Hey there everyone. I preordered ESO for Xbox One and while I am relatively new, I am not new to Elder Scrolls or MMO's in general. I decided to main a Templar because I normally play the Tank role in most games I play and I love the "Holy" warrior theme of enacting righteous judgment upon my enemies. This discussion will be taking a look at the Templar class and the tanking role in general, but I am not claiming to be some end all expert or anything because I have just recently started playing. My main is a Veteran 4 Imperial Templar tank. I have created a Nord DragonKnight tank, Breton Sorcerer tank, and an Orc Nightblade tank just to dabble into all classes so that I may learn about them.
So far, tanking in this game feels... unrewarding.. to put it lightly. It looks as if they wanted DPS/Healers to be more active in the fight instead of just cycling through a rotation/healing with no threats while all the pressure is put on the Tank like most games do. There is nothing wrong with this and frankly its a new experience overall working my butt off to try to keep my allies protected. What is wrong with this, in my opinion, is that the way aggro works in this game is so "wonky" that I am not rewarded for fulfilling my role even after working my butt off. Taunts are crappy, I generate no "extra" threat just for being a tank, I watch my allies die because I have no way to control or hinder the enemies as they wreck my friends.
Tanking
For tanking overall, I would suggest a 1/1 passive in the One Hand and Shield Skill Line that would boost threat generation by (X%). It shouldn't require a sword and board for it to work so that all styles and builds can have increased threat if they put a skill point in it, but I do believe that the One Hand and Shield Skill Line would be a good place to put it so that every class has access to it.
How I got to my thoughts regarding me posting this
Where do I start here... Well first let me give you a little background of how I arrived to these thoughts and the reasoning behind this post. I've got a group of buddies and we always play games together. I went Templar, 1 buddy went Dunmer DragonKnight, another went High Elf Sorceror, and the other 5 all went NightBlade lol. We all leveled together from 1-50 and through this I was able to experience the strengths and weaknesses of each class and all the things that were available to each as we were leveling. Long story short, 3 of us started doing dungeons endgame and we kept noticing something. I was a Templar tank in Heavy Armor, DragonKnight buddy was a 2-hand dps in Heavy Armor, High Elf buddy was D-staff dps in Light Armor, and we wound up becoming friends with another Templar that was a R-staff healer in Heavy/Light Armor.
For some reason... the adds stuck to my DragonKnight buddy like glue and he was able to Dark Talon and Ash Cloud to keep them slowed as he kited them, and he was able to survive very well and is still able to heal himself and throw 60% bubbles on all of us all at the same time. When he got in a bind he just Dragon Leaped for the 100% shield and then he was able to use Green Dragon's Blood to heal himself up again and do it all over. So we decided to just start letting him do that while I taunted the boss and heavy hitters, because the adds always go to him sometimes even after I taunt them. High Elf Sorc buddy always got one-shot by something random (until he got Conjured Ward/Bolt Escape), but he does crazy damage if he stays up. I've had moments where I would try to taunt adds that would stray to him and the taunt just wouldn't get them off him and he would get one shot, which makes me feel like I'm doing a terrible job trying to tank so we then decided to tell my dragonknight buddy to just help him out when he sees adds heading towards our sorc buddy. The Templar Healer hardly ever gets adds on him (weird huh? you'd figure healing would draw aggro.) so I was beginning to think that there was some kind of passive threat reduction on the Templar class altogether. Even my DragonKnight buddy doesn't know why all the adds stick to him.
CC Analysis
Templar
Puncturing Strikes --- Puncturing Sweep/Biting Jabs = Single Target Knockback.
Piercing Javelin --- Aurora Javelin/Binding Javelin = Single Target Knockback.
Binding Javelin morph = Single target Knockback/Knockdown.
Focused Charge --- Explosive Charge/Toppling Charge = Single Target Interrupt/Stun if enemy is casting.
Toppling Charge morph = Single Target Stun and Off-Balance if enemy is casting.
Spear Shards --- Luminous Shards/Blazing Spear = Single Target Disorient.
Blazing Spear morph = Single Target Stun.
[Ultimate] Nova --- Solar Prison/Solar Disturbance = Synergy AoE Stun.
Solar Disturbance morph = AoE Snare and Synergy AoE Stun.
Solar Prison morph = Greater Synergy AoE Stun.
Sun Fire --- Vampire's Bane/Reflective Light = Single Target Snare.
Reflective Light morph = 3 target Snare.
DragonKnight
[Ultimate] DragonKnight Standard --- Shifting Standard/Standard of Might = Synergy AoE Immobilize.
Fiery Grip --- Empowering Chains/Extended Chains = Single Target Pull.
Lava Whip --- Molten Whip/Flame Lash = Single Target Off-Balance.
Flame Lash morph = Single Target Off-Balance and Stun if enemy is already Off-Balance.
Warmth (Ardent Flame passive) = 30% snare every time an Ardent Flame ability is used on enemy.
[Ultimate] Dragon Leap ---Take Flight/Ferocious Leap = AoE Knockback.
Dark Talons --- Burning Talons/Choking Talons = AoE Immobilize.
Inhale --- Deep Breath/Draw Essence.
Deep Breath morph = AoE Interrupt and AoE Stun if enemies are casting.
Stonefist --- Stone Giant/Obsidian Shard = Single Target Knockdown.
Petrify --- Fossilize/Shattering Rocks = Single Target Stun.
Fossilize Morph = Single Target Stun and Single Target Root when Stun ends.
Shattering Rocks Morph = Single Target Stun and 50% chance of AoE Off-Balance near enemy when Stun ends.
Ash Cloud --- Cinder Storm/Eruption = AoE Snare.
Cinder Storm Morph = Snare persists even after leaving AoE.
Sorcerer
[Ultimate] Storm Atronach --- Greater Storm Atronach/Summon Charged Atronach = AoE Stun.
Unstable Familiar --- Unstable Clannfear/Volatile Familiar.
Volatile Familiar morph = AoE Stun.
Negate Magic --- Suppression Field/Absorption Field = AoE Stun (PvE)/AoE Silence (PvP).
Crystal Shard --- Crystal Blast/Crystal Fragments = Single Target Knockdown.
Encase --- Shattering Prison/Restraining Prison = AoE Immobilize.
Restraining Prison morph = AoE Snare applied when Immobilize wears off.
Rune Prison --- Rune Cage/Defensive Cage = Single Target Stun.
Daedric Mines --- Daedric Tomb/Daedric Minefield = 3 Target Immobilize.
Daedric Minefield morph = 5 Target Immobilize.
Bolt Escape --- Streak/Ball of Lightning = AoE Stun.
NightBlade
[Ultimate] Death Stroke --- Incapacitating Strike/Soul Harvest.
Incapacitating Strike morph = Single Target Stun.
Teleport Strike --- Lotus Fan/Ambush = Single Target Stun (PvE)/Single Target Immobilize (PvP).
Lotus Fan morph = AoE Snare.
Grim Focus --- Relentless Focus/Merciless Resolve.
Merciless Resolve morph = Single Target Snare.
Master Assassin (Assassination passive) = Stealthed Attacks stun 100% longer.
Veiled Strike --- Surprise Attack/Concealed Weapon = Single Target Stun and Off-Balance.
Aspect of Terror --- Mass Hysteria/Manifestation of Terror = 2 Target Fear.
Mass Hysteria morph = Snare when Fear ends.
Manifestation of Terror = AoE Fear.
[Ultimate] Soul Shred --- Soul Siphon/Soul Tether = AoE Stun.
Agony --- Prolonged Suffering/Malefic Wreath = Single Target Stun.
Cripple --- Debilitate/Crippling Grasp = Single Target Snare.
Crippling Grasp morph = Single Target Snare and Immobilize.
Thoughts and Suggestions
The core of the problems I am having appears to be from the way the aggro in this game is designed to work. The main issue stems from the fact that Templars have no AoE control that is needed to protect their teammates and control the flow of battle like all the other classes have. Another issue is the fact that Templars skills are not designed for Tank builds in mind. Lets take a look:
- Puncturing Strikes and its morphs knockback grants free CC immunity to enemies. The Knockback needs to be removed and maybe put an Immobilize instead.
- Piercing Javelin works fine for a single target knockback and knockdown. Again the real issue is Templar's lack of AoE control.
- Focused Charge has a weird buggy feel where it wont jump and if it does jump it has a delay for some reason. Disregarding that, the stun only affects enemies if they are casting, which is ridiculous. To get it to always stun you have to choose single target morph Toppling Charge over the AoE morph Explosive Charge. I prefer the AoE since Templar's are lacking in that department anyways but even Focused Charge is garbage in comparison to the Shielded Assault morph of Shield Charge in the One Hand and Shield Skill Line. Shielded Assault ALWAYS stuns the enemy whether they are casting or not, PLUS it gives me a Damage Shield that absorbs damage. Its so much better in comparison to Focused Charge that its unreal.
- Spear Shards and its morphs animations take too long to come down so you have to plan ahead when you throw it, and even when it lands it only stuns 1 enemy, and on top of that you don't know which enemy its even going to stun in the first place.
- The ONLY AoE CC that Templar's have access to is a 250 cost Ultimate called Nova and even then, the stun relies on allies using the synergy. The only true AoE CC comes from morphing Nova into Solar Disturbance.
- Sun Fire Snare is alright but the ability is more for DPS anyways instead of tanks. Reflective Light only upgrades the slow to 3 targets, so again its inferior to other classes control.
- Eclipse. Eclipse WOULD be awesome, if I could use it. Every time I go to use it it is grayed out and/or the target is immune. I assume this is because it counts as "Hard CC." Instead of this ability counting as "Hard CC", it should provide a buff to the enemy that it was cast on that says something like: "Eclipsed: You are immune to the effects granted by Eclipse and any of its variants for (X) seconds." This one simple fix would allow this ability to work perfect. I'm tired of not being able to use it to protect my allies.
- Repentance should restore Health, Stamina AND Magicka since it requires corpses to be useful. I don't use this ability as much as I would like (even though its on my bar) simply because I hardly need it. The heal doesn't feel good enough considering the fact that it requires enemies to be dead to get any use out of it. Templars have a huge problem with Magicka Regeneration in my opinion and this would be a huge first step in helping us with this issue.
- Solar Barrage looks awesome, but it hits like a wet noodle. I would love to be able to use Solar Barrage as an AoE to help gain threat on adds but it just doesn't have enough "oomph" behind it to be worthwhile. This would be a good ability to add an AoE snare to.
- Rune Focus is garbage. It requires you to stand still, which is impossible for a tank because we have to spend our time trying to protect everyone and move out of bad stuff. Its morphs are even worse. Channeled Focus morph doesn't restore enough Magicka for squat. Restoring Focus morphs increased Healing Received doesn't mean much since you don't have time to stand in the focus to begin with. The Heavy Armor Skill Line's Immovable is vastly superior to Rune Focus.
Personal Suggestions for Abilities
- I would replace Rune Focus with something like:
"Bastion of Light: You receive the blessings of the Aedra, granting Major Resolve and Major Ward, increasing Armor and Spell Resistance by (X) for (X) seconds. While active, taking damage causes holy bolts of Aedric Lightning to deal (X) Fire Damage to attackers.
MORPH #1: Aedric Glory: You receive the blessings of the Aedra, granting Major Resolve and Major Ward, increasing Armor and Spell Resistance by (X) for (X) seconds. While active, taking damage causes holy bolts of Aedric Lightning to deal (X) Fire Damage to attackers. Increases Current and Max Health by (X%) for (X) seconds on activation.
MORPH #2: Blinding Bastion: You receive the blessings of the Aedra, granting Major Resolve and Major Ward, increasing Armor and Spell Resistance by (X) for (X) seconds. While active, taking damage causes holy bolts of Aedric Lightning to deal (X) Fire Damage to attackers. Additionally grants Major Evasion on activation, increasing Dodge Chance by 20% for (X) seconds.
- I would change Focused Charge so that it isn't delayed and it always stuns:
"Focused Charge: Charge with your divine lance to impale an enemy for (X) Magic Damage and knock them down for (X) seconds.
MORPH #1: Explosive Charge: Charge with your divine lance dealing (X) Magic Damage to all enemies in the area. Enemy is knocked down for (X) seconds.
MORPH #2: Charge of Retribution: Charge with your divine lance to impale an enemy for (X) Magic Damage and knock them down for (X) seconds. You reflect all projectiles cast at you for 2 seconds after charging.
- I would change Spear Shards to be either an AoE Stun or an AoE Immobilize and increase the projectile speed. The single target disorient/stun is just not cutting it for this ability.
- I would change Solar Barrage so that it hits harder and now causes Minor Maim, reducing damage enemies deal by 15% for 4 seconds. Templars are missing this debuff and it would really help with Tanking. It wouldn't hurt to make this an AoE Snare as well.
- I would make Repentance restore Health, Stamina AND Magicka.
- I would make Eclipse give the enemy a buff that prohibits them from being "Eclipsed" again for so many seconds, instead of making it count as "Hard CC" like it is now. This ability can hardly be used as it is right now.
Conclusion
I understand Templars are the only class that has a dedicated healing tree, but this should not be an excuse for them to not be able to fulfill any role just as well as the other classes. All the other classes have self-healing abilities and group utility that helps to protect the team be it damage reduction, healing, bubble shields, CC, etc... Heck the only heals that are really good in the Restoring Light tree is Breath of Life and Purifying Ritual's cleansing field. The Restoration Staff has far better healing capability and its available to all classes. The fact that Templars have a healing oriented tree should not prohibit them from having AoE crowd control.
I appreciate anyone who took the time to read this. I know it was a lot of information to take in but these are my thoughts and troubles I have seen throughout my playtime so far. I am open to suggestions and discussion from everyone who has information to share and I would also be interested in seeing some theorycrafting threads, etc... I cant stand the fact that I HAVE to use something like Volcanic Rune or Caltrops for AoE control because my Class Skill Line has no flavor. I would appreciate any advice, tips, etc... because I want my Templar to be not only viable as a Tank but also fun and rewarding to play.
Off-Topic
I feel like having an AoE Fear would fit the theme of Templar's perfectly, with their enemies frightened at the Holy power of the Aedra. I'm just not sure exactly what the guidelines are for adding CC to the classes. I do know for certain that Templars NEED an AoE Snare and an AoE Immobilize at minimum. AoE Fear would really fit the theme of the class, but I'm not quite sure how to implement it.
What is up with Fire Damage? I feel like 75% of the game revolves around Fire Damage cause its all I ever see. Not to mention PvP is a slugfest with all the Fire Ballista's, Fire Trebuchet's, and Flaming Oil.
When is Xbox One getting Combat Flytext? Everyone I know would love to see how much we are hitting for, what we are getting hit for, etc... This should be a priority.
Why are Mount Training Upgrades not account-wide? You expect 180 days for each character I create to have max mount upgrades? That's crazy. It would take about 4 years to get all 8 character slots fully upgraded.