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Suggestions for Templar Changes in 1.7

RinaldoGandolphi
RinaldoGandolphi
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Hi, @ZOS_RichLambert

With 1.7 coming on the Horizon, I know many have expressed concerns with the Templar class they want addressed. This post is slightly different, as it is intended to make very small changes to a few Templar skills to round the class out.

1. Radiant Ward - Right now, This morph isn't used as much because the cost increase just isn't enough. Granted I personally prefer this morph to Blazing Shield, but i am the minority on that one.

I would like to suggest perhaps tweaking so that it:

Radiant Ward to also heals the caster and restores magicka for 25% of the damage the shield absorbs when it expires and removing the 1% shield value increase and the cost reduction.

Now this would make Radiant Ward more attractive to a larger group of players without making the skill OP. Blazing Shield will deal damage when the shield expires, Radiant Ward will heal and restore magicka when the shield expires. Since damage shields will have their values nerfed in Cyrodiil in the upcoming patch, this won't be some mega uber heal from Radiant Ward,nor will it restore anything close to what Harness Magicka does but it will be a little something to help out the Templar Class that is sorely looking for you to throw them a bone.

2. Restoring Aura - Right now this skill just don't fit with the way the Major and Minor Buff systems work. Everyone goes Repentence and uses potions.

I would like to suggest tweaking so that:

Restoring Aura Gives a new buff called "Templar Health, Magic, and Stamina" aura respectively that will increase Health, Magic, and Stamina recovery by 6% and increase its duration to 25 seconds" This will allow the skill to be used with potions so the buffs it provides are not rendered useless. The current Major buffs it provides don't work with a group using potions, so a smaller unique buff that last longer makes the skill a viable alternative to Repentance.


3. Extended Ritual - No one really uses this morph as the other Cleansing Ritual is just better.

I would like to suggest changing Extended Ritual to the following:

Extended Ritual has its radius increased by 4 meters, and offers those inside it Minor Protection Buff for 7 seconds" This will at least make choosing the longer duration one an option, as it currently stands right now, Extended Ritual is simply not worth taking.

4. Dark Flare - Dark Flare needs an RNG option similar to Crystal Frags that gives it a chance for an Instant Cast.

I would like to suggest:

Dark Flare is given a 30% chance for an instant cast, no Empowerment or bonus damage is necessary for this skill like frags, but instead increase the % of the healing debuff by 2% on an instant cast. It still has a travel time, it doesn't do as much damage as Frags, but its a start.

Misc Changes

5. Sun Fire - Sun Fire and its morphs Vampire's Bane and Reflective Light needs the speed of their projectiles increased and the DOT increased very slightly...1 sec on reflective light, 2 secs on Vampires Bane.

6. Healing Ritual - Reduce the cast times on this spell and its morphs slightly.

7. Nova- Really need to reduce the cost of this ultimate slighty. it costs way too much for what it does, and it still costs more then DK Standard. Also allow the synergy to be activated anywhere inside the AOE not just in the very middle.

Thoughts? and thanks for your time.
Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
Juste Gandolphi Dark Elf Templar Daggerfall Covenant
Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
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  • Ernest145
    Ernest145
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    I hope they buff radiant ward and blazing shield by making them bigger. They have made it pretty bad with the 1.6 patch and now they are screwing us even more because they didn't want to lower hardened ward by itself.
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • ZOS_RichLambert
    ZOS_RichLambert
    Creative Director
    I know increasing the speed of the projectile for Sunfire is coming with the Imperial City update. No promises on the other suggestions.
    Rich Lambert
    Creative Director - The Elder Scrolls Online
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  • Soris
    Soris
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    I know increasing the speed of the projectile for Sunfire is coming with the Imperial City update. No promises on the other suggestions.
    NICEEE! So we can agree on this?
    giphy.gif
    Welkynd [Templar/AD/EU]
  • tplink3r1
    tplink3r1
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    "Right now, This morph isn't used as much because the cost increase just isn't enough. Granted I personally prefer this morph to Blazing Shield, but i am the minority on that one."
    Everyone will switch to ward and bs will be useless with the new Battle Spirit.
    Edited by tplink3r1 on 3 July 2015 17:55
    VR16 Templar
    VR3 Sorcerer
  • booksmcread
    booksmcread
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    I would like to see Radiant Ward's duration increased. Both Igneous Shields and Hardened Ward last twenty seconds, but Radiant Ward lasts only six. At the very least the duration should be increased to twelve seconds to make the skill comparable to other shields.
  • Soris
    Soris
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    I'd like to have a higher fixed value for both shield morphs. And an AoE CC like blind, stun, root...anything. And little buff to Radiant Aura.
    Edited by Soris on 3 July 2015 18:13
    Welkynd [Templar/AD/EU]
  • eldermpsmithrwb17_ESO
    Yes to most, leave Dark flare alone, we templars need the extra dps from the empower buff, if anything the cast time or travel speed needs a decrease. Animation and travel needs to be closer to sunfire or crystal frags to be fair to us.
    Selcouth Nexus V16 Templar Magika Healer/Dps
    Mrs Schadenfreude V16 Magika Sorc Dps/off heals
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    Lara Nipplestorm v16 DK Magika DPS
  • cjthibs
    cjthibs
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    I would like to see Radiant Ward's duration increased. Both Igneous Shields and Hardened Ward last twenty seconds, but Radiant Ward lasts only six. At the very least the duration should be increased to twelve seconds to make the skill comparable to other shields.

    And don't forget Bone Shield if this is done.
  • xaraan
    xaraan
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    Magicka templars need a lot of love, hopefully they see some improvements. I like many of your suggestions.

    Dark Flare is too easy to dodge in pvp and is pretty useless there IMO, some faster animation on that, or since it's "dark" maybe they can't see the flare coming or something like that.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Zsymon
    Zsymon
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    Sunfire is a bad skill, it does very little damage and is only useful for its snare when questing in PvE, (useless in public dungeons, group dungeons, Trials and Arena) so I don't think increasing the speed will do much for Templars.

    The only way I can see Sun Fire being useful in some way, is by removing its projectile status, and just instantly burn enemies from a range, but even then you'd have to increase the damage a lot.
    Edited by Zsymon on 3 July 2015 18:40
  • Cinbri
    Cinbri
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    Just wait two weeks till more info and i doubt any new suggestions will help.
  • Cinnamon_Spider
    Cinnamon_Spider
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    I would like to see Radiant Ward's duration increased. Both Igneous Shields and Hardened Ward last twenty seconds, but Radiant Ward lasts only six. At the very least the duration should be increased to twelve seconds to make the skill comparable to other shields.
    While that sounds good in theory, wouldn't that affect the damage it does after it expires/6 seconds have passed? Wouldn't that mean it does no damage until 20 seconds have passed instead of 6?

    Even with Hardened Ward lasting for 20 seconds, I recast it much more frequently when fighting on my sorc. Since playing a Templar, I have noticed that I recast Blazing Shield about as often as I recast Hardened Ward.

    The only time that it seems it would make a difference is when traveling, but even then my Templar can recover from an unexpected attack, heal, and be ready to fight where my sorc can be one shot.
    Cinn #SorcLivesMatter
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  • ThatHappyCat
    ThatHappyCat
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    Plenty of people use Extended Ritual, it lasts 22 seconds instead of 12 seconds... much less fiddly when you're using it for Focused Healing.

    Nova costs just fine for what it does, and it doesn't cost more than DK Standard. You know that it costs 250 now, not 300, right?

    Sun Fire's DoT ticks every 2 seconds, so increasing it by 1 second does nothing, you know.

    I wish people would stop suggesting turning Solar Flare into Crystal Fragments. While it may need help copying another class skill isn't the way to go about it.
    Edited by ThatHappyCat on 3 July 2015 22:53
  • Ashamray
    Ashamray
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    I'd rather add to Dark/Solar Flare an effect which blinds target who interrupts Flare. 100% miss debuff for 2-3 seconds.
    Guess Templar need "blinding" unique features (hey, deleted Flashes).
    Edited by Ashamray on 3 July 2015 23:07
    Boadrig, EU PC

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  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Dear ZOS,

    Please remove the .5 second knockback from Biting Jabs, so it no longer grants opponents free CC immunity.

    Thanks,

    --Every Templar Everywhere
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Isavier
    Isavier
    Well, idk. Even this tiny knockback is still often useful. Do you really want to strip jabs of all CC? SO what then, you'd prefer to occupy an extra slot with pure CC ability? What for, longer CC? Every experienced player insta CC-breaks anyway, full-length stuns are a pretty rare luck to land. And this 0.5 second knockback does its job just as well, allowing us to land 2 full jab channels instead of one if the victim is confused. If you haven't noticed, everything gives CC immunity, except the exploited DK fossilizes. And making jabs to work like that would bring old good permajab stun, which is OP.

    So, no. Do not speak for every templar everywhere, please, and do not remove jabs 0.5 sec knockback.

    On the other hand, it needs to be fixed to work reliably. At least 1/3 of the time, i press buttons in vain and either jabs refuse to work for a few seconds after otehr skill use, or other skills don't work for a few seconds after jabbing. No templar charge on the bars. Jabs and 2-handed.
  • Soris
    Soris
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    Root or snare would be more efficent than .5 knockback.
    Welkynd [Templar/AD/EU]
  • TheElementalPlatypus
    I know increasing the speed of the projectile for Sunfire is coming with the Imperial City update. No promises on the other suggestions.

    Coming with imperial city update.

    AKA never
    RIP templars
  • Domander
    Domander
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    Isavier wrote: »
    Well, idk. Even this tiny knockback is still often useful. Do you really want to strip jabs of all CC? SO what then, you'd prefer to occupy an extra slot with pure CC ability? What for, longer CC? Every experienced player insta CC-breaks anyway, full-length stuns are a pretty rare luck to land. And this 0.5 second knockback does its job just as well, allowing us to land 2 full jab channels instead of one if the victim is confused. If you haven't noticed, everything gives CC immunity, except the exploited DK fossilizes. And making jabs to work like that would bring old good permajab stun, which is OP.

    So, no. Do not speak for every templar everywhere, please, and do not remove jabs 0.5 sec knockback.

    On the other hand, it needs to be fixed to work reliably. At least 1/3 of the time, i press buttons in vain and either jabs refuse to work for a few seconds after otehr skill use, or other skills don't work for a few seconds after jabbing. No templar charge on the bars. Jabs and 2-handed.

    I'd rather jabs root the target.
  • Isavier
    Isavier
    How do you suppose to counter a jab spamming templar with critcharge if jabs root the victim?
    It's more OP than talon+whip spam from a high spelldmg DK.
  • Cinbri
    Cinbri
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    Isavier wrote: »
    How do you suppose to counter a jab spamming templar with critcharge if jabs root the victim?
    It's more OP than talon+whip spam from a high spelldmg DK.
    Why critcharge is jabs counter in first way?
    Edited by Cinbri on 5 July 2015 13:45
  • danno8
    danno8
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    Isavier wrote: »
    How do you suppose to counter a jab spamming templar with critcharge if jabs root the victim?
    It's more OP than talon+whip spam from a high spelldmg DK.

    If the root happens on the last hit (like the knockback does now), you have all the time in the world to move out of the way/interrupt. People do it all the time already, believe me.
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