ArctosCethlenn wrote: »what does hybridization have to do with illuminate and prism each being one half of dk's version of the passive, though. I didn't say anything about hybridization?
gariondavey wrote: »this is brought up frequently over the last few years
would be really nice if zos gave templar some attention
Ren_TheRedFox wrote: »given the fact that the Templar is the only class with no recovery passives makes it awful to play them ... the sustain is awful no matter what
Developer CommentUpon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.
Developer CommentWhen you cast a Dawn's Wrath ability, you and your group gain Minor Sorcery for 20 seconds, increasing your Spell Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
Developer CommentReduce the damage you take from Area of Effect abilities by 15% while a Dawn's Wrath ability is active.
Developer CommentWhile in combat, whenever you heal an ally with a Restoring Light ability, you grant them 2 Ultimate every 2 seconds for 6 seconds.
Developer CommentIncrease your Magicka Recovery by 129 for each Restoring Light ability slotted
Billium813 wrote: »Templar has some really bad Passives. Restoring Light in particular needs another look.
- Templar
- Aedric Spear
- Spear Wall (Passive)
Developer CommentUpon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.
One pain point for Templar is that they don't provide enough utility in groups. It should be baked into the Templar class to protect allies near them. At the moment, non-Templars have access to Frost Impulse and Circle of Protection, Necros get Bone Totem, Wardens have Maturation. It seems safe to establish Minor Protection as a Templar group buff for nearby allies. Also, making it a small 5m AOE, instead of just all allies, helps to make multiple Templars worthwhile. Whether it be DPS spamming Jabs, Support launching Spear Shards, Tanks using Sun Shield, or even PvP players jumping in to backup their friends with Focused Charge, allies should be rewarded for standing near their closest Templar ally with a wall of protective spears!- Dawn's Wrath
- Prism (Passive)
Developer CommentWhen you cast a Dawn's Wrath ability, you and your group gain Minor Sorcery for 20 seconds, increasing your Spell Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
This change brings Prism in line with Dragonknight's Mountain Blessing Passive. There's no reason a class should have 2 Passives that are functionally equivalent a single Passive in another class.- Illuminate (Passive)
Developer CommentReduce the damage you take from Area of Effect abilities by 15% while a Dawn's Wrath ability is active.
Since the current Illuminate has now been combined with Prism, a new effect is needed for Illuminate. The Dawn's Wrath skill line is very DPS polarized, so I went with a defensive passive. I went with AoE damage reduction to work in tandem with Restoring Light's Sacred Ground identity and Templars overall Area Denial identity. With this design, Templars are not punished as harshly when AOEs are placed over the area the Templar player has already chosen. This gives Templars an edge in competing AOE damage, as long as the Templar is utilizing their complete toolkit of Skills (Aedric Spear for Spear Wall, Restoring Light for Sacred Ground, and a ticking Dawn's Wrath ability).- Restoring Light
- Light Weaver (Passive)
Developer CommentWhile in combat, whenever you heal an ally with a Restoring Light ability, you grant them 2 Ultimate every 2 seconds for 6 seconds.
As written, the condition of needing an ally to drop below 50% is far too harsh for the mediocre profit of 2 Ultimate. In every combat log I've looked at where Templar was Support healer (the best chance of procing this), it almost NEVER procs! Ever! It literally punishes you for being a good healer and keeping players topped up. Also, I dropped the special Rite of Passage interaction since it doesn't make any sense for this to be on a passive instead of just ON the Ultimate ability to begin with. Add it to the Ulti Skill level progression if you care that much.
For this new passive, I wanted to create something that would work for all the skills in the Restoring Light Skill line. Restoring Light heals tend to be for large, one time burst heals: Repentance absorbing 10 corpses, Rushed Ceremony and Healing Ritual often being for over 10k health in one go. Even Rite of Passage tends to drop large heals that give no real benefit for overhealing by such a large margin. This design also works well with Cleansing Ritual as an AOE HOT. While the ally is in the Cleansing Ritual, they receive Ult generation as the timer auto updates on each 2 second heal if the ally is taking damage. If the enemy leaves the circle, then the timer can just run out and stop. This helps give a balance of returns between the expensive one time heals, and allies standing in the long duration AOE Extended Ritual.
Additionally, notice that this design does not proc off overhealing. The ally needs to take damage and then be healed by a Restoring Light Skill. This can help increase the skill ceiling on this design since it doesn't reward allies just standing out of danger at range. It rewards allies that get in there and take damage, at least once per 6 seconds. On top of that, it incentivizes Templar Healers to spec more into Restoring Light Skills and less into generic skills. It gives them a REASON to make sure it's a Restoring Light Skill doing the healing. It tells players they need to stand in the Templar healing circle and that healers need to move that circle around to put players in it.- Master Ritualist (Passive)
Developer CommentIncrease your Magicka Recovery by 129 for each Restoring Light ability slotted
The current Master Ritualist design is just too 2014. A bit faster resurrection and Soul Gem interaction are almost totally useless. Kagrenac's Hope & Hanu's Compassion 5 piece bonuses are better AND still some of the worst effects in the game. It's just too sad to have a totally pointless passive in modern ESO design.
I went with Magicka regen only, instead of including Stamina, due to the overwhelming Magicka costs in the Restoring Light Skill line. Magicka sustain is a common issue for Templar Tanking and Support as well; this is mostly due to the high Skill costs. Cleansing Ritual, Living Dark, Sun Shield end up dumping a lot of Magicka and even more if they have to be recast. Having Master Ritualist improve Magicka regen would really help Templar Support and is still worse then Wellspring of the Abyss...