Bit of a doozy for an inaugural post, heh. This post is largely regarding PVP only.
I spend plenty of time combing these threads. I think often everyone is very much too reactionary and ready to start up the complainsaw at a moment's notice. I think what gets lost in all that is an honest assessment of each class. The goal of this post is purely to constructively analyze the state of the Templar, good and bad.
I would comment on the other three classes, but seeing as how I have a VR14 Templar I've been playing since launch and my next closest alt is lvl 33, I see myself as not at all qualified to comment on other classes as a player--only as opponents. In the spirit of constructive content, If anyone else wants to do an "honest assessment" of other classes I think that'd be great.
It would appear that in PVP terms, Templars largely lack efficacy aside from the top tier of very good Templar players-- honestly, I attribute this not necessarily to being "underpowered" but to three specific things:
1. Few ability combinations and inter-tree synergy due to:
2. huge amount of abilities with long animations and channel time, and
3. mechanical issues with the abilities themselves.
In the interest of fairness, lets talk about the good things Templars have going for them, as well as the in-between abilities and the troubling abilites.
Strengths:
1.Radiant Destruction is a fantastic ability. It has to be used responsibly as it leaves you vulnerable, but lets face it, It's a fantastic part of the arsenal. It activates instantly, and can do great damage to med-low health targets. Even stam temps can throw it on an alt bar for ranged finishing.
2. Purifying Ritual and Channeled Focus are both fantastic utility abilities. Each with buff/heal/debuff capacities that represent incredible value for the resource cost.
3. Dark Flare is absolutely outstanding, though it is a little complex to use given the channel time and mortar-shot animation. But I mean, Defile+Empower+sizeable damage blast. This is just money. Given how strong it is, I think this is just about where it should be.
4. Speaking generally, The restoring light tree offers a dedicated capacity to truly heal and support in a variety of ways, and offers extremely useful abilities even on alt-bar or secondary heals without that much dedicated to it.
5. Toppling charge, though it may have the global cooldown issue occasionally, is a strong charge, and looking objectively its great to have a class mana-based charge that allows some diversity of melee magicka setups.
6. The following passives are very strong/class defining: Restoring Spirit, Balanced Warrior, Burning Light, Piercing Spear, Focused Healing
In-Between:
1. Eclipse and its morphs, in truth, is an incredible ability. By all rights this should be up with the category above as a "strength." The bottom line is, its an easily casted spell that can throw your opponent on the defensive IMMEDIATELY if he depends on offensive spells at all. The problem is, its CC-breakable, which is something that is somewhat tolerable except for the fact that its uncastable on a CC immune player AND many other temp abilities like Jabs, Javelin, Charge and Spear shards all give CC immunity (jabs being the worst offender, gives it away like candy for nothing) My propsal: Reduce duration by 2sec and remove CC break. It would be on par with the strength of abilities like NB fear or DK petrify or to some degree Sorc Teleport.
2. Jabs/Sweeps. Again, this should be in the "strength" category. Does great damage, very useful, big cone of attack. Everyone knows what I'm going to say here: having it give away CC immunity for next to nothing makes it worthless in conjuction with other temp abilities. My proposal: make the knockback stronger or remove it and the cc immunity entirely. If removed, replace it with a short/mild snare.
3. Backlash and its morphs are significantly better now after 1.6. The removal of cast time and ability to stack was absolutely a godsend. currently though, the wording implies it stores damage and releases after duration for 133% of the damage done but instead seems to be doing 33% of damage done. I think 133% would make it crazily OP; somewhere in between the two numbers would be nice. like 45-65% or so. It's 6sec long so players have plenty of time to purify it tbh.
4. Blazing spear has some usefulness as a AOE ability, does good dot damage and can stun a few peeps. It's pretty solid, but it follows the trend of many Templar abilities that take forever to travel to destination from cast point. basically all temps will say you have to cast Bspear not anywhere near where your target is, but try to get him where he's going to be. frankly, it misses a lot and represents not so great value except for against groups.
5. Restoring Aura-- its not so much that this ability isn't good, as it just isn't good enough to warrant a spot on the bar most of the time. It's great for regen boosts, and repentance represents awesome value especially in group PVP (free resources for dead bodies) but its pretty close to a dead spot on your bar, giving you 4 slots to work with, 1 of which will probably be a self heal and another a shield. Basically, its a great buff ability but given the other heal/buff abilities Templars need to run, you just run out of bar space eventually. My proposal: Make the activation of Radiant Aura cost significantly more magicka but offer a moderate self heal, like a very watered-down Green dragon blood.
Troubling Abilities:
1. Piercing Javelin and morphs. I want to love this ability. I try so so hard to work it into builds. The bottom line is, its most useful for magicka builds as a single-target cc and at that point, you'd be an idiot to use it instead of flame clench. As is, it costs WAY too much, has a crazily short range, and does very, very little damage relative to its cost. Frankly, I'd rather this be removed and see blinding flashes brought back (as an aside, losing blinding flashes was a HUGE blow to templar's CC/control/survivability game.) But leaving it as is, my proposal is to reduce mana cost by 1/3 and increase range by 4-6 meters. Then we can talk about it possibly being worth a bar slot.
2. Sun fire and morphs, should be in the "strength" bracket. It's great damage, incredible DOT, snares and grants crit rating. Once again, it faces the same problem as most of Templar's good abilities--It takes absolutely forever to get to target, and its a big ball of light that's pretty hard not to see coming. The amount of time enemy players have to rolldodge/scales/port away/invis makes this ability close to useless if they see it coming. My proposal: nerf the buffs or the dmg or both if you have to, but HIGHLY increase travel time.
3. Blazing Shield probably needed to be scaled back, but at this point its become so cost-ineffective to represent negative resource value, especially in comparison to other shields. The real problem though, is the fact that the cast animation takes FOREVER. I can cast Evasion and Annulment in the time it takes to cast Bshield. Often, it's put on bars simply to gain the Aedric Spear passives. My proposal: sharply reduce animation time of cast, and give it a very modest buff in terms of shield strength. The mana cost can stay high as long as it feels like it represents moderate-good value for the caster.
4. Templars have a passives problem. Now, to be fair, I only have a moderate knowledge of other classes' passives. But in what little time I've spent fooling around on PTS and on alts, I can tell you that Templar's passives pale in comparison. Spear wall, illuminate, light weaver, master ritualist, and even enduring rays and prism leave much to be desired. It's not that these are "bad", or that they all need to be changed. It's just that en masse, these abilities represent half of all templar passives and pack very little punch in terms of truly making templars stronger/more defined. Most every other class offers direct damage buffs, cost reductions or overall increased durability, along with big resource gains/regens from their passives. Magicka flood increases max mana by 8% for each siphoning ability. Power stone decreases ult cost by 15% global, you don't even need a daedric summoning ability slotted. Warmth gives a 30% snare for 4 secs when damaging a player with any ardent flame ability. These are significant, powerful, character-defining passives. Quite frankly, they might not even be the best or second best passives for each class. Each one of them is better than the best Templar passive, which in my mind is restoring spirit. And there's a sharp drop-off from there. My proposal... well, I wouldn't go so far as to try and change ZOS' vision for the Templar. I simply think that objectively looking at all 12 passives of each class, the Templars' could stand some strengthening.
6. All three ults pale in comparison to other classes ults in terms of true strength. I think most temps will tell you they use Dawnbreaker or Meteor for their ults if they're trying to do damage. Rite of passage is an awesome heal, but it is only useful in a group for a dedicated healer. radial sweep I very much like, but in order for it to be better in needs a very, very large range increase. Nova is very strong but super easy to get away from, and the incredibly high ult cost basically makes it just a poor man's meteor. My proposal: let templars move 2/3 speed while casting rite of passage, greatly increase radial sweep range, and give a morph of nova that allows caster to move it like Shifting Standard.
Thank you to those who took the time to read this. Again, my goal is simply to address the Templar on the whole and talk about what is holding it back as well as what makes it great. I'd obviously love for the ZOS people to give this a look-see, I understand they have plenty on their plate, but I believe this is a fair and honest assessment.
Conclusion: Templars are a fun, unique class with some extremely powerful qualities. They are great healers and off-healers which gives them survivability; They have some incredibly strong ranged spells, and a strong bread and butter melee damage ability in Jabs. They strongly lack mobility, but they are designed to be a stand your ground/hold the line class. Even if big changes don't happen soon, reasonable changes to things like passives, animation/channel time and travel rate of projectiles would go a long way to allowing a greater diversity of skill usage and build possibilities.
See you in Cyrodiil,
Edgar Baerland
Edited by Edgar_Baerland on 8 May 2015 07:28 Edgar Baerland V16 DC Templar NA