Copied from my response to another thread, I think these relatively small changes would go a long way towards improving the areas where templars are really lacking at the moment (those areas being sustained dps, aoe damage, and magicka management):
Aedric Spear Line:Spear Shards
-Needs a massive damage increase to be competetive as an AoE DPS skill.
-Should snare or immobilize all enemies in the area, instead of disorienting one enemy.
Dawn's Wrath Line:Sun Fire - Reflective Light
-Remove the 3 target limit, and allow the skill to deal the higher amount of damage to the target you aim at, plus the lower amount to all enemies in a radius around that target. This would help turn the skill into a true aoe skill instead of a half-way skill that cant decide what it's supposed to be good for.
-Make the skill apply the damage over time effect to all enemies damaged by the blast, rather than just the initial target.
-If necessary, remove the snare in favor of this additional AoE damage factor.
Backlash
-Remove the cast time, this ability does no damage up front and in fact does nothing for a full 7.2 seconds (when passives are taken into account), and then only does something if the target actually takes damage and doesnt die beforehand.
-Currently backlash has a hidden damage cap, preventing it from dealing more than a set amount of damage regardless of how much damage the target takes before the time limit is up. This limit is necessary, of course, to prevent exploits that could make it too easy to quickly kill enemies in pve - however, it also interferes with the ability's scaling at higher levels. To remedy this, allow backlash to 'detonate' before the 7.2 second duration if the damage limit is reached before then.
Backlash - Power of the Light
-The weapon damage bonus for this morph doesnt really do enough to be worth taking over the healing morph. My suggestion would be to change power of the light to increase the amount of damage backlash returns after it's duration, and to increase the hidden damage cap.
Backlash - Purifying Light
-Instead of creating a healing pool after backlash detonates, change this morph to heal allies who attack the target afflicted by the ability. This way the heal still remains useful even if the target dies before backlash detonates.
Blinding Light
-Remove this ability. The concept is nice, but miss chance effects are already known to not work properly against bosses, and blinding light offers nothing to synergize with the rest of the skill tree.
-Replace blinding light with something that has an AoE immobilizing effect, perhaps something 'gravity' related to go along with the somewhat celestial theme the rest of the tree has. An aoe immobilize with a damage component would go a long way towards improving our AoE dps viability (and tanking ability as well) - thinking something similar to draconic talons or encase here.
Nova
I love this ability, especially it's visual effect, but let's compare it to the most similar spell in the game, dragonknight standard. Nova costs 100 more ultimate, only lasts 8 seconds compared to 15, provides 30% enemy damage reduction rather than 35%, and does not increase the player's damage by 35% like standard of might does. The morphs are also incredibly uninspired.
-Reduce the ultimate cost of Nova to 200, from 300
-Increase the duration of nova to a max of 15 seconds at rank 4 morphed
Nova - Solar Prison
-Instead of having a "more powerful synergy", make this morph immobilize enemies in the area of effect, more true to it's name.
Nova - Solar Disturbance
-Change this morph to cause the templar to deal 35% more damage with dawn's wrath abilities against targets within nova's radius. Again, more true to the name, and more on par with standard of might (though obviously still weaker, as it only effects dawn's wrath abilities).
Restoring Light:Rushed Ceremony - Breath of Life
-Increase the heal on the second and third targets to be equal to the first target healed. This is already an incredibly expensive and inefficient heal, but it's usefulness for emergency burst healing would be better served if the amount werent split on each target. Sometimes the target that needs the bigger heal seems to not get it, while the targets next to you that are at 98% health waste the effect.
Healing Ritual
-Reduce the base cast time of this heal to 1.5 seconds, instead of 2. The amount healed does not justify the long cast time, especially in endgame pve situations where standing still for 2 seconds will almost certainly get you (and by association your group) killed.
Healing Ritual - Ritual of Rebirth
-Change this morph to make the spellcast instant, but remove the bonus self healing in exchange.
Healing Ritual - Lingering Ritual
-Change this morph to heal effected allies for an additional X every 0.5 seconds for 8 seconds, rather than having a burst heal after 8 seconds. A heal over time effect is much more reliable.
Restoring Aura /
Restoring Aura - Radiant Aura
-Change restoring Aura to grant a 15% increase to stamina and magicka regeneration, instead of stamina and health regeneration. When it comes to returning health, we have heals, this should be a utility spell instead.
-Change the activated effect so that it no longer has its benefit reduced by the regeneration softcap and allies receive the full 80% boost to regeneration for the duration.
Restoring Aura - Repentance
-Change this ability so that it restores magicka and stamina per nearby corpse, rather than health and stamina. Same reasoning above.
(Note: I use repentance as a free heal, which I dont think the devs really intended. It's incredibly powerful right now as a heal that can be practically spammed for no cost in any aoe situation or boss encounter that includes adds. I think it would be better off as a way to regenerate magicka for templars, helping to alleviate our magicka issues, but I'll definitely be sad to see my free heal go
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank