Templar Identity Rework Proposal — From “Holding the Line” to “Judgement of the Sun”This is not a numbers buff request.
This is a structural identity proposal intended to solve long-standing Templar gameplay issues:
• Morph imbalance (Mag vs Stam)
• Jab-centric gameplay
• Defensive stereotype
• Lack of clear PvP niche
• Increasing homogenisation across classes
The goal is to align gameplay with the class fantasy:
A warrior of Meridia — illumination, exposure, purification, and divine judgement.
Templars should not win because they outlast enemies.
Templars should win because enemies cannot escape the light.
Core Design Philosophy
Shift Templar power from:
[]Passive survival
[]Standing still
- Raw healing throughput
To:
[]Revealing enemies
[]Punishing continued combat
[]Escalating pressure
[]Judgement execution
Templar becomes a
pressure inevitability class, not a defensive anchor.
System Change — Conditional Passive Buffs
Major offensive buffs should not belong to stamina morphs alone.
Instead they should be tied to
using core class skills.
Example philosophy:
While an Aedric Spear ability is slotted, gain Major Brutality/Sorcery.
While an enemy is affected by your Aedric Spear ability, gain Minor Berserk.
This preserves build choice while preventing morph-based scaling bias.
Result:
[]Magicka and Stamina morphs gain equal scaling access
[]Players must still commit bar space
- Identity is tied to playing the class, not resource type
Aedric Spear — From Spam Skill to Exposure Mechanic
Current problem:
Jabs defines the entire class and determines balance between resource builds.
Proposed direction:
Aedric Spear applies
RevelationRevelation (new mechanic)
[]Enemies struck become illuminated
[]Illuminated enemies take increasing damage from Templar abilities
- Stealth and concealment interactions weakened
Now Sweeps and Jabs are playstyle choices, not power choices.
Restoring Light — Consecration Instead of Panic Healing
Healing should be a result of sanctifying the battlefield.
Examples:
[]Standing in Rune creates consecrated ground
[]Damaging illuminated enemies heals allies
- Purifying effects strengthen healing done
You do not retreat to recover — you claim ground as sacred.
Dawn’s Wrath — Judgement Instead of Simple Execute
Radiant Destruction becomes the culmination of pressure, not a detached finisher.
Concept:
[]Enemies accumulate Judgement stacks while illuminated
[]Beam consumes stacks for increased execution power
- Longer resistance = harsher verdict
This transforms the beam into a thematic payoff rather than a generic low-HP ability.
Gameplay OutcomePvP Role
Area denial / anti-stealth / inevitability pressure
PvE Role
Sustained radiant damage with group purification utility
Playstyle Feel
[]Apply light
[]Control space
[]Escalate pressure
[]Deliver judgement
Not:
[]Stand still
[]Spam heal
- Outlast opponent
Why This Matters
Templar currently fights against its own fantasy.
The class looks like a solar crusader but plays like a defensive sustain check.
By tying power to illumination and purification:
[]Morph imbalance is naturally solved
[]Skill diversity increases
[]Class uniqueness returns
[]Counterplay remains intact
This is not a request to make Templar stronger.
It is a request to make Templar coherent.
Let the class win because enemies cannot endure the light — not because the Templar endures them.