Ah Templars, the red headed stepchild of the Elder Scrolls Online.
The class that seems to get nerfed each patch, despite already being relatively weak.
There are plenty of complains about Night Blades, but their issues are mostly bug related. The class itself is extremely powerful when its working.
Templars on the other hand have several mechanical issues that make the class under powered when things are working "as intended".
They have good healing skills and the only healing abilities that don't require a resto staff. You'd think that'd give them the ability to be unique off healers and support. Well, it would, if they had any magicka regen. Their best passive, Restoring Spirit, was nerfed late in the Beta process. It may have been OP in its past state, but the change almost certainly went to far.
Another problem is that so many of their abilities are easy to avoid due to long cast times and slow animations making them subpar damage dealers and support in PvP.
They also have poor stamina regen making them inferior choices to tank (in addition to the cast times on the heals.)
Basically, I think Templars could use some love. Here are my ideas for improvements and some feedback on existing skills.
Restoring Spirit
Templars are a magicka intensive class. Their spells are expensive. In order to be effective, they need to heal a lot and try to wear people down. They simply can't match the burst of a NB, Sorc, or DK.
Restoring Spirit was an awesome passive before. It used to return 4% of your maximum magicka each time you activated a skill. Now granted, that was kinda OP. It gave Templars better magicka regen than every other class without requiring them to even slot a skill for it. In high magicka builds with 2,000+ magicka it was pretty crazy. Especially since it returned magicka on all abilities. People would spam Flying Blade for a Stamina dump and get 80 magicka back each time they cast it. So you could alternate between Stam and Magicka like no other class.
That said, there were plenty of reasonable options to bring this skill into balance besides making it a 4% flat cost reduction, which is fairly insignificant. You could have made the 4% return only work on Dawn's Wrath abilities. You could have made it work only with class abilities. You could have made it work only with magicka. You could have made it work only with Stamina (preserving the magicka battery option but making it less OP overall.) There were lots of options. The chosen one was the worst and needs to be reverted.
If you want to learn more about this particular ability I suggest you read this Reddit thread by a really dedicated tester/player who quit ESO in part in response to this change:
http://www.reddit.com/r/elderscrollsonline/comments/1zwa6u/an_in_depth_look_at_the_restoring_spirit_nerf/Suggested Solution Change restoring spirit so that it returns 2-4% of magicka
either when activating a Dawn's Wrath ability or when activating an ability that costs Stamina.
The first solution would bring this skill in line with the DKs crazy Stamina regen passive Helping Hands, which returns
5% of Stamina when activating an Earthen Heart ability. The second solution would preserve the "Balanced Warrior" thing that seems to be a theme of the Templar class. Both would help a lot with fixing a major problem with Templars.
Backlash
Back Lash is an amazing ability. I'm not gonna say it isn't. Its the best call target ability in the game, bar none. This makes Templar's a uniquely good support/utility class in group situations. And it should be.
However, it is also plagued by a recurring problem with Templars: long cast times.
This ability's 1.5 sec cast time makes it easy to interrupt in PvP. If you're in an organized group situation, with two good groups fighting each other, its quite easy for a Bow user to stop your Templar with Venom Arrow or a D-staff use to pop them with Force Shock. Even a ranged CC will do.
This is bad. Most other mark type abilities in the game are Instant or have a morph option to make them instant. I'm talking about things like Mark Target, Weakness to Elements, and Quick Siphon (Force Siphon and Siphon Spirit are not) which can be used to indicate to your group who you want them to attack.
My problem is, Back Lash doesn't do damage on its own. It shouldn't be so easy to counter. The counter in group play should be that you run away, block, hide, use your heals or armor buffs, ect. while you wait for Back Lash to wear off.
Suggested Solution Either remove or reduce the cast time of this ability so it isn't quite so easy to interrupt in group PvP.
Eclipse
This is a great ability. At first glance it might look like a poor man's reflective scales, since its single target. When you realize it reflects all spell damage, not just projectiles, it starts to look better. The morphs that debuff the enemy or deal damage make it really good skill.
So really I don't think it needs any buffs on its own.
However, there is currently a
crippling problem with this skill. I desperately hope its a bug or not working as intended because it basically makes the skill trash.
I'm not going to go into detail, because I'm hoping its considered an exploit and is changed, but myself and others have reported ZOS about it in game.
Healing Ritual
Here we have another good ability that is plagued by the cast time. 2 seconds is simply too long. A sword and shield user has enough time to get up, go to the bath room, make a sandwich, come back and eat that sandwich, shield charge, and then interrupt the Templar.
The buff to Lingering Ritual was nice an much needed. This heal is now close to on par with Green Dragon's Blood as a self heal, when you are actually able to use it.
Ritual of Rebirth is still a joke. A 0.3 sec reduction in cast time is a joke. Like really, that's just stupid.
Suggested Solution Lower the cast time on the base ability to 1.5 secs and have Ritual of Rebirth lower that to 1 sec.
Biting Jabs
This was a really solid ability. The nerf/delay on 1.1.2 was bad. Jessica Folsom said in another thread that she's investigating it though, so I'll hold off on giving feedback there for now.
Conclusion
I think the Templar could be a really great and fun class. I think there are already some decent builds out there, but there's also no doubt in my mind that the class overall is under powered compared to DKs, Sorcs, and properly working NBs.
I think the changes I suggested above are moderate enough that they won't make Templars OP and just strong enough to bring them on par with what they should be.
What do you think?