Hello, I'm Eternalain and I play an Imperial Templar Tank. This post is to raise awareness of a severe oversight and glaring weakness of the Templar class, specifically affecting melee dps and tanks. This is a topic that I do not see being discussed nearly as much as it should be, and I hope for a response or at least acknowledgement from ZOS that they will look into the issue, as well as to start more discussion among the community.
This post has three parts - What the problem is, Why it needs to be fixed, and Suggestions for implementation.
1. What is the problem? The Templar class has an absolute lack of any class skill that provides Area of Effect Crowd Control (AoE CC). In order to be able to perform any sort of AoE CC, Templars are forced to use the Mage's Guild ability Volcanic Rune. The other three classes all have at least one CLASS skill that can be used for multi-target CC. Whether those skills are viable in of themselves, or are better or worse than Volcanic Rune, is not the issue. What matters is that those class skills EXIST, whereas no such skill exists for the Templar class.
Dragonknights, easily the best tanks in the game, have an absolutely killer class skill for AoE CC. Dark Talons is an immobilize affecting all nearby targets (6m radius, 4s duration, not discussing AoE target caps), deals damage, and has a synergy to deal more damage. Its morphs either add even more damage or reduce damage dealt by affected targets. The first is fantastic for melee dps, the second fantastic for tanks.
Sorcerers have the ability Encase. This skill is admittedly harder to aim than a PBAoE such as Dark Talons, but through practice or line-of-sight pulling can be used to great effect. It immobilizes all targets in a straight line (15m range, 4.5s duration). Morphs either deal extra damage or snare all targets when the immobilize ends, both great options for dps/tanking.
Nightblades have the ability Aspect of Terror and its morph, Manifestation of Terror, which creates a trap on the ground that fears nearby enemies when triggered (6m range, 4s duration). While this may or may not be a reliable or good ability, it does still exist as a form of AoE CC available through class skills.
Why it needs to be fixed. Tanks in ESO are not expected to "Tank", or take direct damage from, all enemies in every trash pull. To attempt this is to invite certain death. Instead, ESO Tanks are expected to directly tank the hardest hitter, and perform as much crowd control as they can (immobilize, stun, snare) on the majority of each pack while the dps characters burn them down. Even dps characters are expected to be able to perform their own CC in groups, and need to do so in solo play and PVP. Templars have nothing at all that provides any of these effects through class skills. The closest thing we have is Spear Shards, which only CC's a single target, or Blinding Light, which makes enemies "miss" 50% of the time, but only when attacking the Templar and more importantly, standing near the Templar.
So, we are forced to resort to Volcanic Rune. This skill has a smaller range (3m radius) than the three class skills I mentioned above for DK Sorc and NB, and also a shorter duration (3s) than any of those class skills. This makes Volcanic Rune inferior in two very important aspects. Also, those other classes have the benefit of having this all-important tool FEEL awesome because it is part of their class theme. Grasping talons that deal fire damage or obscure with smoke, crystals that bind and imprison, or inducing paralyzing fear in enemies are all wonderfully fitted into the theme of each class. But as a Templar, instead of using holy magic of the Aedra, or the power of the Sun, I'm forced to use a fire rune that I learned from a neutral guild of scholars and arcane spellcasters? C'mon man.
Suggestions for Implementation: By far the best suggestion I've come up with involves a change to the morphs of Spear Shards. First, leave Luminous Shards intact the way it is. For support dps and healers, this morph is fantastic. Allows group members, especially tanks, to regain a hefty chunk of resources while dealing moderate AoE damage. You can even completely remove the single target CC portion from this morph, since that is not what this morph is used for anyway. Second, Blazing Spear as it is now is completely underwhelming. Deals a little extra damage over time and still only CC's one target. My suggestion: change Blazing Spear (rename might be appropriate) to immobilize or stun all targets in the area of effect on top of dealing its usual on-hit damage. If you have to remove the DoT or the synergy component to make this balanced, so be it, that's fine. Though I remind you, DK's Dark Talons not only does on-hit damage, immobilizes, and has a synergy for extra damage, it also has morphs that either deal extra DoT or reduces enemy damage. This change to Blazing Spear would make it a great skill for tanks and melee DPS to finally have an AoE CC, and leaves Luminous Shards mostly intact for those that love the support/healer role.
My other, less effective suggestion would be to make Blinding Light an AoE disorient/stun, or to make Rune Focus an AoE immobilize/disorient/stun.
I know this was long, but thanks for reading and a ZOS reply or aknowledgement hat it was read would be fantastic. Thank you!
TL;DR : Every class has AoE CC class skills except Templar. Add please.