Tyrant_Tim wrote: »I would much rather have Major Courage, that’s a buff no class has received yet, and would fit thematically to the class.
Tyrant_Tim wrote: »I would much rather have Major Courage, that’s a buff no class has received yet, and would fit thematically to the class.
This, as it will effect heals also
Templar does enough damage. The issue is that their damage never actually hits the target since they changed how Jabs works.
Ragnarok0130 wrote: »As a Templar healer I want major mending back that was robbed from our kit when ZoS made Warden and gave it to them. I'm not opposed to other group centric buffs being added since we're lacking in that department after hybridization made minor sorcery redundant. Look at arcanist, it's a veritable buff factory. Major courage would be a nice addition as Tyrant_Tim stated.
Tyrant_Tim wrote: »Ragnarok0130 wrote: »As a Templar healer I want major mending back that was robbed from our kit when ZoS made Warden and gave it to them. I'm not opposed to other group centric buffs being added since we're lacking in that department after hybridization made minor sorcery redundant. Look at arcanist, it's a veritable buff factory. Major courage would be a nice addition as Tyrant_Tim stated.
If my memory serves me, wasn’t Major Mending granted to you when you stood in your Cleansing Ritual, or Rune?
I forget what name it was before Ritual of Retribution, but I loved that ability, back before Extended Ritual became the only choice for PvP, and most PvE.
TechMaybeHic wrote: »Tyrant_Tim wrote: »Ragnarok0130 wrote: »As a Templar healer I want major mending back that was robbed from our kit when ZoS made Warden and gave it to them. I'm not opposed to other group centric buffs being added since we're lacking in that department after hybridization made minor sorcery redundant. Look at arcanist, it's a veritable buff factory. Major courage would be a nice addition as Tyrant_Tim stated.
If my memory serves me, wasn’t Major Mending granted to you when you stood in your Cleansing Ritual, or Rune?
I forget what name it was before Ritual of Retribution, but I loved that ability, back before Extended Ritual became the only choice for PvP, and most PvE.
The passive that gives you minor mending from those used to give major. They made it minor, right before bringing out Warden.
Tyrant_Tim wrote: »TechMaybeHic wrote: »Tyrant_Tim wrote: »Ragnarok0130 wrote: »As a Templar healer I want major mending back that was robbed from our kit when ZoS made Warden and gave it to them. I'm not opposed to other group centric buffs being added since we're lacking in that department after hybridization made minor sorcery redundant. Look at arcanist, it's a veritable buff factory. Major courage would be a nice addition as Tyrant_Tim stated.
If my memory serves me, wasn’t Major Mending granted to you when you stood in your Cleansing Ritual, or Rune?
I forget what name it was before Ritual of Retribution, but I loved that ability, back before Extended Ritual became the only choice for PvP, and most PvE.
The passive that gives you minor mending from those used to give major. They made it minor, right before bringing out Warden.
I remember that! That’s so crazy in retrospect.
Templar definitely needs some utility brought in, and group Minor and Major Courage would solidify its position. Nightblade offers the exact same power in the form of Minor and Major Cowardice, the same values just applied as a debuff in an AoE.
Developer NoteUpon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.
Developer NoteWhile standing within your Restoring Light area effects, and for 2 seconds after leaving, reduce the cost of non-Ultimate Restoring Light abilities by 30%, gain Minor Mending, and increase the amount of damage you can block by 10%.
Developer NoteCreate a tether of solar rays to the nearby enemy with the highest Max Health and gain a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. The shield's strength is increased by 20% of the Max Health of the tethered enemy, up to a maximum of 100k Health.
While tethered, the enemy takes 30% of the damage the shield takes. The tether is broken if the enemy moves 8 meters away from you, or if the shield ends.
Billium813 wrote: »Just some ideas for Templar
- Spear Wall
Developer NoteUpon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.One pain point for Templar is that they don't provide enough utility in groups. It should be baked into the Templar class to protect allies near them. At the moment, non-Templars have access to Frost Impulse and Circle of Protection, Necros get Bone Totem, Wardens have Maturation. It seems safe to establish Minor Protection as a Templar group buff for nearby allies and allies should be rewarded for standing near their closest Templar ally with a wall of protecting spears!- Sacred Ground
Developer NoteWhile standing within your Restoring Light area effects, and for 2 seconds after leaving, reduce the cost of non-Ultimate Restoring Light abilities by 30%, gain Minor Mending, and increase the amount of damage you can block by 10%.Templar's identity is "sacred ground". They hold the line, stand their ground, and build a house to live in! Unfortunately though, combat is OFTEN mobile. Well designed combat shifts around the area, enemies move and perform actions, and everything is really dynamic! That design though is really punishing for Templar that has to keep moving their "sacred ground" around and paying to setup again. Having to recast Cleansing Ritual because you JUST got a debuff, or because you need to shift the area slightly as the boss JUST moved, can be a big bother. The payment Templar has to make is that they have to burn actions on setting that stuff up again and being strategic in their placement. Instead of just making all skills cheaper, give Templar a strategy for shifting around as combat moves without being prohibitively expensive on resources.- Blazing Shield
Developer NoteCreate a tether of solar rays to the nearby enemy with the highest Max Health and gain a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. The shield's strength is increased by 20% of the Max Health of the tethered enemy, up to a maximum of 100k Health.
While tethered, the enemy takes 30% of the damage the shield takes. The tether is broken if the enemy moves 8 meters away from you, or if the shield ends.Blazing Shield is just not good. Even being directly compared to the other morph, Radiant Ward, on all metrics, Blazing Shield is just worse in each way. The issue seems to be that Blazing Shield is trying to scale the damage shield in the same way as Radiant Ward, but worse. Instead, Blazing Shield should scale the damage shield in a different way from Radiant Ward, so that it can be functionally different. The Radiant Ward morph seems more applicable to large groups, so Blazing Shield could be more applicable to large, boss type enemies.
This design works for PvE, giving a very large shield against boss type monsters, yet giving a mediocre shield against large numbers of mobs; the inverse of Radiant Ward. This design can work well in PvP as well. The beefiest enemy nearby is now also buffing your shield as you redirect damage to them through the solar tether. This really helps Templar protect their house as they stand their ground and directs allies as to who they should be ganging up on.
ElderSmitter88 wrote: »Templar needs to have Major Berserk added somewhere in our Skill Lines. Add it to POTL for example for 6 seconds while active......
Utt of the Freezing Tomb wrote: »ElderSmitter88 wrote: »Templar needs to have Major Berserk added somewhere in our Skill Lines. Add it to POTL for example for 6 seconds while active......
You really think templar is the priority? Necromancer hasnt any buff while templar is super strong in pvp right now