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.)
- 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)
- 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.
- 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.