I have a few suggestions for a few of the Templar skills. My focus is mostly on the skills that are less used/ useless altogether, not so much on the bugged skills.
For those i would like people to re-direct to
THIS topic.
The Aedric Spear Skill tree.
Radiant Ward (Sun Shield Morph).
This skill gives you a damage shield based on your Max HP, with the added bonus of 5% extra shield for each enemy hit (Compared to the 4% you get with Blazing Shield.
My suggestions for this skill are the following:
- Increase the percentage of health it based upon, or switch it to the magicka stat (like other shield skills).
- Let the Added bonus increase as the skill level increases.
- Increase the time it is active.
My reason for this is that this skill currently has no real benefit over its other option, Blazing shield. It has a small Cost difference, and 1% extra shield (when you hit enemies with it), but a lot less damage.
Giving them a decent shield (not a shielding weapon) would benefit their defense greatly.
The Dawns Wrath Skill Tree.
Unstable Core (Eclipse Morph).
This skill reflects Magic attack back to the caster for a duration of 6 seconds. When this skill gets canceled the target (and any nearby targets) get damaged.
For this skill i would suggest changing it from a Magic reflect to a Melee Reflect (same effect as Total Dark could be applied, where it heals the Templar. Keeping the old effect could also be an option).
With the 1.6 update a lot of skill got changed from magicka to stamina. While in the past the Eclipse skill worked against about 70% of all the skills (All class skills and the magic staff skills) this has been lowered when a lot of offensive skill got a second, Stamina, Morph. Having a skill which would work against those skills (and melee attacks) could be beneficial for the skill.
Eclipse, Including Morphs:
- Turn this skill into a Soft CC (Like Tallons).
CC Break Should be allowed, but being unable to use it on the target afterwards is a bit to much. Its not like it completely Disables the target, nor is it hard to miss when its used on you. Just CC break and your done.
Radiant Glory (Radiant Destruction Morph).
The lesser know version of the "Jesus Beam", which heals people for 20% of the damage done.
Although a pretty decent skill, it pales in comparison to the potential 40% extra damage Radiant Destruction can do.
My suggestion for this skill is to make it a Morph skill, where the initial use will let you charge up the skill, after which it transform in a new skill, which will allow you to release the damage.
The charging of the skill will take 3 seconds, the same time as channeling the original skill would take.
Releasing the damage would happen instantly. The full damage of the skill (what's written in the skill description) will be released in a single hit without any delay.
After releasing the damage the skill will convert back to the original skill, which you can charge up again.
The Charged up skill will be saved for a short time (1.5 minutes at rank 1, 3 minutes at rank 4), if not used within that time it will also revert.
The extra damage on low HP targets would still apply, but it would also give it the option to be used as an opener, since it is an instant damage skill instead of a channel.
All "Openers" Templars have have the side effect that the Templar will be out of Stealth ones the attack hits the target, meaning they can never get the stealth hit bonus. Using it as both the opener and finisher would of course be possible, but it would force the Templar to charge it up mid fight... where 3 seconds is a very long time.
The Restoring Light skill Tree.
Healing Ritual.
Not much to say here. This skill is overall pretty useless because of the casting time. Although the healing it does is pretty big, the time it takes between the start-up and the actually healing is long enough for getting your complete team whipped in endgame dungeons.
My suggestion for this skill might be pretty strange, but i would like to suggest a Resurrection skill.
This Resurrection skill would allow you to revive dead allies without the use of a Soulgem.
Within a 10M radius of the user all dead players would be revived... if the Templar has enough resources to do so.
- The cost: 100% of the Templars max magicka, as well as 10% of the Templars Max Stamina for each Allied player that gets revived.
- The skill will be a channel, and it will take 20 seconds to revive anyone within its range (this can be shortened by resurrection speed boosts, like Master Ritualist).
- The range of this skill will be 10 meters around the caster.
- Players will revive with 10% of their max HP when revived with this skill (20% if the Templar has 2 points into Master Ritualist).
Potential Morphs:
- Decreased Resurrection time (5% extra resurrection speed per stage of the skill, resulting in a 15 second resurrection time at stage 4, without the other resurrection speed buffs)
- Increased health after Resurrection (20% at stage 1, up to 50% at stage 4. 2 points in Master Ritualist will give 40% at stage 1, and 100% at stage 4.)
Mending-The-Wounded, Aldmeri Dominion, Templar.