Destruction Staff:
These changes are mostly focused on making certain morphs more viable, as well as giving people a reason to care about frost tanking.
Make Unstable Wall of Elements explode immediately if you cast it before it expires. This would give it more room for error in rotations. I can never justify picking it over the increased area and duration that Blockade gives you.
Make the frost variant of Destructive Clench pull enemies to you, taunt them, and have +5 range (22 total). Remove the root, keeping it on the range morph. This would give a Chains / Leash variant for non-DK magicka tanks. The dual use of pulling and taunting from one spell would be unique to frost tanks, much like taunting and major breach / fracture from a single ability is unique to shield tanks.
Remove taunting from the Tri-Focus passive bonus to frost. Double the value of the shield granted from Frost heavy attacks. After completing a frost heavy attack, reduce the stamina or magicka cost of your next ability by 100%. Reduced ability cost seems a solid enough benefit for people intending to tank or deal damage with a frost staff. This could be combined with more expensive spells for a very potent combination. For example, Purge or Healing Ritual.
Add an additional frost bonus to Ancient Knowledge passive, granting 5% additional damage to all damage-over-time abilities. This gives the frost staff a unique damage benefit, comparable to the bonuses given to flame and shock. This would also work well with many warden abilities.
Reduce base damage of Impulse and add an elemental effect to the Pulsar morph based on staff equipped:
• Frost chills all affected enemies. This gives aoe maim and will provide area roots when used with Wall of Elements frost variant.
(take these next two with a grain of salt because I'm more worried about frost)
• Flame deals double total damage, but deals its damage in one-second increments over 5-8 seconds instead of instantly, and sets burning enemies off balance.
• Shock applies Minor Mangle and triggers a second time after a few seconds.
Elemental Ring morph gains damage to offset changes to base damage. Maybe even raise it over the current value.
Restoration Staff:
Make Force Siphon deal 600 unblockable, undodgeable damage to a target each time they are hit, once per second. This is not oblivion damage, and is subject to resistances. This isn't intended to deal much damage on its own, but to give restoration staves an ability that can trigger enchants, much like weapon abilities from other trees. Do something similar for One Hand and Shield?
Templar:
Fix the Ritual of Rebirth secondary heal to smart target outside the radius instead of just hitting the farthest target. It can currently heal friendly NPCs or skip over injured players entirely. It's too unreliable for how much it costs.
Change the Balanced Warrior passive to grant 4% spell and weapon damage and 2640 physical and spell resistance.
Increase the duration of Restoring Aura to 20 seconds.
Change the Light Weaver passive:
• Remove the increased duration to Restoring Aura
• Add an additional bonus; Targets healed by Rushed Ceremony and its morphs restore 150 magicka or stamina. Restores your lowest resource pool. This gives magplars a stamina sustain boost and a bit of additional group utility. The value is 100 lower than the self-sustain warden passive, as the warden variant does not restore resources to other players.
• Make Healing Ritual grant 2 ultimate to allies under 75% health, up from 60%.
Edited by jrgray93 on November 9, 2018 3:51AM EP: Slania Isara : Harambe Was an Inside Job