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Quality of Life and Balance Change Templars

Ren_TheRedFox
Ren_TheRedFox
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Hi guys I've been thinking for months how to strengthen certain classes and would like to start with my main class Templar. I plan to make a post like this every month about another class because I like it and maybe some of you even agree with me on certain ideas and like them. Let's start now:


“Aedric Spear”:

"Puncturing Strikes”:
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 889 Magic Damage to the closest enemy and 462
Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds.


New Version:
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 1551 Magic/Physical Damage to the closest enemy and 1021 Magic/Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds and you heal for 33% of the damage done.

Explanation:
Both morphs should give the major buffs and should heal the player no matter if you are a magicka or stamina player cause it used to be the templars main spammable skill before it got nerfed. Also, the damage of this skill should be increased because many mobs in PvE but also opponents in PvP have high resistances.


"Sun Shield":
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%.

New Version:

"Radiant Ward":
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This ability scales off your Max Health and is capped at 60% of your Max Health. Nearby enemies no longer take Magic Damage instead the player restores 50% of the absorbed damage as magicka every time the shield breaks.

"Blazing Shield”:
Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This ability scales off your Max Health and is capped at 60% of your Max Health. When the shield expires it explodes outward, dealing 50% of the damage it absorbed as M agic Damage to nearby enemies.

Explanation:
Templars have a very poor shield compared to Sorcerers or even Wardens. Compared to the other two shields, "Sun shield" offers defense but also damage at the same time. Sounds good at first, but there is something that many overlook. "Sun Shield has the lowest damage absorption and the damage you inflict on your opponent is also not convincing. With this change, Templars would be able to decide whether they want to play defensively (generating resources) or offensively (inflicting damage).


"Spear Wall”:
Gain Minor Protection for 6 seconds, reducing damage taken by 5%.

New Version:
Gain Minor Protection for 10 seconds, reducing damage taken by 5%.

Explanation:
This Passive skill should have a longer buff time like 10 seconds, for 6 seconds is very low compared to the other classes.


“Dawn's Wrath”:

"Nova":
Call down a fragment of the sun, dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing 2607 Magic Damage to all enemies in the area and stunning them for 3 seconds.

New Version:

"Solar Prison”:
Call upon the powers of light and create an area in which your enemies are hit by fragments of the sun, dealing 1199 Magic Damage every 1 second for 8 seconds to them. Enemies in this area become immobilized and snared and also are afflicted with Major Maim, reducing their damage done by 10%. An ally near the area can activate the Gravity Crush synergy, dealing 5215 Magic Damage to all enemies in the area and stunning them for 5 seconds.

"Solar Disturbance":
Call down a fragment of the sun, hitting your enemies with 5215 Magic Damage. After the first hit this fragment continues dealing 1161 Magic Damage every 1 second for 8 seconds to enemies in the area, snare and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, releasing a massive pulse of sunlight dealing 5215 Magic Damage to all enemies in the area, applying Minor Vulnerability to them, increasing their damage taken by 5% and stunning them for 3 seconds.

Explanation:
Over the years, "Nova" has been one of the most popular ultimate skills in group content, however this skill needs an update to show its true potential.


"Solar Flare: Solar Barrage”:
Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds for 20 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 80%.

New Version:

"Solar Barrage":
Conjure solar energy to blast enemies around you, dealing 651 Magic Damage every 1 second for 10 seconds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 80%.

Explanation:
This morph should now deal increased damage every second for 10 seconds instead of every other second for 20 seconds, as it can be very helpful against larger groups of enemies.


“Sun Fire”:
Blast an enemy with a charge of radiant heat, dealing 1161 Flame Damage, and an additional 3470 Flame Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.

New Version:
Blast an enemy with a charge of radiant heat, dealing 1161 Magic Damage, and an additional 3470 Magic Damage over 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.

Explanation:
This ability should deal magic damage instead of flame damage, since Templars generally deal magic damage and it would be more consistent. Also, this ability needs a visual update. For example, an enemy hit with this ability could get a burnt skin.


"Eclipse”:
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.

New Version:

"Living Dark”:
Envelop yourself in a lightless sphere for 10 seconds and gain Minor Resolve, increasing your Physical and Spell Resistance by 2974 to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their movement speed by 40% for 3 seconds and healing you for 2066 Health. These effects can occur once every half second.

"Unstable Core":
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage and afflicts them with Minor Cowardice, reducing their Weapon and Spell damage by 215. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds and deals 821 Magic Damage, their second attack immobilizes them for 3 seconds and deals 1634 Magic Damage, and their third attack stuns them for 3 seconds and deals 3251 Magic Damage. The effects can activate once every 1 second.

Explanation:
This ability requires minor buffs since Templars generally have few minor buffs. Since Living Dark is a defensive skill, Minor Resolve would fit well here. Minor Cowardice, on the other hand, fits well with the Unstable Core morph, as it is an offensive skill.


“Radiant Destruction”:
Burn an enemy with a ray of holy fire, dealing 3120 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.

New Version:
This ability requires only minor visual changes. It would be great if the player could get a larger beam, such as "Soul Assault". This visual change would demonstrate the "true power" of the Templars.


Restoring Light:

"Rite of Passage":
Channel the grace of the gods, healing you and nearby allies for 2787 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.

New Version:

"Practiced Incantation”:
Channel the grace of the gods, healing you and nearby allies for 4021 Health every 1 second for 8 seconds. While channeling this ability, you gain immunity to all disabling effects.

"Remembrance": new version: "Divine Embrace":
Channel the power of the divines and receive a holy armor which grants you Major Protection, reducing damage you take by 10% for 10 seconds. This armor heals you for 3051 Health every 1 second for 10 seconds. While your holy armor is active you reflect all projectiles and you are able to move.

Explanation:
While the player uses “Practiced Incantation” to heal their group over a period, Divine Embrace grants the player a holy armor that protects them while they use other abilities. The basic idea of these two abilities is to give the player a choice of ways to play different roles.


"Rushed Ceremony”:
Beacon your inner light, healing yourself or a wounded ally in front of you for 3486 Health.

New Version:

"Honor the Dead”:
Beacon your inner light, healing yourself or a wounded ally in front of you for 5021 Health. Healing anyone who is below 75% Health restores 30% of the ability's cost every 2 seconds over 6 seconds as Magicka.

"Breath of Life":
Beacon your inner light, healing yourself and a wounded ally in front of you for 3485 Health instantly and an additional 1229 Health every 2 seconds over 6 seconds.

Explanation:
The basic idea of this ability is to offer the player a choice between a strong burst heal that restores resources or a weaker burst heal that heals two players over 6 seconds.


"Healing Ritual":
Focus your spiritual devotion, healing you and nearby allies for 2613 Health.

New Version:
Focus your spiritual devotion, healing you and nearby allies for 2613 Health and granting them immunity to snares and immobilizations for 4 seconds.

Explanation:
Compared to all other classes, Templars and Necromancers have to use their Purge abilities to gain immunity to snares and immobilizations, which cost comparatively more and are therefore sometimes impossible to use.


"Cleansing Ritual":
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 843 every 2 seconds for 20 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 1912 Health.

New Version:

"Ritual of Retribution”:
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 612 Magic Damage every 1 second for 20 seconds which increases by 15% per tick. Allies in the area can activate the Sacred Ground synergy, cleansing all harmful effects from themselves and deal 2012 Magic Damage to enemies instead of the Ritual.

Explanation:
This ability morph is used to deal damage to the enemies. However, since this damage is dealt every 2 seconds, this is not strong and should therefore be increased and deal damage every second instead of every 2 seconds. Also, this morph should give allies the ability to cleanse themselves but should not heal them since it is a damage morph.


"Rune Focus”:
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. Standing within the rune heals you for 743 Health every 1 second, which scales off your Max Health.

New Version:
Envelop yourself with celestial runes and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. These runes heal you for 743 Health every 1 second, which scales off your Max Health.

Explanation:
Even though this ability hardly costs anything the player is not healed as long as you stand in this rune, so it would make more sense to redesign the ability so that the player gets celestial runes on their body that heal them.


"Light Weaver":
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.

New Version:
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 1000 Magicka back. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.

Explanation:
Since the two Ultimate points usually do not make a big difference, it would make more sense to restore Magicka here.

So what do you guys think of these ideas? Is it ok, weak or too strong? @ZOS_GinaBruno, @ZOS_Kevin what do you guys think of these ideas?
Edited by ZOS_Icy on April 2, 2023 5:50PM
PC NA and EU
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic.

    Thank you for your understanding.
    Staff Post
  • gariondavey
    gariondavey
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    These are pretty good for the most part.
    I didn't see backlash on here, though. That needs fixing/reworked. I would prefer a 6 second version of curse.
    Fixing backlash is number 1 priority for templar, imo.
    2 is fixing jab/sweep damage.
    I do quite like the divine embrace idea.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • gariondavey
    gariondavey
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    Tagging @Dekrypted for input
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Vig0rz
    Vig0rz
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    Templar has no reliable source of damage in PvP. Jabs are now clunky and weak. They could just revert it back to what it was and make it so it hits all targets for the same damage since it's an AOE. I'm not sure why it hits one target for full damage and the rest for way less. Backlash is also weak when compared skills such as curse, blast bones, sub, and merciless (I know these skills are all a bit different, but they are the most bursty skill that each class has).
  • notyuu
    notyuu
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    Ok, so, a few things to point out

    Jabs
    -Both Morphs should heal & give buff As to avoid making stamplar even more useless


    Nova
    -keep ya changes but make sure to mix in a a hefty reduction to cost down from 250/225 to something more reasonable like 180

    Solar Barrage
    -No, just no, the increased duration of the skill is a god-send for making it easier to maintain in a rotation, what I want to know is why the animation on the other morph (dark flare) is so damn terrible

    other than the above notes and the fact that these changes do little to address the lack of group utility that templar has, ya changes are solid.
  • Syiccal
    Syiccal
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    Sorcery etc should not be attached to pincturing strikes at all, it should be on solar barage. Failing that add it to the base version of jabs
    Edited by Syiccal on April 9, 2023 1:04PM
  • Zodiarkslayer
    Zodiarkslayer
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    It seems like most of these proposed changes just bloat damage and healing, intentionally or not, instead of addressing structual weaknesses of the Templar, which is first and foremost the reliance on sweeps/jabs as a spammable. As a Templar you cannot afford to not use Sweeps, there is too much riding on it. Blazing Spear can jump in, but at significant increases in costs.

    Backlash is another serious problem. As a semi spammable it has a weird damage scaling. And damage wise it is still not in the same league as Blastbones or Scorch, which should be the referance. Also the Magicka morph having a healing effect, rather than a debuff or additional damage effect is blowing the power budget out of the window. And if you play Templar old school you will have 5k to 7k heals per sec without it, anyways. So there is only little additional use of that heal.

    Also Major Brutality and Sorcery are availavle from many sources, they do not have to be squeezed into the class kit. Slapping it onto Jabs (only the stam morph) was a mistake in my opinion. It's totally redundant as Dual wield, Two Handed and Bow have access to Major Brutality and Sorcery via Weapon abilities. However Staff users have no access and have no alternative to Degeneration from Mages Guild or expensive Spell Power potions. If anything, Puncturing Sweeps should have gotten the buffs, not Biting Jabs. How's that for a mixup?

    The runes are fine at the moment. They also have to be groundbased, so that they do not get exploitable for PvP.

    I like the damage type standardization to magic damage. That would increase the structual integrity of the class.
    Although some abilities should be renamed in the process. Solar and Fire references make little sense if there is no flame damage, right?

    To make a stronger argument, I would also keep my fingers off anything PvP related, because that is just a rabbit hole. PvP needs a rework as a gamemode in general.
    Edited by Zodiarkslayer on April 10, 2023 10:01AM
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
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