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Mephi

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Posts posted by Mephi

  1. 20 minutes ago, Risc said:

    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 - 5/5Reverse Flow - 3/5Grace - 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 'Passvie' - 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: 

    image.png.33c442fb2ad6d88237ddc4439cb675fd.png

     

    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 - 3/5Grace - 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...

     

     

    As staff user you want to use combat support 5/5 instead of reverse flow and the last 4 points into some utility statue mantra or the new aggro skill 

     

    Bcs like u said, the staff game play is very underwhelming I hope they improve it BUT NOT on the costs of the mace bcs I feel the mace might be just right now. Not sure about their role in pve yet

  2. Let's not forget about staff Templar guys who are in a really bad spot atm. They got nothing that's is going for them and the new skill is a hybrid skill thats actually weak for staff users I have 1. 2k dmg magic and it does 800 dmg per hit that's laughable.... 

     

    My charmers bird does more dmg with me having 700 magic

     

    Staff Templar can't even heal BG tower mythic, even tho I have +10 craft wep lvl 30 and full % that's just sad...

     

    Sure Templar is support class but he doesn't have any support abilities that scale with magic who aren't supposed to be for healers

     

    Why even bother giving him a staff when it doesn't influence his kit at all and what it influences ppl say "but he isn't a healer he is not supposed to heal" 

  3. 13 hours ago, Staks said:

     

     

    11 hours ago, coldravens said:

    20% for melee class is kinda low indeed.

    Also hunter speed skill was giveing 22% speed but they nerfed with 4% then they nerf the speed of bows and crossbow, and also they nerf the main dmg skill by increasing the cooldown by 2sec, its not that chiftens are op just hunters are overnerfed

     

    No 20% is fine if not too much

    Mele class with high speed is even more op, since the wep are even faster than bow or xbow

     

    Chieftains ARE op they even with 4 less expert skill were the abosulte best dps during horror and they weren't even +10. Chieftains don't need more buffs for PvE.

     

    20% is already much but so let it be but for sure not more. Bcs not even rogues charmer locks none can keep up with chieftains dmg output

  4. 50 minutes ago, Staks said:

    After testing speed skill with differents kind of gear set up i dont think the speed increase on the skill still very low, and should at least be adjusted for %5 more 

    for a class with no stun resist skill should last longer

     

    Try to be reasonable... 20% is already more what hunters get for their skill. To be honest chieftain doesn't need more dps output they already overshine every other mc dps class by a lot I have +10 craft hunter and no chance to keep up with chieftains 

  5. 4 minutes ago, Higgings said:

     

    I disagree. Some skills have been designed especially for players who rather using staves than maces. This is how hybrid classes work, and in my opinion, Templars have got exactly what it was promised them.

     

    What I find a bit unfair is that Every skill should have a weak point in a way or another. We can see these weak points pretty clearly when we speak of Chieftains (On the top of examples there's indeed their resist skill, which is enough not to cast any skill to make it disappear faster). It has got indeed a weak point, and same thing for almost any of his new skills. I can't say the same for the other part, or at least, I've got a hard time to figure out most of their weak points. When I personally spoke of a buff, I meant something like 2 seconds more at 4/4; no more. I have then to consider various scenario, where in many vs many fights you have to understand that it's very hard not to cast control skills. Today we shall have another test. Pay more attention to these skills on environments like arena. 

     

    Well you should really play Staff Templar then, to get a feeling by your own. It can do crazy things like heal for 14k if you set it up right. But that's not a DG scenario. Already with the current abilities as a staff Templar you are useless in most pve content. You can't stun bosses or there aren't many mobs around. Especially DG I bring very little on the table except a shield and statue. 

     

    The new update promised to change that but in fact didn't do much. Staff users aren't supposed to get aggro but now I have to take aggro in order to heal my pt? The minion is also underwhelming dmg. And the pene effect its ok, but not really enhancing their strength or covering a weakness it's just ok. Why can't it be instead for pene increase of critical dmg and heal? 

     

    I know the testing isn't over yet nor is anything final but I feel like I am the only staff user and nobody else really care about it. I'm not asking to nerf the hybrid playstyle I think mace users are in a sweet spot right now I want a more creative solution for the staff users and the promised buff

     

    Ps: I don't know about the chieftain story, haven't tested him 

  6. On 12/20/2020 at 10:55 PM, Higgings said:

     

    This is not the right place for this kind of information. Let's wait for further news. 

    (I don't know how to remove the cite) 

     

    I am playing a Templar with staff and I'm really disappointed by it. It was promised staff players would get their own good thing and far as it goes the only magic abilities are aggro and pet. (aggro is meant to be for shield) so out of 4 abilities only 1 I semi good for staff? And this should be to promised buff for staff Templar? I have +10 craft staff 1.2k magic dmg and my elemental hits for 800 dmg only? 

     

    My point is even tho Templar is strong class the recent update strongly favors hybrid plaxstyle and the promised staff buff was totally ignored

  7. 9 minutes ago, Mephi said:

    So after some days i tested a bit around during test server and now the changes are life...

     

    i think we can all agree on palas are still very strong (especially 2vs2) 

     

    But something that really concerns me and what we should all look at ARE CHARMERS....

    They got some fair nerfs like stone stun can be resissted 

    dog hp was decreased 

    and overall mana cost and cd got higher

     

    but the true nerf that no class ever got in this quality is the dead mans knowledge nerf 

    for example: pre nerf i did 1k dmg with that skill using my auto attack ( psyical dmg 650) so it was +350 dmg 

     

    and now i hit with autoattack with skill on proc: 300 dmg 

    700DMG diferrence

    correct me if i am wrong but the only dmg skill from charmer got nerfed soo hard that no other class experienced smth like that thats just insane.

     

    Pls gm tell that this isnt intended 

    many player me included thought the change would be, that the stun hits when some shield is up (still doesnt stun when shield or barrier active)

     i tested it on a dummy and on players

     

    and as known dummys dont have any protective attributes but the dmg decrease still hits very hard 

    im very disappointed about this "secret" or "not comunnicated" nerf on the dmg.

    If they did the nerf like in the description it would  still make the same dmg to the dummy as before

  8. So after some days i tested a bit around during test server and now the changes are life...

     

    i think we can all agree on palas are still very strong (especially 2vs2) 

     

    But something that really concerns me and what we should all look at ARE CHARMERS....

    They got some fair nerfs like stone stun can be resissted 

    dog hp was decreased 

    and overall mana cost and cd got higher

     

    but the true nerf that no class ever got in this quality is the dead mans knowledge nerf 

    for example: pre nerf i did 1k dmg with that skill using my auto attack ( psyical dmg 650) so it was +350 dmg 

     

    and now i hit with autoattack with skill on proc: 300 dmg 

    700DMG diferrence

    correct me if i am wrong but the only dmg skill from charmer got nerfed soo hard that no other class experienced smth like that thats just insane.

     

    Pls gm tell that this isnt intended 

    many player me included thought the change would be, that the stun hits when some shield is up (still doesnt stun when shield or barrier active)

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