All these proposed changed to class abilities and passives are my attempt to balance Templars across the board in PvP. Templars, while in the hands of a VERY good player can fair quite well for 1v1 combat, lack the tools and sustain to be viable enough in 1vX, and are arguably too effective as pocket healers. My solution is the introduction of more proactive elements in the class, while raising sustain slightly. These suggested changes will in no way make Templars any better than what could be considered balanced, while at the same time will retain the original class identity in most areas. For those who are losing interest already, I suggest nerfing the ability of Templars to heal allies with Rushed Ceremony VERY hard, and I play almost exclusively a Templar Healer in PvE (a good healer will near never need to use breath of life, especially with a well positioned group). This will lower the Templar's extreme group synergy, to a balanced point. I disagree with people who say Templars are awful in PvP, with a specific set of skills slotted, allowing for very little room for creativity and versatility with stats, Templar can be very effective in 1v1. This does not mean, however, that they are balanced and at a good point. My changes will keep the effectiveness of a highly skilled Templar in 1v1 relatively unchanged, while bolstering their ability in 1vX, and allowing for the class to be more accessible and versatile.
Aedric Spear- Empowering Sweep (magicka morph) - This skill needs a very minor rework, to allow it to synergise with other Templar CC. Change the 0.5s knockback to a disorient or snare, I would opt for a disorient, as I feel a snare would make this too powerful as a spammable skill.
- Piercing Javelin (both morphs) - Currently, the high cost does not justify the effectiveness of the ability, I would know, I have been using it as my main CC since 1.6. The actual function of the ability seems fair though, as with correct placement the knockback can result in some hilarious kills. To make this a balanced ability, I think the cost needs to be drastically reduced, perhaps by as much as 50% of it's current base cost, perhaps a price equal with the DK skill burning embers. This would help templar with their much needed sustainability.
- Focused Charge - I do not think the proposed change of adding CC immunity while in charge animation is a good idea, I feel as though if you can react quick enough to use an instant CC on a charging templar, you deserve to avoid the charge. However, I will ask for the impossible and ask for the weird stun after charge to be removed, that would be nice
- Explosive Charge - I think an added bonus for this morph should be a snare (I am unsure of how severe the snare should be) on all targets affected. Then there would be a real choice between the two for PvP, as both would synergise with Puncturing Sweeps, just in different ways.
- Spear Shards (both morphs) - They only thing I would change with this skill is giving it a 100% chance to proc burning light on the target stunned/disorientated. I saw a proposed change in this thread to make it possible to teleport to the Spear Shard, however I see too many exploits and issue coming about as a result, in addition to this function not being consistent with the concept of a Templar. This sort of benefit is too similar to the NB teleport Shade, and would cripple Spear Shard's effectiveness as Templar's best AoE damaging attack for PvE. With my proposed change, it would be a very attractive magicka dump for a Stamplar, even though it is already an attractive skill for a group of 2 or more stamplars, as they can restore eachothers stamina pools.
- Sun Shield - People commonly argue that this skill is just as good as it used to be, as all shields were hit the same amount. Not true. While the general health pool size has remained near the same, if not lowered, for the average PvP templar, the general magicka pool has increased by VERY large amounts comparative to 1.6 (when blazing shield already paled in comparison to the effectiveness of its 1.5 counterpart).What this means is the with the shift to VR16, the damage shield strength nerf, although meant to bring Sorcs in line, hurt Templars FAR more, to the point where blazing shield holds nearly no value. Before you all cry that "WAAA TEMPLARS ALREADY HAVE BREATH OF LIFE!!!", a buff to Sun Shield if done well would encourage Templars to invest more resources in to their health pool, thus decreasing their healing done This could be a blessing in disguise to all you nay-sayers. An issue this skill may then face is that the Blazing Shield morph will be far superior to Sun Shield, and although I have no ideas at the current, I think some very cool things could be done with this.
- Radial Sweep (Ultimate) - Now this seems to me like an ultimate where the Devs really didn't quite know what to go for so just slapped some quite cool effects (with one morph at least) on to a lackluster AoE, which barely hits anything anyway. I feel as though a lot more versatility could be given to Templar builds in PvP if this was some sort of toggle, or self buff, when activated. Just a suggestion, if it were a toggle, it could use a certain amount of ultimate each second until toggled off, and while toggled on, reduce damage received using the same formula (15% + 4%/players near). This sort of function would contribute towards the pro-active ability of Templars I was talking about earlier.
- Passives - Only one change needs to be done here, Balanced Warrior needs to give 6% spell damage in addition to 6% weapon damage.
Dawn's Wrath- Sun Fire - Now this is a tricky one! Templars do almost exclusively (bar this skill!) magic damage. With current CP limits, this means the relative effective of this skill is far less than it could be if it were a magicka damage skill. But... then it's literally called "Sun Fire". If I had my way, all skills in the Dawn's Wrath would be altered to do flame damage, I mean you are harnessing the Sun's energy... Luckily, I need not say any more, as ZoS devs have already stated they will be streamlining the CP benefits for magic/elemental damage in the 'Thieves Guild" update. The actual purpose of this skill is fantastic though, it is very effective when combined with Puncturing Sweeps, and grants a buff to critical. I would argue that the Vampire's Bane morph needs to be given increased damage per second for the DoT component (with a longer lasting DoT), and a more effective snare component (60% snare).
- Dark Flare - This ability is actually really well done on paper. And in fact it is a VERY good ability, it's my primary damaging ability for my gank build. However, with it's very long and sluggish cast time (in reality is far higher than tool tip value, not so much an issue with subsequent spammed casts) it is very easily avoided/reflected in pvp. It's literally a hard casted C-Frags, with a heal debuff attached to it, and a way longer travel time. I do not think giving an instant cast proc would be fair however, this ability is definitely aimed more for a timed and controlled burst, from which it is hard to recover. I feel as though to allow this skill to be less sluggish, the cast time should be lowered considerably, or at the very least, to it's tooltip value on first cast! Another suggestion, not actually changing anything, is to adjust the tooltip to include a component about how the flare reveals hidden enemies at the point of impact. This skill already performs that function, due to the heal debuff coming with a small AoE damage component. As seen in game, this is not overpowered, rather it fits quite well with the idea of a flare, and brings the ability to a comfortable point.
- Solar Barrage - The AoE morph of Solar Flare, this skill really never sees the time of day due to being simply outclassed by Spear Shards. Especially so due to the short time where you are rooted while casting. Firstly, that needs to be removed so the ability serves its desired function without feeling clunky. I feel this ability should not do increased AoE damage, as it is already unique in that it grants the empower buff just for casting, which I can see being VERY useful for a Stamplar gank build. To bring this ability on par with its other morph, I feel as though it should be stronger in the secondary component of Dark Flare, that is it should prevent enemies hit by the AoE from entering stealth for a period of time, similar to the god awful Alliance War skill, but centered on the caster, and with instant AoE damage as opposed to a strong DoT. I see this being another useful skill for both Stamplar and Magicka Templar in open world PvP.
- Backlash (both morphs) - This skill, both of its morphs, are a joke. The damage cap is based on just max stam or magicka pools, and is invariably a DPS loss. This is primarily a PvE skill, however I feel that to bring it to being at the point of useful, the damage cap needs to also scale off of spell/wep power, and it needs to add the major debuff to either spell resist or physical resist, depending on morph. If this is just impossible to balance, or just a dead skill, I would replace this with a proactive skill of similar purpose to Blinding Flashes, some sort of AoE CC. In fact I would prioritise this over fixing the skill, just replace it with an AoE CC.
- Eclipse (both morphs) - This needs to be able to apply to more than one target, and keep its current correlation with CC immunity. It would just be too powerful a gimp if it wasn't. The unstable core morph also needs to deal increased damage on break. Another idea could be for the unstable core morph to reflect physical attacks and not magical ones, however I have a feeling stamina users would not take too kindly to that, and it may prove to be too powerful. To bring the effectiveness of this ability to a good point, I would also suggest that it debuff the person affected with minor main upon break. Otherwise, against a good player, this skill is effectively a free CC immunity.
- Radiant Destruction (both morphs) - Ahhh, everyone's favourite. Pre IC update, this ability was overpowered, hands down. However, with the current update, I barely find it to be an effective execute against any half decent player, and I'm running 3k unbuffed spell damage. There is one reason for this. It is dodge-able. This was what made this ability so feared by Stamina users and Magicka users alike, that the typical break free + roll combo would be ineffective against a Templar. Especially now that line of sight affects RD, it is more important than ever that channeled abilities such as this and soul assault be changed to ignore dodge roll. This would not make it overpowered, it would just make it somewhat fearsome again. Templar is stuck with huge cast times and channeled DPS, at least make our execute do more than just angrily shake our fist at the enemy.
- Nova (both morphs) - Perf, this ability in groups is fantastic, primarily (near exclusively, outside of sewers) useful in PvE, and I don't see any reason to change that if one of the other Templar ultimates is made worth using in PvP over Dawnbreaker or Bats.
- Passives - Although I have few specific suggestions, it is an irrefutable fact that Templar has the worst passive resource management. Even our active resource management is situational, and requires 2 skills (repentance and channeled focus) to be slotted just to scrape the surface of the resource management of other classes (in PvP). I say to close the gap and make Templar sustainable while actually trying to win fights, as opposed to standing in a rune and heal spamming, there should be some form of magicka return granted for the use of Dawn's Wrath skills... hell, anything to help out magicka management, which is simply put worse than other classes.
Restoring Light- Rushed Ceremony (both morphs) - First off, we don't need a stamina morph of this skill, NOPE, that would be miles too powerful. Now, this may come as a surprise from a Templar who PvE heals... but... I do not think this should be a smart heal. For as long as it is, it bottlenecks the Templar Class in to being the healer. We should have a slight advantage healing, not an overwhelming one. In addition, as my lord and saviour @FENGRUSH has noted several times, PvP Templar healbots really are over the top. It's the fact that they can keep other players at full health continuously... through walls... they don't even need to know where they are... I suggest that the smart healing component only become a factor with the secondary heals of BoL, with the primary heal of both morphs ONLY going to the caster. Keep the bonuses for each morph the same.
After much discussion, I feel a better solution to the issue of retaining Templar's very strong healing ability while having the class also very capable in solo and 1vX is to instead focus on the player's individual morph choices. While I still feel some aspects of the smart heal component of BoL component need to be reworked, I am fine to leave the ability as it ifthe following change is made to the Honor the Dead: "Focus your inner light to heal yourself for [x] amount and blind nearby enemies. Blinded enemies have a 50% chance to miss and be set off balance for [y] seconds"
- Healing Ritual (both morphs) - With the decline of the above skill, I feel as though healing ritual needs to be totally reworked. In any case, I think it needs to function like a magicka version of Vigor, with its own unique attributes. I'll let those smarter and more creative than I do the thinking here.
- Radiant Aura - This is the worst skill in the game, period. This skill needs to provide a benefit similar to repentance, that is, activation gives some form of stamina return. This could be the way to bring Stamplars back in line with other stam classes. Repentance, although giving the same passive 10% regen across the board, isn't as useful in PvP, especially when running solo. And in a group, chances are there is already a magicka Templar, who will be spamming repentance anyway. For magicka templars, I could see this skill bringing back the effectiveness of the double bubble, making immovable somewhat sustainable for magicka templar again.... ok no, don't make it that good XD Just something equivalent to Repentance that would help with resource management in similar fashion, but have a high casting cost and not rely on harvesting the CORPSES OF THE DEAD.
- Cleansing Ritual (both morphs) - This skill is perfectly fine, no buffs or nerfs needed. One is a PvE morph, the other is a PvP morph.
- Rune Focus (both morphs) - Another toughie, my goal with these proposed changed was to bring Templar up to the point of being balanced for Solo and Group Play, 1v1 and 1vX. I have seen suggestions that propose one morph give stamina return as opposed to magicka, but I am very much against these changes. Restoring Aura and its morphs are the Templar stamina management skill, this should not have ANY overlap. The overall design of this skill just puts it behind other armour buff skills, as it is a rune that does not move. I suggest the base skill function the same as Channeled Focus does currently, with the Channeled Focus morph being a self-buff, with the same effects; and the Restoring Focus instead being renamed to "Binding Focus", with the following function.
Instead of a magicka restore effect, the rune will apply an immobolise to enemies who enter its vacinity, which can be purged or roll dodged out of. However, if they were to enter the vacinity again, the immobolise would be applied again. This could be used to counter WB spammers by forcing them to enter the vacinity, and would encourage a more 'hold your ground' Templar playstyle. This will serve as a much needed AoE soft CC for Templars, with a unique function that can be utilised very well by a good player. The 2 morphs will cater to 2 different playstyles, one more to the healer playstyle, and one more to the solo player.
- Passives - Only one change I think is needed here, focused healing needs to grant 30% bonus to ALL heals in radius of listed abilities (Major Mending), not just restoring light abilities.
Note that the above is liable to change should anyone convince me that anything I have suggested is not conducive to a balanced pvp experience
Edited by Dovahmiim on December 31, 2015 9:37PM I'm better.