StarOfElyon wrote: »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.https://forums.elderscrollsonline.com/en/discussion/557860/changes-that-i-would-like-to-see-for-templars/p1StarOfElyon wrote: »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.
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.
StarOfElyon wrote: »Ranged play with Templar relies heavily on the Meteor Ultimate. That's unfortunate because they have what should be a choice in the class. I was wondering if more up-front damage and the ability to self-synergize might be enough to resurrect this ultimate in PVP.
Nova: Call down a fragment of the sun, dealing 4067 Magic Damage to all enemies in the area, After impact, enemies in the target area take 1161 Magic Damage every 1 second for 8 seconds and are afflicted with Major Maim, reducing their damage done by 10%. You or an ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
Below is a quote from my one of my old threads about Templar. It's outdated but there are still some ideas in there that I want to have become reality. Unlike a lot of people, I don't believe Templar is in a bad spot at all. I think Templar is just behind DK. If Sorcerers and Nightblades weren't so out of balance, Templars wouldn't look bad in comparison. Templars just need balance. Put a little more power back into Puncturing Sweeps and nerf Radiant Oppression. Backlash and its morphs should give Major Sorcercy/Brutality.StarOfElyon wrote: »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.https://forums.elderscrollsonline.com/en/discussion/557860/changes-that-i-would-like-to-see-for-templars/p1StarOfElyon wrote: »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.
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.