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Templar Changes I would like to see in update 45

The_Isatope8
The_Isatope8
✭✭✭
Update 44 was disappointing for Templar so I wanted to highlight some changes I would like to see in the future, hopefully sooner than later. This list is basically a TLDR for a post I made about a rework that you can view here if you want a much more in-depth explanation.

With that out of the way, here are some changes I would like to see.

Aedric Spear
  • Puncturing Strikes
    Cost determined by highest max resource and convert to single target damage with an aoe component like Sorcerer's 'Daedric Curse' ability.
  • Piercing Javelin
    Make resource cost determined by lowest resource for better distribution.
    • Binding Javelin
      Pulls target to you by having them be impaled on the spear, no longer stuns.
  • Spear Shards
    Move immobilize to 'Luminous Shards morph'
  • Backlash
    Move to Aedric Spear skill line for thematic purposes since the ability uses a spear model. Burst damage increases based on how many times the enemy is hit by you instead of how much damage you have done to them for beter reliability in PvP.
  • Balanced Warrior (Passive)
    Increases your critical damage done and block mitigation by 10%.
  • Sacred Weapon (Prism passive)
    Rename the 'Prism' passive to 'Sacred Weapon' and move it to Aedric Spear skill line for better QOL.
  • Piercing Spear
    Grants you Major Savagery and Major Prophecy for 12 seconds when you use an Aedric Spear ability in combat.
  • Spear Wall (passive)
    grants Minor protection in a small area around you so allies can also benefit from it.
  • Summon Aedric Spear (Ultimate, was Radial Sweep)
    Summons the spear as a main weapon for 10 seconds instead of doing burst damage, restoring 15% of all direct damage you do as health and increasing your direct damage done by 10%.
Dawn's Wrath
  • Sun Fire
    Remove critical buffs and add Major Breach to both morphs.
    • Conflagration (was reflective Light)
      Deals damage and applies debuff around target, limited to 1 target.
  • Solar Nexus (was Solar Flare)
    Now functions like Solar Barrage, increase tick rate to once every second and reduce damage accordingly. Make Sunsphere a while slotted buff for base ability and morphs.
    • Solar Flare (was Dark Flare)
      Reduce cast time to 0.5 seconds, make travel time instant and reduce damage accordingly. Change animation to a beam of light and inflicts Minor Vulnerability and Minor Cowardice instead of Major Defile to better suit Templars theme and aesthetics.
    • Solar Barrage
      Add a small snare for extra utility to keep enemies in melee range easier, increase tick rate to once per second and reduce damage accordingly.
  • Sun Shield
    Move ability to Dawn's Wrath skill line to make space for Backlash in Aedric spear and for thematic purposes. Gain up to 4 stacks while blocking attacks on either bar, stacks increase shield strength by 15% up to a maximum of 60%. Shield strength capped at 45% of your max health.
    • Radiant Ward
      When the shield expires, you gain Magicka and Stamina equal to 10% of the damage absorbed by the shield.
    • Blazing Shield
      Stacks are built by dealing damage, up to 5 stacks and scales off of max offensive stats instead of max health. Each stack increases shield strength by 10% and shield strength is capped at 40% of your max health. Shield lasts 8 seconds and reflects 30% of direct damage absorbed by the shield back to the attacker as magic damage.
  • Eclipse
    Now has same function as Living dark, but without the snare. animation now envelops you in wispy, golden lights like the corona of an eclipse instead of a dark sphere to better suit Templars aesthetics.
    • Total Eclipse (was Living Dark)
      Same functionality as Living Dark, but with a name and animation change to better suit Templar's aesthetics
    • Unstable Core
      Ability heals for 1530 health, down from 2066, but applies Minor Brittle to enemies who hit you and snares them for 4 seconds.
  • Radiant Destruction
    Deals 10% more base damage, execute scaling reduced to 340% for both morphs and cost is determined by highest max resource. Base ability and morphs restore up to 400 Magicka or Stamina, down from 480 mag and stam per tick.
    • Radiant Oppression
      Applies a 40% snare for 1 seconds per tick.
  • Enduring Rays (passive)
    Increase the duration of debuffs you apply to enemies by 2 seconds.
  • Burning Light (passive)
    Move Burning Light to Dawn's Wrath skill line for thematic reasons and to make space for the Sacred Weapon passive. Increase base damage by 30%.
  • Prism (passive)
    Casting a Templar ability in combat increases weapon and spell damage by 6% for 6 seconds.
  • Nova (ultimate)
    Increase aoe damage by 40% and reduce cost to 220 ultimate. Synergy (Renamed Gravity well) now pulls enemies in the aoe to the center and can pull elite enemies. Ignores CC immunity on monsters.
    • Solar Nimbus (was Solar Disturbance)
      Ability is now cast around you and activating again before duration ends activates the synergy. reduce aoe damage by 20%, but increase synergy damage by 100%.
    • Solar Prison
      Increase radius to 12 meters, enemies are snared by 70% inside the area.
Restoring Light
  • Breath of Life
    Is now a health scaling self heal. Grants up to 3 ultimate based on missing health.
  • Healing Ritual
    First hit heals slightly less, but applies a 10 second sticky HOT to allies hit by initial hit for 10 seconds, healing 3162 health over the duration.
    • Hasty Prayer
      Applies Major Expedition for 5 seconds. When Major Expedition expires, gain Minor Expedition for 5 seconds.
    • Ritual of Rebirth
      Increase duration to 15 seconds, up from 10 seconds.
  • Consecration (was Restoring Aura)
    Costs Magicka to use, applies minor recovery buffs to allies for 40 seconds. you gain the buffs while slotted on either bar.
    • Radiant Consecration (was radiant Aura)
      Healing consecrated allies grants them Minor Courage for seconds. You gain these effects while slotted on either bar
    • Sanctify
      Sanctified allies have 1 negative effect removed from them once every 6 seconds. You gain recovery buffs while slotted on either bar.
  • Cleansing Aura (Cleansing Ritual)
    Ability and morphs are now cast around you like an aura instead of being cast on the ground, healing tick rate increased to once every second and healing reduced accordingly.
    • Aura of Retribution
      Tick rate is still 2 seconds and snares enemies inside the area by 30%.
  • Divine Armor
    Is no longer a ground based rune, but ability is cast on you and applies a visual effect like a suit of ethereal armor while active. Costs 2700 of your lowest resource. Base ability restores 141 Magicka and Stamina once every second and restores 367 health every second for 20 seconds.
    • Restoring Armor
      Applies Minor Resolve in addition to Major Resolve and restores 242 Stamina and 141 Magicka every second for 20 seconds.
    • Armor of Devotion
      Restores 242 Magicka and 141 Stamina every second for 30 seconds.
  • Light Weaver (passive)
    Applies to all healing abilities instead of just restoring light abilities, ultimate gain effect can occur once every second. No longer grants armor while channeling Rite of Passage.
  • Restoring Spirit (passive)
    Moved to Restoring Light skill line and replaces Master ritualist. Casting a Templar ability in combat restores 777 Magicka and Stamina, this effect can occur once every 4 seconds.
  • Mending (passive)
    Increases healing done with all healing abilities by 8% instead of just Restoring Light abilities by 12% based on the severity of a targets wounds. Grants Minor Mending for 12 seconds after casting a Restoring Light ability.
  • Shield of Faith (passive, was Sacred Ground)
    Casting a Restoring Light ability with a duration grants you 2200 Armor for the duration and you have 1 negative effect removed from you once every 6 seconds. Negative effect removal doesn't stack with the Sanctify skill, you can only be affected by one of them at a time.
  • Incantation (ultimate, was Rite of passage)
    Duration of base skill and morphs increased to 8 seconds and do not require you to channel the healing, but reduced healing per tick by 33% to compensate. You and affected allies gain 5% unique damage reduction for the duration.
    • Protective Incantation (was Remembrance)
      Increase damage reduction when cast with or more than a certain amount of ultimate.
    • Inspiring Incantation (was Practiced Incantation)
      Grants Major Force to you and affected allies for 10 seconds when cast with enough or more than a certain amount of ultimate.

Constructive criticism and thoughtful discussion are always appreciated, feel free to ask question as I would like to clear up any misconceptions or fix any mistakes found here.
Number 1 Templar apologist
  • Joy_Division
    Joy_Division
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    Some good ideas here. Like how you tried to keep the class's theme rather than just make abilities stronger.

    Though, with BGs needed major revision and ZOS's final realization that PvP combat needs major fixing, with the same person in charge of both of those projects as well as charged with making any changes to Templars, it's unfortunately going to be a while.
  • BananaBender
    BananaBender
    ✭✭✭
    I feel like these are way too PvP focused changes and would be horrible for Templar in PvE. Addressing the issues templar has in PvP shouldn't come at the cost of its PvE viability, which is right now pretty good. I wish the ults were something worth using and slightly better recoveries.
  • Vonnegut2506
    Vonnegut2506
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    Change jab back to the old animation; this new one is the worst.
  • Zama666
    Zama666
    ✭✭✭✭
    but I love the stun!
    "Pulls target to you by having them be impaled on the spear, no longer stuns."
    get knocked back and stunned...so humiliating especially in PvP
    Plus, I want them away from me and disabled
  • Thumbless_Bot
    Thumbless_Bot
    ✭✭✭✭
    Update 44 was disappointing for Templar so I wanted to highlight some changes I would like to see in the future, hopefully sooner than later. This list is basically a TLDR for a post I made about a rework that you can view here if you want a much more in-depth explanation.

    With that out of the way, here are some changes I would like to see.

    Aedric Spear
    • Puncturing Strikes
      Cost determined by highest max resource and convert to single target damage with an aoe component like Sorcerer's 'Daedric Curse' ability.
    • Piercing Javelin
      Make resource cost determined by lowest resource for better distribution.
      • Binding Javelin
        Pulls target to you by having them be impaled on the spear, no longer stuns.
    • Spear Shards
      Move immobilize to 'Luminous Shards morph'
    • Backlash
      Move to Aedric Spear skill line for thematic purposes since the ability uses a spear model. Burst damage increases based on how many times the enemy is hit by you instead of how much damage you have done to them for beter reliability in PvP.
    • Balanced Warrior (Passive)
      Increases your critical damage done and block mitigation by 10%.
    • Sacred Weapon (Prism passive)
      Rename the 'Prism' passive to 'Sacred Weapon' and move it to Aedric Spear skill line for better QOL.
    • Piercing Spear
      Grants you Major Savagery and Major Prophecy for 12 seconds when you use an Aedric Spear ability in combat.
    • Spear Wall (passive)
      grants Minor protection in a small area around you so allies can also benefit from it.
    • Summon Aedric Spear (Ultimate, was Radial Sweep)
      Summons the spear as a main weapon for 10 seconds instead of doing burst damage, restoring 15% of all direct damage you do as health and increasing your direct damage done by 10%.
    Dawn's Wrath
    • Sun Fire
      Remove critical buffs and add Major Breach to both morphs.
      • Conflagration (was reflective Light)
        Deals damage and applies debuff around target, limited to 1 target.
    • Solar Nexus (was Solar Flare)
      Now functions like Solar Barrage, increase tick rate to once every second and reduce damage accordingly. Make Sunsphere a while slotted buff for base ability and morphs.
      • Solar Flare (was Dark Flare)
        Reduce cast time to 0.5 seconds, make travel time instant and reduce damage accordingly. Change animation to a beam of light and inflicts Minor Vulnerability and Minor Cowardice instead of Major Defile to better suit Templars theme and aesthetics.
      • Solar Barrage
        Add a small snare for extra utility to keep enemies in melee range easier, increase tick rate to once per second and reduce damage accordingly.
    • Sun Shield
      Move ability to Dawn's Wrath skill line to make space for Backlash in Aedric spear and for thematic purposes. Gain up to 4 stacks while blocking attacks on either bar, stacks increase shield strength by 15% up to a maximum of 60%. Shield strength capped at 45% of your max health.
      • Radiant Ward
        When the shield expires, you gain Magicka and Stamina equal to 10% of the damage absorbed by the shield.
      • Blazing Shield
        Stacks are built by dealing damage, up to 5 stacks and scales off of max offensive stats instead of max health. Each stack increases shield strength by 10% and shield strength is capped at 40% of your max health. Shield lasts 8 seconds and reflects 30% of direct damage absorbed by the shield back to the attacker as magic damage.
    • Eclipse
      Now has same function as Living dark, but without the snare. animation now envelops you in wispy, golden lights like the corona of an eclipse instead of a dark sphere to better suit Templars aesthetics.
      • Total Eclipse (was Living Dark)
        Same functionality as Living Dark, but with a name and animation change to better suit Templar's aesthetics
      • Unstable Core
        Ability heals for 1530 health, down from 2066, but applies Minor Brittle to enemies who hit you and snares them for 4 seconds.
    • Radiant Destruction
      Deals 10% more base damage, execute scaling reduced to 340% for both morphs and cost is determined by highest max resource. Base ability and morphs restore up to 400 Magicka or Stamina, down from 480 mag and stam per tick.
      • Radiant Oppression
        Applies a 40% snare for 1 seconds per tick.
    • Enduring Rays (passive)
      Increase the duration of debuffs you apply to enemies by 2 seconds.
    • Burning Light (passive)
      Move Burning Light to Dawn's Wrath skill line for thematic reasons and to make space for the Sacred Weapon passive. Increase base damage by 30%.
    • Prism (passive)
      Casting a Templar ability in combat increases weapon and spell damage by 6% for 6 seconds.
    • Nova (ultimate)
      Increase aoe damage by 40% and reduce cost to 220 ultimate. Synergy (Renamed Gravity well) now pulls enemies in the aoe to the center and can pull elite enemies. Ignores CC immunity on monsters.
      • Solar Nimbus (was Solar Disturbance)
        Ability is now cast around you and activating again before duration ends activates the synergy. reduce aoe damage by 20%, but increase synergy damage by 100%.
      • Solar Prison
        Increase radius to 12 meters, enemies are snared by 70% inside the area.
    Restoring Light
    • Breath of Life
      Is now a health scaling self heal. Grants up to 3 ultimate based on missing health.
    • Healing Ritual
      First hit heals slightly less, but applies a 10 second sticky HOT to allies hit by initial hit for 10 seconds, healing 3162 health over the duration.
      • Hasty Prayer
        Applies Major Expedition for 5 seconds. When Major Expedition expires, gain Minor Expedition for 5 seconds.
      • Ritual of Rebirth
        Increase duration to 15 seconds, up from 10 seconds.
    • Consecration (was Restoring Aura)
      Costs Magicka to use, applies minor recovery buffs to allies for 40 seconds. you gain the buffs while slotted on either bar.
      • Radiant Consecration (was radiant Aura)
        Healing consecrated allies grants them Minor Courage for seconds. You gain these effects while slotted on either bar
      • Sanctify
        Sanctified allies have 1 negative effect removed from them once every 6 seconds. You gain recovery buffs while slotted on either bar.
    • Cleansing Aura (Cleansing Ritual)
      Ability and morphs are now cast around you like an aura instead of being cast on the ground, healing tick rate increased to once every second and healing reduced accordingly.
      • Aura of Retribution
        Tick rate is still 2 seconds and snares enemies inside the area by 30%.
    • Divine Armor
      Is no longer a ground based rune, but ability is cast on you and applies a visual effect like a suit of ethereal armor while active. Costs 2700 of your lowest resource. Base ability restores 141 Magicka and Stamina once every second and restores 367 health every second for 20 seconds.
      • Restoring Armor
        Applies Minor Resolve in addition to Major Resolve and restores 242 Stamina and 141 Magicka every second for 20 seconds.
      • Armor of Devotion
        Restores 242 Magicka and 141 Stamina every second for 30 seconds.
    • Light Weaver (passive)
      Applies to all healing abilities instead of just restoring light abilities, ultimate gain effect can occur once every second. No longer grants armor while channeling Rite of Passage.
    • Restoring Spirit (passive)
      Moved to Restoring Light skill line and replaces Master ritualist. Casting a Templar ability in combat restores 777 Magicka and Stamina, this effect can occur once every 4 seconds.
    • Mending (passive)
      Increases healing done with all healing abilities by 8% instead of just Restoring Light abilities by 12% based on the severity of a targets wounds. Grants Minor Mending for 12 seconds after casting a Restoring Light ability.
    • Shield of Faith (passive, was Sacred Ground)
      Casting a Restoring Light ability with a duration grants you 2200 Armor for the duration and you have 1 negative effect removed from you once every 6 seconds. Negative effect removal doesn't stack with the Sanctify skill, you can only be affected by one of them at a time.
    • Incantation (ultimate, was Rite of passage)
      Duration of base skill and morphs increased to 8 seconds and do not require you to channel the healing, but reduced healing per tick by 33% to compensate. You and affected allies gain 5% unique damage reduction for the duration.
      • Protective Incantation (was Remembrance)
        Increase damage reduction when cast with or more than a certain amount of ultimate.
      • Inspiring Incantation (was Practiced Incantation)
        Grants Major Force to you and affected allies for 10 seconds when cast with enough or more than a certain amount of ultimate.

    Constructive criticism and thoughtful discussion are always appreciated, feel free to ask question as I would like to clear up any misconceptions or fix any mistakes found here.

    I don't know if these are good ideas or bad as I have only been playing plar competitively for about two months. What i will say is that your effort should be commended. These are very well thought out ideas and really show your love for the game and the class. These community based ideas come from people who actually play the game. That's more than I can say for the people at zos who get paid real American dollars to do this very thing. It is sad.
    Edited by Thumbless_Bot on November 27, 2024 9:48PM
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