Ideas for a Templar rework/ improvement

The_Isatope8
The_Isatope8
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Templar is in a tough spot right now. It used to be a titan in PvE and PvP alike. It was once an irreplaceable healer, now its outclassed by warden, arc, sorc and even necro in some cases. It used to be feared in PvP, now its a cockroach that steals kills with it's beam. Templar has fallen from grace and is not only outclassed, but also outdated. Most of it's skills fall short in the current meta, it's ultimate's generally perform poorly and some it's passives are nearly useless. It seems like a class that ZOS has forgotten about. Thankfully the playerbase hasn't forgotten about the Templar.

In this massive post I go over some changes that I think would help the Plar to be reinstated as one of the best classes, or at least bring it up to speed with the others.

Something important to note is that Templar has some identity issues. I tried to fix this by solidifying their reputation as the "Stand Your Ground" and "Hold The Line" class. many passives and skills have been reworked to encourage Templar to take advantage of Sacred Ground, which is now more important than ever. The biggest changes have been made to Ultimate abilities and passives, sometimes being complete overhauls with their original functionality being scrapped or moved to other parts of the class's kit.

Here are some things that should be mentioned for the different roles
  • Tanking
    Templar has never been especially great at tanking, but it's the paladin type class, it should have more tools to work with. The changes made to their tanking kit isn't going to make them top spot, not by a long shot, but the changes will still give it a lot more than what it has right now. With the changes made, they will have access to longer lasting buffs and debuffs, give allies some sustain, pull elite enemies with one of their ultimate's and heal their team while under the effects of a massive unique damage reduction. The Templar Tank can now hold the line and encourage allies to do the same.
  • Healer
    In my mind Templar should fill a niche that other classes don't. Warden makes their allies tougher, Arcanist and Sorcerer make their allies hit harder and Nightblade can contribute to damage while still healing effectively. Templar should be able to keep their allies in the fight. Just healing isn't enough to do this though, so Templar can now boost allies recoveries, give them armor, unique damage mitigation, a small unique damage buff and longer buffs on top of the copious healing that they are known for. Templar now also has access to a very special buff that is usually quite a mission to obtain.
  • DPS
    Templar DPS is strange to say the least. Other classes have consistently good DPS, and Templar is behind all of them. Until they get to execute phase where Templar can have best DPS in the game. This design feels wonky and unpleasant to play. You do below-average damage for the whole fight until the boss gets down to 40% and then you start to hit like a truck. It just feels off and is especially noticeable in PvP where Templar usually struggles to get players down to the point where they can Steamroll them with the beam. a few of the changes aim to lessen the gap between the phases of a fight, giving Templar some decent damage up front, while still giving them an edge in execute, but to a lesser degree. Templar DPS now have better sustain, easier access to important buffs, a new way to up the damage of their favorite burst skill and can even give allies some more survivability just for being near them.
  • PvP
    It's no secret that Templar used to be a nightmare in PvP. Unfortunately they were nerfed and are now mostly relegated to damage sponges, heal bots or beam spammers. Many of the changes made are careful to consider the PvP viability of the class. One of the major issues that Templar has is mobility, they are designed to stay in specific zones after all. The meta has shifted over the years, but being fast and mobile are still a top priority. With some of the new changes made in regards to PvP: Templar now has a proper range spammable, easier access to mobility tools, better cleanses since negative effects are abundant, new and improved jabs, a proper burst tool and can even take their Sacred Ground with them at the expense of healing. They even get a brand new ultimate for the Aedric Spear skill line.

The skill lines have also been more clearly categorized:
  • Aedric Spear: DPS/ Tanking skills
  • Dawn's Wrath: DPS/ Healing skills
  • Restoring Light: Healing/Tanking skills
This clarification has been made to more clearly understand the intentions and purposes of changes made to abilities/ morphs, passives and ultimate's in their respective skill lines.

If I feel like a change needs explanation, clarification or justification the details for the change will be in the Developer Comments. If a skill or passive is not mentioned then it remains completely unchanged

I would also like to give credit to @Billium813, @VinnyGambini and @MEBengalsFan2001 for their suggested changes to the Templar class. Their posts helped to inspire some of the changes and even created the changes themselves in some cases. Their original posts will be linked in the sections where their contributions were used.

With the prelude out of the way, here are the changes:
    • Aedric Spear
      • Puncturing Strikes
        Launch a relentless assault, striking an enemy in front of you three times with your Aedric spear, dealing 889 Magic Damage. Enemies near the initial target take 60% splash damage. Each strike reduces the Movement Speed of the target by 40% for 0.5 seconds.
        Developer Comment:
        Credit to @VinnyGambini for inspiring this change, Click here for original post

        This ability has been converted into a single target ability with splash damage (similar to Werewolf Berserker) to counter evasion buffs in PvP. The damage dealt to enemies around the original target was roughly 52% of the original strikes' damage so this change gives it a little more cleave in PvE.

        Also bring back the old spear model, Nighthollow was a weird choice.
        • Biting Jabs (morph)
          Instead of granting Major Brutality/ Sorcery for 10 seconds after activation, you now passively gain 2200 armor penetration while slotted
          Developer Comment:
          This morph is meant to be the damage morph of the 2 options so having extra penetration buffs whole bar for having it slotted. For the people worrying about the loss of Major Brutality/ Sorcery, those buffs have been moved to Backlash as you will see later.
      • Spear Shards
        • Blazing Spear (morph)
          No longer immobilizes enemies
        • Luminous Shards (morph)
          Enemies hit by the initial hit are immobilized for 4 seconds
          Developer Comment:
          The immobilizing effect has been moved to the morph that it should have always been on.
      • 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. While slotted on either bar, when you block an attack you increase the strength of the shield by 15% stacking up to 4 times. This effect can occur once every second. Shield strength is capped at 45% of your max health.
        Developer Comment:
        The way the original shield functioned was mostly relegated to trash pulls and defending against multiple attackers, with no real reason to use it anywhere else. This change allows the shield to be more useful for tanks as the new condition can be useful against single targets. The reason that the shield strength is capped at 45% of your max health is due to the fact that Templar already has access to powerful healing when compared to other classes. A Templar with ultra powerful shields like Sorcerer or Arcanist would be busted in PvP. When you reach max stacks the ability will light up, similar to Grim Focus or Crystal Fragments.
        • Radiant Ward (morph)
          When the shield expires you gain Magicka and Stamina equal to 10% of the damage absorbed by the shield.
          Developer Comment:
          It's no secret that Templar has bad sustain. This is only one of the changes in the classes kit that helps with it's sustain, although this one is mostly to help tanks.
        • Blazing shield (morph)
          While slotted on either bar, when you deal direct damage, you increase the strength of the shield by 10%, stacking up to 5 times. This effect can occur once every second. Whenever an enemy deals direct damage to you while the shield is active, 30% of the damage absorbed is dealt to them as Magic damage.
          Developer Comment:
          This morph is meant to reflect how the Aedric Spear skill line is a DPS/ Tank skill line, giving a more damage-focused character the opportunity to benefit from the shield. The shield scale has also been made so that it can only be increased by up to 50% strength (down from 60% strength) and takes slightly longer to get max stacks.
      • Balanced Warrior (Passive)
        Increase your Weapon and Spell damage by 3/6% and increase your block mitigation by 5/10%
        Developer Comment:
        Since Sacred Ground now gives armor while standing in it, this passive gets block mitigation instead
      • Burning Light
        When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you deal 1194 Magic Damage to your target. This effect can stack once every half second and scales off your highest offensive stats.
        Developer Comment:
        Increased the damage of this passive by roughly 33% to lessen the gap between pre-execute and execute phases of any fight. To compensate for this and other damage changes across the class, Radiant Destruction is getting a slight nerf to it's execute scaling.
      • Spear Wall (Passive)
        Give yourself and nearby group members Minor Protection for 6 seconds, reducing damage taken by 5%.
        Developer Comment:
        Credit to @Billium813 for this change, click here for original post

        The Templar's original class fantasy was similar to that of a Paladin, a staunch protector that holds the line. This change simply gives templar the opportunity to more effectively fill that role and protect their allies better. The radius of the buff would be 5 meters, encouraging players to stay close to the Templar.
      • Summon Aedric Spear (Ultimate)
        • Radial Sweep renamed Summon Aedric Spear.
        • Call on the power of the Aedra to summon a spear of holy light for 10 seconds. While active you heal you for 20% of all direct damage done, your light and heavy attacks deal magic damage, deal an extra 777 Magic damage and have their range increased to 28 meters. Basic melee attacks and melee range weapon abilities have their range increased to 8 meters. When you heavy attack an enemy in melee range, you swing your spear around you, dealing damage to all nearby enemies.
        Developer Comment:
        The original ability felt lackluster compared to other ultimate's from different skill lines, this complete overhaul aims to give templar a unique offensive ultimate that's worth using. Due to the buffs that the ability has received, it now costs 170 Ultimate to use. For those who still want to sweep, it's still possible, just heavy attack in melee range and the animation will occur, dealing damage in a 360 degree area, just without the effects of the original.

        Templar is well known for their love of spears, so why not let them summon one for a little while?

        Since the ultimate has pretty much been changed from the ground up, it requires new animations while it is active. In the following wall of text I will detail the animations that I think would be best suited to light/ heavy attacks and various weapon abilities. The skills damage and effects remain the same as the attacks still use the stats of your equipped weapons. These animations are purely visual overhauls. If a skill is not mentioned then it remains unchanged or simply has the spear in place of the weapon.

        When the ultimate is activated, your equipped weapons become sheathed as you summon the spear in your right hand, holding it halfway up its shaft. Your left hand stays empty unless the animation description specifically mentions that both hands are being used. When the ultimate ends, the spear dissipates and you redraw your equipped weapons.
        • Ranged Light and Heavy attacks
          • Light attacks: just a quick throw of the spear. The spear dissipates when striking an enemy and reappears in your hand thereafter.
          • Heavy attacks: An animation similar to a javelin thrower, lining up the shot, drawing the spear back and throwing it. The spear dissipates when striking an enemy and reappears in your hand thereafter.
        • Bow
          • Melee Light Attacks: a quick one-handed jab with the spear.
          • Blocking: Same animation as blocking with a staff, just with the spear in place of a staff.
          • Vault (scribing): throw the spear down and jump back. when the jump is done the spear dissipates and reappears in your hand
          • snipe: Same animation as heavy attack, just sped up to match the skill.
          • Volley: same startup animation as spear shards, but when spear reaches it's apex it splits into tiny shards and rains down at the target location. after launching the spear a new one appears in your hands.
          • Scatter shot: same animation as the Piercing Javelin skill.
          • Arrow Spray: swing the spear in a small arc in front of you, sending out shards of light.
          • Poison Arrow: same animation as the Piercing Javelin skill.
        • Destruction Staff
          • Same animations for abilities, ultimate's and blocking, just with the spear in place of the staff.
          • Melee Light Attacks: a quick one-handed jab with the spear.
        • Dual Wield
          • Melee Light Attacks: a quick one-handed jab with the spear.
          • Melee Heavy Attacks: Swing the spear around you twice very quickly.
          • Blocking: Same animation as blocking with a staff, just with the spear in place of a staff.
          • Travelling knife (scribing): Flick the spear in front of you, sending out a shard of light that returns to the spear. The shard of light is a replacement texture for the traveling knife effect and does whatever it would do depending on the way that the skill was scribed.
          • Flurry: 4 extremely fast, short range jabs with the spear.
          • Twin Slashes: hold the spear with both hands and do 2 Quick slices with the tip of the spear.
          • Whirlwind: spin around, twirling the spear around your body as you do so.
          • Blade Cloak: The startup animation has you holding the spear above your head triumphantly, thereafter the same effects occur with the tiny knives being replaced with sharp shards of light. The visual effect persists until the ability is recast while the ultimate is not active or it expires.
          • Hidden Blade: An underhand toss of the spear at the target.
            • Flying Dagger: when you activate the ability again to jump at the target you perform the same animation as the Focused Charge skill.
            • Shrouded Daggers: The visual effect of the bouncing dagger is replaced by the spear. When you use the skill, a new spear appears in your hand. The spear that was launched dissipates after hitting all of its targets.
        • One Hand and Shield
          • Melee Light Attacks: A quick jab with the spear over the shield that you have positioned in front of you.
          • Blocking: Hold the spear next to your head and over the shield, classic phalanx stance.
          • Puncture: turn your torso to the left and perform an underhand thrust with the spear.
          • Low Slash: Swing the spear in a low arc from your left side.
          • Defensive Posture: Position the shield in front of you and aggressively slam the shaft of the spear into the shield like a drum.
          • Shield Charge:Hold the spear back when charging with the tip pointing downward.
        • Restoration Staff
          Same animations for abilities, ultimate's and blocking, just with the spear in place of the staff.
          • Melee Light Attacks: a quick one-handed jab with the spear.
        • Two Handed
          • Melee Light Attacks: Quickly swipe the spear in a horizontal arc in front of you with 1 hand.
          • Blocking: Same animation as blocking with a staff, just with the spear in place of a staff.
          • Uppercut: Draw the spear back with both hands and thrust in into the targets chest with an underhand strike.
          • Stampede: Same animation as the Focused Charge skill.
          • Cleave: Same animation as the melee heavy attack granted by this ultimate, as explained in its description.
          • Reverse slash: Spin around while twirling the spear around your body, slashing the target with a diagonal strike when you have finished spinning around.
          • Momentum: Same animation, but with the spear in place of the weapon.
        • Glorious Spear (morph)
          Deas physical damage. While active, you are immune to interrupts, immobilizations and snares
          Developer Comment:
          This change is meant more to create a Morph that favors Stamplars while still being useful for most builds. Templar's are rather slow in PVP already when mobility is king. being slowed down, interrupted or immobilized are usually death sentences in PvP, even more so for Templars. This change gives them a short window in which they can be very offensive without worrying too much about getting caught in someone's trap
        • Everlasting Spear (morph)
          Increase duration to 14 seconds.
    • Dawn's Wrath
      • Solar Flare
        Conjure a ball of solar energy to launch at an enemy, dealing 2323 Magic Damage granting you Empower for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
        Developer Comment:
        The cast time has been reduced to 0.5 seconds to bring it more in line with other with spammables with cast times. The travel time is now instant. Its light. The fastest thing we know of. Why does it have a travel time?! The Sunsphere buff has also been removed and been made part of the Illuminate passive. SInce it can now be cast faster the damage has been slightly nerfed (2323, down from 2404)
        • Dark Flare (Morph)
          Applies Minor Defile, reducing their healing received and damage shield strength by 6% for 4 seconds
          Developer Comment:
          Major Defile shouldn't be on a spammable, with the cast time being reduced and the travel time being made instant, the changes make up for the loss of Major Defile. The skill should now be more in line with other spammables
      • Backlash
        Summon an expanding beam of pure sunlight to doom an enemy, dealing 1227 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1412 Magic Damage to the enemy, which increases by 10% each time you deal damage to them, up to 200%. You can have only one Backlash active at a time. While slotted on either bar, you gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
        Developer Comment:
        Credit to @VinnyGambini and @MEBengalsFan2001for inspiring these changes, Click here and here respectively for their original posts

        Slight increase to base damage and the condition to reach maximum damage is now based on how many times you deal damage to the target instead of how much damage you deal to them. This change is designed to make it easier to reach the maximum damage in PvP. Major brutality/ Sorcery are now while slotted buffs. This change is made to give some more versatility to the class, giving healers and tanks the opportunity to get these buffs while still remaining viable
        • Power of the Light (morph)
          Deals physical damage and each hit of the ability applies the Sundered status effect. When Sundered ends the target is afflicted with Minor Breach, reducing their armour by 2974 for 3 seconds.
          Developer Comment:
          Sundered already applies Minor Breach, but the debuff falls off after 4 seconds and doesn't stay until the duration of the skill ends. Now minor breach is applied as soon as Sundered ends to keep the debuff on the target when the ability's delayed damage strike and to keep the debuff on the target until the ability can be recast again in a small window of opportunity.
          .
        • Purifying Light (morph)
          After the duration ends, you and allies in the area for 328 Health every second, over 10 seconds. You can have only one Purifying Light at a time.
          Developer Comment:
          The healing effect now ticks once every second instead of once every 2 seconds and the healing has been increased by 10% to give some more incentive to use this morph.
      • Eclipse
        Envelop yourself in a lightless sphere for 10 seconds to protect yourself, anytime you take direct damage you heal for 2066 Health. This effect can occur once every half second.
        Developer Comment:
        The original ability is pretty much useless and only used on one or two super niche builds, so this skill is now cast on you and uses the healing function of Living Dark without applying the snare.
        • Unstable Core
          Heal reduced to 1239. Whenever an enemy deals direct damage to you 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 sets them off balance and deals 1799 Magic Damage. The effects can activate once every 1 second per enemy. After landing their third strike, enemies can't be affected by Unstable core for 5 seconds
          Developer Comment:
          The original unstable core was extremely niche and not very useful. Now the skill is applied to yourself and attackers have to deal with various negative effects while you get a little bit of healing. The cooldown was added so that you wouldn't just be able to sit in the bubble while constantly doing damage. The stun on the third strike was also removed because random stuns can ruin combo's in PvP.
      • Radiant Destruction
        Burn an enemy with a ray of holy fire, dealing 3120 Magic Damage over 1.8 seconds. Deals up to 450% more damage to enemies below 50% Health. You restore up to 480 Magicka/Stamina per tick, based on the target's missing Health. Cost determined by highest max resource.
        Developer Comment:
        Templar is usually pushed into the Magicka direction, while Stamina builds are forced to use Magicka skills to remain viable. This change incorporates the resource return aspect of Radiant Glory in the base kill and morphs as well as having its cost determined by your highest resource, this change aims to help Stamina builds stay in the running with their Magicka counterparts. Something that likely jumped out at you was the nerf to the Scaling, going from 480% down to 450%. This is due to the change made with the Burning Light passive, which now deals more damage. The gap between damage done in pre-execute and execute phases has been lessened by these changes, giving Templar more consistent damage.
        • Radiant Glory
          Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 450% more damage to enemies below 50% Health. You heal for 17% of the damage inflicted.
        • Radiant Oppression
          Burn an enemy with a ray of holy fire, dealing 3219 Magic Damage over 1.8 seconds. Deals up to 470% more damage to enemies below 50% Health. The target has their movement speed reduced by 40% for 2 seconds.
          Developer Comment:
          The original only provided some extra damage and is often overlooked in PvP because the healing component of the other morph is usually too good to give up. With the addition of a snare, this ability could be quite handy in PvP, trading off some healing for a better chance to confirm a kill.
      • Enduring Rays (Passive)
        Increase the duration of debuffs that you apply by 1/2 seconds.
        Developer Comment:
        The original passive was generic and boring so it was scrapped, Instead, this passive aims to give Templar better uptimes with debuffs. Templar Tanks aren't great. The changes in this discussion do help to give them more to work with, but they still won't be DK or Arcanist levels of great. This change allows them to be a bit better in that role, being able to have slightly better uptimes than other classes. Dps and PvP builds will also be able to benefit from this since Templar usually does do a lot of buff-cycling and being able to keep an important debuff up could make a difference
      • Illuminate (Passive)
        Casting a Dawn’s Wrath ability while in combat grants you sunsphere, increasing your damage done with class abilities by 5% 6/12 seconds.
        Developer Comment:
        Since the original function of this passive was moved to the Prism passive, this passive now gives the same bonus that sunsphere used to, but it can proc off of any Dawn's Wrath skill rather than only one. This change was made to open up Templar's kit a little bit and add some more versatility with skills.
      • Prism (Passive)
        When you cast a Dawn’s Wrath ability, you and your group gain Minor Sorcery for 10/20 seconds, increasing your Spell Damage by 10%. If you are in combat, you also generate 2/3 Ultimate. This effect can occur once every 6 seconds.
        Developer Comment:
        Credit to @Billium813 for this change, click here for the original post.

        Dragonknight's Mountain's Blessing passive has a similar effect to what this passive now does. There is no reason for one class to get 1 passive where another needs 2 to achieve the same effect.
      • Nova (Ultimate)
        Call down a fragment of the sun, dealing 1452 Magic Damage every 1 second for 10 seconds. Enemies in the target area are afflicted with Major Maim, reducing their damage done by 10%. You or an ally near the fragment can activate the Gravity well synergy, dealing 2607 Magic Damage to all enemies in the area, pulling them in and stunning them for 3 seconds.
        Developer Comment:
        The original just felt like a worse version of Meteor. It dealt less damage, didn't last as long, cost more and only provided a synergy and an ok debuff. This change increases the aoe damage by 25% (it's a fragment of the sun, it should hurt to be near it), adds a massive pull in the form of a brand new synergy and lasts a smidge longer. The cost has also been reduced to 230 Ultimate because the original cost more than it was worth.

        Overall, it still deals slightly less damage than Meteor with the synergy included, The pull aspect of this ultimate was added to give a bit more utility in PvE. It can especially be useful in Trials/ dungeons with massive trash packs (Hel ra, Lucent Citadel, Sanctum Ophidia, Rockgrove etc.) that need to be wrangled. The pull would also be an enhanced pull, meaning that it can be used against some enemies that cant normally be pulled, such as elites, but not bosses/minibosses
        • Solar Nimbus (Morph)
          • Solar Disturbance Renamed Solar Nimbus
          • Call down fragments of the sun to swirl around you. Enemies in the area take 1193 Magic Damage every second for 10 seconds and are afflicted with Major Maim, reducing their damage done by 10%. You can activate the Gravity well synergy by activating the ability again, dealing 5215 Magic Damage to all enemies in the area, pulling them to you and stunning them for 3 seconds. This effect can occur once per cast.
            Developer Comment:
            Ability is now cast around you, using the same visual effect as the aoe around the sun fragment in the original and other morph. It deals less damage, but the synergy deals more damage to compensate. This morph can be used in PvE to pull enemies toward you or in PvP to set up burst/ bomb combo's
        • Solar Prison (Morph)
          Radius increased to 12 meters, Enemies in the area have their movement speed reduced by 60%.
    • Restoring Light
      • Healing Ritual
        Focus your spiritual devotion, healing you and nearby allies for 2352 Health and an additional 3162 health over 12 seconds.
        Developer Comment:
        The original Healing Ritual was very boring, just an aoe burst heal. Its still an aoe burst heal but it has an additional Hot attatched to it so that players can still wander off with the heal . The heal from the initial burst was reduced a bit to make way for the HOT component, which heals for a bit less than other HOT's. The reason for the slight reductions have to do with the buffs that the morphs provide, balancing the skill out.
        • Emboldening Prayer
          • Ritual of Rebirth renamed Emboldening Prayer.
          • Grants nearby allies Sunsphere for 12 seconds, increasing your damage done with class abilities by 5%.
          Developer Comment:
          Templar, following the paladin archetype, needs to be able to inspire their allies. What better way to do that than make them stronger? This change won't have too much of an effect in gameplay since a lot of a characters DPS comes from places other than their class abilities, but a damage buff is still a damage buff. It's also attached to a HOT which will be useful for healers
        • Hasty Prayer
          Grants Major expedition to you and nearby allies, increasing your movement speed by 30% for 4 seconds. When Major Expedition expires you and nearby allies gain Minor Expedition for 4 seconds, increasing your movement speed by 15%.
          Developer Comment:
          Minor Expedition can be sourced easily from many places, same with Major Expedition. The original skill was doing nothing special with it's little speed buff. The intention behind this change is mostly PvP focused where Major/Minor Expedition are sought after buffs and being able to get them from one skill is nice, even if the buffs aren't applied together.
      • Restoring Aura
        Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 20 seconds, increasing Health, Magicka, and Stamina Recovery by 15%. Affected allies that stand in your Cleansing Ritual, Rune Focus or Rite of Passage area effects do not gain Minor Endurance or Minor Intellect, instead they gain 1800 armour and regain 160 Magicka and Stamina every second.
        Developer Comment:
        Restoring Aura was only useful because it morphed into repentance. With arcanist's ring, Warden's mushrooms and Nightblade's path of darkness; this skill is pretty much obsolete, so a few changes were needed to make it viable.

        The first big change is that it now requires 2295 Magicka to cast. This change was made because the effects that this skill provide shouldn't be free. The second change is that it no longer grants recovery buffs when standing in your Cleansing Ritual, Rune focus or Rite of passage aoe's, instead they gain what is pretty much Sacred Ground lite. This is the biggest change and is designed to give Templar's an interesting group buff with a little flavor to put it back in the running with other healers. When affected allies leave your aoe's they get the recovery buffs back. The resources returned while inside the aoe's also give more resources than the recovery buffs could. These changes also incentivize players to stay close to the Templar, especially if they are a healer.

        Allies can't be affected by more than 1 instance or Radiant Aura (even if it is their own), this is to prevent players from getting both of the effects at once from 2 Templars.

        This skill is essentially an invitation to the party at Templar's house.
        • Radiant Aura
          Duration increased to 1 minute. You and allies within 5 meters of you do not gain Minor Endurance or Minor Intellect, instead gaining 1800 armor and regain 160 Magicka and Stamina every second. While you are standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects you gain the benefits of your Sacred Ground passive instead of the additional benefits of this skill.
          Developer Comment:
          As with the original, the duration is increased to 1 minute, but the area within a 5 metre radius of the Templar now acts as sacred ground that affected players can benefit from. This change is aimed a little towards PvP where standing still isn't really that great, so you can now take the effect with you to help allies on the move. You don't need sacred ground when you ARE the sacred ground.

          The Sacred Ground passive does not proc off of this aoe for you, you gain the effects the other affected players do, but you still need to be standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects to proc Sacred Ground. The additional effects are replaced by Sacred Ground when you meet the proc conditions, essentially replacing Sacred Ground lite with the real thing.
        • Repentance.
          Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 1800 Magicka and Stamina to you for each corpse nearby. Nearby allies also gain 600 Magicka and Stamina per corpse consumed. While slotted on either bar, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
          Developer Comment:
          Original skill was great for tanks and Stamplars, but it lacked versatility for other builds. By making the skill restore Magicka and Stamina, the skill can effectively used by Magicka builds too. The amount of resources restored have been lessened since it restores Mag and Stam. Since Templar is being remade to keep allies in the fight, allies get some resources back too. This will especially help in trash packs or massive fights in Cyrodiil.
      • Cleansing Ritual
        Exalt in the sacred light of the Aedra, cleansing up to 4 harmful effects from yourself immediately and healing you and nearby allies for 422 Health every second for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.
        Developer Comment:
        The cleanse aspect is mostly for PvP, but can be used situationally in PvE too. The problem is that negative effects are abundant in PvP and 2 effects aren't enough to deal with all of the effects. The "Cleanse" doesn't really cleanse much so now it cleanses 4 negative effects upon activation instead of 2. The healing tick rate has also been reduced to 1 second while keeping the total healing roughly the same because the 2 second delay makes the ability feel wonky and slow.
        • Extended Ritual (morph)
          Increase the duration to 30 seconds and cleanses 6 negative effects when activated. Every 5 seconds the area removes 1 negative effect from you and allies when standing in it.
          Developer Comment:
          As stated previously, negative effects in PvP are abundant so the amount of negative effects cleansed has been increased to 6, up from 5. The area now removes negative effects from you and allies standing in the ring once every 5 seconds over the duration. This change is just to give Templar a little more to give to the group in PvP as well as keep themself safer
        • Ritual of Retribution (morph)
          Exalt in the sacred light of the Aedra, cleansing up to 4 harmful effects from yourself immediately. While in the area, enemies take 435 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick. Allies in the area can activate the Purify synergy. cleansing all harmful effects from themselves and healing for 1912 Health.
      • Rune Focus
        Create a rune of celestial protection and gain Major Resolve for 24 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%. Cost determined by highest max resource.
        Developer Comment:
        The base skill remains mostly unchanged apart from that the radius is now 4 meters (Templar is supposed to build their house, not their shack) and that it's cost is determined by highest max resource. This change is to let Mag or Stam builds benefit from either morph since the resource recovery was moved to Sacred Ground.
        • Restoring Focus (morph)
          No longer restores resources over the duration.
          Developer Comment:
          Before anyone gets up in arms about the change, the resource recovery has been moved to the sacred ground passive to give Templars some more versatility. DPS and healers don't usually run this skill so being able to get the resources back from any area that grants Sacred Ground would help a lot with their usually poor sustain.
        • Channeled focus (morph)
          Conjure runes of celestial protection around you and gain Major Resolve for 24 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You heal for 619 health once every second, scaling off your Max Health.
          Developer Comment:
          Templar is designed to be a "Stand your ground" kind of character, but that limits it's mobility a lot, especially in PvP and solo content. This change makes it so that you conjure protective runes around your body, essentially allowing you to take Sacred Ground with you at the expense of healing. The cost has also been increased to 2700 Magicka/Stamina to bring it in line with other similar skills since it doesn't need to be recast as much.
      • Sacred Ground (Passive)
        While standing in your own Cleansing Ritual, Rune Focus or Rite of Passage area effects and for up to 5 seconds after leaving them you gain 1300/2600 armor and recover 121/242 Magicka and Stamina over the duration.
        Developer Comment:
        The original Sacred Ground was just ok, and only gave a little incentive to utilize it properly. Sacred ground should be a core part of Templars identity as the "stand your ground" or "hold the line" class. As such, it has recieved a major overhaul. It's original features were distributed to other passives (Balanced Warrior and Mending) so that the class doesn't lose those aspects. Instead, the new Sacred Ground gives armor and resource recovery. Since the armor was taken away from the Balanced Warrior passive you now get it from sacred ground. The resource recovery aspect was taken away from the rune skills to give Templar some versatility with build options. It also helps with Templar's notorious sustain issues. Due to the importance of this passive, it is now the first one you unlock in the Restoring Light skill line, swapping places with Mending.

        Templar no longer builds it's house, it builds it's fortress.
      • Mending
        Increase your healing done by up to 4/8% in proportion to the severity of the target's wounds. When you cast a Restoring Light ability you gain Minor Mending for 6/12 seconds, increasing your healing done by 8%.
        Developer Comment:
        The original passive granted a 6/12% increase to the effectiveness of your Restoring Light skills in proportion of your Targets wounds, but the restriction of only being able use Restoring Light skills was a little too restrictive. Now it increases your effectiveness by 4/8% with all healing, not just class heals. You also gain Minor Mending for 6/12 second after casting a Restoring Light ability. The passive is literally called "Mending", why wasn't Minor Mending on this originally?
      • Light Weaver
        When you heal yourself or an ally under 50% health, you grant them 1/2 ultimate This effect can occur once every second.
        Developer Comment:
        The original passive was too restrictive with it's requirements, so now it procs off of any healing (HOT's included) so long as the target being healed by you has less than 50% health. Allies can only be affected by 1 instance of Light Weaver so as to prevent crazy ulti-gen with multiple Templars.
      • Master Ritualist
        Increases your resurrection speed by 20%. Resurrected allies return to life with 100% Health. Increase the duration of buffs you apply by 1/2 seconds.
        Developer Comment:
        Templar can still res allies quickly because it fits with their theme of keeping allies in the fight, but the part with the soul gem interaction was scrapped since it was useless. Now you increase the duration of buffs you apply by 2 seconds. This will help Templar keep good uptimes on group buffs. Note that the extra time is added after effects that increase buff durations, for example: an 8 second buff would be increased to 11 seconds when using Jorvald's guidance [8*((100/100)+40)]. this passive would increase the duration of the buff to 13 [8*((100/100)+40)+2] seconds not 14 [(8+2)*((100/100)+40). This passive would also only apply to named buffs]
      • Right of passage
        Channel the grace of the gods, healing you and nearby allies for 2090 Health every second for 10 seconds. You and affected allies take 5% less damage for the duration.
        Developer Comment:
        Lets see what other classes get for their "Healing ultimate"
        • Dragonknight: limits damage to 3% of their max health and give allies a damage shield equal to their entire health bar.
        • Nightblade: Good burst heal with HOT component, Major Vitality and a damaging synergy that heals them for the damage caused.
        • Sorcerer: Healing field with negate, nullifying enemy aoe's.
        • Warden: super cheap healing zone that bursts the lowest health target up by a considerable amount, their passives also grant allies healed 10% extra max health.
        • Necromancer: straight up resurrect players.
        • Arcanist: strong healing zone that gives allies weapon and spell damage. Major Protection too.
        Meanwhile templar just gives a strong HOT while unable to do anything else. The version that heals half as much does give Major protection, but only to the caster and doesn't allow them to move at all. It's been talked about to death that this ultimate is bad. Everyone knows that it's situationally useful at best and falls behind almost all other class "Healing" ultimate's. The only saving grace is that its relatively cheap.

        Now it has a few changes to make it a bit more viable. The first change is that it has had it's healing reduced to 75% of it's original value. This is to make way for the unique source of damage reduction (the second change) and the fact that you can move eround and still act normally while the ability is doing it's thing (third change). ESO has an action-combat system so taking a players action out of the combat is weird to say the least. The fourth change is that you no longer have immunity to disabling effects. The strong HOT, damage reduction and the fact that you can act normally while the ultimate is active should be more than enough.

        The final change is the animation. Since you can now do things other than channel this ultimate, it needs a new animation. You can't just exude balls of light from your praying hands anymore. Instead, this ultimate has been given a 0.6 second cast time. In that time you perform an animation similar to the original, putting your hands together in the air while praying. When the cast time is complete, a single ball of light will travel to each of your allies within range and start to heal them over the duration. while active, you and allies gain a glowing effect around their bodies like the effect that was applied to the templar while channeling the original.
        • Protective incantation (morph)
          Channel the grace of the gods, healing you and nearby allies for 1527 Health every second for 10 seconds. You and affected allies take 10% less damage for the duration. If cast with 170 or more ultimate, you gain 50% damage reduction for the duration.
          Developer Comment:
          The healing is reduced to 55% the value of the original, but you and allies now gain 10% damage reduction rather than 5%. This morph is intended to be the more tanky morph with higher damage reduction for you if cast with 170 or more ultimate.

          The extra ultimate cost involved to get the additional buff cannot be reduced in any way.
        • Inspiring Incantation (morph)
          You and affected allies gain Major Force for 8 seconds if cast with 220 or more ultimate.
          Developer comment:
          This morph is designed with healers in mind. Having a Templar healer on your team can potentially open up an ultimate slot for the tank if they are using Warhorn, giving them more options and strategies. Major Force is a relatively rare buff but is essential for almost any fight and having more ways to get is a win in my book.

          The ultimate cost involved to get the buff is less than that of Warhorn, but Warhorn also gives more max resources, increasing damage further. the difference shouldn't be too noticable. With the Master Ritualist passive the duration of Major force would be increased to 10 seconds.

          The extra ultimate cost involved to get the additional buff cannot be reduced in any way.

    Congratulations if you made it through all that. Constructive criticism is welcome and appreciated, this is still a first draft kind of idea that requires refinement.
    Edited by The_Isatope8 on August 28, 2024 3:26PM
    Number 1 Templar apologist
    • Theist_VII
      Theist_VII
      ✭✭✭✭✭
      Good luck! Saw a few of those I liked.

      Any change away from the “for each enemy hit” on Sun Shield is a positive change!
    • BXR_Lonestar
      BXR_Lonestar
      ✭✭✭✭✭
      Your not wrong about the templar being in a rough spot, but I know a few templar players in PVP who are nigh unkillable, and they also get a LOT of kills without spamming radiant oppression. So at least some of this is L2P.

      That being said, IMO, its mainly stamplars that are worse off right now, as a magplar is still a formidable opponent. I would definitely like to see some skills reworked to offer better stam spec morphs. Stamplar sustain is also trash, and its stam morph (repentance) relies entirely on you being able to get your opponent on the ground quickly - and yet, they've nerfed the stamplar's best combos to get people on the ground early in a fight, so it seems some skills are out of line with the vision of the class as a whole. Complicating things further is the fact that there are so many mag skills that you want/need as a Stamplar that it makes sustain tricky because you cannot focus just on stam sustain. If they fixed these issues, I think Stamplar would be in a fairly decent spot.

      With respect to templars as healers, I don't think they are outclassed by any other classes. I think Warden and Templar are 1A and 1B in terms of healing output, and IMO, you want at least one Templar in any large group for that reason alone. They have top tier healing output, and their healing abilities are easier to use than the Warden's because they are less directional and more global in application. The only way that templars are outclassed as healers is the fact that their class kit provides relatively little utility to a group, as they can only provide minor buffs (minor sorcery, minor prophecy, minor breach), all of which can be obtained through other means. I would definitely like to see the templars provide a unique buff, even if it is as simple as providing a non-named defensive buff to all people that the templars heal - either an increase of resistance of, say 4,000, or a flat unnamed damage reduction buff of 5%. That may be less useful in PVE than in PVP, but it would still have its uses IMO. And I think a defensive buff like that would fit in with ethos of the class.

    • Syiccal
      Syiccal
      ✭✭✭✭✭
      Brutality and sorcery,
      That passive should 100% be removed from biting jabs and moved to sacred ground passive or base versions of ritual imo, I dont think it should be tied to an offensive skill as that doesn't help when on the back foot get your heals up.



    • The_Isatope8
      The_Isatope8
      ✭✭✭
      With respect to templars as healers, I don't think they are outclassed by any other classes. I think Warden and Templar are 1A and 1B in terms of healing output, and IMO, you want at least one Templar in any large group for that reason alone. They have top tier healing output, and their healing abilities are easier to use than the Warden's because they are less directional and more global in application. The only way that templars are outclassed as healers is the fact that their class kit provides relatively little utility to a group, as they can only provide minor buffs (minor sorcery, minor prophecy, minor breach), all of which can be obtained through other means. I would definitely like to see the templars provide a unique buff, even if it is as simple as providing a non-named defensive buff to all people that the templars heal - either an increase of resistance of, say 4,000, or a flat unnamed damage reduction buff of 5%. That may be less useful in PVE than in PVP, but it would still have its uses IMO. And I think a defensive buff like that would fit in with ethos of the class.

      Templar's definitely have massive healing output, but aren't great with group utility. The intention behind many of the changes to healing/ utility abilities were to add to Templar's theme of holding the line and allowing allies to do the same by keeping them in the fight with healing and resources. This would allow them to be better in unorganized groups/ pugs where sustain can be an issue for many people.

      The changes aren't meant to push them to the top spot as healers, just to give them more to work with than bigger heals
      Number 1 Templar apologist
    • MEBengalsFan2001
      MEBengalsFan2001
      ✭✭✭✭✭
      I like what I see but I have a feeling Templar will become too powerful in pvp. I think Beam execute damage needs to be lowered still. Maybe down to 400% vs 450% and 470%.
    • The_Isatope8
      The_Isatope8
      ✭✭✭
      I like what I see but I have a feeling Templar will become too powerful in pvp. I think Beam execute damage needs to be lowered still. Maybe down to 400% vs 450% and 470%.

      Fair enough, the Burning Light buff would do a lot of heavy lifting, but i still think that the beam should be one of their strongest tools. Maybe decreasing the execute scaling further while slightly increasing the base damage to give it more punch up front while still having roughly the same dps.

      Like I said, this whole thing is still a rough concept that needs further refinement so some flaws are bound to show up.

      Number 1 Templar apologist
    • MEBengalsFan2001
      MEBengalsFan2001
      ✭✭✭✭✭
      I like what I see but I have a feeling Templar will become too powerful in pvp. I think Beam execute damage needs to be lowered still. Maybe down to 400% vs 450% and 470%.

      Fair enough, the Burning Light buff would do a lot of heavy lifting, but i still think that the beam should be one of their strongest tools. Maybe decreasing the execute scaling further while slightly increasing the base damage to give it more punch up front while still having roughly the same dps.

      Like I said, this whole thing is still a rough concept that needs further refinement so some flaws are bound to show up.

      Sat down and what you recommend overall would break the class, especially stamplar. The 5% dmg bonus should be restricted to one skill and its morphs. That should stay where it’s at. Moving it so that any dawn skill can proc that would over empower the class. As for biting jabs, that buff along with the other buffs to the class is just to strong, especially in pvp. I rather see sunder effect that is currently on power of light move to biting jabs. Power of light should apply minor brittle to the target or minor force to the player making it a more useful debuff or buff.

      As for the resistance bonus with scared ground that would be to powerful with the class skill script. Maybe the original armor values from the spear line stays and scared ground offers a buff to blocking damage instead and a small increase to recovery. So 5%/10% blocking and 2%/4% increase in recovery.

      I wouldn’t touch ruin skills, I like what they offer as is. Sunsphere buff, I like the idea of that but instead how about minor berserk for 10 seconds or minor courage. Let’s buff Templar usefulness but keep the buffs offered within the normal available buffs/debuffs.

      Another thing I would like to see is one or two more debuffs either minor or major and one more buff.

      It’s a good start but the way it is now imo to powerful for pvp.
    • Asayas
      Asayas
      Soul Shriven
      Plar is just one of those classes which either is considered bad because it is hard to build correctly or simply requires strict sets or skills or completely broken because its toolkit is uncounterable. Current patch would probably be closer to the former. Templar however is currently more than playable on a BiS spec for PvP and even solo PvP. I can't argue for PVE as I don't play it. Aetheric Lancer next patch will also be a very interesting option. Plar is just not as beginner friendly as it used to be.

    • MEBengalsFan2001
      MEBengalsFan2001
      ✭✭✭✭✭
      Asayas wrote: »
      Plar is just one of those classes which either is considered bad because it is hard to build correctly or simply requires strict sets or skills or completely broken because its toolkit is uncounterable. Current patch would probably be closer to the former. Templar however is currently more than playable on a BiS spec for PvP and even solo PvP. I can't argue for PVE as I don't play it. Aetheric Lancer next patch will also be a very interesting option. Plar is just not as beginner friendly as it used to be.

      BiS, there is more than one way to play any class in pvp. You can be a troll tank, a 1vX, group build as a dps, healer or tank,, and there are debuff builds as well. Even within the healer build you have options on how to build up your character. There really isn’t a BiS gear in pvp.

      There is gear or skills that can takes any below average player and makes them better. For instance sorc with tarnished and ward. NB with tarnished and pick any other high damaging proc set. Getting kills using broken skill or gear isn’t skill.

      As for BiS, it depends more on a person play style and what they are trying to achieve in pvp.

    • Sleep724
      Sleep724
      ✭✭✭✭✭
      What’s the go-to offensive set for Rangeplars in pvp?
    • MEBengalsFan2001
      MEBengalsFan2001
      ✭✭✭✭✭
      Sleep724 wrote: »
      What’s the go-to offensive set for Rangeplars in pvp?

      I tried a bunch of different sets and anyway you slice it, Sorc, DK, Warden, NB, and Arcanist all do better with the same sets due to better burst potential from either buffs/debuffs and passive.

      Templars burst is sub par and requires a lot of setup that can easily be avoided.

      Right now for Templars you can use tarnished or deadly on the front bar, balorgh, wretched on the back bar, trainee and seducer or markyn.
    • Jabbs_Giggity
      Jabbs_Giggity
      ✭✭✭✭✭
      I like what I see but I have a feeling Templar will become too powerful in pvp. I think Beam execute damage needs to be lowered still. Maybe down to 400% vs 450% and 470%.

      Fair enough, the Burning Light buff would do a lot of heavy lifting, but i still think that the beam should be one of their strongest tools. Maybe decreasing the execute scaling further while slightly increasing the base damage to give it more punch up front while still having roughly the same dps.

      Like I said, this whole thing is still a rough concept that needs further refinement so some flaws are bound to show up.

      I think the biggest issue with Radiant is that it's a DoT execute, versus all other executes. The higher scaling and range is what makes it even worth using. I would like to see the scaling lowered and moved into an instant cast without a DoT. That being said, a higher scaling morph and a lower scaling morph + splash damage is the way to go.

      Agreed with nearly everything in OP's post - minus Nova. Nova needs to have higher upfront damage. Remove the synergy (at least from one morph) Synergy is pretty much null in PVP, as only Necro can self-activate synergies and PVP is too fast paced to rely on an ally to activate in time.

      As for Aedric Spear Ult - changes are good. I would personally rather see an Ult that gives two spears (one in each hand) that you can slam down into the ground for busted damage in AOE multiple times - the more ult you have, the more times you can use it like Sorcs Overload Ult. RUN AROUND WITH HEAVY GLOWING SPEARS AND SLAM THEM INTO THE GROUND FOR DAMAGE AROUND YOU CREATING HUGE SPARKS OF LIGHTNING FURY!!! bwahaha.

      Also, revert Jabs back to original animation and increase the damage 20% base. Force other classes to slot Evasion to counter. Why? Because F them.

      I hardly play my Stamplar anymore...smh...because other classes are just simply better and more fluent to play with. Templar is clunky, slow and is countered at every turn, easily.
    • Jabbs_Giggity
      Jabbs_Giggity
      ✭✭✭✭✭
      Sleep724 wrote: »
      What’s the go-to offensive set for Rangeplars in pvp?

      I tried a bunch of different sets and anyway you slice it, Sorc, DK, Warden, NB, and Arcanist all do better with the same sets due to better burst potential from either buffs/debuffs and passive.

      Templars burst is sub par and requires a lot of setup that can easily be avoided.

      Right now for Templars you can use tarnished or deadly on the front bar, balorgh, wretched on the back bar, trainee and seducer or markyn.

      Right now, I run Shattered Fate 5 pc front, Balorgh and Rallying on BB with Ice Staff. It's just okay...Better than Deadly (for PVP) but still Meh.

      As 90% of PVP is running perma shields, Templar just sucks.
    • Jabbs_Giggity
      Jabbs_Giggity
      ✭✭✭✭✭
      I like what I see but I have a feeling Templar will become too powerful in pvp. I think Beam execute damage needs to be lowered still. Maybe down to 400% vs 450% and 470%.

      Fair enough, the Burning Light buff would do a lot of heavy lifting, but i still think that the beam should be one of their strongest tools. Maybe decreasing the execute scaling further while slightly increasing the base damage to give it more punch up front while still having roughly the same dps.

      Like I said, this whole thing is still a rough concept that needs further refinement so some flaws are bound to show up.

      Sat down and what you recommend overall would break the class, especially stamplar. The 5% dmg bonus should be restricted to one skill and its morphs. That should stay where it’s at. Moving it so that any dawn skill can proc that would over empower the class. As for biting jabs, that buff along with the other buffs to the class is just to strong, especially in pvp. I rather see sunder effect that is currently on power of light move to biting jabs. Power of light should apply minor brittle to the target or minor force to the player making it a more useful debuff or buff.

      As for the resistance bonus with scared ground that would be to powerful with the class skill script. Maybe the original armor values from the spear line stays and scared ground offers a buff to blocking damage instead and a small increase to recovery. So 5%/10% blocking and 2%/4% increase in recovery.

      I wouldn’t touch ruin skills, I like what they offer as is. Sunsphere buff, I like the idea of that but instead how about minor berserk for 10 seconds or minor courage. Let’s buff Templar usefulness but keep the buffs offered within the normal available buffs/debuffs.

      Another thing I would like to see is one or two more debuffs either minor or major and one more buff.

      It’s a good start but the way it is now imo to powerful for pvp.

      You know nothing....

      Many of the other classes already have similar tool-kits to what the OP wrote out as a rework. The big fat bottom line is ZOS will never touch Templar again. This is evident that EVERY patch note since U35 has had maybe 1-2 lines referencing Tempalr, and is usually a visual bug fix.

      Templar actually does need this rework. Jabs originally did have penetration, got deleted. Dark Flare empower had meaning, then they changed it to a PVE skill only affecting Heavy attacks. PotL used to be our execute over JBeam, got nerfed to another game and Templar burst to get us into execute was gone, just like that.

      I've recently been killed 100-0 in 1 GCD by a NB using Tarnished and (Name other proc set) usually resulting in 15-17K Merciless and 12-15K Incap. Don't sit there and berate the OP that "This would be broken...uhhhh gag gag durp durp"

      Sorcs are hitting 5-7K Curses and 9K Frags on top of Tarnished and 6K executes that linger on you until you're in range. All while healing up to full from execute range with their Shield + Heal after being spammed with 5 Jbeams at 5% health, then streak away like Will Farrel through the Quad and into the Gymnasium.

      DK's will just Fossil you and Coag to full then Whip you in to the dirt. And for some reason still be able to outrun a Stam sorc now too...weird

      Necros will come in and just drop their ult and you go bye bye.

      Wardens...well their annoying as roleplayers that just won't die. Or stand on a bridge and frozen gate you into the fish, or will stand on a keep wall and frozen gate their buddies from other alliances into a keep.

      Just shhhh bro.
    • The_Isatope8
      The_Isatope8
      ✭✭✭
      You know nothing....

      Many of the other classes already have similar tool-kits to what the OP wrote out as a rework. The big fat bottom line is ZOS will never touch Templar again. This is evident that EVERY patch note since U35 has had maybe 1-2 lines referencing Tempalr, and is usually a visual bug fix.

      Templar actually does need this rework. Jabs originally did have penetration, got deleted. Dark Flare empower had meaning, then they changed it to a PVE skill only affecting Heavy attacks. PotL used to be our execute over JBeam, got nerfed to another game and Templar burst to get us into execute was gone, just like that.

      I've recently been killed 100-0 in 1 GCD by a NB using Tarnished and (Name other proc set) usually resulting in 15-17K Merciless and 12-15K Incap. Don't sit there and berate the OP that "This would be broken...uhhhh gag gag durp durp"

      Sorcs are hitting 5-7K Curses and 9K Frags on top of Tarnished and 6K executes that linger on you until you're in range. All while healing up to full from execute range with their Shield + Heal after being spammed with 5 Jbeams at 5% health, then streak away like Will Farrel through the Quad and into the Gymnasium.

      DK's will just Fossil you and Coag to full then Whip you in to the dirt. And for some reason still be able to outrun a Stam sorc now too...weird

      Necros will come in and just drop their ult and you go bye bye.

      Wardens...well their annoying as roleplayers that just won't die. Or stand on a bridge and frozen gate you into the fish, or will stand on a keep wall and frozen gate their buddies from other alliances into a keep.

      Just shhhh bro.

      No, he has a point, the changes proposed in this draft are a bit much damage wise. The single target change to jabs should do plenty to counter evasion in PvP and the Burning Light changes will give them more up front damage in PvE. I think that the beam nerf is justified and it should still be a channel. It is the strongest execute in game and as such needs a way to be countered; that counter being that it's interruptible. In hindsight the change to the Illuminate passive was also not great. Sunsphere should still be confined to 1, maybe 2, skills.

      I also would like to change how Repentance works so that it doesn't consume corpses, that's Necro's thing and having it on plar feels strange. Biting jabs might need some work too, maybe replacing the passive penetration with crit buffs or a longer snare. I don't know yet but it is quite powerful as it stands in this draft.
      Number 1 Templar apologist
    • ESO_Nightingale
      ESO_Nightingale
      ✭✭✭✭✭
      ✭✭✭✭
      i mostly skimmed through, i'm not much of a templar player, but i like some of the changes listed in here. backlash is good. i think it giving the major sorc/brutality buff is hands down the best change from what i read. that'd be awesome. skill deserves some help and i think that'd be way better than biting jabs doing it.
      PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    • The_Isatope8
      The_Isatope8
      ✭✭✭
      i mostly skimmed through, i'm not much of a templar player, but i like some of the changes listed in here. backlash is good. i think it giving the major sorc/brutality buff is hands down the best change from what i read. that'd be awesome. skill deserves some help and i think that'd be way better than biting jabs doing it.

      The backlash changes aren't wholly original, what I present in the post is a combination of ideas from @VinnyGambini and @MEBengalsFan2001Clickhere and here respectively for their original posts.
      Number 1 Templar apologist
    • ESO_Nightingale
      ESO_Nightingale
      ✭✭✭✭✭
      ✭✭✭✭
      i mostly skimmed through, i'm not much of a templar player, but i like some of the changes listed in here. backlash is good. i think it giving the major sorc/brutality buff is hands down the best change from what i read. that'd be awesome. skill deserves some help and i think that'd be way better than biting jabs doing it.

      The backlash changes aren't wholly original, what I present in the post is a combination of ideas from @VinnyGambini and @MEBengalsFan2001Clickhere and here respectively for their original posts.

      I parrot ideas i hear that i think are good as well. I respect that you list the owners of that idea since it helps to build a sense of community with like minded people. Keep fighting the good fight.
      PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    • thepandalore
      thepandalore
      ✭✭✭
      Those are great. There are a few things I would change/add to the PVE tanking kit; the ideas are listed below, and I won't pretend I'm the only one to have thought of them. As it stands, the group utility brought by a naked PVE tankplar is limited to:
      1. Minor Sorcery from Illuminate
      2. Minor Endurance, Fortitude, and Intellect from Radiant Aura [these are all provided by Zenas Disc, and Zenas also provides minor courage]
      3. Major Maim and a minute chance for 4s of Minor Magicksteal from Nova [Major Maim is automatically provided by frost clench; frost clench also has the same minute chance to apply Minor Magicksteal].
      4. Major Defile from Dark Flare [if it's even effective in PVE, this can also be provided by a Warden's Corrupting Pollen, which also provides cowardice and heals allies]

      With changes like the ones below, PVE Templar tanks could natively contribute the average group utility afforded natively by tanks of other classes:
      1. Minor Sorcery from Illuminate
      2. Minor Endurance, Fortitude, and Intellect from Radiant Aura
      3. Major Brittle and Major Cowardice from Nova
      4. Native Taunt and Major Maim by way of a change to Binding Javelin.
      5. Minor Cowardice by way of a small change to Toppling Charge.
      6. MInor Savagery or Minor Toughness by way of a change to Blazing Spear and Luminous Shards
      7. Minor then Major Brittle by way of a change to Unstable Core
      8. 1 tick of Minor Heroism to healed allies with a change to Ritual of Rebirth
      9. Major Resolve and Minor Evasion by way of a change to Channeled Focus

      AEDRIC SPEAR
      • Binding Javelin
        Hurl your spear at an enemy with godlike strength, dealing 1393 Physical Damage, Taunting them for 15 seconds, and stunning them for 4 seconds. This ability ignores the enemy's Resistances and cannot be blocked. Non-player enemies receive Major Maim if they cannot be stunned.
        Comments:
        Adds taunt functionality to the PVE Tankplar while triaging the Tankplar's debuff kit to include behavior similar to other taunts. The duration aligns with other skills, and limitation to non-player enemies that cannot be stunned is intended to leave PVP balance untouched while contributing meaningfully to encounters with bosses and other elite enemies.
      • Toppling Charge
        Charge with your divine lance to impale an enemy, dealing 1438 Magical Damage. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted. A non-player target that cannot be stunned is afflicted with minor Cowardice for 10 seconds.
        Comments:
        Trading Major Protection for Major Cowardice seems like a fair trade.
      • Blazing Spear
        Send your spear into the heavens to bring down a shower of divine wrath, dealing 2339 Magic Damage to enemies in the area and an additional 181 Magic Damage every 1 second for 10 seconds. Enemies entering the area are buffeted by holy fire, reducing their movement speed by 40% for 4 seconds. You or an ally near the spear can activate the Holy Shards synergy, granting Minor Savagery to nearby allies for 10 seconds.
        Comments:
        Replaces immobilization with movement speed reduction, adding Minor Savagery to the Tankplar's kit via synergy from group.
      • Luminous Shards
        Send your spear into the heavens to bring down a shower of divine blessing, healing allies for 5,809 Health and an additional 410 Health every 1 second for 10 seconds. Non-player enemies entering the area are blinded, immobilizing them for 4 seconds. An ally near the spear can activate the Blessed Shards synergy, which restores 3960 Magicka and Stamina and grants Minor Toughness to nearby allies for 10 seconds.
        Comments:
        Changes the functionality of this ability to an AOE HoT which yields HPS similar to Warden's Budding Seeds, roughly 991 unbuffed HPS. Adds Minor Savagery to the Tankplar/Healplar toolkit on synergy.

        Tankplars & Healplars would have a choice to either buff the group or debuff enemies. Synergy names have been switched for thematic consistency.

      DAWN'S WRATH
      • Nova
        Call down a fragment of Magnus, dealing 1191 Magic Damage every 1 second for 10 seconds to enemies in the area, pulling enemies within 12 meters to the fragment, applying Hindrance for 6 seconds. Enemies within 12 meters are afflicted with Major Cowardice and Major Brittle, reducing their Weapon and Spell Damage by 430 and increasing Critical Damage taken by 20%. An ally near the fragment can activate the Supernova synergy, causing a 12 meter explosion that deals 2207 Magic Damage to all enemies in the area and afflicts them with the Burning condition.
        Comments:
        Nova now has a gravitational effect on enemies in an area and increases the amount of damage done to bring it up to par with other damaging ults. Instead of applying the freely available Major Maim, Nova now applies Major Cowardice and Major Brittle, Hinders enemies for a short time. The Supernova synergy explodes with slightly less damage, but applies burning to all enemies in the area.
      • Solar Prison
        Call down a fragment of Magnus, dealing 1191 Magic Damage every 1 second for 10 seconds to enemies in the area, pulling enemies within 12 meters to the fragment, stunned for 4 seconds, and Hindered for 10 seconds. Enemies within 12 meters are afflicted with Major Cowardice and Major Brittle, reducing their Weapon and Spell Damage by 430 and increasing Critical Damage taken by 20%. Enemies that cannot be crowd-controled receive Fracture for the duration. An ally near the fragment can activate the Gravity Crush synergy, locking all enemies to the ground regardless of size and afflicting them with Fracture and Major Breach.
        Comments:
        Solar Prison increases the gravitational effects on enemies while slightly decreasing the amount of damage done. Enemies are stunned, hindered, debuffed, and a synergy applies an effect to all enemies like the one available in Maelstrom and Bedlam Veil. Adds Fracture to enemies that cannot be affected by the first CC.
      • Solar Disturbance
        Call down a fragment of Magnus, dealing 1331 Magic Damage every 1 second for 10 seconds to enemies in the area, pulling enemies within 12 meters to the fragment, applying Hindrance for 6 seconds. Enemies within 12 meters are afflicted with Major Cowardice and Major Brittle, reducing their Weapon and Spell Damage by 430 and increasing Critical Damage taken by 20%. An ally near the fragment can activate the Supernova synergy, causing a 16 meter explosion that deals 2807 Magic Damage to all enemies in the area and afflicts them with the Burning and Sundered conditions.
        Comments:
        Increases the damage of the ult, increase the size and damage of the final explosion, applies both burning and sundered to all enemies affected.
      • Unstable Core
        Imbue an enemy with an unstable fragment of Magnus, enveloping them in a lightless sphere for 5 seconds and harming them with growing intensity every time they deal damage, up to three times. Their first attack causes Fracture for 5 seconds and 449 Physical Damage, their second attack causes Minor Brittle for 5 seconds and 898 Physical Damage, and their third attack causes Major Brittle for 5 seconds and 1799 Physical Damage. Effects and damage can be incurred by target once every 1.5 seconds. After receiving the third effect, enemies cannot be affected by Unstable Core for 10 seconds.
        Comments:
        Retains the lack of healing, replaces movement pentalties with escalating harm, adding conceptually related debuffs to the skill and to the Tankplar kit overall. Increases the period of time over which effects can be applied, keeping the theoretical maximum of Brittle uptimes competitive with Colorless Pool.

      RESTORING LIGHT
      • Ritual of Rebirth
        Focus your spiritual devotion, healing you and nearby allies for 2614 Health. You heal a single ally outside this ability's radius for an additional 2700 Health. Healed allies gain Minor Heroism for 1.5 seconds.
        Comments:
        Most effective Minor Heroism in the game lasts for 4 ticks on a single target. One tick on multiple targets isn't negligible but shouldn't be enough break balance.
      • Channeled Focus
        Create a large rune of celestial protection that grants Major Resolve and Minor Evasion to you and your allies for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948 and reducing damage taken by 10%. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health.
        Comments:
        Converts this morph into a group utility ability, eliminates resource recovery, and reduces healing done.
      • Restoring Focus
        Create a large rune of celestial restoration for 20 seconds. You and your allies recover 363 Magicka and Stamina every 1 second over the duration. While the rune is active you heal for 620 Health every 1 second, scaling off your Max Health. Standing within the rune increases the recovery and healing done by 50%.
        Comments:
        Migrates recovery and more healing to Restoring Focus, converting this morph into another group utility ability for use by Tankplars or Healplars. The numbers are probably a little fudgy, but diverging the morphs into a choice between healing/recovery and major buffs makes the choice feel more significant than choosing between a few extra seconds of resolve and a few more points of health. Putting mag and stam recovery on the same ability better aligns with the hybridization changes made a few patches ago.
      Edited by thepandalore on August 23, 2024 7:15PM
    • Navaac223
      Navaac223
      ✭✭✭
      Those are great. There are a few things I would change/add to the PVE tanking kit; the ideas are listed below, and I won't pretend I'm the only one to have thought of them. As it stands, the group utility brought by a naked PVE tankplar is limited to:
      1. Minor Sorcery from Illuminate
      2. Minor Endurance, Fortitude, and Intellect from Radiant Aura [these are all provided by Zenas Disc, and Zenas also provides minor courage]
      3. Major Maim and a minute chance for 4s of Minor Magicksteal from Nova [Major Maim is automatically provided by frost clench; frost clench also has the same minute chance to apply Minor Magicksteal].
      4. Major Defile from Dark Flare [if it's even effective in PVE, this can also be provided by a Warden's Corrupting Pollen, which also provides cowardice and heals allies]

      With changes like the ones below, PVE Templar tanks could natively contribute the average group utility afforded natively by tanks of other classes:
      1. Minor Sorcery from Illuminate
      2. Minor Endurance, Fortitude, and Intellect from Radiant Aura
      3. Major Vulnerability and Major Cowardice from Nova
      4. Native Taunt and Major Maim by way of a change to Binding Javelin.
      5. Minor Cowardice by way of a small change to Toppling Charge.
      6. MInor Savagery or Minor Toughness by way of a change to Blazing Spear and Luminous Shards
      7. Minor then Major Brittle by way of a change to Unstable Core
      8. 1 tick of Minor Heroism to healed allies with a change to Ritual of Rebirth
      9. Major Resolve and Minor Evasion by way of a change to Channeled Focus

      AEDRIC SPEAR
      • Binding Javelin
        Hurl your spear at an enemy with godlike strength, dealing 1393 Physical Damage, Taunting them for 15 seconds, and stunning them for 4 seconds. This ability ignores the enemy's Resistances and cannot be blocked. Non-player enemies receive Major Maim if they cannot be stunned.
        Comments:
        Adds taunt functionality to the PVE Tankplar while triaging the Tankplar's debuff kit to include behavior similar to other taunts. The duration aligns with other skills, and limitation to non-player enemies that cannot be stunned is intended to leave PVP balance untouched while contributing meaningfully to encounters with bosses and other elite enemies.
      • Toppling Charge
        Charge with your divine lance to impale an enemy, dealing 1438 Magical Damage. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted. A non-player target that cannot be stunned is afflicted with minor Cowardice for 10 seconds.
        Comments:
        Trading Major Protection for Major Cowardice seems like a fair trade.
      • Blazing Spear
        Send your spear into the heavens to bring down a shower of divine wrath, dealing 2339 Magic Damage to enemies in the area and an additional 181 Magic Damage every 1 second for 10 seconds. Enemies entering the area are buffeted by holy fire, reducing their movement speed by 40% for 4 seconds. You or an ally near the spear can activate the Holy Shards synergy, granting Minor Savagery to nearby allies for 10 seconds.
        Comments:
        Replaces immobilization with movement speed reduction, adding Minor Savagery to the Tankplar's kit via synergy from group.
      • Luminous Shards
        Send your spear into the heavens to bring down a shower of divine blessing, healing allies for 5,809 Health and an additional 410 Health every 1 second for 10 seconds. Non-player enemies entering the area are blinded, immobilizing them for 4 seconds. An ally near the spear can activate the Blessed Shards synergy, which restores 3960 Magicka and Stamina and grants Minor Toughness to nearby allies for 10 seconds.
        Comments:
        Changes the functionality of this ability to an AOE HoT which yields HPS similar to Warden's Budding Seeds, roughly 991 unbuffed HPS. Adds Minor Savagery to the Tankplar/Healplar toolkit on synergy.

        Tankplars & Healplars would have a choice to either buff the group or debuff enemies. Synergy names have been switched for thematic consistency.

      DAWN'S WRATH
      • Unstable Core
        Imbue an enemy with an unstable fragment of Magnus, enveloping them in a lightless sphere for 5 seconds and harming them with growing intensity every time they deal damage, up to three times. Their first attack causes Fracture for 5 seconds and 449 Physical Damage, their second attack causes Minor Brittle for 5 seconds and 898 Physical Damage, and their third attack causes Major Brittle for 5 seconds and 1799 Physical Damage. Effects and damage can be incurred by target once every 1.5 seconds. After receiving the third effect, enemies cannot be affected by Unstable Core for 10 seconds.
        Comments:
        Retains the lack of healing, replaces movement pentalties with escalating harm, adding conceptually related debuffs to the skill and to the Tankplar kit overall. Increases the period of time over which effects can be applied, keeping the theoretical maximum of Brittle uptimes competitive with Colorless Pool.

      RESTORING LIGHT
      • Ritual of Rebirth
        Focus your spiritual devotion, healing you and nearby allies for 2614 Health. You heal a single ally outside this ability's radius for an additional 2700 Health. Healed allies gain Minor Heroism for 1.5 seconds.
        Comments:
        Most effective Minor Heroism in the game lasts for 4 ticks on a single target. One tick on multiple targets isn't negligible but shouldn't be enough break balance.
      • Channeled Focus
        Create a large rune of celestial protection that grants Major Resolve and Minor Evasion to you and your allies for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948 and reducing damage taken by 10%. While the rune is active you heal for 319 Health every 1 second, scaling off your Max Health.
        Comments:
        Converts this morph into a group utility ability, eliminates resource recovery, and reduces healing done.
      • Restoring Focus
        Create a large rune of celestial restoration for 20 seconds. You and your allies recover 363 Magicka and Stamina every 1 second over the duration. While the rune is active you heal for 620 Health every 1 second, scaling off your Max Health. Standing within the rune increases the recovery and healing done by 50%.
        Comments:
        Migrates recovery and more healing to Restoring Focus, converting this morph into another group utility ability for use by Tankplars or Healplars. The numbers are probably a little fudgy, but diverging the morphs into a choice between healing/recovery and major buffs makes the choice feel more significant than choosing between a few extra seconds of resolve and a few more points of health. Putting mag and stam recovery on the same ability better aligns with the hybridization changes made a few patches ago.
      Leave necro alone, major vuln was supposed to be its thing :cry:

      Edited by Navaac223 on August 23, 2024 1:21PM
    • thepandalore
      thepandalore
      ✭✭✭
      Leave necro alone, major vuln was supposed to be its thing :cry:

      Archdruid Devyric has entered the chat

      You're right though, I was just throwing debuffs at the board with that specific ability. I've made an edit that leans into the Magnus of it all.
      Edited by thepandalore on August 23, 2024 4:54PM
    • Zama666
      Zama666
      ✭✭✭✭
      Interesting, but this game always has dynamic meta classes/builds. That is the fun of it.
      The Templar will have it's day again.

      It allows me to change my playstyle especially in PvP. PVE...no concerns.

      I would rather see one or two abilities buffed. Or more sets that are more specific to class or ability

      All classes will want advantages, then we just escalate into an arms race.

      Constantly have to change tactics and my build...I like that.

      So, I am not against what you have posted, and see a LOT of thought into it. And love reading about it!

      Thank you, and BEAM THEM DOWN SCOTTIE!!!!!!
    • ElderSmitter
      ElderSmitter
      ✭✭✭✭✭
      I love my Templar DPS and Tank. I easily do over 100k dps.. I can Tank any situation while carrying the group if needed and offer plenty of Debuffs and Buffs. I do not need the Healer to heal me so it allows the Healer to focus on DPS. The only thing i would do is offer another Buff to other classes is passives.. I really think if you know how to build a templar it is so much fun... In Trials i average 12% to 20% DPS and in Vet dungeons many times i am 50%-80% Which is too high but i do not care what the others bring to the table. If the Tank cannot handle it and leaves I switch to Tank and carry the group that way. It is really just how to learn the builds that work best with each class. I do wish they would offer Major Bezerk upon activating Power of the Light for 5 seconds. That would be a huge boon for Templars!

      Nice post!

      Regards

      Elder..
    • Syiccal
      Syiccal
      ✭✭✭✭✭
      I love my Templar DPS and Tank. I easily do over 100k dps.. I can Tank any situation while carrying the group if needed and offer plenty of Debuffs and Buffs. I do not need the Healer to heal me so it allows the Healer to focus on DPS. The only thing i would do is offer another Buff to other classes is passives.. I really think if you know how to build a templar it is so much fun... In Trials i average 12% to 20% DPS and in Vet dungeons many times i am 50%-80% Which is too high but i do not care what the others bring to the table. If the Tank cannot handle it and leaves I switch to Tank and carry the group that way. It is really just how to learn the builds that work best with each class. I do wish they would offer Major Bezerk upon activating Power of the Light for 5 seconds. That would be a huge boon for Templars!

      Nice post!

      Regards

      Elder..

      What you running DPS/tank in dungeons
    • Turtle_Bot
      Turtle_Bot
      ✭✭✭✭✭
      ✭✭
      Had a chance to mess around with (stam) templar just now, a few things I observed:

      1. Sustain is an issue, but the nerf to undeath making vamp less mandatory does help with this via the reduced costs.
      2. Healing is good.
      3. Utility is strange, it is good, but hard to slot enough of it due to plar suffering a similar fate to pre-buff sorcerer where it has only 1 utility/secondary effect on most of its abilities instead of multiple effects like the newer classes and NB.
      4. Damage outside of execute is just bad, especially with the prevalence of evasion and new/easier to acquire sources of mitigation constantly being added, but execute damage is insane.

      Some ideas to hopefully address these issues:
      Restoring Light:
      • Rune Focus
        Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical and Spell Resistance by 5948.
        While the Rune is active, you heal for 319 health every 1 second, scaling off your Max Health. Standing within the Rune increases the healing done by 200%.
        • Channeled Focus
          Create a rune of celestial protection and gain Major Resolve for 35 seconds, increasing your Physical and Spell Resistance by 5948. You also recover 242 Magicka and 141 Stamina every 1 second over the duration.
          While the Rune is active, you heal for 319 health every 1 second, scaling off your Max Health. Standing within the Rune increases the healing done by 200%.
        • Restoring Focus
          Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical and Spell Resistance by 5948. You also recover 242 Stamina and 141 Magicka every 1 second over the duration.
          While the Rune is active, you heal for 413 health every 1 second, scaling off your Max Health. Standing within the Rune increases the healing done by 200%.
        Comments
        The nerf to undeath makes a very noticeable difference to templars sustain, but it is still slightly behind where it should be, especially for the off-resource that templars rely on a lot. Being able to run as a human goes a long way to bringing plars sustain almost back to comfortable levels, but to reach a level where sustain is possible without requiring over-investment into it, we have added the resource restore to this ability and morphs, at half value. We have also increased the duration of this ability and morphs to allow the templars house to last longer.
      • Cleansing Ritual
        • Extended Ritual
          Exalt in the sacred light of the Aedra, cleansing up to 5 negative effects from yourself immediately healing you and nearby allies for 844 health every 2 seconds for 30 seconds. Every second time you are healed by the ritual, you cleanse 1 negative from yourself.

          Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 health.
        • Ritual of Retribution
          Exalt in the sacred light of the Aedra, cleansing up to 3 negative effects from yourself immediately. While in the area and for 4 seconds after leaving the area, enemies take 435 Magic every 2 seconds for 20 seconds which increases by 15% per tick.

          Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 health.
        Comments
        With the prevalence of status effects and debuffs being added to skills via scribing, sets and abilities like elemental susceptibility, we have decided to allow extended ritual to provide additional cleanses over its duration to help templars shed those pesky effects. At the same time, Ritual of retribution has had its damage increased for those enemies that decide to stay inside it, while also allowing it to continue its damage for a couple of ticks once those enemies leave so that it doesn't just fall away as soon as they leave. It is supposed to be retribution after all.
      • Restoring Aura
        As a Champion to the cause of divine glory to provide Minor Endurance, Minor Fortification and Minor Intellect to nearby allies for 10 seconds whenever they are healed by you. While slotted on either bar you gain these effects.
        • Radiant Aura
          As a Champion to the cause of divine glory, whenever you heal yourself or an ally, you provide Minor Endurance, Minor Fortification, Minor Intellect and Minor Courage for 10 seconds, increasing Health, Magicka and Stamina recovery by 15% and weapon and spell damage by 215. While slotted on either bar you gain these effects.
        • Repentance
          Consecrate your soul and the souls of those around you applying the Consecrated buff to yourself and nearby allies. Any Consecrated ally that you heal is healed for an additional 1200 health and restores 150 Magicka and Stamina. This effect can only be applied to a target once every 2 seconds.
          While slotted on either bar you gain Minor Endurance, Minor Fortification and Minor Intellect increasing your Health, Magicka and Stamina recovery by 15%.
        Comments
        We have upgraded this ability and morphs to reflect how other classes that provide these buffs do so with abilities that also have other uses.
        Radiant aura now provides minor courage on top of the recovery buffs and will do so whenever the caster heals themselves or an ally.
        With the necromancer revolving around corpses and death, it felt strange to have templars stepping into that niche too. We have decided to significantly lower the amount of health, magicka and stamina restored, but instead of requiring purifying the souls of the dead, you now aim to do so when purifying the souls of the living, while they still live.

      Aedric Spear:
      • Puncturing Strikes
        Launch a relentless assault, striking enemies in front of you 3 times with your Aedric Spear. The spear deals 951 Magic Damage to the closest enemy and 494 Magic Damage to all other enemies.

        Each strike Reduces the Movement Speed of the nearest enemy 40% for 0.5 seconds.

        The damage of this ability and morphs that hits the nearest target has been changed to Single Target damage. The damage of this ability will now function similar to how Haunting Curse used to function where the initial target is hit by single target damage and nearby enemies are hit with Area damage.
        • Biting Jabs
          Launch a relentless assault, striking enemies in front of you 3 times with your Aedric Spear. The spear deals 983 Physical Damage to the closest enemy and 640 Physical Damage to all other enemies. This damage increases by 5% for each strike.

          Each strike Reduces the Movement Speed of the nearest enemy 40% for 1.5 seconds.
        • Puncturing Sweep
          Launch a relentless assault, striking enemies in front of you 3 times with your Aedric Spear. The spear deals 983 Magic Damage to the closest enemy and 494 Magic Damage to all other enemies.

          Each strike Reduces the Movement Speed of the nearest enemy 40% for 0.5 seconds. Enemies hit by all 3 strikes are afflicted with the Hemorrhaging Status effect. You heal for 25% of the damage done.
        Comments
        To better reflect the loss of the 4th strike, we have rescaled this ability and morphs. The base damage has been increased by 7% and we have changed the damage that hits the nearest target to single target damage due to how easy the evasion buff has become to acquire via the Arcanist and scribing.
        Biting Jabs no longer grants Major Brutality and Major Sorcery, instead the damage now increases by 5% for each successive strike and the snare has had its duration tripled.
        Puncturing Sweep has had its heal reduced to 25% (down from 33%), but now always applies the Hemorrhaging Status effect to enemies hit by all 3 strikes.
      • Radial Sweep
        This ability and morphs now grant Major Brutality and Major Sorcery while slotted on either bar.
        Comments
        Due to how awkward it was to have this buff only on a single morph of puncturing strikes, we have removed it from there and added it to this ability while slotted on either bar, allowing magicka templars to no longer need to outsource this basic buff from out-of-class abilities.

      Dawn's Wrath:
      • Sun Fire
        This ability and morphs now also grant Empower for 20 seconds, increasing the damage of your Heavy Attacks against monsters by 70%
        Enemies hit by the initial hit of this ability and morphs will now also be afflicted with the Burning Status effect.
        Comments
        Empower is very awkward on Solar Flare so we have moved it to this ability instead as this ability is better suited to PvE content with it's long duration sustained damage. We have also added the burning status to the initial hit of this ability to put it on par with trap beast from the fighter guild skill line.
      • Solar Flare
        Conjure a ball of Solar energy to heave at an enemy, dealing 2404 magic damage and increasing your damage done with class abilities by 5% for 5 seconds.
        • Dark Flare
          Conjure a ball of Solar energy to heave at an enemy, dealing 2483 magic damage and increasing your damage done with class abilities by 5% for 5 seconds.
          Afflicts the target and enemies within 8 meters with the Diseased Status effect and Major Defile, Reducing their healing received and damage shield strength by 12% for 4 seconds.
          The Diseased Status reduces targets healing received and damage shield strength by 6% for 4 seconds.
        • Solar Barrage
          Conjure Solar energy to blast enemies around you, dealing 435 magic damage every 2 seconds and increasing your damage done with class abilities by 8% for 20 seconds.
          Enemies hit by this ability are afflicted with Minor Defile, Reducing their healing received and damage shield strength by 6% for 4 seconds.
        Comments
        Due to Empower being a PvE exclusive buff, we have removed it from this ability as it conflicts with defile which is predominantly a PvP centric debuff.
        We have also given dark flare the diseased status so it now inflicts both major and minor defile on the target and nearby enemies.
        Solar barrage now increases the bonus to damage done by class abilities and applies minor defile. We chose the defile debuff instead of the diseased status because of the increase in the bonus to damage done by class abilities which is also applied for a longer duration.
        We will keep an eye on this and adjust things as necessary.
      • Backlash
        Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds.

        Every time a marked target takes direct damage, a stack of Backlash is applied to them (max 8). After the duration ends or the number of Backlash stacks reaches it's maximum, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases by 25% for each stack of Backlash they have on them at the time up to 200%.

        You can only have 1 Backlash at a time.
        • Purifying Light
          Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and applying Minor Vulnerability and marking them for 6 seconds.

          Every time a marked target takes direct damage, a stack of Backlash is applied to them (max 8). After the duration ends or the number of Backlash stacks reaches it's maximum, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases by 25% for each stack of Backlash they have on them at the time up to 200%. Also heals you and nearby allies for 599 health every 2 second for 10 seconds.

          You can only have 1 Purifying Light at a time.
        • Power of the Light
          Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately and applying Minor Breach and marking them for 6 seconds.

          Every time a marked target takes direct damage, a stack of Backlash is applied to them (max 8). After the duration ends or the number of Backlash stacks reaches it's maximum, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases by 25% for each stack of Backlash they have on them at the time up to 200%.

          You can only have 1 Power of the Light at a time, and each hit of the ability applies the Sundered status effect.
        Comments
        The scaling of Backlash and morphs has always been troublesome to sort out. Since the ability is essentially double dipped by battle spirit, we have decided to remove the copied damage and now base the damage build up on the number of times an enemy is damaged while this ability is active on them. The cap and stacks required to reach it will be monitored and adjusted to ensure that it remains a strong delayed burst tool without becoming too overwhelming, but we feel these values are close to being in a good spot.
      • Eclipse
        • Living Dark
          Envelop yourself in a Lightless Sphere for 10 seconds 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. This ability now also applies Minor Resolve while active.
        • 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 1.
          The first attack reduces their movement speed by 30% for 4 seconds and deals 449 Magic Damage, their second attack immobilizes them for 3 seconds dealing 898 Magic Damage, and their third attack applies Minor Brittle and stuns them for 3 seconds dealing 1799 Magic Damage.
          The final effect is applied to the target if they are immune to CC effects, this part is only applied to monsters.
        Comments
        While we realize this ability is currently very strong, we have added some additional utility to it to allow plars to free up a bar slot by providing minor resolve within the class kit.
        To reinforce the differentiation of this abilities morphs, we have also added minor brittle to Unstable core and allowed it to function as a pseudo ranged spammable when used on monsters that are unaffected by CC effects.
      • Radiant Destruction
        Burn an enemy with a ray of holy fire, dealing 3115 Magic Damage over 1.8 seconds. Deals up to 250% more damage to enemies below 50% health
        • Radiant Glory
          Burn an enemy with a ray of holy fire, dealing 3309 Magic Damage over 1.8 seconds. Deals up to 250% more damage to enemies below 50% health.

          You restore up to 480 Magicka per tick, based on the targets missing health and heal for 17% of the damage inflicted.
        • Radiant Oppression
          Burn an enemy with a ray of holy fire, dealing 3213 Magic Damage over 1.8 seconds. Deals up to 325% more damage to enemies below 50% health.
        Comments
        With so much power locked behind Radiant Destruction now being distributed into other abilities, we have reduced the scaling on this ability and morphs.
        The scaling on this ability will keep it approximately 25% stronger in damage per second values than standard single target execute abilities, allowing templars to continue to be an execute stage specialist, while reducing the gap between the early stages of an encounter and the execute stages so it doesn't feel like templars are a complete liability for the first half of an encounter.
        We are trying out a more defined split of the morphs with Radiant Glory now having slightly more upfront damage. We will be keeping an eye on these morphs and making tweaks as needed to ensure that both remain viable and one doesn't just blatantly pull ahead of the other.

      Some Notes:
      I've left the passives alone, because now some of them make much more sense with the buff to jabs, etc. Notably Spear wall having near 100% uptime and burning light will proc every second cast of jabs (which will actually deal damage now that the nearest enemy is hit by single target damage instead of area damage as well as the slight increase to the base damage of jabs and the inclusion of status procs to account for the damage lost from the missing strike. I also left abilities like sun shield because there is an entire thread for just that ability and tbh, I'm not entirely sure how to fix that one without a complete remake/redesign.

      I've tried to keep to the initial designs of the abilities, just switching some buffs around, some slight numbers changes, adding a buff, status effect or secondary effect here or there.
      The changes to the restoring light skills aimed at helping sustain.
      The changes to Aedric Spear aimed at helping damage outside of execute.
      The changes to Dawn's Wrath aimed at providing utility to plars kit.
      PotL/PL had the biggest changes, but I tried to keep that same theme of dealing damage to the marked target to build a bigger burst when the mark ends, I just tried to make it less susceptible to being double dipped by battle spirit/mitigation, to hopefully make it much more realistic to reach the max damage.

      Obviously some of these will need some tweaks still, but hopefully something like this would be good.

      Thoughts @MEBengalsFan2001 @The_Isatope8
    • Syiccal
      Syiccal
      ✭✭✭✭✭
      It's why wretched is almost a 1st in slot set for me on plar as without sustain your dead what ever happens. Bar space is definitely an issue as the skills and passive offer no where near the same amount of passivs/utility that other classes get. It's very obvious it's a day one class and has been left behind and yet I play it as itsy class..
    • The_Isatope8
      The_Isatope8
      ✭✭✭
      @Turtle_Bot
      I do like many of your ideas, especially the changes to jabs, but there are a few things that I think could use some refinement. There are also a few ideas that I think would be a bit much or not entirely necessary. Nevertheless, you seem to have a good understanding of what Templar needs and your ideas are very interesting.

      Restoring Light
      • Rune Focus
        Turtle_Bot wrote: »
        • Rune Focus
          Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical and Spell Resistance by 5948.
          While the Rune is active, you heal for 319 health every 1 second, scaling off your Max Health. Standing within the Rune increases the healing done by 200%.
          • Channeled Focus
            Create a rune of celestial protection and gain Major Resolve for 35 seconds, increasing your Physical and Spell Resistance by 5948. You also recover 242 Magicka and 141 Stamina every 1 second over the duration.
            While the Rune is active, you heal for 319 health every 1 second, scaling off your Max Health. Standing within the Rune increases the healing done by 200%.
          • Restoring Focus
            Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical and Spell Resistance by 5948. You also recover 242 Stamina and 141 Magicka every 1 second over the duration.
            While the Rune is active, you heal for 413 health every 1 second, scaling off your Max Health. Standing within the Rune increases the healing done by 200%.
          Comment
          The nerf to undeath makes a very noticeable difference to templars sustain, but it is still slightly behind where it should be, especially for the off-resource that templars rely on a lot. Being able to run as a human goes a long way to bringing plars sustain almost back to comfortable levels, but to reach a level where sustain is possible without requiring over-investment into it, we have added the resource restore to this ability and morphs, at half value. We have also increased the duration of this ability and morphs to allow the templars house to last longer.
        Good changes, more sustain is always welcome, although the resource return would have to be taken off of my reworked Sacred Ground passive. Probably for the best anyway.
      • Cleansing Ritual
        Turtle_Bot wrote: »
        • Cleansing Ritual
          • Extended Ritual
            Exalt in the sacred light of the Aedra, cleansing up to 5 negative effects from yourself immediately healing you and nearby allies for 844 health every 2 seconds for 30 seconds. Every second time you are healed by the ritual, you cleanse 1 negative from yourself.

            Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 health.
          • Ritual of Retribution
            Exalt in the sacred light of the Aedra, cleansing up to 3 negative effects from yourself immediately. While in the area and for 4 seconds after leaving the area, enemies take 435 Magic every 2 seconds for 20 seconds which increases by 15% per tick.

            Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 health.
          Comment
          With the prevalence of status effects and debuffs being added to skills via scribing, sets and abilities like elemental susceptibility, we have decided to allow extended ritual to provide additional cleanses over its duration to help templars shed those pesky effects. At the same time, Ritual of retribution has had its damage increased for those enemies that decide to stay inside it, while also allowing it to continue its damage for a couple of ticks once those enemies leave so that it doesn't just fall away as soon as they leave. It is supposed to be retribution after all.
        I like the direction you're taking with encouraging players to stand their ground more, but I think that a cleansing over time effect could be put into the Sacred Ground passive if the resource restoration is put back on the rune. I also think that the tick rate should be once per second for base and Extended Ritual, the healing just feels clunky by ticking twice per second.
      • Restoring Aura
        Turtle_Bot wrote: »
        • Restoring Aura
          As a Champion to the cause of divine glory to provide Minor Endurance, Minor Fortification and Minor Intellect to nearby allies for 10 seconds whenever they are healed by you. While slotted on either bar you gain these effects.
          • Radiant Aura
            As a Champion to the cause of divine glory, whenever you heal yourself or an ally, you provide Minor Endurance, Minor Fortification, Minor Intellect and Minor Courage for 10 seconds, increasing Health, Magicka and Stamina recovery by 15% and weapon and spell damage by 215. While slotted on either bar you gain these effects.
          • Repentance
            Consecrate your soul and the souls of those around you applying the Consecrated buff to yourself and nearby allies. Any Consecrated ally that you heal is healed for an additional 1200 health and restores 150 Magicka and Stamina. This effect can only be applied to a target once every 2 seconds.
            While slotted on either bar you gain Minor Endurance, Minor Fortification and Minor Intellect increasing your Health, Magicka and Stamina recovery by 15%.
          Comments
          We have upgraded this ability and morphs to reflect how other classes that provide these buffs do so with abilities that also have other uses.
          Radiant aura now provides minor courage on top of the recovery buffs and will do so whenever the caster heals themselves or an ally.
          With the necromancer revolving around corpses and death, it felt strange to have templars stepping into that niche too. We have decided to significantly lower the amount of health, magicka and stamina restored, but instead of requiring purifying the souls of the dead, you now aim to do so when purifying the souls of the living, while they still live.
        Good changes overall, but the duration should be 30 for base and Radiant Aura morph. There would be a magicka cost naturally (4950 mag seems fair). Your idea for Repentance seems interesting, but I think that it's a little strong in terms of healing, assuming that the heal scales with resources or weapon and spell damage. Templar already has more built in healing than most classes so more healing seems a little excessive. I think that Repentance should remain a resource burst, but with a different mechanism to get the burst. Maybe sacrificing Health or building stacks in some way? I do agree that corpse consumption should be a Necro exclusive though.

      Aedric Spear
      • Puncturing Strikes
        Turtle_Bot wrote: »
        • Puncturing Strikes
          Launch a relentless assault, striking enemies in front of you 3 times with your Aedric Spear. The spear deals 951 Magic Damage to the closest enemy and 494 Magic Damage to all other enemies.

          Each strike Reduces the Movement Speed of the nearest enemy 40% for 0.5 seconds.

          The damage of this ability and morphs that hits the nearest target has been changed to Single Target damage. The damage of this ability will now function similar to how Haunting Curse used to function where the initial target is hit by single target damage and nearby enemies are hit with Area damage.
          • Biting Jabs
            Launch a relentless assault, striking enemies in front of you 3 times with your Aedric Spear. The spear deals 983 Physical Damage to the closest enemy and 640 Physical Damage to all other enemies. This damage increases by 5% for each strike.

            Each strike Reduces the Movement Speed of the nearest enemy 40% for 1.5 seconds.
          • Puncturing Sweep
            Launch a relentless assault, striking enemies in front of you 3 times with your Aedric Spear. The spear deals 983 Magic Damage to the closest enemy and 494 Magic Damage to all other enemies.

            Each strike Reduces the Movement Speed of the nearest enemy 40% for 0.5 seconds. Enemies hit by all 3 strikes are afflicted with the Hemorrhaging Status effect. You heal for 25% of the damage done.
          Comments
          To better reflect the loss of the 4th strike, we have rescaled this ability and morphs. The base damage has been increased by 7% and we have changed the damage that hits the nearest target to single target damage due to how easy the evasion buff has become to acquire via the Arcanist and scribing.
          Biting Jabs no longer grants Major Brutality and Major Sorcery, instead the damage now increases by 5% for each successive strike and the snare has had its duration tripled.
          Puncturing Sweep has had its heal reduced to 25% (down from 33%), but now always applies the Hemorrhaging Status effect to enemies hit by all 3 strikes.
        No Notes, good changes.
      • Radial Sweep
        Turtle_Bot wrote: »
        Radial Sweep
        This ability and morphs now grant Major Brutality and Major Sorcery while slotted on either bar.
        Comments
        Due to how awkward it was to have this buff only on a single morph of puncturing strikes, we have removed it from there and added it to this ability while slotted on either bar, allowing magicka templars to no longer need to outsource this basic buff from out-of-class abilities.
        I still think that Major Brutality/ Sorcery should be on Backlash instead due to how much the skill is used. Radial Sweep is used almost exclusively in PvP and having the buffs on an ultimate that is situationally useful would be worse than having them slotted on a skill that can be utilized by dps, tanks, healers and PvP builds.

      Dawn's Wrath
      • Sun Fire
        Turtle_Bot wrote: »
        • Sun Fire
          This ability and morphs now also grant Empower for 20 seconds, increasing the damage of your Heavy Attacks against monsters by 70%
          Enemies hit by the initial hit of this ability and morphs will now also be afflicted with the Burning Status effect.
          Comments
          Empower is very awkward on Solar Flare so we have moved it to this ability instead as this ability is better suited to PvE content with it's long duration sustained damage. We have also added the burning status to the initial hit of this ability to put it on par with trap beast from the fighter guild skill line.
        The Burning status effect is kind of DK's thing and I don't think that it's necessary to have Burning in Templars kit. I think that the Empower buff is enough on this skill, but it might be interesting to give it an interaction with magic damage similar to DK's Engulfing Flames ability.
      • Solar Flare
        Turtle_Bot wrote: »
        • Solar Flare
          Conjure a ball of Solar energy to heave at an enemy, dealing 2404 magic damage and increasing your damage done with class abilities by 5% for 5 seconds.
          • Dark Flare
            Conjure a ball of Solar energy to heave at an enemy, dealing 2483 magic damage and increasing your damage done with class abilities by 5% for 5 seconds.
            Afflicts the target and enemies within 8 meters with the Diseased Status effect and Major Defile, Reducing their healing received and damage shield strength by 12% for 4 seconds.
            The Diseased Status reduces targets healing received and damage shield strength by 6% for 4 seconds.
          • Solar Barrage
            Conjure Solar energy to blast enemies around you, dealing 435 magic damage every 2 seconds and increasing your damage done with class abilities by 8% for 20 seconds.
            Enemies hit by this ability are afflicted with Minor Defile, Reducing their healing received and damage shield strength by 6% for 4 seconds.
          Comments
          Due to Empower being a PvE exclusive buff, we have removed it from this ability as it conflicts with defile which is predominantly a PvP centric debuff.
          We have also given dark flare the diseased status so it now inflicts both major and minor defile on the target and nearby enemies.
          Solar barrage now increases the bonus to damage done by class abilities and applies minor defile. We chose the defile debuff instead of the diseased status because of the increase in the bonus to damage done by class abilities which is also applied for a longer duration.
          We will keep an eye on this and adjust things as necessary.
        There are a few issues that I can see with the proposed changes. The first one has to do with Dark Flare: the diseased status effect really doesn't fit Templar and Major Defile on a spammable is a bit much (I know that it's on Blastbones, but that skill takes much longer before it does anything). I think a combination of Minor Defile and Minor Vulnerability would work better with the whole 'corrupting light' thing that this ability is trying to do.

        The second issue I see is with Solar Barrage. An 8% increase to class abilities is too much considering that most of Templars' damage comes from class abilities. I know that the nerf to Radiant Destruction is the trade off for this, but I don't think this is the best way to buff Templars damage output. 5% increase is fine and the aoe does decent damage. Solar barrage should remain the same as it is now in my opinion.
      • Backlash
        Turtle_Bot wrote: »
        • Backlash
          Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds.

          Every time a marked target takes direct damage, a stack of Backlash is applied to them (max 8). After the duration ends or the number of Backlash stacks reaches it's maximum, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases by 25% for each stack of Backlash they have on them at the time up to 200%.

          You can only have 1 Backlash at a time.
          • Purifying Light
            Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and applying Minor Vulnerability and marking them for 6 seconds.

            Every time a marked target takes direct damage, a stack of Backlash is applied to them (max 8). After the duration ends or the number of Backlash stacks reaches it's maximum, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases by 25% for each stack of Backlash they have on them at the time up to 200%. Also heals you and nearby allies for 599 health every 2 second for 10 seconds.

            You can only have 1 Purifying Light at a time.
          • Power of the Light
            Summon an expanding beam of pure sunlight to doom an enemy, dealing 1161 Physical Damage immediately and applying Minor Breach and marking them for 6 seconds.

            Every time a marked target takes direct damage, a stack of Backlash is applied to them (max 8). After the duration ends or the number of Backlash stacks reaches it's maximum, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases by 25% for each stack of Backlash they have on them at the time up to 200%.

            You can only have 1 Power of the Light at a time, and each hit of the ability applies the Sundered status effect.
          Comments
        The way that this is worded makes me think that an affected enemy can have stacks applied to them by sources other than the caster. This would be a little much in PvP where a Templar could simply cast the ability and provide a massive burst for someone else. If you have 2 Templars using this skill on 1 target, they could both build stacks for each other and annihilate the opponent too easily with a double max damage burst.

        Another problem that I see are the proc conditions. I think that the skill should only activate after 6 seconds and not at max stacks due to how this skill interacts with passives. the Illuminate passive grants 3 ultimate every 6 seconds when a dawn's wrath ability is cast and the duration of Backlash is 6 seconds. It lines up perfectly. Re-casting the skill constantly would also be a massive resource drain and feel weird in a dps rotation.

        Otherwise, good changes.
      • Eclipse
        Turtle_Bot wrote: »
        • Eclipse
          • Living Dark
            Envelop yourself in a Lightless Sphere for 10 seconds 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. This ability now also applies Minor Resolve while active.
          • 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 1.
            The first attack reduces their movement speed by 30% for 4 seconds and deals 449 Magic Damage, their second attack immobilizes them for 3 seconds dealing 898 Magic Damage, and their third attack applies Minor Brittle and stuns them for 3 seconds dealing 1799 Magic Damage.
            The final effect is applied to the target if they are immune to CC effects, this part is only applied to monsters.
          Comments
          While we realize this ability is currently very strong, we have added some additional utility to it to allow plars to free up a bar slot by providing minor resolve within the class kit.
          To reinforce the differentiation of this abilities morphs, we have also added minor brittle to Unstable core and allowed it to function as a pseudo ranged spammable when used on monsters that are unaffected by CC effects.
        Minor Resolve on Living Dark is a nice change to free up a slot, but Unstable Core is a little off in my opinion. Minor Brittle would be nice, but the random stun could ruin burst combo's in PvP. I think that it would be better to cast the ability on yourself, apply minor Brittle to enemies that hit you for 10 seconds, but with reduced healing to compensate for the debuff.
      • Radiant Destruction
        Turtle_Bot wrote: »
        • Radiant Destruction
          Burn an enemy with a ray of holy fire, dealing 3115 Magic Damage over 1.8 seconds. Deals up to 250% more damage to enemies below 50% health
          • Radiant Glory
            Burn an enemy with a ray of holy fire, dealing 3309 Magic Damage over 1.8 seconds. Deals up to 250% more damage to enemies below 50% health.

            You restore up to 480 Magicka per tick, based on the targets missing health and heal for 17% of the damage inflicted.
          • Radiant Oppression
            Burn an enemy with a ray of holy fire, dealing 3213 Magic Damage over 1.8 seconds. Deals up to 325% more damage to enemies below 50% health.
          Comments
          With so much power locked behind Radiant Destruction now being distributed into other abilities, we have reduced the scaling on this ability and morphs.
          The scaling on this ability will keep it approximately 25% stronger in damage per second values than standard single target execute abilities, allowing templars to continue to be an execute stage specialist, while reducing the gap between the early stages of an encounter and the execute stages so it doesn't feel like templars are a complete liability for the first half of an encounter.
          We are trying out a more defined split of the morphs with Radiant Glory now having slightly more upfront damage. We will be keeping an eye on these morphs and making tweaks as needed to ensure that both remain viable and one doesn't just blatantly pull ahead of the other.
        The suggested damage buffs aren't quite enough to justify the nerf to the execute scaling for base and Radiant Glory morphs. The gap between pre-execute end execute phase has definitely been lessened, but the nerf is still a little extreme. Maybe the base and Radiant Oppression nerf could be justified with an increase to base damage to secure a kill shot quicker while still being somewhat balanced.

        I also think that the skill's cost should be determined by highest max resource to help stam builds.

      With that out of the way, here are some things that I would add to these changes:
      • Restoring Spirit (Passive)
        When you use a Templar ability with a cost, you restore 777 Health, Magicka and Stamina. This effect can occur once every 4 seconds
        Developer Comment
        The original Restoring Spirit passive just reduced ability cost, this version aims to help with Templars notorious sustain issues. The idea behind this change is inspired by DK's Combustion passive which grants 1000 Magicka and Stamina whenever they apply the burning or poisoned status effect up to once every 3 seconds. DK's passive is mostly useful as a dps or PvP build and helps a ton with their sustain. with only elemental susceptibility, they get approximately 142 Mag and stam back every second. when they are proccing the passive constantly, they can get 2000 mag and stam back in 4 seconds. The change makes it easier to get the resources back and is effective for all roles.
      • Sacred Ground
        While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain 2600 Armor. Also remove 1 negative effect from you every 4 seconds.
        Developer Comment
        With the resource return added back to the rune skills, a new effect was needed. The armor buff is still the same as with my original idea, but the negative effects are now removed while in anything that grants you Sacred Ground as a way to make Templar sturdier in their house/ fortress.

        Thoughts?
      Edited by The_Isatope8 on August 26, 2024 8:13AM
      Number 1 Templar apologist
    • mmtaniac
      mmtaniac
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      Sustain is templar biggest problem and other problems are solely because his bad sustain.
      Without sustain you are DEAD.
      Templar have only one ability that restore sustain that's all and only one type of resource wchich is another problem.
      Templar require sustain passives that RESTORE his sustain somehow, reducing cost is OK but not best.
      They should focus on sustain changes.
      Off course damage is bad too i think templar damage scaling from weapon and spell damage is just bad. Templar skills require too high stats to be effective. Whole scaling not working.
      You can make NB with only 5k weapon damage and will be more efficient in killing players than 9k templar.
    • Syiccal
      Syiccal
      ✭✭✭✭✭
      I agree with sustain issues, Templar is only class I need to run wretched on to be effective and it still has half the numbers I can achieve sustain wise as my Arcanist that has sustain coming out thier ass.
      Extended ritual was once a mandatory skill and these days ppl are dropping it because removal of 5 negative effects is nothing in today's meta where ele Sus can apply 5 on its own for FREE, let alone all the other effects that are so easily applied now. Extended ritual should have the 5 effects removed and replaced with removes 1 or 2 effects per tick over it's duration or something of the similar effect and the ticks now happen every one second not 2.
      Brutality/sorcery on jabs is horrible design as you don't get it when on the defensive and it locks magplar into using outside sources to get. It should be moved to either rune focus or solar barrage and apply apply passively whilst slotted the same as other classes are now recieving.
    • Turtle_Bot
      Turtle_Bot
      ✭✭✭✭✭
      ✭✭
      @Turtle_Bot
      I do like many of your ideas, especially the changes to jabs, but there are a few things that I think could use some refinement. There are also a few ideas that I think would be a bit much or not entirely necessary. Nevertheless, you seem to have a good understanding of what Templar needs and your ideas are very interesting.

      <snip to save my sanity from infinite scrolling while writing the reply>

      Thoughts?

      Thanks for the feedback on the ideas. In regards to the feedback:

      Restoring Light:
      Rune:
      TBH, I mostly went with extra sustain on rune because that has always been templars "sustain" skill outside of repentance on PvE stamplar.

      Ritual:
      Only thing keeping me from putting cleanse on the passive was that it turns 3 abilities into a cleanse, but if its limited to once every 4 seconds, that would be fine. The tick rate should be 1 second for both morphs of ritual since they are ground based AoE, but ZOS seems to not be interested in adjusting tick rates of abilities that need it (sorcs lightning form/morphs), so I just left it as is. 1 second tick rate with an adjusted heal/damage value would be fine though.

      Aura:
      I should have worded Aura better, the actual duration of restoring/radiant morph when cast would be like 40 seconds or more (similar to current). The reason I reduced the duration to 10 seconds on allies was because it now applied to those buffs to allies whenever you healed them, so they would constantly refresh as long as those allies got healed at least once per 10 seconds (even if its just standing in ritual).
      For repentance, I was thinking of a flat heal (similar to power surge (the healer morph of crit surge on sorc)). I did originally have the heal slightly higher at 1500, but as its a guaranteed bonus heal (sorcs power surge requires the sorc to crit heal the ally), that's why I reduced it to 1200 (since it would also proc off HoTs).

      TBH, repentance is a hard one to get right. Right now it steps too much on necros, but changing it to not require corpses needs it to lose its bursty nature because then it just becomes dark deal but no cast time, which is just absurdly broken. That's why I went the route of applying a buff that then triggers a small bonus heal + sustain when you heal an ally affected by that buff. I can see it needing a completely different rework though.

      Aedric Spear:
      Radial Sweep:
      TBH, I wasn't sure where to put brutality/sorcery. I was already buffing jabs, sun shield needs a complete redesign, shards are not good in PvP, charge is meh for PvE and only sometimes ran in PvP, Javelin is already very strong in PvP, but not useful in PvE, that just left radial since I was also reworking/buffing PotL. It's also why I made it an either bar effect, so despite being situational for PvE, it could still be a back bar option.

      Dawn's Wrath:
      Sun Fire:
      I really just threw the burning status on it due to being flame damage and to bring it up to par with beast trap. TBH I could see them just increasing the initial hit by the equivalent of a status effect instead, but you could be right and empower being on it could be enough.

      Flare:
      For Dark Flare, agreed that this doesn't really fit plars theme, I got kinda lazy with this one, mostly just keeping the current design but adding a small bit of bonus damage with the status effect to make up for the cast and travel time the ability has. I didn't add minor vulnerability here because I added it to purifying light.
      Solar Barrage, the increase to 8% was to make up for the removal of empower. You could put anything here really, but maybe just having minor defile could be enough (I'm mostly wanting to add more sources of this debuff to help counter the current healing issues in PvP that some of the ideas would undoubtedly add to).

      Backlash:
      The stacks from any source of direct damage was intentional, it was to allow it to function similar to curse where you could apply it to someone to provide additional burst for someone else. I also wanted it to be easy enough to reach max stacks as a solo player too, since that was a common complaint, to keep it capped, I did ensure that the max stacks would only reach its current cap of 200%, so that for a single instance, the ability would still be it's current cap, but just much easier to reach, especially when solo.

      Agreed on the other points though:
      I had forgotten about stacking them up, so it should probably include that players can only be affected by 1 Potl/PL at a time to prevent this.
      Also agree with the proc when reaching max stacks, I added this as a way for plar to vary up their burst timing, but thinking more, it could get out of hand very quickly, so definitely scrap that proc condition.

      Eclipse:
      Unstable core was kinda lazy on my part. I could see it being reworked to a DPS version of living dark, where instead of healing, it deals damage to the attacker, applying minor brittle and snares them. I don't think this morph should have healing at all tbh, since that steps on living dark, but making it a self cast "damage return" would be interesting for PvE plar tanks and tanky plars in PvP, especially if someone can come up with a good rework for sun shield to pair with it.

      Radiant:
      I originally had the execute scaling at 275% with no increased base damage, I switched it to 250% scaling but increased the base damage of glory by a further 3% since 275% still seemed strong. I might switch it back to 275% scaling and increase the base damage by another 2% for 5% total base damage increase, that should put it ~10% stronger than a melee single target execute ability while also being full (max) range, while also healing and restoring mag.
      Some Math on radiant:
      Executioner is one of the strongest single target melee executes in the game currently.
      Executioner has 1161 damage at base with a 400% modifier so it hits for 5805 per cast at 1% health and can get 2 casts in the full duration of beam for a total of 11610 damage.
      Glory with my new changes would have 3373 base damage with a 275% modifier so it hits for 12648 damage per cast at 1% health. The duration is 1.8 seconds (or 2 GCDs)
      12648/11610 = ~9% more damage than 2 casts of executioner (equivalent GCD usage) while being max range, heals and restores magicka, compared to executioner that is melee and has no secondary effects.
      Oppression hits harder still at 13655 base damage over its duration, but doesn't have the heal or the resource restore of glory.
      Oppression is still ~8% stronger than glory for raw damage and about 17-18% stronger than 2 casts of executioner while having the range advantage.
      I'm not sure about the cost, agreed that it becomes costly to use as stamplar with the other mag skills required, but stam skills come with a natural 10% cost reduction compared to equivalent mag skills, which could cause issues if that is applied to stam beam.

      There's obviously a lot to sort out with beam, keeping it strong is ideal, but making it too strong while also buffing everything else will create other issues.

      With that out of the way, here are some things that I would add to these changes:
      • Restoring Spirit (Passive)
        When you use a Templar ability with a cost, you restore 777 Health, Magicka and Stamina. This effect can occur once every 4 seconds
        Developer Comment
        The original Restoring Spirit passive just reduced ability cost, this version aims to help with Templars notorious sustain issues. The idea behind this change is inspired by DK's Combustion passive which grants 1000 Magicka and Stamina whenever they apply the burning or poisoned status effect up to once every 3 seconds. DK's passive is mostly useful as a dps or PvP build and helps a ton with their sustain. with only elemental susceptibility, they get approximately 142 Mag and stam back every second. when they are proccing the passive constantly, they can get 2000 mag and stam back in 4 seconds. The change makes it easier to get the resources back and is effective for all roles.
      • Sacred Ground
        While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain 2600 Armor. Also remove 1 negative effect from you every 4 seconds.
        Developer Comment
        With the resource return added back to the rune skills, a new effect was needed. The armor buff is still the same as with my original idea, but the negative effects are now removed while in anything that grants you Sacred Ground as a way to make Templar sturdier in their house/ fortress.

        Thoughts?

      Sacred Ground:
      I like this, it seems strong at first, but the 4s cooldown keeps it balanced. Rune could make it too strong with how cheap rune is and what rune would now give, but imo it should be fine and that interaction should stay to reinforce the plars theme/role.

      Restoring Spirit:
      This change seems very strong, perhaps too strong, when combined with all of the other changes.
      Druids affix on wield soul used to be 1k mag/stam (no health) per cast and got nerfed after 1 patch to 600 mag/stam (still no health), this passive is just that affix, but procs off any class ability, and also has healing.
      Even with the cooldown, the fact that any templar ability procs it is crazy since there are technically free abilities like Aura, and very cheap abilities (Rune) that would essentially become free with this + 1 cost reduction glyph (this interaction with ash cloud is what the combustion passive got nerfed to its current state for).

      Imo though, with my buffs to sustain via rune, Aura and the secondary effects/buffs I've added, combined with your changes to sacred ground (which significantly reduces the need for ritual spam) and the nerf to undeath making being a non-vamp much more appealing, sustain should be much less of an issue.

      I admit that I could potentially still see a need to slightly increase rune sustain values, but would have to see what these changes enable first before adding anything big like this rework to restoring spirit.

      To give an idea of the amount of sustain my changes (plus your sacred ground) + the nerf to vampire would enable on plar:
      Aura is +15% to all recoveries from either bar (with a free 150 mag/stam every 2 seconds when you heal, including with a HoT if you choose repentance morph).
      Rune now gives off stat recovery, making mag rune viable for stamplar since they no longer miss out on stam sustain when running mag rune.
      Sacred ground removes the need to purge spam, so that is 5k mag saved per cast by not needing to spam ritual as often.
      Brutality/Sorcery on radial on either bar, means no cost to get that buff, (2.3k from jabs, or 2.8k from degen, or giving up sustain by using power pots)
      Tri-stat potions, now a viable option since power pots no longer needed for brutality/sorcery, this gives +30% to all recoveries.
      Not needing to be vamp for undeath, this gives up to 8% cost reduction to everything, or equivalent of 1.5x the Restoring Spirit passive.

      That's +45% to all recoveries, +8% cost reduction, +8.4k heal and 7.6k burst sustain every 45 seconds (from pots) + equivalent of +150 recoveries from repentance and a lot less resources required to constantly rebuff or remove negative effects.
      This is on top of existing in class sustain options like Rune (which also restores off stat), restoring spirit, HtD mag return and glory's mag return.

      It's not that I dislike the idea, I just think with all of the sustain being given already, that such a large amount on top of everything else isn't required. I could be wrong of course, but with the changes, I am seeing a lot of sustain that many other classes would love to have.

      Thanks again for the feedback on the ideas, hopefully some of them (or things similar) get implemented for plar soon.
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