As has been done before and many times over with both Armor Types and Weapons, and of course, classes, I am going to be doing my own take on the Templar Class and possible ways to improve it or even nerf it. Yes, I said nerf. First up in this little series will be the ever lovely and enduring Aedric Spear Line!
First Proposed Change: Rename this. Spears aren't a weapon in the game, don't get our hopes up damn it. Just name it Aedric Warrior instead. Technically it fits the theme better.
Now then, with that mini rant out the way, let's get down to skills! Oh, before I continue, obvious implications apply here as do anywhere else: No flaming, No hyperbole, constructive criticism only please. Either help or get the *** out, no time for sad sacks and ***.
Puncturing Strikes - This move on it's own is nice and impressive, works well. Weird how your weapon suddenly disappears and it replaced by a giant glowing spear of light that your character somehow knows how to fight with despite never handling a spear before, but that's cool I guess. Might I suggest an animation change to this? One that's a little...cleaner to link with other skills and of course, make sense for the weapon you're holding?
Puncturing Sweeps - Ok, you added a self heal to this move. Now it went from being the top pick for Melee DPS for both single and AoE to also now healing you, which if you haven't guessed can be for quite a lot if it's 40% of a full group of AoE. Maaaay wanna tone this down a bit, say make it single target and not a channeled ability, but a singular melee strike. And then name is to Piercing Sweep, or something.
Biting Jabs - This is actually pretty good for people who love themselves some crit, but to be honest, 70% is STUPID high and this really only see's use in PvE as most things don't last very long once they get to low health in PvP. I'd uh, really rework this one slightly as well to have increased damage and then the crit, or something like that. I'm honestly at a bit of a loss as to how to tweak this one proper, just, 70% crit....wth man.
Piercing Javelin - Ok, cute, like the idea, had it going in an ok direction, then plomped it. It's a great idea, don't get me wrong, this is definitely a PvP only move here no matter which way you go with it, and it's handy as hell to have a knock back that can be thrown at an enemy. But may I suggest different animations to say something akin to a Force Push? Or perhaps, dare I say, change it's morphs....
Binding Javelin - To things like this. Make the morphs a choice, as choice is important and the harder the choice the better the toolset is, thus the better the game is. In this case, this is the PvP option. It would work exactly as Binding Javelin does now, only that it would become an AoE on where the target hits, thus the single target is knocked back and targets within 10 meters of the target suffer damage as well. Don't increase the damage, because then it'd be broken as hell, but throwing exploding spears at people would help cull the zerg trains a hell of a lot I'd like to think.
Aurora Javelin - And thus here lies the PvE option. Remember Binding Javelin up above there? How it explodes on contact but knocks a single enemy back and lights his buddies on fire for a split second? Imagine that, but in this case this happens: A single target, ranged or melee attack where you throw a spear that explodes on an enemy and ignites them for a DoT effect that lasts a very brief amount of time. Also increase the damage from Piercing Javelin significantly since it also won't knock back anymore. Literally you trade the CC/AoE for a strong, single target attack that burns things, of which that burn can proc Burning Light. This would help a looooot for upping Templar DPS in a multitude of ways.
Focused Charge - Interesting idea, I rather like it actually, but it's animation ruins it. Same for the morphs too. They'd be perfect if either the stuns/effects were made to last longer or the animations were made to be shorter as to use other moves and skills afterward much faster. That said, Focused Charge is fine aside from those issues. Bit odd how you want a Magic User in Melee Range, but I'll address that later on, or perhaps I inadvertently already did by noting that most Aedric Spear spells/skills can be used in melee and are even built for such purposes.
Toppling Charge - The move is amazing actually, like it honestly is not bad at all. It stuns whatever you charge to interrupting it, and then set's it off balance as to beat it severely about the head and face. Works well for PvE, PvP is kinda meh but that's where it's morph comes into play. If anything, I'd increase the damage this move and it's variant cousin and progenitor do.
Explosive Charge - As the name implies you charge to your enemy and explode the area around it, hurting it and it's nearby buddies. It's an AoE that closes gaps. Oh and it stuns casting targets for a few seconds. Not too terrible but I'd really like to see a 2 or 3 second increase on the stunning of the casting targets to make this compete with Toppling Charge better, and maybe do an AoE knockback to those targets adjacent to where you landed. Open to suggestions on this one. These might not even need tweaking to be honest.
Spear Shards - My what an interesting move. It's an AoE that's rather small BUT has a Melee/Tank Friendly Synergy that restores some of their Stamina. That's not bad, not bad at all. Frankly, I'd love to see the damage on this increased slightly, as would the stun time by literally just a second or two. Anything higher would make it just a wee bit OP for PvP. Also wouldn't mind seeing a Synergy that also increases ally's weapon damage by a small amount while their Stamina is being restored. That'd be interesting, and a great support ability.
Blazing Shards - Perfect, especially with the aforementioned weapon damage for allies' synergy. It's an AoE attack that leaves an AoE DoT, of which the DoT can proc Burning Spear. Say what? Say amazing son. Only gripe is that when someone picks up the spear the Dot/skill disappears, forcing you to recast it. This should've been addressed above, but I'll do so here instead: God damn it, if someone picks up the spear, let the DoT continue >_<
Luminous Shards - Same thing as Spear Shards but restores Magicka over time as well. Actually not that bad and again pretty supportive to DPS in need, or healers, or tanks, etc. Frankly, I'd have it do what I mentioned above for Stamina Restore = Damage increase, but in this case increase Spell Damage.
Sun Shield and It's morphs - This is the one skill that acts and works perfectly as intended. Do not touch it, if anything, fix the stacking exploit or whatever it is people *** and moan about on these here forums these days.
Actually one thing could change for the better: Radiant Shield, it's nice that you increase it's strength based on enemy hit, but it seems a little weak still, but only a tad. Perhaps increase the duration of said shield and activation damage by 1 Second per enemy hit?
Now it's time for the passive skills!
Piercing Spear - Crit Chance increase for using Aedric Spear abilities = Good. Increase Damage VS. Blocking Targets = Meeehhhhh. Instead of that for the second half of the skill, I'd make it so if anyone is blocking an Aedric Spear move, the block is 10% less effective. No this is not the same as 10% increase in damage, because if the enemy blocks your entire attack and brings you down to 100 points, 10% of that is just 110. But if you ignore 10% of their defenses, that 100 can evolve into a much grander but still earthly number. If that makes sense, good. If not, I apologize I'm a wee bit bad at explaining math at 3:30am.
Spear Wall - Good, great for tanks. Actually not much else to add to this, it's a tank thing anyway, and it works well as such, let it lie.
Burning Light - Ohh boy, this skill can either be horribly OP or terribly UP. As it stands now it isn't terrible, what with 25% chance to deal a rather sizable amount of Magic Damage to an enemy. That isn't bad, but it can be improved still. To that end, I suggest the following:
Burning Light - All Aedric Spear abilities have a 25% Chance to Deal X Magic Damage. All Melee Attacks have a 100% chance to Deal X Magic Damage.
Now, before you freak out, that second portion would scale with your magicka and spell damage, BUT would be a really miniscule amount, like 100 tops. This makes Melee users more capable of dealing higher DPS since their Light and Heavy attacks will mean more, as well as their skills. This also brings back the Crusader/Paladin style players in a glorious fashion. All hail the Glorious Paladin Race. No seriously though this would help both Melee DPS and Tanks quite a bit, DPS for the obvious DPS implications and Tanks for Threat Generation. For a supposedly gimp class I pull aggro a hell of a lot.
Balanced Warrior - All, the final point in the skill line, this one must be massive right, like it has to be huge and worth all the time and effort you put into this skill line! I mean-
4% Weapon Damage and 200 Spell Resistance.
......I'm sorry, did I just read that right? For leveling this damn thing to max, that's all I get? Really? Seems kinda weak for an end of tree skill, no? Not that it isn't terrible, it's just......Lacking. To that end, I propose this:
Balanced Warrior - Increase Weapon and Spell Damage by 5/10%, Increase Armor and Spell Resistance by 100/200.
Why the sudden boon? Well it says Balanced Warrior, not exactly getting a magic warrior vibe if it increases my weapon damage by an abysmal amount and then a small bit of Spell Resist that most people in Light Armor bypass anyway. In PvP, the only thing useful would be the damage bonus, and in PvE, well, mobs hit more than hard enough to negate the spell resist, so there's that. This is another thing that would go a long way to making Templar's viable DPS and Tanks for Trials. By the way note that this says Spell Damage, not Spell Power. Healing Spells would not be affected by this skill.
Well that's it for Part 1, Part 2 Comes later in the week!
EDIT* It totally occurred to me I forgot to mention the Ultimates for this Skill Line!
Radial Sweep - It's an AoE for tanks. It's useful for DPS as well, sure, but to be honest this is a little lack luster in it's beginning stages, but then again it's also very easy to level and use this skill as it's dirt freaking cheap.
Crescent Sweep - Well....It's still sort of ok? I mean it's increased damage to things in front of you but if you REALLY wanted to make this thing amazing, I'd do a full on 100% increase to enemies in front of you and make the skill passively increase it's damage and range. That'd really make it attractive for DPS in all walks of life. That, or make it so that after it hits all enemies' take increased damage from all sources by X amount for Y time. That'll make taking a Templar along for the ride in Trials a more appealing thing to do since you'll be able to do higher DPS but also improve the raid's DPS.
Empowering Sweep - You'll notice the above is mentioned for DPS only. That's because this one can knock your socks off for Tanking AoE groups or PvPing in that it increases your Damage Resistance to literally everything by making it so you take reduced damage per enemy hit. Sadly this is an AoE still and AoE's have caps, thus it is reigned in by that. However if you wanted this to be the Bee's Knees, make it so that it appeals to Tanks tanking a single boss or fighting a single player. Turn this move into an "Oh *** Button" so to speak from olden days of Tank Lingo. Keep the Reduced Damage Bit, bit also make it heals you for the damage you did using this skill, 50% upfront, 50% as a HoT to yourself or better yet, your nearby allies.
Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!