Dawn's Wrath Skill tree:
Solar Flare > Dark Flare and Solar Barrage.
Dark Flare:
Remove the damage of dark Flare and replace it with a second (and maybe even a third) debuff.
Major Maim, or else Major Breach and Major Fracture would be nice buffs to have, since they can be used to support the team.
If those secondary effects hit multiple targets (like the Health debuff) then they can keep the casting time.
Solar Barrage:
Make it the Solar Flare Variant of the Reflective Light skill (with casting time).
Become able to fire a Solar Flare, which will split up and hit multiple targets (when they are close enough to the main target).
The range of affected targets should be the same as with Reflective Light. 3 targets (1 main and 2 alt) as a minimum, though potentially the option to increase the amount of targets based on the rank of the skill (in this case rank 1 would mean main target + 1 extra, while rank 4 would mean main target + 4 extra targets)
Reason:
Current Dark Flare is nice for the healing debuff, but overall it is pretty useless since it can't ever be used from sneak because its long flight time means the user is out of sneak before it hits. Using it to weaken enemies would be a very useful alternative.
Solar Barrage is a class alternative for Impulse (yet weaker). Given the choice, it's often not worth using this skill. Having a decent hitting, long ranged AOE skill might actually be in favour of the Templars.
Radiant Destruction > Radiant Glory:
Instead of making it a finisher, make it an opener.
Deals 300% bonus damage against full health targets, which will decrease until the target reaches the 75% health mark, where it will return to its normal damage.
Reason:
Everyone knows its little brother; Radiant Destruction. It hits far more then Radiant Glory (which heals the caster), making it overall the more prefered morph.
Radiant Glory won't ever be able to compete to it, so my thought was, let it focus on the other side of the fight; the Start.
300% extra damage against a full health target might seem huge, but this can means that after the first tick the skill can lose all its extra power... if the first tick is big enough. It would give Templars a decent opener for a fight (since their skills are pretty useless in starting fights).
Restoring Aura > Radiant Aura:
Give this skill its old (pre 1.6.5) effect, which is 80% health and Stamina Regeneration.
This effect however, should only work on the Templar him/her self. Not affect other players (a personal self-buff).
Reason:
Radiant Aura and Restoring Aura have the same effect. The only difference is a little bit of range.
Since both have the same effect, which both don't stack with a lot of other HP/ Stamina buffs (Pots and such) it's generally a useless buff (and Morph).
Giving it a boost might make it useful again, even if its for the Templar him/her self.
Edited by Fizzlewizzle on July 10, 2015 3:00PM Mending-The-Wounded, Aldmeri Dominion, Templar.