Maintenance for the week of December 2:
• PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
obligatory Templar ideas
Just a collection of some ideas I had for Templar. I'll add more as I think of them. Feel free to rip them to shreds.
Feel free to add your own suggestions below. Challenge mode: don't use
Berserk or
Vulnerability- Templar
- Aedric Spear
- 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.
If the shield breaks, you restore 1000 Stamina. If the shield expires, you restore 1000 Magicka.
Developer Comment
Went with some novel resource management for lower level players to help get them acquainted with how the shield functions. Radiant Ward will be a basic upgrade on this base.
- Radiant Ward (Morph):
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. Each enemy within 5 meters increases the shield's strength by 20%, up to a maximum of 6 enemies.
If the shield breaks, you restore 1000 Stamina and enemies nearby receive Minor Cowardice for 6 seconds. If the shield expires, you restore 1000 Magicka and allies nearby receive Minor Courage for 6 seconds.
Developer Comment
Scaling the shield size off the number of enemies nearby is already less PvP focused, leaning this morph more PvE anyway. I like the play pattern of conditional shield scaling based on enemies nearby, it incentivizes strategic positioning and pulls, so I wanted to keep that element. However, without drastically increasing the damage, this Skill isn't DPS focused enough to warrant space on a DPS bar. I turned the Skill back towards the Tank role instead of trying to be both DPS and Tank. I dropped the damage element of the current Radiant Ward design to give this morph the budget for a more traditionally PvE Tank aligned Skill.
Added an enemy debuff when the shield is likely to be under pressure, and a group buff to encourage interesting play patterns (dodge roll more often, stay close to allies, sprint kite mobs, use stuns)
- Blazing Shield (Morph):
Create a tether of solar rays to a 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 120%.
While tethered, you cannot receive debuffs from the enemy and the enemy takes 30% of the damage the shield takes. The tether is broken if the enemy moves 8 meters away from you, goes invisible, or if the shield ends.
Developer Comment
I went with a tether for a couple reasons. I think it helps to capture the "sacred ground" mentality of the Templar without being just another ground based AOE. Tethered enemies have the option of moving outside the Templar "House", thus interrupting the general Templar strategy. Also, I think it fits the Templar visual. It's essentially a beam of holy fire emanating from the user, binding the enemy to the player.
This design leans for more PvP applications, but is not limited exclusively to PvP. It could be applicable to PvE Tank builds as well, just in a different way from the other morph. It focuses less on having many ads near by and more on boss level monsters with large health pools. The tether serves as a good indication to the Tank of the highest hitting NPC the Tank needs to taunt, the shield is OK in size, and the inability to receive debuffs once tethered could be a skill based aspect with timing in certain fights.
- Spear Wall (Passive)
Upon activating an Aedric Spear ability. You and allies within 5 meters gain Minor Protection for 6 seconds, reducing damage taken by 5%.
Developer Comment
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. Also, making it a small 5m AOE, instead of just all allies, helps to make multiple Templars worthwhile. Whether it be DPS spamming Jabs, Support launching Spear Shards, or Tanks using Sun Shield, allies should be rewarded for standing near their closest Templar ally with a wall of protective spears!
- Dawn's Wrath
- Solar Flare:
- Dark Flare (Morph):
Conjure a ball of corrupted solar energy to heave at an enemy, dealing 1742 Disease Damage, and dealing an additional 1635 Disease Damage over 8 seconds.
Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and Health Recovery by 16% for 8 seconds, and Weaken, reducing the damage of their Light and Heavy Attacks by 50% for 8 seconds.
Developer Comment
The current design is very disjointed. Defile debuffs are really only relevant in PvP, but Empower is now a PvE only buff. Players that want Empower can source it way better from Solar Barrage, which works better for PvE anyway. Splitting the power budget for this morph between PvE and PvP is just making it terrible for both (not to mention Defile has been neutered so hard it's hardly worth caring about).
I removed the Empower and Sunsphere buffs in favor of a more debuff heavy design to contrast the more DPS focused Solar Barrage morph. Created a new named debuff similar to Empower, but reducing LA/HA damage instead. Reducing the damage of LA/HA would be applicable to both Tank and Support roles in PvE while still being moderately useful in PvP depending on HA metas.
Changed the damage type to Disease to give a chance of procing Minor Defile as a status effect as well. This choice may not seem very Templar, but I thought it was an interesting one-off morph design that could fit this darker Skill. Alternatives would be just keeping Magic Damage and adding Minor Defile, or increasing Major Defile to 24% over 16%. Weaken could also be changed to Minor Cowardice instead, similar to Corrupting Pollen, but I wanted the reduction to be much more pronounced since it's going to be limited to LA/HA only.
- Eclipse:
Envelop an enemy in a lightless sphere for 6 seconds, limited to one. While enveloped in the sphere, the targets maximum range is reduced to 20 meters.
Whenever the enemy deals direct damage, the sphere lashes back at the attacker dealing 898 Magic Damage to themselves.
Developer Comment
The current design of Eclipse doesn't really have much PvE incentive for players. It doesn't really fit any PvE role (DPS, Tank, Support), and it's severely limited being single target, with no boss usability. For PvP, the design makes a bit more sense, but it isn't impactful enough for the high cost. The "snare -> immobilize -> stun" design is also disjointed with any play pattern. Enemies running away aren't triggering it. Enemies currently attacking in melee don't care about the brief snare, are probably stun immune anyway, and you have better things to do at that range then waste time on casting Eclipse on them. Enemies attacking at range are barely inconvenienced as they burn through the effects, break free and become immune for awhile, and just keep attacking at range! It just doesn't do enough, nor last long enough to warrant the cost or action to cast; a conditional immobilize, with NO OTHER effects! It's directly competing with Piercing Javelin, which is much more controllable, cheaper, and does some damage.
The intention for this new design is to work like an inverse of a pull, like Chains or Silver Leash, in PvE while also being situational impactful in PvP. By reducing the targets range, long range enemies will be forced to get in closer in order to continue attacking. The limit of one helps to balance out the power of that limitation. This design also works well with Templar's "sacred ground" play pattern as it attempts to bring enemies to the player and within their range of influence. The damage now lasts the whole duration too in order to give the player a real sense of an effect on them since there is a big sphere animation on them!
A soft taunt could be added to this Skill as well to greatly increase the Templar Tank functionality
- Unstable Core (Morph):
Envelop an enemy in a lightless sphere for 6 seconds, limited to one. While enveloped in the sphere, the targets maximum range is reduced to 20 meters.
Whenever the enemy deals direct damage, the sphere lashes back at the attacker dealing 898 Magic Damage to themselves and all enemies within 5 meters.
Whenever the enemy receives a direct heal, they are applied with Major Defile for 6 seconds and enemies within 5 meters are applied with Minor Defile for 6 seconds.
Developer Comment
Added AOE damage and some Healing hate to solidify this morph as much more DPS oriented, in contrast to the Living Dark defensive morph. Also, this is aligned more toward PvP given the low amount of healing in PvE and prevalence of healing in PvP. It's still applicable to PvE however with the AOE damage upgrade to the base Eclipse ability.
- Radiant Destruction:
- Radiant Glory (Morph):
Cost: 2950 Magicka, 2950 Health
Blind an enemy with a ray of holy light for 3 seconds, causing them to miss direct attacks against you and become off balanced for the duration. Casting again within 6 seconds increases the cost by 33%.
You pour your vitality into this defense, restoring up to 1500 Magicka every 1 second, based on the target's missing Health.
Developer Comment
The intention of this design is to align this morph more for non-DPS roles and work as a sort of Tank execute. The Radiant Oppression morph is the clear DPS-centric choice, so this morph can stand out more by not trying to compete on damage and being more unique. Also, dropped healing from this morph since it feels like Templar is bit overloaded on heals and this could be an opportunity to do something different. Added a ramping cost, similar to Streak, to help prevent over casting unless the target is very low. Though a 3 second channel and health is still a cost.
This was a bit hard to balance, so I may still have the numbers wrong. The cost should be 2950 Magicka (3925 if spamming), not including Restoring Spirit passive. At 50% health, you'll restore 2250 Magicka. At 25% health, you'll restore 3375. At 10% health, you'll restore 4050 Magicka. So, if they're spamming, they shouldnt really see a return until 10% health. That might still be too strong, but the player is priced into a 3 second channel the whole time; they aren't doing much else.
- Prism (Passive)
When you cast a Dawn's Wrath ability, you and your group gain Minor Sorcery for 20 seconds, increasing your Spell Damage by 10%. If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
Developer Comment
This change brings Prism in line with Dragonknight's Mountain Blessing Passive. There's no reason a class should have 2 Passives that are functionally equivalent a single Passive another class has.
- Illuminate (Passive)
Reduce the damage you take from Area of Effect abilities by 15% while a Dawn's Wrath ability is active.
Developer Comment
Since the current Illuminate has now been combined with Prism, a new effect is needed for Illuminate. The Dawn's Wrath skill line is very DPS polarized, so I went with a defensive passive. I went with AoE damage reduction to work in tandem with Restoring Light's Sacred Ground identity and Templars overall Area Denial identity. With this design, Templars are not punished as harshly when AOEs are placed over they area the Templar has already chosen. This gives Templars an edge in competing AOE damage, as long as the Templar is utilizing their complete toolkit of Skills (Aedric Spear for Spear Wall, Restoring Light for Sacred Ground, and a ticking Dawn's Wrath ability).
- Restoring Light
- Rite of Passage (Ultimate):
Channel the grace of the gods, giving you immunity to all disabling effects for 6 seconds. You can move at a reduced rate while channeling.
For the duration, you gain Major Toughness. You and nearby allies heal for 2787 Health every 1 second.
Developer Comment
Comparing this Ultimate to other class Support Ultimates, this one feels well behind others for what it does. Simple healing is not enough and the personal protections are laughable given the drawbacks. The player is locked into a channel and cannot move. The healing isn't excessive, so players can still just die to high damage hits. And the Armor buff is laughable given the resistance cap. A typical Templar Tank with Major and Minor Resolve (Rune Focus, Combat Prayer) is already at 30k Resistance, a typical Templar Healer is already at 21k Resistance. Anything over 33k Armor is basically pointless, so Tank is only getting an additional ~+5% mitigation at the cost of dropping block... and Healer is only getting ~+17% mitigation at the cost of NOT getting to spam HoTs, which would probably EXCEED the healing from this Ult, and provide resistances, and buffs... it's just not that good on paper and in practice, it's even worse.
For this base Skill, I increased the duration to 6 seconds and allowed the user to move while channeling; being locked into a channel animation for 6 seconds is enough of a downside. I went with the Major Toughness buff to act as a psuedo shield. For the duration, the players health will increase while also getting a high quality heal! But after Major Toughness ends, the health will drop back down. This helps give the player more survivability without resorting to shields, which isn't really the Templars theme and is more Arcanist, while taking advantage of the high quality heal being dropped from the Ult.
- Remembrance (Morph):
Channel the grace of the gods, giving you immunity to all disabling effects for 6 seconds. You can move at a reduced rate while channeling.
For the duration, you and nearby allies gain Major Toughness and Major Heroism. You and nearby allies heal for 2787 Health every 1 second.
Developer Comment
This morph is targeted more for Support Healer and less for Tank. Without being able to hold block, a Tank may find this morph too problematic to use, even though the Heroism sounds nice. A Support Healer will be able to use this morph to buff the team through difficult situations. The Ult gen from Heroism and Light Weaver also helps to subvert the disappointment that occurs when someone accidentally pops this Ult prematurely.
- Forged Incantation (Morph):
Channel the grace of the gods, giving you immunity to all disabling effects, and allowing you to automatically block all attacks at no cost for 6 seconds. You cannot move while channeling.
For the duration, you gain Major Toughness. 50% of all direct damage you receive is converted into healing for you and your allies. This effect can occur once every half second.
Developer Comment
This morph is targeted more for Tank and less for Support Healer. To make the player a bit more survivable, so they can keep on healing allies, I gave the Ult a forced block during the duration. This is obviously similar to Shield Wall, with the additional downside that you cannot move while channeling AND you cannot perform other actions since you're channeling; which is fairly significant! In exchange, the user gets a nice health buff and heals nearby allies so that they can keep going; which is kinda the point of this Ult! In this way, the hope is that Tanks can now use this Ult for difficult situations, without worrying as much about just dying to a boss HA, and keep the rest of the team on their feet for rezing, blocking, healing, whatever is needed.
- Light Weaver (Passive)
While in combat, whenever you heal an ally with a Restoring Light ability, you grant them 2 Ultimate every 2 seconds for 6 seconds.
Developer Comment
As written, the condition of needing an ally to drop below 50% is far too harsh for the mediocre profit of 2 Ultimate. Also, dropping the special Rite of Passage interaction since it doesn't make any sense for this to be on a passive instead of just ON the Ultimate ability to begin with.
For this passive, I wanted to create something that would work for all the skills in the Restoring Light Skill line. Restoring Light heals tend to be for large, one time burst heals: Repentance absorbing 10 corpses, Rushed Ceremony and Healing Ritual often being for over 10k health in one go. Even Rite of Passage tends to drop large heals that give no real benefit for overhealing by such a large margin. This design also works well with Cleansing Ritual as an AOE HOT. While the ally is in the Cleansing Ritual, they receive Ult generation as the timer auto updates on each 2 second heal if the ally is taking damage. If the enemy leaves the circle, then the timer can just run out and stop. This helps give a balance of returns between the expensive one time heals, and allies standing in the long duration AOE Extended Ritual.
Additionally, notice that this design does not proc off overhealing. The ally needs to take damage and then be healed by a Restoring Light Skill. This can help increase the skill ceiling on this design since it doesn't reward allies just standing out of danger at range. It rewards allies that get in there and take damage, at least once per 6 seconds. On top of that, it incentivizes Templar Healers to spec more into Restoring Light Skills and less into generic skills. It gives them a REASON to make sure it's a Restoring Light Skill doing the healing.
- Master Ritualist (Passive)
Increase your Magicka Recovery by 129 for each Restoring Light ability slotted
Developer Comment
The current Master Ritualist design is just too 2014. A bit faster resurrection and Soul Gem interaction are almost totally useless. Kagrenac's Hope & Hanu's Compassion 5 piece bonuses are better AND still some of the worst effects in the game. It's just too sad to have a totally pointless passive in modern ESO design.
I went with Magicka regen only, instead of including Stamina, due to the overwhelming Magicka costs in the Restoring Light Skill line. Magicka sustain is a common issue for Templar Tanking and Support as well; this is mostly due to the high Skill costs. Cleansing Ritual, Living Dark, Sun Shield end up dumping a lot of Magicka and even more if they have to be recast. Having Master Ritualist improve Magicka regen would really help Templar Support and is still worse then Wellspring of the Abyss...
Edited by Billium813 on February 5, 2024 5:07AM