Ultimate: Nova
Great ability, great morphs, just drop the cost to the 200-220 range.
Active SkillsSun Fire
I know there are builds that use the
Reflective Light morph as part of a fire-damage DPS build, and it can be useful while leveling, so good. But Vampire's Bane? Making the DoT last longer or burn hotter as a single target skill is redundant. Just give that bonus to Reflective Light and do something else with Bane. And the snare for Bane fits better with Aedric Spear than it does with Dawn's Wrath.
How about having Vampire's Bane do one-shot burst damage that lowers the target's resistance to elemental damage for those seven seconds? Give it a 15% chance to proc for an extra 25-30% damage, like a magicka version of a Fighter's Guild skill. Vampire's Bane indeed. And the Enduring Rays passive would simply extend the lower resistance to elemental damage. I used to say for months to just swap "Major Sorcery" for "Major Prophecy" as the fix for VB, but with more time to think about it, I came up with and now favor the burst (into flame) damage fix instead. The elemental weakness goes well with the Burning Light passive from Aedric Spear and the stamina morph suggestion for Solar Barrage given.
Solar Flare
So close, yet so far away. So close, yet so far away. We dream of (hitting our targets) tomorrow, but we're stuck in today... Sorry,
Hall and Oates moment, there. But I would trade the extra damage given in 2.3.x to
Dark Flare to disorient a target upon impact. At least if you managed to hit with the first one you would have a better chance of landing a second. But that still requires a target not to dodge roll away from the first projectile as it slowly arcs across the sky with a tell sound that says "double tap a direction key". My suggestions for extra CC in the Aedric Spear line can create some new openings for Dark Flare, but it's unclear whether those will be enough.
That's why I still like the idea of having it chase you like a heating seeking missile. That makes up for the clumsy cast, high arc, long flight, clear warning sound effect, etc. A target could still block the projectile to reduce damage taken, reflect it for no damage, or absorb it for little or no damage. A target could even outrun its range and escape. But the target couldn't dodge roll out of it. Keep the defile and empower, dump the new damage boost for 2.3.x, and give Templars a target-lock missile that can debuff an enemy group if the target doesn't get some distance from allies. A DK or any player with a sword and board can reflect/absorb it, a NB or Sorc can take the first hit and either CC the caster or cloak/streak away, and a fellow Templar can pop Eclipse on you. Risk and reward, but better than the current model since the first hit, even if bounced back at you, will actually land where you intended.
With regard to
Solar Barrage, I know a very few people who use it but I haven't since I first leveled up my magicka Templar a long time ago. It sounds great, a PBAoE that empowers your next attack. What a great skill to spam! But maybe there was a concern that would make it OP, so it's another "clunky instant cast" skill. At first I was thinking, "Why not give it Major Defile as well like Dark Flare? One is a ranged projectile that defiles nearby allies of the target, one is a PBAoE that could do the same thing at greater risk up close. If not defile, then some other buff, debuff, or status effect to make it a competitor with Impulse from the Destruction Staff skill line and Steel Tornado from the Dual Wield Skill Line." But why? Those abilities already exist. So, how about this instead...
Turn Solar Barrage into stamina morph that creates a circular AoE with a 3 or 4 meter radius that moves with the caster who is the center of this solar storm. All enemies in that radius would be afflicted with Major Defile for seconds (would last for 5 seconds even if they leave the radius) as well flame damage every half second. Another piece of the "sun-wielding Spartan of fire and light, blazing around the battlefield smiting foes" puzzle falls into place. Could also use Major Fracture instead of Major Defile.
Backlash
I haven't used
Power of the Light since it became a stamina morph, at which point I switched to
Purifying Light. I've used Backlash in one form or another when doing four person dungeons since I started playing a Templar, and it was always a nice DPS/HPS boost. I've heard some people say those boosts have been decreased with 2.3.x but I haven't tested that yet myself.
Eclipse
What I recommend if reflect is maintained:
OPTION #1 (in response to patch note changes from an old patch but still with good ideas)
Give Eclipse and Total Dark a penalty (like 3x normal damage that would otherwise occur at the end of the ability) for breaking free. Still only one target allowed at a time but it reflects all single-target spells, magicka or stamina (and given that it is expensive, limited to one target at a time, requires LoS, and can be popped right away this doesn't make it OP, just a way for a Templar to keep an opponent on their toes). This forces a human opponent to decide between using AoE/basic weapon attacks on the one hand and taking the extra damage by breaking free on the other. Bosses who are immune automatically "break free" and take damage, and the player has to wait the same period as a CC immunity timer to recast on a boss.
Unstable Core gets the bubble back, works like the 2.3x mechanics, but stuns the primary target upon exploding. The bubble keeps a human opponent from knowing which morph was used. The stun makes up for the lackluster damage and wait time. I really tried using it on the PTS but I had to kind of wait and slow down my fights for it to register before trash mobs were killed. Otherwise they died before it went off. Very lackluster. The stun also has some use in PvP, as that CC, rather than extra damage, is the break free penalty for players. Core also need to be added to the no fly list for Enduring Rays.
=OR=
Let Unstable Core remain bubble-less but up the damage of the explosion by a good bit, limit it to one target, and have it go off immediately/stun the target for two seconds if the target tries to use a gap-closer. Let the Enduring Rays passive continue to effect Eclipse and its morphs. But, have Total Dark's damage decrease over time from 3x its current value to its current value, so that the earlier an opponent pops the bubble the more damage they take. Have Core's damage increase over time and don't allow any kind of break-free.
What I recommend if reflect is replaced:
Base ability and both morphs get the bubble. The target has a 30% chance that any single target ability with hit an ally of the target (or miss completely if there are no allies nearby), what with the bubble of darkness obscuring the target's sight and all. Create a "whif" animation and sound effect to clue people whose character is affected by this miss chance in to the fact that, you know, they missed, if that is an issue. There is still AoE damage when the effect ends, and if the target breaks out early that damage still goes off but now the target and nearby allies take double what they would have if Eclipse had simply expired on its own. So unlike the old Blinding Flashes, this is single target and can be immediately removed by the target. Not OP. Just fun and useful. For immune NPCs like major bosses, they will automatically break free and take the early release penalty, and the player will have to wait the normal CC immunity period before re-applying it to that boss.
For Total Dark boost the chance to miss/hit the wrong target to 50%. For Unstable Core, the penalty for breaking out is now triple the normal end-of-ability damage. An enemy target has to choose their poison if they get tagged. No cheap/painless way out.
So, either way, either version proposed, it's good. Keep the reflect, swap it out, just make Eclipse have value.
OPTION #2 (a newer, better version of OPTION #1)
Give Eclipse and Total Dark a penalty (like 3x normal damage that would otherwise occur at the end of the ability) for breaking free.
A mob isn't going to "break free" and bosses can't be hit with either of these, so only
players will be forced to choose if they want to wait out the bubble or take the damage. This makes their gaining CC immunity after breaking out a reasonable thing since they are in some since "trapped" now. There is PvE and PvP balance and the skill is useful to all.
[*]
The damage for Eclipse and Total Dark decreases over time.
So you start off taking three times the current damage if you burst the bubble right away, but if you wait and let the bubble expire you take the current level of damage. This makes Enduring Rays work for the base ability and this morph.
[*]
Add a stun bomb for Unstable Core for targets who activate a gap-closer.
Not much elaboration needed. If an enemy has Core active and tries to use a gap closer (Bolt Escape, Fiery Chains, Critical Charge, Shield Charge, Teleport Strike, etc. or the NPC equivalents) they trigger the ability early and explode for the damage already in place for this ability while also being stunned for two seconds.
[*]
The damage for Unstable Core decreases over time.
This adds to a target's dilemma in PvP and boosts the value of the ability in PvE so that it's worth waiting for the payoff. To really make this shine, allow the caster to tap the same key again for the ability to have it detonate early.
Radiant DestructionRadiant Oppression is great. Just add "healing effect increased up to 50% of damage done based on your current magicka" to
Radiant Glory. If you want to add a stamina morph for this class execute, Oppression would make sense as long as magicka builds get the scaled healing buff just mentioned for Glory.
Passive SkillsEnduring Rays
Unstable Core, in it's 2.3.x incarnation and in my first option given here, needs to be one of the skills excluded from this passive. If Eclipse and morphs are changed to the second option given here (wrong target/whiff) it can still be beneficially boosted by this passive.
Restoring Spirit
I guess there is zero chance of every returning to the version of getting resources back per cast, even at a smaller percentage. So, straight buff it is the the cost reduction numbers to make Templars more competitive/appealing. I've seen various numbers tossed out, but anything would be a significant improvement.
As mentioned at the top of the post, there was a list of descriptions another player made about (potential/preferable) roles for Templar, which ends with this:
- I wanted to be a rune-hugging turtle healer, a light-slinging meat shield who "stands in my house" while the useful classes do actual work on the battlefield.
Clearly that last one was a jab at what Combat Design Team Leader Eric Wrobel talked about on the Feb 12th, 2015 episode of ESO Live. But I reworked it a little to make this:
- A rune-guarded healer, a robed light-weaver who buffs allies and weakens foes on the battlefield.
Now I think many players have suggested changes that would help bring the first three from the original list more forcefully to life. But that last one, the one I took from a snark to a decent-sounding option... it kind of inspired me. The quick run down on the new rune types (there are three) used in this revision of the Restoring Light skill line and how they would basically work in a mechanical and animation way are covered in the spoiler just below.
Writing that alternative description quoted above brought the idea of a rune-based skill line and associated images to mind. Images of spells that formed glowing runes on the caster as well as, in some cases, the ground. So let that kind of image sink in a moment. A caster with their armor marked and their face covered in wicked looking runes. Or a sphere of runes surrounding the caster.
Hey, in PvP enemies are gonna spot a Templar quick anyway so why not look cool and with style? And if our ideas for buffing Templar were ever halfway implemented those markings could server as a warning. And as for the technical issues of adding runes, they were discussed in another thread in the following comments:
#1011,
#1012,
#1013,
#1015,
#1017,
#1018,
#1020, and
#1022. Whether the runes are painted on a flat layer, dynamically rendered, or otherwise and how to achieve it is a technical issue I leave to the relevant developers should there be any interest in these changes.
Now as for the functional aspect--the mechanics--three types sprung to mind:
Type I: Body runes only that flash when you cast.
Instant cast, immediate effect, one off spells like Rushed Ceremony.
Type II: Body runes only that remain for the duration of the spell.
They are proximity based AoE "in waiting" spells that visibly "tag" players in need who come within range. That is, allies can run within range and get a blessing (buff and/or heal) or you can run to them. Closest thing currently in the game is the new Cauterize morph of Inferno for DK. I'm thinking it could be part of a revision of or a replacement for Healing Ritual (there would be no self-snare, it would be instant cast). This would also be the rune-type for Restoring Aura/Radiant Aura, whereas Repentance would be the first type (body runes that flash only when you cast). Rite of Passage would fit here as well, though with a much bigger range than the others.
Type III: Body *and* ground runes that remain for the duration of the spell.
They are active AoE spells, such as Cleansing Ritual and Rune Focus. Basically, you press a button to activate, and it has some effect over time. Press it again while in the AoE circle and half of the remaining total value of the over time effect(s), such as health recovery, magicka recovery, damage to enemies, etc are instantly granted as the ground rune flashes and disappears/the body runes quickly fade.
These "types" aren't something that will be in the tool-tip or that someone playing the game needs to go, but they are part of the new mechanic being introduced here so they need to be described to help explain the mechanic.
Ultimate: Rite of Passage
I rarely see either morph of this ability used outside of PvE. Sometimes I and some healer Templars will use
Remembrance in group PvE play for bosses that have high damage phases, while others use Practiced Incantation and its slightly longer channel time (an extra two seconds). Perhaps
Practiced Incantation could be altered to be the PvP-preferred version. For example, by extending the caster's immunity to crowd control effect to the allies being healed for the duration of the ability. The base ability and both morphs are Rune Type II.
Active SkillsRushed Ceremony
This is one of three places in this skill line I will mention a suggestion by Hymzir, since they deserve recognition: Give BoL back three targets but have them all at the lesser value for secondary targets while making the base ability and both morphs prioritize the caster. Or, I would add, if the number of targets and the heal values are non-negotiable, keep the targets/heals the same but nonetheless have the fist heal prioritize the caster if it's meant to be a single-target healing nuke (
Honor the Dead) or a single-target healing nuke with benefits (
Breath of Life). The base ability and both morphs are Rune Type I.
Healing Ritual
I (and others) have had so many different ideas for this over the past couple of years, they are just all over the place. Click the spoiler to see some of my favorites others have suggested as well as favorites from my own list of ideas. Or totally ignore the spoiler and skip to the text below it, since the rune-based-skill-line idea has inspired something else entirely.
I'll start with some ideas other people have offered:
A version you cast before the fight begins from Faulgor
Healing Ritual: Cast restorative blessing on nearby allies. Restore 5% maximum Health every second for 30 seconds. 3 second cast time.
Lingering Ritual: Cast restorative blessing on nearby allies. Restore 5% maximum Health every second for 45 seconds. 3 second cast time.
Ritual of Rebirth: Cast restorative blessing on nearby allies. Restore 5% maximum Health every second for 30 seconds. 3 second cast time. Allies with less than 20% Health are healed back to 50%. Effect is removed thereafter.
These changes would offer a heal that fills an as of yet unfilled role.
- Strong buff that is designed to be pre-cast out of combat
- Offers an indirect tool for magicka sustain, because the damage "pre-healed" before combat doesn't have to be healed actively later
- Great utility for builds not focusing on magicka/spell damage, such as tanks and stamina builds
A Xivkyn Lacerator version from Leon119
Personally i would love if healing ritual worked like the xivkyn lacerators's in WGT heal.
Leave it as it is with cast time at base skill and when cast makes an AoE centered around caster that functions as a HoT
Make morphs something along the line of:
● grant regen
● larger radius
● longer duration
● no cast time
● ect
A "turn it into a lesser form of Rite of Passage" version (and replace Rite of Passage with something else) by Talyena
Bump it's time and heal back to where it was. Bump the range to 28m. Make it interruptible and make it stop channeling if you move (but don't take away the ability to move). So if you only get to cast it for one second, you get off half the heal. Have it cap at 4-6 targets and work out the costs and have it be group only.
A "make it into a mobile HoT with instant cast" from half the people talking about changing healing ritual
Make it a powerful hot that is instant-cast.
Here are my favorites from my own theorycrafting for your consideration:
"The Light"In this new version of Healing Ritual, while you walk about praying and healing you are surrounded in a bright swirling glow as your healing energy pours out to nearby allies. You blind your foes, getting Major Evasion for two seconds (or Major Protection for two seconds or inflicting all nearby enemies with Major Maim for four seconds) starting when you press the button to cast the spell. The heal also begins instantly while you are doing a casting animation and still self-snared. The healing is reduced by 20% or so to compensate for the buff. For Lingering Ritual a smallish HoT applies to allies within the ability radius for 8 seconds after the cast time ends (centered on the caster who is no longer self-snared). Ritual of Rebirth restores one quarter of missing stamina and magicka to two nearby allies other than the caster over the course of three seconds. You still get 30% more healing from this spell.
"The Buff"In another alternative I've also been considering, you still get the swirling light and self-snare cast time as per "The Light", but in this case the caster's allies gains Major Protection for 6 seconds or until the caster causes damage. Like "The Light", healing starts when casting begins, as does the buff. Basically the animation is for show not a delay in the heal. As with "The Light" the healing done and/or cost would be adjusted appropriately for balance. The morphs could stay the same as they have been since launch or could be tweaked. For example, Lingering Ritual could extend the buffs to 8 seconds, while Ritual of Rebirth could add Major Heroism or something similar alongside Major Protection. You still get 30% more healing from this spell.
"The Mover"Basically, this is just like "The Buff" but it has no self-snare. So the heal still starts when you hit the button but you are as free to move as always. The base healing take a bigger hit to compensate, but, you are still giving those buffs to your allies while getting healed yourself. They can be the same buffs from "The Buff" or something else. You still get 30% more healing from this spell.
"The Toggle"Most of my ideas for Healing Ritual have been based on keeping the cast time and the self-snare. This one doesn't. Rather than a specific number of health points that scale with spell damage, max magicka, and healing buffs, have it restore a percentage of their missing health, magicka, and stamina over time as a toggle. Toggling the ability on would drain health from the caster while restoring allies. The exact percentage of resources restored and the ratio of health drained to health restored would need to be based on internal testing to make sure it wasn't too strong or too weak. But given the risk and self-sacrifice, it would be a really big heal. There is still a risk, but not from the self-snare. Afterward the caster would have a reduction in healing received for a brief time to keep this ability from being abused.
Ritual of Rebirth would reduced the reduction in healing and buff health recovery. The Lingering Ritual Morph would give a delayed heal like it always has, but would be for a percentage of the healing done during the toggle.
At first glance, having a healer risk themselves by trading health for healing may sound like a death sentence for the healer, but again it would be balanced against doing a significant amount of healing to a fixed percentage of missing health. It would have a fast drain and tick for larger percentages of missing health over time. You could still run, sprint, and roll-dodge while saving a 12 player raid on the verge of wiping. And in any case, if you die you can always be rezzed. Hence the need to balance risk and reward to not make it a stealth easy mode mechanic where you just heal everyone to 100% while dying and get a rez after. Since the percentage of health restored goes up over time and since you can't cast anything else (other skills are locked out while channeling), just relying on this all of the time would be waste. It would be a great "Oh crap button", though.
The cousin to this concept is to drain magicka super-fast instead of caster health, but it's more boring and is like a dull group version of Dark Deal. But it might be workable with some tweaking.
"The Replacement"If all else fails, just dump this ability and figure out something else to put in its place. Use your imagination and go nuts.
The base ability and its morphs are Rune Type II. I mention that *first* for this ability, rather than note it at the end like the others, because it's a key part of the redesign of how the way the ability works. There is no cast time (keep the animation sure but the effect starts when the player hits the button) and no self-snare to force the character into walking mode while the ability is active. The player can run, jump, sprint, whatever. There is still a somewhat smallish radius for this ability, but that is countered by a few things:
- it's instant cast (healing is available the moment you hit the button)
- the caster can move freely the whole time (no restriction)
- it's an AoE smart heal (just be close enough to the injured targets)
- it lasts longer than the original version(s)
You cast this and get your body runes, then you run toward or stand near your allies. If they are below 100% health, they will start to get a percentage of their health back for each half-second tick they are in range. The base ability lasts 8 seconds. So there is still a proximity-based aspect (it's part of being a Type II rune) but you can move around quick as you please and get kind-of near the targets who need your help. Unless it is a huge space or your allies just insist on being reeaaally far apart at all times, this still works as an AoE heal and there is still something of a choice/action required by the healer.
The
Ritual of Rebirth morph now gives a much larger heal on the first four available ticks (i.e. over two seconds) but does much less for remaining ticks , while
Linger Ritual lasts 12 seconds instead of 8. So if you are close to multiple allies in need RoR might be good to get a somewhat burst-like effect, whereas LR allows you to keep up steady heals as you move around the space in which you are fighting.
Restoring AuraRepentance continues to be a good skill for many builds, while
Radiant Aura continues to be a disappointment to many players. Change it to passively give allies the same buffs the Templar receives for slotting it: "Minor Fortitude, Minor Endurance, and Minor Intellect, increasing Health, Stamina, and Magicka Regeneration by 10%." For a bigger change, in addition have activation give different buffs like Minor Evasion (5% dodge chance), Minor Protection (8% damage mitigation), and Minor Force (15% bonus to critical damage) rather than more stamina, magicka, and health recovery buffs. With a 5% chance to dodge an enemy attack + 8% direct mitigation, allies are taking noticeably less damage, all the while having their stats regen faster (and not in conflict with tripots) and doing more damage. Subtle sounding? Yes. Helpful? Definitely. The base ability and Radiant Aura morph are Type II runes, whereas Repentance is Type I.
Cleansing Ritual
I would borrow and modify Hymzir's recommendation to give one cleanse upon cast and get further cleanses, as per morph tooltip, with a synergy activation for the base ability and both morphs. For extra firepower, Radburn suggests altering Extended Ritual to have enemies in its AoE take flame damage over time while they remain as opposed to having a morph where the circle lasts a little longer. Allies would still be healed.
I like the idea, and technically a good name for the flame damage morph would be Purifying Ritual, but well, you can see the problem as that is already the name of the other morph. So, good options instead for the damage would include Sanctifying Ritual, Chastening Ritual, and Cauterizing Ritual. I am partial to that last one.
Either way, the base ability and both morphs are Type III runes, so you and those within the AoE can get half of the health restore remaining (based on the duration the ability has lasted so far) for Purifying Ritual or half of the remaining healing/damage for Cauterizing Ritual if you activate the ability again while in the rune.
Rune Focus
I like this ability. I really do. I've been practicing fighting inside of it against things like the crossed-sword generals in the IC sewers. And it is *really* hard to stay inside of it: knockdowns that knock you back, AoE, AoE, AoE, targets zipping around, AoE, frontal conal attacks, AoE... the buffs the rune gives are awesome *if* you can stay inside of it. And even if you do, immoveable pots, Shuffle, and blocking only go so far for a magicka build. Meanwhile stamina builds need mobility to be viable.
So how about expanding the rune's radius a meter and extending the length of ability (16s for base, for 24s morphs). As per the suggestion by Hymzir, allow the buffs to be renewed if you get back in before the 8s expire. Hence the new durations in multiples of eight. Oh, and change the Restoring Focus morph to offer a stamina return.
Because this is a Type III Rune (body + ground runes appear), you can get half of the magicka restore remaining (based on the duration the ability has lasted so far) for Channeled Focus or half of the stamina restore remaining for Restoring Focus by activating the ability again while in the rune.
Passive SkillsMending
Like many Templar healers, I would love to see this passive work on all healing abilities, not just Restoring Light abilities, like it used to do. But 2.3.x made using cast circles the way to boost all healing, so that's out.
Light Weaver
Let's make this passive better, like this:
Increase the value of critical heals by 10/20%.
Or possibly this:
Increase the value of critical heals by 3/6% for each Restoring Light ability slotted.
I do like the 12500 Armor and Spell Resistance while channeling Right of Passage that comes with the current version of Light Weaver, so if we go with one of the new versions proposed, just stick this protection buff under Focused Healing or better yet put in the the tooltip of the ability itself.
Master Ritualist
Soooo... this got nerfed with the Thieve's Guild update. But never fear. There is a fine replacement available.
Divine Sanction: Enemies within the area of effect of Cleansing Ritual or Rune focus have their magicka, health, and stamina regeneration decreased by 15/30%.