StarOfElyon wrote: »StarOfElyon wrote: »SydneyGrey wrote: »You can't block an entire class from a skill line like that.
There should be even more drawbacks if you want to be a vampire. Vampire's Bane sits there as a reminder of what the class is supposed to be about.
You could rename that to anything else. Indeed, the other morph is called Reflective Light which has nothing to do with vampires at all. The base skill is called Sun Fire and both it and the morphs revolve around sun/radiant heat but since the strain of vampirism in ESO isn't affected by the sun, it's a non-issue.
If you don't want your templar to be a vamp, don't be one. Mine isn't.
Templars are based on Clerics.
"The cleric is a healer, usually a priest and a holy warrior, originally modeled on or inspired by the Military Orders... Most clerics have powers to heal wounds, protect their allies and sometimes resurrect the dead, as well as summon, manipulate and banish undead." https://en.wikipedia.org/wiki/Cleric_(character_class)
It's no mere coincidence that Vampire's Bane is named the way it is. Templars should not be vampires. That's why I say, there should be additional drawbacks to playing a Templar as a Vampire.
But I want to joint the dark sidenot fair
SydneyGrey wrote: »But some clerics are evil .....StarOfElyon wrote: »Templars are based on Clerics.
In real life as well as in the game.
OP has a point. No divine or Tribune or even Meridia would lend a vampire their magic.
However, there is also simple Restoration, which doesn't rely on divine miracles, so it's not exclusive to them. Aedric spear and some of the healing spells would probably go away if we were being realistic to that degree but I don't think we need to go that far. Renaming the skills to be more generic and less tied towards the divine would probably already be enough.
Aedric Spear would then probably be "Sunlight Spear" or something.
StarOfElyon wrote: »StarOfElyon wrote: »SydneyGrey wrote: »You can't block an entire class from a skill line like that.
There should be even more drawbacks if you want to be a vampire. Vampire's Bane sits there as a reminder of what the class is supposed to be about.
You could rename that to anything else. Indeed, the other morph is called Reflective Light which has nothing to do with vampires at all. The base skill is called Sun Fire and both it and the morphs revolve around sun/radiant heat but since the strain of vampirism in ESO isn't affected by the sun, it's a non-issue.
If you don't want your templar to be a vamp, don't be one. Mine isn't.
Templars are based on Clerics.
"The cleric is a healer, usually a priest and a holy warrior, originally modeled on or inspired by the Military Orders... Most clerics have powers to heal wounds, protect their allies and sometimes resurrect the dead, as well as summon, manipulate and banish undead." https://en.wikipedia.org/wiki/Cleric_(character_class)
It's no mere coincidence that Vampire's Bane is named the way it is. Templars should not be vampires. That's why I say, there should be additional drawbacks to playing a Templar as a Vampire.
As such, I can only conclude that you believe we should restrict weapons as well. And wait! If clerics can't use pointy things and templars are based on clerics, that means that the entire aedric spear line needs to be completely reimagined!!!A common feature of clerics across many games is that they may not equip pointed weapons such as swords or daggers, and must use blunt weapons such as maces, war-hammers, shields or wand instead. They are also often limited in what types of armor they can wear, though usually not as restricted as mages.

SydneyGrey wrote: »But some clerics are evil .....StarOfElyon wrote: »Templars are based on Clerics.
In real life as well as in the game.
Konstant_Tel_Necris wrote: »Arch-Curate Vyrthur was templar, he even use blazing shield to get rid of Serana grip.
This all implies that the Templar had a choice in becoming a vampire. Perhaps he or she was turned against their will and now the story line for the RP folks is the inner conflict and struggle of being both.
THere, problem solved. Gonna go play my Vamplar.
This all implies that the Templar had a choice in becoming a vampire. Perhaps he or she was turned against their will and now the story line for the RP folks is the inner conflict and struggle of being both.
THere, problem solved. Gonna go play my Vamplar.
This is exactly what roleplay is.
StarOfElyon wrote: »Templars should not benefit from being Vampires. There should be additional, major drawbacks to being a vampire as a Templar. This is for lore and power fantasy reasons. I still value ESO as a RPG. And I play both PVP and PVE.
Vampires and werewolves can't be part of the Fighter's Guild. Necromancers can't be in Fighter's Guild or a member of the Psijic Order. Dragonknights can't be vampires. Once you complete the main quest and get your soul back, you can no longer use wayshrines.
Sound silly yet?

xxthir13enxx wrote: »Hmm...add an Anti-Paladin to the next Chapter and I’ll consider buy’n it!
Same skills as Templar...just dark animations instead of light...achieved via Templar becoming vampire...
Strange how this actually sounds fun to play to me...as opposed to the Templar I’m supposed to be playing now...but just can’t get into...lol
Thevampirenight wrote: »This isn't d&d and magic is shaped by those who created the magic. Anyone can do it even a vampire. They have moved away from standard D&d tropes. Not every vampire is evil even vampires can still drown though we don't have drowning damage in game. I remember Skyrim and the Restoration Perk that made you more powerful but also weaker. Could do a lot of stuff with it.. All magical abilties are powered by the same source, Templars abilties and Vampires abilities included.
https://en.uesp.net/wiki/Lore:Magic
This raw energy, often referred to as magicka, flows from Aetherius into Mundus by way of the sun and stars, and from it the Mundus was created.[2][3] Magicka comprises every spirit, it is the energy of all living things and can be harnessed in a variety of ways. Despite thousands of years of study, there is an enormous amount of speculation about how magic is generated, how it might be used by Aedra and Daedra, and how it might flow between living things.
Templar abilties end up becoming standardized into the various schools of magic in the future.
Templar can be classified as Destruction and Restoration magic. Because of what it does. Sunlight and Spear abilties destruction.
Healing abilities Restoration.
Despite what people might believe. Templars abilties don't come from Stendarr but more inspired by him. All that power really comes from Aetherius and Stendarr can't keep anyone from using it maybe the vampire uses it to heal the sick or smite evil even yes even vampires can do that too. For Templars to not be able to use their powers just because they are vampire is lore breaking remember this isn't D&D.
Also Fighters Guild isn't Dawnguard is a neutral mercenary group that goes around doing stuff for people. During this time period though. See All Colars does her thing to change it and the other guy might be more holy the though Stendarr type. But fact is the Fighters Guild is more a group focused on combat and getting hired to clear out a goblin den or protect this location. Even protecting skeevers from lions that is what the fighters guild does. Sometimes they go out and slay bandits or vampires but because they got hired to do this not because they are anti abomination can sometimes even see vampiric members of the fighters guild as npcs.
They are not the Vigilants of Stendarr nor are they the Dawnguard. To prevent vampires and lycanthropes from using their abilties would be lore breaking because they are not a holy group. They are a neutral one that goes where the coin is and they are also their to regulate the hiring mercenaries as well and one of the biggest merc groups out there. The Fighters guild abilties are more specialized training likely introduced by Sees All Colars in order to deal with the Anchor threat and the stuff that comes from the Anchors. Otherwise they would train folks in the many weapons like swords, spears, axes, greatswords axes, maces and other weaponry.
https://en.uesp.net/wiki/Lore:Fighters_Guild
The Fighters Guild, present across most of Tamriel, provides a common and, more importantly, public place of training, study, and employment for those of a martial persuasion. The guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries, protect commerce, capture or drive away beasts, and similar security duties.[1] Guild halls can take on a contract from any citizen, provided it does not conflict with the laws or customs of the region.[