@Checkmath Tagged as Templar Class-Rep.
@ZOS_GinaBruno Tagged for observance and role in the Class-Rep program's correspondence.
@ZOS_Wrobel I know you're no longer here...
Hello. I have spent a great amount of time preparing the information that will be delivered below. This post will be lengthy, so if you feel the need to quote please do not quote the
entire post. Please only quote the parts you are referring to in your comments.
I am a Templar main, both Stamina and Magicka. I have played since launch on console through Orsinium and left ESO just shy of Thieves Guild release for personal reasons. I later returned to ESO when One Tamriel released. I played PVE content from launch until around Shadows of the Hist when I first delved in to PVP. Now I play exclusively in PVP Cyrodiil, Battlegrounds and IC. I have seen many changes made to the Templar Class over the years, some good and some not so good. The end result is that the Templar now feels gutted from its identity and bland. Now that the combat team is preparing the time between now and Update 22 to focus solely on Classes, I feel this is a good time to give ideas.
I have posted a link to this thread in the Templar Feedback Thread and created a “New” thread for suggestions to change, rather than posting in the feedback threads themselves which are reserved for “Pain Points”.
To be
clear, this thread is purely a suggestion-based rework of the Templar Class to rebalance and/or rework unfavorable skills and passives to be better utilized with the Templar theme and provide a more extensive, fluent tool-kit.
Changes to existing skills will be noted in
BOLD.
Aedric Spear Skill Line:
1. Radial Sweep - Swing your Aedric spear around with holy vengeance, dealing 824 Magic Damage to all nearby enemies and additional 410 Magic Damage every 2 seconds for 6 seconds.
Rework animation to shatter the ground with Aedric Spear instead of swinging it, making this Ultimate a true AOE.
Crescent Sweep (Morph) - Enemies in your path will be hit for 60% more damage.
Change the “in your path” aspect and include the entire 8m area radius. Also add “sets enemy off balance”.
2. Puncturing Strikes - Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 298 Magic Damage to the closest enemy and 114 Magic Damage to all other enemies. The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds
Rework the skill to deal THREE strikes at a higher damage at a shorter channel time. This would allow Templars to Light Attack Weave more efficiently and be on par with other class spam able attacks.
Biting Jabs (Morph) – Launch a relentless assault, striking enemies in front of you four times with your Aedric spear dealing 299 Physical Damage to the closest enemy and 121 Physical Damage to all other enemies. The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds
Activating this ability grants you Major Savagery, increasing your Weapon Critical rating by 2191 for 8 seconds.
Drop the critical rating and add Minor Fracture. Arguments that Power of the Light has this – to be discussed later in thread.
3. Piercing Javelin - Hurl your spear at an enemy with godlike strength, dealing 534 Magic Damage, stunning them for 1.8 seconds, and knocking them back 8 meters.
Lower the costs. Current Costs Magicka/Stamina are 4050/3442.
4. Focused Charge - Charge with your divine lance to impale an enemy, dealing 534 Magic Damage. If the enemy hit is casting, they are interrupted and stunned for 3 seconds.
Increase the speed at which gap is closed; skill is too clunky and easy to see coming. Reduce the minimum distance from 3.5m to 1m.These have been mentioned more than a handful of times in the Templar feedback thread.
Toppling Charge (Morph) – Always stuns the enemy for 1.5 seconds, regardless if they are casting. Also sets them off balance for 5 seconds if they are casting.
Change to Stamina based skill.
5. Spear Shards - Send your spear into the heavens to bring down a shower of divine wrath, dealing 454 Magic Damage to enemies in the target area and an additional 133 Magic Damage every 1 second for 8 seconds. An ally near can activate the Blessed Shard synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Increase the base damage and DoT damage to be on par with DPS skills. Suggestion: Remove the synergy.See Name Change for Spear Shards Morph
Luminous Shards (Morph) – The damage over time is reduced to 79 Magic Damage every 1 second for 8 seconds. The synergy also restores an additional 1980 Magicka or Stamina, whichever maximum is lower.
Unforgiving Shards - Enemies in the target area are snared, reducing their movement speed by 60% for 8 seconds.
Blazing Spear (Morph) – The damage over time is increased to 196 Magic Damage every 1 second for 8 seconds.
Converts to a Stamina ability and increases the damage done. Increases Stamina Recovery 5% to allies in target area.This is going to cause A LOT of controversy…Remove this skill entirely from Aedric Spear and replace it with below…New replacement to be added to Restoring Light.
6. Sun Shield - Surround yourself with solar rays, granting a damage shield equal to 30% of your Max Health for 6 seconds. Nearby enemies take 248 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.
Aedric Weapons - Imbue your weapons with Aedric Powers granting Major Sorcery, increasing Spell Damage by 20% for 20 seconds. Cost = 3240 Magicka, Instant, Self-cast for 20 seconds.
Morph 1 - Infuse your Weapons causing all Light/Heavy attacks and weapon abilities to do Magic Damage for 20 seconds. This would allow melee setups to use magic-based damage and restore primary resource. Cost = 3240 Magicka, Instant, Self-cast for 20 seconds.
Morph 2 - Converts to a Stamina ability. Grants Major Brutality, increasing Weapon Damage by 20% for 20 seconds. Aedric Spear abilities Heal for 20% of the damage done.
Cost = 3258 Stamina, Instant, Self-cast for 20 seconds.Aedric Spear Passives:
1. Piercing Spear - WHILE AN AEDRIC SPEAR ABILITY IS SLOTTED
Increase your Critical Damage by 5/10%.
Increase to 7/15%
Increase your damage done to blocking target 5/10%.
Remove and Replace in next passive.
2. Spear Wall - WHILE AN AEDRIC SPEAR ABILITY IS SLOTTED
Gain Minor Protection for 1.5/3 seconds, reducing damage taken by 8%.
Increase your damage done to blocking AND shielded targets 5/10%.Minor Protection is mentioned below in Restoring Light Skill Tree.
3. Burning Light - WHILE USING AEDRIC SPEAR ABILITIES
When you deal damage with an Aedric Spear ability, you have a 25% chance to deal an additional 238/477 Physical Damage or 238/477 Magic Damage, whichever is higher.
This effect can occur once every 0.5 seconds.
Increase the chance to 15/30% and slightly increase the damage output.
4. Balanced Warrior - Increases Weapon Damage by 3/6% and Spell Resistance by 1320/2640.
Add Spell Damage and Physical Resistance. This argument has been made so many times. Don’t call it balanced if it’s not balanced.Dawn’s Wrath Skill Line:
1. Nova - Call down a fragment of the sun, dealing 410 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 30%. An Ally near the fragment can activate the Supernova synergy, dealing 922 Magic Damage to all enemies in the area and stunning them for 2.5 seconds.
Change Damage type to Fire and increase base Damage to 510 Fire Damage.
Solar Prison (Morph) – An ally near the fragment can activate the Gravity Crush synergy, dealing 1613 Magic Damage to all enemies in the area and stunning them for 5 seconds.
Increase synergy damage done to 1805 Fire Damage.
Solar Disturbance (Morph) – Major Maim persists on enemies who leave the Nova for 4 seconds.
Nova follows the caster until effect ends or synergy is activated. Major Maim persists on enemies who leave the Nova for 4 seconds.
2. Sun Fire - Blast an enemy with a charge of radiant heat, dealing 492 Flame Damage, an additional 597 Flame damage over 5 seconds, and reducing their Movement Speed by 40%. Upon activation, you gain Major Prophecy, increasing your Spell Critical rating by 2191.
No Changes.
3. Solar Flare – Conjure a ball of solar energy to heave at an enemy, dealing 1417 Magic Damage.
Also grants you Empower, increasing the damage of your next Light Attack by 40%.
Change damage type to Fire.
Dark Flare (Morph) – Afflicts target and nearby enemies with Major Defile, reducing the effectiveness of healing on them by 30% for 6 seconds.
Empower is removed and Dark Flare seeks out target (cannot be dodged). Fire Damage is decreased to 982. Afflicts target and nearby enemies with Major Defile, reducing the effectiveness of healing on them by 30% for 6 seconds. Major Defile cannot be dodged.
Solar Barrage (Morph) - Conjure solar energy to blast enemies around you, dealing 477 Magic Damage every 2 seconds for 6 seconds. Also grants you Empower after every blast, increasing the damage of your next Light Attack by 40%.
Increase Damage or reduce pulse rate to 1.5 seconds.Don’t forget about argument listed above for removing Minor Fracture from PotL.
4. Backlash - Summon an expanding beam of pure sunlight to doom an enemy, dealing 410 Magic Damage to them and copying all their damage taken for 6 seconds and releasing 20% of it as additional Magic Damage to them. Maximum copied damage: 4774.
New Execute : Summon an expanding beam of pure sunlight to doom an enemy, dealing 510 Magic Damage to them. Deals 350% more damage to enemies below 25% Health.
Purifying Light (Morph) – When the effect ends, a pool of sunlight remains attached to the enemy, healing you and nearby allies for 327 Health every 2 seconds for 6 seconds.
Base skill + A pool of sunlight remains attached to the enemy, healing you and nearby allies for 327 Health every 2 seconds for 6 seconds. Changed to Instant Cast without duration timer.
Power of the Light (Morph) – Summon an expanding beam of pure sunlight to doom an enemy, dealing 411 Physical Damage to them and copying all their damage taken for 6 seconds and releasing 20% of it as additional Physical Damage to them. Maximum copied damage: 4774. Targets are also afflicted with Minor Fracture and Minor Breach, reducing their Physical Resistance and Spell Resistance by 1320 for 6 seconds.
Minor Fracture was suggested to be added to Biting Jabs above, if you already forgot.Summon an expanding beam of pure sunlight to doom an enemy, dealing 510 Physical Damage to them. Deals 350% more damage to enemies below 25% Health. Changed to Instant Cast without duration timer.
5. Radiant Destruction – Burn an enemy with a ray of holy fire, dealing 894 Magic Damage over 1.8 seconds Deals up to 480% more damage to enemies below 50% Health.
Revert to Blinding Light - Nearby enemies have a 50% chance to miss and be set off balance for 3.5 seconds. 8m Radius.
Searing Light (Morph) – Afflicted enemies take 344 Fire Damage.
Blinding Flashes (Morph) - Pulses every 2 seconds, causing nearby enemies to have 50% chance to miss and be set off balance for 6 seconds.Dawn’s Wrath Passives:
1. Enduring Rays - Increases the duration of your Sun Fire, Eclipse, Solar Flare and Nova abilities by 1/2 second.
Decreases the you Block cost by 1/2% for each Dawn's Wrath ability slotted.
2. Prism - Casting a Dawn's Wrath ability generates 2/3 Ultimate. This effect can occur once every 6 seconds.
Increase to 3/6 Ultimate.
3. Illuminate - Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 10/20 seconds, increasing your Spell Damage by 10%.
No Change.
4. Restoring Spirit - Reduces the Magicka, Stamina and Ultimate costs of your abilities by 2/4%.
No Change.Restoring Light Skill Line: Lots of changes to skills and animations.
1. Right of Passage - Channel the grace of the gods, healing you and nearby allies for 985 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all enemy control effects.
Change from channel to instant. Remove the “You cannot move” feature.
Remembrance (Morph)- Gain Major Protection, reducing damage you take by 30% for 7 seconds. You cannot move while channeling, but you gain immunity to all enemy control effects.
Grant Major Protection for 2 additional allies. All other effects remain the same.
Practiced Incarnation (Morph)- Increases the duration of the channel.
Base effect as instant and can move freely. Increases healing to 1025 Health every 1 second for 4 seconds.
2. Rushed Ceremony - Beacon your inner light, healing yourself or a wounded ally for 1235 Health.
No Change.
Honor the Dead (Morph)- Healing anyone who is below 75% Health restores 60% of the ability's cost over 6 seconds as Magicka.
Healing increased to 1410, but only targets caster.
Breath of Life (Morph)- Also heals one other injured target for 397.
Heals two injured targets for 1235 Health but only heals the caster at 70% for 864 Health.Note: Rework skill to HoT
3. Healing Ritual - Focus your spiritual devotion, healing yourself and nearby allies for 1235 Health.
Changes to Heal over Time; Focus your spiritual devotion, healing yourself and nearby allies for 1506 Health over 6 seconds.
Ritual of Rebirth (Morph) - You heal a single ally outside this ability's radius for an additional 614 Health.
The healing is increased up to 20% more based on missing Health.
Hasty Prayer (Morph) - Affected targets gain Minor Expedition, increasing their movement speed 10% for 5 seconds.
Increase the healing over a shorter duration of 4 seconds.Remove Skill Completely – Replaced by new version of Sun Shield and renamed.
4. Restoring Aura - Champion the cause of divine glory to apply Minor Magickasteal to all enemies around you for 15 seconds, causing you and your allies to restore 300 Magicka every 1 second when damaging them. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing Health, Stamina, and Magicka Recovery by 10%.
Light Shield - Surround yourself with light rays, granting a damage shield that absorbs 175 Damage for 6 seconds. Damage shield strength capped at 40% of your Max Health.
Each nearby enemy increases the shield's strength by 4%. Cost = 3240 Magicka, 6 second duration, 5m Radius.
Radiant Aura (Morph) - Increases the radius
Radiant Ward (Morph) - Each nearby enemy increases the shield's strength on caster by 6%.
Provides additional shield to closest nearby Ally. Cost = 3240 Magicka, 6 second duration, 5m Radius.
Repentance (Morph) - Consecrate the souls of the fallen, healing you and your allies for 2702 Health and restoring 2702 Stamina to you each corpse in the area. No Longer applies Minor Magickasteal on activation, instead, you consume corpses to restore Health and Stamina.
Blazing Shield (Morph) – CONVERTS TO STAMINA ABILITY. Each nearby enemy reduces incoming damage by 4% when the shield is activated. When the shield expires it explodes outward, dealing 50% of the damage absorbed to nearby enemies as Physical Damage. Cost=3240 Stamina, 6 second duration, 5m Radius.
5. Cleansing Ritual - Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately, and healing you and nearby allies for 135 every 2 seconds for 12 seconds.
Allies can also activate the Purify synergy, removing all harmful effects from themselves and healing them for an additional 667.
Increase the Heal over Time to 149 every 2 seconds for 12 seconds.
Ritual of Retribution (Morph) - Increases the healing to 166 every 2 seconds for 12 seconds.
The light also burns enemies with holy vengeance, dealing 166 Magic Damage every 2 seconds for 12 seconds.
No Changes.
Extended Ritual (Morph) - Increases the duration to 18 seconds and the amount of harmful effects up to 5.
Reduce amount of harmful effects removed to 4. Provides immunity to Snare/Disabling effects for 3 seconds.New Animation to Self, instead of ground animation.
6. Rune Focus - Create a rune of celestial protection. While active, the rune grants you Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280. Standing within the rune increases Physical Resistance and Spell Resistance granted by 50%.
Cast runes on (-or- around) your body of celestial protection. While active, the runes grants you Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280. Duration increased to 24 seconds on base ability.Note: Removal of Minor Protection from Aedric Spear Passive "Piercing Spear" from above, if you forgot already.
Channeled Focus (Morph) - You also recover 240 Magicka every 1 second.
You gain Minor Protection, reducing your damage taken 8% for 18 seconds. You also recover 240 Magicka every 1 second for 18 seconds. Duration increased to 25 seconds on base ability.
Restoring Focus (Morph) - You also recover 240 Stamina every 1 second.
You gain Minor Protection, reducing your damage taken 8% for 18 seconds. You also recover 240 Stamina every 1 second for 18 seconds. Duration increased to 25 seconds on base ability.Restoring Light Passives:
1. Mending - Increases the healing effects from your Restoring Light abilities by up to 6/12%, in proportion to the severity of the target's wounds.
Increase to 7.5/15%
2. Sacred Ground - While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Enemies standing in your Cleansing Ritual, Rune Focus or Rite of Passage areas of effect have their Movement Speed reduced by 15/30%.
Change Minor Mending back to Major Mending. Movement Speed to enemies standing in Cleansing or Rite of Passage area reduced by 30/60%
3. Light Weaver - Provides bonuses for Restoring Light abilities:
Increases the duration of Restoring Aura by 10/20%. Healing Ritual grants 1/2 Ultimate to allies under 60% Health. Channeling Rite of Passage grants 8580/16500 Physical and Spell Resistance.
Replaced with the passive ability from Restoring Aura: Your Health, Stamina and Magicka recovery are increased 5/10%.
4. Master Ritualist - Increases resurrection speed by 10/20%. Resurrected allies return with 50/100% more Health. Gives you a 50% chance to gain a soul gem after each successful resurrection.
Replaced Passive with: Channeled abilities' times are reduced by 2.5/5%.
That's it! Hope you all enjoy. Remember, this thread is not a bashing contest. Constructive criticism is always welcome on topics of improvement or how you may feel some changes are too drastic or un-achievable. We are here to discuss how to improve our beloved Templar Class.