Contrary to what some forumers have posted, I think these classes do need adjustments. So I'll try to make my contribution
The following Templar skills I think are rather not useful as their effects can be achieved otherwise and or the skills could be merged into one. Those skills are: Ion Shield, Divine Protection, Magic Shield Mastery, Resistance (Curse), Invigoration and to some extent Concentration.
Ion Shield and Divine Protection
Ion Shield gives 100 (or 200 with DNA) physical defense at level 10 while Divine Protection gives 224 Physical Defense. That's 20 skill points (and 10 more DNA points) for 324 (or 424) physical defense. Remove the DNA for Ion Shield and merge these skills. The only reason to have them separate is to feed soccer kick.
Magic Shield Mastery
Radiants would be using staves for added mind while Tempests are more likely using wands and magic shields for the intellect bonus. So Magic Shield Mastery should be moved to the Tempest tree and as someone has mentioned before, have it provide additional block rate.
Rather pointless to have since players can reach 100% curse resistance using other means. Even if it were meant for FoC 49 the Templar would only gain +4% to curse resistance. Have this passive removed. Alternatively it could be changed to give out +10% to all resistance and changed to castable buff with the effect being additive.
Most players know that health doesn't regenerate in combat. I propose Invigoration is moved to the Radiant tree and becomes a party heal over time skill.
This skill provides a fixed amount of mana which is added to the already present maximum mana and only to the casting player. To make it more attractive I propose the mechanics of this skill are changed. Instead of providing just a fixed amount of mana it should also have a percentage added on to it.
Example: Concentration level 10 = (+1000 + (player level*0.1) *(max mana *(skill level *0.1))
This will make it scale with level and maximum mana. I also think this buff should be castable on other players. It would really help out classes that suffer from mana issues.
I'm do not see why Rejuvenation cannot be used on other players. It's not as if the effect it gives is game breaking. It should be changed to be a targetable HoT.
I think the duration for Sleep should be reduced by 3 seconds. However It should have an added effect where it reduces magic resistance by a certain amount say 10%
I view the Radiant class as the healing class. They don't require additional attack skills or effects. Their focus points should be first healing and secondly buffing. So I'll propose changes to improve their healing aspect.
Divine Cleansing and Restoration
I don't see the reason for these skills to be separated into two. They should be merged and made into a sort of more visible summon. Like a little cross hovering above the ground. The skill can be adjusted to have it not overpowered. It should also be silence-able and stun-able but with every tick it should cleanse debuffs off itself and off allies.
I don't think Hush should do 5% of enemy hp as damage. This class is focused on healing and support. Lets improve that.
Holy Stance of Faith
The new level 80 skill. While active, the Radiant will be unable to move and all attack and debuff skills will be unavailable. But, the healing power will be improved by up to 30% at level 10 or 3% per level. Also it will also add a percentage of max mana to all outgoing heals including the mana healing spells.
The idea for mana regeneration has already been mentioned I thought of 2 skills for mana regeneration.
A skill that bonces from target to target recovering mana. It bounces to targets within range favoring those with the lowest mana. Improving the skill increases the number of bounced it does and the amount of bounces a player can receive from it.
A passive skill which activates only when the Radiant is in Holy Stance of Faith. Every two seconds the Radiant is in Holy Stance of Faith a pulse will be sent out recovering mana for x number of party members withing 20 meters.
I view tempests as offensive casters. I see them as relying on primarily their long casting AoEs to have impact on the battle field. The changes I will propose will make the faster casters allowing them to escape from the battle field faster.
Weapon of God
The effect it proves should affect both magic and physical power. I know this idea has been mentioned before, so I am supporting it. Also, I do not think this will hinder the Elementalist role within a group, they can still give their magic power buff to other players.
Seal of Acceleration and Blessing of Haste
These effects should be combined. Of course they should be rebalanced so that casters can't instant cast everything with this buff.
The DNA should be removed and the skill should be instant. It would just fit with the skill name. In addition, the player should decide where they want to end up. I don't think this is overpowered because it would allow Tempest more mobility considering Templars are a slow class in general. However, the cooldown at max level should be 15 seconds.
Basically what other players have said, “Improve the damage reflected.” I also think improving the counter attack chance provided by the DNA by around 5% will be a good idea. It will boost it form 37.5% to around 42% chance to reflect damage.
Edited by Panacarea, 24 April 2014 - 05:52 PM.