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  1. There is a big difference between theoretical and practical. I would suggest making a Templar, play it to end game and then go ahead with giving a detailed feedback on it. As you said its annoying, but by no means is Templar unbeatable as you seem to indirectly suggest. As I understand, Templar is sort of a 'balance' character to the opposing faction's 'Charmer'. Its a class that can heal, tank and dps. While it does have a strong burst. Its not sustainable. Comparing it to Barbarian, in my opinion is silly. According to what exactly? As per game lore, its fine. Though it summoning a pet, makes it weird. The templars are the true warriors of the spirit, who have chosen two paths at once: those of a monk and a knight. Leaving the world full of vanity and temptations, the templars are spending many years fasting, praying and warrior training. Each of these spiritual warriors concludes their learning in the hidden Temple of Light at the top of a mountain. There, in the radiance of the midday sun, they take a sacred vow to serve Harad and bring the light of truth everywhere where the darkness reigns. Equaly skilled with staves and maces, the Templars feel themselves at home within the ranks of both paladins and priests. Their words inspire allies and instill awe in enemies, blinding them with divine light and calling for repentance. Depends on one's perspective. Some of the classic classes like Blade dancer, ranger and shaman are very good till current day.
  2. Hold on a second...I am not comparing Templar with Chieftain. Its with a similar hybrid class thats versatile. Yes both Templar and Charmer have their unique play style. But at the end of the day...the results matter irrespective of the path one takes. In that case, my skill improvements suggestions are I feel in line in making Templar more viable. Now there is a difference between buffs and changes. Buffs are changes. But changes need not be buffs. And there is no rule here that states if I make a suggestion it has to have both a buff and a nerf. I am not sure what is to gain from nerfing a class such as Templar that is barely okay in the current meta. Anyway to conclude and possibly end this long chain....since the moderator has proclaimed the final judgement, I infer, that this post is considered "unrealistic, too perfect to implement" and a waste of my time overall. Thanks to other folks for hearing me out regardless.
  3. @Higgings - Looking back, I apologize as my tone of the response was rude. Even thought you meant no disrespect, I was annoyed as I had thought long and hard before making this post. Now I feel whatever suggestions I made, were with mind they can achieve in short time frame. As for the primary post, I have not mentioned any specific buff number Like 150% Magic Power or 200% magic power, etc If I really wanted to be perfect, I would rather suggest new skills. Having a dragon eye, Have double mace like Chief, add more burst skill, pets, and so on....Which is unrealistic, silly and waste of my time. Perfection is an illusion. There is always scope of improvement for any skill, class or aspect. @Hourai - With all due respect, I have not asked to buff every single skill in Templar. For example, I did not mention any buffs on Mantra of Healing or Onslaught. And whatever I asked was slight increases around Duration, Cd or scaling with physical/magical stats. I have not asked for an increase in Damage stats in any of the skills. So I have no idea why you folks think this is a Buff for every skill on Templar. Forum may not be the right reference for statistics of the game poulation...True...But it can measure some degree of Player interest based on views and post count in order to extrapolate how things are with a given class. Let me share my experience. I have levelled both a Charmer and a Templar to end game without any help from guilds or friends (not that I have any) I have switched to +10 gear only after reaching 28+ But before that all my gear was just +1 to +5. As part of the mandatory dungeons, I have found it easier to solo bg, T1 and T2 on Charmer. While with Templar...I have lost track of the minions, life scrolls I have burnt to complete the needful. So ultimately, I disagree with your statement "No improvement is "needed" to grind from level 1 to endgame".
  4. Hi! All. In view of "[2021.10.15] Skill Rebalance. News", I wish to share my suggestions on improving the class overall from my perspective. I've not played warlock much after unlocking all experts at Lv 18. And I have yet to reach endgame with my char, as I am not finding it fun to play when comparing it with mage. So my suggestions will be around what the class needs to be comparable to its counterpart the 'Mage'. Suggestions The Warlock lacks good survivability overall. While "Grimoire + Draining Health" combo does generate reasonable Heal over time at higher levels...I find its not very reliable, if the skill gets dodged/resisted. As for Stone body, its more of an emergency skill and it does not last long. So hence, I suggest improving the Steal Health skill for a consistent heal over time. Again some may argue, that the control skills offset survival. But I feel control skills are not reliable especially at end game content when most of players or bosses have high resist stats. The Warlock needs some of its experts to be passives. Currently it has no passive expert skill (excluding Class Talents and Classless Skill books). There are just too many active skills. The AOE potential of the class needs to be improved.
  5. I feel I have to reply on this as I am kind of annoyed. The topic of this post is called 'Skill Improvements suggestions'. Not nerf everything you see on Templar. If you had gone through my skill suggestions, I did in fact suggest a nerf for Harad's blessings to remove the damage and make it more support and make it something that procs on skills. 'Sacred book of God'...which God did I exactly describe and preach about here? I know its not meant literally and I understand this post is not very balanced comparing pros and cons when compared to to other classes...but its quite stifling none the less given you had nothing to add, for some skills that really need improvements. But for vast part of skills, I did suggest buffs on most skills. Now I have to very frank here....I have not requested ground breaking improvements or class overhauls that will make this Templar a new and improved Blade dancer or a Death knight! And frankly in my time here, whatever I generally suggest never gets considered. I say there is a high probability, this post is useless and Templar will not have any changes. But I am fine with that. At endgame having greatness/arena sets/merman gear, crafted gear, Guild buffs, talent system...Yes they ultimately buff not just Templar but any class for that matter. But you forget the fact, that grinding greatness takes time. Now in my opinion having played in Sapphire, Emerald and Pearl server, there are very few Templar players overall. And this can be noted the lack of any new posts in Templar following skill rebalances announcement. Yes, Templar is versatile. But its not that that good if we focus on a specific standard role of tanking, dps or healing. The point I am trying to conclude with, is some of the improvements are needed atleast from new player or solo players perspective when grinding from Lv 1 to endgame.
  6. Hi! All. In view of "[2021.10.15] Skill Rebalance. News", I have decided to add my thoughts on skill suggestions for Templar. There is about a month...maybe more, when the rebalance happens. Logically, I am skeptical to what extent any of suggestions listed will be considered/implemented given the short time frame... To note, the below contents are based on my perspective. Readers are free to agree/disagree with this post. My suggestions will be based on overall gameplay (levelling to 18, unlocking the experts and finally reaching endgame) General suggestions for the class, have been noted after going over each skill. Basic Skills Blame [Review]: This skill shines best with staff from a dps perspective. It adds a good stun if the target has stepped on 'Touch of Truth' area effect. However, its more or less useless for mace build from a dps perspective. [Suggestions]: I feel the damage should scale based on both physical and magic attack stats. As the main damage skill when starting out, I feel the Cooldown should be reduced a bit. Grace [Review]: Arguably the 'bread and butter' skill of Templar. It offers very good percentage increase to physical and magic stats. Not to mention the nice looking animation aura. However, the issue with this is, it does not last long. The player has to constantly spam it even when maxed to 5/5. [Suggestions]: I feel it should not be spammed over and over again. On this from overall game play I suggest any one of the following improvements: i. Increase in Duration....or ii. Make it a passive skill with reduced stats...or iii. Skill with constant energy consumption with reduced stats...or iv. Completely replace it with a healing skill that can be cast on others. While this may seem like a Paladin heal...I feel most of Templar heals are not straightforward. Stun proc heals have lot of RNG involved while Mantra of healing disables the target from combat. Combat Support [Review]: Its quite useful now in both PVP and PVE, once maxed to 5/5. [Suggestions]: Either reduce the Cool down or Increase the duration of skill. Fine as it is. Whirlwind of Repentance [Review]: The only aoe skill for Templar (excluding talent skill - 'Defense in Attack'). Its useful only in mace build. And more or less useless when using staff. [Suggestions]: I feel the damage should scale based on both physical and magic attack stats. And it should be a ranged aoe skill. As this will help a lot when playing with staff. Reverse Flow [Review]: The trademark skill of Templar. Its quite effective and fun in wars, pvp and Gvg. [Suggestions]: Either the Cooldown should be reduced or duration should be increased. In addition, I feel the push effect should not be resisted, in the event stun fails. Expert Skills Harad's Teachings [Review]: This passive is completely dependent on stun procs. Without a successful stun, its useless. The heal is not very helpful, given its based on position of the character and a small percentage of magic stat. The damage is based on physical attack stat, which is negligible when playing with staff. [Suggestions]: Instead of being dependent on stun, its best, if the buff procs based on various skills used like Mage's "Overload" or Chieftain's "Clan's Help" passive skills. In addition, in place of damage proc, I would suggest, the heal that occurs also restores energy in addition to health, given Templar, uses up lot of energy on its skills. Mantra of Healing [Review]: Very situational and quite useful Overall. [Suggestions]: In current meta, I think its good as it is. Touch of Truth [Review]: Its useful in PVP. At max level it gives a reasonable period of silence. However, its best used when using mace. Quite useless with staff. While its the opener for getting stun proc with Blame, stun in general gets resisted a lot. [Suggestions]: This skill should become ranged. In order to make it applicable when playing with staff. In addition, I feel it should have a debuff for reducing defense stats for a limited time, to make it more viable for either pve or pvp. Sucker Punch [Review]: The highest single target burst skill for Templar when using mace. Used with 'Reverse Flow', it causes a 'ping-pong' effect on the target (which is fun to watch when it procs!!). Unfortunately, its useless for staff players from a dps perspective. The throw effect is helpful only if the target is within range. [Suggestion]: I feel the usage range should be increased to 2 to 3 yards mainly to benefit staff users. And damage should scale on both physical and magic stats. Deity Statue [Review]: Its more or less useless in any scenario. Apart from being a decoy of sorts when used on general mobs or to distract charmer pets in arena. The damage absorption is not useful. [Suggestions]: I feel this skill can be made similar to a Totem. Players standing near it, get some useful buffs like increased health/energy regeneration, skill cooldown speed, etc Branded by the Sun [Review]: Good aoe aggro skill which gives a heal marker. Unfortunately, the heal marker might me taken up by a different part member, if their attack speed is higher. [Suggestions]: As this is the only aggro skill in Templar's arsenal, the cooldown has to be reduced. In addition the 'Stigma' debuff could be changed to have effect similar to Paladin's "Sun Seal". Onslaught [Review] Another very good physical dps skill. And a much needed gap closer for Templar. Unfortunately, its useless with staff. [Suggestion]: Unfortunately I'm unable to think of anything to improve it. Given the other skills, I think its good as it is. Power of the Heaven [Review]: It gives decent buffs for either mace/staff build. However, it consumes lot of mana. Personally I prefer Merman equipment buffs than using this skill. [Suggestions]: Its best to make this a passive skill. Particle of Life [Review]: While the AI of Pet may require improvement, its a very good dps skill that works in any build. [Suggestions]: In current meta, I think its good as it is. General suggestions on Templar gameplay: a. Templar skill sets consume lot of energy. Would suggest if the overall consumption can be reduced. Now granted, all classes consume energy. However, I personally felt, unless I have a very huge energy pool, I had to constantly use energy pots. b. Templar, as I understand it was based on stun stat and its procs for healing. Unfortunately in the current meta, stun is easily resisted in general. This as a result, effects the survivability of the class. I would suggest a rework of the stun stat in general. Thinking again, I think its fine as it is in regards to stun stat. I guess that concludes my thoughts on this topic. (Changes made in violet after thinking about it again.)
  7. Thinking out loud...The rise and inevitable fall of Templars.... Hopefully the entire class is revamped in future.. (P.S: I know its a silly rant and out of context.....)
  8. And just to add, I feel there will be not much changes to the energy costs for Templar. So I would suggest having 250+ Energy pool and High energy regen. Though this will cause one to lower other needed stats. Just to wish to add my thoughts on the rotation. Its mainly built with Mace & shield play style. I hope in the near future, the action bar slots are increased. I mostly play on pc. Though time to time on a mobile. Above is how I place my skills. 1 to 5 holds the skills frequently used, The rest based on usage and such. Grace has to be always active, be it Dps or healing. So always keep it where its easy to spam it. There is no particular order for PVE. Its based on your gameplay and such. I have placed Onslaught and Vortex close to each other. As I have been trying to ensure Vortex is placed immediately where the cursor points to when I click the target, the moment I charge. It may be hard for mobile users, given the screen-shifts and such. So to summarize, as far as arena is concerned, this is the approach I am currently taking...Activate Grace and Power of Heaven after being teleported to the arena.. Onslaught>>Vortex>>Sucker Punch>>Whirlwind>>Touch of Silence/Elemental (Assuming you have not died after the charge )>>Blame or other skills. Anyway there are always lot of variables in arena, rotation vary based on that. So just do what you can.
  9. Well it has been a good round of tests. Assuming tomorrow is the update...Here are my thoughts on the build I will likely pursue in general with DPS and Survivability in mind. To note, the below build is based on my gear and play style. Its not by any chance an optimum build. Its only for reference. One Hand Melee & Shield - Lv 32 Build | Physical mace with magic as secondary stat. Base enchant is also magic. Armor, gloves, belt, accessories all add magic bonus. Basic: Blame - 1/5 | Whirlwind of Repentance - 5/5 | Reverse Flow - 3/5 | Grace - 5/5 | Combat Support - 1/5 Expert: Harad's Teachings - 1/4 | Touch of Truth - 1/4 | Mantra of Healing - 1/4 | Deity Statue - 1/4 | Forbidden Trick/Sucker Punch - 4/4 | Power of Heaven - 1/4 | Particle of Life - 4/4 | Branded by the Sun - 4/4 | Onslaught - 1/4 Reason (Skill details in no particular order): The build is focused on burst dps and healing via Branded by Sun. My gear is mostly composed of Horror weapons and accessories. So I generally have 20 to 30% of 'Steal health' bonus. "Branded by Sun" vs 'Passive' - Templar at the time of release, was based on Stun. Stun procs were needed to heal. Stuns are not very reliable as they tend to get resisted. I was hoping, there was a passive to improve the stun rate and lessen the chance of resist. Nevertheless, one has to work with what one has. Granted "Branded by Sun" may not be very reliable in party, if someone's auto attack is quicker. However, solo wise and group party wise, it improves the overall healing. And it has a short cooldown. The stigma lasts for 12 seconds at 4/4. Unlike the RNG involved in stun proc heals. So in terms of On demand healing, the aggro skill is better than the passive. "Whirlwind of Repentance" is very useful. Its the only AOE skill for Templars. Can reduce accuracy and movement speed. Blame is better with staff. "Reverse flow" needed, for escape, control or PVP. Ensure you have a relic, which increases the base targets for arena. "Grace", always needed for higher damage/heal. "Combat support"...Not very useful in terms of sustainability, Can be used as an emergency shield and movement. Though given the limited action bar slots...I might disregard it. "Touch of truth", useful in arena. Not much use in PVE unless paired with Blame for the stun. "Mantra of healing" - It has some utility use now. I just use it for emergency healing. Be careful if you are using it on someone else, lest they accuse you of trolling them. "Deity Statue" - This needs to be improved. It hardly gives any good damage mitigation overall. The only thing is to use it as a decoy when passing a zone. "Sucker Punch" - Have to be careful when being around a mage with this. But overall, its a great damaging skill for Physical dps. "Power of Heaven" - Well naming aside...the skill does not deliver much from my opinion, unless, my gear is built like a Warden. The thing is Block stat is for warden, not for Templar. Our passive is built on stuns, as pointed earlier. Health bonus is also not much, based on the gear I have. Also it consumes a lot of energy. As such I feel its better to rely on Merman gear buffs. 'Thirst for life' is a much better damage mitigation skill for PVE. (To be noted, given the short supply of Merman gears and high cost, not everyone may get it at present.) And just for those unfamiliar with the skill I am stating, its this one: And just to add, I am yet to purchase the armour and gloves, needed for "Crushing Will" from Merman Cloth gear. So I hope someone can post their thoughts on using it with Templar. As for as staff users, the penetration is useful...Though Templars are neither mages nor priests...So I am not sure, how it helps them in the long run, given the skills they have now. "Particle of Life" - As explained in previous posts is great for any build. Though to note, as its pet based, expect it to stray away sometimes, after killing the primary target. "Onslaught" - A good gap closer. Explained well in previous posts. Staff Build - Lv 32 Unfortunately, I have no idea where the staff game-play is heading. Perhaps it was made to add a sort of balance to Charmer...well its not working out, from my perspective. Basic: Blame - 5/5 | Whirlwind of Repentance - 1/5 | Reverse Flow - 3/5 | Grace - 5/5 | Combat Support - 1/5 Expert: Particle of Life - 4/4 | Remaining 6 points - Whatever suits one's needs... Currently its just a single target dps. When the pet is active, in terms of dps...its just the old rotation...Grace-Blame...
  10. Quoting your statement - "I'd like to end this amicably.". And I have re-edited my post.
  11. I have tested it. My magic with mace (Grace included) is around 591. 1/4 was about 527. 4/4 about 827. (Rough figures, as I recall). So it can be inferred, comparing the stats, each level increases the heal value by 100 units.
  12. Well Gvg is not only about mc vs elf. Guilds in the same faction often fight each other too. So to answer, this is experienced by everyone. Overall, there are number of ways to counter such a scenario for mc side with warlocks, shaman and other classes. It may be hard, but not impossible.
  13. Just want to add...Movement skill debuff is more or less useless against ranged targets, unless they are trying to kite. So I observed that if I use Onslaught as an opener, in arena, all active experts enter the default global cooldown. In that window, the only stun skill to use would be 'Reverse flow'. However, it does take a bit of time to place at the right position and it may break the dps rotation, as it will throw the target away.
  14. Tested the new expert skills on Test server and few other class changes. Here are my thoughts: (Not tested much with the staff. Prefer mace and shield mostly.) Power of the Heaven - The skill description's stats are not very clear when you level it to 4/4. However, its good overall based on hp and block rate increase. It has few issues however. The energy it consumes during combat is a lot. Especially when paired with Merman gear skills. When you activate it, it does not fill up the difference in hp instantly. This can be a detriment during arena. Finally animation wise, which is more of a personal opinion, it does not sync well with Merman gear buff and the orange circle from Deity statue. Particle of Life - The skill is very good. 4/4 all the way. No complaints on this one. Branded by the Sun - It has very good range when maxed. However, the heal works like secret link of druid. Lower the hp, higher the heal. The amount of healing done is great. Onslaught - Good Gap closer with 6 yards range. Good damage. I would just leave it at 1/4. Personally, I can't help but wish there was a stun or silence, instead of movement debuff, which is just 15% at base level and 30% at max level. Though I understand, this opinion will draw criticism. Anyway, have to be careful with this, if the opponent players have a radius relic equipped on skills that can be applied beyond 6 yards. Energy costs - I feel the changes done on the energy costs need to re-looked at. Not finding much difference. For example consider the below skill - Whirlwind of Repentance (Aoe skill). In the current meta it has 28 units as energy consumption at 5/5. However, in test its just 25 units. Overall comparing all basic skill energy costs, the consumption has reduced only by 2 or 3 points. On experts, I have observed the energy cost remain same as before.
  15. Well I think the new experts for Templar is very good compared to my initial impression. And the concern on this has been addressed - "For absolutely all skills of the Chieftain and Templar reduced energy consumption.".
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