Update 44 was disappointing for Templar so I wanted to highlight some changes I would like to see in the future, hopefully sooner than later. This list is basically a TLDR for a post I made about a rework that you can view
here if you want a much more in-depth explanation.
With that out of the way, here are some changes I would like to see.
Aedric Spear
- Puncturing Strikes
Cost determined by highest max resource and convert to single target damage with an aoe component like Sorcerer's 'Daedric Curse' ability.
- Piercing Javelin
Make resource cost determined by lowest resource for better distribution.
- Binding Javelin
Pulls target to you by having them be impaled on the spear, no longer stuns.
- Spear Shards
Move immobilize to 'Luminous Shards morph'
- Backlash
Move to Aedric Spear skill line for thematic purposes since the ability uses a spear model. Burst damage increases based on how many times the enemy is hit by you instead of how much damage you have done to them for beter reliability in PvP.
- Balanced Warrior (Passive)
Increases your critical damage done and block mitigation by 10%.
- Sacred Weapon (Prism passive)
Rename the 'Prism' passive to 'Sacred Weapon' and move it to Aedric Spear skill line for better QOL.
- Piercing Spear
Grants you Major Savagery and Major Prophecy for 12 seconds when you use an Aedric Spear ability in combat.
- Spear Wall (passive)
grants Minor protection in a small area around you so allies can also benefit from it.
- Summon Aedric Spear (Ultimate, was Radial Sweep)
Summons the spear as a main weapon for 10 seconds instead of doing burst damage, restoring 15% of all direct damage you do as health and increasing your direct damage done by 10%.
Dawn's Wrath
- Sun Fire
Remove critical buffs and add Major Breach to both morphs.
- Conflagration (was reflective Light)
Deals damage and applies debuff around target, limited to 1 target.
- Solar Nexus (was Solar Flare)
Now functions like Solar Barrage, increase tick rate to once every second and reduce damage accordingly. Make Sunsphere a while slotted buff for base ability and morphs.
- Solar Flare (was Dark Flare)
Reduce cast time to 0.5 seconds, make travel time instant and reduce damage accordingly. Change animation to a beam of light and inflicts Minor Vulnerability and Minor Cowardice instead of Major Defile to better suit Templars theme and aesthetics.
- Solar Barrage
Add a small snare for extra utility to keep enemies in melee range easier, increase tick rate to once per second and reduce damage accordingly.
- Sun Shield
Move ability to Dawn's Wrath skill line to make space for Backlash in Aedric spear and for thematic purposes. Gain up to 4 stacks while blocking attacks on either bar, stacks increase shield strength by 15% up to a maximum of 60%. Shield strength capped at 45% of your max health.
- Radiant Ward
When the shield expires, you gain Magicka and Stamina equal to 10% of the damage absorbed by the shield.
- Blazing Shield
Stacks are built by dealing damage, up to 5 stacks and scales off of max offensive stats instead of max health. Each stack increases shield strength by 10% and shield strength is capped at 40% of your max health. Shield lasts 8 seconds and reflects 30% of direct damage absorbed by the shield back to the attacker as magic damage.
- Eclipse
Now has same function as Living dark, but without the snare. animation now envelops you in wispy, golden lights like the corona of an eclipse instead of a dark sphere to better suit Templars aesthetics.
- Total Eclipse (was Living Dark)
Same functionality as Living Dark, but with a name and animation change to better suit Templar's aesthetics
- Unstable Core
Ability heals for 1530 health, down from 2066, but applies Minor Brittle to enemies who hit you and snares them for 4 seconds.
- Radiant Destruction
Deals 10% more base damage, execute scaling reduced to 340% for both morphs and cost is determined by highest max resource. Base ability and morphs restore up to 400 Magicka or Stamina, down from 480 mag and stam per tick.
- Radiant Oppression
Applies a 40% snare for 1 seconds per tick.
- Enduring Rays (passive)
Increase the duration of debuffs you apply to enemies by 2 seconds.
- Burning Light (passive)
Move Burning Light to Dawn's Wrath skill line for thematic reasons and to make space for the Sacred Weapon passive. Increase base damage by 30%.
- Prism (passive)
Casting a Templar ability in combat increases weapon and spell damage by 6% for 6 seconds.
- Nova (ultimate)
Increase aoe damage by 40% and reduce cost to 220 ultimate. Synergy (Renamed Gravity well) now pulls enemies in the aoe to the center and can pull elite enemies. Ignores CC immunity on monsters.
- Solar Nimbus (was Solar Disturbance)
Ability is now cast around you and activating again before duration ends activates the synergy. reduce aoe damage by 20%, but increase synergy damage by 100%.
- Solar Prison
Increase radius to 12 meters, enemies are snared by 70% inside the area.
Restoring Light
- Breath of Life
Is now a health scaling self heal. Grants up to 3 ultimate based on missing health.
- Healing Ritual
First hit heals slightly less, but applies a 10 second sticky HOT to allies hit by initial hit for 10 seconds, healing 3162 health over the duration.
- Hasty Prayer
Applies Major Expedition for 5 seconds. When Major Expedition expires, gain Minor Expedition for 5 seconds.
- Ritual of Rebirth
Increase duration to 15 seconds, up from 10 seconds.
- Consecration (was Restoring Aura)
Costs Magicka to use, applies minor recovery buffs to allies for 40 seconds. you gain the buffs while slotted on either bar.
- Radiant Consecration (was radiant Aura)
Healing consecrated allies grants them Minor Courage for seconds. You gain these effects while slotted on either bar
- Sanctify
Sanctified allies have 1 negative effect removed from them once every 6 seconds. You gain recovery buffs while slotted on either bar.
- Cleansing Aura (Cleansing Ritual)
Ability and morphs are now cast around you like an aura instead of being cast on the ground, healing tick rate increased to once every second and healing reduced accordingly.
- Aura of Retribution
Tick rate is still 2 seconds and snares enemies inside the area by 30%.
- Divine Armor
Is no longer a ground based rune, but ability is cast on you and applies a visual effect like a suit of ethereal armor while active. Costs 2700 of your lowest resource. Base ability restores 141 Magicka and Stamina once every second and restores 367 health every second for 20 seconds.
- Restoring Armor
Applies Minor Resolve in addition to Major Resolve and restores 242 Stamina and 141 Magicka every second for 20 seconds.
- Armor of Devotion
Restores 242 Magicka and 141 Stamina every second for 30 seconds.
- Light Weaver (passive)
Applies to all healing abilities instead of just restoring light abilities, ultimate gain effect can occur once every second. No longer grants armor while channeling Rite of Passage.
- Restoring Spirit (passive)
Moved to Restoring Light skill line and replaces Master ritualist. Casting a Templar ability in combat restores 777 Magicka and Stamina, this effect can occur once every 4 seconds.
- Mending (passive)
Increases healing done with all healing abilities by 8% instead of just Restoring Light abilities by 12% based on the severity of a targets wounds. Grants Minor Mending for 12 seconds after casting a Restoring Light ability.
- Shield of Faith (passive, was Sacred Ground)
Casting a Restoring Light ability with a duration grants you 2200 Armor for the duration and you have 1 negative effect removed from you once every 6 seconds. Negative effect removal doesn't stack with the Sanctify skill, you can only be affected by one of them at a time.
- Incantation (ultimate, was Rite of passage)
Duration of base skill and morphs increased to 8 seconds and do not require you to channel the healing, but reduced healing per tick by 33% to compensate. You and affected allies gain 5% unique damage reduction for the duration.
- Protective Incantation (was Remembrance)
Increase damage reduction when cast with or more than a certain amount of ultimate.
- Inspiring Incantation (was Practiced Incantation)
Grants Major Force to you and affected allies for 10 seconds when cast with enough or more than a certain amount of ultimate.
Constructive criticism and thoughtful discussion are always appreciated, feel free to ask question as I would like to clear up any misconceptions or fix any mistakes found here.
Number 1 Templar apologist