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The current state of Templars (in my opinion)

StarOfElyon
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Two years ago, before the templar class got some much needed buffs, I made a few suggestions for buffs. Looking back, some might've been a little over-the-top.
First, let me say that I appreciate the hard work that game developers put into these games. I appreciate their efforts to make the game better. I have some suggestions for the Templar class to fix what I see as deficiencies and to improve on what is already there. I believe it's worth it's own thread and I want to be sure that someone at ZOS has seen it. Again, these are suggestions, not demands.


SKILLS:

Under Healing Ritual:

Hasty Prayer should be turned into a self-targeted vigor-like heal, meaning it will have a small burst heal with a HoT, and still give minor expedition.


Explosive Charge needs a buff. Maybe have it do BIG AoE damage to make it a worthy alternative to Toppling Charge.


Backlash should scale with spell damage instead of max magicka. For Purifying Light, the AoE HoT should be effective upon cast, not when it ends (which forces the player to remain in that spot to get the heal).

Also - and this is purely a cosmetic thing - I can't stand the green color of Power Of The Light (it should be white or gold to fit better with the Templar theme, in my opinion. Just make it gold and keep the swirling effect that it has to distinguish it.


Empowering Sweep lost the major protection that it used to have so why not have it heal the caster over time for the amount of the damage done. Since the empower buff is redundant on Templars (they get it from Solar Barrage), it's a waste of an ultimate. It can be called the Auroral Sweep or something.


Unstable Core could add a better CC to the Templar kit if it was made into an AoE skill the size of Time Stop or Negate. Rather than placing a dark bubble on an opponent, a large area can be targeted. Opponents in that area experience the same effects as the old Unstable Core everytime they use a direct damage attack against the caster or his/her group. The Templar can target the area around his self and create a "house" that damages attacking opposition. So the new description (with a name change) would read as follows:

Sanctuary (for example)
- Creates a luminous sphere at the target location that harms enemies with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds and deals 273 Magic Damage, their second attack immobilizes them for 3 seconds and deals 548 Magic Damage, and their third attack stuns them for 3 seconds and deals 822 Magic Damage. The effects can activate once every 1 second.


And more Templar shining light/glowing effects! (power fantasy dammit)



PASSIVES:

There are so many that are worthless. I'm leveling my second templar now (a tank) and I'm looking at passives like, "that feels like a waste of a skill point". I never felt that way when leveling a Necro and a DK.


Burning Light is worthless outside of Jabs/Sweeps and Spear Shards. Maybe what we should do is make the Piercing Spear passive the Burning Light passive. And the new Piercing Spear passive should be a penetration bonus to Aedric Spear abilities. For clarity:

The new Burning Light passive should be:
- Increase your Critical Damage by 10%
- Increase your damage done to blocking to target 10%

The new Piercing Spear passive should be:
- Adds (?) penetration to your Aedric Spear abilities.


Illuminate should give both Minor Sorcery and Minor Brutality (to help stamina players or hybrids). So that passive would look like this:

Illuminate:
- Casting a Dawn's Wrath ability grants Minor Brutality to you and Minor Sorcery to you and your group for 20 seconds, increasing your Spell and Weapon Damage by 10%.
(Edited so that Minor Brutality is only given to the caster but Minor Sorcery still applies to the group)


Light Weaver should effect the caster when under 50% health, not just allies. As it is now, the passive does the following: "When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate."

But what if the Templar is solo? What good does this passive do then? None. At the very least, the caster should receive 2 Ultimate as well.


Balanced Warrior should give both weapon damage and spell damage bonuses, as well as bonuses to spell resistance and physical resistance. Why one or the other? As it is, it's fine for stamina Templars but 6% weapon damage does nothing for magicka Templars. So the new passive would look like this:

Balanced Warrior
- Increases your Spell and Weapon Damage by 6%. Increases Spell and Physical Resistance by 2640.


Master Ritualist should give Templars a 10% chance to remove one negative effect when casting a heal on their self or an ally. As it stands, this is another example of Templar passives being more beneficial to the team than the Templar their self. So the new passive would read like this:

Master Ritualist
- When you heal yourself or an ally, you have a 10% chance to remove one negative effect. Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.

If the calculations are too much, instead of having a 10% chance, every 10th cast of a Restoring Light ability can remove one negative effect.



So that's it for this round of suggestions. I hope someone at ZOS takes them into consideration.
https://forums.elderscrollsonline.com/en/discussion/557860/changes-that-i-would-like-to-see-for-templars/p1


Templars got buffs eventually and were in a really SOLID spot. The only problem was that puncturing sweeps was really oppressive and a bit much. It needed to be brought down just a little bit. However, the changes that were made were too drastic. My solution to the problem of Puncturing Sweeps would have been to add a ramping cost; activating that spammable more than three times in short period would cause the cost of continuing to spam it to increase (almost like spammable fatigue). Activate some other skills in between to reset the fatigue counter. A nerf to the damage was very harmful to the class.

I noticed that, to compensate for the nerf, ZOS buffed radiant oppression. This has been extremely bad, far worse than puncturing sweeps spam. Now, you can essentially start being executed at 50% health. This has to be near the top of the list of skills that never should have been buffed. Please revert it and just fix puncturing sweeps, please. The class is that close to being just great with all the other buffs they have received already.

Love the recent changes to Solar Barrage and Rune Focus, by the way. Buff sweeps back to where they were, and nerf radiant oppression back to where it was, please. That's all I need for this class now.

  • El_Borracho
    El_Borracho
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    Never understood why they nerfed the main skill that defines the Templar class, Sweep/Jabs. To the point that Blazing Spear is now the go to spammable for DDs. Would be like them making the chain for DKs only go 3 meters
  • CameraBeardThePirate
    CameraBeardThePirate
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    The biggest issue (in PvP at least) is that Backlash is still bugged; it's being hit twice by Battlespirit. I don't even play templar but I'm sure it feels really good to have a burst ability hit half as hard as the rest of the classes.
  • StarOfElyon
    StarOfElyon
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    Never understood why they nerfed the main skill that defines the Templar class, Sweep/Jabs. To the point that Blazing Spear is now the go to spammable for DDs. Would be like them making the chain for DKs only go 3 meters

    It was strong to the point that it made the class braindead. It snared, it healed, and it couldn't be interrupted. An adjustment was needed in my opinion. I just wish they were able to make more balanced changes instead of these wild swings from overpowered to bad, and from bad to overpowered. It's like there's no middle ground.
  • AcadianPaladin
    AcadianPaladin
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    My magplar used to use sweeps routinely when in close, but augmented it with several other skills. I rather enjoyed the footwork involved in circling a foe while sweeping. It was a solid and enjoyable build. There was nothing wrong with sweeps. In order to support heavy use, it required a heavy investment into mag regen - at the expense of other damage multipliers like crit.

    Update 35 rendered sweeps to a skill that was not worth slotting at all due to low damage and low heals. That doesn't even consider the terrible animation change.

    I changed to spam shards until execute then spam beam. Although about as effective as my old sweeps build, it is not as enjoyable.

    I agree that the end result of turning sweep plars into shard/beam plars did the class no good at all. Specifically, it simply substituted one playstyle for another. How about tuning the templar skills to allow for both (and other) options to be equally as effective.
    Edited by AcadianPaladin on 19 April 2023 23:00
    PC NA(no Steam), PvE, mostly solo
  • El_Borracho
    El_Borracho
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    Never understood why they nerfed the main skill that defines the Templar class, Sweep/Jabs. To the point that Blazing Spear is now the go to spammable for DDs. Would be like them making the chain for DKs only go 3 meters

    It was strong to the point that it made the class braindead. It snared, it healed, and it couldn't be interrupted. An adjustment was needed in my opinion. I just wish they were able to make more balanced changes instead of these wild swings from overpowered to bad, and from bad to overpowered. It's like there's no middle ground.

    Agree. Its always a massive overreaction. Like with Plaguebreak this week. "Oh, some guys on YouTube figured out a way to kill a handful of dungeon bosses, and our own targeting system allowed it to target pets in PVP, even though pets are there to absorb attacks. Time to kill the set!"
  • ADarklore
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    I still play my Templar the same exact way. I'm not a min/maxer and for the content I play, it's still fine. I've even grown used to the new animation. I don't see ZOS backtracking on the animation but they might hopefully bring Sweeps up a bit more in damage- which would also help with the heal.

    Every streamer I have seen still puts Magplar number 2 or 3 on their best class list, and most of those builds still run Sweeps and most have said the damage and heals are still fine. So why are people still claiming it's bad? Because they want to continuously complain about Templar until changes are reversed. Reality is, Magplar specifically was OP compared to other classes... there was a reason pre-U35 most people put Magplar as #1 class and called it a "Godplar".
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • StarOfElyon
    StarOfElyon
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    ADarklore wrote: »
    I still play my Templar the same exact way. I'm not a min/maxer and for the content I play, it's still fine. I've even grown used to the new animation. I don't see ZOS backtracking on the animation but they might hopefully bring Sweeps up a bit more in damage- which would also help with the heal.

    Every streamer I have seen still puts Magplar number 2 or 3 on their best class list, and most of those builds still run Sweeps and most have said the damage and heals are still fine. So why are people still claiming it's bad? Because they want to continuously complain about Templar until changes are reversed. Reality is, Magplar specifically was OP compared to other classes... there was a reason pre-U35 most people put Magplar as #1 class and called it a "Godplar".

    I still play mine the same way too and the animation doesn't bother me. But I do feel like the damage was better before.

    Radiant Oppression is the bigger problem and should not have been buffed at all. It will be even stronger with a 5% buff from solar barrage.
  • xthrshx
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    Magplar was #1 class for what? Soloing? Maybe for four-man content with 3DD. Absolutely not for organized raids. Not for PVP either. Now it’s low-mid for soloing and four-man and anathema in PVP and organized raids.
  • merpins
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    There's lots of people that say they got used to the new animation, but very few people that say they actually like it. I'll tell ya, I'd still use the skill despite the low damage if it had the old animation. But as a professional animator, I cannot stand the new one since it ignores the main principles of animation. And it's a shame too; the reason it looks so bad is because it's just made using keyframes and no actual animation timing, so they could fix the problem by having an animator just take 30 or 60 minutes to adjust the animation timing. The 3D model for the spear is a different issue, but 90% of my problems would be fixed with a simple animation fix.
    Edited by merpins on 21 April 2023 23:36
  • mmtaniac
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    I wan't to be able to play my old build with jabs and potl. Right now it's just impossible. They need to rework potl to just be damage without charging, or make it unique and be unaffected by battle spirit to fix balance issues. Jabs need to regain some of power. For me they can remove slow from jabs but give us buff that remove slows from us, when we cast jabs for 1sec.
  • gariondavey
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    Adding ramping cost on a spammable is a horrible idea.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Faulgor
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    merpins wrote: »
    There's lots of people that say they got used to the new animation, but very few people that say they actually like it. I'll tell ya, I'd still use the skill despite the low damage if it had the old animation. But as a professional animator, I cannot stand the new one since it ignores the main principles of animation. And it's a shame too; the reason it looks so bad is because it's just made using keyframes and no actual animation timing, so they could fix the problem by having an animator just take 30 or 60 minutes to adjust the animation timing. The 3D model for the spear is a different issue, but 90% of my problems would be fixed with a simple animation fix.

    I'll say that I never liked the old skill, the assets were low quality and it didn't seem to fit into TES. The new skill at least has a recognizable "spear" that could be considered a Conjured weapon of some sort. What bugs me about the new skill is that it just re-uses the Nighthollow Staff asset, and that the sound doesn't match the animation.

    As for animation quality, while I don't have a professional eye for it, very few of the animations in ESO ever struck me as having proper weight to them, so the new animation just blends right in ...
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Neoauspex
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    I don't use a spammable on magplar in PvP anymore because none of the class skills are viable, I just turtle until ulti then combo w/stun directly into radiant. And I understand the nerf to sweeps on some level, but flame whip hits harder than dark flare so I'm not sure how you can rebalance Templar skills and leave DK alone (or actually give them buffs which is ridiculous) for 3 straight patches.
  • Zodiarkslayer
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    I am at the point where I don't care anymore. I just play how I like. Damage be damned.

    None of the changes in U35 were warranted. Every single one was targeting class identity.
    I miss my Oakenplar 😭
    No Effort, No Reward?
    No Reward, No Effort!
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