Divine Intervention-Removed Invincibility in exchange of Hp regen(when attacked cannot be dispelled or cancelled) and switch the hp cost to mp
Reason:This Skill right now is completely useless and needs a revamp like seriously
Why is being completely immune to all direct damage for 10s completely useless? Like seriously :P No but why is it useless - explain please. I would say using it on some DPS that took aggro would be majorly helpful to keep them alive on a hard hitting boss, instead of them running around like a headless chicken dragging the boss with them and messing up your positioning.
If I were to make any changes to this skill it would remain as it is, giving immunity, and allow the Templar to use it on themselves - maybe, so it can be more useful.
Holy Protection:Increase shield layering and duration and less cooldown
Reason:This skill is also useless because of the things given completely utter trash in dungeons
In affect, this skill is a 15k heal and 25k shield, basically a 40k heal, from a non-healer class, but I do agree it's not that useful. I think it should probably be changed to allow the Templar to use it on themselves, granting a more powerful shield and just get rid of the heal.
Defensive Wall:Change physical protection given to all protection
Reason:Having all prot for this skill is helpful in pvp/pve because what's the point of having 1 stat a lot of protection
Well the point is you do not become immune to crits from physical and magic classes, the same reason why eva classes usually get one or the other on their skills and items, so they do not become immune to all classes damage. But in this case I do agree - it's a short duration buff that already grants All Damage Absorb, so it could just as well have both types of Protection. The actual reason this skill has just Physical is because it was made before I introduced the All Protection stat, so the skill already had 3 stats on it which is the max.
Virtue:Needs to be change into an aura that gives All hit 10% and All attack 10%
Reason:Even tho this is the only skill that the templar uses to kill dodge classes but magic attack doesn't help anywhere at this stage of the game for templar
The whole point of this skill is to give you some magic attack and hit to use the Holy Word skills which are all magic based. However, this entire system is flawed as it just doesn't scale with the amount of damage and defenses we have today. The skill will be removed/replaced and changes will be made to the Holy Word skills to make them physical based.
Holy Word:Restore:Change into when attacked healing cannot be dispelled or cancelled and reduced cooldown to 20 seconds
Reason:its for pvp/pve purposes since templars have only 1 aggro skill besides the food having this change can help lures properly because of its regen why bother crafting regen pots when having this skill like seriously
Are you joking with this one?
Backtrack:Remove this skill
Reason:whats the point of this skill when tanks are needed to eat dmg not run away from it
In PvE this has limited use but could be used to reposition yourself away from allies after taking aggro from a pack of monsters, or to give your healer some breathing space if you are about to die. I can think of multiple uses in PvP. I think it's fine as it is - definately does not need to be removed.
Fate:change into a surrounding pull(same as funeral bell on champion)
Reason:because it's useless on dungeons rather have a surrounding pull to save parties or raids when bosses are in a phase they release out minions
You have Destiny for an AoE pull but to be fair, compared to the Champion pull skills these are both a bit lacklustre. The cooldown of Fate would go up if changed to AoE, somewhere similar to the Champion skills ~30ish seconds, but Destiny's cooldown should be reduced considerably, also to ~30ish seconds. I will look at adding some different effects other than just a 2s stun also.
Add new immunity skill Slow and Knockback
Reason:super helpful in pvp/pve even tho class b(champion) has this skill but templar needs this one also
The Knight class already has an immunity skill against Stun and Immobilize for 10s.
Radiance:Increase shield value given and less cooldown
Reason:because 3 shield layers doesn't save a undergeared templar on any certain dungeons unless they're decently built
Shield value probably should be increased, cooldown reduction no - it's an AoE skill with % bonus damage and a debuff, and an invoke effect, I think the current 20s is fine as is.
Repentance and Righteous strike: Decrease cooldowns(12 seconds is kinda enough imo)
Reason:to compensate templar's aggravating strike
Not sure what you mean about Aggravating Strike, but Righteous Strike could be reduced to around 18s, Repentance maybe somewhere between 12-15s.
Brace:Change to all prot and increase shield layering and value and duration
Reason:really 3 seconds what's the point of having this skill anywhere on this class it's useless and needs to be changed
This skill was designed to be used when you know a big hitting skill is coming from a boss. Just long enough to block the damage if timed correctly instead of just standing there like a totempole mashing all skills without thinking, but it's out of date with today's damage and needs an increase to the shield value - otherwise it's fine as is.
Shield values need to be looked at in general - most of these are out of date with today's damage but due to how they work, using a fixed amount of damage, they will never be as effective as Absorb or Reflect in the harder content like hell mode dungeons and some world bosses. I need to consider PvP also - too many of these shields with high values would be OP. Maybe they need to be changed or we need a new type of shield - percentage of max HP or something, or just change them to absorbs.