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Templar suggestions: Escape tool and heals.

Fizzlewizzle
Fizzlewizzle
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A few suggestions for Templars.

First off, the one i think most people are most curious about... the Escape tool.
This suggestion could replace either Sun shield's Morph "Radiant Ward", or work its way into Restoring Aura's Morph "Radiant Aura".
Depending on which skill there will be used, the effects should be a bit different.

I was thinking a lot about how Templars could get an Escape tool. Templars aren't really the sneaky type like NBs, nor are they the heavy magic type like Sorcerers.
If it's one thing you can recognise a Templar about it's their obvious flashy skills, which became the basis of this suggestion.

Basic mechanic: Blind and Run! (Will be for both versions. Secondary effect based on skill used will be discussed later.)
  1. It starts with limiting the opponent's vision by creating a large explosion of light.
    This light effect should be a combo of the Restoring Aura effect and the Solar Barrage effect, which will linger for about 1.5 seconds.
    The outward motion of Restoring Aura, and the thickness and obviousness of Solar Barrage.
    It should be thick enough that a player (no matter what race) can hide within it when he sneaks)
  2. During this explosion the Templar will be forced into sneak, and gains the "no movement speed penalty while sneaking buff" for 1.5 seconds.
    You will be forced into a normal sneak, no invisibility or other effects. Its just to hide your character into the field of light.
  3. When using this skill the player gets 2 movement speed buffs.
    One lasting for 1.5 seconds, to improve your speed to get out of the circle of light.
    One lasting for 10 seconds (with 2 extra seconds for each additional rank in the skill), to get the hell out of there.
    The 1.5 second buff will be minor expedition, to boost your sneak speed as you can't run in sneak.
    The 10-16 second buff will be major expedition, to boost your speed further during your normal escape.
    Both buffs will start at the same time, the second you use the skill, meaning you have 50% movement speed for the first 1.5 seconds, after which you will have 40% speed for the remainder of the time.

Secondary effect: Based on the skill which will be replaced for this effect.
Radiant Ward: User will get the Radiant Ward shield (no damage) for 6 seconds.
Radiant Aura: The area of light will buff every allie within it with Major Endurance and Major Fortitude for the duration of this skill (10-16 seconds).


Healing skills suggestion:
This suggestion is for one of the most hated healing skills in the Templar Arcenal: Healing Ritual (and Morphs).
- Healing Ritual: should stay as it is.
- Ritual of Rebirth: Decrease casting time down to 1 second.
- Lingering Ritual: Lower healing power to 33% and make it function like Rite of Passage (Minus the armor buff and immunity buff).

Second suggestion is for the Rite of Passage skill, mostly because of the previous suggestion.
- Reduce Ultimate cost to 50 Ultimate
- Remove HoT effect, Turn it into a single burst heal skill (Heals a huge amount).
- Turn the "Light Weavers" Armor passive in an Ultimate Return based on the amount of people hit with Rite of passage (and morphs).

Remembrance Morphs: Should give the damage reduction buff for 4 seconds to anyone healed.
Practiced Incarnation: Heals twice. First when cast, second time after 6 seconds (only the first will trigger the Light Weavers ultimate passive).
Mending-The-Wounded, Aldmeri Dominion, Templar.
  • contact.opiumb16_ESO
    Well, i do think templars need a mass CC/escape tool, and the blinding flashes were pretty good at it.

    The backlash is pretty useless and eclipse is too situational/buggy too be effective.

    Maybe one of those can be replaced by an aoe cc/escape... Visually an eclipse on self looks good, maybe a chance to miss attacks for ennemies + aoe snare. First morph can give more time effect, the other one may give a small aoe damage instead of snare.

    For the healing branch, only healing ritual is almost useless imo.

  • Fizzlewizzle
    Fizzlewizzle
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    Well, i do think templars need a mass CC/escape tool, and the blinding flashes were pretty good at it.

    The backlash is pretty useless and eclipse is too situational/buggy too be effective.

    Maybe one of those can be replaced by an aoe cc/escape... Visually an eclipse on self looks good, maybe a chance to miss attacks for ennemies + aoe snare. First morph can give more time effect, the other one may give a small aoe damage instead of snare.

    For the healing branch, only healing ritual is almost useless imo.
    I also loved Blinding flashes, but since that has changed into RD, i doubt many Templars would want to have that replaced.

    I went for Radiant Ward and Radiant Aura for simple reasons.
    Radiant Ward has only a 1% shield advantage over Blazing shield, and with the low numbers you get with that it isn't really worth it. Added to that Blazing has better damage, making it overall better.
    Radiant Aura is basically the same as Restoring Aura. The only difference is the small amount of range you get as an extra.
    Not really worth it the extra skillpoint.

    Miss change (Blinding Flashes) was removed because of the miss chance it gave. Don't know the precise reason (anymore), but miss chance was something that was removed from the game (besides a few NPC's).
    As for Eclipse. Not really sure about that one now. Was fun in the past, but currently you can only use it on 1 target.

    For the mass CC/ escape tool suggestion:
    Maybe add a Stun or short Talons effect to the suggestion as well, to hinder player/ mods for a short time for a better escape chance? At least something that has a 100% chance of applying, to make it work against CC immune targets.

    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • contact.opiumb16_ESO
    Indeed radiant ward is useless, but templar's shields are all 2 useless tbh.

    Templars and DK are not suposed to be very mobile, so an aoe CC is highly needed. If their is no more miss chance, we still have Major Evasion. A self casting eclipse (or radiant ward no matter, just that i like the eclypse design ^^) with Major Evasion (20% to dodge attack) + aoe snare can work for templar builds. Tanks/melee dps can stay more in the battle (evasion) while controling the crowd with a soft CC, allowing other players to land their hard CC/attacks, or do it himself (wb, jabs, blazing spear, executioner etc). Ranged templars can use it too as a defensive tool. It should be something like the Blur of NB's.

  • AfkNinja
    AfkNinja
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    Rite of Passage
    - Reduce Ultimate cost to 50 Ultimate
    - Remove HoT effect, Turn it into a single burst heal skill (Heals a huge amount).

    This would be way too powerful, Temps can get 50 Ult super fast.
  • Fizzlewizzle
    Fizzlewizzle
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    AfkNinja wrote: »
    Rite of Passage
    - Reduce Ultimate cost to 50 Ultimate
    - Remove HoT effect, Turn it into a single burst heal skill (Heals a huge amount).

    This would be way too powerful, Temps can get 50 Ult super fast.
    Templars get ultimate at the same speed any other race gets it, so i doubt that is the real problem.

    Since it is a single burst heal it has it limitations, main reason i went for a low Ult requirement.
    Increasing it to the same Ult req als Radial Sweep could also be an option though.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • AfkNinja
    AfkNinja
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    Templar Passive Prism:

    Grants you 3 additional Ultimate every 6 seconds when using any Dawns Wrath Abilities.

    Templar Passive Restoring Spirit:

    Reduces Magicka, Stamina and Ultimate ability costs by 4%.

    Other skills we could stack

    2 Hand, Carve:

    Gain additional Ultimate

    1 hand/shield:

    Heroic Slash Generates Ultimate and lowers targets dmg.

    Fighters Guild

    Banish the wicked Grants you 9 extra Ultimate when killing Daedra and undead and werewolves. (Lots of people in pvp are werewolves and vamps)


    I'll stop here, lots of these skills are not templar specific BUT you can see how easy it would be to make a build which could get 50 ult stupid fast and just spam a huge heal for ultimate over and over. Not to mention armor sets which could add more healing while triggering your ultimate. It's just too cheap for a big heal, it could lead to unkillable Templar's which would *** off the whole community. Not to mention the heal would be super powerful for Stamina Templars who currently have to rely on Vigor and Rally.
  • Fizzlewizzle
    Fizzlewizzle
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    AfkNinja wrote: »
    Templar Passive Prism:

    Grants you 3 additional Ultimate every 6 seconds when using any Dawns Wrath Abilities.

    Templar Passive Restoring Spirit:

    Reduces Magicka, Stamina and Ultimate ability costs by 4%.

    Other skills we could stack

    2 Hand, Carve:

    Gain additional Ultimate

    1 hand/shield:

    Heroic Slash Generates Ultimate and lowers targets dmg.

    Fighters Guild

    Banish the wicked Grants you 9 extra Ultimate when killing Daedra and undead and werewolves. (Lots of people in pvp are werewolves and vamps)


    I'll stop here, lots of these skills are not templar specific BUT you can see how easy it would be to make a build which could get 50 ult stupid fast and just spam a huge heal for ultimate over and over. Not to mention armor sets which could add more healing while triggering your ultimate. It's just too cheap for a big heal, it could lead to unkillable Templar's which would *** off the whole community. Not to mention the heal would be super powerful for Stamina Templars who currently have to rely on Vigor and Rally.
    Not going to discuss much about the ways for ultimate gain... as you mentioned yourself already, a lot are not Templar specific and are thus usable for every class (NB have a 50 Ulti Skill themselves, and Sorcs have a very good DPS skill for 100 ulti).

    Alright, then what would you suggest as a decent cost for such an ultimate (and how much should it heal)?
    My personal idea was a 50 Ulti heal for a 20K heal (10K in Cyrodiil), on a average/ bit above average VR14 Templar.
    I would consider that high, with how most normal heals function.
    Indeed radiant ward is useless, but templar's shields are all 2 useless tbh.

    Templars and DK are not suposed to be very mobile, so an aoe CC is highly needed. If their is no more miss chance, we still have Major Evasion. A self casting eclipse (or radiant ward no matter, just that i like the eclypse design ^^) with Major Evasion (20% to dodge attack) + aoe snare can work for templar builds. Tanks/melee dps can stay more in the battle (evasion) while controling the crowd with a soft CC, allowing other players to land their hard CC/attacks, or do it himself (wb, jabs, blazing spear, executioner etc). Ranged templars can use it too as a defensive tool. It should be something like the Blur of NB's.
    Although i have to admit that your idea sounds good, its more of a Tank focused idea.
    My suggestion not so much about keeping control of a group, but getting away from the group when it becomes to much to handle.
    I personally can't think of any way to create an escape tool without high mobility. If you were to do that then you would have to go the NB route with shadow cloak, or create a way that they could survive everything you would throw at them because they can't run away.

    With the suggestion i made i went for the basic "Distract and Run" tactic. Its very basic, but it might just work.
    The only other thing i could think of was going the Mist form route (but without the invisibility).
    Damage reduction + Movement speed (And CC immunity), which seems more fit for a DK because of the damage reduction.
    For Templar a Uber heal + movement speed (and Cc immunity) could work, they would still take full damage, but they could outheal that.
    (Both of those things would of course count as channels, like Mist form, else it would be OP.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • AfkNinja
    AfkNinja
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    Just keep it at 120 Ultimate like it is now, making it a burst heal would already be pretty OP, healing for 20k(10K in pvp) Is a huge amount, there are also sets which burst heal when initiating a Ultimate. This would be a pretty strong combo for Stamina Templars which lack a huge burst heal. I like PI but I hate standing still for 6 seconds, this would prolly become my fav Ultimate for PVP.
  • TheDarkShadow
    TheDarkShadow
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    Me too, think Temp need some kind of AoE cc and a speed buff apart from vampire mist and that tiny 5s blade cloak speed buff from DW. Some kind of "blind flash" that stun the enemy for 1-2s and then increase their miss chance for 5s after (suggest: Solar Barrage). And add +40% speed buff to Cleansing Ritual or one of its morphs (only work in its area). Adding speed buff for Cleansing Ritual not only work great for the Templar but would help the group a tons in both pve and pvp, since dodge roll range now depend on your speed too.
    Adding more "buff skills" like this into the game could make a new style of build, a new "role" in the game beside the Tank/Heal/DPS trinity, A CC and BUFF-ER! I really want to see this kind of role in TESO, someone focus on CC, debuff the enemies and buff his/her team (without require them to hit X to active those synergy).
    Edited by TheDarkShadow on September 4, 2015 4:18AM
  • Fizzlewizzle
    Fizzlewizzle
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    I always loved buff/ healer type characters.

    There are a lot of buffs, some of which aren't used.
    Giving more of those buffs to Templars would be fun, especially since there are currently quite a few skills which are either bugged/ useless or don't have a decent effect to begin with.

    A few (which i think are) useless skill, which could be used for applying buffs:
    • Radiant Ward
    • Piercing Javelin (and morphs), though maybe as a secondary effect, since it is a pretty costly skill with low damage.
    • Solar Barrage.
    • Backlash.
    • Eclipse (and morphs), old effect was better as you could apply it on multiple enemies.
    • Healing Ritual
    • Restoring aura/ Radiant Aura.
    • Restoring Focus
    .


    Few suggestions for other skills.
    • Solar barrage: Maybe make it an AOE version of Solar Flare (A Reflective Light version of Solar Flare), while removing the casting time of Dark Flare.
    • Piercing Javelin: Fracture and Breach effect (Decreased Spell and Physical resistance).
    • Backlash: Remove current effects and drastically increase the amount of damage it can store (so you have a morph for Magicka and 1 for Stamina)
    • Restoring Aura: Current effect + Major Intellect + Major Expedition + Major Evasion.
    • Restoring Focus: Remove healing bonus, Add Major Brutality + Major Sorcery + Major Savagery + Major Prophecy + Major Force.
      Stops all regen and healing while inside the Focus, even from potions or other skills.
      (High offensive power but no sustain)
    For the rest i have no ideas...
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • AfkNinja
    AfkNinja
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    Piercing Javelin (and morphs), though maybe as a secondary effect, since it is a pretty costly skill with low damage.


    All they need to do to this is add Major Fracture and Major Breach and it would be super useful.
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