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Templar Identity

Jabbs_Giggity
Jabbs_Giggity
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This is an open letter to ZOS regarding the Templar class and its loss of unique identity. Requesting communication and feedback from both, the community and ZOS Dev team.
@ZOS_Gilliam. @ZOS_Kevin, @ZOS_GinaBruno

The original identity of the Templar class, as outlined by the original ZOS team, was intended to be a healing-based Godly warrior that utilized brute power to return healing and mend its group, based on a "This is my House" design. This concept has been watered down and diminished over the years due to the following:

1.) Introduction of the Warden class - many of the Templar healing spells were nerfed, changed or reworked to reallocate specific skill attributes of the Templar identity into promoting the Warden class as the "new" healing by nature identity.

2.) Class homogenization - reworks to Class abilities and outside-of-class skill lines were simply homogenized to allow a more global class achievement of an "can-do-all" approach. This further gutted the Templar class tool-kit.

3.) Introduction of the Necromancer class - to better identify the class as the "restore resources and power from the dead" identity, resurrections bonuses and resource restoration were copied/pasted from the Templar tool-kit.

As the ESO game moved toward a more fast-paced movement approach, the Templar "House" design simply became obsolete and the class's identity was never properly updated to reflect, as other classes were. With in-class tool-kits to better healing options, faster movement options, better lock-down options and more in-line burst options the Templar has lacked with it's class tool-kit outside of out-of-the-box build designs around Pidgeon-holed Sets and non-class abilities.

As the recent U35 Patch Notes went live, nearly every single damage skill within the Templar tool-kit was nerfed at a minimum of 25%. An across the board 25% nerf to damage is simply over the top. Templar has already lost access to Major Mending, limited access to burst damage and no in-class snare removal, escape mechanism or boost to mobility.

Below is a conceptual proposal to changes of the Templar class skill lines intended to bring the class more in-line with the current gameplay ideology. Not all skills listed. Any unlisted skills are meant to be unchanged

Aedric Spear skill line
  1. Ultimate-Morph-Empowering Sweep
    In PVP zones, Empower reverts to increases damage of your next attack
  2. Active-Puncturing Strikes
    *Remove skill from being affected by Evasion.*
    This is not an AOE skill, it's single-target with splash damage
  3. Active-Morph-Biting Jabs
    *Remove Major Brutality/Sorcery (See Rune Focus)
    Add Ignores target resistance by 3/6/9% for each strike
  4. Active-Morph-Luminous Shards
    Add Health to synergy, caster can activate synergy
  5. Active-Morph-Blazing Spear
    Remove Synergy
    Snares enemies in area 60%
  6. Active-Morph-Sun Shield
    Granting a damage shield that absorbs up to 4800 damage for 6 seconds.
    Gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948.
  7. Active-Morph-Radiant Ward
    Increases resources restored by Light and Heavy attacks, scales with higher stat.
  8. Active-Morph-Blazing Shield
    Gain Major Expedition for 4 seconds
  9. Passive-Burning Light
    When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you Minor Berserk for 10 seconds.
    *Stacks can be consumed See Power of the Light
    Give Templars identity back. Nightblades have Cloak, Sorcerers have Lightning Form, Dragonknights have Spiked Armor, Wardens have Frost Cloak and Necromancers have Bone Armor. Give Templars the GLOW.

Dawn's Wrath skill line
  1. Ultimate-Nova
    *Remove Major Maim
    *Remove Synergy and make base damage synergy damage.
  2. Ultimate-Morph-Solar Prison
    *Remove Stun
    Pulls all enemies in area to center of Prison and Immobilizes for 1 second
  3. Ultimate-Morph-Solar Disturbance
    Applies Major Maim for 10 seconds and Stuns for 3 seconds.
  4. Active-Sun Fire
    Change damage type to Magic
  5. Active-Morph-Vampire's Bane
    Heals for 10% of initial damage done and 5% of damage done over time.
  6. Active-Morph-Reflective Light
    Changes to AOE around caster takes place of Solar Barrage and scales on highest offensive stat.
  7. Active-Solar Flare
    In PVP zones, Empower reverts to increases damage of your next attack
  8. Active-Morph-Solar Barrage
    Conjure 3 successive balls of solar energy to heave at a target area, dealing 600 Magic Damage per ball. *AOE radius 3 meters. Each ball can be changed in direction while channeling.
  9. Active-Backlash
    Summon an expanding beam of pure sunlight to doom an enemy, dealing 2980 Magic Damage over 20 seconds and marking them for 6 seconds.
    You can have only one Backlash active at a time.
  10. Active-Morph-Purifying Light
    Increasing the damage dealt over time
    Also heals you and nearby allies in the area for 599 Health every 2 seconds, over 20 seconds.
  11. Active-Morph-Power of the Light
    Applies Minor Breach for 10 seconds.
    Upon reaching 4 stacks of Burning Light, Minor Berserk and Damage over Time can be traded to immediately deal 4321 physical damage. *Skill Icon would change like Grim Focus upon reaching 4 stacks.
  12. Passive-Illuminate
    Add Minor Brutality

Restoring Light skill line
  1. Ultimate-Morph-Practiced Incantation
    Can move while channeling at 50% movement speed.
  2. Active-Rushed Ceremony
    Healing anyone who is above 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
  3. Active-Morph-Honor the Dead
    Heal yourself for 3485 Health. Also heals one other injured target for 1199 Health.
    Healing anyone who is above 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
  4. Active-Morph-Breath of Life
    Heals two allies for 3485, and heals caster for 1199.
    Healing anyone who is above 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
  5. Active-Healing Ritual *Reduce cost 15%
    Focus your spiritual devotion, healing you and nearby allies for 3480 Health over 16 seconds.
  6. Active-Morph-Hasty Prayer
    Focus your spiritual devotion, healing you and nearby allies for 2614 Health.
    Radius increased 5 meters
  7. Active-Morph-Radiant Aura
    Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Magicka to you and your allies for each corpse nearby.
    While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
  8. Active-Morph-Repentance
    Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina to you and your allies for each corpse nearby.
    While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
  9. Active-Rune Focus
    Add Major Brutality/Sorcery for 20 seconds.
  10. Active-Morph-Channeled Focus
    Add Major Brutality/Sorcery for 20 seconds.
    You also recover 242 Magicka every 1 second over the duration. Standing within the rune heals you for 743 Health every 1 second, which scales off your Max Health.
  11. Active-Morph-Restoring Focus
    Add Major Brutality/Sorcery for 20 seconds.
    You also recover 242 Stamina every 1 second over the duration. Standing within the rune heals you for 743 Health every 1 second, which scales off your Max Health.
  12. Passive-Master Ritualist
    Increases resurrection speed by 20%.
    Resurrected allies return with 100% more Health and Resources.

As noted in changes above, Empower should revert in all PVP zones only affected by Battle Spirit to increases damage of your next attack.
Edited by Jabbs_Giggity on November 29, 2022 8:04PM
  • gariondavey
    gariondavey
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    While I agree with your write up before your proposed changes...I definitely do not agree with a lot of your proposed changes.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Jabbs_Giggity
    Jabbs_Giggity
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    While I agree with your write up before your proposed changes...I definitely do not agree with a lot of your proposed changes.

    Fair. The topic is to propose how we get our identity back as Templars to compete with the Meta in PVP, and also have better pick rates in PVE. Not intended to over power or cry, "We need this...or else".

    If you have some ideas, throw them out here. Class-Reps = gone, not that too much came of it to begin with. I just don't feel that ZOS Dev team has ever really liked and/or played Templar. I have been following the forums since 2017, but followed patch notes and posts since 2015 when I began playing at launch for Console.

    Templar has just gone downhill, along with Sorc. Other Classes have received substantial QoL buffs and changes while also retaining their innate identity. New classes seem to residually strip from the Templar tool-kit and have since replaced in nearly all instances of PVP and PVE content.
  • Amerises
    Amerises
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    I believe where they sit, in PvE, templars are about where everyone else is dps-wise, heals are good, and tank has some unique options. So to make changes that ultimately buff the class, are just not going happen. PvP has never, and I mean, never, been a priority for ZoS, so to argue that point is just going to fall on deaf ears.

    That is all to say, I do agree with you. I just haven’t played my PvP Templar in the last month, and probably won’t anymore. My dps Templar is now a healer because of the identity loss. That’s great, I can still hit similar dps numbers as other classes, and in some big ways easier, however it just doesn’t feel fun playing it, so I don’t… Part of me kind of believes the alienation is intentional, honestly. Games always die if they can’t get new players, so when games cater to existing players, it eventually dies. I think ZoS is just trying to keep the game alive with new a new breath of casual players. Unfortunately, for us who love the game and have been loyal and who have dumped time and resources for years into the game, we are the ones who suffer… I’m on counsel, and believe me, the next halfway decent fantasy mmorpg that comes out will hav my time… and money.
  • gariondavey
    gariondavey
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    Yeah I understand.
    Honestly I think just a few changes would be enough to bring us back.

    1) backlash becoming a 6 second delayed damage ability like curse (same tooltip as haunting curse). Magicka morph can heal still. Stam morph minor breach still.

    2) jabs reverted in animation and hits (4 hits). The reduction in damage per tick can be kept from U35 if necessary

    3) beam reduced to 380/400 percent max scaling

    4) dawn's wrath passives combined of minor sorcery + ult generation (like dks ones are). New passive added: dealing damage with a dawn's wrath ability applies a 30 percent snare for 3 seconds to affected targets

    5) brutality / sorcery duration from jabs moved to base morph, extended in duration to 15 seconds. Mag morph heals, stam morph can have increased aoe damage (like now, just bumped up a bit)

    I mean there are tons of other tweaks I could think of, but these 5 changes are pretty minor yet would bring back the class identity.

    The first 2 changes would go miles for making the templar spammable decent again in pvp, relevant in pve, and make templar a viable dps again in pvp.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • HiImRex
    HiImRex
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    I agree with the write-up, but the proposed changes I disagree with. The class doesn’t need such an extensive rework and our developers aren’t equipped to pull it off.

    Templar was relatively balanced before u35. It’s still almost good, and can be made better with smaller adjustments.

    Starting with u36 Templar as base:

    Jab - base ability (meaning both morphs) grants major sorc/brut, duration increased from 10 sec to 15 sec

    Stam jab - now also provides major prophecy/savagery for 15 sec

    Mag jab - no changes other than the baseline ability getting major sorc for 15 sec

    Backlash - initial damage on cast removed, the final explosion tooltip increased from 1300 base to 1800 base.

    Fully charged backlash now goes from a 3900 base tooltip ability to 5400 base tooltip. It also eases the scaling because you don’t need max scaling for the ability to hit reasonably hard.

    For reference, base tooltip for dawnbreaker of smiting is 3600 + 4300 dot. With the new scaling, a half-charged backlash should hit about as hard as the initial damage of dawnbreaker of smiting used by the same person. Keep in mind th at currently, it’s very hard to fully charge backlash, so it will take some work to hit even 3600 backlash consistently. If you want another point of reference, sorc curse has base tooltip of 3000 guaranteed single target burst after 3 seconds.

    Stam (Potl) - now applies a unique 3000 penetration effect on target for 10 seconds instead of minor breach

    Mag (purifying) - now applies a 20% lifesteal effect to the target for 6 seconds instead of an aoe HOT around the target for 10 sec.

    Burning Light - base tooltip damage increased from 900 to 1100.

    Beam execute - reduce scaling from 480/500% to 450/480% (depending on morph), reduce base tooltip damage by 5%

    Rune focus - heal over time sticks on you for 5 seconds after leaving the rune, heal over time increases by 20% while standing on the rune.

    These changes should take Templar to A tier in pvp, without changing too much or just bringing back the old Templar burst that so many new/mid level players struggled to counter.
  • Jabbs_Giggity
    Jabbs_Giggity
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    HiImRex wrote: »
    I agree with the write-up, but the proposed changes I disagree with. The class doesn’t need such an extensive rework and our developers aren’t equipped to pull it off.

    Templar was relatively balanced before u35. It’s still almost good, and can be made better with smaller adjustments.

    Starting with u36 Templar as base:

    Jab - base ability (meaning both morphs) grants major sorc/brut, duration increased from 10 sec to 15 sec

    Stam jab - now also provides major prophecy/savagery for 15 sec

    Mag jab - no changes other than the baseline ability getting major sorc for 15 sec

    Backlash - initial damage on cast removed, the final explosion tooltip increased from 1300 base to 1800 base.

    Fully charged backlash now goes from a 3900 base tooltip ability to 5400 base tooltip. It also eases the scaling because you don’t need max scaling for the ability to hit reasonably hard.

    For reference, base tooltip for dawnbreaker of smiting is 3600 + 4300 dot. With the new scaling, a half-charged backlash should hit about as hard as the initial damage of dawnbreaker of smiting used by the same person. Keep in mind th at currently, it’s very hard to fully charge backlash, so it will take some work to hit even 3600 backlash consistently. If you want another point of reference, sorc curse has base tooltip of 3000 guaranteed single target burst after 3 seconds.

    Stam (Potl) - now applies a unique 3000 penetration effect on target for 10 seconds instead of minor breach

    Mag (purifying) - now applies a 20% lifesteal effect to the target for 6 seconds instead of an aoe HOT around the target for 10 sec.

    Burning Light - base tooltip damage increased from 900 to 1100.

    Beam execute - reduce scaling from 480/500% to 450/480% (depending on morph), reduce base tooltip damage by 5%

    Rune focus - heal over time sticks on you for 5 seconds after leaving the rune, heal over time increases by 20% while standing on the rune.

    These changes should take Templar to A tier in pvp, without changing too much or just bringing back the old Templar burst that so many new/mid level players struggled to counter.

    Very well said, could make alot of Templars happy. I think that you meant Ritual, not Rune on the last one.

    This still leaves a lot of abilities untouched within the class that have no use to be used in a very long time. It still pidgeon-holes build diversity for Templars.

    I did just create a thread on a different Sun Shield rework though. https://forums.elderscrollsonline.com/en/discussion/623022/make-blazing-shield-great-again#latest
  • gariondavey
    gariondavey
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    Rune does heal you when you stand in it, but maybe they meant ritual
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • HiImRex
    HiImRex
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    I meant rune focus, ritual has a large enough area that you can play around in it and get reliable healing from it. Rune focus on the other hand just isn’t large enough to make good use of as a heal, by adding a limited stickiness to it I think it’ll let templar heal a bit more while on the move
  • Jabbs_Giggity
    Jabbs_Giggity
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    HiImRex wrote: »
    I meant rune focus, ritual has a large enough area that you can play around in it and get reliable healing from it. Rune focus on the other hand just isn’t large enough to make good use of as a heal, by adding a limited stickiness to it I think it’ll let templar heal a bit more while on the move

    I didn't even realize they had changed the extra defense to healing...wow. I just came back to game a week ago after leaving 2 Years ago. To my, not surprise, game state is worse than before with performance and continual nerfs to Templar.
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