemy hit from 5%. | |
Templar | Dawns Wrath | Backlash | Increased the maximum damage limit for this ability and its morphs by 25%, but decreased their damage stored amount by 66%. In addition, this ability and its morphs can no longer be reflected. | |
Templar | Dawns Wrath | Eclipse | This ability and the Total Dark morph can now reflect ranged physical projectiles back to the enemy, in addition to spell projectiles. Revised the tooltips for this ability and the Total Dark morph to indicate that the area damage effect is separate from the self-reflect effect, and can be applied to a CC-immune target. Fixed an issue where this ability and the Total Dark morph could reflect snares from ground-placed ticking abilities, such as Caltrops or Ash Cloud, and cause you to move at extremely high speeds. | |
Templar | Dawns Wrath | Enduring Rays | This passive ability now only increases the duration of the Sun Fire, Eclipse, and Nova abilities. Increased this passive ability’s bonus to 15/30% more duration at Ranks I/II from 10/20%. | |
Templar | Dawns Wrath | Nova | Reduced the effects and visual light intensity for this ability and its morphs. Increased the damage from the Supernova and Gravity Crush synergies by 16%. Increased the activation range for the Supernova and Gravity Crush synergies to 3.5 meters from 2.5 meters. | |
Templar | Dawns Wrath | Radiant Destruction | Fixed an issue where the execute bonus damage from this ability would not apply if multiple Templars were channeling these abilities on the same target. | |
Templar | Dawns Wrath | Solar Flare | Increased the damage for this ability and the Dark Flare morph by 12%. The damage of the Solar Barrage morph remains unchanged. | |
Templar | Dawns Wrath | Unstable Core | Increased the area damage when the effect ends by 50% and can be placed on an unlimited amount of targets, but it no longer reflects single target spells back to the enemy. | |
Templar | Dawns Wrath | Vampires Bane | Increased the damage over time duration for this morph to 9 seconds from 7 seconds. | |
Templar | Restoring Light | Breath of Life | This morph now only fires one additional secondary heal, previously two heals. | |
Templar | Restoring Light | Cleansing Ritual | Increased the healing from the Purify synergy from this ability and its morphs by 12%. Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability. | |
Templar | Restoring Light | Focused Healing | This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage. | |
Templar | Restoring Light | Healing Ritual | Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%. | |
Templar | Restoring Light | Radiant Aura | This morph now grants you and your allies the Major Intellect buff upon activation, as well as having an increased radius as a morph effect. | |
Templar | Restoring Light | Restoring Focus | This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect. | |
Templar | Restoring Light | Rite of Passage | In order to prevent visual issues or issues where the channel would end prematurely, this ability and its morphs can no longer be cast in mid-air. | |
Templar | Restoring Light | Rune Focus | Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times. | |
Weapon | Dual Wield | Steel Tornado | Decreased the radius of this morph to 9 meters on all Ranks from 11/11.5/12/12.5 meters on Ranks I/II/III/IV. This morph now gains slightly more damage as it ranks up. | |
Weapon | Destruction Staff | Penetrating Magic | This passive now grants Spell Penetration to the caster’s weapon enchantment procs if they are enchanted on an equipped Destruction Staff. | |
Weapon | Destruction Staff | Unstable Wall of Elements | Increased the damage from the final explosion from this morph by 75%. We also fixed an issue where the visual effects of the explosion from this morph did not match the actual damage. | |
Weapon | Destruction Staff | Wall of Elements | Increased the damage for this ability and its morphs by 80%. | |
Weapon | Restoration Staff | Essence Drain | This passive ability now also grants you the Major Mending buff for 1.5/3 seconds after completing a fully-charged Heavy Attack at Ranks I/II. | |
Weapon | Restoration Staff | Mutagen | Fixed an issue where the secondary heal that fires when the target goes below 20% Health could not critically strike. | |
Guild | Mages Guild | Magelight | This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefits as long as they are slotted (similar to Expert Hunter). Magelight can now be activated to summon a mote of magelight which exposes hidden or invisible enemies in an 8 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 5 seconds. This ability and the Radiant Magelight morph no longer decrease your maximum Magicka, due to the toggle changes noted above.The Radiant Magelight morph will continue to prevent you from being stunned by stealth attacks, and will reduce damage from stealth attacks while slotted as a morph effect. Activating it also increases the radius of the activated reveal to 12 meters, and reduces the cost. The Inner Light morph will continue to increase your maximum Magicka while slotted. | |
Guild | Mages Guild | Meteor | This ability and its morphs can no longer be reflected. We also fixed an issue where the damage over time from this ability would appear at the wrong location when cast on a moving target. | |
Guild | Mages Guild | Might of the Guild | This passive ability can now proc the Empower buff from Magelight and its morphs. | |
Guild | Undaunted | Bone Shield | Increased the activation range from the Bone Wall and Spinal Surge synergies to 3.5 meters from 2.5 meters. | |
Guild | Undaunted | Inner Fire | The Radiate synergy from this ability and its morphs now requires the synergy user to target the enemy afflicted with Inner Fire to activate it. We also increased the damage from the Radiate synergy by 11%. | |
Guild | Undaunted | Trapping Webs | The Spawn Broodlings and Arachnophobia synergies from this ability and the Tangling Webs morph have had their summoned spider’s damage reduced by 44%. The Black Widows synergy from the Shadow Silk morph has had its summoned spider’s damage reduced by 35%. | |
Alliance War | Assault | Magicka Detonation | Reduced the damage from this ability and its morphs by 15%. Increased the amount of additional damage per hit to 10% additional damage per target hit from 5%. Increased the cap for the bonus damage to a total of 100% more damage done, from 25% more damage done. | |
Alliance War | Assault | Rapid Maneuver | This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy. Increased the duration of this ability and its morphs to 30 seconds from 20 seconds. This ability and its morphs now only affect your group, instead of any friendly nearby ally. Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets. | |
Alliance War | Support | Barrier | Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets. Reduced the cost of this ability and its morphs to 200 Ultimate from 250 Ultimate. | |
Alliance War | Support | Efficient Purge | Increased the cost of this ability by 32%. | |
Alliance War | Support | Guard | This ability and its morphs no longer drain Stamina every second they are toggled on. They will continue to charge an upfront Stamina cost, charge Stamina for each intercepted attack, and disable Stamina Recovery while active. Fixed an issue where this ability and its morphs would not reliably intercept projectiles. | |
Alliance War | Support | Purge | Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets. Increased the radius of this ability and its morphs to 18 meters from 12 meters. This ability and its morphs now only affect your group, instead of any friendly nearby ally. | |
Alliance War | Support | Replenishing Barrier | Increased the Ultimate restoration from this morph to 6 Ultimate per ward that dissolves from 4. | |
Alliance War | Support | Revealing Flare | This ability and its morphs now snare any enemy revealed from stealth or invisibility by 50% for 5 seconds. Reduced the time this ability and its morphs prevent a revealed enemy from returning to stealth or invisibility to 5 seconds from 8 seconds. |
Champion System Changes
The Apprentice
- Elemental Expert: This ability now increases Flame, Frost, Shock, and Magic Damage dealt by you, instead of Flame, Frost, and Shock Damage only.
- Spell Erosion: Updated this ability tooltip to indicate it has always given a flat value of Spell Penetration that scales with your Level. We also increased the value of Spell Penetration by 167% to counterbalance the Spell Resistance granted by Spell Shield.
The Atronach
- Blade Expert: This ability now increases the Light and Heavy Attack damage of all melee weapons (swords, axes, maces, and daggers), instead of swords and daggers only. We also renamed this ability to Melee Weapon Expert.
- Heavy Weapon Expert: This ability now increases your damage against damage shields, instead of increasing your damage with maces and axes. We also renamed this ability to Shattering Blows.
The Lady
- Critical Leech: Updated this ability tooltip to indicate it only procs on direct damage abilities, and not damage over time abilities.
- Elemental Defender: This ability now reduces Flame, Frost, Shock, and Magic Damage dealt to you, instead of Flame, Frost, and Shock Damage only.
- Hardy: This ability now reduces Poison, Disease, and Physical Damage dealt to you, instead of Poison, Disease, and Magical Damage.
- Light Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your Level, instead of granting a percentage increase to Physical Resistance.
The Lord
- Heavy Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your Level, instead of granting a percentage increase to Physical Resistance.
- Nourishing: This ability now reduces Light and Heavy Attack damage dealt to you, instead of increasing the effectiveness of healing potions. We also renamed this ability to Expert Defender.
The Lover
- Battle Roar: Fixed an issue where placing points into this passive ability would cause the Synergizer Champion star to stop working.
The Ritual
- Mighty: This ability will now increase Physical, Poison, and Disease Damage dealt, rather than Physical Damage only.
- Piercing: Updated this ability tooltip to indicate it has always given a flat value of Physical Penetration that scales with your Level. We also increased the value of Physical Penetration by 167% to counterbalance the Physical Resistance granted by Light, Medium, or Heavy Armor Focus.
- Thaumaturge: This ability now increases the damage done by damage over time effects, instead of increasing Poison, Disease, and Magic Damage.
The Steed
- Medium Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your Level, instead of granting a percentage increase to Physical Resistance.
- Spell Shield: This ability now grants a flat amount of Spell Resistance per point spent that scales with your Level, instead of granting a percentage increase to Spell Resistance.
I have one character. A Magicka Templar. The Templar build is based on Magic Damage. Now this class is broken even more than before. With even less damage than before. Less heals, less protection. I don’t see a reason to continue my ESO Plus membership after this update. It’s bad enough competing with the other classes that abuse glitches that remain to be fixed. But thanks for fixing Toppling Charge.
Wow it’s almost like you didn’t read the patch notes at all. Allow me to quote some of the patch notes, I also play a Magicka Templar and disagree with you.
-Piecing Javelin – Increased Range by 8 meters.
-Enduring Rays Passive – Longer duration by 15/30% from 10/20%.
-Nova damage increase by 16%.
-Solar Flare and Dark Flare damage increase by 12%.
-Vampire’s Bane increased duration to 9 seconds from 7 seconds.
-Unstable Core damage increase by 50% and unlimited amount of targets.
While yes we have less benefit from Rune Focus or whatever you have it morphed as, we have a lot more healing from our passive, Focused Healing and also Cleansing Ritual.
TLDR; Actually read the patch notes you moron.
After this update Mag/Stam Templars will be weakest class… Well play moron.
Boosh… I just cast Silenced Breath – reduces whining of commenter by 70% for ten seconds and adds major ear plug buff to caster for duration.
Love it. 🙂
I am happy because I dislike templars they are ridiculous with all their healing
Lol you have the most op class in the game are you serious?
For Templars the breath of life nerf is the big one and they are just balancing the classes Templars still the best healers but now the other class can compete too. As a Templar tank I am excited about the patch changes and magica dps Templars should be even more excited about the patch update
templars are not the best healers in the game, nightblade healers are actually the best of all healing classes and set ups.
You idiot, dark flair and radiant destruction together are the most op skills in this game
Well this game sucks looks like no one is going to be playing any more.
You’re a moron.
I am Vet 9 and I am disappointed over changes, specifically to breath of life and puncturing strikes, not to mention the lady champion light armor focus. Templar Healer for 3 months and over $200 not as fun anymore. Shame to cut the balls off. What is best build now? Should I start over and build DK?
People like you (sheep) should make one of each and switch based on the flavor of the day. If you actually looked at the changes yourself instead of listening to a bunch of misguided tools crying, you might see that the class actually got buffed. Look at your healing numbers..
I just got done trying to run my pledges. What a joke. I can’t even heal any more. So, I went to a normal V16 scaled dungeon with 17 level players (I’m a V1) and I struggled just to keep them a live. Before this patch, I would go through a regular V16 scaled dungeon without causing a sweat. Now, I can’t even get through a scaled vet dungeon. Both dungeons that I tried to run was a failure and people left. First time that has every happened to me in this game.
Is this on the PTS? Because these changes haven’t been made yet on the normal game have they?
Yeah these changes are only on the PTS at the moment, and come to live in March.
I know some players that would put their guy in a pink tutu if it meant a .001% edge in some category… the Meta, the Meta, the Meta blah, blah, blah… not my kind of gamer.
Yep so you have changed that but… You’ve done nothing to stop the constant spamming of Wrecking Blow that’s all I ever see on my battle report. I can’t be the only one who thinks this.
I agree Wrecking Blow gets spammed waaaaay to much 2h fags ftw Momentum+Wrecking Blow = Ultimate spam move it needs to be nerfed or even add cast time.
Wrecking blow has a cast time. And a huge animation you can see a mile away. Try using block or dodge roll or simply move out of range. I just run my character through the wrecking blow spammer. Stay right on him.
The added empower is bugged to increase cast time 20% also, play a magic build and see how you do against it fella.
*reduce
Blocking or dodge rolling it consumes stamina, and when your being rushed by 13 players all spamming wrecking blow stamina runs out in about 0.00036746 seconds and you get wrecked by the spammers.
Its inevitable. One on one, not as mich an issue, but alot of these players use immovable first then cast wrecking blow so as soon as land an attack, you get crushed by wrecking blow
I dont mind wrecking blow, what should be done though is consecutive attacks cost additional resources, kind of like what was done with dodge rolling? Oh thats the skill you use to avoid being hit by wrecking blow… Hmmm…
Anyone can see it needs a change, im not saying nerf it, im saying fix the broken aspect of its minimal cost to continuosly abuse the ability until your target runs out of resources to maintain the fight.
Stam dks and Stam sorcs abuse the snare spam also leaving it impossible to dodge roll and be immune to snare which is, for the most part, a bad situation for a magicka based character. Breaking free for the allotted immunity time for cc’s, as to a dodge roll costing x% more consecutively; the snare after a dodge roll should grant resistant to snare for x time as it would last for the consecutive dodge roll cost.
If you get rushed by 13 it shouldn’t matter what moves they use, unless your the emperor, you pretty well fucked at that point.
You get hit by wrecking blow what are you standing still lol gg casual scrub
13 is an exaggeration, however it isnt uncommon to have 2 or 3 idiots charge you with crit rush then spam wrecking blow until your out of stam and get killed, in fact maybe ill just tell all my guildies were going to go into pvp and as a zerg just spam the crap out of wrecking blow against you whom defend it and see whats up…
See how you fair against a mob of 2handed wreckers…
That attack takes a while to charge up. Tried moving?
its interesting that another rather ridiculous skill aspect of terror (a heavily abused skill) has its affects widened, that’s fine however since it seems to be used as oh s__t button for NBs in pvp I would suggest that its cost be increased and tied in to the NBS health to prevent them from using in this manner,
All those changes are great for magicka Templar and all, but what the hell is stamina morphed Templar skills doing with the patch? You know how insanely hard it is as a Stamplar to get through Vet Maelstrom? I can’t do it with mine and I’m 465 champion points
Stamplar is easier than magic Templar in the arena in my opinion and major mending buff helps stamplars alot
why the hell is purge going to cost more magicka?
Im a vet 10 Magika templar and im very anoyed that breath of life is getting a huge slap to the face because i do alot of dungeons and pledges and it going to be quite difficult now to get that exta person left out of that extra heal. I understand people get anoyed with breath of life in pvp but zenimax need to think of the people who dont do pvp and its going to ruin it for the pve players, templars are a struggling class as it is so please re think this before it goes live.
Dude theres no chalenge doing pledges sometime im tank inf. With 3dps to rush it
Blessed mage BOL hits for over 12k not as a crit who are u running with that needs more heals then that
If a fix to what was supposed to be a oh shot button affects your entire healing gameplay that much, sorry to say, but the issue lies with you and your inability to heal effectively.
Spamming one button to heal all content bar trials (where you currently just spam spring instead anyway) takes no skill at all
Now all we’re going to see while pvping is dragon knights and sorcerers, dark cloak nerf is garbage beings that’s a key ability we need to stay alive because of these idiotic nerds you will lose a chunk of your community which means bye bye eso plus #taking eso to gamestop and trading it in.
lol, no you’re not. They’ll only give you like 4 bucks for it anyways
you’ll still be playing this after the patch.
As a stam dk I think this update is amazing.
I can live with the class update and sorc being buffed… again, but I can’t stand meteor will be non relfectable. I reflective stance for that, I believe that meteor will be abuse AF now in sense it will be a ability that every class will enjoy. Dk or people with reflective stance will now “enjoy” that abuse of meteor… oh boy! -_ –
Really bud…. Reflecting an ultimate is ridiculous. Dks need to Eat it like the other classes… Templars cant reflect meteors, nor can a mage or nb….
( typical christmas game noobtuber stylistic comment approaching )
Actually instead of killing that skill, hell why we just get zos to make reflective scales reflect meatbages, and oh yeah how about when another dk dragonleaps on you YEAH OMG SCALES SHOULD ALSO REFLECT TAKE FLIGHT
Oh oh oh and maybe we can get it so the leaps now have a 200 meter usagedistance and increase damage by up to 1000% based off of distance flown And and and And then maybe we can get zos to make green dragon blood regen rates tripple or even double then tripple that so we have what 7 times more regen then if i drink a regen potion i should get a passive for another 33 times more regen so i just. …..
( now back to reality )
This is a good change… And …. Reflective scales is abused and over used… Dks make sorcs essentially no challenge…. Or archers, pop scales up and oh ok lets crit rush in there toclose the gap, then spam wrecking blow until the person runs out of stamina and gets knocked to the ground and killed by another 10 spams of wrecking blow….
Your a joke, Reflective scales currently can reflect far too much as it is….
Meteors, arrows, javelins? Come on man you need to wake up, stop being mr butthurt basement dweller and crying about being brought down to equals with everyone else….
Why should a dragon knight be able to be invincible from all ranged attacks essentially…
You probably also use a magicka nightblade who waits in the shadows for hours on end and who tries to gank someone, yet upon seeing it didnt go as planned and is now failing suddenly cloaks out into infinity after casting terror … arent you….
Now dont take that personally brother its not a personal attack, its a broad based to the point reality of what dragonknight players do in pvp…
I have 6 max level characters there’s a lot of pros and cons I can’t wait to see what we can do with the changes I personally love templars I have 3 and the new gear coming is gonna be nice now we finally have something to grind for I ran out of things to get haven’t played since December will be getting back on soon
I’ve got multiple v16 templars. 2 magicka 1 stamina. I’m not impressed with the changes at all. You could of kept breath of life 3 and just limited it to group members like you did rapid maneuver and vigor. That would of been a fair compromise that we would of supported. I see several improvements to passives i like, and i love the changes made to champion trees. On a phone atm so short.
So from sorcerer changes they get a 35 % max hp heal through clanfear ? woot
There is one thing that really bugs me. The Chains pull you to the target? This might be usefull if you play a DD. But for a Tank trying to get all enemys in the DD´s AOE´s this is the worst thing that could have happened.
Not all the morphs do that, only one pulls you 100%.
Simply choose to use the other morph, or dont morph at all, because those versions will now guarantee a 100% chance to pull enemy to you or a refund of the ability cost if the target is immovable.
Personally if your tanking and pulling enemies in you would probably benefit more from the extended range in my oppinion especially in some of the big dungeons and trials. Range of chains is nice with extended
Why is this update hating on Templars so much? Instead of making good abilities that work weaker why can’t you just improve the weaker less used abilities of all classes and leave the ones that already work alone? Now there’s only going to be sorcerers in pvp and maelstrom arena almost nothing else, hell stamina dps Templars are going to become extinct! So much less room for creativity very disappointed. Looks like I’ll start playing call of duty again.
I really wish they wouldn’t have nerft magica det it takes months to aciure I just hope it will still be worth using
I got a DK healer thats gonna kick but xD Nice one!
Nightblade vampire going to be les used, lol dark cloak: removed
Interesting changes, and to the complainers: if its not working change it, it may take a couple days to get a new character, is it that bad theres plenty tips and tools to be found, try: Deltia and cypher then create ur build with those idees, i started over 6 times and still theres plenty to Discover and change, this Game rocks
Get over it. The game is constantly changing because otherwise it would be to boring. Embrace the changes and enjoy finding new combos and ways of healing and hiding that’s what the game is all about Quit whining pick up the control respec and have some fun with a different skill set. Welcome to elder scrolls the game were u actually require some skill to play this game is 85% skill of the player 15% class. I’ve seen all classes wreck all opposing classes many times.
I honestly love what I’m seeing here. This may set a few people back with their builds and play style but you must think that they did whack a few moves that needed it. I do see that DKs are gonna be a little more OP but is that really a bad thing? They’re meant to take a lot of damage just like NBs and Sorcs are supposed to push deeps, and Templars are supposed to heal. Stop whining and play the game after all it is only a game.
Don’t mind the buffs, just the nerfs. Why single out well liked, effective abilities that are used often and make them do less? If it’s not broke it doesn’t need to be fixed especially when your giving so many buffs to other classes like dks and sorcs. No knock back on biting jabs? The enemy has to be right in front of you in order to use it so what good will a snare do other than giving a slight chance to runaway from the enemy? (With the unlikely chance they don’t have a gap closer) Just because Templars are good at healing doesn’t mean they should be meant to just heal. All the other classes can mix up roles so so I stand by what I said, to limit Templars to just healing is boring and these changes provide less options for CREATIVITY which is what fantasy games are based upon. I don’t always want to rip off builds from deltia’s or other bloggers sometimes I want the freedom to make my own build without having the skills I worked for taken away.
It makes me wonder if the developers even play/spectate their own game in cyrodiil on console, or just listen to the hot shots on social media with a different game play atmosphere on a PC…
Want a challenging dungeon? Play with pvp rules.
What have I noticed through all the changes – the people who complain the most are the ones who have used an already made template to create their character. So they get all bent out of shape, because they wil have to wait a while before the new builds come uot that they can copy. The new builds, you know, from people who like the game and who like to look for advantages and create good builds.
If you only have one character and can only play one style that just got nerfed, I’m pretty sure you copied that style from soneone else anyway.
They need more then 4 classes, that is evident. Or they need to add more sub classes within the classes they all ready have. Every class can be over powered if you know how to play the game and if you yourself are good. Most people who complain are complaining because of a lack of skill when facing certain classes, or a lazy sort of behavior by them. People dont like change, and they especially hate complicated things.
I have been hearing so many people complain about sorcs since the game came out and its really funny actually. I can tell you all first hand pvp wise, the moment our shields are down is when you should stun us. But try force us to break free first while our shields are up. A bad sorc will do this, a good sorc saves his break free for when his shields are down. The moment you catch us with our shields down and with a stun on us we die. Very fast. Before you complain about other classes though how about you research your own class and see what it can do? See what gear you could get and look up different things you could do.
Max you’re absolutely right. I like to play all of the classes and try to figure out the best “way to not die” basically. When they redo the skills it sucks at first but then you adapt. The same people that were beating you before, will still probably beat you later…even if the skills are changed.
Oh man, I really don’t like what they did to the sorcerer. I always ran with clannfear and matriarch out. They were slotted for both weapons so they never went away. Even though I really don’t like the new version of the skills, I can live with it and adapt. What sucks is sometimes, actually a lot of the time, my clannfear and matriarch will be “trapped” somewhere behind me, and there is no way to dismiss and recall them. I just have to wait, sometimes a while, and hope they “catch-up.” Very frustrating.
Are there any changes coming to Vampire skill and morphs ? I heard something about clouding swarm … Thanks
Half the Players in PvP would put their character in a pink tutu, if they thought it gave them a .0001 advantage in some category.
Point is, play the class you want, play the race you want. Victory in battle isn’t two guy standing across from each other doing a math equation, they are blocking, dodging, hitting crits, all kinds of factors. Most of the time these “differences” amount to killing someone in 5 or 6 hits, or killing someone a little more dead in 5 or 6 hits…….
I just don’t want abilities to be nerfed. Is that really too much to ask? Either improve it or just leave it alone.
I think the same, the old posture of Zenimax is much better.
If they continue rear the crybaby in foruns ask for nerfs, they are ruin the game
I think these changes are interesting and can’t wait to try them, and to the ppl saying mag templar is getting nerfed bc bol heals 2 ppl instead of 3, pls shut up
Can’t dodge roll radiant destruction or whatever morphs, dodge roll out of its range. So,”HA, play your own game idiot who deals with pvp shenanigans!”
all in all I am pretty pleased with most of the changes. love that they are putting magic damage into the elemental defender/elemental expert in the champion system. would never take thaumaturge before because most of my points go into eleexpert and I didn’t use any poison dmg so I never saw the point. love that I can do both now. also all the little improvements to the dk class abilities. magelight too. fyi I play a vr16 dunmer vampire dragonknight in case anyone was wondering. all in all good job zenimax, especially with regards to the champion system tweaks and restructuring.
For people to sit here and cry. BRAVOOOO ESO about time you get them sorry losers to stop playing your game. Lol jk But i like the whole Magic Damage concepte you guys put in. I also like what you guy did with dragonknights But imma be a lowkey mofo and say dragonknights are still not the best ?
I’m just readin the comments and wondering why is everyone so butt hurt strongest survive get better not bitter
Its because they dont want to change what “was” working to something maybe a bit more varying or will require a little more than mash the same button over and over again.