Hi guys I've been thinking for months how to strengthen certain classes and would like to start with my main class Templar. I plan to make a post like this every month about another class because I like it and maybe some of you even agree with me on certain ideas and like them. Let's start now:
“Aedric Spear”:"Puncturing Strikes”:Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 889 Magic Damage to the closest enemy and 462
Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.New Version:Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 1551 Magic/Physical Damage to the closest enemy and 1021 Magic/Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds and you heal for 33% of the damage done.Explanation:
Both morphs should give the major buffs and should heal the player no matter if you are a magicka or stamina player cause it used to be the templars main spammable skill before it got nerfed. Also, the damage of this skill should be increased because many mobs in PvE but also opponents in PvP have high resistances.
"Sun Shield":Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.New Version:"Radiant Ward":Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This ability scales off your Max Health and is capped at 60% of your Max Health. Nearby enemies no longer take Magic Damage instead the player restores 50% of the absorbed damage as magicka every time the shield breaks."Blazing Shield”:Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This ability scales off your Max Health and is capped at 60% of your Max Health. When the shield expires it explodes outward, dealing 50% of the damage it absorbed as M agic Damage to nearby enemies.Explanation:
Templars have a very poor shield compared to Sorcerers or even Wardens. Compared to the other two shields, "Sun shield" offers defense but also damage at the same time. Sounds good at first, but there is something that many overlook. "Sun Shield has the lowest damage absorption and the damage you inflict on your opponent is also not convincing. With this change, Templars would be able to decide whether they want to play defensively (generating resources) or offensively (inflicting damage).
"Spear Wall”:Gain Minor Protection for 6 seconds, reducing damage taken by 5%.New Version:Gain Minor Protection for 10 seconds, reducing damage taken by 5%.Explanation:
This Passive skill should have a longer buff time like 10 seconds, for 6 seconds is very low compared to the other classes.
“Dawn's Wrath”:"Nova":Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.
New Version:"Solar Prison”:Call upon the powers of light and create an area in which your enemies are hit by fragments of the sun, dealing 1199 Magic Damage every 1 second for 8 seconds to them. Enemies in this area become immobilized and snared and also are afflicted with Major Maim, reducing their damage done by 10%. An ally near the area can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds."Solar Disturbance":Call down a fragment of the sun, hitting your enemies with 5215 Magic Damage. After the first hit this fragment continues dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area, snare and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, releasing a massive pulse of sunlight dealing 5215 Magic Damage to all enemies in the area, applying Minor Vulnerability to them, increasing their damage taken by 5% and stunning them for 3 seconds.Explanation:
Over the years, "Nova" has been one of the most popular ultimate skills in group content, however this skill needs an update to show its true potential.
"Solar Flare: 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%.New Version:"Solar Barrage":Conjure solar energy to blast enemies around you, dealing 651 Magic Damage every 1 second for 10 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 80%.Explanation:
This morph should now deal increased damage every second for 10 seconds instead of every other second for 20 seconds, as it can be very helpful against larger groups of enemies.
“Sun Fire”:Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 3470 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.New Version:Blast an enemy with a charge of radiant heat, dealing 1161 Magic Damage, and an additional 3470 Magic Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.Explanation:
This ability should deal magic damage instead of flame damage, since Templars generally deal magic damage and it would be more consistent. Also, this ability needs a visual update. For example, an enemy hit with this ability could get a burnt skin.
"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.New Version:"Living Dark”:Envelop yourself in a lightless sphere for 10 seconds and gain Minor Resolve, increasing your Physical and Spell Resistance by 2974 to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their movement speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second."Unstable Core":Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage and afflicts them with Minor Cowardice, reducing their Weapon and Spell damage by 215. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds and deals 821 Magic Damage, their second attack immobilizes them for 3 seconds and deals 1634 Magic Damage, and their third attack stuns them for 3 seconds and deals 3251 Magic Damage. The effects can activate once every 1 second.Explanation:This ability requires minor buffs since Templars generally have few minor buffs. Since Living Dark is a defensive skill, Minor Resolve would fit well here. Minor Cowardice, on the other hand, fits well with the Unstable Core morph, as it is an offensive skill.“Radiant Destruction”:Burn an enemy with a ray of holy fire, dealing 3120 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.New Version:
This ability requires only minor visual changes. It would be great if the player could get a larger beam, such as "Soul Assault". This visual change would demonstrate the "true power" of the Templars.
Restoring Light:"Rite of Passage":Channel the grace of the gods, healing you and nearby allies for 2787 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.New Version:"Practiced Incantation”:Channel the grace of the gods, healing you and nearby allies for 4021 Health every 1 second for 8 seconds. While channeling this ability, you gain immunity to all disabling effects."Remembrance": new version: "Divine Embrace":Channel the power of the divines and receive a holy armor which grants you Major Protection, reducing damage you take by 10% for 10 seconds. This armor heals you for 3051 Health every 1 second for 10 seconds. While your holy armor is active you reflect all projectiles and you are able to move.Explanation:While the player uses “Practiced Incantation” to heal their group over a period, Divine Embrace grants the player a holy armor that protects them while they use other abilities. The basic idea of these two abilities is to give the player a choice of ways to play different roles."Rushed Ceremony”:Beacon your inner light, healing yourself or a wounded ally in front of you for 3486 Health.New Version:"Honor the Dead”:Beacon your inner light, healing yourself or a wounded ally in front of you for 5021 Health. Healing anyone who is below 75% Health restores 30% of the ability's cost every 2 seconds over 6 seconds as Magicka."Breath of Life":Beacon your inner light, healing yourself and a wounded ally in front of you for 3485 Health instantly and an additional 1229 Health every 2 seconds over 6 seconds.Explanation:
The basic idea of this ability is to offer the player a choice between a strong burst heal that restores resources or a weaker burst heal that heals two players over 6 seconds.
"Healing Ritual":Focus your spiritual devotion, healing you and nearby allies for 2613 Health.New Version:Focus your spiritual devotion, healing you and nearby allies for 2613 Health and granting them immunity to snares and immobilizations for 4 seconds.Explanation:
Compared to all other classes, Templars and Necromancers have to use their Purge abilities to gain immunity to snares and immobilizations, which cost comparatively more and are therefore sometimes impossible to use.
"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 843 every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.New Version:"Ritual of Retribution”:Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 612 Magic Damage every 1 second for 20 seconds which increases by 15% per tick. Allies in the area can activate the Sacred Ground synergy, cleansing all harmful effects from themselves and deal 2012 Magic Damage to enemies instead of the Ritual.Explanation:
This ability morph is used to deal damage to the enemies. However, since this damage is dealt every 2 seconds, this is not strong and should therefore be increased and deal damage every second instead of every 2 seconds. Also, this morph should give allies the ability to cleanse themselves but should not heal them since it is a damage morph.
"Rune Focus”:Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. Standing within the rune heals you for 743 Health every 1 second, which scales off your Max Health.New Version:Envelop yourself with celestial runes and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. These runes heal you for 743 Health every 1 second, which scales off your Max Health.Explanation:
Even though this ability hardly costs anything the player is not healed as long as you stand in this rune, so it would make more sense to redesign the ability so that the player gets celestial runes on their body that heal them.
"Light Weaver":When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.New Version:When you heal an ally under 50% Health with a Restoring Light ability, you grant them 1000 Magicka back. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.Explanation:
Since the two Ultimate points usually do not make a big difference, it would make more sense to restore Magicka here.
So what do you guys think of these ideas? Is it ok, weak or too strong?
@ZOS_GinaBruno,
@ZOS_Kevin what do you guys think of these ideas?