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Everything posted by Hourai

  1. Neither was I, it was merely an example after you brought up "i levelled a charmer way easier than i did a templar". Your first sentence is right, there is indeed no rule about making a suggestion include both buffs and nerfs, it's just that only focusing on changing positively a class isn't gonna do much about overall balancing. Sigh Being a moderator has nothing to do with opinions posted on forum, quite literally the person is entitled to their opinion just as much as you are
  2. Asking for an increase in duration/cd is still a buff, and scaling with phys/magic stats is an increase of damage stats theoretically, but with that aside, you're still asking only for positives, at no cost whatsoever, no compromise, and that just puts a bad idea on the suggestions in terms of balance. Yeah, I also levelled a +0 geared chieftain from 1 to 22 with never grouping up with anyone, managing to do even the hardest (gatekeeper) things alone, but that's not really a valid point in a game that brands itself as an MMORPG. A damage dealer isn't gonna be able to manage to tank some content, a tank isn't gonna be able to manage content in a timely manner and a healer is gonna struggle overall, that's just how it goes. On top of that, comparing two different types of classes is just out of the scope for a valid point, charmers can function as proper healers as well as reliable damage dealers thanks to their forever lasting dogs (if sitting in 1 area longer than 30 seconds, that is) whereas templars are map manipulators with their only way of healing being removal of aggro or stunning which isnt always applicable
  3. This thread can be summed up as "Buff everything you see on Templar" Passive 22% damage, passive %block/penetration and %HP, 3 yard punch, lower CD on majority of skills, reworking an entire stat to better suit a single class.... You're basically going the bladedancer route I know from actually talking with you that you dislike the class because it's nowhere near as good at one thing as other classes (per your words) but this isn't the way to go, mate That IS the endgame though, grinding greatness and gradually improving what you can to further improve your overall survivability/damage capabilities on any class. Forum is not an appropriate showcase of the ingame population of players Ever heard of "Jack of all trades, master of none"? Perfectly applies in this situation. Don't want to be a master of none? Pick one or two and work them to your hearts content. Diversity is a thing after all No improvement is "needed" to grind from level 1 to endgame, they'd make life somewhat easier for sure but it's not really a necessity so to say Bottom line, I like some ideas, i've voiced similar ones in my own thread under Templar section too, taking an entirely more simplistic and up-to-norm easy changes to do to improve overall quality of templar gameplay
  4. It's 10%. 10% of the damage they deal. It's practically negligible considering shields have zero defensive stats (aka you hit full damage). Also, 15 seconds to get a 10% of the damage you dealt in shield is enough time to kill anyone trying to get that shield. To put it in an example; A mage dealing 50k damage to a crowd of 6 people (since aoe skills are limited in pvp) gets a shield of 5k hp, which is anywhere from 2 to 3 hits to a decent amplified character with ferocity. But before he gets that 5k shield he has to survive 15 seconds. If 6 people cant kill a mage in 15 seconds there's bigger issues to consider than the skill itself. The skill buff is fine, I would even say it needs a buff to 20% or even 40%, wardens are unused as is in the higher-end meta.
  5. Why do we exist if not to suffer?
  6. Been a few months of playing and I have some input, I'll try to keep explanations short, if you feel something is ridiculously broken/overpowered/not fitting, give me an alternative, don't just tell me. Base Skills Blame; It's your basic bread and butter skill, would like if the extra stun duration was in the actual Touch of Truth skill itself instead of this as it makes us bit skill point hungry due to it but it's fine, not priority. Whirlwind of Repentance; This is fine if you play physical, complete waste if staff, can make it so it's % of your HIGHEST STAT at the moment to motivate staff templar & make them go melee to use it Flow; Its cool, sucks a bit with bug position but overall does its job of zoning enemies just fine Grace; I wanna say its fine since its a ridiculous 22% damage buff, but there's classes that get more buffs in a single skill that gives them higher overall utility (seeker pene/speed, looking at you). Maybe adding a secondary buff to it like extra penetration/cooldown could be toyed around, but overall it's fine, really. Combat Support; Love the change to count both physical and magical to enhance the shield, great as is Expert Skills Harad's Teachings; It's fine as is, would really like if the physical buff would stack up to 1/2/3/4 instead of just 1 Sucker Punch; Superb if you're physical, worthless if you're full magic, make it be % of your highest stat at the moment instead to further promote staff templars Mantra of Healing; Fine as is, well balanced Statue of Deity; Worthless in pvp, good in pve, needs a different effect really, maybe make it split all incoming damage instead of just autos Touch of Truth; Unless your opponent is afk or 24/7 stunned, it's impossible to land it, change it so it's instant and make it single target in return for that, or let the debuff grow below the targeted enemy instead of the templar themselves Onslaught; Best thing to use if you really want to die asap in arena, would be great if instead of a slow it had a silence or a stun, even 2 seconds long would suffice, as it is now its great to find out invisible enemies, that is if you can charge something near them Particle of Life; It's cool it works with both phys/magic, but the minion itself is lacking. Druid minions as well as charmer minions get the owners stats of resilience/ferocity, but ours doesn't, making them pretty potato both in dealing damage and tanking any of it in pvp. Pve they're fine Branded by the Sun; Good for pve, and pvp if your enemies can't click properly after aggro. The healing is unreliable as you cant tell who will heal, but it is what it is, I guess Power of the Heaven; Completely forgot about this skill, hence the first edit to this post. It costs so much mana to run at 4/4, I've tried so much to make it work I couldn't. I like the idea of HP% buff and either block or penetration but at its current costs it's just ridiculous to even use All skills: Ridiculously high mana cost, please reduce further. Any tank I have met with heavy merman and full penetration enchants (aka barely any mreg) can spam their entire skillset on me for few cycles, but if I do the same with full mreg enchants and heavy merman on, im down to 0 mana in 5 skills which is ridiculous. There's no counterwork to this other than mreg shield (less ferocity), mana book (extra cost), mana amulet (less resilience) and mana boots (greatness exists, but even then, others can do without these). Let us use our skills, dang it. Ending line Constructive criticism is good, if you simply disagree at least tell me why and how it would be better IN YOUR OPINION, and lest we forget, this is all my opinion based upon experience on maining the class since its release, getting legendary achievements, greatness arena rewards and full +10 pve/pvp gear, so if you find some parts weird or unknown to you, consider the circumstances.
  7. You can literally see the time by looking at the bottom right corner...
  8. Paladin's shield would like to have a few words with you
  9. With enough cash in hand, luck plays no role. It would further divide the playerbase into ridiculously overpowered people, some-what strong peeps and people you hit for target practice.
  10. I hope its a phys/magic ranger/tank just so people who enjoy said class can enjoy the class. Nothing in the game is created to smite people for liking something.
  11. If you are unable to comprehend what I am saying via my posts, then its no doubt pointless to have the topic open. Explanations are given and you do nothing other than question them or try to render them unusable, which cannot be. I know how Merman trial first phase works, I have participated myself in over 100+ of them, have fought tough battles and have also been the decisive person in some as a templar, to push the crown away from the center of the defense formation, then secure it. The merman video is nothing but a well played defense and a terrible offense. Even without the healing totems, I bet the sentinel side would still have lost due to 0% offensive stats from weakness totem and massive stagger from the surplus of AoEs, so more than half of the Sentinel melees didnt even get a chance to attack. In due respect I apologise for the snarky comment, it has no place in our forum
  12. Not rush into a disadvantageous battle and try to break it You're making no sense, why do people not come talk about large amounts of healing/weakness totems being placed in a defensive formation? Not rush into a full stack of legionnaires would be a great start to begin with You're right, 5-7 templars ALL resisted flow. You contribute nothing to the topic
  13. This thread consists of people who are salty that a sentinel guild tried to walk into a legion guild that had a metric ton of buffs, on top of numerous fat stacks of healing/weakness totems, dark circles, infinite stagger from puddle/acid rain/meteor shower/quakes, and failed to kill more than 8. Like a rat walking into a glue trap and wondering why its stuck. Then somehow it came to be that its the healing totem alone the issue, but most people on the forum mostly think on the small scale and not the large scale. Any skill when extrapolated in numbers is ridiculous. Templar only has one aoe stun and that is flow, otherwise well said. For a start, literally not rushing into a full stack of legionnaires would be a great start to begin with. Secondly, minimum of 2 templars with enough points in flow could have altered the entire outcome of the battle by pushing and spreading everyone away to create chaos and possibly could lead to a win
  14. Yes, it is. Probably the best class to be played hybrid there is, and it was a great stepping stone for the developers to add skills that suit a hybrid class. I am HOPING they make use of this stepping stone to help similar classes that are also included in the dichotomy of physical/magical (paladin, deathknights). I've personally hoped from the beginning (the preview of the class) till their release that they actually released a class that is better played hybrid than one of the two attack styles and I am more than happy with where it is, albeit I'd love if a specific style only also got some love (looking at staff-only templar).
  15. Long story short, auto-attack reduce effect is not as widely used due to its rare usefulness (Orcinus tanking, anyone?) so im bringing this suggestion in hope of a future where Templars can provide more to their team except ping pong. My proposal: When the Templar puts their Deity Statue in a location, in a radius of 3 yards from the center of it, it constantly applies a defensive barrier/shield/protection buff that mitigates 10-20-30-40% incoming damage OR applies a shield that is 100-150-200-250% of the SUM of your physical and magical attack, for as long as the statue is on the field. As soon as the duration ends, all positive buffs are gone. For the duration the statue is on the field, it is invulnerable to damage. Duration: 6-7-8-9 seconds Allies affected: 2-3-4-5 Cooldown: 30 or 35 seconds With this im looking to bridge the lack of the Sentinels to provide mass protection to their allies on the defensive side, as well as give Templars one better alternative skill to use for their arena/gvg endeavors Constructive criticism will be appreciated
  16. It constantly re-applies it so it's less about moving and more about it applying it for the duration of itself
  17. You literally have to CONFIRM that you want to use a book, there's no such thing as "using a book by mistake"
  18. I think this is the single most important thing to be said in this thread. With 3 lines of buffs for the shaman(s) and their ally/allies, it's natural to reach silly conclusions such as stated before in here
  19. You're right but you can't really heal when versus 30 people, no matter the class, so the extra magic is practically non existent. Either way, not the time not the topic.
  20. With how distortion turned and how fragile you are wielding a 2h, it's eh, still. Merman set with full resilience and shield/mace enchanted with magic, maybe, but even then you're praying to tank with blocks and parries. Took it out of my fingers
  21. In a massive fight the staff templar will not be close to anything to get any stuns aside flow, thus rendering its usefulness far lower than you think, both on the damage and the support part. In my opinion it's a class to be played frontline and hybrid, and become the deciding factor of the battlefield, not someone who sit's behind and heals
  22. I played a staff templar for a majority of time, with absolute bis gear +10 charmed, and the support potential of the class is still bad. Sure, 4/4 passive heals my team for 933 per stun and I lose the damage from whirlwind, punch, charge and minion's first hit. Staff templar group support was killed as soon as they made the shield 275% of magic & physical, and hybrid support works better both on offense and defence. Each of my stuns heal 513 on my hybrid pvp setup and i still can help my partners to a respectable degree.
  23. Yeah, 5 yards seems like it'd be a good compromise. This is much more useful in combat than some people make it out to be. You can split a team with some solid placement of skills, and that's priceless for a class to be able to break a team like that
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