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Class mechanics and Templar aura's

The_Isatope8
The_Isatope8
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Since the new DK changes look great, there's been a lot of speculation on what the other class refreshes could look like. I really like the idea that classes are going to have their core identities expanded upon and refined. So far it looks like they want to implement (or bring back in some cases) more unique features within each classes kit to make them stand out from each other. I personally believe that a great way to do this is by giving classes access to certain unique mechanics that only they can use effectively e.g. Arcanist with crux and Necro with corpses (I know that corpses are a mess right now, but they do give Necro a unique playstyle compared to the others). As such, I think that Templar could benefit massively by having a mechanic of their own. That mechanic being aura's.

In the class identity refresh article that the devs posted earlier this year they showed an image under the identity section of the article, giving us a glimpse at what their vision for the future looks like. That image is in the spoiler below:
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Templars section is quite interesting for 2 reasons. The first is the mention of their ability to create sanctuaries and the second being that they are going to be "truly a force when in melee range". Unfortunately this sounds like what they already are with their whole outdated and frustrating 'stand your ground' schtick. They almost have a unique mechanic with their Sacred Ground passive, but it falls short since it can be unreliable, resource intensive and frustrating to keep it active in todays state of the game. Many newer trials, dungeons, arena's, overland bosses etc. require the player to reposition constantly, thus depriving Templar from benefiting from one of their most character defining features. Even their class mastery scribing script is tied to it.

If some of their abilities were reworked to provide an aura for the duration of the ability, they would completely avoid the drawbacks of Sacred Ground and gain a new way to have their skills interact with each other. Some skills might not provide an aura outright, but gain additional effects while an aura is active while other skills could have morphs that provide new aura's. having their unique class mechanic be aura's would also fit with the new vision since a templar with an aura would be providing a sanctuary of sorts to allies in it. Damaging and debuffing aura effects would also fit the 'force when in melee range' identity since they're tied to the character themselves. It also fits with established Templar lore, since the in-game skill books Aura of the Righteous and Stendarr's Divine Spear mention Templars using aura's. I also think that an aura mechanic could help make their skills and ultimate's more interesting, thus giving Templar more build variety with all the new ways to utilize their aura. Even their outdated passives would benefit from such a change since it would provide a way for them to interact with Templars kit in a more meaningful way, just like Arcanist and Necro passives interact with crux and corpses respectively.

Visually, the aura itself could have an effect similar to what their Solar Barrage skill has while out of combat to indicate that its active. Skills that provide auras would naturally have different durations and sizes to give them some sort of limitation. Templar as a class already draws inspiration from the diablo 2 paladin and the paladin/ cleric archetype in general, so why not go all in and give them aura's as their unique class mechanic?

I do genuinely think that giving Templar an aura mechanic would be the perfect replacement for Sacred Ground and a great way to differentiate the class from the others. I am currently working on my own concept for a Templar rework and aura's are an idea that I've been playing around with for a while, so please let me know your thoughts on it and whether or not you think its a good idea to rework Templar in this direction.
Number 1 Templar apologist
I also like Necro
  • Ratzkifal
    Ratzkifal
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    Sounds good to me. And we already have some abilities that work like that on the Templar, so it kind of makes sense to lean further into that.
    Ngl, it would be funny if Nova turned yourself into the sun as an aura with one morph. But it's also pretty badass and would solve some of the pain points that ultimate has. I'm sure ZOS was already planning on making certain abilities centered around the caster and be an AOE. I mean, they already did so with Flames of Oblivion for DK. That's basically an aura effect now.
    The question is whether that's easier or harder on the performance side of things and if that doesn't get boring if a majority if not all of your skills end up being an aura of some kind. I also have some concerns that it could turn templar into "the ballgroup class" if it goes overboard. I guess we'll cross that bridge when we get there.
    This Bosmer was tortured to death. There is nothing left to be done.
  • The_Isatope8
    The_Isatope8
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    Ratzkifal wrote: »
    The question is whether that's easier or harder on the performance side of things and if that doesn't get boring if a majority if not all of your skills end up being an aura of some kind. I also have some concerns that it could turn templar into "the ballgroup class" if it goes overboard. I guess we'll cross that bridge when we get there.
    The idea is that one skill and its morphs will always provide an aura while at least 2 skills per skill line interact with the aura in some way. One morph of a skill per skill line could also give an aura that isn't tied to the Templar, but instead allow them to place their aura elsewhere to provide the benefits of it even when the Templar themselves are too far away for an ally to benefit from their normal aura (skills such as Luminous Shards, Purifying Light and Extended ritual could create such an effect) e.g. when a Tank or melee dps is too far away from a Templar healer to stand within their aura, they can still gain the benefits associated with it while standing in certain aoe effects the Templar creates.

    This layout is similar to the crux building systems arcanist has, one skill per skill line always generates crux (Runemeld, Runeblades, Runic Jolt) while a different skill from each skill line has a morph that can create crux (Chakram of Destiny, Cephaliarch's Flail, Cruxweaver armor).

    Number 1 Templar apologist
    I also like Necro
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