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:
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 Unfortunately this sounds like what they already are with their whole outdated and frustrating 'stand your ground' schtick.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