Make Templar Great Again

joaaocaampos
joaaocaampos
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@ZOS_GinaBruno Please take this feedback to the developers.

The Warden is a far superior healer. I'm not just talking about numbers, which, by the way, are pretty high! I'm talking about mechanics in general. Fungal Growth and Healing Seed are heals more powerful and effective than Rushed Ceremony. All right, it's Morrowind, it's time for Warden to be OP at all. But... Do something about the Templar Healer.

My suggestions are:

Instant cast for Healing Ritual! This is the only non-instant cast healing ability. All other healing abilities of the game are instant. How many % of players have been using this ability since the beginning of ESO? What can we do about it? Two options:
  • Instant cast for Healing Rituals and morphs. In that case, the morphs remain the same as now.
  • The other suggestion would be: instant cast vs radius. In that case, Hasty Prayer would be instant cast while Ritual of Rebirth would have the radius increased by 100% (20m). That "You heal a single ally outside the ability's radius for an additional amount" would be removed. And that "You can move at full speed while casting this ability" would remain (for Hasty Prayer). Still in this case, the cast time of Healing Ritual and Ritual of Rebirth would be reduced by at least 0.5 seconds. 1.5 sec is very long cast.

Spear Shards Synergy is no longer something unique. Templars became less useful after version 3.0. But there is something you can still do about it. Spear Shards vs Necrotic Orb. Make Spear Shards more powerful than Necrotic Orb. How to do this? Like this:
  • Necrotic Orb: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum. (3.0.1)
  • Spear Shards: The synergy from this ability and its morphs now restores Magicka and Stamina.
In this way, Templars would again have something "unique", without taking away the importance of other Healers.

What to do about Repentance? You know the fight for the "corpses" will be great in the Trials, right? You could do something about it!

Well, I could suggest more. But I know that even writing this is useless. You can even look at this topic, but nothing here will be applied to the game. Unfortunately.

P.S .: Accelerated Growth... "When healing you or an ally under 40% Health with a Green Balance ability..." 40% is still a very high value, just warning. You could reduce that to 25% or less.

Thanks for listening.
  • Arbitrator
    Arbitrator
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    The Warden is a far superior tank as well.

    They've got:

    - an AoE group shield granting Major Resolve and Major Ward to themselves AND their allies (along with Minor Protection morph for self)

    - a self heal that scales with Maximum health healing instantly for 10% max health and another 2% max health every second for 10 seconds for an awesome total of 20% of your maximum health, WHICH can be morphed to deal Frost damage (which by the way also has a chance to grant the CHILLED status effect) or it can be morphed to also heal another ally for 10% of YOUR MAX HEALTH which is going to be an amazing heal for the dps since the WARDEN TANK will have more max health than them. Far greater than Breath of Life ever was

    - a freaking AOE SNARE which can be morphed into an AOE immobilize (THINK ICY VERSION OF DK'S TALONS). This will be the only morph people will run because all the other morph does is reduce magicka cost of the base ability which only snares and you don't need a spammable snare since the tree passive causes all your frost damage to have a chance to apply the CHILLED status effect which automatically snares everyone anyways LOLOLOL.

    - A shield which absorbs 3 projectiles and recovers magicka for each projectile absorbed, which can be morphed into a reflect projectiles back or into a morph that grants MAJOR HEROISM.

    - AND THEN IF THAT WASNT ENOUGH THEY BECOME THE BEST TANK EVER BY HAVING... WAIT FOR IT... AN AOE PULL!!!
    Yep you heard that right. Put a aoe on ground which teleports enemies right to you! away from allies AND on top of that it immobilizes the enemies, and can be morphed into applying MAJOR MAIM to the enemies reducing damage they deal by 30%!

    Oh and their ultimate deals frost damage, snares targets 70%, stun enemies once they are hit 3 times by the winds, and grants MAJOR PROTECTION to the whole group.



    and on this side of the ring....


    we have Templar... with an aoe group synergy and a single target javelin cc lol... get out of here ZOS...

    Edit: Oh, and I forgot to mention they gave Warden Minor Evasion, something I proposed be added to Templars rune focus months back...
    Edited by Arbitrator on May 1, 2017 2:01PM
  • Waffennacht
    Waffennacht
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    Arbitrator wrote: »
    The Warden is a far superior tank as well.

    They've got:

    - an AoE group shield granting Major Resolve and Major Ward to themselves AND their allies (along with Minor Protection morph for self)

    - a self heal that scales with Maximum health healing instantly for 10% max health and another 2% max health every second for 10 seconds for an awesome total of 20% of your maximum health, WHICH can be morphed to deal Frost damage (which by the way also has a chance to grant the CHILLED status effect) or it can be morphed to also heal another ally for 10% of YOUR MAX HEALTH which is going to be an amazing heal for the dps since the WARDEN TANK will have more max health than them. Far greater than Breath of Life ever was

    - a freaking AOE SNARE which can be morphed into an AOE immobilize (THINK ICY VERSION OF DK'S TALONS). This will be the only morph people will run because all the other morph does is reduce magicka cost of the base ability which only snares and you don't need a spammable snare since the tree passive causes all your frost damage to have a chance to apply the CHILLED status effect which automatically snares everyone anyways LOLOLOL.

    - A shield which absorbs 3 projectiles and recovers magicka for each projectile absorbed, which can be morphed into a reflect projectiles back or into a morph that grants MAJOR HEROISM.

    - AND THEN IF THAT WASNT ENOUGH THEY BECOME THE BEST TANK EVER BY HAVING... WAIT FOR IT... AN AOE PULL!!!
    Yep you heard that right. Put a aoe on ground which teleports enemies right to you! away from allies AND on top of that it immobilizes the enemies, and can be morphed into applying MAJOR MAIM to the enemies reducing damage they deal by 30%!

    Oh and their ultimate deals frost damage, snares targets 70%, stun enemies once they are hit 3 times by the winds, and grants MAJOR PROTECTION to the whole group.



    and on this side of the ring....


    we have Templar... with an aoe group synergy and a single target javelin cc lol... get out of here ZOS...

    Doesn't chilled now give major main?
    Gamer tag: DasPanzerKat NA Xbox One
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  • WhiteMage
    WhiteMage
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    Nothing in the Live game applies major maim at the present, with potentially Nova being the only exception. Iirc, chilled is going to/already does apply minor maim (instead of the snare?).
    Edited by WhiteMage on May 1, 2017 2:24AM
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Narvuntien
    Narvuntien
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    I was thinking about this last night.

    They really need to redefine what a templar is now, it is no longer "the healing class"

    My proposal is instead to make it the, "homeground advantage" class. A lot of the templar abilities are based around claiming an area for themselves and they are one of the least mobile classes. Whille they would still lack the CC of DK and Warden if you want to fight them in thier home zone they should be really strong.

    The CC issue
    the problem with wanting to claim a zone is templar can't really keep you in that zone. Just slowing in thier zones of control seems kind of weak with so many gap closes but I think it is probably a good idea to leave the options for this to be limited so there is counterplay.

    CCs I would add.
    I would give Spear shards CC back. the CC I would give it is a displacement effect that pulls enemies towards the central spear, and then disorientates. This is great CC for Tankplars, this CC helps templar healers looking over other tanks. It would be a very short CC duration but the displacement can be very disruptive, I think I would have a 1 sec (or less) arm time before the pull in to allow for roll dodging out of it.
    I would change Solar prison to actually be a Solar Prision, in that it stuns anyone leaving the area rather than more damage.

    Access to Major mending
    So most people want Templar to have access to this but are okay with it being conditional.
    I would remove it from the passive, it is just too free there.
    I would change the sacread ground to give increased Ultimate regeneration. With low cost Class Ultimates and allowing for very fast warhorns this would be a great buff to the class even losing Major mending.

    I would change Cleaning ritual (one of the morphs) to give the major mending whenever a negative effect is removed, unlike healing ritual the skill is commonly used, It is also fairly conditional. The major mending is only triggered when someone is in trouble. I am pretty sure Stamplars still use the skill because it is a great CC purge.
  • Poliwrath
    Poliwrath
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    #bringbackspearshardcc
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