It's no secret that Templar isn't on par with the other classes. Necro and Templar are often seen as the worst classes in ESO, but Necro is at least getting some attention in the new patches. With the latest patch Templar got a small duration increase to a mid skill that almost no one uses, Templar is starting to fall behind the other classes even more now. Templar was once a monster in PvP and solo content, an irreplaceable healer and a sturdy damage dealer, but they have been nerfed time and time again to reduce them to what they are today. I just want to highlight their issues and bring some attention to the problems with the class.
- Poor Sustain
Templar is notorious for having sustain issues, dps and PvP players know this all too well. most classes have multiple ways to get resources back other than potions and heavy attacking (DK gets Mountain's Blessing and Combustion passives, Nightblade gets Executioner and Siphoning Strikes, warden gets Natures' Gift and Flourish, sorc gets Rebate, Capacitor, Daedric Protection and Dark Deal. Arcanists' sustain speaks for itself and even Necro gets resources back with Death Gleaning, Undead confederate and get great cost reduction via Reusable Parts)
Templar gets restoring spirit, which reduces the cost of their abilities by 5%, I know that it applies to all skills but it's still outperformed by similar passives. They also have Repentance which restores a huge amount of health and stamina, but only when when there's corpses nearby. The while slotted bonuses are fine but they can easily be sourced elsewhere. The skill is only really useful for Tanks (of which there are very few) in trash pulls. It's also rarely used by stamplars because they would rather use the slot for a damage or heal skill.
- Outdated Passives
Templars' design feels old and outdated, but this is most noticeable with their ultimate's and passives. the best examples of this are the Mending, Master Ritualist, Light Weaver and Enduring Rays passives.
Mending only applies to Restoring light skills, which is a bit restrictive. Master Ritualist is completely useless if you're in a semi-competent group. Light Weaver has the same problem as Mending. Enduring Rays is just a 2 second duration increase to some skills, DK gets Searing Heat which increases their damage done by 25% with some skills and increases the duration by 4 seconds (double what Templar gets). Their passives definitely need to be reworked, they are outdated and outclassed by the other classes in a noticeable way.
- Sub-par Ultimate's
- Radial Sweep
The only good thing about this ultimate is its low cost. Its burst is fine, but it doesn't have anything else. Outclassed by dawnbreaker, Death Stroke (more damage than sweep, cheaper and bonus damage), Dragon Leap, Colossus etc.
- Nova
Below Average damage for similar ultimate's, costs much more than it's worth and applies Major Maim (which can easily be sourced elsewhere).
- Rite of Passage
ESO is has an action based combat system, so having an ability that takes your action out of the combat feels really wonky. This ultimate also only provides the group with insane healing at the expense of you not being able to do anything for the duration. It's also a pure healing skill with nothing attached, no buffs, no unique effects, just big numbers. It's only really useful in PvP to burst your group up, but in PvP just use warden that can provide the group with much more than bigger numbers.
- Sub-par Group Utility
The only unique buff that Templar can give to a group is Minor Sorcery, Dk gets Minor Brutality which does essentially the same thing and DK is much more popular than Templar in groups anyway. They do have some sustain buffs for the group, but these buffs can be given by Nightblade, Warden and Arcanist who can all give additional effects on top of the sustain. The only other things that Templar have in terms of group utility is Luminous Shards (mag and stam return is only really useful for tanks), above average healing and a unique cleanse, but great healing and cleanses can be provided by other classes too.
- The worst Tanks
Templar simply lacks the kit for tanking. They don't have a built-in snare that's worth using as a tank, their immobilize is on the wrong morph and they have trouble keeping their resources topped off. It's also obvious that Sun Shield is intended to be the Templar's main shield. The problem with it is that it's only useful in trash pulls and it has a smaller base shield than other similar skills. Templar also doesn't have much in terms of CC or built in debuffs like DK, Arc, Warden, Necro etc. The only positive thing about Templar tanks is that they have incredible sustained self-healing, but this usually isn't necessary if the group has a semi-competent healer. They don't even have a health scaling self heal.
- Wonky Damage
Templar has a very strange way of doing damage compared to other classes. Their output is mediocre until execute range where they can attain the highest dps in game by far. The beam is too strong and their regular kit is too weak. It creates this very unpleasant gameplay loop where you take ages to get a boss/ player down to the point where you can nuke them with the beam. The gap between pre-execute and execute is way too big and needs to be lessened. A nerf to beam would be fine so long as the rest of their kit is made stronger to compensate.
In PvP this problem is especially noticeable. Fighting a templar solo is usually frustrating because they can take massive amounts of damage, but can't really dish it out by themselves. You usually see Templars in groups waiting until an enemy's health dips below 40% and then beam them down because that's all they can do very effectively. Their main bursting tool, Backlash isn't nearly as effective as other delayed burst abilities. You have to do damage to make it pop at it's full potential, but as stated earlier, Templar usually doesn't have enough up front damage to use the skill at it's full potential.
Templar can definitely be an effective damage dealer, they just have to work a lot harder to do so. This is a common problem with the class.
- Stand Your Ground
Templar is naturally one of the slowest classes already, but they have a built in way to compensate for their lack of speed. Templars like to build their house, so to speak, by putting down aoe's that proc their Sacred Ground passive. While in their house they get more healing and block mitigation, not to mention their 2 biggest tools for building their house provide resource return, healing and a cleanse. The idea behind this is too encourage Templar's to hold the line and act as a bulwark. Unfortunately this is not the case for most players. The bonuses you get from your house aren't always the best option. It's great for tanks (the few of them), but that's about it. In PvP speed is king and standing still is a massive detriment, so having a big part of the class's survivability be by standing still, you've made yourself a sitting duck. The bonuses just aren't good enough to justify standing still so the house needs to be buffed, reworked or removed.
- Buff cycling
Templar has a problem similar to Necro where they need to constantly keep their buffs up in order to stay alive or deal damage. Other classes have their buffs built into skills that they are using a lot anyway because of additional effects, but a lot of Templars buffs need to be recast specifically for the purposes of keeping a good uptime. Since Templar needs to refresh their buffs so often, they have to stop what their doing in order to get the buffs back. This allows enemies in PvP to heal themselves and forces players in PvE to stop doing meaningful things to remain strong. Templar is meant to be relentless but they have to pull back often to keep themselves in the fight.
- An identity crisis
Templar is in a weird spot compared to other classes. What is the Templar meant to be? Dragonknight is a frontline bruiser, Nightblade is a stealthy assassin, Sorcerer is a battle mage and Arcanist is a mysterious scholar. But what is Templar? Many of their skills suggest that they are supposed to be a frontliner, but they don't hit hard enough to be on the forefront of a battle. They have great pure heals, but not much else so that rules out being a combat medic. They're built to stand their ground, but often run around so they can't be great defender. Templar is a weird mix of ideas that work on paper but feel a little conflicting in actual gameplay. Each class has a clearly defined theme and style and their skills make sense within that aesthetic. Templar is a beacon of light, but can corrput that light and use it to defile their enemies. They are bringers of life, but can siphon energy from the dead. They are supposed to empower their allies, but a nature hippy and a deadra simp can do that better than them.
Templar has a bunch of conflicting themes and ideas that make them what they are, in the end they are a confused class with too many conflicting ideas to make them truly cohesive.
Templar is my favorite class and it has been since I started playing. I saw the glory days before they got nerfed and it's sad to see them in the state they are now. The nerfs were necessary because they were a little too strong, but now they are overdue for changes. With more and more classes being brought up to fit the meta that Arcanist has created, Templar has been left behind and as such feels very old compared to the other classes.
I do hope that templar will be revisited in the next patch to make them great once more.
Number 1 Templar apologist