Online:Rune Focus

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
ON-icon-skill-Restoring Light-Rune Focus.png Rune Focus
Line Restoring Light
Line Rank 42 Cost 1080 Magicka
Cast Time Instant Duration 20 seconds
Target Area
Area 3 meters
Morphs
Morph ON-icon-skill-Restoring Light-Channeled Focus.png Channeled Focus
Increases the duration and causes you to restore Magicka over the duration.
ON-icon-skill-Restoring Light-Restoring Focus.png Restoring Focus
Increases the healing done and causes you to restore Stamina over the duration.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Rune Focus
Rune Focus: Duration: [17 / 18 / 19 / 20] seconds.
Create a rune of celestial protection and gain Major Resolve for [17 / 18 / 19 / 20] seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Channeled Focus: Duration: [22 / 23 / 24 / 25] seconds.
Create a rune of celestial protection and gain Major Resolve for [22 / 23 / 24 / 25] seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Restoring Focus: Cost: 918 Stamina.
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. While the rune is active you heal for [400 / 404 / 408 / 413] Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.

Rune Focus creates a rune which increases your resistances and heals you while it's active. Standing in the rune heals you for more. The Channeled Focus morph increases the duration, and also restores your Magicka, while Restoring Focus increases the healing done and also restores your Stamina.

Notes[edit]

Patch Notes[edit]

  • Channeled Focus: Fixed an issue where Channeled Focus was not giving the intended amount of magicka.
  • Rune Focus now applies the Major Resolve and Major Ward buffs for 12 seconds, and the buff will persist for 8 seconds after you leave the protected area.
  • Channeled Focus: Reduced the cost of this ability by approximately 40%.
  • Restoring Focus: This ability now provides the Minor Vitality buff while inside the rune.
  • Revised the tooltips for this ability and its morphs to indicate that all the effects provided by this ability and its morphs will now remain on you for up to 8 seconds after leaving the rune's radius.
  • Restoring Focus: This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect.
  • 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.
  • Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
    • Developer Comments: With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we'd like and is one of the reasons they are the most desirable healer in endgame situations. We've changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
  • In an effort to reduce the visual effect noise in group combat situations, we've hidden most visual effects from persistent damaging area of effect abilities cast by your allies. Area of effect abilities that have a synergy, healing, or defensive component that can benefit you will still be visible, and area of effect abilities cast by enemies will also still be visible.
  • This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 20 seconds at Rank IV.
  • Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
    • Developer Comments: The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.
  • Reduced the cost to match the Channeled Focus morph.
  • Restoring Focus: This morph now costs Stamina and grants Stamina to you every second, and no longer gives Minor Vitality and Minor Protection.
    • Developer Comment: Minor Protection was moved to the Spear Wall passive to retain the total damage mitigation for tanky Templar playstyles.
  • Restoring Focus:
    • Fixed an issue where this ability was unable to be cast while silenced.
  • Rite of Passage:
    • Fixed an issue where this ability could cause health desyncs when used while taking heavy damage.
  • The following abilities have received significant adjustments to how the server handles their behavior, reducing messages sent between the client and server and reducing the total amount of Area of Effect events occurring. This will largely have little to no effect on their gameplay other than improving their response time to entering or leaving the Area of Effect. In some rarer cases, it will reduce the interaction with sets that proc off application of buffs or debuffs, since you will no longer repeatedly apply these effects to targets inside the area every tick, but rather for the duration the target is inside the area. Their synergies (when applicable) have also been updated to be far more reliable to activate when in the area and they will no longer persist for a short duration after each tick, allowing you to activate them in cases where they could fail or were already used, going on cooldown with no effect, or gaining their effects despite already being used.
    • Blood Altar and morphs
      • In an instance where Blood Feast and Blood Funnel are both available, Blood Feast will now always take priority as it is stronger than Blood Funnel.
    • Bone Totem and morphs
    • Boneyard and morphs
    • Cleansing Ritual and morphs
    • Both morphs of Dragonknight Standard
      • This will also fix an issue where the morphed version of this ability failed to properly fire its synergy, Shackle, when activated.
    • Lightning Splash and morphs
    • Necrotic Orbs and morphs
    • Negate Magic and morphs
    • Nova and morphs
    • Rune Focus and morphs
    • Spear Shards and morphs
  • Increased the base duration of this ability to 17 seconds, up from 14 seconds.
  • This ability and its morphs no longer grant you an additional 2974 Armor when standing in them, but instead heal you for 4.5% of your Max Health every 1 second when inside.
    • Channeled Focus (morph):
      • This morph now increases the duration of the ability and continues to rank up in duration, ending at 25 seconds, up from 20.
      • Increased the Magicka restored per tick to 242, up from 240.
    • Restoring Focus (morph):
      • This morph now increases the healing done by 25% and ranks up in healing done by 1.1% per rank, rather than duration (note the duration remains at 20 seconds due to the base ability duration increasing).
      • Increased the Stamina restored per tick to 242, up from 240.
      • Reduced the base cost to 918, down from 920, to ensure it meets the 15% standard cost reduction of Stamina based abilities. That 2 Stamina may save your life one day, just maybe.
  • Fixed an issue where this ability and morphs’ heal could require you to exit and re-enter the area to benefit from if you recast the ability before its original duration ran out.
  • This ability and its morphs now heal you for 2% of your Max Health every second they are active, rather than 4.5% of your Max Health while you are standing within the rune.
  • Increased this healing effect by 200% while you are standing in the rune, resulting in a 33.3% (repeating of course) increase overall while in the rune.
  • Fixed an issue where the heal from these abilities was not properly considered a Restoring Light heal.
  • Fixed an issue where these abilities were not considered as healing abilities in some cases.
    • After the changes to these abilities to grant them healing, we’ve seen a slight improvement in their ability to defend their sanctified grounds, but we’re noticing the class really suffers in the majority of content with mobility. While the class is meant to feel empowered while locked to an area, we’re trying to help them feel less clung to an area by offering some passive healing in between and doubling down (well, tripling in this case) when they decide to mark their fighting arena.