Hey Folks, been playing a Templar since April, and I've seen alotta things get fixed, nerfed and buffed. I love my Templar, and I'm gonna continue using him as my main. However, some problems still persist. In this post, I will air my grievances and explain some remedies that I feel are neither unreasonable nor OP. First some general discussion on the class, then a breakdown of problematic abilities and passives.
An additional note: I know that other classes suffer their own problems. Sorc DPS isn't that great. NB's are skill broken in many respects. I'm not ignoring you guys, just wanted to share my thoughts on this particular class. Thanks for listening, I hope you all like it
There are a number of critiques of the class overall.
- Magicka Management
Problem:
With only a few ways to regenerate (small amounts) of magicka we often have to use Warlock set items to give us a boost. Call me crazy, but I don't like relying on a certain armor set in order to ensure that I can do my job. Doesn't allow me to play any way I want. A number of people advise us to use Equilibrium, which is fine if you're a tank or DPS. However, If you are the only healer in your group, Equilibrium puts you in a precarious situation because it prevents you from self-healing. It seems ridiculous that I should have to call on a secondary healer whenever I'm low on magicka. As I become more familiar with endgame content, I find that the only way to maintain mana is to religiously lay down channeled focus and chug mana potions like a skooma addict.
Potential Solution:
There are a number of possibilities that could rectify this situation. One would be to replace a passive *cough* Enduring Rays *cough* with a regain or even absorb magicka upon successful spell casts/heals/DoT ticks. Another way would be to provide us with any sort of ability that allows us to regain magicka. An absorb magicka spell would fit in really well with the DW skill line. I love my Channeled Focus spell, but the mana regain is too small to truly make the difference. Increasing the spell's magicka recovery would be an easy way to fix this problem.The same could be said for Restoring Aura - giving it a mana regen bonus or something similar to (but less powerful than) the Beta version.
- Tanking & CC
Templars have the potential to be wonderful tank. Most importantly, we lack the DPS (see below) that allows us to hold a boss' attention. Additionally, we are somewhat lacking in CC abilities. I don't have much experience tanking - if you have some additional complaints & suggestions, I would be happy to see them. Spear Shards provides a nice AoE dmg & stun effect, but having to divert your attention from a boss in order to aim it makes it somewhat unwieldy. Solar Barrage (Solar Flare morph: see below) is one of our class AoE spells, but most of us prefer the Destro Staff's Impulse, especially when it's almost impossible to synergize the weapon/spell power boost with our other skills. What would really help is an ability similar to the DK's Fiery Grip, allowing us to pull enemies towards us. My suggestion is replace one of Piercing Javelin's morphs, Aurora Javelin (see below) with such a skill. Yes, we can resort to the Fighters Guild's Silver Leash, but it would be nice to have a magicka-based skill for that purpose.
- No Execute
Problem:
The skill Puncturing Strikes was supposed to be our class' execute, but the +70% crit does not compare with the 300% damage increases against low health enemies offered to other classes. Moreover, the channeled nature of the spell makes it impossible to use block, unless you waste time and mana by blocking halfway through. Although there are other abilities that require you to channel them and waste resources if you block halfway through, the importance of Puncturing Strikes to the Templar, especially as the class' only execute, make the drawbacks of this skill particularly glaring.
Potential Solution:
Other channeled spells, such as the Sorc's Dark Exchange do not penalize you for interrupting them halfway through. Instead, you get only half the benefit. Spells with cast times do not expend magicka until the spell is cast, resulting in no penalty other than time lost if you must interrupt your casting. One potential Solution is to make each jab require it's own magicka. In other words, each jab expends 1/4th the magicka as the entire spell does.
However, I understand that this could be terribly difficult to implement. The costs associated with interrupting channeling would be acceptable if this skill were made into a proper execute, offering a 2x or 3x damage bonus against low health enemies.
- No Basic Attack
Problem:
Dragon Nights have Searing Strike and Nightblades have Assassin's Blade. These are quick, low-cost, basic attacks that one can spam and weave between light attacks and other abilities. They receive excellent bonuses from class and weapon passives. Worked into certain combinations, they can be extremely powerful. Some claim that Puncturing Strikes is intended to be our class' basic attack, but it is too costly and long duration to fit neatly into that category. Others claim that Sun Fire is the Templar's basic attack, but this ability has its own quirks, especially the horrendous dps (see below).
Solution:
Give us a basic attack. The easiest way to accomplish this is to change Sun Fire to an insta-damage 1-shot attack. (Note: I say easiest, not best - the goal of this post is small, practical changes, not a complete overhaul.)
- Finally, DPS.
Templars have a horrendous time building up enough DPS. For many players, the class' DPS is
too low to be competitive. As it stands now, many groups discourage Templars from focusing on DPS, and some
refuse to group with DPS Templars: a severe hindrance to playing as I want. Even the best DPS builds, for example
Deltia's Radiant Harvester, have a difficult time
surpassing 1k dps, whereas
DK's and NB's report numbers in the 1.4k to 1.6k neighborhood. The burst damage other classes can reach are numbers that Templars can scarely dream of. Most of our DPS problems stem from a
lack of synergy within and between skill lines. The Aedric Spear line offers some nice passives that help out immensely with while using a shield, but there's no real synergy between the Aedric and 1h/shield skill lines. The Resto Staff line provides some extra power to our heals, but it's a one-way street. Restoring light passives affect none of the Resto Staff heals. The
Dawn's Wrath skill line seems almost schizophrenic; some abilities & passives actually lower the DPS of others. Allowing Sun Fire's DoT effect to run its course provides lower DPS than spamming the ability. Potentially synergistic skills are close to useless. The (much needed) fixes to Backlash, which was supposed to be the bread & butter of the skill line, have reduced the ability to the crippled cousin of the Sorc's Daedric Curse. Fixing certain skills, especially Backlash and the DW skill line, could give us that little push that we need to be a competitive DPS machine.
Below are my comments on many of the Templar class abilities & passives. Some of the skills are fine; I didn't mention them. Other abilities just need a little tweaking. Some abilities are
; I spent plenty of time on those.
- Radial Sweep & Morphs
Problem:
Overall, I like this ability because it's cheap & quick. As far as ultimates are concerned this one is practically spammable However, the small range makes it difficult to use. Melee range is 7 or 8 meters, but the range on RS & morphs is only 5 meters. I've seen mobs within range to hit me with a sword, but I can't hit them with this ability.
Solution:
Increase the range by 2 or 3 meters so we can hit enemies that are in melee range
- Puncturing strikes
Problem:
Nice little frontal cone AoE attack. One problem is: this is the templar's single execute, and it's not a good one. Compared to the sorceror's or nightblade's finishers, which offer around three times the damage coupled with low magicka cost. Sorcs even get a chance to deal massive damage (disintegrate) to low health enemies. Thiis skill just doesn't compare.
The second problem is: because it's a channeled ability, it prevents blocking. When you're in melee range, you must block, regardless of your role. If I have to block or shield bash in the middle of it, it's gone, and so is the magicka spent - even if I get in only 1 strike. It also affects our ability to sneak in a light attack between strikes.
Potential Solution:
Make each strike cost it's own magicka instead of spending it all up front. This way, if i have to block in the middle of the channel, I haven't wasted the magicka.
Substitute the crit bonus for something else. If this is supposed to be our finisher, increase the damage against low health enemies to be commensurate with other classes & skills (which get almost 3x damage increases instead of crit bonuses).
- Aurora Javelin (Piercing Javelin morph)
Problem:
Completely Useless. This is a skill you (generally) use against enemies that are closest to you. The damage bonus isn't great, and the magicka cost is great enough to discourage continuous knockbacks to achieve the damage bonus.
Potential Solution:
Get rid of this useless skill. I see here an opportunity to add in a way for our Templar tanks to pull in an enemy. Imagine throwing a glowing spear through an enemy then pulling them over to you!
- Piercing Spear (Passive)
Problem:
When half of the Aedric Spear skills use weapon crit, and the other half use spell crit, a +10% crit chance isn't very helpful. Especially when you consider that other classes get +15% or more crit chance from similar passives.
Potential Solution:
Increase the crit bonus from 10% to the 15% that other classes can get.
this skill line is completely broken. Seriously.
- Nova & Morphs
Problem:
This ultimate overall is awesome. The one critique is that it's almost too expensive. This is debatable though, especially with ultimate generating and cost reducing passives. As one of the heaviest damage dealers in the game, the high cost is understandable. However other classes and abilities can approach (and sometimes surpass) these numbers with ultimates that cost much less.
Potential Solution:
Once again, you could make the case that this ability is not too expensive for the dmg & debuffs it offers. If you do think it's too expensive, decrease the cost to 250 Or increase the damage/debuffs so that it really is worth the 300 ultimate.
- Sun Fire & Morphs
Problem:
This skill's problem is not with it's debuffs or other bonuses offered by its morphs. Instead, this ability seems confused as to whether it is a DoT or direct damage spell. As an instacast, direct damage ability, the damage is not enough (compare with Destro Staff's Force Shock & morphs). As a DoT effect, it doesn't last long enough, nor is the damage great. As a result, you can achieve greater DPS by not taking the enduring rays passive, and even more by simply spamming the direct damage bit.
Potential Solution:
Make this spell an instacast, direct damage ability or a true DoT spell. My personal opinion is that this ability should be our basic attack. The base ability should be a one-shot direct-damage ability. The morphs could incorporate the snares, additional targets, and DoT aspects of the ability as it is now.
- Solar Flare & Morphs
Problem:
The damage bonus is useless. Because the bonus applies to the next attack, not your next attack, the damage bonus is most often wasted by a group member's light attack. Also, this skill deals magic damage. This is the Dawn's Wrath skill line, not the Magic Sunshine skill line. This should deal fire damage, not magic damage.
Potential Solution:
Provide the damage bonus to only the caster. This way, we can actually get some synergy with other skills. Also, make this ability deal fire damage.
- Backlash & morphs
The HUGE Problem:
This is a big one, and there are 4 aspects to consider: Cast time, source of damage, damage cap, and duration. Essentially, every aspect of this spell has become a limiting factor. Originally, this ability was meant to be the bread & butter of the DW line and Templar DPS. It used to be awesome, allowing Templars to achieve DPS on par with other classes. The cast time was a debuff applied to what was originally a very powerful skill. It made sense at the time. Then, the ability got nerfed beyond recognition. These debuffs, however awful, were necessary. True - the damage it dealt was insane, especially in a group setting, because it stored damage from any and all sources. When it became clear that the damage was OP, they put the damage cap in place.
Now however, a skilled group will reach the damage cap in less than 1 second, making the full duration of the spell completely useless. In a group setting, this skill works like the Sorc ability Daedric Curse, except that it has a cast time, and deals higher damage. With the 1.5s cast time, 6s duration, and an additional 1.2s from the enduring rays passive, the spell does not deal damage frequently enough to contribute significantly to dps. The difficulty of getting the most out of this skill is compounded by the problematic quirks of our passives and other damage dealing abilities. As it stands, all the debuffs on this spell significantly hinder, and many would say, negate its usefulness. They have completely changed the way that this skill works. In the 7.5 seconds (or 8.7 seconds with enduring rays) Backlash takes to cast and expire, I can achieve higher DPS in other ways.
The Much-Needed Potential Solution:
"There are a few ways we can do this, and the choice is yours."
1. Preferred Solution: Absorb damage from only the caster, and remove the cap. This is how the spell should have worked from the outset. Theoretically, it would be possible (assuming lots of things went right) to achieve over 2k damage, However, this is on par with the burst damage that nightblades can lay down. In other words, if you can manage 1000 dps as a templar, combined with the damage from this spell, you're looking at 1.3k dps over those 6 seconds. The cast time keeps this spell from becoming OP.
2. Or, absorb damage from only the casterand allow the effect to expire when the cap is reached, dealing damage. Remove cast time. This formula keeps damage low, but the instacast makes it easier to work into a routine.
3. Or, absorb damage from all sources and allow the effect to expire when the cap is reached, dealing damage. Keep cast time of 1.5 seconds. Your groupmates will reach the cap instantly in large groups, repeated use resulting in around 1k dps from this spell. In smaller groups, you're looking at .5s or 1s to reach the cap, resulting in 750 to 600 dps from this spell. The better your group does, the better this spell will be.
4. Or, absorb damage from all sources, keeping cap and duration the same. Keep the ability as is, but remove cast time. This is a simple fix, but it doesn't truly rectify the problems this spell has. This formula would also receive a debuff from the Enduring Rays passive.
- Enduring Rays
Problem:
One could make an argument that this passive is the worst in the game. In fact, it completely breaks the DW skill line because it nerfs almost every DW ability. Sun fire's DoT effect is so weak that waiting for the extended DoT to expire before recasting lowers DPS. The extra 1.2 seconds of 40% reduced healing from dark flare is almost not worth mentioning. For Backlash, a group will achieve the damage cap within 1 second - the 1.2 additional seconds nerf this skill too. Enemies can CC break Eclipse, so the extra 1.2 seconds are only useful in PvP against noobs and low stamina players. It is skills like this that make templars poor in the DPS department.
Potential Solution:
There are two possibilities here:
1. Get rid of this passive and replace it with a passive that allows for some synergy. A bonus to fire damage would go well with the destro staff line. A chance for all DW skills to induce a burning effect for a little extra DoT. What would be really helpful is a passive that allows for some magicka regeneration. I see the DW skill tree as something akin to WoW's shadow priest skills. A small absorb magicka passive that procs on damage or DoT ticks would not only be immensely helpful, but also fit in well with the feel of the skill line.
2. Rethink every skill in the tree: Sun fire would have to become a pure DoT. Solar flare would receive no bonus. This passive makes sense with Backlash only if using formulas 1. and 4. as explained under Backlash & morphs. This passive works well with Eclipse, provided the target doesn't CC break. The secondary damage effect of Unstable Core would have to be increased to make up for the dps loss resulting from waiting longer for the spell to end. This passive currently works well with Blinding Light, but I understand that spell's changing soon.
- where Templars really shine.
- Healing Ritual & Morphs
Problem:
a decent ability, but a few small changes are needed. The low healing we receive from this ability does not justify the cast time nor the magicka cost. The cast time makes it close to useless in a dungeon, especially when you can achieve better results with several resto staff abilities. The additional heal to self is unnecessary. As for the morphs, a .3 second cast time reduction is useless. If .3 seconds is going to save your life, then you're doing something wrong. The delayed healing effect from the morph doesn't make sense when, once again, the resto staff offers vastly superior HoT's.
Potential Solution:
Turn this into a HoT spell. Currently, the Templar tree offers no heal over time spells. Instead, we must turn to the resto staff line. If I'm hauling around a 2hander or Destro staff, I might like a little buff before I charge into battle. Alternatively, you could rethink this spell entirely, scrapping it for an ability that would help with our magicka management. Or even (and this would be really cool), what if you gave us a spell to restore our allies' stamina or magicka? That would be pretty unique and supremely useful. I always imagined templars giving good buffs to their party. Instead of the above, perhaps this ability could be something like DK's Igneous Weapons so we can buff our party's damage.
- Focused Healing (Passive)
Just one comment. This passive offers increased healing to allies w/in certain area of effect skill, including Rune Focus. Rune focus, however, does not affect allies, so why would they be standing in it? Not very useful. Overall though, this is an excellent passive.