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Templar Class Identity Rework

  • mmtaniac
    mmtaniac
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    Templar will likely be forced into stationary play anyway. Sanctuary's announcement of the class rework confirms this, so don't expect mobile builds to be too demanding in terms of class skills, but who knows, I could be wrong. This is my take on this ability. I admit it might be overpowered at times, but I think it's a good idea. The numbers can always be adjusted, and Zenimax will do it their way anyway.
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    mmtaniac wrote: »
    Templar will likely be forced into stationary play anyway. Sanctuary's announcement of the class rework confirms this, so don't expect mobile builds to be too demanding in terms of class skills, but who knows, I could be wrong. This is my take on this ability. I admit it might be overpowered at times, but I think it's a good idea. The numbers can always be adjusted, and Zenimax will do it their way anyway.

    I would rather see something like a strong DoT apply within the area, maybe even with a small execute bonus of 50%.

    Mobility in general needs to be tuned down as far as access. Way too many builds can easily reach speed cap and disengage far better then we can engage, even with gap closer. Speed builds are too common and ruin all targeting systems.
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    .

    Mobility in general needs to be tuned down as far as access. Way too many builds can easily reach speed cap and disengage far better then we can engage, even with gap closer. Speed builds are too common and ruin all targeting systems.

    i agree with this, but let's be honest they're not going slow down 90% of the pop just so we can keep up.

    Fracture on shards sounds good and thanks for the discussion, ignoring the lore side of things, I'm glad the discussion is opening people to looking at how the skill can be improved for playstyle so we can stay as a pure class without having to pay skill taxes
  • Jestir
    Jestir
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    I've been thinking and I would like to see dark flare be made to not be a joke fo a spammble

    No cast time is a must but outside of that I'm not sure what could be done as the "best thing" they could do with it past that is to make it just like runeblades
    Edited by Jestir on April 21, 2026 6:40AM
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    If I were to make suggestions for the Templar rework, here is what they would be. Let me state that Templar currently lacks two things mainly: Damage output - due to lack of burst coordination, and Sustain. Aside from not getting access (in-class) to as many buffs/debuffs that other classes have been given.

    Aedric Spear
    Radial Sweep (and Morphs) = Fine as is, but needs a slight damage buff.
    Puncturing Sweeps - *Needs to have a unique modifier where this skill (and morphs) are not affected by Evasion -OR- the base damage needs to be buffed by at least 35%.
    Sweeps - Fine as is.
    Jabs - Remove Major Brutality/Sorcery (moves to a utility skill). Adds increased chance 50% to proc additional Burning Light.
    Piercing Javelin - Fine as is (both morphs)
    Focused Charge - Fine as is (both morphs)
    Spear Shards - No change to base.
    Blazing Spear - Adds Major Fracture. Increased Damage by 15%.
    Luminous Spear - Fine as is, but add ability for caster to self-activate synergy.
    Sun Shield - *Remove the shield from name and ability. Applies Minor Maim still.
    Blazing Shield - Copies 100% damage received over 4 seconds and then redirects 50% of copied damage back in AOE.
    Radiant Ward - Copies 100% damage received over 4 seconds and then heals for 50% of copied damage back in AOE.
    Aedric Spear Passives are fine as is.

    Dawn's Wrath - This skill line needs massive help...
    Nova - Just needs a buff to upfront damage to compete.
    Sun Fire - Animation reworked to "Barrage". Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds
    Continuous Fire - Increases the rate of damage to every 1 second.
    Dark Fire - Afflicts the enemies within 8 meters with Minor Defile.
    Solar Flare - *Replaces Sun Fire* Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage. *Removes cast time.
    Solar Barrage - Now does damage in 5m AOE around target location.
    Solar Reign - Adds DoT
    Backlash - Needs rework
    Eclipse - Needs rework
    Radiant Destruction - Needs to go back to 1.8 seconds
    Enduring Rays - takes the passive of Restoring Spirit - Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
    *New Passive* Dawn's Catalyst - Adds 6/12% critical chance,

    Restoring Light
    Right of Passage (and morphs) - Fine as is.
    Rushed Ceremony - Replaced by Healing Ritual *Cost and heal remains as Rushed Ceremony, but with AOE radius.
    Hasty Prayer - Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
    Ritual of Rebirth - Refunds part of the ability's cost when used to heal an injured target.
    Restoring Aura - While slotted on either bar you gain Minor Endurance, Minor Fortitude, and Minor Intellect. Activate to gain Major Brutality/Sorcery for 20 seconds.
    Radiant Aura - Applies to nearby group members for 20 seconds.
    Repentance - Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina and Magicka to you for each corpse nearby.
    Cleansing Ritual - Fine as is.
    Rune Focus - Fine as is.
    *New Skill Rework* Rushed Ceremony - Instantly resurrect 1 ally.
    Breath of Life - Resurrected Ally returns with 50% more resources.
    Honor the Dead - No longer resurrects an ally, but instead prevents an enemy from being resurrected for 30 seconds.
    Passives are fine.

    This is just my .02 cents for direction that ZOS can go in with Templar.

    Biggest Pain Points that need to be addressed:
    1. Puncturing Strikes needs to be viable - either remove up to potential 30% damage reduction from Evasion, or increase the base damage.
    2. Templar needs more of a mix of Aedric and Dawn's Wrath damage abilities to properly line up DPS.
    3. Templar needs more utility - whether it is for "house" design, or mobility.
    4. Too many heals in the Restoring Light Tree. Suggests removing one of the two burst heals (as seen above) and create a more utility focus to make Templar viable as a healer.
    5. Sustain. Sustain. Sustain. Seen in rework to Restoring Aura - make this skill worth slotting.

  • SugaComa
    SugaComa
    ✭✭✭✭✭
    If I were to make suggestions for the Templar rework, here is what they would be. Let me state that Templar currently lacks two things mainly: Damage output - due to lack of burst coordination, and Sustain. Aside from not getting access (in-class) to as many buffs/debuffs that other classes have been given.

    Aedric Spear
    Radial Sweep (and Morphs) = Fine as is, but needs a slight damage buff.
    Puncturing Sweeps - *Needs to have a unique modifier where this skill (and morphs) are not affected by Evasion -OR- the base damage needs to be buffed by at least 35%.
    Sweeps - Fine as is.
    Jabs - Remove Major Brutality/Sorcery (moves to a utility skill). Adds increased chance 50% to proc additional Burning Light.
    Piercing Javelin - Fine as is (both morphs)
    Focused Charge - Fine as is (both morphs)
    Spear Shards - No change to base.
    Blazing Spear - Adds Major Fracture. Increased Damage by 15%.
    Luminous Spear - Fine as is, but add ability for caster to self-activate synergy.
    Sun Shield - *Remove the shield from name and ability. Applies Minor Maim still.
    Blazing Shield - Copies 100% damage received over 4 seconds and then redirects 50% of copied damage back in AOE.
    Radiant Ward - Copies 100% damage received over 4 seconds and then heals for 50% of copied damage back in AOE.
    Aedric Spear Passives are fine as is.

    Dawn's Wrath - This skill line needs massive help...
    Nova - Just needs a buff to upfront damage to compete.
    Sun Fire - Animation reworked to "Barrage". Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds
    Continuous Fire - Increases the rate of damage to every 1 second.
    Dark Fire - Afflicts the enemies within 8 meters with Minor Defile.
    Solar Flare - *Replaces Sun Fire* Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage. *Removes cast time.
    Solar Barrage - Now does damage in 5m AOE around target location.
    Solar Reign - Adds DoT
    Backlash - Needs rework
    Eclipse - Needs rework
    Radiant Destruction - Needs to go back to 1.8 seconds
    Enduring Rays - takes the passive of Restoring Spirit - Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
    *New Passive* Dawn's Catalyst - Adds 6/12% critical chance,

    Restoring Light
    Right of Passage (and morphs) - Fine as is.
    Rushed Ceremony - Replaced by Healing Ritual *Cost and heal remains as Rushed Ceremony, but with AOE radius.
    Hasty Prayer - Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
    Ritual of Rebirth - Refunds part of the ability's cost when used to heal an injured target.
    Restoring Aura - While slotted on either bar you gain Minor Endurance, Minor Fortitude, and Minor Intellect. Activate to gain Major Brutality/Sorcery for 20 seconds.
    Radiant Aura - Applies to nearby group members for 20 seconds.
    Repentance - Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina and Magicka to you for each corpse nearby.
    Cleansing Ritual - Fine as is.
    Rune Focus - Fine as is.
    *New Skill Rework* Rushed Ceremony - Instantly resurrect 1 ally.
    Breath of Life - Resurrected Ally returns with 50% more resources.
    Honor the Dead - No longer resurrects an ally, but instead prevents an enemy from being resurrected for 30 seconds.
    Passives are fine.

    This is just my .02 cents for direction that ZOS can go in with Templar.

    Biggest Pain Points that need to be addressed:
    1. Puncturing Strikes needs to be viable - either remove up to potential 30% damage reduction from Evasion, or increase the base damage.
    2. Templar needs more of a mix of Aedric and Dawn's Wrath damage abilities to properly line up DPS.
    3. Templar needs more utility - whether it is for "house" design, or mobility.
    4. Too many heals in the Restoring Light Tree. Suggests removing one of the two burst heals (as seen above) and create a more utility focus to make Templar viable as a healer.
    5. Sustain. Sustain. Sustain. Seen in rework to Restoring Aura - make this skill worth slotting.

    Great ideas, let me counter with two things luminous shards already had self synergy, both mods should definitely apply fracture

    Sun fire is good as it
    Solar flare, and all morphs should have major brutality and Sorcery

    radiant aura while slotted on either bar should be major version with minor version applied to self and other on activation repentance should move away from consuming the dead and instead should on activation increase stats recover by X amount per enemy in x radius

  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    SugaComa wrote: »
    If I were to make suggestions for the Templar rework, here is what they would be. Let me state that Templar currently lacks two things mainly: Damage output - due to lack of burst coordination, and Sustain. Aside from not getting access (in-class) to as many buffs/debuffs that other classes have been given.

    Aedric Spear
    Radial Sweep (and Morphs) = Fine as is, but needs a slight damage buff.
    Puncturing Sweeps - *Needs to have a unique modifier where this skill (and morphs) are not affected by Evasion -OR- the base damage needs to be buffed by at least 35%.
    Sweeps - Fine as is.
    Jabs - Remove Major Brutality/Sorcery (moves to a utility skill). Adds increased chance 50% to proc additional Burning Light.
    Piercing Javelin - Fine as is (both morphs)
    Focused Charge - Fine as is (both morphs)
    Spear Shards - No change to base.
    Blazing Spear - Adds Major Fracture. Increased Damage by 15%.
    Luminous Spear - Fine as is, but add ability for caster to self-activate synergy.
    Sun Shield - *Remove the shield from name and ability. Applies Minor Maim still.
    Blazing Shield - Copies 100% damage received over 4 seconds and then redirects 50% of copied damage back in AOE.
    Radiant Ward - Copies 100% damage received over 4 seconds and then heals for 50% of copied damage back in AOE.
    Aedric Spear Passives are fine as is.

    Dawn's Wrath - This skill line needs massive help...
    Nova - Just needs a buff to upfront damage to compete.
    Sun Fire - Animation reworked to "Barrage". Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds
    Continuous Fire - Increases the rate of damage to every 1 second.
    Dark Fire - Afflicts the enemies within 8 meters with Minor Defile.
    Solar Flare - *Replaces Sun Fire* Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage. *Removes cast time.
    Solar Barrage - Now does damage in 5m AOE around target location.
    Solar Reign - Adds DoT
    Backlash - Needs rework
    Eclipse - Needs rework
    Radiant Destruction - Needs to go back to 1.8 seconds
    Enduring Rays - takes the passive of Restoring Spirit - Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
    *New Passive* Dawn's Catalyst - Adds 6/12% critical chance,

    Restoring Light
    Right of Passage (and morphs) - Fine as is.
    Rushed Ceremony - Replaced by Healing Ritual *Cost and heal remains as Rushed Ceremony, but with AOE radius.
    Hasty Prayer - Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
    Ritual of Rebirth - Refunds part of the ability's cost when used to heal an injured target.
    Restoring Aura - While slotted on either bar you gain Minor Endurance, Minor Fortitude, and Minor Intellect. Activate to gain Major Brutality/Sorcery for 20 seconds.
    Radiant Aura - Applies to nearby group members for 20 seconds.
    Repentance - Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina and Magicka to you for each corpse nearby.
    Cleansing Ritual - Fine as is.
    Rune Focus - Fine as is.
    *New Skill Rework* Rushed Ceremony - Instantly resurrect 1 ally.
    Breath of Life - Resurrected Ally returns with 50% more resources.
    Honor the Dead - No longer resurrects an ally, but instead prevents an enemy from being resurrected for 30 seconds.
    Passives are fine.

    This is just my .02 cents for direction that ZOS can go in with Templar.

    Biggest Pain Points that need to be addressed:
    1. Puncturing Strikes needs to be viable - either remove up to potential 30% damage reduction from Evasion, or increase the base damage.
    2. Templar needs more of a mix of Aedric and Dawn's Wrath damage abilities to properly line up DPS.
    3. Templar needs more utility - whether it is for "house" design, or mobility.
    4. Too many heals in the Restoring Light Tree. Suggests removing one of the two burst heals (as seen above) and create a more utility focus to make Templar viable as a healer.
    5. Sustain. Sustain. Sustain. Seen in rework to Restoring Aura - make this skill worth slotting.

    Great ideas, let me counter with two things luminous shards already had self synergy, both mods should definitely apply fracture

    Sun fire is good as it
    Solar flare, and all morphs should have major brutality and Sorcery

    radiant aura while slotted on either bar should be major version with minor version applied to self and other on activation repentance should move away from consuming the dead and instead should on activation increase stats recover by X amount per enemy in x radius

    I like these tweaks. Only thing is, I would rather have brutality/sorcery tied to a utility skill that can be applied without targets. As it is on jabs for 10 seconds is worthless - it forces you to open with jabs which is a channel and melee range.

    The idea behind making "sunfire" the barrage version gives utility in aoe that follows caster. Making "Solar Flare" the ranged caster spammable we need.

    I like the idea to Radiant Aura, but major buffs might be OP, as you generally get these from pots.
    Repentance was always a staple for Stamplars, but wasn't available to Magplars. The idea of needing a mechanic to get such huge instant sustain is a good balance.

    I think damage numbers just need to slightly be tweaked on a lot of the dps skills.
  • SugaComa
    SugaComa
    ✭✭✭✭✭
    SugaComa wrote: »
    If I were to make suggestions for the Templar rework, here is what they would be. Let me state that Templar currently lacks two things mainly: Damage output - due to lack of burst coordination, and Sustain. Aside from not getting access (in-class) to as many buffs/debuffs that other classes have been given.

    Aedric Spear
    Radial Sweep (and Morphs) = Fine as is, but needs a slight damage buff.
    Puncturing Sweeps - *Needs to have a unique modifier where this skill (and morphs) are not affected by Evasion -OR- the base damage needs to be buffed by at least 35%.
    Sweeps - Fine as is.
    Jabs - Remove Major Brutality/Sorcery (moves to a utility skill). Adds increased chance 50% to proc additional Burning Light.
    Piercing Javelin - Fine as is (both morphs)
    Focused Charge - Fine as is (both morphs)
    Spear Shards - No change to base.
    Blazing Spear - Adds Major Fracture. Increased Damage by 15%.
    Luminous Spear - Fine as is, but add ability for caster to self-activate synergy.
    Sun Shield - *Remove the shield from name and ability. Applies Minor Maim still.
    Blazing Shield - Copies 100% damage received over 4 seconds and then redirects 50% of copied damage back in AOE.
    Radiant Ward - Copies 100% damage received over 4 seconds and then heals for 50% of copied damage back in AOE.
    Aedric Spear Passives are fine as is.

    Dawn's Wrath - This skill line needs massive help...
    Nova - Just needs a buff to upfront damage to compete.
    Sun Fire - Animation reworked to "Barrage". Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds
    Continuous Fire - Increases the rate of damage to every 1 second.
    Dark Fire - Afflicts the enemies within 8 meters with Minor Defile.
    Solar Flare - *Replaces Sun Fire* Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage. *Removes cast time.
    Solar Barrage - Now does damage in 5m AOE around target location.
    Solar Reign - Adds DoT
    Backlash - Needs rework
    Eclipse - Needs rework
    Radiant Destruction - Needs to go back to 1.8 seconds
    Enduring Rays - takes the passive of Restoring Spirit - Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
    *New Passive* Dawn's Catalyst - Adds 6/12% critical chance,

    Restoring Light
    Right of Passage (and morphs) - Fine as is.
    Rushed Ceremony - Replaced by Healing Ritual *Cost and heal remains as Rushed Ceremony, but with AOE radius.
    Hasty Prayer - Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
    Ritual of Rebirth - Refunds part of the ability's cost when used to heal an injured target.
    Restoring Aura - While slotted on either bar you gain Minor Endurance, Minor Fortitude, and Minor Intellect. Activate to gain Major Brutality/Sorcery for 20 seconds.
    Radiant Aura - Applies to nearby group members for 20 seconds.
    Repentance - Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina and Magicka to you for each corpse nearby.
    Cleansing Ritual - Fine as is.
    Rune Focus - Fine as is.
    *New Skill Rework* Rushed Ceremony - Instantly resurrect 1 ally.
    Breath of Life - Resurrected Ally returns with 50% more resources.
    Honor the Dead - No longer resurrects an ally, but instead prevents an enemy from being resurrected for 30 seconds.
    Passives are fine.

    This is just my .02 cents for direction that ZOS can go in with Templar.

    Biggest Pain Points that need to be addressed:
    1. Puncturing Strikes needs to be viable - either remove up to potential 30% damage reduction from Evasion, or increase the base damage.
    2. Templar needs more of a mix of Aedric and Dawn's Wrath damage abilities to properly line up DPS.
    3. Templar needs more utility - whether it is for "house" design, or mobility.
    4. Too many heals in the Restoring Light Tree. Suggests removing one of the two burst heals (as seen above) and create a more utility focus to make Templar viable as a healer.
    5. Sustain. Sustain. Sustain. Seen in rework to Restoring Aura - make this skill worth slotting.

    Great ideas, let me counter with two things luminous shards already had self synergy, both mods should definitely apply fracture

    Sun fire is good as it
    Solar flare, and all morphs should have major brutality and Sorcery

    radiant aura while slotted on either bar should be major version with minor version applied to self and other on activation repentance should move away from consuming the dead and instead should on activation increase stats recover by X amount per enemy in x radius

    I like these tweaks. Only thing is, I would rather have brutality/sorcery tied to a utility skill that can be applied without targets. As it is on jabs for 10 seconds is worthless - it forces you to open with jabs which is a channel and melee range.

    The idea behind making "sunfire" the barrage version gives utility in aoe that follows caster. Making "Solar Flare" the ranged caster spammable we need.

    I like the idea to Radiant Aura, but major buffs might be OP, as you generally get these from pots.
    Repentance was always a staple for Stamplars, but wasn't available to Magplars. The idea of needing a mechanic to get such huge instant sustain is a good balance.

    I think damage numbers just need to slightly be tweaked on a lot of the dps skills.

    Having brutality and Sorcery on sunflare means you get it on barrage also, with out the need to change either solar flare or Sun fire as actual slills
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    SugaComa wrote: »
    SugaComa wrote: »
    If I were to make suggestions for the Templar rework, here is what they would be. Let me state that Templar currently lacks two things mainly: Damage output - due to lack of burst coordination, and Sustain. Aside from not getting access (in-class) to as many buffs/debuffs that other classes have been given.

    Aedric Spear
    Radial Sweep (and Morphs) = Fine as is, but needs a slight damage buff.
    Puncturing Sweeps - *Needs to have a unique modifier where this skill (and morphs) are not affected by Evasion -OR- the base damage needs to be buffed by at least 35%.
    Sweeps - Fine as is.
    Jabs - Remove Major Brutality/Sorcery (moves to a utility skill). Adds increased chance 50% to proc additional Burning Light.
    Piercing Javelin - Fine as is (both morphs)
    Focused Charge - Fine as is (both morphs)
    Spear Shards - No change to base.
    Blazing Spear - Adds Major Fracture. Increased Damage by 15%.
    Luminous Spear - Fine as is, but add ability for caster to self-activate synergy.
    Sun Shield - *Remove the shield from name and ability. Applies Minor Maim still.
    Blazing Shield - Copies 100% damage received over 4 seconds and then redirects 50% of copied damage back in AOE.
    Radiant Ward - Copies 100% damage received over 4 seconds and then heals for 50% of copied damage back in AOE.
    Aedric Spear Passives are fine as is.

    Dawn's Wrath - This skill line needs massive help...
    Nova - Just needs a buff to upfront damage to compete.
    Sun Fire - Animation reworked to "Barrage". Conjure solar energy to blast enemies around you, dealing 435 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds
    Continuous Fire - Increases the rate of damage to every 1 second.
    Dark Fire - Afflicts the enemies within 8 meters with Minor Defile.
    Solar Flare - *Replaces Sun Fire* Conjure a ball of solar energy to heave at an enemy, dealing 2404 Magic Damage. *Removes cast time.
    Solar Barrage - Now does damage in 5m AOE around target location.
    Solar Reign - Adds DoT
    Backlash - Needs rework
    Eclipse - Needs rework
    Radiant Destruction - Needs to go back to 1.8 seconds
    Enduring Rays - takes the passive of Restoring Spirit - Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
    *New Passive* Dawn's Catalyst - Adds 6/12% critical chance,

    Restoring Light
    Right of Passage (and morphs) - Fine as is.
    Rushed Ceremony - Replaced by Healing Ritual *Cost and heal remains as Rushed Ceremony, but with AOE radius.
    Hasty Prayer - Affected targets gain Minor Expedition, increasing their Movement Speed by 15% for 10 seconds.
    Ritual of Rebirth - Refunds part of the ability's cost when used to heal an injured target.
    Restoring Aura - While slotted on either bar you gain Minor Endurance, Minor Fortitude, and Minor Intellect. Activate to gain Major Brutality/Sorcery for 20 seconds.
    Radiant Aura - Applies to nearby group members for 20 seconds.
    Repentance - Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina and Magicka to you for each corpse nearby.
    Cleansing Ritual - Fine as is.
    Rune Focus - Fine as is.
    *New Skill Rework* Rushed Ceremony - Instantly resurrect 1 ally.
    Breath of Life - Resurrected Ally returns with 50% more resources.
    Honor the Dead - No longer resurrects an ally, but instead prevents an enemy from being resurrected for 30 seconds.
    Passives are fine.

    This is just my .02 cents for direction that ZOS can go in with Templar.

    Biggest Pain Points that need to be addressed:
    1. Puncturing Strikes needs to be viable - either remove up to potential 30% damage reduction from Evasion, or increase the base damage.
    2. Templar needs more of a mix of Aedric and Dawn's Wrath damage abilities to properly line up DPS.
    3. Templar needs more utility - whether it is for "house" design, or mobility.
    4. Too many heals in the Restoring Light Tree. Suggests removing one of the two burst heals (as seen above) and create a more utility focus to make Templar viable as a healer.
    5. Sustain. Sustain. Sustain. Seen in rework to Restoring Aura - make this skill worth slotting.

    Great ideas, let me counter with two things luminous shards already had self synergy, both mods should definitely apply fracture

    Sun fire is good as it
    Solar flare, and all morphs should have major brutality and Sorcery

    radiant aura while slotted on either bar should be major version with minor version applied to self and other on activation repentance should move away from consuming the dead and instead should on activation increase stats recover by X amount per enemy in x radius

    I like these tweaks. Only thing is, I would rather have brutality/sorcery tied to a utility skill that can be applied without targets. As it is on jabs for 10 seconds is worthless - it forces you to open with jabs which is a channel and melee range.

    The idea behind making "sunfire" the barrage version gives utility in aoe that follows caster. Making "Solar Flare" the ranged caster spammable we need.

    I like the idea to Radiant Aura, but major buffs might be OP, as you generally get these from pots.
    Repentance was always a staple for Stamplars, but wasn't available to Magplars. The idea of needing a mechanic to get such huge instant sustain is a good balance.

    I think damage numbers just need to slightly be tweaked on a lot of the dps skills.

    Having brutality and Sorcery on sunflare means you get it on barrage also, with out the need to change either solar flare or Sun fire as actual slills

    In the proposed, Brutality/Sorcery was moved to Radiant Aura upon activation. Not Barrage/Gunfire.
    Sunfire was proposed to become an AOE on the caster and provide Savagery/Prophecy.
    This is the problem with Templar, there is two similar ranged skills in Dawn's Wrath while neither provide a suitable spammable from range.
    Reworking Sunfire into an AOE (barrage animation) would provide to unique 5% damage buff to class skills, critical and a small aoe damage - with utility being on the dark version to apply defile in aoe melee area.
    While Dark Flare would become the Sunfire ranged spammable, but with the damage scaling of Dark Flare.
  • Dalinar4
    Dalinar4
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    Some good stuff here? Has anyone on here read "The Lord of the Mysteries"? I feel like Templars and Beyonders of the Sun pathway could have a lot in common. I particularly like the idea of the Unshadowed.
  • The_Isatope8
    The_Isatope8
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    I think that an interesting direction to take Templar would be to lean more into their use of Restoration magic. Currently the only way they use it is for a purge, armor, a tiny amount of resource return and a ton of raw healing with very little attached. The restoration school itself has so much more to offer in terms of utility and offensive power. For example, the restoration school fortifies attributes, has spells that absorb attributes from targets, sun magic is considered to be a part of the school and ward spells are also recognized as being part of the school. An interesting change to Templars kit and theme could be to shift their defensive kit from excessive raw healing to a combination of raw healing and damage shields. The devs have stated in their class refresh article that templar uses light as a weapon and a shield, so using wards (damage shields) would fit with the refresh. Maybe they could get a sustain passive that returns resources when blocking or when one of their class damage shields absorbs damage.

    Another interesting thematic shift for Templars could be to remove any sort of speed increase from their kit and replace it with a myriad of control options instead. Templar already has a gap closer, a knockback and an immobilize in their kit, but they lack a pull, snare remover and a meaningful snare. Giving Templars a way of doing all of these things would give them a way to deal with nearly any situation: a Sorc streaks away? Simply gap close or pull them back to you. A nightblade is strafing around you? just immobilize the nuisance or reduce their speed. A DK tries to snare or immobilize you? Just remove the effect. An enemy is getting up in your face? Knock the idiot back 8 meters. Giving Templar a kit that can handle nearly every situation with their own skills instead of relying on generic skills reinforces the idea that you can't escape a Templars judgement because they have the means to deal with anything you throw at them.

    One of the biggest issues with Templar is their sacred ground. Its problems are well known so I won't repeat them here, but it is concerning to see what the devs have done with Templars class masteries. Making so much of their utility revolve around the passive really sucks and I hope they get rid of its current design. I think that the concept is interesting, but it should be reworked to function with any aoe created by a Templar skill, not just their ground skills. This allows them to benefit from important buffs without sacrificing their already limited mobility. Ground effects should still play a part in their kit, however, but I think that they should also serve a greater purpose. Maybe standing in one of your ground effects reduce incoming damage from outside the area by a bit, forcing enemies to engage Templars on their terms.
    Number 1 Templar apologist
    I also like Necro
  • peacenote
    peacenote
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    ADarklore wrote: »
    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.

    I agree so much with this.

    My main is a templar. It's my favorite class. And it's basically been shelved except for casual content. I love jabs, jesus beam, shards, breath of life, javelin, charge, and (to a lesser extent) nova and I sincerely hope that some of these iconic abilities don't get reworked such that they feel significantly different or more niche.

    I'm most nervous about this refresh as I am so attached to the Templar class, especially because of how the refreshes seem focused on DPS. What I really want for Templar is for abilities that were nerfed (like breath of life) to be returned to their former glory, and for the class to again have something special for healing so Templar healers are again desired in raids.

    I'm not really a theory crafter so I'm not the best person to break down and comment on all of the suggestions.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • ItsNotLiving
    ItsNotLiving
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    Two words. Blinding. Flashes. >:)
  • FoolishOptimist
    FoolishOptimist
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    A few thoughts:

    - I’d like some thematic DPS changes like dealing additional damage to Undead targets (x vs monsters, y vs players) which would bolster class identity of being an Aedric warrior.

    - Repentance: is one of my most favourite skills in the game. It’s so satisfying. I honestly wish the Restoring Aura morph was the Magicka variant of Repentance. Either way, I hope this skill remains in the game.

    - The concept of the Templar’s “house” as its empowered sanctuary is frustrating for high-mobility content, but it certainly is thematic and on brand. I’d love some form of illumination (mage light, camo hunter) applied to Sacred Ground AoE’s that reveal and prevent invisibility. Sorry tricksy nightblades and vampires, Stendaar frowns upon you.

    - Prior to the intro of Arc’s (Cthulhu) beam, Templar’s were the channeled DPS class with Jabs and (Jesus) Beam. Will one morph of Jabs get the 4.8 second treatment with an AoE similar to DK’s Engulfing Dragonfire? Maybe maintain one shorter duration morph for high mobility content like PvP.
    Edited by FoolishOptimist on June 3, 2026 7:50PM
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