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Templar Class Identity Rework

SugaComa
SugaComa
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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 Revelation

Revelation (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 Outcome

PvP 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.
  • Drackolus
    Drackolus
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    Been a Templar since beta, and I've been thinking a lot about class reworks since Subclassing was announced, and it was pretty clear to me that class lines couldn't be role-focused anymore. Theres a ton I like here, particularly the parts on the Judgment as a theme. I'd rather not have abilities reference any deity, because it's needlessly restrictive on characters. My character is primarily dedicated to Akatosh, not really Stendarr, and certainly not a cruel Daedra like Meridia. Templars devoted to Meridia, Almalexia, or even Magnus or the Magna-ge all fit the visual thematics, as well as regular mages focused on the perfectly valid Restoration school of magic.
    With those in mind, I've long wanted the "Aedric" taken out of Aedric Spear. And, despite being a spear lizard since 2002, I think it would be nice to expand the shiny weapon arsenal of the line. "Restoring Light" also will need a rename and redesign, because the line will have to work for dps builds too. I was thinking some silly alliteration like "Sacred Sigils," but this makes me think theming and naming them around concepts like "Judgement" (you can judge people positively too) and "Purification" ("purifying evil" usually just means violence) seem a lot cooler to me.
    Edited by Drackolus on February 20, 2026 8:09AM
  • SugaComa
    SugaComa
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    Thematically speaking I was mainly just trying to find a way to break free of the whole stand your ground. I know my Templar doesn't do massive single target damage but she tears through groups like she's taking a stroll in the park ... I really feel sacred ground has to go as the defining element of the class z it's just not viable now content is more motion driven
  • The_Isatope8
    The_Isatope8
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    I quite like the idea of Templars having an illuminating/ revealing mechanic, it really fits with their general aesthetic and themes, it can also add some interesting interactions between skill lines.

    I also think that Templars could benefit from having some kind of aura mechanic, but aura's and your proposed revelation mechanic could be combined. The idea is that each skill line has 3 separate abilities that can: Illuminate the player, illuminate an enemy and illuminate an area (creates an aura, exposes an enemy and creates sacred ground). This way, passives and other skills can interact with each other like you suggested while still fulfilling the paladin/ cleric archetype by having something akin to an aura.

    I do have some concerns that being able to counter stealth (unless I'm misinterpreting something) would be very problematic in PvP considering that it would pretty much nullify a popular playstyle with its mere presence without having to sacrifice anything to slot detection pots or abilities like Revealing Flare or Mage light.
    Number 1 Templar apologist
    I also like Necro
  • SugaComa
    SugaComa
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    I agree the reveal mechanic has to be carefully done as while it's a counter to stealth attacks it shouldn't make them 'unusable.

    I don't know if it just my playstyle but I find as a Templar, especially magic one reactive instead of deliberate

    If I'm getting into a fight, cleansing ritual when laid down, should be a "this my world step into it at your own peril."

    But reality is it's like a panic button for heavy dot cleans and then your forced to leave it behind.but take the cleanse away. But make you want to be invisible don't step into my world

    Nightblades will just have to learn how to get behind Templars so they can put an end to that controlled area

    I know my class skill changes are not perfect , but I think they have the potential to be explored and implemented in a ways that works and also fits the templars identity as a warrior of holy light

  • Jestir
    Jestir
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    "A warrior of Meridia" 🤮

    No thank you. The class had always been aedra aligned (Stendarr in particular iirc) and any relation to Meridia has been player side head canon/rp related

    Will comment again after reading the rest
  • Jestir
    Jestir
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    -I think the major buff issue is better solved by just NOT HAVING IT ON A SPAMMABLE, move it elsewhere in the kit where it can be used by more than just stam focused damage dealers and is a far better alternative than shoving a major buff onto a passive

    -illuminate is far more interesting in comparison, minus the stealth interaction. There are enough ways to counter stealth in pvp that it doesn't need to be made a class passive

    -dont mess any more with Jesus beam 🥲

    Personally, Templar has an issue with not enough of the skills themselves are worth using and out dates+not very useful passives. The class definitely needs an update but I just don't particularly like how you went about it.

    The sacred ground/hold the line thing is nice IMO which is probably where we differ the most and I think the class should learn more into that but messing with what's probably the 2 most iconic skills of the class isn't the way to go about anything (I still want old jabs back 😭)

    There's a bunch of rambling I was doing but I cut it down to just that cause I could go on and on
  • SugaComa
    SugaComa
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    Believe it or not I agree with what your saying but I found on these forums if you want discussion, ask for something people don't want first now we have the conversation going , why not flesh out some ideas and see if we can find a way to build Templar back to where it should be
  • SugaComa
    SugaComa
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    Jestir wrote: »
    "A warrior of Meridia" 🤮

    No thank you. The class had always been aedra aligned (Stendarr in particular iirc) and any relation to Meridia has been player side head canon/rp related

    Will comment again after reading the rest

    Templar Identity Review — Radiant Inevitability

    This is not a lore rewrite. It is a thematic alignment.

    Across ESO’s major story arcs, the Vestige has repeatedly engaged with radiant power at its highest levels:

    • Defeated Molag Bal and survived the Planemeld
    • Wielded the restored Dawnbreaker at the Crystal Tower
    • Activated and carried the purified Gift of Death
    • Fought Mannimarco during the Season of the Worm Cult
    • Witnessed Darien Gautier reject divine vesselhood and reclaim mortality

    At no point does the Vestige absorb Meridia’s Light or become a vessel. That canon remains untouched.

    However, these events reshape how a veteran Templar would understand light.

    Templars are not priests of a specific deity.
    They are disciplined practitioners of radiant architecture — shaping solar and purifying energy into structured combat forms.

    After repeated exposure to divine-grade radiance, it makes sense that the class fantasy evolves from:

    • Passive survival
    • Static defense
    • Raw healing throughput

    Into:

    • Illumination
    • Exposure of corruption
    • Escalating pressure
    • Judgement as culmination

    Light in ESO consistently reveals, destabilizes, and punishes necromancy and concealment. A refined Templar identity should reflect that.

    The class should not win because it endures longer.

    It should win because enemies cannot withstand the light.

    We could still use a similar skill set but instead Meridia s Warrior we name it “Arbiter of Radiant Law.

    That is narratively consistent with:
    • Auri-El’s lawful aspect
    • Trinimac’s martial honour
    • Meridia’s intolerance of corruption
  • ADarklore
    ADarklore
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    Considering Templar has been my favorite class for years, I do not want any major changes to jabs... as I really enjoy the skill. However, I'd prefer an animation change to jabs, that's for sure, something more akin to the old animation.

    I also hope they add additional skills that can be used instead of revolving around jabs- like they did with DK. With DK, you now have two different spammables in different skill trees, allowing you choice between a couple different playstyles. Right now, Templar is pretty much limited in playstyle.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Zama666
    Zama666
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    Agree with @ADarklore Jabspam is our identity and it is not a bad one.
    Maybe more variations on the jab - drain health, stam and magicka
    Javelin - the humiliation spear - love how it tosses foes back (yup it gets used on me)
    Radiant Destruction - quintessential iron man move! I love how it makes them run
    Rush Ceremony and Honor the dead are kinda similar...I get that
    Blazing shield could be made a bit more usefull in PvP, but it does move with your Templar

    For Subclassing I would like to see the secondary skill line weakened or cost much more to help balance it out
  • Elendildur
    Elendildur
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    I just want one of the morphs of Focused Charge to not be a taunt. Is that too much to ask for? To close distance with an enemy without pissing off the tank?
    Edited by Elendildur on March 7, 2026 6:36PM
  • SugaComa
    SugaComa
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    Closing the Gameplay Loop — Sacred Ground Needs an Engagement Tool

    Class Mastery for The Templar identity repeatedly references fighting within consecrated areas of power (“Sacred Ground”).
    However, the current class kit lacks a reliable method to bring enemies into those areas.

    In practice this results in the following gameplay problem:
      []Templar places Cleansing Ritual / Rune / Nova []Enemy simply steps out of the area []Ranged players switch to bow or ranged abilities []Templar loses the benefit of their own class mechanics

    This breaks the intended “hold the line” fantasy because the Templar cannot control where the fight occurs.

    Proposed Combat Loop

    The Templar gameplay should function as a deliberate sequence:
    Consecrate ground → Pull enemies inward → Control the space → Deliver judgement
    
      []
    Illumination Line establishes Sacred Ground.
    []Aedric Spear Line provides the pull and crowd control.
    [*]Dawn’s Judgement Line escalates pressure and executes weakened targets.


    This structure preserves the class identity without increasing raw damage numbers.

    Example Ability Interaction

    Cleansing Ritual / Consecrated Ground
    Creates the Templar’s area of influence.

    Blazing Spear (Gravity Morph)
    After a short delay, the spear collapses inward pulling enemies within 12 meters toward the impact point.

    This allows the Templar to:
      []Pull enemies into Sacred Ground []Group targets for melee pressure
    • Prevent ranged kiting from trivializing the class mechanics

    The ability is not intended to replace Dragonknight chains or Arcanist displacement, but to give the Templar a single reliable engagement tool.

    Result

    Sacred Ground abilities become meaningful battlefield control instead of optional circles that enemies can simply avoid.

    The Templar does not chase enemies across the battlefield.

    The Templar creates a place where judgement is delivered.
  • ADarklore
    ADarklore
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    SugaComa wrote: »
    The Templar creates a place where judgement is delivered.

    Well, in all honesty, the other passives are more for DPS, the passives you speak of are more for support- and both tank and healer typically remain in one spot.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • SugaComa
    SugaComa
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    ADarklore wrote: »
    SugaComa wrote: »
    The Templar creates a place where judgement is delivered.

    Well, in all honesty, the other passives are more for DPS, the passives you speak of are more for support- and both tank and healer typically remain in one spot.

    The Mechanical Gap Templar Still Has

    Almost every class now has a way to control where enemies fight.
    Examples:

    * Dragonknight – chains pull enemies in
    * Arcanist – Rune of Displacement group pull
    * Necromancer – totem fear / graveyard control
    * Warden – immobilises and area denial
    * Nightblade – fear + mobility control

    *Templar’s kit mostly assumes enemies will walk into its damage zones voluntarily.
    Which is… optimistic.
  • ADarklore
    ADarklore
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    SugaComa wrote: »

    The Mechanical Gap Templar Still Has

    Almost every class now has a way to control where enemies fight.
    Examples:

    * Dragonknight – chains pull enemies in
    * Arcanist – Rune of Displacement group pull
    * Necromancer – totem fear / graveyard control
    * Warden – immobilises and area denial
    * Nightblade – fear + mobility control

    *Templar’s kit mostly assumes enemies will walk into its damage zones voluntarily.
    Which is… optimistic.

    Not for a solo player. ;)
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • tmacedo
    tmacedo
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    Jestir wrote: »
    "A warrior of Meridia" 🤮

    No thank you. The class had always been aedra aligned (Stendarr in particular iirc) and any relation to Meridia has been player side head canon/rp related

    Will comment again after reading the rest

    Exactly. Leave Meridia out of templar fantasy. Let Rpers do their own lore around that.

    In fact its one of the reasons i struggle to subclass templar, considering lore reasons. The closer with non-daedric alignment are wardens, but i find their own linea very non-fitting.

    Still, no Meridia, thank you.
  • LunaFlora
    LunaFlora
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    why is Meridia's involvement suddenly denied?
    her motif is used in promo art for Templar
    vlmm7awc3cqh.jpg
    9asky4l3wnwe.jpg
    Templars use Sun magic, Magnus created the sun, Meridia is Magna-Ge.

    https://en.uesp.net/wiki/Online:Caledonia_Gregorius
    Tribute grandmaster for the Alessia deck is a Templar, Aedric priest, and wears Meridian armour.
    7836q1axp68d.jpg


    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Triipzzz
    Triipzzz
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    SugaComa wrote: »

    Closing the Gameplay Loop — Sacred Ground Needs an Engagement Tool

    Class Mastery for The Templar identity repeatedly references fighting within consecrated areas of power (“Sacred Ground”).
    However, the current class kit lacks a reliable method to bring enemies into those areas.

    In practice this results in the following gameplay problem:
      []Templar places Cleansing Ritual / Rune / Nova []Enemy simply steps out of the area []Ranged players switch to bow or ranged abilities []Templar loses the benefit of their own class mechanics

    This breaks the intended “hold the line” fantasy because the Templar cannot control where the fight occurs.

    Proposed Combat Loop

    The Templar gameplay should function as a deliberate sequence:
    Consecrate ground → Pull enemies inward → Control the space → Deliver judgement
    
      []
    Illumination Line establishes Sacred Ground.
    []Aedric Spear Line provides the pull and crowd control.
    [*]Dawn’s Judgement Line escalates pressure and executes weakened targets.


    This structure preserves the class identity without increasing raw damage numbers.

    Example Ability Interaction

    Cleansing Ritual / Consecrated Ground
    Creates the Templar’s area of influence.

    Blazing Spear (Gravity Morph)
    After a short delay, the spear collapses inward pulling enemies within 12 meters toward the impact point.

    This allows the Templar to:
      []Pull enemies into Sacred Ground []Group targets for melee pressure
    • Prevent ranged kiting from trivializing the class mechanics

    The ability is not intended to replace Dragonknight chains or Arcanist displacement, but to give the Templar a single reliable engagement tool.

    Result

    Sacred Ground abilities become meaningful battlefield control instead of optional circles that enemies can simply avoid.

    The Templar does not chase enemies across the battlefield.

    The Templar creates a place where judgement is delivered.

    I honestly love the idea of pulls on templar skills of some sort I just never knew about the law of fighting in consecrated areas lol.

    I only really play Cryo and would die for a nova ultimate morph called 'Unstable Singularity' that pulls in enemies like the volendrung hammer does. I don't really care if the nova is attached to the player to not I just think a literal dying star is a black hole and should pull enemies for co-ordinated group play.

    Happy PvPing!
  • The_Isatope8
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    LunaFlora wrote: »
    why is Meridia's involvement suddenly denied?
    her motif is used in promo art for Templar
    vlmm7awc3cqh.jpg
    9asky4l3wnwe.jpg
    Templars use Sun magic, Magnus created the sun, Meridia is Magna-Ge.

    This discussion is about Templars class identity and mechanics. The lore states that the light magic used by Templars isn't exclusive to them and can be used by almost anyone, but since the devs have stated that Templar, the playable class, draws power from Aedric entities. This means that Templar pc's are connected to the Aedra (not just the divines, but Magnus as well) and that their power is derived from them. Their skill descriptions also feature words like "divine" and "Holy", not to mention that Rite of Passage and Cleansing Ritual have "Channel the grace of the gods" and "Exalt in the sacred light of the Aedra" as part of their descriptions respectively. It seems quite conclusive that the specific way in which Templars as a playable class use light magic is tied to the Aedra, not Meridia.

    It is completely plausible that an in universe servant of Meridia could call themselves a Templar and use light magic in a similar way to the ESO Templar class, but in game it can only be a headcannon/ rp thing for a Templar pc to derive their power from Meridia.



    Number 1 Templar apologist
    I also like Necro
  • SugaComa
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    If an Altmer Templar decided to use Meridia’s power against her, they wouldn't see it as "worship." They would see it as reclaiming stolen property.
    Here is how an Altmer Templar justifies using "Meridian" light as an act of rebellion:
    1. The "Rightful Heir" Argument
    To a high-born Altmer, the Magna-Ge (the star-spirits like Meridia) are their distant cousins.
    Their Logic: "Meridia didn't create light; she just shaped it. Since I am a direct descendant of the Aedra, that light is my birthright too."
    The Act: By using Templar abilities (which mimic Meridia's "Light of Life"), they are essentially saying, "I don't need your permission to use the sun. I am more 'Solar' than you are, you fallen exile."
    2. The Weaponization of "Starlight"
    In lore, Meridia’s realm is the Colored Rooms. It’s essentially a prism that catches the light of the sun (Magnus) and bends it to her will.
    An Altmer Templar who studies the "Dawn's Wrath" skill line is doing the same thing.
    They are using the Aetherial fragments (Varla Stones, Culanda Stones, or just raw magicka) to create a "counter-frequency" to Meridia’s influence.
    The Rebellion: It’s like using a captured enemy's artillery against them. They are using the "Light of Life" to burn the "Purified" (Meridia’s slaves), proving that her light isn't holy—it's just a tool.
    3. The "Light vs. Light" Paradox
    This creates a very cool character archetype: The Solar Rebel.
    The Motivation: They hate the Undead (Molag Bal), but they also hate being controlled (Meridia).
    The Philosophy: They believe that Stendarr (Mercy) or Auri-El (Order) provides the moral compass, but Magnus (The Sun) provides the battery.
    The Conflict: By using "Meridia-adjacent" magic, they are constantly walking a thin line. If they use too much, they risk becoming "Purified" themselves. If they use too little, the vampires win.

    Why this is "Lore-Friendly"
    ​There is a group in the lore called the Luminaries (and the ancient Magna-Ge worshippers). They believe that the stars and the sun are the only "pure" sources of magic. An Altmer Templar who rebels against Meridia would argue that Meridia is a squatter—she’s occupying a source of power that belongs to the Elves.
    ​"She calls herself the Lady of Light? Please. She is a shadow cast by the sun I inherit." — A hypothetical Altmer Templar.
  • Urzigurumash
    Urzigurumash
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    Aurorans were already established as the big shiny gold wielders of Light Magic, and they're affiliated with Meridia.

    So the association is pretty thematically strong. I certainly enjoy the Umaril polymorph on Templar, its visuals are perfect.

    If it's not reflected in the textual lore in ESO, well then it's wrong, all the text can be totally wrong in a TES game right?
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • SugaComa
    SugaComa
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    My idea stems from base game story at the end when we reclaim our soul, Meridian would have made us an auroran to serve her will but in act of defiance we reclaimed our soul and claimed our ownership of the power Meridia bestowed on us to defeat her enemies ... We use the light, but we use it as a big rebellious push back to remind her we are the vestige and we can't be controlled
  • tmacedo
    tmacedo
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    SugaComa wrote: »
    My idea stems from base game story at the end when we reclaim our soul, Meridian would have made us an auroran to serve her will but in act of defiance we reclaimed our soul and claimed our ownership of the power Meridia bestowed on us to defeat her enemies ... We use the light, but we use it as a big rebellious push back to remind her we are the vestige and we can't be controlled

    Its a very interesting idea indeed. Remembers me of first Ghost Rider movie where Johnny stays with the curse to use against Mephistopheles, much to his anger.

    I just prefer to not have any connection at all with Meridia, using a more "pure" form of magic, if possible, independent of artwork or visuals associated with her (I use, btw, unfetahered staff in my toon, but just for the yellow glow, I know its Meridian stuff).

    But in the end if the class is made to be Meridian, so be it. Its still my favorite class by far. I am not that familiar with all the pieces of the lore across games, but i would like to not have a daedra as a "source" of power., and Eso's templar gave me that impression.
  • SugaComa
    SugaComa
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    tmacedo wrote: »
    SugaComa wrote: »
    My idea stems from base game story at the end when we reclaim our soul, Meridian would have made us an auroran to serve her will but in act of defiance we reclaimed our soul and claimed our ownership of the power Meridia bestowed on us to defeat her enemies ... We use the light, but we use it as a big rebellious push back to remind her we are the vestige and we can't be controlled

    Its a very interesting idea indeed. Remembers me of first Ghost Rider movie where Johnny stays with the curse to use against Mephistopheles, much to his anger.

    I just prefer to not have any connection at all with Meridia, using a more "pure" form of magic, if possible, independent of artwork or visuals associated with her (I use, btw, unfetahered staff in my toon, but just for the yellow glow, I know its Meridian stuff).

    But in the end if the class is made to be Meridian, so be it. Its still my favorite class by far. I am not that familiar with all the pieces of the lore across games, but i would like to not have a daedra as a "source" of power., and Eso's templar gave me that impression.

    That's a fair point but I'm no way suggesting templars follow the teachings of Meridia but I do want to use this opportunity to make this refresh solve the modern mobility issue by making the Templar's "zones" of power follow the target rather than the static floor. By acknowledging Meridia as the source of the "Wrath" line, we give the Templar a darker, more potent edge that is perfectly balanced by the Aedric influence of Stendarr and Auri-El.
    The result: A class that feels like a master of the Spectrum, rather than a "Jab-bot."
  • mmtaniac
    mmtaniac
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    How long till rework od templar they annouced?
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