The fact that I’ve come up with a third iteration of my ideal talents probably means Blizzard will come out with another iteration of their Templar talents very soon, now. That’s my luck in a nutshell: the moment I take a bio break is the moment that world boss respawns; at least I can use that luck to get good outcomes for others, if not for myself…
I digress; here’s the link:
https://www.deviantart.com/lookoutherecomestom/art/Ideal-Templar-Hero-Talents-Iteration-2-1036720561
Sorry about the naming–I made a typo when I was uploading the image file
I have a lot of detailed comments in the description below the image file, but I’ll reiterate a few here:
My earlier iterations lacked flavor, theme, and effects that unified the tree. So I decided to take the idea of wielding a shield and a 2H weapon at the same time and run with it, setting up the active and passive effects to build off of that. I.e.: wielding a shield and a 2H weapon at the same time is the flavor and theme of my 3rd iteration Templar talents.
My design philosophy still uses the fun-factor and making sure each individual talent is beneficial to both specs as its North Star, but this time I’ve put more effort into theme, flavor, and unifying the tree.
Most of the active abilities in my third iteration are pretty close to what they were in my second iteration, including the capstone, which is a gap-closer, i.e. something that Retribution has wanted for a long time. I removed the effect of the capstone instantly giving its primary target maximum stacks of Seal of Vengeance because I was thinking about how it fits into the shield + 2H flavor; if I should pull that brings-SoV-stacks-to-maximum thing that it had during iteration 2 back into the capstone’s effects in my fourth iteration, then I will.
There’s one talent that might confuse people who didn’t see my earlier iterations: Templar’s Protectorate. That choice-node in tier 4 was intended to permit players to try their hands at a different playstyle if they want to: Ret can offtank if they take that talent, and Prot can offDPS if they take that talent. Another of my overall design goals was to put a lot of agency in players’ hands about their playstyle, up to and including adding options for offtanking, offhealing, or offDPSing. But none of those options are intended to be required for anyone, hence their inclusion inside choice-nodes.
I’d like to add that my earlier iterations of Templar had a lot of effects and names borrowed from the Diablo 3 franchise; this one has far fewer, because I’m focusing on what works for Retribution and Protection, not on what looked and sounded cool in Diablo 3.
Feedback on this iteration would be much appreciated!