Lets fix Templar to be relevant again outside of standing there hitting a dummy which doesn't fight back
the included numbers are going to be used are for example sake and should not be taken as “set in stone”
Aedric SpearRadial Sweep > Radial Blast
Stab your Aedric spear into the ground with holy wrath causing an explosion that deals 3100 magic damage and blesses enemies purifying them dealing 2000 magic damage every 2 seconds for 6 seconds
Empowering sweep > Blast
Now does physical damage, the damage done is increased by 2/3/4/5% per enemy hit with the initial blast, the blessing damage hits every 1 second for 3 seconds
Crescent sweep > Wave
Fires the blast in a 15 meter cone in front of the caster, deals 60% more damage but loses the DoT effect
Puncturing strikes
Remove the hidden self snare, otherwise it is fine
Piercing Jabs
Deals Physical damage, no secret self snare, Bypasses 15% of the targets physical resistance
Puncturing sweep
No secret self snare
Piercing Javelin > Unstable Javelin
Hurl an unstable spear at your enemies with godlike strength dealing 100 magic damage, after 6 seconds the spear detonates dealing 5000 magic damage
Binding Javelin > Burning Javelin
Now does physical damage on hit and detonation, after detonation the target takes 300 physical damage per second for 2/3/4/5 seconds
Aurora Javelin
The spear detonation also hits additional targets within 10 meters for 50% of the damage
Spear shards
Deals Physical or Magic damage, whichever is higher
Luminous shards
The Synergy also causes the activator to regenerate 2/3/4/5% of their secondary resource per second for 5 seconds
Blazing Spear
The synergy fires out miniature spears to the closest 4 enemies dealing 25% damage
Sun Shield > Sun's Blessing
Grants you a damage shield that absorbs up to 4900 damage, this portion scales off of your maximum health capped at 35% lasting 15 seconds, the shield regenerates 3% strength per second when damaged, reapplying only refreshes the duration without granting a fully charged shield
Blazing Shield > Focused Blessing
Shield strength now scales with max magicka and is capped at 40% of maximum hp
cost reduces with rank
Radiant Ward > Radiant Blessing
Damage shield lasts 20 seconds and scales up to 45% of your maximum hp
cost reduces with rank
Aedirc Spear Passives
Piercing Spear
Increases your critical damage by 5/10%.
Hitting a blocking target reduces their block strength by 7.5/15%
Spear Wall
No changes
Burning Light > Piercing light
When you deal damage with an aedric spear ability you apply piercing light to the target reducing their spell and physical resistance by 375/750 stacking up to 4 times and lasting 4 seconds per target
Balanced Warrior
Increases your weapon damage by 2% of your spell resistance
Increases your spell damage by 2% of your physical resistance
Dawn's Wrath
Nova > Light's Fury
Absorb your aedric spear granting yourself empower , major berserk and major force for 10 seconds
Solar Prison > Fury of dawn
Now also apply Minor Vulnerability and maim to all enemies within 7 meters of you for 10 seconds
Solar Disturbance > Light's mercy
Grants empower, major berserk and major force to all allies within 15 meters of you as well as granting you major mending for 10 seconds
Sun Fire
Now deals magic damage instead of fire and grants major savagery & prophecy for 10 seconds
Vampire's Bane > Sunlight
Increases duration to 12 seconds, immobilises and snares the target
Reflective light
No longer grants the buffs, has an area radius of 15 meters, immobilizes and snares the targets hit
Solar Flare
Fix the god awful animation, remove empower, reduce travel time/increase projectile speed
Dark Flare > Scorching Flare
On impact creates a pool for 8 meters around the target dealing 1000 magic damage per second for 4 seconds
Solar barrage
Toggle ability, while toggled on all light and heavy attacks deal a secondary strike for an additional
850 magic or physical damage, whichever is higher, while the ability is toggled on your resource recovery is reduced by 30%
Backlash > Heat Armour
Focus light to heat your targets armour up dealing 400 magic damage, this damage bypasses the targets resistance dealing an additional damage equivalent to 35% of the combined physical and spell resistance bypassed
Purifying Light > Sunder Armour
Attacks against the target ignore 10% of their resistance
Power of the light > Molten Armour
When the target attacks they receive an additional hit of damage from the effect, the power now deals physical damage and costs stamina
Eclipse
After 1 second of casting entomb the target in an unbreakable bubble of darkness stunning them and rendering them immune to all damage for 6 seconds
Living Dark > Absolute Darkness
Removes the cast time but reduces the duration of the stun to 3 seconds.
Unstable Core > Repulsive Dark
Envelope yourself in a bubble of darkness for 6 seconds, anybody who attacks you within 7 meters is knocked back 18 meters and snared for 3 seconds
Radiant Destruction
No changes
Radiant Glory
Heals for 100% of the damage done on crit
Radiant Oppression
Increase the bonus damage to 500%
Dawn's Wrath passives
Enduring Rays
Increases the duration of your dawn's wrath abilities by 2 seconds, when damaging somebody effected by a dawn's wrath ability you restore 200 stamina and magicka, this effect can occur once every 3 seconds
Prism
Casting a dawn's wrath ability while in combat generates 3 ultimate, this effect can occur once every 6 seconds
when you defeat an enemy with or while effected by a dawn's wrath ability you gain an additional 3 ultimate this effect can occur once every 6 seconds
Illuminate
Casting a dawn's wrath ability grants minor sorcery and brutality to you and your group for 10/20 seconds
Restoring Spirit
No changes
Restoring Light
Rite of passage
Increased Range to 30 meters, increased healing output to 4000/tick as base
Remembrance
Once the channel ends all allies effected are healed for an additional 2/3/4/5 seconds at 25% strength
Practised Incantation
You can move while channelling the ulitmate
Rushed Ceremony
Grants Minor Toughness to the target, refunds 15% of the ability cost every 2 seconds for 6 seconds if used on a target below 75% hp
Honour the dead
Scales with and uses stamina
Breath of Life
The secondary heal is now 50%
Healing Ritual
Place down a Ritual circle which causes all allies within to heal for 10% of their missing hp per second for 3 seconds
Ritual of Resistance
Reduces the damage taken by damage over time effects while inside the ritual by 30%
Ritual of regeneration
Only effects the caster, restores 15% of their missing hp every 2 seconds for 6 seconds, also afflicts the caster with major maim for 6 seconds
Restoring aura
Applies MAJOR magicka steal to all enemies within 12 meters of the caster, having the power slotted grants minor fortitude, endurance and intellect, increase health, stamina and magicka recovery by 10%
Radian Aura
Increases the range to 24/25/26/27 meters
Repentance
Consume corpse or negative effects applied by you to the target to restore 3000 health and 3000 stamina per corpse/effect absorbed
Cleansing Ritual
No change
Ritual of Retribution
Costs stamina, deals 500 PHSYICAL damage every 2 seconds for 12 seconds, the damage increases by 5% per tick and an additional 5% per enemy within the ritual
Extended Ritual
No changes
Rune Focus
No change
Channeled Focus
No change
Restoring Focus
No change
Restoring Light passives
Mending
Increases your healing by 7.5/15% in proportion to the severity of the targets wounds
Sacred ground
While standing in your own cleansing ritual, rune focus or healing ritual area effects you gain minor mending and take 5% less damage from enemies
Light Weaver
When you heal an ally you gain 1/2 ultimate per 10% of their missing health
Master Ritualist
Increase Resurrection speed by 30%, resurrected allies return with 100% more health, magicka and stamina
Increases the duration of your restoring light powers by 3 seconds.
So there ya have it, a great big hodge bodge mess of a rework of templar, which, despite being questionable would infact be 60 times better than the current state that templar is in.