Templars have been in a bad spot for class ultimates for a while. They have niche uses but are a complete joke, particularly in PvP, in comparison to things like Death Stroke, Dragon Leap, and Negate. Wardens aren't much better off for offensive ults but at least stam wardens mix exceptionally well with Dawnbreaker. Trees are still an extremely potent heal. It's bad enough that our passives are generally bad, particularly lacking any sort of stamina sustain options. Don't even get me started on how much Battle Roar benefits DKs.
I'm sick of being forced into using Soul Assault in PvP and getting hate tells because I have no other viable option. Dawnbreaker of Smiting would be nice if it did magic damage and I already have another useful stun. Meteor is useless on a class with no block breaking mechanic. For PvP offense, Templars have ZERO effective options among their six potential class ultimates.
1) Radial Sweep
The biggest issue with radial sweep is the lack of range. For starters, simply change it from 6 to 8 meters. This is a minor improvement but would go a long way to landing the initial hit. Second, Templars lack mobility and this ultimate is wasted if you don't stay on your target. Templars in PvP are particularly susceptible to snares and roots because we have no inherent stamina sustain and our primary offensive spell is a melee-ranged frontal cone. Magicka templars suffer immensely against roots. With that said, I suggest adding to the ability and its morphs six seconds of snare immunity and minor expedition (+10% movement speed). Make this ten seconds for the Empowering Sweep morph. This change would make the ultimate far more reliable and versatile in PvP.
I'd also like to see this ultimate get the Burning Light treatment and allow it to deal magic OR physical damage, depending on which is higher. I sure miss magic damage crescent sweeps.
2) Nova
With recent changes to synergies, Nova is back in a decent position for PvE. The biggest problem for it is that it is useless in PvP, save for dropping on flags in keeps. Even there, other options are usually better. I think Solar Prison is in a good spot. Maaaaaybe bump up the damage slightly. 5-10% or so. This ult in general is trickier to figure out what to do with so take this with a grain of salt.
I think Solar Disturbance is a good place to improve ult diversity for PvP. My suggestion is to make it an enemy-targeted ability. Drop the Nova on the target and have it remain above their head as they move. Make the animation smaller and less distracting for this morph. Lower the damage by 25% or so to account for the fact that you can't get out of it. Remove the snare and synergy stun from this morph. I think this would open up more options and introduce a unique counter-play for the morph. It would be up to the target to not stack on allies, potentially helping break up zergs. This morph could also be cleansed.
3) Rite of Passage
I rarely find myself using this ability but I think it is in a decent place. It's potent in PvP and effective in certain PvE situations. It provides a good healing option for stamplars. I honestly don't know that I'd change much here. The only real issue in PvP is that using it can keep you from moving away from danger. The heal is nice but you're a sitting duck while enemies close in. Once that heal stops, you're toast if a few people are hacking away at you. Maybe make the base duration 6 seconds and change the Practiced Incantation morph from a channel to an instant cast over-time ability. Remove the CC immunity from this morph so it has valid counter-play, and maybe even reduce the range. This would make it a potentially mobile emergency heal. Keep Remembrance as it is, aside from the base duration increase to six seconds.
Edited by jrgray93 on February 22, 2018 3:28PM EP: Slania Isara : Harambe Was an Inside Job