Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
The issues on the North American megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!
Templar ideas
This ain't no thread for how to be a grayt Templar. So if you're reeding this, stop. It's just me own ideas cawse i'm getting old and cranky and don't rember stuff. These be me own ideas for makin Templar better.
- Dawn's Wrath
- Solar Flare
- Dark Flare - Conjure a ball of solar energy to heave at an enemy, dealing 2483 Magic Damage. Afflicts the target and enemies within 8 meters with Major & Minor Defile. Also grants you Minor Berserk for 5 seconds.
Current Dark Flare - Conjure a ball of solar energy to heave at an enemy, dealing 2483 Magic Damage. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and Health Recovery by 16% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 80%.
NOTES:
This skill is more oriented for PvP, where the enemy healing, and the subsequent necessity for counter play, is more relevant. Therefore, I added Major AND Minor Defile to help it hate on Healing even more.
Also, with Empower only being applicable to non-Players, this buff was replaced with Minor Berserk, which is generally achieved in PvE through Combat Prayer and passive slotted PvE skills like Camo Hunter. That should allow this buff to be a bit redundant in PvE, but more available for PvP.
- Solar Barrage - Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds for 20 seconds, increasing by 12% per tick. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 80%.
Current Solar Barrage - Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 80%.
NOTES:
This skill is more applicable to PvE, where the current damage is just not that good. To buff the damage, it now scales up in damage every 2 seconds. This rewards rotations that can properly allow the duration to reach max and hampers players that re-apply early; adding a good skill component to this skill for more proficient players while also upping the damage.
- Backlash
- Power of the Light - Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately, marking them for 6 seconds, and applying Minor Vulnerability for the duration. At the end of the duration, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time.
Current Power of the Light - Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately, marking them for 6 seconds, and applying Minor Breach for 10 seconds, reducing their Armor by 2974. After the duration ends, the sunlight bursts, dealing 1285 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time.
NOTES:
With the availability of Minor Breach from other sources, Minor Breach on PotL was totally redundant in most cases. That only placed more focus on the lack of damage the skill does after recent changes. Plus, you're dooming the opponent with a beam of sunlight! They cannot escape that beam, which is the essence of "vulnerable".
Also, synchronize the debuff with the ability duration. I find it too confusing to track when the Skill Bar timer and the visual beam aren't in sync with the debuff they apply. The extra debuff duration ends up being pointless since the player feels compelled to replace the beam once it expires anyway.
- Eclipse - Envelop an enemy in a lightless sphere for 4 seconds. Limited to one. Whenever the enemy deals direct damage, the sphere lashes back at the attacker reducing their movement speed by 30% for 4 seconds and dealing 898 Magic Damage to all enemies within 3 meters.
Current Eclipse - Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
NOTES:
The base ability needs to be applicable to new players, where the direct damage is more applicable over the later morphs that attack the enemies healing done.
Also, given how expensive this skill is to cast, the limit of one / single target... this skill is much more applicable to PvP. Therefore, added damage to all enemies in the area to make this skill a bit more applicable in PvE scenarios. Place this on a trash NPC mage, or even the boss, and watch them destroy their friends!
- Unstable Core - Envelop an enemy in a lightless sphere for 4 seconds. Limited to one. Whenever the enemy deals direct damage, the sphere lashes back at the attacker reducing their movement speed by 30% for 4 seconds and dealing 898 Magic Damage to all enemies within 3 meters.
Whenever the enemy receives a direct heal, they are applied with Major Defile for 4 seconds. If the enemy receives Healing more than 100% their max Health, the sphere explodes stunning all enemies within 3 meters for 3 seconds.
Current Unstable Core - Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds and deals 449 Magic Damage, their second attack immobilizes them for 3 seconds and deals 898 Magic Damage, and their third attack stuns them for 3 seconds and deals 1799 Magic Damage. The effects can activate once every 1 second.
NOTES:
Added a new ability to attack the targets healing capabilities and punish excessive healing.
- Aedric Spear
- Radial Sweep
- Empowering Sweep - Swing your Aedric spear around with holy vengeance, dealing 2399 Physical Damage to all nearby enemies. You begin to pulse with light, gaining Minor Courage and Minor Resolve, and dealing 1161 Physical Damage around you every 2 seconds, for 4 seconds. This duration is extended by 2 seconds for each enemy hit; with a maximum of 6 enemies.
Current Empowering Sweep - Swing your Aedric spear around with holy vengeance, dealing 2399 Physical Damage to all nearby enemies and an additional 1161 Physical Damage every 2 seconds for 6 seconds. The duration is extended by 2 seconds for each enemy hit. Gain Empower for the duration, increasing the damage of your Heavy Attacks against monsters by 80%
NOTES:
For Empowering Sweep, I think it all comes down to the use cases and differentiating it from the other morph, Crescent Sweep. Empowering Sweep benefits from hitting multiple enemies, which happens mostly in PvE and sometimes against PvP zergs. Both scenarios however require the Templar to dive into the pit and take the risk! For that reason, I'd like to see Empowering Sweep give a minor protection buff and a minor damage buff to reward the risk.
Edited by Billium813 on February 7, 2023 8:16PM